jkxr/Projects/Android/jni/OpenJK/codeJK2/game/wp_stun_baton.cpp
Simon 9620011ed5 Multiple fixes
- Fixed some crashes
- weapons (for the first level of outcast) should be aligned
- ducking works, player height now correct
some button changes:

A - Jump
B - Alt Fire
X - Use current Force (no use in outcast atm)
Y - Select next Force Power
Right Thumbstick Button - "Use"
Left Thumbstick Button - Duck - good for side rolls etc
Right Grip - Slow time to 10% (testing this for the weapon/force selector, also quite fun)
Left Grip - two handed weapons (no advantage to this at the moment)

You should find that weapons are now properly motion controlled
2022-10-01 00:02:49 +01:00

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2.6 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"
//---------------------------------------------------------
void WP_FireStunBaton( gentity_t *ent, qboolean alt_fire )
{
gentity_t *tr_ent;
trace_t tr;
vec3_t mins, maxs, end, start;
G_Sound( ent, G_SoundIndex( "sound/weapons/baton/fire" ));
vec3_t angs, forward;
if ( ent->client && !ent->NPC)
{
BG_CalculateVRWeaponPosition(wpMuzzle, angs);
AngleVectors(angs, forward, NULL, NULL);
}
else {
VectorCopy(wpFwd, forward);
}
VectorCopy( wpMuzzle, start );
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );
VectorMA( start, STUN_BATON_RANGE, forward, end );
VectorSet( maxs, 5, 5, 5 );
VectorScale( maxs, -1, mins );
gi.trace ( &tr, start, mins, maxs, end, ent->s.number, CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_SHOTCLIP, G2_NOCOLLIDE, 0 );
if ( tr.entityNum >= ENTITYNUM_WORLD || tr.entityNum < 0 )
{
return;
}
tr_ent = &g_entities[tr.entityNum];
if ( tr_ent && tr_ent->takedamage && tr_ent->client )
{
G_PlayEffect( "stunBaton/flesh_impact", tr.endpos, tr.plane.normal );
// TEMP!
// G_Sound( tr_ent, G_SoundIndex( va("sound/weapons/melee/punch%d", Q_irand(1, 4)) ) );
tr_ent->client->ps.powerups[PW_SHOCKED] = level.time + 1500;
G_Damage( tr_ent, ent, ent, forward, tr.endpos, weaponData[WP_STUN_BATON].damage, DAMAGE_NO_KNOCKBACK, MOD_MELEE );
}
else if ( tr_ent->svFlags & SVF_GLASS_BRUSH || ( tr_ent->svFlags & SVF_BBRUSH && tr_ent->material == 12 )) // material grate...we are breaking a grate!
{
G_Damage( tr_ent, ent, ent, forward, tr.endpos, 999, DAMAGE_NO_KNOCKBACK, MOD_MELEE ); // smash that puppy
}
}