mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-15 08:52:15 +00:00
4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
94 lines
No EOL
2.8 KiB
C++
94 lines
No EOL
2.8 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 "wp_saber.h"
|
|
#include "w_local.h"
|
|
|
|
//---------------------------------------------------------
|
|
void WP_FireNoghriStick( gentity_t *ent )
|
|
//---------------------------------------------------------
|
|
{
|
|
vec3_t dir, angs;
|
|
|
|
vectoangles( forwardVec, angs );
|
|
|
|
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?
|
|
// add some slop to the main-fire direction
|
|
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
|
|
}
|
|
|
|
AngleVectors( angs, dir, NULL, NULL );
|
|
|
|
// FIXME: if temp_org does not have clear trace to inside the bbox, don't shoot!
|
|
int velocity = 1200;
|
|
|
|
WP_TraceSetStart( ent, muzzle, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
|
|
|
|
WP_MissileTargetHint(ent, muzzle, dir);
|
|
|
|
gentity_t *missile = CreateMissile( muzzle, dir, velocity, 10000, ent, qfalse );
|
|
|
|
missile->classname = "noghri_proj";
|
|
missile->s.weapon = WP_NOGHRI_STICK;
|
|
|
|
// Do the damages
|
|
if ( ent->s.number != 0 )
|
|
{
|
|
if ( g_spskill->integer == 0 )
|
|
{
|
|
missile->damage = 1;
|
|
}
|
|
else if ( g_spskill->integer == 1 )
|
|
{
|
|
missile->damage = 5;
|
|
}
|
|
else
|
|
{
|
|
missile->damage = 10;
|
|
}
|
|
}
|
|
|
|
// 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->dflags = DAMAGE_NO_KNOCKBACK;
|
|
missile->methodOfDeath = MOD_BLASTER;
|
|
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
|
|
missile->splashDamage = 0;
|
|
missile->splashRadius = 100;
|
|
missile->splashMethodOfDeath = MOD_GAS;
|
|
|
|
//Hmm: maybe spew gas on impact?
|
|
} |