jkxr/Projects/Android/jni/OpenJK/code/game/wp_atst.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 "wp_saber.h"
#include "w_local.h"
// ATST Main
//---------------------------------------------------------
void WP_ATSTMainFire( gentity_t *ent )
//---------------------------------------------------------
{
float vel = ATST_MAIN_VEL;
// if ( ent->client && (ent->client->ps.eFlags & EF_IN_ATST ))
// {
// vel = 4500.0f;
// }
if ( !ent->s.number )
{
// player shoots faster
vel *= 1.6f;
}
WP_MissileTargetHint(ent, muzzle, forwardVec);
gentity_t *missile = CreateMissile( muzzle, forwardVec, vel, 10000, ent );
missile->classname = "atst_main_proj";
missile->s.weapon = WP_ATST_MAIN;
missile->damage = weaponData[WP_ATST_MAIN].damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK|DAMAGE_HEAVY_WEAP_CLASS;
missile->methodOfDeath = MOD_ENERGY;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
missile->owner = ent;
VectorSet( missile->maxs, ATST_MAIN_SIZE, ATST_MAIN_SIZE, ATST_MAIN_SIZE );
VectorScale( missile->maxs, -1, missile->mins );
}
// ATST Alt Side
//---------------------------------------------------------
void WP_ATSTSideAltFire( gentity_t *ent )
//---------------------------------------------------------
{
int damage = weaponData[WP_ATST_SIDE].altDamage;
float vel = ATST_SIDE_ALT_NPC_VELOCITY;
if ( ent->client && (ent->client->ps.eFlags & EF_IN_ATST ))
{
vel = ATST_SIDE_ALT_VELOCITY;
}
gentity_t *missile = CreateMissile( muzzle, forwardVec, vel, 10000, ent, qtrue );
missile->classname = "atst_rocket";
missile->s.weapon = WP_ATST_SIDE;
missile->mass = 10;
// Do the damages
if ( ent->s.number != 0 )
{
if ( g_spskill->integer == 0 )
{
damage = ATST_SIDE_ROCKET_NPC_DAMAGE_EASY;
}
else if ( g_spskill->integer == 1 )
{
damage = ATST_SIDE_ROCKET_NPC_DAMAGE_NORMAL;
}
else
{
damage = ATST_SIDE_ROCKET_NPC_DAMAGE_HARD;
}
}
VectorCopy( forwardVec, missile->movedir );
// Make it easier to hit things
VectorSet( missile->maxs, ATST_SIDE_ALT_ROCKET_SIZE, ATST_SIDE_ALT_ROCKET_SIZE, ATST_SIDE_ALT_ROCKET_SIZE );
VectorScale( missile->maxs, -1, missile->mins );
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK | DAMAGE_HEAVY_WEAP_CLASS;
missile->methodOfDeath = MOD_EXPLOSIVE;
missile->splashMethodOfDeath = MOD_EXPLOSIVE_SPLASH;
missile->clipmask = MASK_SHOT;
// Scale damage down a bit if it is coming from an NPC
missile->splashDamage = weaponData[WP_ATST_SIDE].altSplashDamage * ( ent->s.number == 0 ? 1.0f : ATST_SIDE_ALT_ROCKET_SPLASH_SCALE );
missile->splashRadius = weaponData[WP_ATST_SIDE].altSplashRadius;
// we don't want it to ever bounce
missile->bounceCount = 0;
}
// ATST Side
//---------------------------------------------------------
void WP_ATSTSideFire( gentity_t *ent )
//---------------------------------------------------------
{
int damage = weaponData[WP_ATST_SIDE].damage;
gentity_t *missile = CreateMissile( muzzle, forwardVec, ATST_SIDE_MAIN_VELOCITY, 10000, ent, qfalse );
missile->classname = "atst_side_proj";
missile->s.weapon = WP_ATST_SIDE;
// Do the damages
if ( ent->s.number != 0 )
{
if ( g_spskill->integer == 0 )
{
damage = ATST_SIDE_MAIN_NPC_DAMAGE_EASY;
}
else if ( g_spskill->integer == 1 )
{
damage = ATST_SIDE_MAIN_NPC_DAMAGE_NORMAL;
}
else
{
damage = ATST_SIDE_MAIN_NPC_DAMAGE_HARD;
}
}
VectorSet( missile->maxs, ATST_SIDE_MAIN_SIZE, ATST_SIDE_MAIN_SIZE, ATST_SIDE_MAIN_SIZE );
VectorScale( missile->maxs, -1, missile->mins );
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK|DAMAGE_HEAVY_WEAP_CLASS;
missile->methodOfDeath = MOD_ENERGY;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
missile->splashDamage = weaponData[WP_REPEATER].splashDamage * ( ent->s.number == 0 ? 1.0f : 0.6f );
missile->splashRadius = weaponData[WP_REPEATER].splashRadius;
// we don't want it to bounce
missile->bounceCount = 0;
}