mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-16 01:11:34 +00:00
4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
165 lines
No EOL
4.7 KiB
C++
165 lines
No EOL
4.7 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_headers.h"
|
|
|
|
#include "b_local.h"
|
|
#include "g_local.h"
|
|
#include "wp_saber.h"
|
|
#include "w_local.h"
|
|
#include "g_functions.h"
|
|
|
|
// ATST Main
|
|
//---------------------------------------------------------
|
|
void WP_ATSTMainFire( gentity_t *ent )
|
|
//---------------------------------------------------------
|
|
{
|
|
float vel = ATST_MAIN_VEL;
|
|
|
|
// if ( ent->client && (ent->client->ps.eFlags & EF_IN_ATST ))
|
|
// {
|
|
// vel = 4500.0f;
|
|
// }
|
|
|
|
if ( !ent->s.number )
|
|
{
|
|
// player shoots faster
|
|
vel *= 1.6f;
|
|
}
|
|
|
|
gentity_t *missile = CreateMissile( wpMuzzle, wpFwd, vel, 10000, ent );
|
|
|
|
missile->classname = "atst_main_proj";
|
|
missile->s.weapon = WP_ATST_MAIN;
|
|
|
|
missile->damage = weaponData[WP_ATST_MAIN].damage;
|
|
missile->dflags = DAMAGE_DEATH_KNOCKBACK|DAMAGE_HEAVY_WEAP_CLASS;
|
|
missile->methodOfDeath = MOD_ENERGY;
|
|
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
|
|
|
|
missile->owner = ent;
|
|
|
|
VectorSet( missile->maxs, ATST_MAIN_SIZE, ATST_MAIN_SIZE, ATST_MAIN_SIZE );
|
|
VectorScale( missile->maxs, -1, missile->mins );
|
|
|
|
}
|
|
|
|
// ATST Alt Side
|
|
//---------------------------------------------------------
|
|
void WP_ATSTSideAltFire( gentity_t *ent )
|
|
//---------------------------------------------------------
|
|
{
|
|
int damage = weaponData[WP_ATST_SIDE].altDamage;
|
|
float vel = ATST_SIDE_ALT_NPC_VELOCITY;
|
|
|
|
if ( ent->client && (ent->client->ps.eFlags & EF_IN_ATST ))
|
|
{
|
|
vel = ATST_SIDE_ALT_VELOCITY;
|
|
}
|
|
|
|
gentity_t *missile = CreateMissile( wpMuzzle, wpFwd, vel, 10000, ent, qtrue );
|
|
|
|
missile->classname = "atst_rocket";
|
|
missile->s.weapon = WP_ATST_SIDE;
|
|
|
|
missile->mass = 10;
|
|
|
|
// Do the damages
|
|
if ( ent->s.number != 0 )
|
|
{
|
|
if ( g_spskill->integer == 0 )
|
|
{
|
|
damage = ATST_SIDE_ROCKET_NPC_DAMAGE_EASY;
|
|
}
|
|
else if ( g_spskill->integer == 1 )
|
|
{
|
|
damage = ATST_SIDE_ROCKET_NPC_DAMAGE_NORMAL;
|
|
}
|
|
else
|
|
{
|
|
damage = ATST_SIDE_ROCKET_NPC_DAMAGE_HARD;
|
|
}
|
|
}
|
|
|
|
VectorCopy( wpFwd, missile->movedir );
|
|
|
|
// Make it easier to hit things
|
|
VectorSet( missile->maxs, ATST_SIDE_ALT_ROCKET_SIZE, ATST_SIDE_ALT_ROCKET_SIZE, ATST_SIDE_ALT_ROCKET_SIZE );
|
|
VectorScale( missile->maxs, -1, missile->mins );
|
|
|
|
missile->damage = damage;
|
|
missile->dflags = DAMAGE_DEATH_KNOCKBACK | DAMAGE_HEAVY_WEAP_CLASS;
|
|
missile->methodOfDeath = MOD_EXPLOSIVE;
|
|
missile->splashMethodOfDeath = MOD_EXPLOSIVE_SPLASH;
|
|
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
|
|
|
|
// Scale damage down a bit if it is coming from an NPC
|
|
missile->splashDamage = weaponData[WP_ATST_SIDE].altSplashDamage * ( ent->s.number == 0 ? 1.0f : ATST_SIDE_ALT_ROCKET_SPLASH_SCALE );
|
|
missile->splashRadius = weaponData[WP_ATST_SIDE].altSplashRadius;
|
|
|
|
// we don't want it to ever bounce
|
|
missile->bounceCount = 0;
|
|
}
|
|
|
|
// ATST Side
|
|
//---------------------------------------------------------
|
|
void WP_ATSTSideFire( gentity_t *ent )
|
|
//---------------------------------------------------------
|
|
{
|
|
int damage = weaponData[WP_ATST_SIDE].damage;
|
|
|
|
gentity_t *missile = CreateMissile( wpMuzzle, wpFwd, ATST_SIDE_MAIN_VELOCITY, 10000, ent, qfalse );
|
|
|
|
missile->classname = "atst_side_proj";
|
|
missile->s.weapon = WP_ATST_SIDE;
|
|
|
|
// Do the damages
|
|
if ( ent->s.number != 0 )
|
|
{
|
|
if ( g_spskill->integer == 0 )
|
|
{
|
|
damage = ATST_SIDE_MAIN_NPC_DAMAGE_EASY;
|
|
}
|
|
else if ( g_spskill->integer == 1 )
|
|
{
|
|
damage = ATST_SIDE_MAIN_NPC_DAMAGE_NORMAL;
|
|
}
|
|
else
|
|
{
|
|
damage = ATST_SIDE_MAIN_NPC_DAMAGE_HARD;
|
|
}
|
|
}
|
|
|
|
VectorSet( missile->maxs, ATST_SIDE_MAIN_SIZE, ATST_SIDE_MAIN_SIZE, ATST_SIDE_MAIN_SIZE );
|
|
VectorScale( missile->maxs, -1, missile->mins );
|
|
|
|
missile->damage = damage;
|
|
missile->dflags = DAMAGE_DEATH_KNOCKBACK|DAMAGE_HEAVY_WEAP_CLASS;
|
|
missile->methodOfDeath = MOD_ENERGY;
|
|
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
|
|
|
|
missile->splashDamage = weaponData[WP_ATST_SIDE].splashDamage * ( ent->s.number == 0 ? 1.0f : 0.6f );
|
|
missile->splashRadius = weaponData[WP_ATST_SIDE].splashRadius;
|
|
|
|
// we don't want it to bounce
|
|
missile->bounceCount = 0;
|
|
} |