mirror of
https://github.com/DrBeef/JKXR.git
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304 lines
No EOL
8.7 KiB
C++
304 lines
No EOL
8.7 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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//-----------------------
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// Golan Arms Flechette
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//-----------------------
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//---------------------------------------------------------
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static void WP_FlechetteMainFire( gentity_t *ent )
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//---------------------------------------------------------
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{
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vec3_t fwd, angs, start;
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gentity_t *missile;
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float damage = weaponData[WP_FLECHETTE].damage, vel = FLECHETTE_VEL;
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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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// If we aren't the player, we will cut the velocity and damage of the shots
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if ( ent->s.number )
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{
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damage *= 0.75f;
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vel *= 0.5f;
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}
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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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// damage *= 2;
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// }
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vec3_t a;
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if ( BG_UseVRPosition(ent))
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{
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BG_CalculateVRWeaponPosition(muzzle, a);
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}
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else {
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vectoangles(forwardVec, a);
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}
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for ( int i = 0; i < FLECHETTE_SHOTS; i++ )
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{
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vec3_t angs;
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VectorCopy(a, angs);
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if ( i == 0 && ent->s.number == 0 )
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{
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// do nothing on the first shot for the player, this one will hit the crosshairs
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}
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else
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{
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angs[PITCH] += Q_flrand(-1.0f, 1.0f) * FLECHETTE_SPREAD;
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angs[YAW] += Q_flrand(-1.0f, 1.0f) * FLECHETTE_SPREAD;
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}
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AngleVectors( angs, fwd, NULL, NULL );
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WP_MissileTargetHint(ent, start, fwd);
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missile = CreateMissile( start, fwd, vel, 10000, ent );
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missile->classname = "flech_proj";
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missile->s.weapon = WP_FLECHETTE;
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VectorSet( missile->maxs, FLECHETTE_SIZE, FLECHETTE_SIZE, FLECHETTE_SIZE );
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VectorScale( missile->maxs, -1, missile->mins );
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missile->damage = damage;
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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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// missile->flags |= FL_OVERCHARGED;
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// }
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missile->dflags = (DAMAGE_DEATH_KNOCKBACK|DAMAGE_EXTRA_KNOCKBACK);
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missile->methodOfDeath = MOD_FLECHETTE;
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missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
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// we don't want it to bounce forever
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missile->bounceCount = Q_irand(1,2);
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missile->s.eFlags |= EF_BOUNCE_SHRAPNEL;
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ent->client->sess.missionStats.shotsFired++;
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}
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}
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//---------------------------------------------------------
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void prox_mine_think( gentity_t *ent )
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//---------------------------------------------------------
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{
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int count;
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qboolean blow = qfalse;
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// if it isn't time to auto-explode, do a small proximity check
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if ( ent->delay > level.time )
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{
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count = G_RadiusList( ent->currentOrigin, FLECHETTE_MINE_RADIUS_CHECK, ent, qtrue, ent_list );
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for ( int i = 0; i < count; i++ )
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{
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if ( ent_list[i]->client && ent_list[i]->health > 0 && ent->activator && ent_list[i]->s.number != ent->activator->s.number )
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{
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blow = qtrue;
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break;
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}
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}
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}
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else
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{
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// well, we must die now
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blow = qtrue;
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}
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if ( blow )
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{
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// G_Sound( ent, G_SoundIndex( "sound/weapons/flechette/warning.wav" ));
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ent->e_ThinkFunc = thinkF_WP_Explode;
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ent->nextthink = level.time + 200;
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}
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else
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{
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// we probably don't need to do this thinking logic very often...maybe this is fast enough?
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ent->nextthink = level.time + 500;
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}
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}
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//---------------------------------------------------------
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void prox_mine_stick( gentity_t *self, gentity_t *other, trace_t *trace )
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//---------------------------------------------------------
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{
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// turn us into a generic entity so we aren't running missile code
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self->s.eType = ET_GENERAL;
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self->s.modelindex = G_ModelIndex("models/weapons2/golan_arms/prox_mine.md3");
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self->e_TouchFunc = touchF_NULL;
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self->contents = CONTENTS_SOLID;
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self->takedamage = qtrue;
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self->health = 5;
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self->e_DieFunc = dieF_WP_ExplosiveDie;
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VectorSet( self->maxs, 5, 5, 5 );
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VectorScale( self->maxs, -1, self->mins );
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self->activator = self->owner;
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self->owner = NULL;
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WP_Stick( self, trace );
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self->e_ThinkFunc = thinkF_prox_mine_think;
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self->nextthink = level.time + 450;
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// sticks for twenty seconds, then auto blows.
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self->delay = level.time + 20000;
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gi.linkentity( self );
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}
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/* Old Flechette alt-fire code....
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//---------------------------------------------------------
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static void WP_FlechetteProxMine( gentity_t *ent )
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//---------------------------------------------------------
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{
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gentity_t *missile = CreateMissile( muzzle, forwardVec, FLECHETTE_MINE_VEL, 10000, ent, qtrue );
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missile->fxID = G_EffectIndex( "flechette/explosion" );
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missile->classname = "proxMine";
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missile->s.weapon = WP_FLECHETTE;
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missile->s.pos.trType = TR_GRAVITY;
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missile->s.eFlags |= EF_MISSILE_STICK;
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missile->e_TouchFunc = touchF_prox_mine_stick;
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missile->damage = FLECHETTE_MINE_DAMAGE;
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missile->methodOfDeath = MOD_EXPLOSIVE;
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missile->splashDamage = FLECHETTE_MINE_SPLASH_DAMAGE;
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missile->splashRadius = FLECHETTE_MINE_SPLASH_RADIUS;
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missile->splashMethodOfDeath = MOD_EXPLOSIVE_SPLASH;
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missile->clipmask = MASK_SHOT;
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// we don't want it to bounce forever
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missile->bounceCount = 0;
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}
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*/
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//----------------------------------------------
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void WP_flechette_alt_blow( gentity_t *ent )
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//----------------------------------------------
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{
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EvaluateTrajectory( &ent->s.pos, level.time, ent->currentOrigin ); // Not sure if this is even necessary, but correct origins are cool?
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G_RadiusDamage( ent->currentOrigin, ent->owner, ent->splashDamage, ent->splashRadius, NULL, MOD_EXPLOSIVE_SPLASH );
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G_PlayEffect( "flechette/alt_blow", ent->currentOrigin );
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G_FreeEntity( ent );
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}
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//------------------------------------------------------------------------------
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static void WP_CreateFlechetteBouncyThing( vec3_t start, vec3_t fwd, gentity_t *self )
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//------------------------------------------------------------------------------
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{
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gentity_t *missile = CreateMissile( start, fwd, 950 + Q_flrand(0.0f, 1.0f) * 700, 1500 + Q_flrand(0.0f, 1.0f) * 2000, self, qtrue );
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missile->e_ThinkFunc = thinkF_WP_flechette_alt_blow;
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missile->s.weapon = WP_FLECHETTE;
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missile->classname = "flech_alt";
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missile->mass = 4;
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// How 'bout we give this thing a size...
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VectorSet( missile->mins, -3.0f, -3.0f, -3.0f );
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VectorSet( missile->maxs, 3.0f, 3.0f, 3.0f );
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missile->clipmask = MASK_SHOT;
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missile->clipmask &= ~CONTENTS_CORPSE;
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// normal ones bounce, alt ones explode on impact
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missile->s.pos.trType = TR_GRAVITY;
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missile->s.eFlags |= EF_BOUNCE_HALF;
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missile->damage = weaponData[WP_FLECHETTE].altDamage;
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missile->dflags = 0;
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missile->splashDamage = weaponData[WP_FLECHETTE].altSplashDamage;
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missile->splashRadius = weaponData[WP_FLECHETTE].altSplashRadius;
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missile->svFlags = SVF_USE_CURRENT_ORIGIN;
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missile->methodOfDeath = MOD_FLECHETTE_ALT;
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missile->splashMethodOfDeath = MOD_FLECHETTE_ALT;
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VectorCopy( start, missile->pos2 );
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}
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//---------------------------------------------------------
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static void WP_FlechetteAltFire( gentity_t *self )
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//---------------------------------------------------------
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{
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vec3_t dir, fwd, start, angs;
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if ( BG_UseVRPosition(self))
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{
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BG_CalculateVRWeaponPosition(start, angs);
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}
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else {
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vectoangles( forwardVec, angs );
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VectorCopy( muzzle, start );
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}
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WP_TraceSetStart( self, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
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for ( int i = 0; i < 2; i++ )
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{
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VectorCopy( angs, dir );
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dir[PITCH] -= Q_flrand(0.0f, 1.0f) * 4 + 8; // make it fly upwards
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dir[YAW] += Q_flrand(-1.0f, 1.0f) * 2;
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AngleVectors( dir, fwd, NULL, NULL );
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WP_CreateFlechetteBouncyThing( start, fwd, self );
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self->client->sess.missionStats.shotsFired++;
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}
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}
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//---------------------------------------------------------
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void WP_FireFlechette( 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_FlechetteAltFire( ent );
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}
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else
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{
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WP_FlechetteMainFire( ent );
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}
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} |