mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-15 08:52:15 +00:00
9620011ed5
- Fixed some crashes - weapons (for the first level of outcast) should be aligned - ducking works, player height now correct some button changes: A - Jump B - Alt Fire X - Use current Force (no use in outcast atm) Y - Select next Force Power Right Thumbstick Button - "Use" Left Thumbstick Button - Duck - good for side rolls etc Right Grip - Slow time to 10% (testing this for the weapon/force selector, also quite fun) Left Grip - two handed weapons (no advantage to this at the moment) You should find that weapons are now properly motion controlled
136 lines
No EOL
3.9 KiB
C++
136 lines
No EOL
3.9 KiB
C++
/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#include "g_local.h"
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#include "b_local.h"
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#include "wp_saber.h"
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#include "w_local.h"
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#include "bg_local.h"
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//---------------
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// Bryar Pistol
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//---------------
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//---------------------------------------------------------
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void WP_FireBryarPistol( gentity_t *ent, qboolean alt_fire )
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//---------------------------------------------------------
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{
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vec3_t start;
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int damage = !alt_fire ? weaponData[WP_BRYAR_PISTOL].damage : weaponData[WP_BRYAR_PISTOL].altDamage;
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vec3_t angs, forward;
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if ( ent->client && !ent->NPC)
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{
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BG_CalculateVRWeaponPosition(muzzle, angs);
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AngleVectors(angs, forward, NULL, NULL);
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}
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else {
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vectoangles(forwardVec, angs);
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}
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VectorCopy( muzzle, start );
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WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
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if ( !(ent->client->ps.forcePowersActive&(1<<FP_SEE))
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|| ent->client->ps.forcePowerLevel[FP_SEE] < FORCE_LEVEL_2 )
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{//force sight 2+ gives perfect aim
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//FIXME: maybe force sight level 3 autoaims some?
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if ( ent->NPC && ent->NPC->currentAim < 5 )
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{
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if ( ent->client->NPC_class == CLASS_IMPWORKER )
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{//*sigh*, hack to make impworkers less accurate without affecteing imperial officer accuracy
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angs[PITCH] += ( Q_flrand(-1.0f, 1.0f) * (BLASTER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
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angs[YAW] += ( Q_flrand(-1.0f, 1.0f) * (BLASTER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
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}
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else
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{
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angs[PITCH] += ( Q_flrand(-1.0f, 1.0f) * ((5-ent->NPC->currentAim)*0.25f) );
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angs[YAW] += ( Q_flrand(-1.0f, 1.0f) * ((5-ent->NPC->currentAim)*0.25f) );
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}
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AngleVectors( angs, forward, NULL, NULL );
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}
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}
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WP_MissileTargetHint(ent, start, forward);
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gentity_t *missile = CreateMissile( start, forward, BRYAR_PISTOL_VEL, 10000, ent, alt_fire );
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missile->classname = "bryar_proj";
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if ( ent->s.weapon == WP_BLASTER_PISTOL
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|| ent->s.weapon == WP_JAWA )
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{//*SIGH*... I hate our weapon system...
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missile->s.weapon = ent->s.weapon;
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}
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else
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{
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missile->s.weapon = WP_BRYAR_PISTOL;
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}
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if ( alt_fire )
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{
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int count = ( level.time - ent->client->ps.weaponChargeTime ) / BRYAR_CHARGE_UNIT;
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if ( count < 1 )
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{
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count = 1;
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}
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else if ( count > 5 )
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{
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count = 5;
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}
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damage *= count;
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missile->count = count; // this will get used in the projectile rendering code to make a beefier effect
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}
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// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
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// {
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// // in overcharge mode, so doing double damage
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// missile->flags |= FL_OVERCHARGED;
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// damage *= 2;
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// }
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missile->damage = damage;
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missile->dflags = DAMAGE_DEATH_KNOCKBACK;
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if ( alt_fire )
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{
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missile->methodOfDeath = MOD_BRYAR_ALT;
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}
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else
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{
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missile->methodOfDeath = MOD_BRYAR;
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}
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missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
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// we don't want it to bounce forever
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missile->bounceCount = 8;
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if ( ent->weaponModel[1] > 0 )
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{//dual pistols, toggle the muzzle point back and forth between the two pistols each time he fires
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ent->count = (ent->count)?0:1;
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}
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} |