/*
===========================================================================
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_local.h"
#include "b_local.h"
#include "wp_saber.h"
#include "w_local.h"
//---------------------------------------------------------
void WP_FireNoghriStick( gentity_t *ent )
//---------------------------------------------------------
{
vec3_t dir, angs;
vectoangles( forwardVec, angs );
if ( !(ent->client->ps.forcePowersActive&(1<client->ps.forcePowerLevel[FP_SEE] < FORCE_LEVEL_2 )
{//force sight 2+ gives perfect aim
//FIXME: maybe force sight level 3 autoaims some?
// add some slop to the main-fire direction
angs[PITCH] += ( Q_flrand(-1.0f, 1.0f) * (BLASTER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
angs[YAW] += ( Q_flrand(-1.0f, 1.0f) * (BLASTER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
}
AngleVectors( angs, dir, NULL, NULL );
// FIXME: if temp_org does not have clear trace to inside the bbox, don't shoot!
int velocity = 1200;
WP_TraceSetStart( ent, muzzle, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
WP_MissileTargetHint(ent, muzzle, dir);
gentity_t *missile = CreateMissile( muzzle, dir, velocity, 10000, ent, qfalse );
missile->classname = "noghri_proj";
missile->s.weapon = WP_NOGHRI_STICK;
// Do the damages
if ( ent->s.number != 0 )
{
if ( g_spskill->integer == 0 )
{
missile->damage = 1;
}
else if ( g_spskill->integer == 1 )
{
missile->damage = 5;
}
else
{
missile->damage = 10;
}
}
// if ( ent->client )
// {
// if ( 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->dflags = DAMAGE_NO_KNOCKBACK;
missile->methodOfDeath = MOD_BLASTER;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
missile->splashDamage = 0;
missile->splashRadius = 100;
missile->splashMethodOfDeath = MOD_GAS;
//Hmm: maybe spew gas on impact?
}