jkxr/Projects/Android/jni/OpenJK/code/game/wp_melee.cpp
Simon 4597b03873 Initial Commit
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
2022-09-18 16:37:21 +01:00

82 lines
No EOL
2.3 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
===========================================================================
*/
#include "g_local.h"
#include "b_local.h"
#include "g_functions.h"
#include "wp_saber.h"
#include "w_local.h"
void WP_Melee( gentity_t *ent )
//---------------------------------------------------------
{
gentity_t *tr_ent;
trace_t tr;
vec3_t mins, maxs, end;
int damage = ent->s.number ? (g_spskill->integer*2)+1 : 3;
float range = ent->s.number ? 64 : 32;
VectorMA( muzzle, range, forwardVec, end );
VectorSet( maxs, 6, 6, 6 );
VectorScale( maxs, -1, mins );
gi.trace ( &tr, muzzle, mins, maxs, end, ent->s.number, MASK_SHOT, (EG2_Collision)0, 0 );
if ( tr.entityNum >= ENTITYNUM_WORLD )
{
if ( tr.entityNum == ENTITYNUM_WORLD )
{
G_PlayEffect( G_EffectIndex( "melee/punch_impact" ), tr.endpos, forwardVec );
}
return;
}
tr_ent = &g_entities[tr.entityNum];
if ( ent->client && !PM_DroidMelee( ent->client->NPC_class ) )
{
if ( ent->s.number || ent->alt_fire )
{
damage *= Q_irand( 2, 3 );
}
else
{
damage *= Q_irand( 1, 2 );
}
}
if ( tr_ent && tr_ent->takedamage )
{
int dflags = DAMAGE_NO_KNOCKBACK;
G_PlayEffect( G_EffectIndex( "melee/punch_impact" ), tr.endpos, forwardVec );
//G_Sound( tr_ent, G_SoundIndex( va("sound/weapons/melee/punch%d", Q_irand(1, 4)) ) );
if ( ent->NPC && (ent->NPC->aiFlags&NPCAI_HEAVY_MELEE) )
{ //4x damage for heavy melee class
damage *= 4;
dflags &= ~DAMAGE_NO_KNOCKBACK;
dflags |= DAMAGE_DISMEMBER;
}
G_Damage( tr_ent, ent, ent, forwardVec, tr.endpos, damage, dflags, MOD_MELEE );
}
}