jkxr/Projects/Android/jni/OpenJK/code/game/wp_emplaced_gun.cpp

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/*
===========================================================================
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
#include "g_local.h"
#include "b_local.h"
#include "g_functions.h"
#include "wp_saber.h"
#include "w_local.h"
//---------------------------------------------------------
void WP_FireTurboLaserMissile( gentity_t *ent, vec3_t start, vec3_t dir )
//---------------------------------------------------------
{
int velocity = ent->mass; //FIXME: externalize
gentity_t *missile;
missile = CreateMissile( start, dir, velocity, 10000, ent, qfalse );
//use a custom shot effect
//missile->s.otherEntityNum2 = G_EffectIndex( "turret/turb_shot" );
//use a custom impact effect
//missile->s.emplacedOwner = G_EffectIndex( "turret/turb_impact" );
missile->classname = "turbo_proj";
missile->s.weapon = WP_TIE_FIGHTER;
missile->damage = ent->damage; //FIXME: externalize
missile->splashDamage = ent->splashDamage; //FIXME: externalize
missile->splashRadius = ent->splashRadius; //FIXME: externalize
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = MOD_EMPLACED; //MOD_TURBLAST; //count as a heavy weap
missile->splashMethodOfDeath = MOD_EMPLACED; //MOD_TURBLAST;// ?SPLASH;
missile->clipmask = MASK_SHOT;
// we don't want it to bounce forever
missile->bounceCount = 8;
//set veh as cgame side owner for purpose of fx overrides
//missile->s.owner = ent->s.number;
//don't let them last forever
missile->e_ThinkFunc = thinkF_G_FreeEntity;
missile->nextthink = level.time + 10000;//at 20000 speed, that should be more than enough
}
// Emplaced Gun
//---------------------------------------------------------
void WP_EmplacedFire( gentity_t *ent )
//---------------------------------------------------------
{
float damage = weaponData[WP_EMPLACED_GUN].damage * ( ent->NPC ? 0.1f : 1.0f );
float vel = EMPLACED_VEL * ( ent->NPC ? 0.4f : 1.0f );
WP_MissileTargetHint(ent, muzzle, forwardVec);
gentity_t *missile = CreateMissile( muzzle, forwardVec, vel, 10000, ent );
missile->classname = "emplaced_proj";
missile->s.weapon = WP_EMPLACED_GUN;
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK | DAMAGE_HEAVY_WEAP_CLASS;
missile->methodOfDeath = MOD_EMPLACED;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
// do some weird switchery on who the real owner is, we do this so the projectiles don't hit the gun object
if ( ent && ent->client && !(ent->client->ps.eFlags&EF_LOCKED_TO_WEAPON) )
{
missile->owner = ent;
}
else
{
missile->owner = ent->owner;
}
if ( missile->owner->e_UseFunc == useF_eweb_use )
{
missile->alt_fire = qtrue;
}
VectorSet( missile->maxs, EMPLACED_SIZE, EMPLACED_SIZE, EMPLACED_SIZE );
VectorScale( missile->maxs, -1, missile->mins );
// alternate muzzles
ent->fxID = !ent->fxID;
}