/* =========================================================================== 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 "g_functions.h" #include "wp_saber.h" #include "w_local.h" #include "bg_local.h" std::map damagedEntities; extern weaponData_t weaponData[WP_NUM_WEAPONS]; //--------------------------------------------------------- void WP_FireStunBaton( gentity_t *ent, qboolean alt_fire ) { gentity_t *tr_ent; trace_t tr; vec3_t mins, maxs, end, start; // If alt_fire is false, then this was triggered by the EV_FIRE_WEAPON event, and we should only make the sound // and return, if alt_fire is true, then the stun baton is checked every frame in ClientThink_real and shouldn't play // a sound and should inflict damage if (!alt_fire) { G_Sound(ent, G_SoundIndex("sound/weapons/baton/fire")); return; } vec3_t angs, forward; if ( BG_UseVRPosition(ent)) { BG_CalculateVRSaberPosition(0, muzzle, angs); AngleVectors(angs, forward, NULL, NULL); } else { VectorCopy(forwardVec, forward); } VectorCopy( muzzle, start ); WP_TraceSetStart( ent, start, vec3_origin, vec3_origin ); VectorMA( start, STUN_BATON_RANGE, forward, end ); VectorSet( maxs, 5, 5, 5 ); VectorScale( maxs, -1, mins ); gi.trace ( &tr, start, mins, maxs, end, ent->s.number, CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_SHOTCLIP, (EG2_Collision)0, 0 ); if ( tr.entityNum >= ENTITYNUM_WORLD || tr.entityNum < 0 ) { return; } //First clear out any entities that can be damaged again std::map copyDamagedEntities = damagedEntities; for (auto &damagedEntity : copyDamagedEntities) { if (damagedEntity.second <= level.time) { damagedEntities.erase(damagedEntity.first); } } tr_ent = &g_entities[tr.entityNum]; //Is it too soon to hurt this entity again? if (damagedEntities.find(tr.entityNum) != damagedEntities.end()) { return; } //We are good to inflict damage, store this entity and the next time we can hurt them damagedEntities[tr.entityNum] = level.time + weaponData[WP_STUN_BATON].fireTime; if ( tr_ent && tr_ent->takedamage && tr_ent->client ) { G_PlayEffect( "stunBaton/flesh_impact", tr.endpos, tr.plane.normal ); // TEMP! // G_Sound( tr_ent, G_SoundIndex( va("sound/weapons/melee/punch%d", Q_irand(1, 4)) ) ); tr_ent->client->ps.powerups[PW_SHOCKED] = level.time + 1500; G_Damage( tr_ent, ent, ent, forward, tr.endpos, weaponData[WP_STUN_BATON].damage, DAMAGE_NO_KNOCKBACK, MOD_MELEE ); } else if ( tr_ent->svFlags & SVF_GLASS_BRUSH || ( tr_ent->svFlags & SVF_BBRUSH && tr_ent->material == 12 )) // material grate...we are breaking a grate! { G_Damage( tr_ent, ent, ent, forward, tr.endpos, 999, DAMAGE_NO_KNOCKBACK, MOD_MELEE ); // smash that puppy } }