mirror of
https://github.com/DrBeef/JKXR.git
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90 lines
2.9 KiB
C++
90 lines
2.9 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 "g_functions.h"
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#include "wp_saber.h"
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#include "w_local.h"
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//---------------------------------------------------------
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void WP_FireTuskenRifle( gentity_t *ent )
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//---------------------------------------------------------
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{
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vec3_t start;
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VectorCopy( muzzle, start );
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WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
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if ( !(ent->client->ps.forcePowersActive&(1<<FP_SEE))
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|| ent->client->ps.forcePowerLevel[FP_SEE] < FORCE_LEVEL_2 )
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{//force sight 2+ gives perfect aim
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//FIXME: maybe force sight level 3 autoaims some?
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if ( ent->NPC && ent->NPC->currentAim < 5 )
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{
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vec3_t angs;
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vectoangles( forwardVec, angs );
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if ( ent->client->NPC_class == CLASS_IMPWORKER )
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{//*sigh*, hack to make impworkers less accurate without affecteing imperial officer accuracy
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angs[PITCH] += ( Q_flrand(-1.0f, 1.0f) * (BLASTER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
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angs[YAW] += ( Q_flrand(-1.0f, 1.0f) * (BLASTER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
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}
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else
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{
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angs[PITCH] += ( Q_flrand(-1.0f, 1.0f) * ((5-ent->NPC->currentAim)*0.25f) );
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angs[YAW] += ( Q_flrand(-1.0f, 1.0f) * ((5-ent->NPC->currentAim)*0.25f) );
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}
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AngleVectors( angs, forwardVec, NULL, NULL );
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}
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}
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WP_MissileTargetHint(ent, start, forwardVec);
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gentity_t *missile = CreateMissile( start, forwardVec, TUSKEN_RIFLE_VEL, 10000, ent, qfalse );
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missile->classname = "trifle_proj";
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missile->s.weapon = WP_TUSKEN_RIFLE;
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if ( ent->s.number < MAX_CLIENTS || g_spskill->integer >= 2 )
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{
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missile->damage = TUSKEN_RIFLE_DAMAGE_HARD;
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}
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else if ( g_spskill->integer > 0 )
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{
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missile->damage = TUSKEN_RIFLE_DAMAGE_MEDIUM;
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}
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else
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{
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missile->damage = TUSKEN_RIFLE_DAMAGE_EASY;
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}
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missile->dflags = DAMAGE_DEATH_KNOCKBACK;
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missile->methodOfDeath = MOD_BRYAR;//???
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missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
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// we don't want it to bounce forever
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missile->bounceCount = 8;
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}
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