/* =========================================================================== 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" // 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; }