/*
===========================================================================
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;
//---------------
// Bryar Pistol
//---------------
//---------------------------------------------------------
void WP_FireBryarPistol( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
vec3_t start;
int damage = !alt_fire ? weaponData[ent->s.weapon].damage : weaponData[ent->s.weapon].altDamage;
vec3_t angs, forward;
if ( BG_UseVRPosition(ent))
{
BG_CalculateVRWeaponPosition(wpMuzzle, angs);
AngleVectors(angs, forward, NULL, NULL);
}
else {
vectoangles(wpFwd, angs);
}
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->NPC && ent->NPC->currentAim < 5 )
{
if ( ent->client->NPC_class == CLASS_IMPWORKER )
{//*sigh*, hack to make impworkers less accurate without affecteing imperial officer accuracy
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
{
angs[PITCH] += ( Q_flrand(-1.0f, 1.0f) * ((5-ent->NPC->currentAim)*0.25f) );
angs[YAW] += ( Q_flrand(-1.0f, 1.0f) * ((5-ent->NPC->currentAim)*0.25f) );
}
AngleVectors( angs, forward, NULL, NULL );
}
float velocity = BRYAR_PISTOL_VEL;
if(ent->client && ent->client->ps.clientNum == 0 && g_TeamBeefDirectorsCut->value)
{
velocity = TBDC_BRYAR_PISTOL_VEL;
}
gentity_t *missile = CreateMissile( start, forward, velocity, 10000, ent, alt_fire );
missile->classname = "bryar_proj";
missile->s.weapon = WP_BRYAR_PISTOL;
if ( alt_fire )
{
int count = ( level.time - ent->client->ps.weaponChargeTime ) / BRYAR_CHARGE_UNIT;
if ( count < 1 )
{
count = 1;
}
else if ( count > 5 )
{
count = 5;
}
damage *= count;
missile->count = count; // this will get used in the projectile rendering code to make a beefier effect
}
// 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;
if ( alt_fire )
{
missile->methodOfDeath = MOD_BRYAR_ALT;
}
else
{
missile->methodOfDeath = MOD_BRYAR;
}
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
// we don't want it to bounce forever
missile->bounceCount = 8;
}