mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-23 12:32:26 +00:00
4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
1077 lines
29 KiB
C++
1077 lines
29 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999 - 2005, Id Software, Inc.
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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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// g_weapon.c
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// perform the server side effects of a weapon firing
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#include "g_headers.h"
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#include "g_local.h"
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#include "g_functions.h"
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#include "anims.h"
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#include "b_local.h"
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#include "w_local.h"
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vec3_t wpFwd, wpVright, wpUp;
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vec3_t wpMuzzle;
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gentity_t *ent_list[MAX_GENTITIES];
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// some naughty little things that are used cg side
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int g_rocketLockEntNum = ENTITYNUM_NONE;
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int g_rocketLockTime = 0;
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int g_rocketSlackTime = 0;
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// Weapon Helper Functions
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//-----------------------------------------------------------------------------
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void WP_TraceSetStart( const gentity_t *ent, vec3_t start, const vec3_t mins, const vec3_t maxs )
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//-----------------------------------------------------------------------------
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{
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//make sure our start point isn't on the other side of a wall
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trace_t tr;
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vec3_t entMins, newstart;
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vec3_t entMaxs;
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VectorSet( entMaxs, 5, 5, 5 );
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VectorScale( entMaxs, -1, entMins );
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if ( !ent->client )
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{
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return;
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}
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VectorCopy( ent->currentOrigin, newstart );
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newstart[2] = start[2]; // force newstart to be on the same plane as the wpMuzzle ( start )
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gi.trace( &tr, newstart, entMins, entMaxs, start, ent->s.number, MASK_SOLID|CONTENTS_SHOTCLIP, G2_NOCOLLIDE, 0 );
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if ( tr.startsolid || tr.allsolid )
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{
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// there is a problem here..
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return;
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}
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if ( tr.fraction < 1.0f )
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{
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VectorCopy( tr.endpos, start );
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}
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}
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//-----------------------------------------------------------------------------
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gentity_t *CreateMissile( vec3_t org, vec3_t dir, float vel, int life, gentity_t *owner, qboolean altFire )
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//-----------------------------------------------------------------------------
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{
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gentity_t *missile;
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missile = G_Spawn();
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missile->nextthink = level.time + life;
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missile->e_ThinkFunc = thinkF_G_FreeEntity;
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missile->s.eType = ET_MISSILE;
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missile->owner = owner;
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missile->alt_fire = altFire;
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missile->s.pos.trType = TR_LINEAR;
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missile->s.pos.trTime = level.time;// - 10; // move a bit on the very first frame
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VectorCopy( org, missile->s.pos.trBase );
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VectorScale( dir, vel, missile->s.pos.trDelta );
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VectorCopy( org, missile->currentOrigin);
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gi.linkentity( missile );
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return missile;
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}
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//-----------------------------------------------------------------------------
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void WP_Stick( gentity_t *missile, trace_t *trace, float fudge_distance )
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//-----------------------------------------------------------------------------
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{
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vec3_t org, ang;
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// not moving or rotating
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missile->s.pos.trType = TR_STATIONARY;
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VectorClear( missile->s.pos.trDelta );
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VectorClear( missile->s.apos.trDelta );
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// so we don't stick into the wall
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VectorMA( trace->endpos, fudge_distance, trace->plane.normal, org );
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G_SetOrigin( missile, org );
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vectoangles( trace->plane.normal, ang );
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G_SetAngles( missile, ang );
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// I guess explode death wants me as the normal?
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// VectorCopy( trace->plane.normal, missile->pos1 );
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gi.linkentity( missile );
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}
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// This version shares is in the thinkFunc format
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//-----------------------------------------------------------------------------
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void WP_Explode( gentity_t *self )
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//-----------------------------------------------------------------------------
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{
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gentity_t *attacker = self;
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vec3_t wpFwd;
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// stop chain reaction runaway loops
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self->takedamage = qfalse;
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self->s.loopSound = 0;
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// VectorCopy( self->currentOrigin, self->s.pos.trBase );
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AngleVectors( self->s.angles, wpFwd, NULL, NULL );
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if ( self->fxID > 0 )
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{
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G_PlayEffect( self->fxID, self->currentOrigin, wpFwd );
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}
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if ( self->owner )
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{
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attacker = self->owner;
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}
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else if ( self->activator )
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{
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attacker = self->activator;
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}
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if ( self->splashDamage > 0 && self->splashRadius > 0 )
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{
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G_RadiusDamage( self->currentOrigin, attacker, self->splashDamage, self->splashRadius, attacker, MOD_EXPLOSIVE_SPLASH );
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}
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if ( self->target )
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{
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G_UseTargets( self, attacker );
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}
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G_SetOrigin( self, self->currentOrigin );
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self->nextthink = level.time + 50;
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self->e_ThinkFunc = thinkF_G_FreeEntity;
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}
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// We need to have a dieFunc, otherwise G_Damage won't actually make us die. I could modify G_Damage, but that entails too many changes
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//-----------------------------------------------------------------------------
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void WP_ExplosiveDie( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath,int dFlags,int hitLoc )
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//-----------------------------------------------------------------------------
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{
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self->enemy = attacker;
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if ( attacker && !attacker->s.number )
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{
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// less damage when shot by player
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self->splashDamage /= 3;
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self->splashRadius /= 3;
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}
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self->s.eFlags &= ~EF_FIRING; // don't draw beam if we are dead
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WP_Explode( self );
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}
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//---------------------------------------------------------
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void AddLeanOfs(const gentity_t *const ent, vec3_t point)
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//---------------------------------------------------------
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{
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if(ent->client)
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{
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if(ent->client->ps.leanofs)
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{
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vec3_t right;
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//add leaning offset
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AngleVectors(ent->client->ps.viewangles, NULL, right, NULL);
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VectorMA(point, (float)ent->client->ps.leanofs, right, point);
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}
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}
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}
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//---------------------------------------------------------
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void SubtractLeanOfs(const gentity_t *const ent, vec3_t point)
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//---------------------------------------------------------
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{
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if(ent->client)
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{
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if(ent->client->ps.leanofs)
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{
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vec3_t right;
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//add leaning offset
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AngleVectors( ent->client->ps.viewangles, NULL, right, NULL );
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VectorMA( point, ent->client->ps.leanofs*-1, right, point );
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}
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}
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}
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//---------------------------------------------------------
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void ViewHeightFix(const gentity_t *const ent)
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//---------------------------------------------------------
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{
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//FIXME: this is hacky and doesn't need to be here. Was only put here to make up
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//for the times a crouch anim would be used but not actually crouching.
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//When we start calcing eyepos (SPOT_HEAD) from the tag_eyes, we won't need
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//this (or viewheight at all?)
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if ( !ent )
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return;
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if ( !ent->client || !ent->NPC )
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return;
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if ( ent->client->ps.stats[STAT_HEALTH] <= 0 )
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return;//dead
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if ( ent->client->ps.legsAnim == BOTH_CROUCH1IDLE || ent->client->ps.legsAnim == BOTH_CROUCH1 || ent->client->ps.legsAnim == BOTH_CROUCH1WALK )
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{
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if ( ent->client->ps.viewheight!=ent->client->crouchheight + STANDARD_VIEWHEIGHT_OFFSET )
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ent->client->ps.viewheight = ent->client->crouchheight + STANDARD_VIEWHEIGHT_OFFSET;
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}
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else
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{
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if ( ent->client->ps.viewheight!=ent->client->standheight + STANDARD_VIEWHEIGHT_OFFSET )
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ent->client->ps.viewheight = ent->client->standheight + STANDARD_VIEWHEIGHT_OFFSET;
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}
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}
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qboolean W_AccuracyLoggableWeapon( int weapon, qboolean alt_fire, int mod )
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{
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if ( mod != MOD_UNKNOWN )
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{
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switch( mod )
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{
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//standard weapons
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case MOD_BRYAR:
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case MOD_BRYAR_ALT:
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case MOD_BLASTER:
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case MOD_BLASTER_ALT:
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case MOD_DISRUPTOR:
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case MOD_SNIPER:
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case MOD_BOWCASTER:
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case MOD_BOWCASTER_ALT:
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case MOD_ROCKET:
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case MOD_ROCKET_ALT:
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return qtrue;
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break;
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//non-alt standard
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case MOD_REPEATER:
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case MOD_DEMP2:
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case MOD_FLECHETTE:
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return qtrue;
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break;
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//emplaced gun
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case MOD_EMPLACED:
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return qtrue;
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break;
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//atst
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case MOD_ENERGY:
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case MOD_EXPLOSIVE:
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if ( weapon == WP_ATST_MAIN || weapon == WP_ATST_SIDE )
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{
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return qtrue;
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}
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break;
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}
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}
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else if ( weapon != WP_NONE )
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{
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switch( weapon )
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{
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case WP_BRYAR_PISTOL:
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case WP_BLASTER:
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case WP_DISRUPTOR:
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case WP_BOWCASTER:
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case WP_ROCKET_LAUNCHER:
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return qtrue;
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break;
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//non-alt standard
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case WP_REPEATER:
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case WP_DEMP2:
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case WP_FLECHETTE:
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if ( !alt_fire )
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{
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return qtrue;
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}
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break;
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//emplaced gun
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case WP_EMPLACED_GUN:
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return qtrue;
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break;
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//atst
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case WP_ATST_MAIN:
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case WP_ATST_SIDE:
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return qtrue;
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break;
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}
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}
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return qfalse;
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}
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/*
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===============
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LogAccuracyHit
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===============
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*/
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qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker ) {
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if( !target->takedamage ) {
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return qfalse;
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}
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if ( target == attacker ) {
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return qfalse;
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}
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if( !target->client ) {
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return qfalse;
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}
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if( !attacker->client ) {
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return qfalse;
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}
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if( target->client->ps.stats[STAT_HEALTH] <= 0 ) {
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return qfalse;
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}
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if ( OnSameTeam( target, attacker ) ) {
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return qfalse;
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}
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return qtrue;
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}
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//---------------------------------------------------------
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void CalcMuzzlePoint( gentity_t *const ent, vec3_t wpFwd, vec3_t right, vec3_t wpUp, vec3_t muzzlePoint, float lead_in )
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//---------------------------------------------------------
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{
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vec3_t org;
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mdxaBone_t boltMatrix;
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if( !lead_in ) //&& ent->s.number != 0
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{//Not players or melee
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if( ent->client )
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{
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if ( ent->client->renderInfo.mPCalcTime >= level.time - FRAMETIME*2 )
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{//Our muzz point was calced no more than 2 frames ago
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VectorCopy(ent->client->renderInfo.muzzlePoint, muzzlePoint);
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return;
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}
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}
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}
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VectorCopy( ent->currentOrigin, muzzlePoint );
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switch( ent->s.weapon )
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{
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case WP_BRYAR_PISTOL:
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ViewHeightFix(ent);
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muzzlePoint[2] += ent->client->ps.viewheight;//By eyes
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muzzlePoint[2] -= 16;
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VectorMA( muzzlePoint, 28, wpFwd, muzzlePoint );
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VectorMA( muzzlePoint, 6, wpVright, muzzlePoint );
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break;
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case WP_ROCKET_LAUNCHER:
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case WP_THERMAL:
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ViewHeightFix(ent);
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muzzlePoint[2] += ent->client->ps.viewheight;//By eyes
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muzzlePoint[2] -= 2;
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break;
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case WP_BLASTER:
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ViewHeightFix(ent);
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muzzlePoint[2] += ent->client->ps.viewheight;//By eyes
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muzzlePoint[2] -= 1;
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if ( ent->s.number == 0 )
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VectorMA( muzzlePoint, 12, wpFwd, muzzlePoint ); // player, don't set this any lower otherwise the projectile will impact immediately when your back is to a wall
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else
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VectorMA( muzzlePoint, 2, wpFwd, muzzlePoint ); // NPC, don't set too far wpFwd otherwise the projectile can go through doors
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VectorMA( muzzlePoint, 1, wpVright, muzzlePoint );
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break;
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case WP_SABER:
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if(ent->NPC!=NULL &&
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(ent->client->ps.torsoAnim == TORSO_WEAPONREADY2 ||
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ent->client->ps.torsoAnim == BOTH_ATTACK2))//Sniper pose
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{
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ViewHeightFix(ent);
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wpMuzzle[2] += ent->client->ps.viewheight;//By eyes
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}
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else
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{
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muzzlePoint[2] += 16;
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}
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VectorMA( muzzlePoint, 8, wpFwd, muzzlePoint );
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VectorMA( muzzlePoint, 16, wpVright, muzzlePoint );
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break;
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case WP_BOT_LASER:
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muzzlePoint[2] -= 16; //
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break;
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case WP_ATST_MAIN:
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if (ent->count > 0)
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{
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ent->count = 0;
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gi.G2API_GetBoltMatrix( ent->ghoul2, ent->playerModel,
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ent->handLBolt,
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&boltMatrix, ent->s.angles, ent->s.origin, (cg.time?cg.time:level.time),
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NULL, ent->s.modelScale );
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}
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else
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{
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ent->count = 1;
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gi.G2API_GetBoltMatrix( ent->ghoul2, ent->playerModel,
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ent->handRBolt,
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&boltMatrix, ent->s.angles, ent->s.origin, (cg.time?cg.time:level.time),
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NULL, ent->s.modelScale );
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}
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gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, org );
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VectorCopy(org,muzzlePoint);
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break;
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}
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AddLeanOfs(ent, muzzlePoint);
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}
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//---------------------------------------------------------
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void FireWeapon( gentity_t *ent, qboolean alt_fire )
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//---------------------------------------------------------
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{
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float alert = 256;
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// track shots taken for accuracy tracking.
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ent->client->ps.persistant[PERS_ACCURACY_SHOTS]++;
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// set aiming directions
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if ( ent->s.weapon == WP_DISRUPTOR && alt_fire )
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{
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if ( ent->NPC )
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{
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//snipers must use the angles they actually did their shot trace with
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AngleVectors( ent->lastAngles, wpFwd, wpVright, wpUp );
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}
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}
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else if ( ent->s.weapon == WP_ATST_SIDE || ent->s.weapon == WP_ATST_MAIN )
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{
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vec3_t delta1, enemy_org1, muzzle1;
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vec3_t angleToEnemy1;
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VectorCopy( ent->client->renderInfo.muzzlePoint, muzzle1 );
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if ( !ent->s.number )
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{//player driving an AT-ST
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//SIGH... because we can't anticipate alt-fire, must calc muzzle here and now
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mdxaBone_t boltMatrix;
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int bolt;
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if ( ent->client->ps.weapon == WP_ATST_MAIN )
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{//FIXME: alt_fire should fire both barrels, but slower?
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if ( ent->alt_fire )
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{
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bolt = ent->handRBolt;
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}
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else
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{
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bolt = ent->handLBolt;
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}
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}
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else
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{// ATST SIDE weapons
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if ( ent->alt_fire )
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{
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if ( gi.G2API_GetSurfaceRenderStatus( &ent->ghoul2[ent->playerModel], "head_light_blaster_cann" ) )
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{//don't have it!
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return;
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}
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bolt = ent->genericBolt2;
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}
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else
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{
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if ( gi.G2API_GetSurfaceRenderStatus( &ent->ghoul2[ent->playerModel], "head_concussion_charger" ) )
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{//don't have it!
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return;
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}
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bolt = ent->genericBolt1;
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}
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}
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vec3_t yawOnlyAngles = {0, ent->currentAngles[YAW], 0};
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if ( ent->currentAngles[YAW] != ent->client->ps.legsYaw )
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{
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yawOnlyAngles[YAW] = ent->client->ps.legsYaw;
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}
|
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gi.G2API_GetBoltMatrix( ent->ghoul2, ent->playerModel, bolt, &boltMatrix, yawOnlyAngles, ent->currentOrigin, (cg.time?cg.time:level.time), NULL, ent->s.modelScale );
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|
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// work the matrix axis stuff into the original axis and origins used.
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gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, ent->client->renderInfo.muzzlePoint );
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gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, ent->client->renderInfo.muzzleDir );
|
|
ent->client->renderInfo.mPCalcTime = level.time;
|
|
|
|
AngleVectors( ent->client->ps.viewangles, wpFwd, wpVright, wpUp );
|
|
//CalcMuzzlePoint( ent, wpFwd, vright, wpUp, wpMuzzle, 0 );
|
|
}
|
|
else if ( !ent->enemy )
|
|
{//an NPC with no enemy to auto-aim at
|
|
VectorCopy( ent->client->renderInfo.muzzleDir, wpFwd );
|
|
}
|
|
else
|
|
{//NPC, auto-aim at enemy
|
|
CalcEntitySpot( ent->enemy, SPOT_HEAD, enemy_org1 );
|
|
|
|
VectorSubtract (enemy_org1, muzzle1, delta1);
|
|
|
|
vectoangles ( delta1, angleToEnemy1 );
|
|
AngleVectors (angleToEnemy1, wpFwd, wpVright, wpUp);
|
|
}
|
|
}
|
|
else if ( ent->s.weapon == WP_BOT_LASER && ent->enemy )
|
|
{
|
|
vec3_t delta1, enemy_org1, muzzle1;
|
|
vec3_t angleToEnemy1;
|
|
|
|
CalcEntitySpot( ent->enemy, SPOT_HEAD, enemy_org1 );
|
|
CalcEntitySpot( ent, SPOT_WEAPON, muzzle1 );
|
|
|
|
VectorSubtract (enemy_org1, muzzle1, delta1);
|
|
|
|
vectoangles ( delta1, angleToEnemy1 );
|
|
AngleVectors (angleToEnemy1, wpFwd, wpVright, wpUp);
|
|
}
|
|
else
|
|
{
|
|
AngleVectors( ent->client->ps.viewangles, wpFwd, wpVright, wpUp );
|
|
}
|
|
|
|
ent->alt_fire = alt_fire;
|
|
CalcMuzzlePoint ( ent, wpFwd, wpVright, wpUp, wpMuzzle , 0);
|
|
|
|
// fire the specific weapon
|
|
switch( ent->s.weapon )
|
|
{
|
|
// Player weapons
|
|
//-----------------
|
|
case WP_SABER:
|
|
return;
|
|
break;
|
|
|
|
case WP_BRYAR_PISTOL:
|
|
WP_FireBryarPistol( ent, alt_fire );
|
|
break;
|
|
|
|
case WP_BLASTER:
|
|
WP_FireBlaster( ent, alt_fire );
|
|
break;
|
|
|
|
case WP_DISRUPTOR:
|
|
alert = 50; // if you want it to alert enemies, remove this
|
|
WP_FireDisruptor( ent, alt_fire );
|
|
break;
|
|
|
|
case WP_BOWCASTER:
|
|
WP_FireBowcaster( ent, alt_fire );
|
|
break;
|
|
|
|
case WP_REPEATER:
|
|
WP_FireRepeater( ent, alt_fire );
|
|
break;
|
|
|
|
case WP_DEMP2:
|
|
WP_FireDEMP2( ent, alt_fire );
|
|
break;
|
|
|
|
case WP_FLECHETTE:
|
|
WP_FireFlechette( ent, alt_fire );
|
|
break;
|
|
|
|
case WP_ROCKET_LAUNCHER:
|
|
WP_FireRocket( ent, alt_fire );
|
|
break;
|
|
|
|
case WP_THERMAL:
|
|
WP_FireThermalDetonator( ent, alt_fire );
|
|
break;
|
|
|
|
case WP_TRIP_MINE:
|
|
alert = 0; // if you want it to alert enemies, remove this
|
|
WP_PlaceLaserTrap( ent, alt_fire );
|
|
break;
|
|
|
|
case WP_DET_PACK:
|
|
alert = 0; // if you want it to alert enemies, remove this
|
|
WP_FireDetPack( ent, alt_fire );
|
|
break;
|
|
|
|
case WP_BOT_LASER:
|
|
WP_BotLaser( ent );
|
|
break;
|
|
|
|
case WP_EMPLACED_GUN:
|
|
// doesn't care about whether it's alt-fire or not. We can do an alt-fire if needed
|
|
WP_EmplacedFire( ent );
|
|
break;
|
|
|
|
case WP_MELEE:
|
|
alert = 0; // if you want it to alert enemies, remove this
|
|
WP_Melee( ent );
|
|
break;
|
|
|
|
case WP_ATST_MAIN:
|
|
WP_ATSTMainFire( ent );
|
|
break;
|
|
|
|
case WP_ATST_SIDE:
|
|
|
|
// TEMP
|
|
if ( alt_fire )
|
|
{
|
|
// WP_FireRocket( ent, qfalse );
|
|
WP_ATSTSideAltFire(ent);
|
|
}
|
|
else
|
|
{
|
|
if ( ent->s.number == 0 && ent->client->ps.vehicleModel )
|
|
{
|
|
WP_ATSTMainFire( ent );
|
|
}
|
|
else
|
|
{
|
|
WP_ATSTSideFire(ent);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case WP_TIE_FIGHTER:
|
|
// TEMP
|
|
WP_EmplacedFire( ent );
|
|
break;
|
|
|
|
case WP_RAPID_FIRE_CONC:
|
|
// TEMP
|
|
if ( alt_fire )
|
|
{
|
|
WP_FireRepeater( ent, alt_fire );
|
|
}
|
|
else
|
|
{
|
|
WP_EmplacedFire( ent );
|
|
}
|
|
break;
|
|
|
|
case WP_STUN_BATON:
|
|
WP_FireStunBaton( ent, alt_fire );
|
|
break;
|
|
|
|
case WP_BLASTER_PISTOL: // enemy version
|
|
WP_FireBryarPistol( ent, qfalse ); // never an alt-fire?
|
|
break;
|
|
|
|
default:
|
|
return;
|
|
break;
|
|
}
|
|
|
|
if ( !ent->s.number )
|
|
{
|
|
if ( ent->s.weapon == WP_FLECHETTE || (ent->s.weapon == WP_BOWCASTER && !alt_fire) )
|
|
{//these can fire multiple shots, count them individually within the firing functions
|
|
}
|
|
else if ( W_AccuracyLoggableWeapon( ent->s.weapon, alt_fire, MOD_UNKNOWN ) )
|
|
{
|
|
ent->client->sess.missionStats.shotsFired++;
|
|
}
|
|
}
|
|
// We should probably just use this as a default behavior, in special cases, just set alert to false.
|
|
if ( ent->s.number == 0 && alert > 0 )
|
|
{
|
|
AddSoundEvent( ent, wpMuzzle, alert, AEL_DISCOVERED );
|
|
AddSightEvent( ent, wpMuzzle, alert*2, AEL_DISCOVERED, 20 );
|
|
}
|
|
}
|
|
|
|
// spawnflag
|
|
#define EMPLACED_INACTIVE 1
|
|
#define EMPLACED_FACING 2
|
|
#define EMPLACED_VULNERABLE 4
|
|
|
|
//----------------------------------------------------------
|
|
|
|
/*QUAKED emplaced_gun (0 0 1) (-24 -24 0) (24 24 64) INACTIVE FACING VULNERABLE
|
|
|
|
INACTIVE cannot be used until used by a target_activate
|
|
FACING - player must be facing relatively in the same direction as the gun in order to use it
|
|
VULNERABLE - allow the gun to take damage
|
|
|
|
count - how much ammo to give this gun ( default 999 )
|
|
health - how much damage the gun can take before it blows ( default 250 )
|
|
delay - ONLY AFFECTS NPCs - time between shots ( default 200 on hardest setting )
|
|
wait - ONLY AFFECTS NPCs - time between bursts ( default 800 on hardest setting )
|
|
splashdamage - how much damage a blowing up gun deals ( default 80 )
|
|
splashradius - radius for exploding damage ( default 128 )
|
|
*/
|
|
|
|
//----------------------------------------------------------
|
|
void emplaced_gun_use( gentity_t *self, gentity_t *other, gentity_t *activator )
|
|
{
|
|
vec3_t fwd1, fwd2;
|
|
|
|
if ( self->health <= 0 )
|
|
{
|
|
// can't use a dead gun.
|
|
return;
|
|
}
|
|
|
|
if ( self->svFlags & SVF_INACTIVE )
|
|
{
|
|
return; // can't use inactive gun
|
|
}
|
|
|
|
if ( !activator->client )
|
|
{
|
|
return; // only a client can use it.
|
|
}
|
|
|
|
if ( self->activator )
|
|
{
|
|
// someone is already in the gun.
|
|
return;
|
|
}
|
|
|
|
// We'll just let the designers duke this one out....I mean, as to whether they even want to limit such a thing.
|
|
if ( self->spawnflags & EMPLACED_FACING )
|
|
{
|
|
// Let's get some direction vectors for the users
|
|
AngleVectors( activator->client->ps.viewangles, fwd1, NULL, NULL );
|
|
|
|
// Get the guns direction vector
|
|
AngleVectors( self->pos1, fwd2, NULL, NULL );
|
|
|
|
float dot = DotProduct( fwd1, fwd2 );
|
|
|
|
// Must be reasonably facing the way the gun points ( 90 degrees or so ), otherwise we don't allow to use it.
|
|
if ( dot < 0.0f )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
// don't allow using it again for half a second
|
|
if ( self->delay + 500 < level.time )
|
|
{
|
|
int oldWeapon = activator->s.weapon;
|
|
|
|
if ( oldWeapon == WP_SABER )
|
|
{
|
|
self->alt_fire = activator->client->ps.saberActive;
|
|
}
|
|
|
|
// swap the users weapon with the emplaced gun and add the ammo the gun has to the player
|
|
activator->client->ps.weapon = self->s.weapon;
|
|
Add_Ammo( activator, WP_EMPLACED_GUN, self->count );
|
|
activator->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_EMPLACED_GUN );
|
|
|
|
// Allow us to point from one to the other
|
|
activator->owner = self; // kind of dumb, but when we are locked to the weapon, we are owned by it.
|
|
self->activator = activator;
|
|
|
|
if ( activator->weaponModel >= 0 )
|
|
{
|
|
// rip that gun out of their hands....
|
|
gi.G2API_RemoveGhoul2Model( activator->ghoul2, activator->weaponModel );
|
|
activator->weaponModel = -1;
|
|
}
|
|
|
|
extern void ChangeWeapon( gentity_t *ent, int newWeapon );
|
|
if ( activator->NPC )
|
|
{
|
|
if ( activator->weaponModel >= 0 )
|
|
{
|
|
// rip that gun out of their hands....
|
|
gi.G2API_RemoveGhoul2Model( activator->ghoul2, activator->weaponModel );
|
|
activator->weaponModel = -1;
|
|
|
|
// Doesn't work?
|
|
// activator->maxs[2] += 35; // make it so you can potentially shoot their head
|
|
// activator->s.radius += 10; // increase ghoul radius so we can collide with the enemy more accurately
|
|
// gi.linkentity( activator );
|
|
}
|
|
|
|
ChangeWeapon( activator, WP_EMPLACED_GUN );
|
|
}
|
|
else if ( activator->s.number == 0 )
|
|
{
|
|
// we don't want for it to draw the weapon select stuff
|
|
cg.weaponSelect = WP_EMPLACED_GUN;
|
|
CG_CenterPrint( "@INGAME_EXIT_VIEW", SCREEN_HEIGHT * 0.95 );
|
|
}
|
|
// Since we move the activator inside of the gun, we reserve a solid spot where they were standing in order to be able to get back out without being in solid
|
|
if ( self->nextTrain )
|
|
{//you never know
|
|
G_FreeEntity( self->nextTrain );
|
|
}
|
|
self->nextTrain = G_Spawn();
|
|
//self->nextTrain->classname = "emp_placeholder";
|
|
self->nextTrain->contents = CONTENTS_MONSTERCLIP|CONTENTS_PLAYERCLIP;//hmm... playerclip too now that we're doing it for NPCs?
|
|
G_SetOrigin( self->nextTrain, activator->client->ps.origin );
|
|
VectorCopy( activator->mins, self->nextTrain->mins );
|
|
VectorCopy( activator->maxs, self->nextTrain->maxs );
|
|
gi.linkentity( self->nextTrain );
|
|
|
|
//need to inflate the activator's mins/maxs since the gunsit anim puts them outside of their bbox
|
|
VectorSet( activator->mins, -24, -24, -24 );
|
|
VectorSet( activator->maxs, 24, 24, 40 );
|
|
|
|
// Move the activator into the center of the gun. For NPC's the only way the can get out of the gun is to die.
|
|
VectorCopy( self->s.origin, activator->client->ps.origin );
|
|
activator->client->ps.origin[2] += 30; // move them up so they aren't standing in the floor
|
|
gi.linkentity( activator );
|
|
|
|
// the gun will track which weapon we used to have
|
|
self->s.weapon = oldWeapon;
|
|
|
|
// Lock the player
|
|
activator->client->ps.eFlags |= EF_LOCKED_TO_WEAPON;
|
|
activator->owner = self; // kind of dumb, but when we are locked to the weapon, we are owned by it.
|
|
self->activator = activator;
|
|
self->delay = level.time; // can't disconnect from the thing for half a second
|
|
|
|
// Let the gun be considered an enemy
|
|
self->svFlags |= SVF_NONNPC_ENEMY;
|
|
self->noDamageTeam = activator->client->playerTeam;
|
|
|
|
// FIXME: don't do this, we'll try and actually put the player in this beast
|
|
// move the player to the center of the gun
|
|
// activator->contents = 0;
|
|
// VectorCopy( self->currentOrigin, activator->client->ps.origin );
|
|
|
|
SetClientViewAngle( activator, self->pos1 );
|
|
|
|
//FIXME: should really wait a bit after spawn and get this just once?
|
|
self->waypoint = NAV_FindClosestWaypointForEnt( self, WAYPOINT_NONE );
|
|
#ifdef _DEBUG
|
|
if ( self->waypoint == -1 )
|
|
{
|
|
gi.Printf( S_COLOR_RED"ERROR: no waypoint for emplaced_gun %s at %s\n", self->targetname, vtos(self->currentOrigin) );
|
|
}
|
|
#endif
|
|
|
|
G_Sound( self, G_SoundIndex( "sound/weapons/emplaced/emplaced_mount.mp3" ));
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------
|
|
void emplaced_gun_pain( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, vec3_t point, int damage, int mod,int hitLoc )
|
|
{
|
|
if ( self->health <= 0 )
|
|
{
|
|
// play pain effect?
|
|
}
|
|
else
|
|
{
|
|
if ( self->paintarget )
|
|
{
|
|
G_UseTargets2( self, self->activator, self->paintarget );
|
|
}
|
|
|
|
// Don't do script if dead
|
|
G_ActivateBehavior( self, BSET_PAIN );
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------
|
|
void emplaced_blow( gentity_t *ent )
|
|
{
|
|
ent->e_DieFunc = dieF_NULL;
|
|
emplaced_gun_die( ent, ent->lastEnemy, ent->lastEnemy, 0, MOD_UNKNOWN );
|
|
}
|
|
|
|
//----------------------------------------------------------
|
|
void emplaced_gun_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod,int dFlags,int hitLoc )
|
|
{
|
|
vec3_t org;
|
|
|
|
// turn off any firing animations it may have been doing
|
|
self->s.frame = self->startFrame = self->endFrame = 0;
|
|
self->svFlags &= ~SVF_ANIMATING;
|
|
|
|
self->health = 0;
|
|
// self->s.weapon = WP_EMPLACED_GUN; // we need to be able to switch back to the old weapon
|
|
|
|
self->takedamage = qfalse;
|
|
self->lastEnemy = attacker;
|
|
|
|
// we defer explosion so the player has time to get out
|
|
if ( self->e_DieFunc )
|
|
{
|
|
self->e_ThinkFunc = thinkF_emplaced_blow;
|
|
self->nextthink = level.time + 3000; // don't blow for a couple of seconds
|
|
return;
|
|
}
|
|
|
|
if ( self->activator && self->activator->client )
|
|
{
|
|
if ( self->activator->NPC )
|
|
{
|
|
vec3_t right;
|
|
|
|
// radius damage seems to throw them, but add an extra bit to throw them away from the weapon
|
|
AngleVectors( self->currentAngles, NULL, right, NULL );
|
|
VectorMA( self->activator->client->ps.velocity, 140, right, self->activator->client->ps.velocity );
|
|
self->activator->client->ps.velocity[2] = -100;
|
|
|
|
// kill them
|
|
self->activator->health = 0;
|
|
self->activator->client->ps.stats[STAT_HEALTH] = 0;
|
|
}
|
|
|
|
// kill the players emplaced ammo, cheesy way to keep the gun from firing
|
|
self->activator->client->ps.ammo[weaponData[WP_EMPLACED_GUN].ammoIndex] = 0;
|
|
}
|
|
|
|
self->e_PainFunc = painF_NULL;
|
|
self->e_ThinkFunc = thinkF_NULL;
|
|
|
|
if ( self->target )
|
|
{
|
|
G_UseTargets( self, attacker );
|
|
}
|
|
|
|
G_RadiusDamage( self->currentOrigin, self, self->splashDamage, self->splashRadius, self, MOD_UNKNOWN );
|
|
|
|
// when the gun is dead, add some ugliness to it.
|
|
vec3_t ugly;
|
|
|
|
ugly[YAW] = 4;
|
|
ugly[PITCH] = self->lastAngles[PITCH] * 0.8f + Q_flrand(-1.0f, 1.0f) * 6;
|
|
ugly[ROLL] = Q_flrand(-1.0f, 1.0f) * 7;
|
|
gi.G2API_SetBoneAnglesIndex( &self->ghoul2[self->playerModel], self->lowerLumbarBone, ugly, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL, 0, 0 );
|
|
|
|
VectorCopy( self->currentOrigin, org );
|
|
org[2] += 20;
|
|
|
|
G_PlayEffect( "emplaced/explode", org );
|
|
|
|
// create some persistent smoke by using a dynamically created fx runner
|
|
gentity_t *ent = G_Spawn();
|
|
|
|
if ( ent )
|
|
{
|
|
ent->delay = 200;
|
|
ent->random = 100;
|
|
|
|
ent->fxID = G_EffectIndex( "emplaced/dead_smoke" );
|
|
|
|
ent->e_ThinkFunc = thinkF_fx_runner_think;
|
|
ent->nextthink = level.time + 50;
|
|
|
|
// move up above the gun origin
|
|
VectorCopy( self->currentOrigin, org );
|
|
org[2] += 35;
|
|
G_SetOrigin( ent, org );
|
|
VectorCopy( org, ent->s.origin );
|
|
|
|
VectorSet( ent->s.angles, -90, 0, 0 ); // up
|
|
G_SetAngles( ent, ent->s.angles );
|
|
|
|
gi.linkentity( ent );
|
|
}
|
|
|
|
G_ActivateBehavior( self, BSET_DEATH );
|
|
}
|
|
|
|
//----------------------------------------------------------
|
|
void SP_emplaced_gun( gentity_t *ent )
|
|
{
|
|
char name[] = "models/map_objects/imp_mine/turret_chair.glm";
|
|
|
|
ent->svFlags |= SVF_PLAYER_USABLE;
|
|
ent->contents = CONTENTS_BODY;//CONTENTS_SHOTCLIP|CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP;//CONTENTS_SOLID;
|
|
|
|
if ( ent->spawnflags & EMPLACED_INACTIVE )
|
|
{
|
|
ent->svFlags |= SVF_INACTIVE;
|
|
}
|
|
|
|
VectorSet( ent->mins, -30, -30, -5 );
|
|
VectorSet( ent->maxs, 30, 30, 60 );
|
|
|
|
ent->takedamage = qtrue;
|
|
|
|
if ( !( ent->spawnflags & EMPLACED_VULNERABLE ))
|
|
{
|
|
ent->flags |= FL_GODMODE;
|
|
}
|
|
|
|
ent->s.radius = 110;
|
|
ent->spawnflags |= 4; // deadsolid
|
|
|
|
ent->e_ThinkFunc = thinkF_NULL;
|
|
ent->e_PainFunc = painF_emplaced_gun_pain;
|
|
ent->e_DieFunc = dieF_emplaced_gun_die;
|
|
|
|
G_EffectIndex( "emplaced/explode" );
|
|
G_EffectIndex( "emplaced/dead_smoke" );
|
|
|
|
G_SoundIndex( "sound/weapons/emplaced/emplaced_mount.mp3" );
|
|
G_SoundIndex( "sound/weapons/emplaced/emplaced_dismount.mp3" );
|
|
G_SoundIndex( "sound/weapons/emplaced/emplaced_move_lp.wav" );
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// Set up our defaults and override with custom amounts as necessary
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G_SpawnInt( "count", "999", &ent->count );
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G_SpawnInt( "health", "250", &ent->health );
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G_SpawnInt( "splashDamage", "80", &ent->splashDamage );
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G_SpawnInt( "splashRadius", "128", &ent->splashRadius );
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G_SpawnFloat( "delay", "200", &ent->random ); // NOTE: spawning into a different field!!
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G_SpawnFloat( "wait", "800", &ent->wait );
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ent->max_health = ent->health;
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ent->dflags |= DAMAGE_CUSTOM_HUD; // dumb, but we draw a custom hud
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|
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ent->s.modelindex = G_ModelIndex( name );
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ent->playerModel = gi.G2API_InitGhoul2Model( ent->ghoul2, name, ent->s.modelindex, NULL_HANDLE, NULL_HANDLE, 0, 0 );
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// Activate our tags and bones
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ent->headBolt = gi.G2API_AddBolt( &ent->ghoul2[0], "*seat" );
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ent->handLBolt = gi.G2API_AddBolt( &ent->ghoul2[0], "*flash01" );
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ent->handRBolt = gi.G2API_AddBolt( &ent->ghoul2[0], "*flash02" );
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ent->rootBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "base_bone", qtrue );
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ent->lowerLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[0], "swivel_bone", qtrue );
|
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gi.G2API_SetBoneAngles( &ent->ghoul2[0], "swivel_bone", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL, 0, 0);
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RegisterItem( FindItemForWeapon( WP_EMPLACED_GUN ));
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ent->s.weapon = WP_EMPLACED_GUN;
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G_SetOrigin( ent, ent->s.origin );
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G_SetAngles( ent, ent->s.angles );
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VectorCopy( ent->s.angles, ent->lastAngles );
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// store base angles for later
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VectorCopy( ent->s.angles, ent->pos1 );
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ent->e_UseFunc = useF_emplaced_gun_use;
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|
|
gi.linkentity (ent);
|
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}
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