mirror of
https://github.com/DrBeef/JKXR.git
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354 lines
No EOL
11 KiB
C++
354 lines
No EOL
11 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 "../cgame/cg_local.h"
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#include "bg_local.h"
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static void WP_FireConcussionAlt( gentity_t *ent )
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{//a rail-gun-like beam
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int damage = weaponData[WP_CONCUSSION].altDamage, skip, traces = DISRUPTOR_ALT_TRACES;
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qboolean render_impact = qtrue;
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vec3_t start, end;
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vec3_t muzzle2, spot, dir;
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trace_t tr;
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gentity_t *traceEnt, *tent;
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float dist, shotDist, shotRange = 8192;
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qboolean hitDodged = qfalse;
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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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if (ent->s.number >= MAX_CLIENTS)
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{
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vec3_t angles;
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vectoangles(forward, angles);
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angles[PITCH] += ( Q_flrand(-1.0f, 1.0f) * (CONC_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
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angles[YAW] += ( Q_flrand(-1.0f, 1.0f) * (CONC_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
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AngleVectors(angles, forward, vrightVec, up);
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}
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//Shove us backwards for half a second
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VectorMA( ent->client->ps.velocity, -200, forward, ent->client->ps.velocity );
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ent->client->ps.groundEntityNum = ENTITYNUM_NONE;
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if ( (ent->client->ps.pm_flags&PMF_DUCKED) )
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{//hunkered down
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ent->client->ps.pm_time = 100;
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}
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else
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{
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ent->client->ps.pm_time = 250;
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}
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ent->client->ps.pm_flags |= PMF_TIME_KNOCKBACK|PMF_TIME_NOFRICTION;
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//FIXME: only if on ground? So no "rocket jump"? Or: (see next FIXME)
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//FIXME: instead, set a forced ucmd backmove instead of this sliding
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VectorCopy( muzzle, muzzle2 ); // making a backup copy
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// The trace start will originate at the eye so we can ensure that it hits the crosshair.
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if ( ent->NPC )
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{
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switch ( g_spskill->integer )
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{
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case 0:
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damage = CONC_ALT_NPC_DAMAGE_EASY;
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break;
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case 1:
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damage = CONC_ALT_NPC_DAMAGE_MEDIUM;
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break;
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case 2:
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default:
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damage = CONC_ALT_NPC_DAMAGE_HARD;
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break;
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}
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}
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VectorCopy( muzzle, start );
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WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );
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skip = ent->s.number;
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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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//Make it a little easier to hit guys at long range
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vec3_t shot_mins, shot_maxs;
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VectorSet( shot_mins, -1, -1, -1 );
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VectorSet( shot_maxs, 1, 1, 1 );
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for ( int i = 0; i < traces; i++ )
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{
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VectorMA( start, shotRange, forward, end );
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//NOTE: if you want to be able to hit guys in emplaced guns, use "G2_COLLIDE, 10" instead of "G2_RETURNONHIT, 0"
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//alternately, if you end up hitting an emplaced_gun that has a sitter, just redo this one trace with the "G2_COLLIDE, 10" to see if we it the sitter
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//gi.trace( &tr, start, NULL, NULL, end, skip, MASK_SHOT, G2_COLLIDE, 10 );//G2_RETURNONHIT, 0 );
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gi.trace( &tr, start, shot_mins, shot_maxs, end, skip, MASK_SHOT, G2_COLLIDE, 10 );//G2_RETURNONHIT, 0 );
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if ( tr.surfaceFlags & SURF_NOIMPACT )
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{
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render_impact = qfalse;
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}
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if ( tr.entityNum == ent->s.number )
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{
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// should never happen, but basically we don't want to consider a hit to ourselves?
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// Get ready for an attempt to trace through another person
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VectorCopy( tr.endpos, muzzle2 );
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VectorCopy( tr.endpos, start );
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skip = tr.entityNum;
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#ifdef _DEBUG
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gi.Printf( "BAD! Concussion gun shot somehow traced back and hit the owner!\n" );
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#endif
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continue;
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}
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// always render a shot beam, doing this the old way because I don't much feel like overriding the effect.
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//NOTE: let's just draw one beam at the end
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//tent = G_TempEntity( tr.endpos, EV_CONC_ALT_SHOT );
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//tent->svFlags |= SVF_BROADCAST;
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//VectorCopy( muzzle2, tent->s.origin2 );
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if ( tr.fraction >= 1.0f )
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{
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// draw the beam but don't do anything else
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break;
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}
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traceEnt = &g_entities[tr.entityNum];
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if ( traceEnt //&& traceEnt->NPC
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&& ( traceEnt->s.weapon == WP_SABER || (traceEnt->client && (traceEnt->client->NPC_class == CLASS_BOBAFETT||traceEnt->client->NPC_class == CLASS_REBORN) ) ) )
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{//FIXME: need a more reliable way to know we hit a jedi?
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hitDodged = Jedi_DodgeEvasion( traceEnt, ent, &tr, HL_NONE );
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//acts like we didn't even hit him
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}
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if ( !hitDodged )
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{
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if ( render_impact )
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{
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if (( tr.entityNum < ENTITYNUM_WORLD && traceEnt->takedamage )
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|| !Q_stricmp( traceEnt->classname, "misc_model_breakable" )
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|| traceEnt->s.eType == ET_MOVER )
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{
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// Create a simple impact type mark that doesn't last long in the world
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G_PlayEffect( G_EffectIndex( "concussion/alt_hit" ), tr.endpos, tr.plane.normal );
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if ( traceEnt->client && LogAccuracyHit( traceEnt, ent ))
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{//NOTE: hitting multiple ents can still get you over 100% accuracy
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ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
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}
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int hitLoc = G_GetHitLocFromTrace( &tr, MOD_CONC_ALT );
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qboolean noKnockBack = (qboolean)((traceEnt->flags&FL_NO_KNOCKBACK) != 0);//will be set if they die, I want to know if it was on *before* they died
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if ( traceEnt && traceEnt->client && traceEnt->client->NPC_class == CLASS_GALAKMECH )
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{//hehe
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G_Damage( traceEnt, ent, ent, forward, tr.endpos, 10, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, MOD_CONC_ALT, hitLoc );
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break;
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}
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G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, MOD_CONC_ALT, hitLoc );
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//do knockback and knockdown manually
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if ( traceEnt->client )
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{//only if we hit a client
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vec3_t pushDir;
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VectorCopy( forward, pushDir );
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if ( pushDir[2] < 0.2f )
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{
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pushDir[2] = 0.2f;
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}//hmm, re-normalize? nah...
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//if ( traceEnt->NPC || Q_irand(0,g_spskill->integer+1) )
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{
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if ( !noKnockBack )
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{//knock-backable
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G_Throw( traceEnt, pushDir, 200 );
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if ( traceEnt->client->NPC_class == CLASS_ROCKETTROOPER )
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{
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traceEnt->client->ps.pm_time = Q_irand( 1500, 3000 );
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}
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}
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if ( traceEnt->health > 0 )
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{//alive
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if ( G_HasKnockdownAnims( traceEnt ) )
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{//knock-downable
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G_Knockdown( traceEnt, ent, pushDir, 400, qtrue );
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}
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}
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}
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}
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if ( traceEnt->s.eType == ET_MOVER )
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{//stop the traces on any mover
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break;
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}
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}
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else
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{
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// we only make this mark on things that can't break or move
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tent = G_TempEntity( tr.endpos, EV_CONC_ALT_MISS );
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tent->svFlags |= SVF_BROADCAST;
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VectorCopy( tr.plane.normal, tent->pos1 );
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break; // hit solid, but doesn't take damage, so stop the shot...we _could_ allow it to shoot through walls, might be cool?
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}
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}
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else // not rendering impact, must be a skybox or other similar thing?
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{
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break; // don't try anymore traces
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}
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}
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// Get ready for an attempt to trace through another person
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VectorCopy( tr.endpos, muzzle2 );
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VectorCopy( tr.endpos, start );
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skip = tr.entityNum;
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hitDodged = qfalse;
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}
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//just draw one beam all the way to the end
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tent = G_TempEntity( tr.endpos, EV_CONC_ALT_SHOT );
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tent->svFlags |= SVF_BROADCAST;
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VectorCopy( muzzle, tent->s.origin2 );
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// now go along the trail and make sight events
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VectorSubtract( tr.endpos, muzzle, dir );
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shotDist = VectorNormalize( dir );
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//FIXME: if shoot *really* close to someone, the alert could be way out of their FOV
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for ( dist = 0; dist < shotDist; dist += 64 )
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{
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//FIXME: on a really long shot, this could make a LOT of alerts in one frame...
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VectorMA( muzzle, dist, dir, spot );
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AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 );
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//FIXME: creates *way* too many effects, make it one effect somehow?
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G_PlayEffect( G_EffectIndex( "concussion/alt_ring" ), spot, forward );
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}
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//FIXME: spawn a temp ent that continuously spawns sight alerts here? And 1 sound alert to draw their attention?
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VectorMA( start, shotDist-4, forwardVec, spot );
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AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 );
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G_PlayEffect( G_EffectIndex( "concussion/altmuzzle_flash" ), muzzle, forwardVec );
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}
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static void WP_FireConcussion( gentity_t *ent )
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{//a fast rocket-like projectile
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vec3_t start;
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int damage = weaponData[WP_CONCUSSION].damage;
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float vel = CONC_VELOCITY;
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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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if (ent->s.number >= MAX_CLIENTS)
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{
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vec3_t angles;
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vectoangles(forward, angles);
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angles[PITCH] += ( Q_flrand(-1.0f, 1.0f) * (CONC_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
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angles[YAW] += ( Q_flrand(-1.0f, 1.0f) * (CONC_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
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AngleVectors(angles, forward, vrightVec, up);
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}
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//hold us still for a bit
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ent->client->ps.pm_time = 300;
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ent->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
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//add viewkick
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if ( ent->s.number < MAX_CLIENTS//player only
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&& !cg.renderingThirdPerson )//gives an advantage to being in 3rd person, but would look silly otherwise
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{//kick the view back
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cg.kick_angles[PITCH] = Q_flrand( -10, -15 );
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cg.kick_time = level.time;
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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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gentity_t *missile = CreateMissile( start, forward, vel, 10000, ent, qfalse );
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missile->classname = "conc_proj";
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missile->s.weapon = WP_CONCUSSION;
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missile->mass = 10;
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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 = CONC_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 = CONC_NPC_DAMAGE_NORMAL;
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}
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else
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{
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damage = CONC_NPC_DAMAGE_HARD;
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}
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}
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// Make it easier to hit things
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VectorSet( missile->maxs, ROCKET_SIZE, ROCKET_SIZE, ROCKET_SIZE );
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VectorScale( missile->maxs, -1, missile->mins );
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missile->damage = damage;
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missile->dflags = DAMAGE_EXTRA_KNOCKBACK;
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missile->methodOfDeath = MOD_CONC;
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missile->splashMethodOfDeath = MOD_CONC;
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missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
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missile->splashDamage = weaponData[WP_CONCUSSION].splashDamage;
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missile->splashRadius = weaponData[WP_CONCUSSION].splashRadius;
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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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void WP_Concussion( gentity_t *ent, qboolean alt_fire )
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{
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if(alt_fire)
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{
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WP_FireConcussionAlt(ent);
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}
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else
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{
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WP_FireConcussion(ent);
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}
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} |