mirror of
https://github.com/DrBeef/JKXR.git
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165 lines
4.7 KiB
C++
165 lines
4.7 KiB
C++
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/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#include "g_local.h"
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#include "b_local.h"
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#include "wp_saber.h"
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#include "w_local.h"
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// ATST Main
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//---------------------------------------------------------
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void WP_ATSTMainFire( gentity_t *ent )
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//---------------------------------------------------------
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{
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float vel = ATST_MAIN_VEL;
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// if ( ent->client && (ent->client->ps.eFlags & EF_IN_ATST ))
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// {
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// vel = 4500.0f;
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// }
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if ( !ent->s.number )
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{
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// player shoots faster
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vel *= 1.6f;
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}
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WP_MissileTargetHint(ent, muzzle, forwardVec);
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gentity_t *missile = CreateMissile( muzzle, forwardVec, vel, 10000, ent );
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missile->classname = "atst_main_proj";
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missile->s.weapon = WP_ATST_MAIN;
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missile->damage = weaponData[WP_ATST_MAIN].damage;
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missile->dflags = DAMAGE_DEATH_KNOCKBACK|DAMAGE_HEAVY_WEAP_CLASS;
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missile->methodOfDeath = MOD_ENERGY;
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missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
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missile->owner = ent;
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VectorSet( missile->maxs, ATST_MAIN_SIZE, ATST_MAIN_SIZE, ATST_MAIN_SIZE );
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VectorScale( missile->maxs, -1, missile->mins );
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}
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// ATST Alt Side
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//---------------------------------------------------------
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void WP_ATSTSideAltFire( gentity_t *ent )
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//---------------------------------------------------------
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{
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int damage = weaponData[WP_ATST_SIDE].altDamage;
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float vel = ATST_SIDE_ALT_NPC_VELOCITY;
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if ( ent->client && (ent->client->ps.eFlags & EF_IN_ATST ))
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{
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vel = ATST_SIDE_ALT_VELOCITY;
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}
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gentity_t *missile = CreateMissile( muzzle, forwardVec, vel, 10000, ent, qtrue );
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missile->classname = "atst_rocket";
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missile->s.weapon = WP_ATST_SIDE;
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missile->mass = 10;
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// Do the damages
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if ( ent->s.number != 0 )
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{
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if ( g_spskill->integer == 0 )
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{
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damage = ATST_SIDE_ROCKET_NPC_DAMAGE_EASY;
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}
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else if ( g_spskill->integer == 1 )
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{
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damage = ATST_SIDE_ROCKET_NPC_DAMAGE_NORMAL;
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}
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else
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{
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damage = ATST_SIDE_ROCKET_NPC_DAMAGE_HARD;
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}
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}
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VectorCopy( forwardVec, missile->movedir );
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// Make it easier to hit things
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VectorSet( missile->maxs, ATST_SIDE_ALT_ROCKET_SIZE, ATST_SIDE_ALT_ROCKET_SIZE, ATST_SIDE_ALT_ROCKET_SIZE );
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VectorScale( missile->maxs, -1, missile->mins );
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missile->damage = damage;
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missile->dflags = DAMAGE_DEATH_KNOCKBACK | DAMAGE_HEAVY_WEAP_CLASS;
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missile->methodOfDeath = MOD_EXPLOSIVE;
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missile->splashMethodOfDeath = MOD_EXPLOSIVE_SPLASH;
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missile->clipmask = MASK_SHOT;
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// Scale damage down a bit if it is coming from an NPC
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missile->splashDamage = weaponData[WP_ATST_SIDE].altSplashDamage * ( ent->s.number == 0 ? 1.0f : ATST_SIDE_ALT_ROCKET_SPLASH_SCALE );
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missile->splashRadius = weaponData[WP_ATST_SIDE].altSplashRadius;
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// we don't want it to ever bounce
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missile->bounceCount = 0;
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}
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// ATST Side
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//---------------------------------------------------------
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void WP_ATSTSideFire( gentity_t *ent )
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//---------------------------------------------------------
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{
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int damage = weaponData[WP_ATST_SIDE].damage;
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gentity_t *missile = CreateMissile( muzzle, forwardVec, ATST_SIDE_MAIN_VELOCITY, 10000, ent, qfalse );
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missile->classname = "atst_side_proj";
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missile->s.weapon = WP_ATST_SIDE;
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// Do the damages
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if ( ent->s.number != 0 )
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{
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if ( g_spskill->integer == 0 )
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{
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damage = ATST_SIDE_MAIN_NPC_DAMAGE_EASY;
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}
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else if ( g_spskill->integer == 1 )
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{
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damage = ATST_SIDE_MAIN_NPC_DAMAGE_NORMAL;
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}
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else
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{
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damage = ATST_SIDE_MAIN_NPC_DAMAGE_HARD;
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}
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}
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VectorSet( missile->maxs, ATST_SIDE_MAIN_SIZE, ATST_SIDE_MAIN_SIZE, ATST_SIDE_MAIN_SIZE );
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VectorScale( missile->maxs, -1, missile->mins );
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missile->damage = damage;
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missile->dflags = DAMAGE_DEATH_KNOCKBACK|DAMAGE_HEAVY_WEAP_CLASS;
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missile->methodOfDeath = MOD_ENERGY;
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missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
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missile->splashDamage = weaponData[WP_REPEATER].splashDamage * ( ent->s.number == 0 ? 1.0f : 0.6f );
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missile->splashRadius = weaponData[WP_REPEATER].splashRadius;
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// we don't want it to bounce
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missile->bounceCount = 0;
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}
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