mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-29 23:42:38 +00:00
4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
90 lines
No EOL
2.9 KiB
C++
90 lines
No EOL
2.9 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_local.h"
|
|
#include "b_local.h"
|
|
#include "g_functions.h"
|
|
#include "wp_saber.h"
|
|
#include "w_local.h"
|
|
|
|
//---------------------------------------------------------
|
|
void WP_FireTuskenRifle( gentity_t *ent )
|
|
//---------------------------------------------------------
|
|
{
|
|
vec3_t start;
|
|
|
|
VectorCopy( muzzle, start );
|
|
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
|
|
|
|
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?
|
|
if ( ent->NPC && ent->NPC->currentAim < 5 )
|
|
{
|
|
vec3_t angs;
|
|
|
|
vectoangles( forwardVec, angs );
|
|
|
|
if ( ent->client->NPC_class == CLASS_IMPWORKER )
|
|
{//*sigh*, hack to make impworkers less accurate without affecteing imperial officer accuracy
|
|
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
|
|
}
|
|
else
|
|
{
|
|
angs[PITCH] += ( Q_flrand(-1.0f, 1.0f) * ((5-ent->NPC->currentAim)*0.25f) );
|
|
angs[YAW] += ( Q_flrand(-1.0f, 1.0f) * ((5-ent->NPC->currentAim)*0.25f) );
|
|
}
|
|
|
|
AngleVectors( angs, forwardVec, NULL, NULL );
|
|
}
|
|
}
|
|
|
|
WP_MissileTargetHint(ent, start, forwardVec);
|
|
|
|
gentity_t *missile = CreateMissile( start, forwardVec, TUSKEN_RIFLE_VEL, 10000, ent, qfalse );
|
|
|
|
missile->classname = "trifle_proj";
|
|
missile->s.weapon = WP_TUSKEN_RIFLE;
|
|
|
|
if ( ent->s.number < MAX_CLIENTS || g_spskill->integer >= 2 )
|
|
{
|
|
missile->damage = TUSKEN_RIFLE_DAMAGE_HARD;
|
|
}
|
|
else if ( g_spskill->integer > 0 )
|
|
{
|
|
missile->damage = TUSKEN_RIFLE_DAMAGE_MEDIUM;
|
|
}
|
|
else
|
|
{
|
|
missile->damage = TUSKEN_RIFLE_DAMAGE_EASY;
|
|
}
|
|
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
|
|
|
|
missile->methodOfDeath = MOD_BRYAR;//???
|
|
|
|
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
|
|
|
|
// we don't want it to bounce forever
|
|
missile->bounceCount = 8;
|
|
} |