jkxr/Projects/Android/jni/OpenJK/code/game/wp_blaster_rifle.cpp
Simon adfc6da46d Many many changes
- Added in a cheat menu (https://jkhub.org/files/file/3828-beta-ingame-customization-and-cheat-menu/)
- Added and building source for JK2
- FIxed jittery head tracking
- Started on motion controlled weapons (no sabers yet)
- made cutscenes immersive (can be turned off)
- Started on a visible HUD
2022-09-27 23:19:12 +01:00

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/*
===========================================================================
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"
#include "bg_local.h"
//---------------
// Blaster
//---------------
//---------------------------------------------------------
void WP_FireBlasterMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire )
//---------------------------------------------------------
{
int velocity = BLASTER_VELOCITY;
int damage = altFire ? weaponData[WP_BLASTER].altDamage : weaponData[WP_BLASTER].damage;
if ( ent && ent->client && ent->client->NPC_class == CLASS_VEHICLE )
{
damage *= 3;
velocity = ATST_MAIN_VEL + ent->client->ps.speed;
}
else
{
// 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 && ent->client->NPC_class != CLASS_BOBAFETT )
{
if ( g_spskill->integer < 2 )
{
velocity *= BLASTER_NPC_VEL_CUT;
}
else
{
velocity *= BLASTER_NPC_HARD_VEL_CUT;
}
}
}
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
WP_MissileTargetHint(ent, start, dir);
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 && ent->client->NPC_class != CLASS_BOBAFETT )
{
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;
if ( ent->client && !ent->NPC)
{
BG_CalculateVRWeaponPosition(muzzle, angs);
}
else {
vectoangles(forwardVec, angs);
}
if ( ent->client && ent->client->NPC_class == CLASS_VEHICLE )
{//no inherent aim screw up
}
else if ( !(ent->client->ps.forcePowersActive&(1<<FP_SEE))
|| ent->client->ps.forcePowerLevel[FP_SEE] < FORCE_LEVEL_2 )
{//force sight 2+ gives perfect aim
//FIXME: maybe force sight level 3 autoaims some?
if ( alt_fire )
{
// 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
{
// 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, muzzle, dir, alt_fire );
}