mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-27 06:22:02 +00:00
52061d9040
better handling for NPC controlling (though it still doesn't feel very good)
214 lines
No EOL
5.9 KiB
C++
214 lines
No EOL
5.9 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"
|
|
#include "bg_local.h"
|
|
|
|
//-------------------
|
|
// Wookiee Bowcaster
|
|
//-------------------
|
|
|
|
//---------------------------------------------------------
|
|
static void WP_BowcasterMainFire( gentity_t *ent )
|
|
//---------------------------------------------------------
|
|
{
|
|
int damage = weaponData[WP_BOWCASTER].damage, count;
|
|
float vel;
|
|
vec3_t angs, forward, dir, start;
|
|
gentity_t *missile;
|
|
|
|
if ( BG_UseVRPosition(ent))
|
|
{
|
|
BG_CalculateVRWeaponPosition(wpMuzzle, angs);
|
|
AngleVectors(angs, forward, NULL, NULL);
|
|
}
|
|
else {
|
|
VectorCopy(wpFwd, forward);
|
|
}
|
|
|
|
VectorCopy( wpMuzzle, start );
|
|
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
|
|
|
|
// Do the damages
|
|
if ( ent->s.number != 0 )
|
|
{
|
|
if ( g_spskill->integer == 0 )
|
|
{
|
|
damage = BOWCASTER_NPC_DAMAGE_EASY;
|
|
}
|
|
else if ( g_spskill->integer == 1 )
|
|
{
|
|
damage = BOWCASTER_NPC_DAMAGE_NORMAL;
|
|
}
|
|
else
|
|
{
|
|
damage = BOWCASTER_NPC_DAMAGE_HARD;
|
|
}
|
|
}
|
|
|
|
count = ( level.time - ent->client->ps.weaponChargeTime ) / BOWCASTER_CHARGE_UNIT;
|
|
|
|
if ( count < 1 )
|
|
{
|
|
count = 1;
|
|
}
|
|
else if ( count > 5 )
|
|
{
|
|
count = 5;
|
|
}
|
|
|
|
if ( !(count & 1 ))
|
|
{
|
|
// if we aren't odd, knock us down a level
|
|
count--;
|
|
}
|
|
|
|
// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
|
|
// {
|
|
// // in overcharge mode, so doing double damage
|
|
// damage *= 2;
|
|
// }
|
|
|
|
for ( int i = 0; i < count; i++ )
|
|
{
|
|
// create a range of different velocities
|
|
vel = BOWCASTER_VELOCITY * ( Q_flrand(-1.0f, 1.0f) * BOWCASTER_VEL_RANGE + 1.0f );
|
|
|
|
vectoangles( forward, angs );
|
|
|
|
// add some slop to the fire direction
|
|
angs[PITCH] += Q_flrand(-1.0f, 1.0f) * BOWCASTER_ALT_SPREAD * 0.2f;
|
|
angs[YAW] += ((i+0.5f) * BOWCASTER_ALT_SPREAD - count * 0.5f * BOWCASTER_ALT_SPREAD );
|
|
if ( ent->NPC )
|
|
{
|
|
angs[PITCH] += ( Q_flrand(-1.0f, 1.0f) * (BLASTER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f) );
|
|
angs[YAW] += ( Q_flrand(-1.0f, 1.0f) * (BLASTER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f) );
|
|
}
|
|
|
|
AngleVectors( angs, dir, NULL, NULL );
|
|
|
|
missile = CreateMissile( start, dir, vel, 10000, ent );
|
|
|
|
missile->classname = "bowcaster_proj";
|
|
missile->s.weapon = WP_BOWCASTER;
|
|
|
|
VectorSet( missile->maxs, BOWCASTER_SIZE, BOWCASTER_SIZE, BOWCASTER_SIZE );
|
|
VectorScale( missile->maxs, -1, missile->mins );
|
|
|
|
// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
|
|
// {
|
|
// missile->flags |= FL_OVERCHARGED;
|
|
// }
|
|
|
|
missile->damage = damage;
|
|
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
|
|
missile->methodOfDeath = MOD_BOWCASTER;
|
|
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
|
|
missile->splashDamage = weaponData[WP_BOWCASTER].splashDamage;
|
|
missile->splashRadius = weaponData[WP_BOWCASTER].splashRadius;
|
|
|
|
// we don't want it to bounce
|
|
missile->bounceCount = 0;
|
|
ent->client->sess.missionStats.shotsFired++;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
static void WP_BowcasterAltFire( gentity_t *ent )
|
|
//---------------------------------------------------------
|
|
{
|
|
vec3_t start, forward, angs;
|
|
int damage = weaponData[WP_BOWCASTER].altDamage;
|
|
|
|
if ( BG_UseVRPosition(ent))
|
|
{
|
|
BG_CalculateVRWeaponPosition(start, angs);
|
|
AngleVectors(angs, forward, NULL, NULL);
|
|
}
|
|
else {
|
|
VectorCopy( wpMuzzle, start );
|
|
VectorCopy(wpFwd, forward);
|
|
}
|
|
|
|
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
|
|
|
|
gentity_t *missile = CreateMissile( start, forward, BOWCASTER_VELOCITY, 10000, ent, qtrue );
|
|
|
|
missile->classname = "bowcaster_alt_proj";
|
|
missile->s.weapon = WP_BOWCASTER;
|
|
|
|
// Do the damages
|
|
if ( ent->s.number != 0 )
|
|
{
|
|
if ( g_spskill->integer == 0 )
|
|
{
|
|
damage = BOWCASTER_NPC_DAMAGE_EASY;
|
|
}
|
|
else if ( g_spskill->integer == 1 )
|
|
{
|
|
damage = BOWCASTER_NPC_DAMAGE_NORMAL;
|
|
}
|
|
else
|
|
{
|
|
damage = BOWCASTER_NPC_DAMAGE_HARD;
|
|
}
|
|
}
|
|
|
|
VectorSet( missile->maxs, BOWCASTER_SIZE, BOWCASTER_SIZE, BOWCASTER_SIZE );
|
|
VectorScale( missile->maxs, -1, missile->mins );
|
|
|
|
// if ( ent->client && 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->s.eFlags |= EF_BOUNCE;
|
|
missile->bounceCount = 3;
|
|
|
|
missile->damage = damage;
|
|
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
|
|
missile->methodOfDeath = MOD_BOWCASTER_ALT;
|
|
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
|
|
missile->splashDamage = weaponData[WP_BOWCASTER].splashDamage;
|
|
missile->splashRadius = weaponData[WP_BOWCASTER].splashRadius;
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
void WP_FireBowcaster( gentity_t *ent, qboolean alt_fire )
|
|
//---------------------------------------------------------
|
|
{
|
|
if ( alt_fire )
|
|
{
|
|
WP_BowcasterAltFire( ent );
|
|
}
|
|
else
|
|
{
|
|
WP_BowcasterMainFire( ent );
|
|
}
|
|
} |