/*
===========================================================================
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"
#include "bg_local.h"
#include
#include
extern cvar_t *g_TeamBeefDirectorsCut;
//---------------
// Blaster
//---------------
//---------------------------------------------------------
static void WP_FireBlasterMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire )
//---------------------------------------------------------
{
int velocity = BLASTER_VELOCITY;
int damage = !altFire ? weaponData[WP_BLASTER].damage : weaponData[WP_BLASTER].altDamage;
// If an enemy is shooting at us, lower the velocity so you have a chance to evade
if ( ent->client && ent->client->ps.clientNum != 0 )
{
if ( g_spskill->integer < 2 )
{
velocity *= BLASTER_NPC_VEL_CUT;
}
else
{
velocity *= BLASTER_NPC_HARD_VEL_CUT;
}
}
if(ent->client && ent->client->ps.clientNum == 0 && g_TeamBeefDirectorsCut->value)
{
velocity = TBDC_BLASTER_VELOCITY;
}
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, velocity, 10000, ent, altFire );
missile->classname = "blaster_proj";
missile->s.weapon = WP_BLASTER;
// Do the damages
if ( ent->s.number != 0 )
{
if ( g_spskill->integer == 0 )
{
damage = BLASTER_NPC_DAMAGE_EASY;
}
else if ( g_spskill->integer == 1 )
{
damage = BLASTER_NPC_DAMAGE_NORMAL;
}
else
{
damage = BLASTER_NPC_DAMAGE_HARD;
}
}
// 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->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
if ( altFire )
{
missile->methodOfDeath = MOD_BLASTER_ALT;
}
else
{
missile->methodOfDeath = MOD_BLASTER;
}
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
// we don't want it to bounce forever
missile->bounceCount = 8;
}
//---------------------------------------------------------
void WP_FireBlaster( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
vec3_t dir, angs, start;
if ( BG_UseVRPosition(ent) )
{
BG_CalculateVRWeaponPosition(start, angs);
}
else {
VectorCopy(wpMuzzle, start);
vectoangles(wpFwd, angs);
}
if ( alt_fire )
{
if(vr->weapon_stabilised) {
// add some slop to the alt-fire direction
angs[PITCH] += Q_flrand(-0.5f, 0.5f) * BLASTER_ALT_SPREAD;
angs[YAW] += Q_flrand(-0.5f, 0.5f) * BLASTER_ALT_SPREAD;
} else {
// add some slop to the alt-fire direction
angs[PITCH] += Q_flrand(-1.0f, 1.0f) * BLASTER_ALT_SPREAD;
angs[YAW] += Q_flrand(-1.0f, 1.0f) * BLASTER_ALT_SPREAD;
}
}
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 ) )
{
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
}
else
{
if(vr->cgzoommode != 4) { // much more accurate if using the scope
//GB - If double handing reduce by two thirds
if(vr->weapon_stabilised)
{
// 1/3 as much variety if stabilised
angs[PITCH] += Q_flrand(-0.33f, 0.33f) * BLASTER_MAIN_SPREAD;
angs[YAW] += Q_flrand(-0.33f, 0.33f) * BLASTER_MAIN_SPREAD;
} else {
// add some slop to the main-fire direction
angs[PITCH] += Q_flrand(-1.0f, 1.0f) * BLASTER_MAIN_SPREAD;
angs[YAW] += Q_flrand(-1.0f, 1.0f) * BLASTER_MAIN_SPREAD;
}
}
}
}
AngleVectors( angs, dir, NULL, NULL );
// FIXME: if temp_org does not have clear trace to inside the bbox, don't shoot!
WP_FireBlasterMissile( ent, start, dir, alt_fire );
}