/* =========================================================================== 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 . =========================================================================== */ #include "g_headers.h" #include "b_local.h" #include "g_local.h" #include "wp_saber.h" #include "w_local.h" #include "g_functions.h" //------------------- // Heavy Repeater //------------------- //--------------------------------------------------------- static void WP_RepeaterMainFire( gentity_t *ent, vec3_t dir ) //--------------------------------------------------------- { vec3_t start; int damage = weaponData[WP_REPEATER].damage; VectorCopy( wpMuzzle, start ); WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall gentity_t *missile = CreateMissile( start, dir, REPEATER_VELOCITY, 10000, ent ); missile->classname = "repeater_proj"; missile->s.weapon = WP_REPEATER; // Do the damages if ( ent->s.number != 0 ) { if ( g_spskill->integer == 0 ) { damage = REPEATER_NPC_DAMAGE_EASY; } else if ( g_spskill->integer == 1 ) { damage = REPEATER_NPC_DAMAGE_NORMAL; } else { damage = REPEATER_NPC_DAMAGE_HARD; } } // if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time ) // { // // in overcharge mode, so doing double damage // missile->flags |= FL_OVERCHARGED; // damage *= 2; // } missile->damage = damage; missile->dflags = DAMAGE_DEATH_KNOCKBACK; missile->methodOfDeath = MOD_REPEATER; missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER; // we don't want it to bounce forever missile->bounceCount = 8; } //--------------------------------------------------------- static void WP_RepeaterAltFire( gentity_t *ent ) //--------------------------------------------------------- { vec3_t start; int damage = weaponData[WP_REPEATER].altDamage; gentity_t *missile = NULL; VectorCopy( wpMuzzle, start ); WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall if ( ent->client && ent->client->NPC_class == CLASS_GALAKMECH ) { missile = CreateMissile( start, ent->client->hiddenDir, ent->client->hiddenDist, 10000, ent, qtrue ); } else { missile = CreateMissile( start, wpFwd, REPEATER_ALT_VELOCITY, 10000, ent, qtrue ); } missile->classname = "repeater_alt_proj"; missile->s.weapon = WP_REPEATER; missile->mass = 10; // Do the damages if ( ent->s.number != 0 ) { if ( g_spskill->integer == 0 ) { damage = REPEATER_ALT_NPC_DAMAGE_EASY; } else if ( g_spskill->integer == 1 ) { damage = REPEATER_ALT_NPC_DAMAGE_NORMAL; } else { damage = REPEATER_ALT_NPC_DAMAGE_HARD; } } VectorSet( missile->maxs, REPEATER_ALT_SIZE, REPEATER_ALT_SIZE, REPEATER_ALT_SIZE ); VectorScale( missile->maxs, -1, missile->mins ); missile->s.pos.trType = TR_GRAVITY; missile->s.pos.trDelta[2] += 40.0f; //give a slight boost in the upward direction // if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time ) // { // // in overcharge mode, so doing double damage // missile->flags |= FL_OVERCHARGED; // damage *= 2; // } missile->damage = damage; missile->dflags = DAMAGE_DEATH_KNOCKBACK; missile->methodOfDeath = MOD_REPEATER_ALT; missile->splashMethodOfDeath = MOD_REPEATER_ALT; missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER; missile->splashDamage = weaponData[WP_REPEATER].altSplashDamage; missile->splashRadius = weaponData[WP_REPEATER].altSplashRadius; // we don't want it to bounce forever missile->bounceCount = 8; } //--------------------------------------------------------- void WP_FireRepeater( gentity_t *ent, qboolean alt_fire ) //--------------------------------------------------------- { vec3_t dir, angs; vectoangles( wpFwd, angs ); if ( alt_fire ) { WP_RepeaterAltFire( ent ); } else { // Troopers use their aim values as well as the gun's inherent inaccuracy // so check for all classes of stormtroopers and anyone else that has aim error if ( ent->client && ent->NPC && ( ent->client->NPC_class == CLASS_STORMTROOPER || ent->client->NPC_class == CLASS_SWAMPTROOPER || ent->client->NPC_class == CLASS_SHADOWTROOPER ) ) { angs[PITCH] += ( Q_flrand(-1.0f, 1.0f) * (REPEATER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f) ); angs[YAW] += ( Q_flrand(-1.0f, 1.0f) * (REPEATER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f) ); } else { // add some slop to the alt-fire direction angs[PITCH] += Q_flrand(-1.0f, 1.0f) * REPEATER_SPREAD; angs[YAW] += Q_flrand(-1.0f, 1.0f) * REPEATER_SPREAD; } AngleVectors( angs, dir, NULL, NULL ); // FIXME: if temp_org does not have clear trace to inside the bbox, don't shoot! WP_RepeaterMainFire( ent, dir ); } }