mirror of
https://github.com/DrBeef/JKXR.git
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286 lines
No EOL
8 KiB
C++
286 lines
No EOL
8 KiB
C++
/*
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===========================================================================
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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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#include "g_local.h"
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#include "b_local.h"
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#include "g_functions.h"
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#include "wp_saber.h"
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#include "w_local.h"
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#include "bg_local.h"
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#include <VrTBDC.h>
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extern cvar_t *g_TeamBeefDirectorsCut;
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//-------------------
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// DEMP2
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//-------------------
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//---------------------------------------------------------
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static void WP_DEMP2_MainFire( gentity_t *ent )
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//---------------------------------------------------------
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{
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vec3_t start;
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int damage = weaponData[WP_DEMP2].damage;
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vec3_t angs, forward;
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if ( BG_UseVRPosition(ent))
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{
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BG_CalculateVRWeaponPosition(muzzle, angs);
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AngleVectors(angs, forward, NULL, NULL);
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}
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else {
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VectorCopy(forwardVec, forward);
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}
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VectorCopy( muzzle, start );
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WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
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WP_MissileTargetHint(ent, start, forward);
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float velocity = DEMP2_VELOCITY;
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if(ent->client && ent->client->ps.clientNum == 0 && g_TeamBeefDirectorsCut->integer == 1)
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{
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velocity = TBDC_DEMP2_VELOCITY;
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}
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gentity_t *missile = CreateMissile( start, forward, velocity, 10000, ent );
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missile->classname = "demp2_proj";
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missile->s.weapon = WP_DEMP2;
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// Do the damages
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if ( ent->s.number != 0 )
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{
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if ( g_spskill->integer == 0 )
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{
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damage = DEMP2_NPC_DAMAGE_EASY;
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}
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else if ( g_spskill->integer == 1 )
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{
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damage = DEMP2_NPC_DAMAGE_NORMAL;
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}
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else
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{
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damage = DEMP2_NPC_DAMAGE_HARD;
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}
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}
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VectorSet( missile->maxs, DEMP2_SIZE, DEMP2_SIZE, DEMP2_SIZE );
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VectorScale( missile->maxs, -1, missile->mins );
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// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
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// {
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// // in overcharge mode, so doing double damage
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// missile->flags |= FL_OVERCHARGED;
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// damage *= 2;
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// }
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missile->damage = damage;
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missile->dflags = DAMAGE_DEATH_KNOCKBACK;
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missile->methodOfDeath = MOD_DEMP2;
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missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
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// we don't want it to ever bounce
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missile->bounceCount = 0;
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}
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// NOTE: this is 100% for the demp2 alt-fire effect, so changes to the visual effect will affect game side demp2 code
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//--------------------------------------------------
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void DEMP2_AltRadiusDamage( gentity_t *ent )
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{
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float frac = ( level.time - ent->fx_time ) / 1300.0f; // synchronize with demp2 effect
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float dist, radius;
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gentity_t *gent;
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gentity_t *entityList[MAX_GENTITIES];
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int numListedEntities, i, e;
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vec3_t mins, maxs;
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vec3_t v, dir;
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frac *= frac * frac; // yes, this is completely ridiculous...but it causes the shell to grow slowly then "explode" at the end
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radius = frac * 200.0f; // 200 is max radius...the model is aprox. 100 units tall...the fx draw code mults. this by 2.
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for ( i = 0 ; i < 3 ; i++ )
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{
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mins[i] = ent->currentOrigin[i] - radius;
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maxs[i] = ent->currentOrigin[i] + radius;
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}
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numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
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for ( e = 0 ; e < numListedEntities ; e++ )
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{
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gent = entityList[ e ];
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if ( !gent->takedamage || !gent->contents )
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{
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continue;
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}
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// find the distance from the edge of the bounding box
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for ( i = 0 ; i < 3 ; i++ )
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{
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if ( ent->currentOrigin[i] < gent->absmin[i] )
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{
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v[i] = gent->absmin[i] - ent->currentOrigin[i];
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}
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else if ( ent->currentOrigin[i] > gent->absmax[i] )
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{
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v[i] = ent->currentOrigin[i] - gent->absmax[i];
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}
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else
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{
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v[i] = 0;
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}
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}
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// shape is an ellipsoid, so cut vertical distance in half`
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v[2] *= 0.5f;
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dist = VectorLength( v );
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if ( dist >= radius )
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{
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// shockwave hasn't hit them yet
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continue;
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}
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if ( dist < ent->radius )
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{
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// shockwave has already hit this thing...
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continue;
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}
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VectorCopy( gent->currentOrigin, v );
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VectorSubtract( v, ent->currentOrigin, dir);
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// push the center of mass higher than the origin so players get knocked into the air more
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dir[2] += 12;
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G_Damage( gent, ent, ent->owner, dir, ent->currentOrigin, weaponData[WP_DEMP2].altDamage, DAMAGE_DEATH_KNOCKBACK, ent->splashMethodOfDeath );
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if ( gent->takedamage && gent->client )
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{
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gent->s.powerups |= ( 1 << PW_SHOCKED );
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gent->client->ps.powerups[PW_SHOCKED] = level.time + 2000;
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Saboteur_Decloak( gent, Q_irand( 3000, 10000 ) );
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}
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}
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// store the last fraction so that next time around we can test against those things that fall between that last point and where the current shockwave edge is
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ent->radius = radius;
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if ( frac < 1.0f )
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{
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// shock is still happening so continue letting it expand
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ent->nextthink = level.time + 50;
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}
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}
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//---------------------------------------------------------
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void DEMP2_AltDetonate( gentity_t *ent )
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//---------------------------------------------------------
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{
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G_SetOrigin( ent, ent->currentOrigin );
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// start the effects, unfortunately, I wanted to do some custom things that I couldn't easily do with the fx system, so part of it uses an event and localEntities
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G_PlayEffect( "demp2/altDetonate", ent->currentOrigin, ent->pos1 );
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G_AddEvent( ent, EV_DEMP2_ALT_IMPACT, ent->count * 2 );
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ent->fx_time = level.time;
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ent->radius = 0;
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ent->nextthink = level.time + 50;
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ent->e_ThinkFunc = thinkF_DEMP2_AltRadiusDamage;
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ent->s.eType = ET_GENERAL; // make us a missile no longer
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}
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//---------------------------------------------------------
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static void WP_DEMP2_AltFire( gentity_t *ent )
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//---------------------------------------------------------
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{
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int damage = weaponData[WP_REPEATER].altDamage;
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int count;
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vec3_t start, angs, forward;
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trace_t tr;
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if ( BG_UseVRPosition(ent))
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{
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BG_CalculateVRWeaponPosition(start, angs);
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AngleVectors(angs, forward, NULL, NULL);
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}
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else {
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VectorCopy( muzzle, start );
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VectorCopy(forwardVec, forward);
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}
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WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
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count = ( level.time - ent->client->ps.weaponChargeTime ) / DEMP2_CHARGE_UNIT;
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if ( count < 1 )
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{
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count = 1;
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}
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else if ( count > 3 )
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{
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count = 3;
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}
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damage *= ( 1 + ( count * ( count - 1 )));// yields damage of 12,36,84...gives a higher bonus for longer charge
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// the shot can travel a whopping 4096 units in 1 second. Note that the shot will auto-detonate at 4096 units...we'll see if this looks cool or not
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WP_MissileTargetHint(ent, start, forward);
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gentity_t *missile = CreateMissile( start, forward, DEMP2_ALT_RANGE, 1000, ent, qtrue );
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// letting it know what the charge size is.
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missile->count = count;
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// missile->speed = missile->nextthink;
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VectorCopy( tr.plane.normal, missile->pos1 );
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missile->classname = "demp2_alt_proj";
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missile->s.weapon = WP_DEMP2;
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missile->e_ThinkFunc = thinkF_DEMP2_AltDetonate;
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missile->splashDamage = missile->damage = damage;
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missile->splashMethodOfDeath = missile->methodOfDeath = MOD_DEMP2_ALT;
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missile->splashRadius = weaponData[WP_DEMP2].altSplashRadius;
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missile->dflags = DAMAGE_DEATH_KNOCKBACK;
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missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
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// we don't want it to ever bounce
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missile->bounceCount = 0;
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}
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//---------------------------------------------------------
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void WP_FireDEMP2( gentity_t *ent, qboolean alt_fire )
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//---------------------------------------------------------
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{
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if ( alt_fire )
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{
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WP_DEMP2_AltFire( ent );
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}
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else
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{
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WP_DEMP2_MainFire( ent );
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}
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} |