mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-15 08:52:15 +00:00
14627 lines
467 KiB
C++
14627 lines
467 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 "anims.h"
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#include "b_local.h"
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#include "bg_local.h"
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#include "g_functions.h"
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#include "wp_saber.h"
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#include "g_vehicles.h"
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#include "../qcommon/tri_coll_test.h"
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#include "../cgame/cg_local.h"
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#include <JKXR/VrClientInfo.h>
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#define JK2_RAGDOLL_GRIPNOHEALTH
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#define MAX_SABER_VICTIMS 16
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static int victimEntityNum[MAX_SABER_VICTIMS];
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static float totalDmg[MAX_SABER_VICTIMS];
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static vec3_t dmgDir[MAX_SABER_VICTIMS];
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static vec3_t dmgNormal[MAX_SABER_VICTIMS];
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static vec3_t dmgBladeVec[MAX_SABER_VICTIMS];
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static vec3_t dmgSpot[MAX_SABER_VICTIMS];
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static float dmgFraction[MAX_SABER_VICTIMS];
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static int hitLoc[MAX_SABER_VICTIMS];
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static qboolean hitDismember[MAX_SABER_VICTIMS];
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static int hitDismemberLoc[MAX_SABER_VICTIMS];
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static vec3_t saberHitLocation, saberHitNormal={0,0,1.0};
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static float saberHitFraction;
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static float sabersCrossed;
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static int saberHitEntity;
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static int numVictims = 0;
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extern cvar_t *g_sex;
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extern cvar_t *g_timescale;
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extern cvar_t *g_dismemberment;
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extern cvar_t *g_debugSaberLock;
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extern cvar_t *g_saberLockRandomNess;
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extern cvar_t *d_slowmodeath;
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extern cvar_t *g_cheats;
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extern cvar_t *g_debugMelee;
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extern cvar_t *g_saberRestrictForce;
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extern cvar_t *g_saberPickuppableDroppedSabers;
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extern cvar_t *debug_subdivision;
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extern qboolean WP_SaberBladeUseSecondBladeStyle( saberInfo_t *saber, int bladeNum );
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extern qboolean WP_SaberBladeDoTransitionDamage( saberInfo_t *saber, int bladeNum );
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extern qboolean Q3_TaskIDPending( gentity_t *ent, taskID_t taskType );
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extern qboolean G_ClearViewEntity( gentity_t *ent );
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extern void G_SetViewEntity( gentity_t *self, gentity_t *viewEntity );
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extern qboolean G_ControlledByPlayer( gentity_t *self );
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extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime );
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extern void CG_ChangeWeapon( int num );
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extern void CG_SaberDoWeaponHitMarks( gclient_t *client, gentity_t *saberEnt, gentity_t *hitEnt, int saberNum, int bladeNum, vec3_t hitPos, vec3_t hitDir, vec3_t uaxis, vec3_t splashBackDir, float sizeTimeScale );
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extern void G_AngerAlert( gentity_t *self );
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extern void G_ReflectMissile( gentity_t *ent, gentity_t *missile, vec3_t forward );
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extern int G_CheckLedgeDive( gentity_t *self, float checkDist, const vec3_t checkVel, qboolean tryOpposite, qboolean tryPerp );
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extern void G_BounceMissile( gentity_t *ent, trace_t *trace );
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extern qboolean G_PointInBounds( const vec3_t point, const vec3_t mins, const vec3_t maxs );
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extern void NPC_UseResponse( gentity_t *self, gentity_t *user, qboolean useWhenDone );
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extern void WP_FireDreadnoughtBeam( gentity_t *ent );
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extern void G_MissileImpacted( gentity_t *ent, gentity_t *other, vec3_t impactPos, vec3_t normal, int hitLoc=HL_NONE );
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extern evasionType_t Jedi_SaberBlockGo( gentity_t *self, usercmd_t *cmd, vec3_t pHitloc, vec3_t phitDir, gentity_t *incoming, float dist = 0.0f );
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extern void Jedi_RageStop( gentity_t *self );
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extern int PM_PickAnim( gentity_t *self, int minAnim, int maxAnim );
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extern void NPC_SetPainEvent( gentity_t *self );
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extern qboolean PM_SwimmingAnim( int anim );
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extern qboolean PM_InAnimForSaberMove( int anim, int saberMove );
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extern qboolean PM_SpinningSaberAnim( int anim );
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extern qboolean PM_SaberInSpecialAttack( int anim );
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extern qboolean PM_SaberInAttack( int move );
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extern qboolean PM_SaberInAttackPure( int move );
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extern qboolean PM_SaberInTransition( int move );
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extern qboolean PM_SaberInStart( int move );
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extern qboolean PM_SaberInTransitionAny( int move );
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extern qboolean PM_SaberInReturn( int move );
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extern qboolean PM_SaberInBounce( int move );
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extern qboolean PM_SaberInParry( int move );
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extern qboolean PM_SaberInKnockaway( int move );
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extern qboolean PM_SaberInBrokenParry( int move );
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extern qboolean PM_SpinningSaberAnim( int anim );
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extern saberMoveName_t PM_SaberBounceForAttack( int move );
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extern saberMoveName_t PM_BrokenParryForAttack( int move );
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extern saberMoveName_t PM_KnockawayForParry( int move );
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extern qboolean PM_FlippingAnim( int anim );
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extern qboolean PM_RollingAnim( int anim );
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extern qboolean PM_CrouchAnim( int anim );
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extern qboolean PM_SaberInIdle( int move );
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extern qboolean PM_SaberInReflect( int move );
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extern qboolean PM_InSpecialJump( int anim );
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extern qboolean PM_InKnockDown( playerState_t *ps );
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extern qboolean PM_ForceUsingSaberAnim( int anim );
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extern qboolean PM_SuperBreakLoseAnim( int anim );
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extern qboolean PM_SuperBreakWinAnim( int anim );
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extern qboolean PM_SaberLockBreakAnim( int anim );
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extern qboolean PM_InOnGroundAnim ( playerState_t *ps );
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extern qboolean PM_KnockDownAnim( int anim );
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extern qboolean PM_SaberInKata( saberMoveName_t saberMove );
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extern qboolean PM_StabDownAnim( int anim );
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extern int PM_PowerLevelForSaberAnim( playerState_t *ps, int saberNum = 0 );
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extern void PM_VelocityForSaberMove( playerState_t *ps, vec3_t throwDir );
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extern qboolean PM_VelocityForBlockedMove( playerState_t *ps, vec3_t throwDir );
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extern qboolean PM_SaberCanInterruptMove( int move, int anim );
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extern int Jedi_ReCalcParryTime( gentity_t *self, evasionType_t evasionType );
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extern qboolean Jedi_DodgeEvasion( gentity_t *self, gentity_t *shooter, trace_t *tr, int hitLoc );
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extern void Jedi_PlayDeflectSound( gentity_t *self );
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extern void Jedi_PlayBlockedPushSound( gentity_t *self );
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extern qboolean Jedi_WaitingAmbush( gentity_t *self );
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extern void Jedi_Ambush( gentity_t *self );
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extern qboolean Jedi_SaberBusy( gentity_t *self );
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extern qboolean Jedi_CultistDestroyer( gentity_t *self );
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extern qboolean Boba_Flying( gentity_t *self );
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extern void JET_FlyStart( gentity_t *self );
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extern void Boba_DoFlameThrower( gentity_t *self );
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extern void Boba_StopFlameThrower( gentity_t *self );
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extern Vehicle_t *G_IsRidingVehicle( gentity_t *ent );
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extern int SaberDroid_PowerLevelForSaberAnim( gentity_t *self );
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extern qboolean G_ValidEnemy( gentity_t *self, gentity_t *enemy );
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extern void G_StartMatrixEffect( gentity_t *ent, int meFlags = 0, int length = 1000, float timeScale = 0.0f, int spinTime = 0 );
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extern int PM_AnimLength( int index, animNumber_t anim );
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extern void G_Knockdown( gentity_t *self, gentity_t *attacker, const vec3_t pushDir, float strength, qboolean breakSaberLock );
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extern void G_KnockOffVehicle( gentity_t *pRider, gentity_t *self, qboolean bPull );
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extern qboolean PM_LockedAnim( int anim );
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extern qboolean Rosh_BeingHealed( gentity_t *self );
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extern qboolean G_OkayToLean( playerState_t *ps, usercmd_t *cmd, qboolean interruptOkay );
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int WP_AbsorbConversion(gentity_t *attacked, int atdAbsLevel, gentity_t *attacker, int atPower, int atPowerLevel, int atForceSpent);
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void WP_ForcePowerStart( gentity_t *self, forcePowers_t forcePower, int overrideAmt );
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void WP_ForcePowerStop( gentity_t *self, forcePowers_t forcePower );
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qboolean WP_ForcePowerUsable( gentity_t *self, forcePowers_t forcePower, int overrideAmt );
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void WP_SaberInFlightReflectCheck( gentity_t *self, usercmd_t *ucmd );
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void WP_SaberDrop( gentity_t *self, gentity_t *saber );
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qboolean WP_SaberLose( gentity_t *self, vec3_t throwDir );
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void WP_SaberReturn( gentity_t *self, gentity_t *saber );
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void WP_SaberBlockNonRandom( gentity_t *self, vec3_t hitloc, qboolean missileBlock );
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qboolean WP_ForcePowerAvailable( gentity_t *self, forcePowers_t forcePower, int overrideAmt );
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void WP_ForcePowerDrain( gentity_t *self, forcePowers_t forcePower, int overrideAmt );
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void WP_DeactivateSaber( gentity_t *self, qboolean clearLength = qfalse );
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qboolean FP_ForceDrainGrippableEnt( gentity_t *victim );
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extern cvar_t *g_TeamBeefDirectorsCut;
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extern cvar_t *g_saberAutoDeflect1stPerson;
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extern cvar_t *g_saberAutoBlocking;
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extern cvar_t *g_saberRealisticCombat;
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extern cvar_t *g_saberDamageCapping;
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extern cvar_t *g_saberNewControlScheme;
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extern int g_crosshairEntNum;
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qboolean g_saberNoEffects = qfalse;
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qboolean g_noClashFlare = qfalse;
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int g_saberFlashTime = 0;
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vec3_t g_saberFlashPos = {0,0,0};
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int forcePowerDarkLight[NUM_FORCE_POWERS] = //0 == neutral
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{ //nothing should be usable at rank 0..
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FORCE_LIGHTSIDE,//FP_HEAL,//instant
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0,//FP_LEVITATION,//hold/duration
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0,//FP_SPEED,//duration
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0,//FP_PUSH,//hold/duration
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0,//FP_PULL,//hold/duration
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FORCE_LIGHTSIDE,//FP_TELEPATHY,//instant
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FORCE_DARKSIDE,//FP_GRIP,//hold/duration
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FORCE_DARKSIDE,//FP_LIGHTNING,//hold/duration
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0,//FP_SABERATTACK,
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0,//FP_SABERDEFEND,
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0,//FP_SABERTHROW,
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//new Jedi Academy powers
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FORCE_DARKSIDE,//FP_RAGE,//duration
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FORCE_LIGHTSIDE,//FP_PROTECT,//duration
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FORCE_LIGHTSIDE,//FP_ABSORB,//duration
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FORCE_DARKSIDE,//FP_DRAIN,//hold/duration
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0,//FP_SEE,//duration
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//NUM_FORCE_POWERS
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};
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int forcePowerNeeded[NUM_FORCE_POWERS] =
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{
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0,//FP_HEAL,//instant
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10,//FP_LEVITATION,//hold/duration
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50,//FP_SPEED,//duration
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15,//FP_PUSH,//hold/duration
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15,//FP_PULL,//hold/duration
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20,//FP_TELEPATHY,//instant
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1,//FP_GRIP,//hold/duration - FIXME: 30?
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1,//FP_LIGHTNING,//hold/duration
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20,//FP_SABERTHROW,
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1,//FP_SABER_DEFENSE,
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0,//FP_SABER_OFFENSE,
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//new Jedi Academy powers
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50,//FP_RAGE,//duration - speed, invincibility and extra damage for short period, drains your health and leaves you weak and slow afterwards.
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30,//FP_PROTECT,//duration - protect against physical/energy (level 1 stops blaster/energy bolts, level 2 stops projectiles, level 3 protects against explosions)
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30,//FP_ABSORB,//duration - protect against dark force powers (grip, lightning, drain)
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1,//FP_DRAIN,//hold/duration - drain force power for health
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20//FP_SEE,//duration - detect/see hidden enemies
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//NUM_FORCE_POWERS
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};
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float forceJumpStrength[NUM_FORCE_POWER_LEVELS] =
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{
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JUMP_VELOCITY,//normal jump
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420,
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590,
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840
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};
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float forceJumpHeight[NUM_FORCE_POWER_LEVELS] =
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{
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32,//normal jump (+stepheight+crouchdiff = 66)
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96,//(+stepheight+crouchdiff = 130)
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192,//(+stepheight+crouchdiff = 226)
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384//(+stepheight+crouchdiff = 418)
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};
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float forceJumpHeightMax[NUM_FORCE_POWER_LEVELS] =
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{
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66,//normal jump (32+stepheight(18)+crouchdiff(24) = 74)
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130,//(96+stepheight(18)+crouchdiff(24) = 138)
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226,//(192+stepheight(18)+crouchdiff(24) = 234)
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418//(384+stepheight(18)+crouchdiff(24) = 426)
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};
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float forcePushPullRadius[NUM_FORCE_POWER_LEVELS] =
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{
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0,//none
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384,//256,
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448,//384,
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512
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};
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float forcePushCone[NUM_FORCE_POWER_LEVELS] =
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{
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1.0f,//none
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1.0f,
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0.8f,
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0.6f
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};
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float forcePullCone[NUM_FORCE_POWER_LEVELS] =
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{
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1.0f,//none
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1.0f,
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1.0f,
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0.8f
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};
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float forceSpeedValue[NUM_FORCE_POWER_LEVELS] =
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{
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1.0f,//none
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0.75f,
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0.5f,
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0.25f
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};
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float forceSpeedRangeMod[NUM_FORCE_POWER_LEVELS] =
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{
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0.0f,//none
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30.0f,
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45.0f,
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60.0f
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};
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float forceSpeedFOVMod[NUM_FORCE_POWER_LEVELS] =
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{
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0.0f,//none
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20.0f,
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30.0f,
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40.0f
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};
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int forceGripDamage[NUM_FORCE_POWER_LEVELS] =
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{
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0,//none
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0,
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6,
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9
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};
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int mindTrickTime[NUM_FORCE_POWER_LEVELS] =
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{
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0,//none
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10000,//5000,
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15000,//10000,
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30000//15000
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};
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//NOTE: keep in synch with table below!!!
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int saberThrowDist[NUM_FORCE_POWER_LEVELS] =
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{
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0,//none
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256,
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400,
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400
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};
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//NOTE: keep in synch with table above!!!
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int saberThrowDistSquared[NUM_FORCE_POWER_LEVELS] =
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{
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0,//none
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65536,
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160000,
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160000
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};
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int parryDebounce[NUM_FORCE_POWER_LEVELS] =
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{
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500,//if don't even have defense, can't use defense!
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300,
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150,
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50
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};
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float saberAnimSpeedMod[NUM_FORCE_POWER_LEVELS] =
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{
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0.0f,//if don't even have offense, can't use offense!
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0.75f,
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1.0f,
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2.0f
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};
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stringID_table_t SaberStyleTable[] =
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{
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{ "NULL",SS_NONE },
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ENUM2STRING(SS_FAST),
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{ "fast",SS_FAST },
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ENUM2STRING(SS_MEDIUM),
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{ "medium",SS_MEDIUM },
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ENUM2STRING(SS_STRONG),
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{ "strong",SS_STRONG },
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ENUM2STRING(SS_DESANN),
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{ "desann",SS_DESANN },
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ENUM2STRING(SS_TAVION),
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{ "tavion",SS_TAVION },
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ENUM2STRING(SS_DUAL),
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{ "dual",SS_DUAL },
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ENUM2STRING(SS_STAFF),
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{ "staff",SS_STAFF },
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{ "", 0 },
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};
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//SABER INITIALIZATION======================================================================
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void G_CreateG2AttachedWeaponModel( gentity_t *ent, const char *psWeaponModel, int boltNum, int weaponNum )
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{
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if (!psWeaponModel)
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{
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assert (psWeaponModel);
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return;
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}
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if ( ent->playerModel == -1 )
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{
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return;
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}
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if ( boltNum == -1 )
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{
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return;
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}
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if ( ent && ent->client && ent->client->NPC_class == CLASS_GALAKMECH )
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{//hack for galakmech, no weaponmodel
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ent->weaponModel[0] = ent->weaponModel[1] = -1;
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return;
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}
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if ( weaponNum < 0 || weaponNum >= MAX_INHAND_WEAPONS )
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{
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return;
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}
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char weaponModel[64];
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strcpy (weaponModel, psWeaponModel);
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if (char *spot = strstr(weaponModel, ".md3") ) {
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*spot = 0;
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spot = strstr(weaponModel, "_w");//i'm using the in view weapon array instead of scanning the item list, so put the _w back on
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if (!spot&&!strstr(weaponModel, "noweap"))
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{
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strcat (weaponModel, "_w");
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}
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strcat (weaponModel, ".glm"); //and change to ghoul2
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}
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// give us a saber model
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int wModelIndex = G_ModelIndex( weaponModel );
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if ( wModelIndex )
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{
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ent->weaponModel[weaponNum] = gi.G2API_InitGhoul2Model(ent->ghoul2, weaponModel, wModelIndex, NULL_HANDLE, NULL_HANDLE, 0, 0 );
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if ( ent->weaponModel[weaponNum] != -1 )
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{
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// attach it to the hand
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gi.G2API_AttachG2Model(&ent->ghoul2[ent->weaponModel[weaponNum]], &ent->ghoul2[ent->playerModel],
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boltNum, ent->playerModel);
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// set up a bolt on the end so we can get where the sabre muzzle is - we can assume this is always bolt 0
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gi.G2API_AddBolt(&ent->ghoul2[ent->weaponModel[weaponNum]], "*flash");
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//gi.G2API_SetLodBias( &ent->ghoul2[ent->weaponModel[weaponNum]], 0 );
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}
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}
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}
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void WP_SaberAddG2SaberModels( gentity_t *ent, int specificSaberNum )
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{
|
|
int saberNum = 0, maxSaber = 1;
|
|
if ( specificSaberNum != -1 && specificSaberNum <= maxSaber )
|
|
{
|
|
saberNum = maxSaber = specificSaberNum;
|
|
}
|
|
for ( ; saberNum <= maxSaber; saberNum++ )
|
|
{
|
|
if ( ent->weaponModel[saberNum] > 0 )
|
|
{//we already have a weapon model in this slot
|
|
//remove it
|
|
gi.G2API_SetSkin( &ent->ghoul2[ent->weaponModel[saberNum]], -1, 0 );
|
|
gi.G2API_RemoveGhoul2Model( ent->ghoul2, ent->weaponModel[saberNum] );
|
|
ent->weaponModel[saberNum] = -1;
|
|
}
|
|
if ( saberNum > 0 )
|
|
{//second saber
|
|
if ( !ent->client->ps.dualSabers
|
|
|| G_IsRidingVehicle( ent ) )
|
|
{//only have one saber or riding a vehicle and can only use one saber
|
|
return;
|
|
}
|
|
}
|
|
else if ( saberNum == 0 )
|
|
{//first saber
|
|
if ( ent->client->ps.saberInFlight )
|
|
{//it's still out there somewhere, don't add it
|
|
//FIXME: call it back?
|
|
continue;
|
|
}
|
|
}
|
|
int handBolt = ((saberNum == 0) ? ent->handRBolt : ent->handLBolt);
|
|
if ( (ent->client->ps.saber[saberNum].saberFlags&SFL_BOLT_TO_WRIST) )
|
|
{//special case, bolt to forearm
|
|
if ( saberNum == 0 )
|
|
{
|
|
handBolt = gi.G2API_AddBolt( &ent->ghoul2[ent->playerModel], "*r_hand_cap_r_arm" );
|
|
}
|
|
else
|
|
{
|
|
handBolt = gi.G2API_AddBolt( &ent->ghoul2[ent->playerModel], "*l_hand_cap_l_arm" );
|
|
}
|
|
}
|
|
G_CreateG2AttachedWeaponModel( ent, ent->client->ps.saber[saberNum].model, handBolt, saberNum );
|
|
|
|
if ( ent->client->ps.saber[saberNum].skin != NULL )
|
|
{//if this saber has a customSkin, use it
|
|
// lets see if it's out there
|
|
int saberSkin = gi.RE_RegisterSkin( ent->client->ps.saber[saberNum].skin );
|
|
if ( saberSkin )
|
|
{
|
|
// put it in the config strings
|
|
// and set the ghoul2 model to use it
|
|
gi.G2API_SetSkin( &ent->ghoul2[ent->weaponModel[saberNum]], G_SkinIndex( ent->client->ps.saber[saberNum].skin ), saberSkin );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------
|
|
void G_Throw( gentity_t *targ, const vec3_t newDir, float push )
|
|
//----------------------------------------------------------
|
|
{
|
|
vec3_t kvel;
|
|
float mass;
|
|
|
|
if ( targ
|
|
&& targ->client
|
|
&& ( targ->client->NPC_class == CLASS_ATST
|
|
|| targ->client->NPC_class == CLASS_RANCOR
|
|
|| targ->client->NPC_class == CLASS_SAND_CREATURE ) )
|
|
{//much to large to *ever* throw
|
|
return;
|
|
}
|
|
|
|
if ( targ->physicsBounce > 0 ) //overide the mass
|
|
{
|
|
mass = targ->physicsBounce;
|
|
}
|
|
else
|
|
{
|
|
mass = 200;
|
|
}
|
|
|
|
if ( g_gravity->value > 0 )
|
|
{
|
|
VectorScale( newDir, g_knockback->value * (float)push / mass * 0.8, kvel );
|
|
if ( !targ->client || targ->client->ps.groundEntityNum != ENTITYNUM_NONE )
|
|
{//give them some z lift to get them off the ground
|
|
kvel[2] = newDir[2] * g_knockback->value * (float)push / mass * 1.5;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
VectorScale( newDir, g_knockback->value * (float)push / mass, kvel );
|
|
}
|
|
|
|
if ( targ->client )
|
|
{
|
|
VectorAdd( targ->client->ps.velocity, kvel, targ->client->ps.velocity );
|
|
}
|
|
else if ( targ->s.pos.trType != TR_STATIONARY && targ->s.pos.trType != TR_LINEAR_STOP && targ->s.pos.trType != TR_NONLINEAR_STOP )
|
|
{
|
|
VectorAdd( targ->s.pos.trDelta, kvel, targ->s.pos.trDelta );
|
|
VectorCopy( targ->currentOrigin, targ->s.pos.trBase );
|
|
targ->s.pos.trTime = level.time;
|
|
}
|
|
|
|
// set the timer so that the other client can't cancel
|
|
// out the movement immediately
|
|
if ( targ->client && !targ->client->ps.pm_time )
|
|
{
|
|
int t;
|
|
|
|
t = push * 2;
|
|
|
|
if ( t < 50 )
|
|
{
|
|
t = 50;
|
|
}
|
|
if ( t > 200 )
|
|
{
|
|
t = 200;
|
|
}
|
|
targ->client->ps.pm_time = t;
|
|
targ->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
|
|
}
|
|
}
|
|
|
|
int WP_SetSaberModel( gclient_t *client, class_t npcClass )
|
|
{//FIXME: read from NPCs.cfg
|
|
if ( client )
|
|
{
|
|
switch ( npcClass )
|
|
{
|
|
case CLASS_DESANN://Desann
|
|
client->ps.saber[0].model = "models/weapons2/saber_desann/saber_w.glm";
|
|
break;
|
|
case CLASS_LUKE://Luke
|
|
client->ps.saber[0].model = "models/weapons2/saber_luke/saber_w.glm";
|
|
break;
|
|
case CLASS_PLAYER://Kyle NPC and player
|
|
case CLASS_KYLE://Kyle NPC and player
|
|
client->ps.saber[0].model = "models/weapons2/saber/saber_w.glm";
|
|
break;
|
|
default://reborn and tavion and everyone else
|
|
client->ps.saber[0].model = "models/weapons2/saber_reborn/saber_w.glm";
|
|
break;
|
|
}
|
|
return ( G_ModelIndex( client->ps.saber[0].model ) );
|
|
}
|
|
else
|
|
{
|
|
switch ( npcClass )
|
|
{
|
|
case CLASS_DESANN://Desann
|
|
return ( G_ModelIndex( "models/weapons2/saber_desann/saber_w.glm" ) );
|
|
break;
|
|
case CLASS_LUKE://Luke
|
|
return ( G_ModelIndex( "models/weapons2/saber_luke/saber_w.glm" ) );
|
|
break;
|
|
case CLASS_PLAYER://Kyle NPC and player
|
|
case CLASS_KYLE://Kyle NPC and player
|
|
return ( G_ModelIndex( "models/weapons2/saber/saber_w.glm" ) );
|
|
break;
|
|
default://reborn and tavion and everyone else
|
|
return ( G_ModelIndex( "models/weapons2/saber_reborn/saber_w.glm" ) );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void WP_SetSaberEntModelSkin( gentity_t *ent, gentity_t *saberent )
|
|
{
|
|
int saberModel = 0;
|
|
qboolean newModel = qfalse;
|
|
//FIXME: get saberModel from NPCs.cfg
|
|
if ( !ent->client->ps.saber[0].model )
|
|
{
|
|
saberModel = WP_SetSaberModel( ent->client, ent->client->NPC_class );
|
|
}
|
|
else
|
|
{
|
|
//got saberModel from NPCs.cfg
|
|
saberModel = G_ModelIndex( ent->client->ps.saber[0].model );
|
|
}
|
|
if ( saberModel && saberent->s.modelindex != saberModel )
|
|
{
|
|
if ( saberent->playerModel >= 0 )
|
|
{//remove the old one, if there is one
|
|
gi.G2API_RemoveGhoul2Model( saberent->ghoul2, saberent->playerModel );
|
|
}
|
|
//add the new one
|
|
saberent->playerModel = gi.G2API_InitGhoul2Model( saberent->ghoul2, ent->client->ps.saber[0].model, saberModel, NULL_HANDLE, NULL_HANDLE, 0, 0);
|
|
saberent->s.modelindex = saberModel;
|
|
newModel = qtrue;
|
|
}
|
|
//set skin, too
|
|
if ( ent->client->ps.saber[0].skin == NULL )
|
|
{
|
|
gi.G2API_SetSkin( &saberent->ghoul2[0], -1, 0 );
|
|
}
|
|
else
|
|
{//if this saber has a customSkin, use it
|
|
// lets see if it's out there
|
|
int saberSkin = gi.RE_RegisterSkin( ent->client->ps.saber[0].skin );
|
|
if ( saberSkin && (newModel || saberent->s.modelindex2 != saberSkin) )
|
|
{
|
|
// put it in the config strings
|
|
// and set the ghoul2 model to use it
|
|
gi.G2API_SetSkin( &saberent->ghoul2[0], G_SkinIndex( ent->client->ps.saber[0].skin ), saberSkin );
|
|
saberent->s.modelindex2 = saberSkin;
|
|
}
|
|
}
|
|
}
|
|
|
|
void WP_SaberFallSound( gentity_t *owner, gentity_t *saber )
|
|
{
|
|
if ( !saber )
|
|
{
|
|
return;
|
|
}
|
|
if ( owner && owner->client )
|
|
{//have an owner, use their data (assume saberNum is 0 because only the 0 saber can be thrown)
|
|
if ( owner->client->ps.saber[0].fallSound[0] )
|
|
{//have an override
|
|
G_Sound( saber, owner->client->ps.saber[0].fallSound[Q_irand( 0, 2 )] );
|
|
}
|
|
else if ( owner->client->ps.saber[0].type == SABER_SITH_SWORD )
|
|
{//is a sith sword
|
|
G_Sound( saber, G_SoundIndex( va( "sound/weapons/sword/fall%d.wav", Q_irand( 1, 7 ) ) ) );
|
|
}
|
|
else
|
|
{//normal saber
|
|
G_Sound( saber, G_SoundIndex( va( "sound/weapons/saber/bounce%d.wav", Q_irand( 1, 3 ) ) ) );
|
|
}
|
|
}
|
|
else if ( saber->NPC_type && saber->NPC_type[0] )
|
|
{//have a saber name to look up
|
|
saberInfo_t saberInfo;
|
|
if ( WP_SaberParseParms( saber->NPC_type, &saberInfo ) )
|
|
{//found it
|
|
if ( saberInfo.fallSound[0] )
|
|
{//have an override sound
|
|
G_Sound( saber, saberInfo.fallSound[Q_irand( 0, 2 )] );
|
|
}
|
|
else if ( saberInfo.type == SABER_SITH_SWORD )
|
|
{//is a sith sword
|
|
G_Sound( saber, G_SoundIndex( va( "sound/weapons/sword/fall%d.wav", Q_irand( 1, 7 ) ) ) );
|
|
}
|
|
else
|
|
{//normal saber
|
|
G_Sound( saber, G_SoundIndex( va( "sound/weapons/saber/bounce%d.wav", Q_irand( 1, 3 ) ) ) );
|
|
}
|
|
}
|
|
else
|
|
{//can't find it
|
|
G_Sound( saber, G_SoundIndex( va( "sound/weapons/saber/bounce%d.wav", Q_irand( 1, 3 ) ) ) );
|
|
}
|
|
}
|
|
else
|
|
{//no saber name specified
|
|
G_Sound( saber, G_SoundIndex( va( "sound/weapons/saber/bounce%d.wav", Q_irand( 1, 3 ) ) ) );
|
|
}
|
|
}
|
|
|
|
void WP_SaberSwingSound( gentity_t *ent, int saberNum, swingType_t swingType )
|
|
{
|
|
int index = 1;
|
|
if ( !ent || !ent->client )
|
|
{
|
|
return;
|
|
}
|
|
if ( swingType == SWING_FAST )
|
|
{
|
|
index = Q_irand( 1, 3 );
|
|
}
|
|
else if ( swingType == SWING_MEDIUM )
|
|
{
|
|
index = Q_irand( 4, 6 );
|
|
}
|
|
else if ( swingType == SWING_STRONG )
|
|
{
|
|
index = Q_irand( 7, 9 );
|
|
}
|
|
|
|
if ( ent->client->ps.saber[saberNum].swingSound[0] )
|
|
{
|
|
G_SoundIndexOnEnt( ent, CHAN_WEAPON, ent->client->ps.saber[saberNum].swingSound[Q_irand( 0, 2 )] );
|
|
}
|
|
else if ( ent->client->ps.saber[saberNum].type == SABER_SITH_SWORD )
|
|
{
|
|
G_SoundOnEnt( ent, CHAN_WEAPON, va( "sound/weapons/sword/swing%d.wav", Q_irand( 1, 4 ) ) );
|
|
}
|
|
else
|
|
{
|
|
G_SoundOnEnt( ent, CHAN_WEAPON, va( "sound/weapons/saber/saberhup%d.wav", index ) );
|
|
}
|
|
}
|
|
|
|
void WP_SaberHitSound( gentity_t *ent, int saberNum, int bladeNum )
|
|
{
|
|
int index = 1;
|
|
if ( !ent || !ent->client )
|
|
{
|
|
return;
|
|
}
|
|
index = Q_irand( 1, 3 );
|
|
|
|
if ( !WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum )
|
|
&& ent->client->ps.saber[saberNum].hitSound[0] )
|
|
{
|
|
G_Sound( ent, ent->client->ps.saber[saberNum].hitSound[Q_irand( 0, 2 )] );
|
|
}
|
|
else if ( WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum )
|
|
&& ent->client->ps.saber[saberNum].hit2Sound[0] )
|
|
{
|
|
G_Sound( ent, ent->client->ps.saber[saberNum].hit2Sound[Q_irand( 0, 2 )] );
|
|
}
|
|
else if ( ent->client->ps.saber[saberNum].type == SABER_SITH_SWORD )
|
|
{
|
|
G_Sound( ent, G_SoundIndex( va( "sound/weapons/sword/stab%d.wav", Q_irand( 1, 4 ) ) ) );
|
|
}
|
|
else
|
|
{
|
|
G_Sound( ent, G_SoundIndex( va( "sound/weapons/saber/saberhit%d.wav", index ) ) );
|
|
}
|
|
}
|
|
|
|
void WP_SaberBlockSound( gentity_t *ent, gentity_t *hitEnt, int saberNum, int bladeNum )
|
|
{
|
|
int index = 1;
|
|
if ( !ent || !ent->client )
|
|
{
|
|
return;
|
|
}
|
|
index = Q_irand( 1, 9 );
|
|
|
|
if ( !WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum )
|
|
&& ent->client->ps.saber[saberNum].blockSound[0] )
|
|
{
|
|
G_Sound( ent, ent->client->ps.saber[saberNum].blockSound[Q_irand( 0, 2 )] );
|
|
}
|
|
else if ( WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum )
|
|
&& ent->client->ps.saber[saberNum].block2Sound[0] )
|
|
{
|
|
G_Sound( ent, ent->client->ps.saber[saberNum].block2Sound[Q_irand( 0, 2 )] );
|
|
}
|
|
else
|
|
{
|
|
G_Sound( ent, G_SoundIndex( va( "sound/weapons/saber/saberblock%d.wav", index ) ) );
|
|
}
|
|
}
|
|
|
|
|
|
void WP_SaberBounceOnWallSound( gentity_t *ent, int saberNum, int bladeNum )
|
|
{
|
|
int index = 1;
|
|
if ( !ent || !ent->client )
|
|
{
|
|
return;
|
|
}
|
|
index = Q_irand( 1, 9 );
|
|
|
|
if ( !WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum )
|
|
&& ent->client->ps.saber[saberNum].bounceSound[0] )
|
|
{
|
|
G_Sound( ent, ent->client->ps.saber[saberNum].bounceSound[Q_irand( 0, 2 )] );
|
|
}
|
|
else if ( WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum )
|
|
&& ent->client->ps.saber[saberNum].bounce2Sound[0] )
|
|
{
|
|
G_Sound( ent, ent->client->ps.saber[saberNum].bounce2Sound[Q_irand( 0, 2 )] );
|
|
}
|
|
else if ( !WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum )
|
|
&& ent->client->ps.saber[saberNum].blockSound[0] )
|
|
{
|
|
G_Sound( ent, ent->client->ps.saber[saberNum].blockSound[Q_irand( 0, 2 )] );
|
|
}
|
|
else if ( WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum )
|
|
&& ent->client->ps.saber[saberNum].block2Sound[0] )
|
|
{
|
|
G_Sound( ent, ent->client->ps.saber[saberNum].block2Sound[Q_irand( 0, 2 )] );
|
|
}
|
|
else
|
|
{
|
|
G_Sound( ent, G_SoundIndex( va( "sound/weapons/saber/saberblock%d.wav", index ) ) );
|
|
}
|
|
}
|
|
|
|
void WP_SaberBounceSound( gentity_t *ent, gentity_t *hitEnt, gentity_t *playOnEnt, int saberNum, int bladeNum, qboolean doForce )
|
|
{
|
|
int index = 1;
|
|
if ( !ent || !ent->client )
|
|
{
|
|
return;
|
|
}
|
|
index = Q_irand( 1, 3 );
|
|
|
|
if ( !playOnEnt )
|
|
{
|
|
playOnEnt = ent;
|
|
}
|
|
//NOTE: we don't allow overriding of the saberbounce sound, but since it's just a variant on the saberblock sound, we use that as the override
|
|
if ( !WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum )
|
|
&& ent->client->ps.saber[saberNum].blockSound[0] )
|
|
{
|
|
G_Sound( playOnEnt, ent->client->ps.saber[saberNum].blockSound[Q_irand( 0, 2 )] );
|
|
}
|
|
else if ( WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum )
|
|
&& ent->client->ps.saber[saberNum].block2Sound[0] )
|
|
{
|
|
G_Sound( playOnEnt, ent->client->ps.saber[saberNum].block2Sound[Q_irand( 0, 2 )] );
|
|
}
|
|
else
|
|
{
|
|
G_Sound( playOnEnt, G_SoundIndex( va( "sound/weapons/saber/saberbounce%d.wav", index ) ) );
|
|
}
|
|
}
|
|
|
|
int WP_SaberInitBladeData( gentity_t *ent )
|
|
{
|
|
if ( !ent->client )
|
|
{
|
|
return 0;
|
|
}
|
|
if ( 1 )
|
|
{
|
|
VectorClear( ent->client->renderInfo.muzzlePoint );
|
|
VectorClear( ent->client->renderInfo.muzzlePointOld );
|
|
//VectorClear( ent->client->renderInfo.muzzlePointNext );
|
|
VectorClear( ent->client->renderInfo.muzzleDir );
|
|
VectorClear( ent->client->renderInfo.muzzleDirOld );
|
|
//VectorClear( ent->client->renderInfo.muzzleDirNext );
|
|
for ( int saberNum = 0; saberNum < MAX_SABERS; saberNum++ )
|
|
{
|
|
for ( int bladeNum = 0; bladeNum < MAX_BLADES; bladeNum++ )
|
|
{
|
|
VectorClear( ent->client->ps.saber[saberNum].blade[bladeNum].muzzlePoint );
|
|
VectorClear( ent->client->ps.saber[saberNum].blade[bladeNum].muzzlePointOld );
|
|
VectorClear( ent->client->ps.saber[saberNum].blade[bladeNum].muzzleDir );
|
|
VectorClear( ent->client->ps.saber[saberNum].blade[bladeNum].muzzleDirOld );
|
|
ent->client->ps.saber[saberNum].blade[bladeNum].lengthOld = ent->client->ps.saber[saberNum].blade[bladeNum].length = 0;
|
|
if ( !ent->client->ps.saber[saberNum].blade[bladeNum].lengthMax )
|
|
{
|
|
if ( ent->client->NPC_class == CLASS_DESANN )
|
|
{//longer saber
|
|
ent->client->ps.saber[saberNum].blade[bladeNum].lengthMax = 48;
|
|
}
|
|
else if ( ent->client->NPC_class == CLASS_REBORN )
|
|
{//shorter saber
|
|
ent->client->ps.saber[saberNum].blade[bladeNum].lengthMax = 32;
|
|
}
|
|
else
|
|
{//standard saber length
|
|
ent->client->ps.saber[saberNum].blade[bladeNum].lengthMax = 40;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
ent->client->ps.saberLockEnemy = ENTITYNUM_NONE;
|
|
ent->client->ps.saberLockTime = 0;
|
|
if ( ent->s.number )
|
|
{
|
|
if ( !ent->client->ps.saberAnimLevel )
|
|
{
|
|
if ( ent->client->NPC_class == CLASS_DESANN )
|
|
{
|
|
ent->client->ps.saberAnimLevel = SS_DESANN;
|
|
}
|
|
else if ( ent->client->NPC_class == CLASS_TAVION )
|
|
{
|
|
ent->client->ps.saberAnimLevel = SS_TAVION;
|
|
}
|
|
else if ( ent->client->NPC_class == CLASS_ALORA )
|
|
{
|
|
ent->client->ps.saberAnimLevel = SS_DUAL;
|
|
}
|
|
//FIXME: CLASS_CULTIST instead of this Q_stricmpn?
|
|
else if ( !Q_stricmpn( "cultist", ent->NPC_type, 7 ) )
|
|
{//should already be set in the .npc file
|
|
ent->client->ps.saberAnimLevel = Q_irand( SS_FAST, SS_STRONG );
|
|
}
|
|
else if ( ent->NPC && ent->client->playerTeam == TEAM_ENEMY && (ent->NPC->rank == RANK_CIVILIAN || ent->NPC->rank == RANK_LT_JG) )
|
|
{//grunt and fencer always uses quick attacks
|
|
ent->client->ps.saberAnimLevel = SS_FAST;
|
|
}
|
|
else if ( ent->NPC && ent->client->playerTeam == TEAM_ENEMY && (ent->NPC->rank == RANK_CREWMAN || ent->NPC->rank == RANK_ENSIGN) )
|
|
{//acrobat & force-users always use medium attacks
|
|
ent->client->ps.saberAnimLevel = SS_MEDIUM;
|
|
}
|
|
else if ( ent->client->playerTeam == TEAM_ENEMY && ent->client->NPC_class == CLASS_SHADOWTROOPER )
|
|
{//shadowtroopers
|
|
ent->client->ps.saberAnimLevel = Q_irand( SS_FAST, SS_STRONG );
|
|
}
|
|
else if ( ent->NPC && ent->client->playerTeam == TEAM_ENEMY && ent->NPC->rank == RANK_LT )
|
|
{//boss always starts with strong attacks
|
|
ent->client->ps.saberAnimLevel = SS_STRONG;
|
|
}
|
|
else if ( ent->client->NPC_class == CLASS_PLAYER )
|
|
{
|
|
ent->client->ps.saberAnimLevel = g_entities[0].client->ps.saberAnimLevel;
|
|
}
|
|
else
|
|
{//?
|
|
ent->client->ps.saberAnimLevel = Q_irand( SS_FAST, SS_STRONG );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( !ent->client->ps.saberAnimLevel )
|
|
{//initialize, but don't reset
|
|
if (ent->s.number < MAX_CLIENTS)
|
|
{
|
|
if (!ent->client->ps.saberStylesKnown)
|
|
{
|
|
ent->client->ps.saberStylesKnown = (1<<SS_MEDIUM);
|
|
}
|
|
|
|
|
|
if (ent->client->ps.saberStylesKnown & (1<<SS_FAST))
|
|
{
|
|
ent->client->ps.saberAnimLevel = SS_FAST;
|
|
}
|
|
else if (ent->client->ps.saberStylesKnown & (1<<SS_STRONG))
|
|
{
|
|
ent->client->ps.saberAnimLevel = SS_STRONG;
|
|
}
|
|
else
|
|
{
|
|
ent->client->ps.saberAnimLevel = SS_MEDIUM;
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
ent->client->ps.saberAnimLevel = SS_MEDIUM;
|
|
}
|
|
}
|
|
|
|
cg.saberAnimLevelPending = ent->client->ps.saberAnimLevel;
|
|
if ( ent->client->sess.missionStats.weaponUsed[WP_SABER] <= 0 )
|
|
{//let missionStats know that we actually do have the saber, even if we never use it
|
|
ent->client->sess.missionStats.weaponUsed[WP_SABER] = 1;
|
|
}
|
|
}
|
|
ent->client->ps.saberAttackChainCount = 0;
|
|
|
|
if ( ent->client->ps.saberEntityNum <= 0 || ent->client->ps.saberEntityNum >= ENTITYNUM_WORLD )
|
|
{//FIXME: if you do have a saber already, be sure to re-set the model if it's changed (say, via a script).
|
|
gentity_t *saberent = G_Spawn();
|
|
ent->client->ps.saberEntityNum = saberent->s.number;
|
|
saberent->classname = "lightsaber";
|
|
|
|
saberent->s.eType = ET_GENERAL;
|
|
saberent->svFlags = SVF_USE_CURRENT_ORIGIN;
|
|
saberent->s.weapon = WP_SABER;
|
|
saberent->owner = ent;
|
|
saberent->s.otherEntityNum = ent->s.number;
|
|
//clear the enemy
|
|
saberent->enemy = NULL;
|
|
|
|
saberent->clipmask = MASK_SOLID | CONTENTS_LIGHTSABER;
|
|
saberent->contents = CONTENTS_LIGHTSABER;//|CONTENTS_SHOTCLIP;
|
|
|
|
VectorSet( saberent->mins, -3.0f, -3.0f, -3.0f );
|
|
VectorSet( saberent->maxs, 3.0f, 3.0f, 3.0f );
|
|
saberent->mass = 10;//necc?
|
|
|
|
saberent->s.eFlags |= EF_NODRAW;
|
|
saberent->svFlags |= SVF_NOCLIENT;
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
saberent->playerModel = -1;
|
|
WP_SetSaberEntModelSkin( ent, saberent );
|
|
|
|
// set up a bolt on the end so we can get where the sabre muzzle is - we can assume this is always bolt 0
|
|
gi.G2API_AddBolt( &saberent->ghoul2[0], "*flash" );
|
|
//gi.G2API_SetLodBias( &saberent->ghoul2[0], 0 );
|
|
if ( ent->client->ps.dualSabers )
|
|
{
|
|
int saber2 = G_ModelIndex( ent->client->ps.saber[1].model );
|
|
//gi.G2API_InitGhoul2Model( saberent->ghoul2, ent->client->ps.saber[1].model, saber2 );
|
|
// set up a bolt on the end so we can get where the sabre muzzle is - we can assume this is always bolt 0
|
|
//gi.G2API_AddBolt( &saberent->ghoul2[0], "*flash" );
|
|
//gi.G2API_SetLodBias( &saberent->ghoul2[0], 0 );
|
|
}
|
|
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
|
|
ent->client->ps.saberInFlight = qfalse;
|
|
ent->client->ps.saberEntityDist = 0;
|
|
ent->client->ps.saberEntityState = SES_LEAVING;
|
|
|
|
ent->client->ps.saberMove = ent->client->ps.saberMoveNext = LS_NONE;
|
|
|
|
//FIXME: need a think function to create alerts when turned on or is on, etc.
|
|
}
|
|
else
|
|
{//already have one, might just be changing sabers, register the model and skin and use them if different from what we're using now.
|
|
WP_SetSaberEntModelSkin( ent, &g_entities[ent->client->ps.saberEntityNum] );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ent->client->ps.saberEntityNum = ENTITYNUM_NONE;
|
|
ent->client->ps.saberInFlight = qfalse;
|
|
ent->client->ps.saberEntityDist = 0;
|
|
ent->client->ps.saberEntityState = SES_LEAVING;
|
|
}
|
|
|
|
if ( ent->client->ps.dualSabers )
|
|
{
|
|
return 2;
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
void WP_SaberUpdateOldBladeData( gentity_t *ent )
|
|
{
|
|
if ( ent->client )
|
|
{
|
|
qboolean didEvent = qfalse;
|
|
for ( int saberNum = 0; saberNum < 2; saberNum++ )
|
|
{
|
|
for ( int bladeNum = 0; bladeNum < ent->client->ps.saber[saberNum].numBlades; bladeNum++ )
|
|
{
|
|
VectorCopy( ent->client->ps.saber[saberNum].blade[bladeNum].muzzlePoint, ent->client->ps.saber[saberNum].blade[bladeNum].muzzlePointOld );
|
|
VectorCopy( ent->client->ps.saber[saberNum].blade[bladeNum].muzzleDir, ent->client->ps.saber[saberNum].blade[bladeNum].muzzleDirOld );
|
|
if ( !didEvent )
|
|
{
|
|
if ( ent->client->ps.saber[saberNum].blade[bladeNum].lengthOld <= 0 && ent->client->ps.saber[saberNum].blade[bladeNum].length > 0 )
|
|
{//just turned on
|
|
//do sound event
|
|
vec3_t saberOrg;
|
|
VectorCopy( g_entities[ent->client->ps.saberEntityNum].currentOrigin, saberOrg );
|
|
if ( (!ent->client->ps.saberInFlight && ent->client->ps.groundEntityNum == ENTITYNUM_WORLD)//holding saber and on ground
|
|
|| g_entities[ent->client->ps.saberEntityNum].s.pos.trType == TR_STATIONARY )//saber out there somewhere and on ground
|
|
{//a ground alert
|
|
AddSoundEvent( ent, saberOrg, 256, AEL_SUSPICIOUS, qfalse, qtrue );
|
|
}
|
|
else
|
|
{//an in-air alert
|
|
AddSoundEvent( ent, saberOrg, 256, AEL_SUSPICIOUS );
|
|
}
|
|
didEvent = qtrue;
|
|
}
|
|
}
|
|
ent->client->ps.saber[saberNum].blade[bladeNum].lengthOld = ent->client->ps.saber[saberNum].blade[bladeNum].length;
|
|
}
|
|
}
|
|
VectorCopy( ent->client->renderInfo.muzzlePoint, ent->client->renderInfo.muzzlePointOld );
|
|
VectorCopy( ent->client->renderInfo.muzzleDir, ent->client->renderInfo.muzzleDirOld );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//SABER DAMAGE==============================================================================
|
|
//SABER DAMAGE==============================================================================
|
|
//SABER DAMAGE==============================================================================
|
|
//SABER DAMAGE==============================================================================
|
|
//SABER DAMAGE==============================================================================
|
|
//SABER DAMAGE==============================================================================
|
|
int WPDEBUG_SaberColor( saber_colors_t saberColor )
|
|
{
|
|
switch( (int)(saberColor) )
|
|
{
|
|
case SABER_RED:
|
|
return 0x000000ff;
|
|
break;
|
|
case SABER_ORANGE:
|
|
return 0x000088ff;
|
|
break;
|
|
case SABER_YELLOW:
|
|
return 0x0000ffff;
|
|
break;
|
|
case SABER_GREEN:
|
|
return 0x0000ff00;
|
|
break;
|
|
case SABER_BLUE:
|
|
return 0x00ff0000;
|
|
break;
|
|
case SABER_PURPLE:
|
|
return 0x00ff00ff;
|
|
break;
|
|
default:
|
|
return 0x00ffffff;//white
|
|
break;
|
|
}
|
|
}
|
|
|
|
qboolean WP_GetSaberDeflectionAngle( gentity_t *attacker, gentity_t *defender )
|
|
{
|
|
vec3_t temp, att_SaberBase, att_StartPos, saberMidNext, att_HitDir, att_HitPos, def_BladeDir;
|
|
float att_SaberHitLength, hitDot;
|
|
|
|
if ( !attacker || !attacker->client || attacker->client->ps.saberInFlight || attacker->client->ps.SaberLength() <= 0 )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( !defender || !defender->client || defender->client->ps.saberInFlight || defender->client->ps.SaberLength() <= 0 )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( PM_SuperBreakLoseAnim( attacker->client->ps.torsoAnim )
|
|
|| PM_SuperBreakWinAnim( attacker->client->ps.torsoAnim ) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
attacker->client->ps.saberBounceMove = LS_NONE;
|
|
|
|
//get the attacker's saber base pos at time of impact
|
|
VectorSubtract( attacker->client->renderInfo.muzzlePoint, attacker->client->renderInfo.muzzlePointOld, temp );
|
|
VectorMA( attacker->client->renderInfo.muzzlePointOld, saberHitFraction, temp, att_SaberBase );
|
|
|
|
//get the position along the length of the blade where the hit occured
|
|
att_SaberHitLength = Distance( saberHitLocation, att_SaberBase )/attacker->client->ps.SaberLength();
|
|
|
|
//now get the start of that midpoint in the swing and the actual impact point in the swing (shouldn't the latter just be saberHitLocation?)
|
|
VectorMA( attacker->client->renderInfo.muzzlePointOld, att_SaberHitLength, attacker->client->renderInfo.muzzleDirOld, att_StartPos );
|
|
VectorMA( attacker->client->renderInfo.muzzlePoint, att_SaberHitLength, attacker->client->renderInfo.muzzleDir, saberMidNext );
|
|
VectorSubtract( saberMidNext, att_StartPos, att_HitDir );
|
|
VectorMA( att_StartPos, saberHitFraction, att_HitDir, att_HitPos );
|
|
VectorNormalize( att_HitDir );
|
|
|
|
//get the defender's saber dir at time of impact
|
|
VectorSubtract( defender->client->renderInfo.muzzleDirOld, defender->client->renderInfo.muzzleDir, temp );
|
|
VectorMA( defender->client->renderInfo.muzzleDirOld, saberHitFraction, temp, def_BladeDir );
|
|
|
|
//now compare
|
|
hitDot = DotProduct( att_HitDir, def_BladeDir );
|
|
if ( hitDot < 0.25f && hitDot > -0.25f )
|
|
{//hit pretty much perpendicular, pop straight back
|
|
attacker->client->ps.saberBounceMove = PM_SaberBounceForAttack( attacker->client->ps.saberMove );
|
|
return qfalse;
|
|
}
|
|
else
|
|
{//a deflection
|
|
vec3_t att_Right, att_Up, att_DeflectionDir;
|
|
float swingRDot, swingUDot;
|
|
|
|
//get the direction of the deflection
|
|
VectorScale( def_BladeDir, hitDot, att_DeflectionDir );
|
|
//get our bounce straight back direction
|
|
VectorScale( att_HitDir, -1.0f, temp );
|
|
//add the bounce back and deflection
|
|
VectorAdd( att_DeflectionDir, temp, att_DeflectionDir );
|
|
//normalize the result to determine what direction our saber should bounce back toward
|
|
VectorNormalize( att_DeflectionDir );
|
|
|
|
//need to know the direction of the deflectoin relative to the attacker's facing
|
|
VectorSet( temp, 0, attacker->client->ps.viewangles[YAW], 0 );//presumes no pitch!
|
|
AngleVectors( temp, NULL, att_Right, att_Up );
|
|
swingRDot = DotProduct( att_Right, att_DeflectionDir );
|
|
swingUDot = DotProduct( att_Up, att_DeflectionDir );
|
|
|
|
if ( swingRDot > 0.25f )
|
|
{//deflect to right
|
|
if ( swingUDot > 0.25f )
|
|
{//deflect to top
|
|
attacker->client->ps.saberBounceMove = LS_D1_TR;
|
|
}
|
|
else if ( swingUDot < -0.25f )
|
|
{//deflect to bottom
|
|
attacker->client->ps.saberBounceMove = LS_D1_BR;
|
|
}
|
|
else
|
|
{//deflect horizontally
|
|
attacker->client->ps.saberBounceMove = LS_D1__R;
|
|
}
|
|
}
|
|
else if ( swingRDot < -0.25f )
|
|
{//deflect to left
|
|
if ( swingUDot > 0.25f )
|
|
{//deflect to top
|
|
attacker->client->ps.saberBounceMove = LS_D1_TL;
|
|
}
|
|
else if ( swingUDot < -0.25f )
|
|
{//deflect to bottom
|
|
attacker->client->ps.saberBounceMove = LS_D1_BL;
|
|
}
|
|
else
|
|
{//deflect horizontally
|
|
attacker->client->ps.saberBounceMove = LS_D1__L;
|
|
}
|
|
}
|
|
else
|
|
{//deflect in middle
|
|
if ( swingUDot > 0.25f )
|
|
{//deflect to top
|
|
attacker->client->ps.saberBounceMove = LS_D1_T_;
|
|
}
|
|
else if ( swingUDot < -0.25f )
|
|
{//deflect to bottom
|
|
attacker->client->ps.saberBounceMove = LS_D1_B_;
|
|
}
|
|
else
|
|
{//deflect horizontally? Well, no such thing as straight back in my face, so use top
|
|
if ( swingRDot > 0 )
|
|
{
|
|
attacker->client->ps.saberBounceMove = LS_D1_TR;
|
|
}
|
|
else if ( swingRDot < 0 )
|
|
{
|
|
attacker->client->ps.saberBounceMove = LS_D1_TL;
|
|
}
|
|
else
|
|
{
|
|
attacker->client->ps.saberBounceMove = LS_D1_T_;
|
|
}
|
|
}
|
|
}
|
|
#ifndef FINAL_BUILD
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
gi.Printf( S_COLOR_BLUE"%s deflected from %s to %s\n", attacker->targetname, saberMoveData[attacker->client->ps.saberMove].name, saberMoveData[attacker->client->ps.saberBounceMove].name );
|
|
}
|
|
#endif
|
|
return qtrue;
|
|
}
|
|
}
|
|
|
|
|
|
void WP_SaberClearDamageForEntNum( gentity_t *attacker, int entityNum, int saberNum, int bladeNum )
|
|
{
|
|
#ifndef FINAL_BUILD
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
if ( entityNum )
|
|
{
|
|
Com_Printf( "clearing damage for entnum %d\n", entityNum );
|
|
}
|
|
}
|
|
#endif// FINAL_BUILD
|
|
if ( g_saberRealisticCombat->integer > 1 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
//FIXME: if hit their saber in WP_SaberDamageForTrace, need to still do knockback on them...
|
|
float knockBackScale = 0.0f;
|
|
if ( attacker && attacker->client )
|
|
{
|
|
if ( !WP_SaberBladeUseSecondBladeStyle( &attacker->client->ps.saber[saberNum], bladeNum )
|
|
&& attacker->client->ps.saber[saberNum].knockbackScale > 0.0f )
|
|
{
|
|
knockBackScale = attacker->client->ps.saber[saberNum].knockbackScale;
|
|
}
|
|
else if ( WP_SaberBladeUseSecondBladeStyle( &attacker->client->ps.saber[saberNum], bladeNum )
|
|
&& attacker->client->ps.saber[saberNum].knockbackScale2 > 0.0f )
|
|
{
|
|
knockBackScale = attacker->client->ps.saber[saberNum].knockbackScale2;
|
|
}
|
|
}
|
|
|
|
for ( int i = 0; i < numVictims; i++ )
|
|
{
|
|
if ( victimEntityNum[i] == entityNum )
|
|
{
|
|
//hold on a sec, let's still do any accumulated knockback
|
|
if ( knockBackScale )
|
|
{
|
|
gentity_t *victim = &g_entities[victimEntityNum[i]];
|
|
if ( victim && victim->client )
|
|
{
|
|
vec3_t center, dirToCenter;
|
|
float knockDownThreshHold, knockback = knockBackScale * totalDmg[i] * 0.5f;
|
|
|
|
VectorAdd( victim->absmin, victim->absmax, center );
|
|
VectorScale( center, 0.5, center );
|
|
VectorSubtract( victim->currentOrigin, saberHitLocation, dirToCenter );
|
|
VectorNormalize( dirToCenter );
|
|
G_Throw( victim, dirToCenter, knockback );
|
|
if ( victim->client->ps.groundEntityNum != ENTITYNUM_NONE
|
|
&& dirToCenter[2] <= 0 )
|
|
{//hit downward on someone who is standing on firm ground, so more likely to knock them down
|
|
knockDownThreshHold = Q_irand( 25, 50 );
|
|
}
|
|
else
|
|
{
|
|
knockDownThreshHold = Q_irand( 75, 125 );
|
|
}
|
|
|
|
if ( knockback > knockDownThreshHold )
|
|
{
|
|
G_Knockdown( victim, attacker, dirToCenter, 350, qtrue );
|
|
}
|
|
}
|
|
}
|
|
//now clear everything
|
|
totalDmg[i] = 0;//no damage
|
|
hitLoc[i] = HL_NONE;
|
|
hitDismemberLoc[i] = HL_NONE;
|
|
hitDismember[i] = qfalse;
|
|
victimEntityNum[i] = ENTITYNUM_NONE;//like we never hit him
|
|
}
|
|
}
|
|
}
|
|
|
|
extern float damageModifier[];
|
|
extern float hitLocHealthPercentage[];
|
|
qboolean WP_SaberApplyDamage( gentity_t *ent, float baseDamage, int baseDFlags,
|
|
qboolean brokenParry, int saberNum, int bladeNum, qboolean thrownSaber )
|
|
{
|
|
qboolean didDamage = qfalse;
|
|
gentity_t *victim;
|
|
int dFlags = baseDFlags;
|
|
float maxDmg;
|
|
saberType_t saberType = ent->client->ps.saber[saberNum].type;
|
|
|
|
if ( !numVictims )
|
|
{
|
|
return qfalse;
|
|
}
|
|
for ( int i = 0; i < numVictims; i++ )
|
|
{
|
|
dFlags = baseDFlags|DAMAGE_DEATH_KNOCKBACK|DAMAGE_NO_HIT_LOC;
|
|
if ( victimEntityNum[i] != ENTITYNUM_NONE && &g_entities[victimEntityNum[i]] != NULL )
|
|
{ // Don't bother with this damage if the fraction is higher than the saber's fraction
|
|
if ( dmgFraction[i] < saberHitFraction || brokenParry )
|
|
{
|
|
victim = &g_entities[victimEntityNum[i]];
|
|
if ( !victim )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( victim->e_DieFunc == dieF_maglock_die )
|
|
{//*sigh*, special check for maglocks
|
|
vec3_t testFrom;
|
|
if ( ent->client->ps.saberInFlight )
|
|
{
|
|
VectorCopy( g_entities[ent->client->ps.saberEntityNum].currentOrigin, testFrom );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( ent->currentOrigin, testFrom );
|
|
}
|
|
testFrom[2] = victim->currentOrigin[2];
|
|
trace_t testTrace;
|
|
gi.trace( &testTrace, testFrom, vec3_origin, vec3_origin, victim->currentOrigin, ent->s.number, MASK_SHOT, (EG2_Collision)0, 0 );
|
|
if ( testTrace.entityNum != victim->s.number )
|
|
{//can only damage maglocks if have a clear trace to the thing's origin
|
|
continue;
|
|
}
|
|
}
|
|
if ( totalDmg[i] > 0 )
|
|
{//actually want to do *some* damage here
|
|
if ( victim->client
|
|
&& victim->client->NPC_class==CLASS_WAMPA
|
|
&& victim->activator == ent )
|
|
{
|
|
}
|
|
else if ( PM_SuperBreakWinAnim( ent->client->ps.torsoAnim )
|
|
|| PM_StabDownAnim( ent->client->ps.torsoAnim ) )
|
|
{//never cap the superbreak wins
|
|
}
|
|
else
|
|
{
|
|
if ( victim->client
|
|
&& (victim->s.weapon == WP_SABER || (victim->client->NPC_class==CLASS_REBORN) || (victim->client->NPC_class==CLASS_WAMPA))
|
|
&& !g_saberRealisticCombat->integer )
|
|
{//dmg vs other saber fighters is modded by hitloc and capped
|
|
totalDmg[i] *= damageModifier[hitLoc[i]];
|
|
if ( hitLoc[i] == HL_NONE )
|
|
{
|
|
maxDmg = 33*baseDamage;
|
|
}
|
|
else
|
|
{
|
|
maxDmg = 50*hitLocHealthPercentage[hitLoc[i]]*baseDamage;//*victim->client->ps.stats[STAT_MAX_HEALTH]*2.0f;
|
|
}
|
|
if ( maxDmg < totalDmg[i] )
|
|
{
|
|
totalDmg[i] = maxDmg;
|
|
}
|
|
//dFlags |= DAMAGE_NO_HIT_LOC;
|
|
}
|
|
//clamp the dmg
|
|
if ( victim->s.weapon != WP_SABER )
|
|
{//clamp the dmg between 25 and maxhealth
|
|
/*
|
|
if ( totalDmg[i] > victim->max_health )
|
|
{
|
|
totalDmg[i] = victim->max_health;
|
|
}
|
|
else */if ( totalDmg[i] < 25 )
|
|
{
|
|
totalDmg[i] = 25;
|
|
}
|
|
if ( totalDmg[i] > 100 )//+(50*g_spskill->integer) )
|
|
{//clamp using same adjustment as in NPC_Begin
|
|
totalDmg[i] = 100;//+(50*g_spskill->integer);
|
|
}
|
|
}
|
|
else
|
|
{//clamp the dmg between 5 and 100
|
|
if ( !victim->s.number && totalDmg[i] > 50 )
|
|
{//never do more than half full health damage to player
|
|
//prevents one-hit kills
|
|
totalDmg[i] = 50;
|
|
}
|
|
else if ( totalDmg[i] > 100 )
|
|
{
|
|
totalDmg[i] = 100;
|
|
}
|
|
else
|
|
{
|
|
if ( totalDmg[i] < 5 )
|
|
{
|
|
totalDmg[i] = 5;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( totalDmg[i] > 0 )
|
|
{
|
|
gentity_t *inflictor = ent;
|
|
didDamage = qtrue;
|
|
qboolean vicWasDismembered = qtrue;
|
|
qboolean vicWasAlive = (qboolean)(victim->health>0);
|
|
|
|
if ( baseDamage <= 0.1f )
|
|
{//just get their attention?
|
|
dFlags |= DAMAGE_NO_DAMAGE;
|
|
}
|
|
|
|
if( victim->client )
|
|
{
|
|
if ( victim->client->ps.pm_time > 0 && victim->client->ps.pm_flags & PMF_TIME_KNOCKBACK && victim->client->ps.velocity[2] > 0 )
|
|
{//already being knocked around
|
|
dFlags |= DAMAGE_NO_KNOCKBACK;
|
|
}
|
|
if ( !WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum )
|
|
&& (ent->client->ps.saber[saberNum].saberFlags2&SFL2_NO_DISMEMBERMENT) )
|
|
{//no dismemberment! (blunt/stabbing weapon?)
|
|
}
|
|
else if ( WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum )
|
|
&& (ent->client->ps.saber[saberNum].saberFlags2&SFL2_NO_DISMEMBERMENT2) )
|
|
{//no dismemberment! (blunt/stabbing weapon?)
|
|
}
|
|
else
|
|
{
|
|
if ( debug_subdivision->integer || g_saberRealisticCombat->integer )
|
|
{
|
|
dFlags |= DAMAGE_DISMEMBER;
|
|
if ( hitDismember[i] )
|
|
{
|
|
victim->client->dismembered = false;
|
|
}
|
|
}
|
|
else if ( hitDismember[i] )
|
|
{
|
|
dFlags |= DAMAGE_DISMEMBER;
|
|
}
|
|
if ( !victim->client->dismembered )
|
|
{
|
|
vicWasDismembered = qfalse;
|
|
}
|
|
}
|
|
if ( baseDamage <= 1.0f )
|
|
{//very mild damage
|
|
if ( victim->s.number == 0 || victim->client->ps.weapon == WP_SABER || victim->client->NPC_class == CLASS_GALAKMECH )
|
|
{//if it's the player or a saber-user, don't kill them with this blow
|
|
dFlags |= DAMAGE_NO_KILL;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( victim->takedamage )
|
|
{//some other breakable thing
|
|
//create a flash here
|
|
if ( !g_noClashFlare )
|
|
{
|
|
g_saberFlashTime = level.time-50;
|
|
VectorCopy( dmgSpot[i], g_saberFlashPos );
|
|
}
|
|
}
|
|
}
|
|
if ( !PM_SuperBreakWinAnim( ent->client->ps.torsoAnim )
|
|
&& !PM_StabDownAnim( ent->client->ps.torsoAnim )
|
|
&& !g_saberRealisticCombat->integer
|
|
&& g_saberDamageCapping->integer )
|
|
{//never cap the superbreak wins
|
|
if ( victim->client
|
|
&& victim->s.number >= MAX_CLIENTS )
|
|
{
|
|
if ( victim->client->NPC_class == CLASS_SHADOWTROOPER
|
|
|| ( victim->NPC && (victim->NPC->aiFlags&NPCAI_BOSS_CHARACTER) ) )
|
|
{//hit a boss character
|
|
int maxDmg = ((3-g_spskill->integer)*5)+10;
|
|
if ( totalDmg[i] > maxDmg )
|
|
{
|
|
totalDmg[i] = maxDmg;
|
|
}
|
|
}
|
|
else if ( victim->client->ps.weapon == WP_SABER
|
|
|| victim->client->NPC_class == CLASS_REBORN
|
|
|| victim->client->NPC_class == CLASS_JEDI )
|
|
{//hit a non-boss saber-user
|
|
int maxDmg = ((3-g_spskill->integer)*15)+30;
|
|
if ( totalDmg[i] > maxDmg )
|
|
{
|
|
totalDmg[i] = maxDmg;
|
|
}
|
|
}
|
|
}
|
|
if ( victim->s.number < MAX_CLIENTS
|
|
&& ent->NPC )
|
|
{
|
|
if ( (ent->NPC->aiFlags&NPCAI_BOSS_CHARACTER)
|
|
|| (ent->NPC->aiFlags&NPCAI_SUBBOSS_CHARACTER)
|
|
|| ent->client->NPC_class == CLASS_SHADOWTROOPER )
|
|
{//player hit by a boss character
|
|
int maxDmg = ((g_spskill->integer+1)*4)+3;
|
|
if ( totalDmg[i] > maxDmg )
|
|
{
|
|
totalDmg[i] = maxDmg;
|
|
}
|
|
}
|
|
else if ( g_spskill->integer < 3 ) //was < 2
|
|
{//player hit by any enemy //on easy or medium?
|
|
int maxDmg = ((g_spskill->integer+1)*10)+20;
|
|
if ( totalDmg[i] > maxDmg )
|
|
{
|
|
totalDmg[i] = maxDmg;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//victim->hitLoc = hitLoc[i];
|
|
|
|
dFlags |= DAMAGE_NO_KNOCKBACK;//okay, let's try no knockback whatsoever...
|
|
dFlags &= ~DAMAGE_DEATH_KNOCKBACK;
|
|
if ( g_saberRealisticCombat->integer )
|
|
{
|
|
dFlags |= DAMAGE_NO_KNOCKBACK;
|
|
dFlags &= ~DAMAGE_DEATH_KNOCKBACK;
|
|
dFlags &= ~DAMAGE_NO_KILL;
|
|
}
|
|
if ( ent->client && !ent->s.number )
|
|
{
|
|
switch( hitLoc[i] )
|
|
{
|
|
case HL_FOOT_RT:
|
|
case HL_FOOT_LT:
|
|
case HL_LEG_RT:
|
|
case HL_LEG_LT:
|
|
ent->client->sess.missionStats.legAttacksCnt++;
|
|
break;
|
|
case HL_WAIST:
|
|
case HL_BACK_RT:
|
|
case HL_BACK_LT:
|
|
case HL_BACK:
|
|
case HL_CHEST_RT:
|
|
case HL_CHEST_LT:
|
|
case HL_CHEST:
|
|
ent->client->sess.missionStats.torsoAttacksCnt++;
|
|
break;
|
|
case HL_ARM_RT:
|
|
case HL_ARM_LT:
|
|
case HL_HAND_RT:
|
|
case HL_HAND_LT:
|
|
ent->client->sess.missionStats.armAttacksCnt++;
|
|
break;
|
|
default:
|
|
ent->client->sess.missionStats.otherAttacksCnt++;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( saberType == SABER_SITH_SWORD )
|
|
{//do knockback
|
|
dFlags &= ~(DAMAGE_NO_KNOCKBACK|DAMAGE_DEATH_KNOCKBACK);
|
|
}
|
|
if ( !WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum )
|
|
&& ent->client->ps.saber[saberNum].knockbackScale > 0.0f )
|
|
{
|
|
dFlags &= ~(DAMAGE_NO_KNOCKBACK|DAMAGE_DEATH_KNOCKBACK);
|
|
if ( saberNum < 1 )
|
|
{
|
|
dFlags |= DAMAGE_SABER_KNOCKBACK1;
|
|
}
|
|
else
|
|
{
|
|
dFlags |= DAMAGE_SABER_KNOCKBACK2;
|
|
}
|
|
}
|
|
else if ( WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum )
|
|
&& ent->client->ps.saber[saberNum].knockbackScale2 > 0.0f )
|
|
{
|
|
dFlags &= ~(DAMAGE_NO_KNOCKBACK|DAMAGE_DEATH_KNOCKBACK);
|
|
if ( saberNum < 1 )
|
|
{
|
|
dFlags |= DAMAGE_SABER_KNOCKBACK1_B2;
|
|
}
|
|
else
|
|
{
|
|
dFlags |= DAMAGE_SABER_KNOCKBACK2_B2;
|
|
}
|
|
}
|
|
if ( thrownSaber )
|
|
{
|
|
inflictor = &g_entities[ent->client->ps.saberEntityNum];
|
|
}
|
|
int damage = 0;
|
|
if ( !WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum )
|
|
&& ent->client->ps.saber[saberNum].damageScale != 1.0f )
|
|
{
|
|
damage = ceil(totalDmg[i]*ent->client->ps.saber[saberNum].damageScale);
|
|
}
|
|
else if ( WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum )
|
|
&& ent->client->ps.saber[saberNum].damageScale2 != 1.0f )
|
|
{
|
|
damage = ceil(totalDmg[i]*ent->client->ps.saber[saberNum].damageScale2);
|
|
}
|
|
else
|
|
{
|
|
damage = ceil(totalDmg[i]);
|
|
}
|
|
G_Damage( victim, inflictor, ent, dmgDir[i], dmgSpot[i], damage, dFlags, MOD_SABER, hitDismemberLoc[i] );
|
|
if ( damage > 0 && cg.time )
|
|
{
|
|
float sizeTimeScale = 1.0f;
|
|
if ( (vicWasAlive
|
|
&& victim->health <= 0 )
|
|
|| (!vicWasDismembered
|
|
&& victim->client->dismembered
|
|
&& hitDismemberLoc[i] != HL_NONE
|
|
&& hitDismember[i]) )
|
|
{
|
|
sizeTimeScale = 3.0f;
|
|
}
|
|
//FIXME: if not hitting the first model on the enemy, don't do this!
|
|
CG_SaberDoWeaponHitMarks( ent->client,
|
|
(ent->client->ps.saberInFlight?&g_entities[ent->client->ps.saberEntityNum]:NULL),
|
|
victim,
|
|
saberNum,
|
|
bladeNum,
|
|
dmgSpot[i],
|
|
dmgDir[i],
|
|
dmgBladeVec[i],
|
|
dmgNormal[i],
|
|
sizeTimeScale );
|
|
}
|
|
#ifndef FINAL_BUILD
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
if ( (dFlags&DAMAGE_NO_DAMAGE) )
|
|
{
|
|
gi.Printf( S_COLOR_RED"damage: fake, hitLoc %d\n", hitLoc[i] );
|
|
}
|
|
else
|
|
{
|
|
gi.Printf( S_COLOR_RED"damage: %4.2f, hitLoc %d\n", totalDmg[i], hitLoc[i] );
|
|
}
|
|
}
|
|
#endif
|
|
//do the effect
|
|
//vec3_t splashBackDir;
|
|
//VectorScale( dmgNormal[i], -1, splashBackDir );
|
|
//G_PlayEffect( G_EffectIndex( "blood_sparks" ), dmgSpot[i], splashBackDir );
|
|
if ( ent->s.number == 0 )
|
|
{
|
|
AddSoundEvent( victim->owner, dmgSpot[i], 256, AEL_DISCOVERED );
|
|
AddSightEvent( victim->owner, dmgSpot[i], 512, AEL_DISCOVERED, 50 );
|
|
}
|
|
if ( ent->client )
|
|
{
|
|
if ( ent->enemy && ent->enemy == victim )
|
|
{//just so Jedi knows that he hit his enemy
|
|
ent->client->ps.saberEventFlags |= SEF_HITENEMY;
|
|
}
|
|
else
|
|
{
|
|
ent->client->ps.saberEventFlags |= SEF_HITOBJECT;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return didDamage;
|
|
}
|
|
|
|
void WP_SaberDamageAdd( float trDmg, int trVictimEntityNum, vec3_t trDmgDir, vec3_t trDmgBladeVec, vec3_t trDmgNormal, vec3_t trDmgSpot, float dmg, float fraction, int trHitLoc, qboolean trDismember, int trDismemberLoc )
|
|
{
|
|
int curVictim = 0;
|
|
int i;
|
|
|
|
if ( trVictimEntityNum < 0 || trVictimEntityNum >= ENTITYNUM_WORLD )
|
|
{
|
|
return;
|
|
}
|
|
if ( trDmg * dmg < 10.0f )
|
|
{//too piddly an amount of damage to really count?
|
|
//FIXME: but already did the effect, didn't we... sigh...
|
|
//return;
|
|
}
|
|
if ( trDmg )
|
|
{//did some damage to something
|
|
for ( i = 0; i < numVictims; i++ )
|
|
{
|
|
if ( victimEntityNum[i] == trVictimEntityNum )
|
|
{//already hit this guy before
|
|
curVictim = i;
|
|
break;
|
|
}
|
|
}
|
|
if ( i == numVictims )
|
|
{//haven't hit his guy before
|
|
if ( numVictims + 1 >= MAX_SABER_VICTIMS )
|
|
{//can't add another victim at this time
|
|
return;
|
|
}
|
|
//add a new victim to the list
|
|
curVictim = numVictims;
|
|
victimEntityNum[numVictims++] = trVictimEntityNum;
|
|
}
|
|
|
|
float addDmg = trDmg*dmg;
|
|
if ( trHitLoc!=HL_NONE && (hitLoc[curVictim]==HL_NONE||hitLocHealthPercentage[trHitLoc]>hitLocHealthPercentage[hitLoc[curVictim]]) )
|
|
{//this hitLoc is more critical than the previous one this frame
|
|
hitLoc[curVictim] = trHitLoc;
|
|
}
|
|
|
|
totalDmg[curVictim] += addDmg;
|
|
if ( !VectorLengthSquared( dmgDir[curVictim] ) )
|
|
{
|
|
VectorCopy( trDmgDir, dmgDir[curVictim] );
|
|
}
|
|
if ( !VectorLengthSquared( dmgBladeVec[curVictim] ) )
|
|
{
|
|
VectorCopy( trDmgBladeVec, dmgBladeVec[curVictim] );
|
|
}
|
|
if ( !VectorLengthSquared( dmgNormal[curVictim] ) )
|
|
{
|
|
VectorCopy( trDmgNormal, dmgNormal[curVictim] );
|
|
}
|
|
if ( !VectorLengthSquared( dmgSpot[curVictim] ) )
|
|
{
|
|
VectorCopy( trDmgSpot, dmgSpot[curVictim] );
|
|
}
|
|
|
|
// Make sure we keep track of the fraction. Why?
|
|
// Well, if the saber hits something that stops it, the damage isn't done past that point.
|
|
dmgFraction[curVictim] = fraction;
|
|
if ( (trDismemberLoc != HL_NONE && hitDismemberLoc[curVictim] == HL_NONE)
|
|
|| (!hitDismember[curVictim] && trDismember) )
|
|
{//either this is the first dismember loc we got or we got a loc before, but it wasn't a dismember loc, so take the new one
|
|
hitDismemberLoc[curVictim] = trDismemberLoc;
|
|
}
|
|
if ( trDismember )
|
|
{//we scored a dismemberment hit...
|
|
hitDismember[curVictim] = trDismember;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
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WP_SabersIntersect
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Breaks the two saber paths into 2 tris each and tests each tri for the first saber path against each of the other saber path's tris
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FIXME: subdivide the arc into a consistant increment
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FIXME: test the intersection to see if the sabers really did intersect (weren't going in the same direction and/or passed through same point at different times)?
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*/
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extern qboolean tri_tri_intersect(vec3_t V0,vec3_t V1,vec3_t V2,vec3_t U0,vec3_t U1,vec3_t U2);
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qboolean WP_SabersIntersect( gentity_t *ent1, int ent1SaberNum, int ent1BladeNum, gentity_t *ent2, qboolean checkDir )
|
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{
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vec3_t saberBase1, saberTip1, saberBaseNext1, saberTipNext1;
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vec3_t saberBase2, saberTip2, saberBaseNext2, saberTipNext2;
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int ent2SaberNum = 0, ent2BladeNum = 0;
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vec3_t dir;
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/*
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#ifndef FINAL_BUILD
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if ( d_saberCombat->integer )
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|
{
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gi.Printf( S_COLOR_GREEN"Doing precise saber intersection check\n" );
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}
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#endif
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*/
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if ( !ent1 || !ent2 )
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{
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return qfalse;
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}
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if ( !ent1->client || !ent2->client )
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{
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return qfalse;
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}
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if ( ent1->client->ps.SaberLength() <= 0 || ent2->client->ps.SaberLength() <= 0 )
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{
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return qfalse;
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}
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for ( ent2SaberNum = 0; ent2SaberNum < MAX_SABERS; ent2SaberNum++ )
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{
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for ( ent2BladeNum = 0; ent2BladeNum < ent2->client->ps.saber[ent2SaberNum].numBlades; ent2BladeNum++ )
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{
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if ( ent2->client->ps.saber[ent2SaberNum].type != SABER_NONE
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&& ent2->client->ps.saber[ent2SaberNum].blade[ent2BladeNum].length > 0 )
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{//valid saber and this blade is on
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//if ( ent1->client->ps.saberInFlight )
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{
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VectorCopy( ent1->client->ps.saber[ent1SaberNum].blade[ent1BladeNum].muzzlePointOld, saberBase1 );
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VectorCopy( ent1->client->ps.saber[ent1SaberNum].blade[ent1BladeNum].muzzlePoint, saberBaseNext1 );
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VectorSubtract( ent1->client->ps.saber[ent1SaberNum].blade[ent1BladeNum].muzzlePoint, ent1->client->ps.saber[ent1SaberNum].blade[ent1BladeNum].muzzlePointOld, dir );
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VectorNormalize( dir );
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VectorMA( saberBaseNext1, SABER_EXTRAPOLATE_DIST, dir, saberBaseNext1 );
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VectorMA( saberBase1, ent1->client->ps.saber[ent1SaberNum].blade[ent1BladeNum].length, ent1->client->ps.saber[ent1SaberNum].blade[ent1BladeNum].muzzleDirOld, saberTip1 );
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VectorMA( saberBaseNext1, ent1->client->ps.saber[ent1SaberNum].blade[ent1BladeNum].length, ent1->client->ps.saber[ent1SaberNum].blade[ent1BladeNum].muzzleDir, saberTipNext1 );
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VectorSubtract( saberTipNext1, saberTip1, dir );
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VectorNormalize( dir );
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VectorMA( saberTipNext1, SABER_EXTRAPOLATE_DIST, dir, saberTipNext1 );
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}
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/*
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else
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{
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VectorCopy( ent1->client->ps.saber[ent1SaberNum].blade[ent1BladeNum].muzzlePoint, saberBase1 );
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VectorCopy( ent1->client->ps.saber[ent1SaberNum].blade[ent1BladeNum].muzzlePointNext, saberBaseNext1 );
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VectorMA( saberBase1, ent1->client->ps.saber[ent1SaberNum].blade[ent1BladeNum].length, ent1->client->ps.saber[ent1SaberNum].blade[ent1BladeNum].muzzleDir, saberTip1 );
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VectorMA( saberBaseNext1, ent1->client->ps.saber[ent1SaberNum].blade[ent1BladeNum].length, ent1->client->ps.saber[ent1SaberNum].blade[ent1BladeNum].muzzleDirNext, saberTipNext1 );
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}
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*/
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//if ( ent2->client->ps.saberInFlight )
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{
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VectorCopy( ent2->client->ps.saber[ent2SaberNum].blade[ent2BladeNum].muzzlePointOld, saberBase2 );
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VectorCopy( ent2->client->ps.saber[ent2SaberNum].blade[ent2BladeNum].muzzlePoint, saberBaseNext2 );
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VectorSubtract( ent2->client->ps.saber[ent2SaberNum].blade[ent2BladeNum].muzzlePoint, ent2->client->ps.saber[ent2SaberNum].blade[ent2BladeNum].muzzlePointOld, dir );
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VectorNormalize( dir );
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VectorMA( saberBaseNext2, SABER_EXTRAPOLATE_DIST, dir, saberBaseNext2 );
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VectorMA( saberBase2, ent2->client->ps.saber[ent2SaberNum].blade[ent2BladeNum].length, ent2->client->ps.saber[ent2SaberNum].blade[ent2BladeNum].muzzleDirOld, saberTip2 );
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VectorMA( saberBaseNext2, ent2->client->ps.saber[ent2SaberNum].blade[ent2BladeNum].length, ent2->client->ps.saber[ent2SaberNum].blade[ent2BladeNum].muzzleDir, saberTipNext2 );
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VectorSubtract( saberTipNext2, saberTip2, dir );
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VectorNormalize( dir );
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VectorMA( saberTipNext2, SABER_EXTRAPOLATE_DIST, dir, saberTipNext2 );
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}
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|
/*
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|
else
|
|
{
|
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VectorCopy( ent2->client->ps.saber[ent2SaberNum].blade[ent2BladeNum].muzzlePoint, saberBase2 );
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VectorCopy( ent2->client->ps.saber[ent2SaberNum].blade[ent2BladeNum].muzzlePointNext, saberBaseNext2 );
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VectorMA( saberBase2, ent2->client->ps.saber[ent2SaberNum].blade[ent2BladeNum].length, ent2->client->ps.saber[ent2SaberNum].blade[ent2BladeNum].muzzleDir, saberTip2 );
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VectorMA( saberBaseNext2, ent2->client->ps.saber[ent2SaberNum].blade[ent2BladeNum].length, ent2->client->ps.saber[ent2SaberNum].blade[ent2BladeNum].muzzleDirNext, saberTipNext2 );
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|
}
|
|
*/
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if ( checkDir )
|
|
{//check the direction of the two swings to make sure the sabers are swinging towards each other
|
|
vec3_t saberDir1, saberDir2;
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|
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VectorSubtract( saberTipNext1, saberTip1, saberDir1 );
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VectorSubtract( saberTipNext2, saberTip2, saberDir2 );
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VectorNormalize( saberDir1 );
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VectorNormalize( saberDir2 );
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if ( DotProduct( saberDir1, saberDir2 ) > 0.6f )
|
|
{//sabers moving in same dir, probably didn't actually hit
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|
continue;
|
|
}
|
|
//now check orientation of sabers, make sure they're not parallel or close to it
|
|
float dot = DotProduct( ent1->client->ps.saber[ent1SaberNum].blade[ent1BladeNum].muzzleDir, ent2->client->ps.saber[ent2SaberNum].blade[ent2BladeNum].muzzleDir );
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if ( dot > 0.9f || dot < -0.9f )
|
|
{//too parallel to really block effectively?
|
|
continue;
|
|
}
|
|
}
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|
|
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if ( tri_tri_intersect( saberBase1, saberTip1, saberBaseNext1, saberBase2, saberTip2, saberBaseNext2 ) )
|
|
{
|
|
return qtrue;
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}
|
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if ( tri_tri_intersect( saberBase1, saberTip1, saberBaseNext1, saberBase2, saberTip2, saberTipNext2 ) )
|
|
{
|
|
return qtrue;
|
|
}
|
|
if ( tri_tri_intersect( saberBase1, saberTip1, saberTipNext1, saberBase2, saberTip2, saberBaseNext2 ) )
|
|
{
|
|
return qtrue;
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|
}
|
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if ( tri_tri_intersect( saberBase1, saberTip1, saberTipNext1, saberBase2, saberTip2, saberTipNext2 ) )
|
|
{
|
|
return qtrue;
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|
}
|
|
}
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
float WP_SabersDistance( gentity_t *ent1, gentity_t *ent2 )
|
|
{
|
|
vec3_t saberBaseNext1, saberTipNext1, saberPoint1;
|
|
vec3_t saberBaseNext2, saberTipNext2, saberPoint2;
|
|
|
|
/*
|
|
#ifndef FINAL_BUILD
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
gi.Printf( S_COLOR_GREEN"Doing precise saber intersection check\n" );
|
|
}
|
|
#endif
|
|
*/
|
|
|
|
if ( !ent1 || !ent2 )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( !ent1->client || !ent2->client )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( ent1->client->ps.SaberLength() <= 0 || ent2->client->ps.SaberLength() <= 0 )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
//FIXME: UGH, how do we make this work for multiply-bladed sabers?
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|
|
|
//if ( ent1->client->ps.saberInFlight )
|
|
{
|
|
VectorCopy( ent1->client->ps.saber[0].blade[0].muzzlePoint, saberBaseNext1 );
|
|
VectorMA( saberBaseNext1, ent1->client->ps.saber[0].blade[0].length, ent1->client->ps.saber[0].blade[0].muzzleDir, saberTipNext1 );
|
|
}
|
|
/*
|
|
else
|
|
{
|
|
VectorCopy( ent1->client->ps.saber[0].blade[0].muzzlePointNext, saberBaseNext1 );
|
|
VectorMA( saberBaseNext1, ent1->client->ps.saber[0].blade[0].length, ent1->client->ps.saber[0].blade[0].muzzleDirNext, saberTipNext1 );
|
|
}
|
|
*/
|
|
|
|
//if ( ent2->client->ps.saberInFlight )
|
|
{
|
|
VectorCopy( ent2->client->ps.saber[0].blade[0].muzzlePoint, saberBaseNext2 );
|
|
VectorMA( saberBaseNext2, ent2->client->ps.saber[0].blade[0].length, ent2->client->ps.saber[0].blade[0].muzzleDir, saberTipNext2 );
|
|
}
|
|
/*
|
|
else
|
|
{
|
|
VectorCopy( ent2->client->ps.saber[0].blade[0].muzzlePointNext, saberBaseNext2 );
|
|
VectorMA( saberBaseNext2, ent2->client->ps.saber[0].blade[0].length, ent2->client->ps.saber[0].blade[0].muzzleDirNext, saberTipNext2 );
|
|
}
|
|
*/
|
|
|
|
float sabersDist = ShortestLineSegBewteen2LineSegs( saberBaseNext1, saberTipNext1, saberBaseNext2, saberTipNext2, saberPoint1, saberPoint2 );
|
|
|
|
//okay, this is a super hack, but makes saber collisions look better from the player point of view
|
|
/*
|
|
if ( sabersDist < 16.0f )
|
|
{
|
|
vec3_t saberDistDir, saberMidPoint, camLookDir;
|
|
|
|
VectorSubtract( saberPoint2, saberPoint1, saberDistDir );
|
|
VectorMA( saberPoint1, 0.5f, saberDistDir, saberMidPoint );
|
|
VectorSubtract( saberMidPoint, cg.refdef.vieworg, camLookDir );
|
|
VectorNormalize( saberDistDir );
|
|
VectorNormalize( camLookDir );
|
|
float dot = fabs(DotProduct( camLookDir, saberDistDir ));
|
|
sabersDist -= 8.0f*dot;
|
|
if ( sabersDist < 0.0f )
|
|
{
|
|
sabersDist = 0.0f;
|
|
}
|
|
}
|
|
*/
|
|
|
|
#ifndef FINAL_BUILD
|
|
if ( d_saberCombat->integer > 2 )
|
|
{
|
|
G_DebugLine( saberPoint1, saberPoint2, FRAMETIME, 0x00ffffff, qtrue );
|
|
}
|
|
#endif
|
|
return sabersDist;
|
|
}
|
|
|
|
qboolean WP_SabersIntersection( gentity_t *ent1, gentity_t *ent2, vec3_t intersect )
|
|
{
|
|
vec3_t saberBaseNext1, saberTipNext1, saberPoint1;
|
|
vec3_t saberBaseNext2, saberTipNext2, saberPoint2;
|
|
int saberNum1, saberNum2, bladeNum1, bladeNum2;
|
|
float lineSegLength, bestLineSegLength = Q3_INFINITE;
|
|
|
|
if ( !ent1 || !ent2 )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( !ent1->client || !ent2->client )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( ent1->client->ps.SaberLength() <= 0 || ent2->client->ps.SaberLength() <= 0 )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
//UGH, had to make this work for multiply-bladed sabers
|
|
for ( saberNum1 = 0; saberNum1 < MAX_SABERS; saberNum1++ )
|
|
{
|
|
for ( bladeNum1 = 0; bladeNum1 < ent1->client->ps.saber[saberNum1].numBlades; bladeNum1++ )
|
|
{
|
|
if ( ent1->client->ps.saber[saberNum1].type != SABER_NONE
|
|
&& ent1->client->ps.saber[saberNum1].blade[bladeNum1].length > 0 )
|
|
{//valid saber and this blade is on
|
|
for ( saberNum2 = 0; saberNum2 < MAX_SABERS; saberNum2++ )
|
|
{
|
|
for ( bladeNum2 = 0; bladeNum2 < ent2->client->ps.saber[saberNum2].numBlades; bladeNum2++ )
|
|
{
|
|
if ( ent2->client->ps.saber[saberNum2].type != SABER_NONE
|
|
&& ent2->client->ps.saber[saberNum2].blade[bladeNum2].length > 0 )
|
|
{//valid saber and this blade is on
|
|
VectorCopy( ent1->client->ps.saber[saberNum1].blade[bladeNum1].muzzlePoint, saberBaseNext1 );
|
|
VectorMA( saberBaseNext1, ent1->client->ps.saber[saberNum1].blade[bladeNum1].length, ent1->client->ps.saber[saberNum1].blade[bladeNum1].muzzleDir, saberTipNext1 );
|
|
|
|
VectorCopy( ent2->client->ps.saber[saberNum2].blade[bladeNum2].muzzlePoint, saberBaseNext2 );
|
|
VectorMA( saberBaseNext2, ent2->client->ps.saber[saberNum2].blade[bladeNum2].length, ent2->client->ps.saber[saberNum2].blade[bladeNum2].muzzleDir, saberTipNext2 );
|
|
|
|
lineSegLength = ShortestLineSegBewteen2LineSegs( saberBaseNext1, saberTipNext1, saberBaseNext2, saberTipNext2, saberPoint1, saberPoint2 );
|
|
if ( lineSegLength < bestLineSegLength )
|
|
{
|
|
bestLineSegLength = lineSegLength;
|
|
VectorAdd( saberPoint1, saberPoint2, intersect );
|
|
VectorScale( intersect, 0.5, intersect );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
const char *hit_blood_sparks = "sparks/blood_sparks2"; // could have changed this effect directly, but this is just safer in case anyone anywhere else is using the old one for something?
|
|
const char *hit_sparks = "saber/saber_cut";
|
|
|
|
qboolean WP_SaberDamageEffects( trace_t *tr, const vec3_t start, float length, float dmg, vec3_t dmgDir, vec3_t bladeVec, int enemyTeam, saberType_t saberType, saberInfo_t *saber, int bladeNum )
|
|
{
|
|
|
|
int hitEntNum[MAX_G2_COLLISIONS];
|
|
for ( int hen = 0; hen < MAX_G2_COLLISIONS; hen++ )
|
|
{
|
|
hitEntNum[hen] = ENTITYNUM_NONE;
|
|
}
|
|
//NOTE: = {0} does NOT work on anything but bytes?
|
|
float hitEntDmgAdd[MAX_G2_COLLISIONS] = {0};
|
|
float hitEntDmgSub[MAX_G2_COLLISIONS] = {0};
|
|
vec3_t hitEntPoint[MAX_G2_COLLISIONS];
|
|
vec3_t hitEntNormal[MAX_G2_COLLISIONS];
|
|
vec3_t bladeDir;
|
|
float hitEntStartFrac[MAX_G2_COLLISIONS] = {0};
|
|
int trHitLoc[MAX_G2_COLLISIONS] = {HL_NONE};//same as 0
|
|
int trDismemberLoc[MAX_G2_COLLISIONS] = {HL_NONE};//same as 0
|
|
qboolean trDismember[MAX_G2_COLLISIONS] = {qfalse};//same as 0
|
|
int i,z;
|
|
int numHitEnts = 0;
|
|
float distFromStart,doDmg;
|
|
int hitEffect = 0;
|
|
const char *trSurfName;
|
|
gentity_t *hitEnt;
|
|
|
|
VectorNormalize2( bladeVec, bladeDir );
|
|
|
|
for (z=0; z < MAX_G2_COLLISIONS; z++)
|
|
{
|
|
if ( tr->G2CollisionMap[z].mEntityNum == -1 )
|
|
{//actually, completely break out of this for loop since nothing after this in the aray should ever be valid either
|
|
continue;//break;//
|
|
}
|
|
|
|
CCollisionRecord &coll = tr->G2CollisionMap[z];
|
|
//distFromStart = Distance( start, coll.mCollisionPosition );
|
|
distFromStart = coll.mDistance;
|
|
|
|
/*
|
|
//FIXME: (distFromStart/length) is not guaranteed to be from 0 to 1... *sigh*...
|
|
if ( length && saberHitFraction < 1.0f && (distFromStart/length) < 1.0f && (distFromStart/length) > saberHitFraction )
|
|
{//a saber was hit before this point, don't count it
|
|
#ifndef FINAL_BUILD
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
gi.Printf( S_COLOR_MAGENTA"rejecting G2 collision- %4.2f farther than saberHitFraction %4.2f\n", (distFromStart/length), saberHitFraction );
|
|
}
|
|
#endif
|
|
continue;
|
|
}
|
|
*/
|
|
|
|
for ( i = 0; i < numHitEnts; i++ )
|
|
{
|
|
if ( hitEntNum[i] == coll.mEntityNum )
|
|
{//we hit this ent before
|
|
//we'll want to add this dist
|
|
hitEntDmgAdd[i] = distFromStart;
|
|
break;
|
|
}
|
|
}
|
|
if ( i == numHitEnts )
|
|
{//first time we hit this ent
|
|
if ( numHitEnts == MAX_G2_COLLISIONS )
|
|
{//hit too many damn ents!
|
|
continue;
|
|
}
|
|
hitEntNum[numHitEnts] = coll.mEntityNum;
|
|
if ( !coll.mFlags )
|
|
{//hmm, we came out first, so we must have started inside
|
|
//we'll want to subtract this dist
|
|
hitEntDmgAdd[numHitEnts] = distFromStart;
|
|
}
|
|
else
|
|
{//we're entering the model
|
|
//we'll want to subtract this dist
|
|
hitEntDmgSub[numHitEnts] = distFromStart;
|
|
}
|
|
//keep track of how far in the damage was done
|
|
hitEntStartFrac[numHitEnts] = hitEntDmgSub[numHitEnts]/length;
|
|
//remember the entrance point
|
|
VectorCopy( coll.mCollisionPosition, hitEntPoint[numHitEnts] );
|
|
//remember the normal of the face we hit
|
|
VectorCopy( coll.mCollisionNormal, hitEntNormal[numHitEnts] );
|
|
VectorNormalize( hitEntNormal[numHitEnts] );
|
|
|
|
//do the effect
|
|
|
|
//FIXME: check material rather than team?
|
|
hitEnt = &g_entities[hitEntNum[numHitEnts]];
|
|
if ( hitEnt
|
|
&& hitEnt->client
|
|
&& coll.mModelIndex > 0 )
|
|
{//hit a submodel on the enemy, not their actual body!
|
|
if ( !WP_SaberBladeUseSecondBladeStyle( saber, bladeNum )
|
|
&& saber->hitOtherEffect )
|
|
{
|
|
hitEffect = saber->hitOtherEffect;
|
|
}
|
|
else if ( WP_SaberBladeUseSecondBladeStyle( saber, bladeNum )
|
|
&& saber->hitOtherEffect2 )
|
|
{
|
|
hitEffect = saber->hitOtherEffect2;
|
|
}
|
|
else
|
|
{
|
|
hitEffect = G_EffectIndex( hit_sparks );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( !WP_SaberBladeUseSecondBladeStyle( saber, bladeNum )
|
|
&& saber->hitPersonEffect )
|
|
{
|
|
hitEffect = saber->hitPersonEffect;
|
|
}
|
|
else if ( WP_SaberBladeUseSecondBladeStyle( saber, bladeNum )
|
|
&& saber->hitPersonEffect2 )
|
|
{
|
|
hitEffect = saber->hitPersonEffect2;
|
|
}
|
|
else
|
|
{
|
|
hitEffect = G_EffectIndex( hit_blood_sparks );
|
|
}
|
|
}
|
|
if ( hitEnt != NULL )
|
|
{
|
|
if ( hitEnt->client )
|
|
{
|
|
class_t npc_class = hitEnt->client->NPC_class;
|
|
if ( npc_class == CLASS_SEEKER || npc_class == CLASS_PROBE || npc_class == CLASS_MOUSE || npc_class == CLASS_REMOTE ||
|
|
npc_class == CLASS_GONK || npc_class == CLASS_R2D2 || npc_class == CLASS_R5D2 ||
|
|
npc_class == CLASS_PROTOCOL || npc_class == CLASS_MARK1 || npc_class == CLASS_MARK2 ||
|
|
npc_class == CLASS_INTERROGATOR || npc_class == CLASS_ATST || npc_class == CLASS_SENTRY )
|
|
{
|
|
if ( !WP_SaberBladeUseSecondBladeStyle( saber, bladeNum )
|
|
&& saber->hitOtherEffect )
|
|
{
|
|
hitEffect = saber->hitOtherEffect;
|
|
}
|
|
else if ( WP_SaberBladeUseSecondBladeStyle( saber, bladeNum )
|
|
&& saber->hitOtherEffect2 )
|
|
{
|
|
hitEffect = saber->hitOtherEffect2;
|
|
}
|
|
else
|
|
{
|
|
hitEffect = G_EffectIndex( hit_sparks );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// So sue me, this is the easiest way to check to see if this is the turbo laser from t2_wedge,
|
|
// in which case I don't want the saber effects goin off on it.
|
|
if ( (hitEnt->flags&FL_DMG_BY_HEAVY_WEAP_ONLY)
|
|
&& hitEnt->takedamage == qfalse
|
|
&& Q_stricmp( hitEnt->classname, "misc_turret" ) == 0 )
|
|
{
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if ( dmg )
|
|
{//only do these effects if actually trying to damage the thing...
|
|
if ( (hitEnt->svFlags&SVF_BBRUSH)//a breakable brush
|
|
&& ( (hitEnt->spawnflags&1)//INVINCIBLE
|
|
||(hitEnt->flags&FL_DMG_BY_HEAVY_WEAP_ONLY) )//HEAVY weapon damage only
|
|
)
|
|
{//no hit effect (besides regular client-side one)
|
|
hitEffect = 0;
|
|
}
|
|
else
|
|
{
|
|
if ( !WP_SaberBladeUseSecondBladeStyle( saber, bladeNum )
|
|
&& saber->hitOtherEffect )
|
|
{
|
|
hitEffect = saber->hitOtherEffect;
|
|
}
|
|
else if ( WP_SaberBladeUseSecondBladeStyle( saber, bladeNum )
|
|
&& saber->hitOtherEffect2 )
|
|
{
|
|
hitEffect = saber->hitOtherEffect2;
|
|
}
|
|
else
|
|
{
|
|
hitEffect = G_EffectIndex( hit_sparks );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//FIXME: play less if damage is less?
|
|
if ( !g_saberNoEffects )
|
|
{
|
|
if ( hitEffect != 0 )
|
|
{
|
|
//FIXME: when you have multiple blades hitting someone for many sequential server frames, this can get a bit chuggy!
|
|
G_PlayEffect( hitEffect, coll.mCollisionPosition, coll.mCollisionNormal );
|
|
}
|
|
}
|
|
|
|
//Get the hit location based on surface name
|
|
if ( (hitLoc[numHitEnts] == HL_NONE && trHitLoc[numHitEnts] == HL_NONE)
|
|
|| (hitDismemberLoc[numHitEnts] == HL_NONE && trDismemberLoc[numHitEnts] == HL_NONE)
|
|
|| (!hitDismember[numHitEnts] && !trDismember[numHitEnts]) )
|
|
{//no hit loc set for this ent this damage cycle yet
|
|
//FIXME: find closest impact surf *first* (per ent), then call G_GetHitLocFromSurfName?
|
|
//FIXED: if hit multiple ents in this collision record, these trSurfName, trDismember and trDismemberLoc will get stomped/confused over the multiple ents I hit
|
|
trSurfName = gi.G2API_GetSurfaceName( &g_entities[coll.mEntityNum].ghoul2[coll.mModelIndex], coll.mSurfaceIndex );
|
|
trDismember[numHitEnts] = G_GetHitLocFromSurfName( &g_entities[coll.mEntityNum], trSurfName, &trHitLoc[numHitEnts], coll.mCollisionPosition, dmgDir, bladeDir, MOD_SABER, saberType );
|
|
if ( trDismember[numHitEnts] )
|
|
{
|
|
trDismemberLoc[numHitEnts] = trHitLoc[numHitEnts];
|
|
}
|
|
/*
|
|
if ( trDismember[numHitEnts] )
|
|
{
|
|
Com_Printf( S_COLOR_RED"Okay to dismember %s on ent %d\n", hitLocName[trDismemberLoc[numHitEnts]], hitEntNum[numHitEnts] );
|
|
}
|
|
else
|
|
{
|
|
Com_Printf( "Hit (no dismember) %s on ent %d\n", hitLocName[trHitLoc[numHitEnts]], hitEntNum[numHitEnts] );
|
|
}
|
|
*/
|
|
}
|
|
numHitEnts++;
|
|
}
|
|
}
|
|
|
|
//now go through all the ents we hit and do the damage
|
|
for ( i = 0; i < numHitEnts; i++ )
|
|
{
|
|
doDmg = dmg;
|
|
if ( hitEntNum[i] != ENTITYNUM_NONE )
|
|
{
|
|
if ( doDmg < 10 )
|
|
{//base damage is less than 10
|
|
if ( hitEntNum[i] != 0 )
|
|
{//not the player
|
|
hitEnt = &g_entities[hitEntNum[i]];
|
|
if ( !hitEnt->client || (hitEnt->client->ps.weapon!=WP_SABER&&hitEnt->client->NPC_class!=CLASS_GALAKMECH&&hitEnt->client->playerTeam==enemyTeam) )
|
|
{//did *not* hit a jedi and did *not* hit the player
|
|
//make sure the base damage is high against non-jedi, feels better
|
|
doDmg = 10;
|
|
}
|
|
}
|
|
}
|
|
if ( !hitEntDmgAdd[i] && !hitEntDmgSub[i] )
|
|
{//spent entire time in model
|
|
//NOTE: will we even get a collision then?
|
|
doDmg *= length;
|
|
}
|
|
else if ( hitEntDmgAdd[i] && hitEntDmgSub[i] )
|
|
{//we did enter and exit
|
|
doDmg *= hitEntDmgAdd[i] - hitEntDmgSub[i];
|
|
}
|
|
else if ( !hitEntDmgAdd[i] )
|
|
{//we didn't exit, just entered
|
|
doDmg *= length - hitEntDmgSub[i];
|
|
}
|
|
else if ( !hitEntDmgSub[i] )
|
|
{//we didn't enter, only exited
|
|
doDmg *= hitEntDmgAdd[i];
|
|
}
|
|
if ( doDmg > 0 )
|
|
{
|
|
WP_SaberDamageAdd( 1.0, hitEntNum[i], dmgDir, bladeVec, hitEntNormal[i], hitEntPoint[i], ceil(doDmg), hitEntStartFrac[i], trHitLoc[i], trDismember[i], trDismemberLoc[i] );
|
|
}
|
|
}
|
|
}
|
|
return (qboolean)(numHitEnts>0);
|
|
}
|
|
|
|
void WP_SaberBlockEffect( gentity_t *attacker, int saberNum, int bladeNum, vec3_t position, vec3_t normal, qboolean cutNotBlock )
|
|
{
|
|
saberInfo_t *saber = NULL;
|
|
|
|
if ( attacker && attacker->client )
|
|
{
|
|
saber = &attacker->client->ps.saber[saberNum];
|
|
}
|
|
|
|
if ( saber
|
|
&& !WP_SaberBladeUseSecondBladeStyle( saber, bladeNum )
|
|
&& saber->blockEffect )
|
|
{
|
|
if ( normal )
|
|
{
|
|
G_PlayEffect( saber->blockEffect, position, normal );
|
|
}
|
|
else
|
|
{
|
|
G_PlayEffect( saber->blockEffect, position );
|
|
}
|
|
}
|
|
else if ( saber
|
|
&& WP_SaberBladeUseSecondBladeStyle( saber, bladeNum )
|
|
&& saber->blockEffect2 )
|
|
{
|
|
if ( normal )
|
|
{
|
|
G_PlayEffect( saber->blockEffect2, position, normal );
|
|
}
|
|
else
|
|
{
|
|
G_PlayEffect( saber->blockEffect2, position );
|
|
}
|
|
}
|
|
else if ( cutNotBlock )
|
|
{
|
|
if ( normal )
|
|
{
|
|
G_PlayEffect( "saber/saber_cut", position, normal );
|
|
}
|
|
else
|
|
{
|
|
G_PlayEffect( "saber/saber_cut", position );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
|
|
if ( normal )
|
|
{
|
|
G_PlayEffect( "saber/saber_block", position, normal );
|
|
}
|
|
else
|
|
{
|
|
G_PlayEffect( "saber/saber_block", position );
|
|
}
|
|
}
|
|
}
|
|
|
|
void WP_SaberKnockaway( gentity_t *attacker, trace_t *tr )
|
|
{
|
|
WP_SaberDrop( attacker, &g_entities[attacker->client->ps.saberEntityNum] );
|
|
WP_SaberBlockSound( attacker, NULL, 0, 0 );
|
|
//G_Sound( &g_entities[attacker->client->ps.saberEntityNum], G_SoundIndex( va( "sound/weapons/saber/saberblock%d.wav", Q_irand(1, 9) ) ) );
|
|
WP_SaberBlockEffect( attacker, 0, 0, tr->endpos, NULL, qfalse );
|
|
saberHitFraction = tr->fraction;
|
|
#ifndef FINAL_BUILD
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
gi.Printf( S_COLOR_MAGENTA"WP_SaberKnockaway: saberHitFraction %4.2f\n", saberHitFraction );
|
|
}
|
|
#endif
|
|
VectorCopy( tr->endpos, saberHitLocation );
|
|
saberHitEntity = tr->entityNum;
|
|
if ( !g_noClashFlare )
|
|
{
|
|
g_saberFlashTime = level.time-50;
|
|
VectorCopy( saberHitLocation, g_saberFlashPos );
|
|
}
|
|
|
|
//FIXME: make hitEnt play an attack anim or some other special anim when this happens
|
|
//gentity_t *hitEnt = &g_entities[tr->entityNum];
|
|
//NPC_SetAnim( hitEnt, SETANIM_BOTH, BOTH_KNOCKSABER, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
|
|
qboolean G_InCinematicSaberAnim( gentity_t *self )
|
|
{
|
|
if ( self->NPC
|
|
&& self->NPC->behaviorState == BS_CINEMATIC
|
|
&& (self->client->ps.torsoAnim == BOTH_CIN_16 ||self->client->ps.torsoAnim == BOTH_CIN_17) )
|
|
{
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
#define SABER_COLLISION_DIST 6//was 2//was 4//was 8//was 16
|
|
extern qboolean InFront( vec3_t spot, vec3_t from, vec3_t fromAngles, float threshHold = 0.0f );
|
|
qboolean WP_SaberDamageForTrace( int ignore, vec3_t start, vec3_t end, float dmg,
|
|
vec3_t bladeDir, qboolean noGhoul, int attackStrength,
|
|
saberType_t saberType, qboolean extrapolate,
|
|
int saberNum, int bladeNum )
|
|
{
|
|
trace_t tr;
|
|
vec3_t dir;
|
|
int mask = (MASK_SHOT|CONTENTS_LIGHTSABER);
|
|
gentity_t *attacker = &g_entities[ignore];
|
|
|
|
vec3_t end2;
|
|
VectorCopy( end, end2 );
|
|
if ( extrapolate )
|
|
{
|
|
//NOTE: since we can no longer use the predicted point, extrapolate the trace some.
|
|
// this may allow saber hits that aren't actually hits, but it doesn't look too bad
|
|
vec3_t diff;
|
|
VectorSubtract( end, start, diff );
|
|
VectorNormalize( diff );
|
|
VectorMA( end2, SABER_EXTRAPOLATE_DIST, diff, end2 );
|
|
}
|
|
|
|
if ( !noGhoul )
|
|
{
|
|
float useRadiusForDamage = 0;
|
|
|
|
if ( attacker
|
|
&& attacker->client )
|
|
{//see if we're not drawing the blade, if so, do a trace based on radius of blade (because the radius is being used to simulate a larger/smaller piece of a solid weapon)...
|
|
if ( !WP_SaberBladeUseSecondBladeStyle( &attacker->client->ps.saber[saberNum], bladeNum )
|
|
&& (attacker->client->ps.saber[saberNum].saberFlags2&SFL2_NO_BLADE) )
|
|
{//not drawing blade
|
|
useRadiusForDamage = attacker->client->ps.saber[saberNum].blade[bladeNum].radius;
|
|
}
|
|
else if ( WP_SaberBladeUseSecondBladeStyle( &attacker->client->ps.saber[saberNum], bladeNum )
|
|
&& (attacker->client->ps.saber[saberNum].saberFlags2&SFL2_NO_BLADE2) )
|
|
{//not drawing blade
|
|
useRadiusForDamage = attacker->client->ps.saber[saberNum].blade[bladeNum].radius;
|
|
}
|
|
}
|
|
if ( !useRadiusForDamage )
|
|
{//do normal check for larger-size saber traces
|
|
if ( !attacker->s.number
|
|
|| (attacker->client
|
|
&& (attacker->client->playerTeam==TEAM_PLAYER
|
|
|| attacker->client->NPC_class==CLASS_SHADOWTROOPER
|
|
|| attacker->client->NPC_class==CLASS_ALORA
|
|
|| (attacker->NPC && (attacker->NPC->aiFlags&NPCAI_BOSS_CHARACTER))
|
|
)
|
|
)
|
|
)//&&attackStrength==FORCE_LEVEL_3)
|
|
{
|
|
useRadiusForDamage = 2;
|
|
}
|
|
}
|
|
|
|
if ( useRadiusForDamage > 0 )//&&attackStrength==FORCE_LEVEL_3)
|
|
{//player,. player allies, shadowtroopers, tavion and desann use larger traces
|
|
vec3_t traceMins = {-useRadiusForDamage,-useRadiusForDamage,-useRadiusForDamage}, traceMaxs = {useRadiusForDamage,useRadiusForDamage,useRadiusForDamage};
|
|
gi.trace( &tr, start, traceMins, traceMaxs, end2, ignore, mask, G2_COLLIDE, 10 );//G2_SUPERSIZEDBBOX
|
|
}
|
|
/*
|
|
else if ( !attacker->s.number )
|
|
{
|
|
vec3_t traceMins = {-1,-1,-1}, traceMaxs = {1,1,1};
|
|
gi.trace( &tr, start, traceMins, traceMaxs, end2, ignore, mask, G2_COLLIDE, 10 );//G2_SUPERSIZEDBBOX
|
|
}
|
|
*/
|
|
else
|
|
{//reborn use smaller traces
|
|
gi.trace( &tr, start, NULL, NULL, end2, ignore, mask, G2_COLLIDE, 10 );//G2_SUPERSIZEDBBOX
|
|
}
|
|
}
|
|
else
|
|
{
|
|
gi.trace( &tr, start, NULL, NULL, end2, ignore, mask, G2_NOCOLLIDE, 10 );
|
|
}
|
|
|
|
|
|
#ifndef FINAL_BUILD
|
|
if ( d_saberCombat->integer > 1 )
|
|
{
|
|
if ( attacker != NULL && attacker->client != NULL )
|
|
{
|
|
G_DebugLine(start, end2, FRAMETIME, WPDEBUG_SaberColor( attacker->client->ps.saber[0].blade[0].color ), qtrue);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if ( tr.entityNum == ENTITYNUM_NONE )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if ( tr.entityNum == ENTITYNUM_WORLD )
|
|
{
|
|
if ( attacker && attacker->client && (attacker->client->ps.saber[saberNum].saberFlags&SFL_BOUNCE_ON_WALLS) )
|
|
{
|
|
VectorCopy( tr.endpos, saberHitLocation );
|
|
VectorCopy( tr.plane.normal, saberHitNormal );
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
if ( &g_entities[tr.entityNum] )
|
|
{
|
|
gentity_t *hitEnt = &g_entities[tr.entityNum];
|
|
gentity_t *owner = g_entities[tr.entityNum].owner;
|
|
if ( hitEnt->contents & CONTENTS_LIGHTSABER )
|
|
{
|
|
if ( attacker && attacker->client && attacker->client->ps.saberInFlight )
|
|
{//thrown saber hit something
|
|
if ( owner
|
|
&& owner->s.number
|
|
&& owner->client
|
|
&& owner->NPC
|
|
&& owner->health > 0 )
|
|
{
|
|
if ( owner->client->NPC_class == CLASS_ALORA )
|
|
{//alora takes less damage
|
|
dmg *= 0.25f;
|
|
}
|
|
else if ( owner->client->NPC_class == CLASS_TAVION
|
|
/*|| (owner->client->NPC_class == CLASS_SHADOWTROOPER && !Q_irand( 0, g_spskill->integer*3 ))
|
|
|| (Q_irand( -5, owner->NPC->rank ) > RANK_CIVILIAN && !Q_irand( 0, g_spskill->integer*3 ))*/ )
|
|
{//Tavion can toss a blocked thrown saber aside
|
|
WP_SaberKnockaway( attacker, &tr );
|
|
Jedi_PlayDeflectSound( owner );
|
|
return qfalse;
|
|
}
|
|
}
|
|
}
|
|
//FIXME: take target FP_SABER_DEFENSE and attacker FP_SABER_OFFENSE into account here somehow?
|
|
qboolean sabersIntersect = WP_SabersIntersect( attacker, saberNum, bladeNum, owner, qfalse );//qtrue );
|
|
float sabersDist;
|
|
if ( attacker && attacker->client && attacker->client->ps.saberInFlight
|
|
&& owner && owner->s.number == 0 && (g_saberAutoBlocking->integer||attacker->client->ps.saberBlockingTime>level.time) )//NPC flying saber hit player's saber bounding box
|
|
{//players have g_saberAutoBlocking, do the more generous check against flying sabers
|
|
//FIXME: instead of hitting the player's saber bounding box
|
|
//and picking an anim afterwards, have him use AI similar
|
|
//to the AI the jedi use for picking a saber melee block...?
|
|
sabersDist = 0;
|
|
}
|
|
else
|
|
{//sabers must actually collide with the attacking saber
|
|
sabersDist = WP_SabersDistance( attacker, owner );
|
|
if ( attacker && attacker->client && attacker->client->ps.saberInFlight )
|
|
{
|
|
sabersDist /= 2.0f;
|
|
if ( sabersDist <= 16.0f )
|
|
{
|
|
sabersIntersect = qtrue;
|
|
}
|
|
}
|
|
#ifndef FINAL_BUILD
|
|
if ( d_saberCombat->integer > 1 )
|
|
{
|
|
gi.Printf( "sabersDist: %4.2f\n", sabersDist );
|
|
}
|
|
#endif//FINAL_BUILD
|
|
}
|
|
if ( sabersCrossed == -1 || sabersCrossed > sabersDist )
|
|
{
|
|
sabersCrossed = sabersDist;
|
|
}
|
|
float collisionDist;
|
|
if ( g_saberRealisticCombat->integer )
|
|
{
|
|
collisionDist = SABER_COLLISION_DIST;
|
|
}
|
|
else
|
|
{
|
|
collisionDist = SABER_COLLISION_DIST+6+g_spskill->integer*4;
|
|
}
|
|
{
|
|
if ( G_InCinematicSaberAnim( owner )
|
|
&& G_InCinematicSaberAnim( attacker ) )
|
|
{
|
|
sabersIntersect = qtrue;
|
|
}
|
|
}
|
|
if ( owner && owner->client && (attacker != NULL)
|
|
&& (sabersDist > collisionDist )//|| !InFront( attacker->currentOrigin, owner->currentOrigin, owner->client->ps.viewangles, 0.35f ))
|
|
&& !sabersIntersect )//was qtrue, but missed too much?
|
|
{//swing came from behind and/or was not stopped by a lightsaber
|
|
//re-try the trace without checking for lightsabers
|
|
gi.trace ( &tr, start, NULL, NULL, end2, ignore, mask&~CONTENTS_LIGHTSABER, G2_NOCOLLIDE, 10 );
|
|
if ( tr.entityNum == ENTITYNUM_WORLD )
|
|
{
|
|
return qtrue;
|
|
}
|
|
if ( tr.entityNum == ENTITYNUM_NONE || &g_entities[tr.entityNum] == NULL )
|
|
{//didn't hit the owner
|
|
/*
|
|
if ( attacker
|
|
&& attacker->client
|
|
&& (PM_SaberInAttack( attacker->client->ps.saberMove ) || PM_SaberInStart( attacker->client->ps.saberMove ))
|
|
&& DistanceSquared( tr.endpos, owner->currentOrigin ) < 10000 )
|
|
{
|
|
if ( owner->NPC
|
|
&& !owner->client->ps.saberInFlight
|
|
&& owner->client->ps.saberBlocked != BLOCKED_PARRY_BROKEN
|
|
&& !Jedi_SaberBusy( owner ) )
|
|
{//owner parried, just make sure they're saber is in the right spot - only does this if they're not already doing something with saber
|
|
if ( g_spskill->integer && (g_spskill->integer > 1 || Q_irand( 0, 1 )))
|
|
{//if on easy, they don't cheat like this, if on medium, they cheat 50% of the time, if on hard, they always cheat
|
|
//FIXME: also take into account the owner's FP_DEFENSE?
|
|
if ( Q_irand( 0, owner->NPC->rank ) >= RANK_CIVILIAN )
|
|
{//lower-rank Jedi aren't as good blockers
|
|
vec3_t attDir;
|
|
VectorSubtract( end2, start, attDir );
|
|
VectorNormalize( attDir );
|
|
Jedi_SaberBlockGo( owner, owner->NPC->last_ucmd, start, attDir, NULL );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
return qfalse; // Exit, but we didn't hit the wall.
|
|
}
|
|
#ifndef FINAL_BUILD
|
|
if ( d_saberCombat->integer > 1 )
|
|
{
|
|
if ( !attacker->s.number )
|
|
{
|
|
gi.Printf( S_COLOR_MAGENTA"%d saber hit owner through saber %4.2f, dist = %4.2f\n", level.time, saberHitFraction, sabersDist );
|
|
}
|
|
}
|
|
#endif//FINAL_BUILD
|
|
hitEnt = &g_entities[tr.entityNum];
|
|
owner = g_entities[tr.entityNum].owner;
|
|
}
|
|
else
|
|
{//hit a lightsaber
|
|
if ( (tr.fraction < saberHitFraction || tr.startsolid)
|
|
&& sabersDist < (8.0f+g_spskill->value)*4.0f// 50.0f//16.0f
|
|
&& (sabersIntersect || sabersDist < (4.0f+g_spskill->value)*2.0f) )//32.0f) )
|
|
{ // This saber hit closer than the last one.
|
|
if ( (tr.allsolid || tr.startsolid) && owner && owner->client )
|
|
{//tr.fraction will be 0, unreliable... so calculate actual
|
|
float dist = Distance( start, end2 );
|
|
if ( dist )
|
|
{
|
|
float hitFrac = WP_SabersDistance( attacker, owner )/dist;
|
|
if ( hitFrac > 1.0f )
|
|
{//umm... minimum distance between sabers was longer than trace...?
|
|
hitFrac = 1.0f;
|
|
}
|
|
if ( hitFrac < saberHitFraction )
|
|
{
|
|
saberHitFraction = hitFrac;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
saberHitFraction = 0.0f;
|
|
}
|
|
#ifndef FINAL_BUILD
|
|
if ( d_saberCombat->integer > 1 )
|
|
{
|
|
if ( !attacker->s.number )
|
|
{
|
|
gi.Printf( S_COLOR_GREEN"%d saber hit saber dist %4.2f allsolid %4.2f\n", level.time, sabersDist, saberHitFraction );
|
|
}
|
|
}
|
|
#endif//FINAL_BUILD
|
|
}
|
|
else
|
|
{
|
|
#ifndef FINAL_BUILD
|
|
if ( d_saberCombat->integer > 1 )
|
|
{
|
|
if ( !attacker->s.number )
|
|
{
|
|
gi.Printf( S_COLOR_BLUE"%d saber hit saber dist %4.2f, frac %4.2f\n", level.time, sabersDist, saberHitFraction );
|
|
}
|
|
saberHitFraction = tr.fraction;
|
|
}
|
|
#endif//FINAL_BUILD
|
|
}
|
|
#ifndef FINAL_BUILD
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
gi.Printf( S_COLOR_MAGENTA"hit saber: saberHitFraction %4.2f, allsolid %d, startsolid %d\n", saberHitFraction, tr.allsolid, tr.startsolid );
|
|
}
|
|
#endif//FINAL_BUILD
|
|
VectorCopy(tr.endpos, saberHitLocation);
|
|
saberHitEntity = tr.entityNum;
|
|
}
|
|
/*
|
|
if ( owner
|
|
&& owner->client
|
|
&& attacker
|
|
&& attacker->client
|
|
&& (PM_SaberInAttack( attacker->client->ps.saberMove ) || PM_SaberInStart( attacker->client->ps.saberMove ))
|
|
&& DistanceSquared( tr.endpos, owner->currentOrigin ) < 10000 )
|
|
{
|
|
if ( owner->NPC
|
|
&& !owner->client->ps.saberInFlight
|
|
&& owner->client->ps.saberBlocked != BLOCKED_PARRY_BROKEN
|
|
&& !Jedi_SaberBusy( owner ) )
|
|
{//owner parried, just make sure they're saber is in the right spot - only does this if they're not already doing something with saber
|
|
if ( g_spskill->integer && (g_spskill->integer > 1 || Q_irand( 0, 1 )))
|
|
{//if on easy, they don't cheat like this, if on medium, they cheat 50% of the time, if on hard, they always cheat
|
|
//FIXME: also take into account the owner's FP_DEFENSE?
|
|
if ( Q_irand( 0, owner->NPC->rank ) >= RANK_CIVILIAN )
|
|
{//lower-rank Jedi aren't as good blockers
|
|
vec3_t attDir;
|
|
VectorSubtract( end2, start, attDir );
|
|
VectorNormalize( attDir );
|
|
Jedi_SaberBlockGo( owner, owner->NPC->last_ucmd, start, attDir, NULL );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
//FIXME: check to see if we broke the saber
|
|
// go through the impacted surfaces and call WP_BreakSaber
|
|
// PROBLEM: saberEnt doesn't actually have a saber g2 model
|
|
// and/or isn't in same location as saber model attached
|
|
// to the client. We'd have to fake it somehow...
|
|
return qfalse; // Exit, but we didn't hit the wall.
|
|
}
|
|
}
|
|
else
|
|
{
|
|
#ifndef FINAL_BUILD
|
|
if ( d_saberCombat->integer > 1 )
|
|
{
|
|
if ( !attacker->s.number )
|
|
{
|
|
gi.Printf( S_COLOR_RED"%d saber hit owner directly %4.2f\n", level.time, saberHitFraction );
|
|
}
|
|
}
|
|
#endif//FINAL_BUILD
|
|
}
|
|
|
|
if ( attacker && attacker->client && attacker->client->ps.saberInFlight )
|
|
{//thrown saber hit something
|
|
if ( ( hitEnt && hitEnt->client && hitEnt->health > 0 && ( hitEnt->client->NPC_class == CLASS_DESANN || !Q_stricmp("Yoda",hitEnt->NPC_type) || hitEnt->client->NPC_class == CLASS_LUKE || hitEnt->client->NPC_class == CLASS_BOBAFETT || (hitEnt->client->ps.powerups[PW_GALAK_SHIELD] > 0) ) ) ||
|
|
( owner && owner->client && owner->health > 0 && ( owner->client->NPC_class == CLASS_DESANN || !Q_stricmp("Yoda",owner->NPC_type) || owner->client->NPC_class == CLASS_LUKE || (owner->client->ps.powerups[PW_GALAK_SHIELD] > 0) ) ) )
|
|
{//Luke and Desann slap thrown sabers aside
|
|
//FIXME: control the direction of the thrown saber... if hit Galak's shield, bounce directly away from his origin?
|
|
WP_SaberKnockaway( attacker, &tr );
|
|
if ( hitEnt->client )
|
|
{
|
|
Jedi_PlayDeflectSound( hitEnt );
|
|
}
|
|
else
|
|
{
|
|
Jedi_PlayDeflectSound( owner );
|
|
}
|
|
return qfalse; // Exit, but we didn't hit the wall.
|
|
}
|
|
}
|
|
|
|
if ( hitEnt->takedamage )
|
|
{
|
|
//no team damage: if ( !hitEnt->client || attacker == NULL || !attacker->client || (hitEnt->client->playerTeam != attacker->client->playerTeam) )
|
|
{
|
|
vec3_t bladeVec={0};
|
|
if ( attacker && attacker->client )
|
|
{
|
|
VectorScale( bladeDir, attacker->client->ps.saber[saberNum].blade[bladeNum].length, bladeVec );
|
|
}
|
|
//multiply the damage by the total distance of the swipe
|
|
VectorSubtract( end2, start, dir );
|
|
float len = VectorNormalize( dir );//VectorLength( dir );
|
|
if ( noGhoul || !hitEnt->ghoul2.size() )
|
|
{//we weren't doing a ghoul trace
|
|
int hitEffect = 0;
|
|
if ( dmg >= 1.0 && hitEnt->bmodel )
|
|
{
|
|
dmg = 1.0;
|
|
}
|
|
if ( len > 1 )
|
|
{
|
|
dmg *= len;
|
|
}
|
|
#ifndef FINAL_BUILD
|
|
if ( d_saberCombat->integer > 1 )
|
|
{
|
|
if ( !(hitEnt->contents & CONTENTS_LIGHTSABER) )
|
|
{
|
|
gi.Printf( S_COLOR_GREEN"Hit ent, but no ghoul collisions\n" );
|
|
}
|
|
}
|
|
#endif
|
|
float trFrac, dmgFrac;
|
|
if ( tr.allsolid )
|
|
{//totally inside them
|
|
trFrac = 1.0;
|
|
dmgFrac = 0.0;
|
|
}
|
|
else if ( tr.startsolid )
|
|
{//started inside them
|
|
//we don't know how much was inside, we know it's less than all, so use half?
|
|
trFrac = 0.5;
|
|
dmgFrac = 0.0;
|
|
}
|
|
else
|
|
{//started outside them and hit them
|
|
//yeah. this doesn't account for coming out the other wide, but we can worry about that later (use ghoul2)
|
|
trFrac = (1.0f - tr.fraction);
|
|
dmgFrac = tr.fraction;
|
|
}
|
|
vec3_t backdir;
|
|
VectorScale( dir, -1, backdir );
|
|
WP_SaberDamageAdd( trFrac, tr.entityNum, dir, bladeVec, backdir, tr.endpos, dmg, dmgFrac, HL_NONE, qfalse, HL_NONE );
|
|
if ( !tr.allsolid && !tr.startsolid )
|
|
{
|
|
VectorScale( dir, -1, dir );
|
|
}
|
|
if ( hitEnt != NULL )
|
|
{
|
|
if ( hitEnt->client )
|
|
{
|
|
//don't do blood sparks on non-living things
|
|
class_t npc_class = hitEnt->client->NPC_class;
|
|
if ( npc_class == CLASS_SEEKER || npc_class == CLASS_PROBE || npc_class == CLASS_MOUSE ||
|
|
npc_class == CLASS_GONK || npc_class == CLASS_R2D2 || npc_class == CLASS_R5D2 || npc_class == CLASS_REMOTE ||
|
|
npc_class == CLASS_PROTOCOL || npc_class == CLASS_MARK1 || npc_class == CLASS_MARK2 ||
|
|
npc_class == CLASS_INTERROGATOR || npc_class == CLASS_ATST || npc_class == CLASS_SENTRY )
|
|
{
|
|
if ( !WP_SaberBladeUseSecondBladeStyle( &attacker->client->ps.saber[saberNum], bladeNum )
|
|
&& attacker->client->ps.saber[saberNum].hitOtherEffect )
|
|
{
|
|
hitEffect = attacker->client->ps.saber[saberNum].hitOtherEffect;
|
|
}
|
|
else if ( WP_SaberBladeUseSecondBladeStyle( &attacker->client->ps.saber[saberNum], bladeNum )
|
|
&& attacker->client->ps.saber[saberNum].hitOtherEffect2 )
|
|
{
|
|
hitEffect = attacker->client->ps.saber[saberNum].hitOtherEffect2;
|
|
}
|
|
else
|
|
{
|
|
hitEffect = G_EffectIndex( hit_sparks );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( dmg )
|
|
{//only do these effects if actually trying to damage the thing...
|
|
if ( (hitEnt->svFlags&SVF_BBRUSH)//a breakable brush
|
|
&& ( (hitEnt->spawnflags&1)//INVINCIBLE
|
|
||(hitEnt->flags&FL_DMG_BY_HEAVY_WEAP_ONLY)//HEAVY weapon damage only
|
|
||(hitEnt->NPC_targetname&&attacker&&attacker->targetname&&Q_stricmp(attacker->targetname,hitEnt->NPC_targetname)) ) )//only breakable by an entity who is not the attacker
|
|
{//no hit effect (besides regular client-side one)
|
|
}
|
|
else
|
|
{
|
|
if ( !WP_SaberBladeUseSecondBladeStyle( &attacker->client->ps.saber[saberNum], bladeNum )
|
|
&& attacker->client->ps.saber[saberNum].hitOtherEffect )
|
|
{
|
|
hitEffect = attacker->client->ps.saber[saberNum].hitOtherEffect;
|
|
}
|
|
else if ( WP_SaberBladeUseSecondBladeStyle( &attacker->client->ps.saber[saberNum], bladeNum )
|
|
&& attacker->client->ps.saber[saberNum].hitOtherEffect2 )
|
|
{
|
|
hitEffect = attacker->client->ps.saber[saberNum].hitOtherEffect2;
|
|
}
|
|
else
|
|
{
|
|
hitEffect = G_EffectIndex( hit_sparks );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( !g_saberNoEffects && hitEffect != 0 )
|
|
{
|
|
G_PlayEffect( hitEffect, tr.endpos, dir );//"saber_cut"
|
|
}
|
|
}
|
|
else
|
|
{//we were doing a ghoul trace
|
|
if ( !attacker
|
|
|| !attacker->client
|
|
|| attacker->client->ps.saberLockTime < level.time )
|
|
{
|
|
if ( !WP_SaberDamageEffects( &tr, start, len, dmg, dir, bladeVec, attacker->client->enemyTeam, saberType, &attacker->client->ps.saber[saberNum], bladeNum ) )
|
|
{//didn't hit a ghoul ent
|
|
/*
|
|
if ( && hitEnt->ghoul2.size() )
|
|
{//it was a ghoul2 model so we should have hit it
|
|
return qfalse;
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
#define LOCK_IDEAL_DIST_TOP 32.0f
|
|
#define LOCK_IDEAL_DIST_CIRCLE 48.0f
|
|
#define LOCK_IDEAL_DIST_JKA 46.0f//all of the new saberlocks are 46.08 from each other because Richard Lico is da MAN
|
|
extern void PM_SetAnimFrame( gentity_t *gent, int frame, qboolean torso, qboolean legs );
|
|
extern qboolean ValidAnimFileIndex ( int index );
|
|
int G_SaberLockAnim( int attackerSaberStyle, int defenderSaberStyle, int topOrSide, int lockOrBreakOrSuperBreak, int winOrLose )
|
|
{
|
|
int baseAnim = -1;
|
|
if ( lockOrBreakOrSuperBreak == SABERLOCK_LOCK )
|
|
{//special case: if we're using the same style and locking
|
|
if ( attackerSaberStyle == defenderSaberStyle
|
|
|| (attackerSaberStyle>=SS_FAST&&attackerSaberStyle<=SS_TAVION&&defenderSaberStyle>=SS_FAST&&defenderSaberStyle<=SS_TAVION) )
|
|
{//using same style
|
|
if ( winOrLose == SABERLOCK_LOSE )
|
|
{//you want the defender's stance...
|
|
switch ( defenderSaberStyle )
|
|
{
|
|
case SS_DUAL:
|
|
if ( topOrSide == SABERLOCK_TOP )
|
|
{
|
|
baseAnim = BOTH_LK_DL_DL_T_L_2;
|
|
}
|
|
else
|
|
{
|
|
baseAnim = BOTH_LK_DL_DL_S_L_2;
|
|
}
|
|
break;
|
|
case SS_STAFF:
|
|
if ( topOrSide == SABERLOCK_TOP )
|
|
{
|
|
baseAnim = BOTH_LK_ST_ST_T_L_2;
|
|
}
|
|
else
|
|
{
|
|
baseAnim = BOTH_LK_ST_ST_S_L_2;
|
|
}
|
|
break;
|
|
default:
|
|
if ( topOrSide == SABERLOCK_TOP )
|
|
{
|
|
baseAnim = BOTH_LK_S_S_T_L_2;
|
|
}
|
|
else
|
|
{
|
|
baseAnim = BOTH_LK_S_S_S_L_2;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ( baseAnim == -1 )
|
|
{
|
|
switch ( attackerSaberStyle )
|
|
{
|
|
case SS_DUAL:
|
|
switch ( defenderSaberStyle )
|
|
{
|
|
case SS_DUAL:
|
|
baseAnim = BOTH_LK_DL_DL_S_B_1_L;
|
|
break;
|
|
case SS_STAFF:
|
|
baseAnim = BOTH_LK_DL_ST_S_B_1_L;
|
|
break;
|
|
default://single
|
|
baseAnim = BOTH_LK_DL_S_S_B_1_L;
|
|
break;
|
|
}
|
|
break;
|
|
case SS_STAFF:
|
|
switch ( defenderSaberStyle )
|
|
{
|
|
case SS_DUAL:
|
|
baseAnim = BOTH_LK_ST_DL_S_B_1_L;
|
|
break;
|
|
case SS_STAFF:
|
|
baseAnim = BOTH_LK_ST_ST_S_B_1_L;
|
|
break;
|
|
default://single
|
|
baseAnim = BOTH_LK_ST_S_S_B_1_L;
|
|
break;
|
|
}
|
|
break;
|
|
default://single
|
|
switch ( defenderSaberStyle )
|
|
{
|
|
case SS_DUAL:
|
|
baseAnim = BOTH_LK_S_DL_S_B_1_L;
|
|
break;
|
|
case SS_STAFF:
|
|
baseAnim = BOTH_LK_S_ST_S_B_1_L;
|
|
break;
|
|
default://single
|
|
baseAnim = BOTH_LK_S_S_S_B_1_L;
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
//side lock or top lock?
|
|
if ( topOrSide == SABERLOCK_TOP )
|
|
{
|
|
baseAnim += 5;
|
|
}
|
|
//lock, break or superbreak?
|
|
if ( lockOrBreakOrSuperBreak == SABERLOCK_LOCK )
|
|
{
|
|
baseAnim += 2;
|
|
}
|
|
else
|
|
{//a break or superbreak
|
|
if ( lockOrBreakOrSuperBreak == SABERLOCK_SUPERBREAK )
|
|
{
|
|
baseAnim += 3;
|
|
}
|
|
//winner or loser?
|
|
if ( winOrLose == SABERLOCK_WIN )
|
|
{
|
|
baseAnim += 1;
|
|
}
|
|
}
|
|
}
|
|
return baseAnim;
|
|
}
|
|
|
|
qboolean G_CheckIncrementLockAnim( int anim, int winOrLose )
|
|
{
|
|
qboolean increment = qfalse;//???
|
|
//RULE: if you are the first style in the lock anim, you advance from LOSING position to WINNING position
|
|
// if you are the second style in the lock anim, you advance from WINNING position to LOSING position
|
|
switch ( anim )
|
|
{
|
|
//increment to win:
|
|
case BOTH_LK_DL_DL_S_L_1: //lock if I'm using dual vs. dual and I initiated
|
|
case BOTH_LK_DL_DL_S_L_2: //lock if I'm using dual vs. dual and other initiated
|
|
case BOTH_LK_DL_DL_T_L_1: //lock if I'm using dual vs. dual and I initiated
|
|
case BOTH_LK_DL_DL_T_L_2: //lock if I'm using dual vs. dual and other initiated
|
|
case BOTH_LK_DL_S_S_L_1: //lock if I'm using dual vs. a single
|
|
case BOTH_LK_DL_S_T_L_1: //lock if I'm using dual vs. a single
|
|
case BOTH_LK_DL_ST_S_L_1: //lock if I'm using dual vs. a staff
|
|
case BOTH_LK_DL_ST_T_L_1: //lock if I'm using dual vs. a staff
|
|
case BOTH_LK_S_S_S_L_1: //lock if I'm using single vs. a single and I initiated
|
|
case BOTH_LK_S_S_T_L_2: //lock if I'm using single vs. a single and other initiated
|
|
case BOTH_LK_ST_S_S_L_1: //lock if I'm using staff vs. a single
|
|
case BOTH_LK_ST_S_T_L_1: //lock if I'm using staff vs. a single
|
|
case BOTH_LK_ST_ST_T_L_1: //lock if I'm using staff vs. a staff and I initiated
|
|
case BOTH_LK_ST_ST_T_L_2: //lock if I'm using staff vs. a staff and other initiated
|
|
if ( winOrLose == SABERLOCK_WIN )
|
|
{
|
|
increment = qtrue;
|
|
}
|
|
else
|
|
{
|
|
increment = qfalse;
|
|
}
|
|
break;
|
|
|
|
//decrement to win:
|
|
case BOTH_LK_S_DL_S_L_1: //lock if I'm using single vs. a dual
|
|
case BOTH_LK_S_DL_T_L_1: //lock if I'm using single vs. a dual
|
|
case BOTH_LK_S_S_S_L_2: //lock if I'm using single vs. a single and other intitiated
|
|
case BOTH_LK_S_S_T_L_1: //lock if I'm using single vs. a single and I initiated
|
|
case BOTH_LK_S_ST_S_L_1: //lock if I'm using single vs. a staff
|
|
case BOTH_LK_S_ST_T_L_1: //lock if I'm using single vs. a staff
|
|
case BOTH_LK_ST_DL_S_L_1: //lock if I'm using staff vs. dual
|
|
case BOTH_LK_ST_DL_T_L_1: //lock if I'm using staff vs. dual
|
|
case BOTH_LK_ST_ST_S_L_1: //lock if I'm using staff vs. a staff and I initiated
|
|
case BOTH_LK_ST_ST_S_L_2: //lock if I'm using staff vs. a staff and other initiated
|
|
if ( winOrLose == SABERLOCK_WIN )
|
|
{
|
|
increment = qfalse;
|
|
}
|
|
else
|
|
{
|
|
increment = qtrue;
|
|
}
|
|
break;
|
|
default:
|
|
#ifndef FINAL_BUILD
|
|
Com_Printf( S_COLOR_RED"ERROR: unknown Saber Lock Anim: %s!!!\n", animTable[anim].name );
|
|
#endif
|
|
break;
|
|
}
|
|
return increment;
|
|
}
|
|
|
|
qboolean WP_SabersCheckLock2( gentity_t *attacker, gentity_t *defender, sabersLockMode_t lockMode )
|
|
{
|
|
animation_t *anim;
|
|
int attAnim, defAnim, advance = 0;
|
|
float attStart = 0.5f, defStart = 0.5f;
|
|
float idealDist = 48.0f;
|
|
//FIXME: this distances need to be modified by the lengths of the sabers involved...
|
|
//MATCH ANIMS
|
|
if ( lockMode == LOCK_KYLE_GRAB1
|
|
|| lockMode == LOCK_KYLE_GRAB2
|
|
|| lockMode == LOCK_KYLE_GRAB3 )
|
|
{
|
|
float numSpins = 1.0f;
|
|
idealDist = 46.0f;//42.0f;
|
|
attStart = defStart = 0.0f;
|
|
|
|
switch ( lockMode )
|
|
{
|
|
default:
|
|
case LOCK_KYLE_GRAB1:
|
|
attAnim = BOTH_KYLE_PA_1;
|
|
defAnim = BOTH_PLAYER_PA_1;
|
|
numSpins = 2.0f;
|
|
break;
|
|
case LOCK_KYLE_GRAB2:
|
|
attAnim = BOTH_KYLE_PA_3;
|
|
defAnim = BOTH_PLAYER_PA_3;
|
|
numSpins = 1.0f;
|
|
break;
|
|
case LOCK_KYLE_GRAB3:
|
|
attAnim = BOTH_KYLE_PA_2;
|
|
defAnim = BOTH_PLAYER_PA_2;
|
|
defender->forcePushTime = level.time + PM_AnimLength( defender->client->clientInfo.animFileIndex, BOTH_PLAYER_PA_2 );
|
|
numSpins = 3.0f;
|
|
break;
|
|
}
|
|
attacker->client->ps.SaberDeactivate();
|
|
defender->client->ps.SaberDeactivate();
|
|
if ( d_slowmodeath->integer > 3
|
|
&& ( defender->s.number < MAX_CLIENTS
|
|
|| attacker->s.number < MAX_CLIENTS ) )
|
|
{
|
|
if( ValidAnimFileIndex( attacker->client->clientInfo.animFileIndex ) )
|
|
{
|
|
int effectTime = PM_AnimLength( attacker->client->clientInfo.animFileIndex, (animNumber_t)attAnim );
|
|
int spinTime = floor((float)effectTime/numSpins);
|
|
int meFlags = (MEF_MULTI_SPIN);//MEF_NO_TIMESCALE|MEF_NO_VERTBOB|
|
|
if ( Q_irand( 0, 1 ) )
|
|
{
|
|
meFlags |= MEF_REVERSE_SPIN;
|
|
}
|
|
G_StartMatrixEffect( attacker, meFlags, effectTime, 0.75f, spinTime );
|
|
}
|
|
}
|
|
}
|
|
else if ( lockMode == LOCK_FORCE_DRAIN )
|
|
{
|
|
idealDist = 46.0f;//42.0f;
|
|
attStart = defStart = 0.0f;
|
|
|
|
attAnim = BOTH_FORCE_DRAIN_GRAB_START;
|
|
defAnim = BOTH_FORCE_DRAIN_GRABBED;
|
|
attacker->client->ps.SaberDeactivate();
|
|
defender->client->ps.SaberDeactivate();
|
|
}
|
|
else
|
|
{
|
|
if ( lockMode == LOCK_RANDOM )
|
|
{
|
|
lockMode = (sabersLockMode_t)Q_irand( (int)LOCK_FIRST, (int)(LOCK_RANDOM)-1 );
|
|
}
|
|
//FIXME: attStart% and idealDist will change per saber lock anim pairing... do we need a big table like in bg_panimate.cpp?
|
|
if ( attacker->client->ps.saberAnimLevel >= SS_FAST
|
|
&& attacker->client->ps.saberAnimLevel <= SS_TAVION
|
|
&& defender->client->ps.saberAnimLevel >= SS_FAST
|
|
&& defender->client->ps.saberAnimLevel <= SS_TAVION )
|
|
{//2 single sabers? Just do it the old way...
|
|
switch ( lockMode )
|
|
{
|
|
case LOCK_TOP:
|
|
attAnim = BOTH_BF2LOCK;// - starts in middle
|
|
defAnim = BOTH_BF1LOCK;// - starts in middle
|
|
attStart = defStart = 0.5f;
|
|
idealDist = LOCK_IDEAL_DIST_TOP;
|
|
break;
|
|
case LOCK_DIAG_TR:
|
|
attAnim = BOTH_CCWCIRCLELOCK; //- starts in middle
|
|
defAnim = BOTH_CWCIRCLELOCK;// - starts in middle
|
|
attStart = defStart = 0.5f;
|
|
idealDist = LOCK_IDEAL_DIST_CIRCLE;
|
|
break;
|
|
case LOCK_DIAG_TL:
|
|
attAnim = BOTH_CWCIRCLELOCK;// - starts in middle
|
|
defAnim = BOTH_CCWCIRCLELOCK;// - starts in middle
|
|
attStart = defStart = 0.5f;
|
|
idealDist = LOCK_IDEAL_DIST_CIRCLE;
|
|
break;
|
|
case LOCK_DIAG_BR:
|
|
attAnim = BOTH_CWCIRCLELOCK;// - starts on left, to right
|
|
defAnim = BOTH_CCWCIRCLELOCK;// - starts on right, to left
|
|
attStart = defStart = 0.85f;//move to end of anim
|
|
idealDist = LOCK_IDEAL_DIST_CIRCLE;
|
|
break;
|
|
case LOCK_DIAG_BL:
|
|
attAnim = BOTH_CCWCIRCLELOCK;// - starts on right, to left
|
|
defAnim = BOTH_CWCIRCLELOCK;// - starts on left, to right
|
|
attStart = defStart = 0.85f;//move to end of anim
|
|
idealDist = LOCK_IDEAL_DIST_CIRCLE;
|
|
break;
|
|
case LOCK_R:
|
|
attAnim = BOTH_CWCIRCLELOCK;// - starts on left, to right
|
|
defAnim = BOTH_CCWCIRCLELOCK;// - starts on right, to left
|
|
attStart = defStart = 0.75f;//move to end of anim
|
|
idealDist = LOCK_IDEAL_DIST_CIRCLE;
|
|
break;
|
|
case LOCK_L:
|
|
attAnim = BOTH_CCWCIRCLELOCK;// - starts on right, to left
|
|
defAnim = BOTH_CWCIRCLELOCK;// - starts on left, to right
|
|
attStart = defStart = 0.75f;//move to end of anim
|
|
idealDist = LOCK_IDEAL_DIST_CIRCLE;
|
|
break;
|
|
default:
|
|
return qfalse;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{//use the new system
|
|
idealDist = LOCK_IDEAL_DIST_JKA;//all of the new saberlocks are 46.08 from each other because Richard Lico is da MAN
|
|
if ( lockMode == LOCK_TOP )
|
|
{//top lock
|
|
attAnim = G_SaberLockAnim( attacker->client->ps.saberAnimLevel, defender->client->ps.saberAnimLevel, SABERLOCK_TOP, SABERLOCK_LOCK, SABERLOCK_WIN );
|
|
defAnim = G_SaberLockAnim( defender->client->ps.saberAnimLevel, attacker->client->ps.saberAnimLevel, SABERLOCK_TOP, SABERLOCK_LOCK, SABERLOCK_LOSE );
|
|
attStart = defStart = 0.5f;
|
|
}
|
|
else
|
|
{//side lock
|
|
switch ( lockMode )
|
|
{
|
|
case LOCK_DIAG_TR:
|
|
attAnim = G_SaberLockAnim( attacker->client->ps.saberAnimLevel, defender->client->ps.saberAnimLevel, SABERLOCK_SIDE, SABERLOCK_LOCK, SABERLOCK_WIN );
|
|
defAnim = G_SaberLockAnim( defender->client->ps.saberAnimLevel, attacker->client->ps.saberAnimLevel, SABERLOCK_SIDE, SABERLOCK_LOCK, SABERLOCK_LOSE );
|
|
attStart = defStart = 0.5f;
|
|
break;
|
|
case LOCK_DIAG_TL:
|
|
attAnim = G_SaberLockAnim( attacker->client->ps.saberAnimLevel, defender->client->ps.saberAnimLevel, SABERLOCK_SIDE, SABERLOCK_LOCK, SABERLOCK_LOSE );
|
|
defAnim = G_SaberLockAnim( defender->client->ps.saberAnimLevel, attacker->client->ps.saberAnimLevel, SABERLOCK_SIDE, SABERLOCK_LOCK, SABERLOCK_WIN );
|
|
attStart = defStart = 0.5f;
|
|
break;
|
|
case LOCK_DIAG_BR:
|
|
attAnim = G_SaberLockAnim( attacker->client->ps.saberAnimLevel, defender->client->ps.saberAnimLevel, SABERLOCK_SIDE, SABERLOCK_LOCK, SABERLOCK_WIN );
|
|
defAnim = G_SaberLockAnim( defender->client->ps.saberAnimLevel, attacker->client->ps.saberAnimLevel, SABERLOCK_SIDE, SABERLOCK_LOCK, SABERLOCK_LOSE );
|
|
if ( G_CheckIncrementLockAnim( attAnim, SABERLOCK_WIN ) )
|
|
{
|
|
attStart = 0.85f;//move to end of anim
|
|
}
|
|
else
|
|
{
|
|
attStart = 0.15f;//start at beginning of anim
|
|
}
|
|
if ( G_CheckIncrementLockAnim( defAnim, SABERLOCK_LOSE ) )
|
|
{
|
|
defStart = 0.85f;//start at end of anim
|
|
}
|
|
else
|
|
{
|
|
defStart = 0.15f;//start at beginning of anim
|
|
}
|
|
break;
|
|
case LOCK_DIAG_BL:
|
|
attAnim = G_SaberLockAnim( attacker->client->ps.saberAnimLevel, defender->client->ps.saberAnimLevel, SABERLOCK_SIDE, SABERLOCK_LOCK, SABERLOCK_LOSE );
|
|
defAnim = G_SaberLockAnim( defender->client->ps.saberAnimLevel, attacker->client->ps.saberAnimLevel, SABERLOCK_SIDE, SABERLOCK_LOCK, SABERLOCK_WIN );
|
|
if ( G_CheckIncrementLockAnim( attAnim, SABERLOCK_WIN ) )
|
|
{
|
|
attStart = 0.85f;//move to end of anim
|
|
}
|
|
else
|
|
{
|
|
attStart = 0.15f;//start at beginning of anim
|
|
}
|
|
if ( G_CheckIncrementLockAnim( defAnim, SABERLOCK_LOSE ) )
|
|
{
|
|
defStart = 0.85f;//start at end of anim
|
|
}
|
|
else
|
|
{
|
|
defStart = 0.15f;//start at beginning of anim
|
|
}
|
|
break;
|
|
case LOCK_R:
|
|
attAnim = G_SaberLockAnim( attacker->client->ps.saberAnimLevel, defender->client->ps.saberAnimLevel, SABERLOCK_SIDE, SABERLOCK_LOCK, SABERLOCK_LOSE );
|
|
defAnim = G_SaberLockAnim( defender->client->ps.saberAnimLevel, attacker->client->ps.saberAnimLevel, SABERLOCK_SIDE, SABERLOCK_LOCK, SABERLOCK_WIN );
|
|
if ( G_CheckIncrementLockAnim( attAnim, SABERLOCK_WIN ) )
|
|
{
|
|
attStart = 0.75f;//move to end of anim
|
|
}
|
|
else
|
|
{
|
|
attStart = 0.25f;//start at beginning of anim
|
|
}
|
|
if ( G_CheckIncrementLockAnim( defAnim, SABERLOCK_LOSE ) )
|
|
{
|
|
defStart = 0.75f;//start at end of anim
|
|
}
|
|
else
|
|
{
|
|
defStart = 0.25f;//start at beginning of anim
|
|
}
|
|
break;
|
|
case LOCK_L:
|
|
attAnim = G_SaberLockAnim( attacker->client->ps.saberAnimLevel, defender->client->ps.saberAnimLevel, SABERLOCK_SIDE, SABERLOCK_LOCK, SABERLOCK_WIN );
|
|
defAnim = G_SaberLockAnim( defender->client->ps.saberAnimLevel, attacker->client->ps.saberAnimLevel, SABERLOCK_SIDE, SABERLOCK_LOCK, SABERLOCK_LOSE );
|
|
//attacker starts with advantage
|
|
if ( G_CheckIncrementLockAnim( attAnim, SABERLOCK_WIN ) )
|
|
{
|
|
attStart = 0.75f;//move to end of anim
|
|
}
|
|
else
|
|
{
|
|
attStart = 0.25f;//start at beginning of anim
|
|
}
|
|
if ( G_CheckIncrementLockAnim( defAnim, SABERLOCK_LOSE ) )
|
|
{
|
|
defStart = 0.75f;//start at end of anim
|
|
}
|
|
else
|
|
{
|
|
defStart = 0.25f;//start at beginning of anim
|
|
}
|
|
break;
|
|
default:
|
|
return qfalse;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//set the proper anims
|
|
NPC_SetAnim( attacker, SETANIM_BOTH, attAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
NPC_SetAnim( defender, SETANIM_BOTH, defAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
//don't let them store a kick for the whole saberlock....
|
|
attacker->client->ps.saberMoveNext = defender->client->ps.saberMoveNext = LS_NONE;
|
|
//
|
|
if ( attStart > 0.0f )
|
|
{
|
|
if( ValidAnimFileIndex( attacker->client->clientInfo.animFileIndex ) )
|
|
{
|
|
anim = &level.knownAnimFileSets[attacker->client->clientInfo.animFileIndex].animations[attAnim];
|
|
advance = floor( anim->numFrames*attStart );
|
|
PM_SetAnimFrame( attacker, anim->firstFrame + advance, qtrue, qtrue );
|
|
#ifndef FINAL_BUILD
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
Com_Printf( "%s starting saber lock, anim = %s, %d frames to go!\n", attacker->NPC_type, animTable[attAnim].name, anim->numFrames-advance );
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
if ( defStart > 0.0f )
|
|
{
|
|
if( ValidAnimFileIndex( defender->client->clientInfo.animFileIndex ) )
|
|
{
|
|
anim = &level.knownAnimFileSets[defender->client->clientInfo.animFileIndex].animations[defAnim];
|
|
advance = ceil( anim->numFrames*defStart );
|
|
PM_SetAnimFrame( defender, anim->firstFrame + advance, qtrue, qtrue );//was anim->firstFrame + anim->numFrames - advance, but that's wrong since they are matched anims
|
|
#ifndef FINAL_BUILD
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
Com_Printf( "%s starting saber lock, anim = %s, %d frames to go!\n", defender->NPC_type, animTable[defAnim].name, advance );
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
VectorClear( attacker->client->ps.velocity );
|
|
VectorClear( attacker->client->ps.moveDir );
|
|
VectorClear( defender->client->ps.velocity );
|
|
VectorClear( defender->client->ps.moveDir );
|
|
if ( lockMode == LOCK_KYLE_GRAB1
|
|
|| lockMode == LOCK_KYLE_GRAB2
|
|
|| lockMode == LOCK_KYLE_GRAB3
|
|
|| lockMode == LOCK_FORCE_DRAIN )
|
|
{//not a real lock, just freeze them both in place
|
|
//can't move or attack
|
|
attacker->client->ps.pm_time = attacker->client->ps.weaponTime = attacker->client->ps.legsAnimTimer;
|
|
attacker->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
|
|
attacker->painDebounceTime = level.time + attacker->client->ps.pm_time;
|
|
if ( lockMode != LOCK_FORCE_DRAIN )
|
|
{
|
|
defender->client->ps.torsoAnimTimer += 200;
|
|
defender->client->ps.legsAnimTimer += 200;
|
|
}
|
|
defender->client->ps.pm_time = defender->client->ps.weaponTime = defender->client->ps.legsAnimTimer;
|
|
defender->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
|
|
if ( lockMode != LOCK_FORCE_DRAIN )
|
|
{
|
|
attacker->aimDebounceTime = level.time + attacker->client->ps.pm_time;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
attacker->client->ps.saberLockTime = defender->client->ps.saberLockTime = level.time + SABER_LOCK_TIME;
|
|
attacker->client->ps.legsAnimTimer = attacker->client->ps.torsoAnimTimer = defender->client->ps.legsAnimTimer = defender->client->ps.torsoAnimTimer = SABER_LOCK_TIME;
|
|
//attacker->client->ps.weaponTime = defender->client->ps.weaponTime = SABER_LOCK_TIME;
|
|
attacker->client->ps.saberLockEnemy = defender->s.number;
|
|
defender->client->ps.saberLockEnemy = attacker->s.number;
|
|
}
|
|
|
|
//MATCH ANGLES
|
|
if ( lockMode == LOCK_KYLE_GRAB1
|
|
|| lockMode == LOCK_KYLE_GRAB2
|
|
|| lockMode == LOCK_KYLE_GRAB3 )
|
|
{//not a real lock, just set pitch to 0
|
|
attacker->client->ps.viewangles[PITCH] = defender->client->ps.viewangles[PITCH] = 0;
|
|
}
|
|
else
|
|
{
|
|
//FIXME: if zDiff in elevation, make lower look up and upper look down and move them closer?
|
|
float defPitchAdd = 0, zDiff = ((attacker->currentOrigin[2]+attacker->client->standheight)-(defender->currentOrigin[2]+defender->client->standheight));
|
|
if ( zDiff > 24 )
|
|
{
|
|
defPitchAdd = -30;
|
|
}
|
|
else if ( zDiff < -24 )
|
|
{
|
|
defPitchAdd = 30;
|
|
}
|
|
else
|
|
{
|
|
defPitchAdd = zDiff/24.0f*-30.0f;
|
|
}
|
|
if ( attacker->NPC && defender->NPC )
|
|
{//if 2 NPCs, just set pitch to 0
|
|
attacker->client->ps.viewangles[PITCH] = -defPitchAdd;
|
|
defender->client->ps.viewangles[PITCH] = defPitchAdd;
|
|
}
|
|
else
|
|
{//if a player is involved, clamp player's pitch and match NPC's to player
|
|
if ( !attacker->s.number )
|
|
{
|
|
//clamp to defPitch
|
|
if ( attacker->client->ps.viewangles[PITCH] > -defPitchAdd + 10 )
|
|
{
|
|
attacker->client->ps.viewangles[PITCH] = -defPitchAdd + 10;
|
|
}
|
|
else if ( attacker->client->ps.viewangles[PITCH] < -defPitchAdd-10 )
|
|
{
|
|
attacker->client->ps.viewangles[PITCH] = -defPitchAdd-10;
|
|
}
|
|
//clamp to sane numbers
|
|
if ( attacker->client->ps.viewangles[PITCH] > 50 )
|
|
{
|
|
attacker->client->ps.viewangles[PITCH] = 50;
|
|
}
|
|
else if ( attacker->client->ps.viewangles[PITCH] < -50 )
|
|
{
|
|
attacker->client->ps.viewangles[PITCH] = -50;
|
|
}
|
|
defender->client->ps.viewangles[PITCH] = attacker->client->ps.viewangles[PITCH]*-1;
|
|
defPitchAdd = defender->client->ps.viewangles[PITCH];
|
|
}
|
|
else if ( !defender->s.number )
|
|
{
|
|
//clamp to defPitch
|
|
if ( defender->client->ps.viewangles[PITCH] > defPitchAdd + 10 )
|
|
{
|
|
defender->client->ps.viewangles[PITCH] = defPitchAdd + 10;
|
|
}
|
|
else if ( defender->client->ps.viewangles[PITCH] < defPitchAdd-10 )
|
|
{
|
|
defender->client->ps.viewangles[PITCH] = defPitchAdd-10;
|
|
}
|
|
//clamp to sane numbers
|
|
if ( defender->client->ps.viewangles[PITCH] > 50 )
|
|
{
|
|
defender->client->ps.viewangles[PITCH] = 50;
|
|
}
|
|
else if ( defender->client->ps.viewangles[PITCH] < -50 )
|
|
{
|
|
defender->client->ps.viewangles[PITCH] = -50;
|
|
}
|
|
defPitchAdd = defender->client->ps.viewangles[PITCH];
|
|
attacker->client->ps.viewangles[PITCH] = defender->client->ps.viewangles[PITCH]*-1;
|
|
}
|
|
}
|
|
}
|
|
vec3_t attAngles, defAngles, defDir;
|
|
VectorSubtract( defender->currentOrigin, attacker->currentOrigin, defDir );
|
|
VectorCopy( attacker->client->ps.viewangles, attAngles );
|
|
attAngles[YAW] = vectoyaw( defDir );
|
|
SetClientViewAngle( attacker, attAngles );
|
|
defAngles[PITCH] = attAngles[PITCH]*-1;
|
|
defAngles[YAW] = AngleNormalize180( attAngles[YAW] + 180);
|
|
defAngles[ROLL] = 0;
|
|
SetClientViewAngle( defender, defAngles );
|
|
|
|
//MATCH POSITIONS
|
|
vec3_t newOrg;
|
|
/*
|
|
idealDist -= fabs(defPitchAdd)/8.0f;
|
|
*/
|
|
float scale = (attacker->s.modelScale[0]+attacker->s.modelScale[1])*0.5f;
|
|
if ( scale && scale != 1.0f )
|
|
{
|
|
idealDist += 8*(scale-1.0f);
|
|
}
|
|
scale = (defender->s.modelScale[0]+defender->s.modelScale[1])*0.5f;
|
|
if ( scale && scale != 1.0f )
|
|
{
|
|
idealDist += 8*(scale-1.0f);
|
|
}
|
|
|
|
float diff = VectorNormalize( defDir ) - idealDist;//diff will be the total error in dist
|
|
//try to move attacker half the diff towards the defender
|
|
VectorMA( attacker->currentOrigin, diff*0.5f, defDir, newOrg );
|
|
trace_t trace;
|
|
gi.trace( &trace, attacker->currentOrigin, attacker->mins, attacker->maxs, newOrg, attacker->s.number, attacker->clipmask, (EG2_Collision)0, 0 );
|
|
if ( !trace.startsolid && !trace.allsolid )
|
|
{
|
|
G_SetOrigin( attacker, trace.endpos );
|
|
gi.linkentity( attacker );
|
|
}
|
|
//now get the defender's dist and do it for him too
|
|
vec3_t attDir;
|
|
VectorSubtract( attacker->currentOrigin, defender->currentOrigin, attDir );
|
|
diff = VectorNormalize( attDir ) - idealDist;//diff will be the total error in dist
|
|
//try to move defender all of the remaining diff towards the attacker
|
|
VectorMA( defender->currentOrigin, diff, attDir, newOrg );
|
|
gi.trace( &trace, defender->currentOrigin, defender->mins, defender->maxs, newOrg, defender->s.number, defender->clipmask, (EG2_Collision)0, 0 );
|
|
if ( !trace.startsolid && !trace.allsolid )
|
|
{
|
|
G_SetOrigin( defender, trace.endpos );
|
|
gi.linkentity( defender );
|
|
}
|
|
|
|
//DONE!
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
qboolean WP_SabersCheckLock( gentity_t *ent1, gentity_t *ent2 )
|
|
{
|
|
if ( ent1->client->playerTeam == ent2->client->playerTeam )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( ent1->client->NPC_class == CLASS_SABER_DROID
|
|
|| ent2->client->NPC_class == CLASS_SABER_DROID )
|
|
{//they don't have saberlock anims
|
|
return qfalse;
|
|
}
|
|
if ( ent1->client->ps.groundEntityNum == ENTITYNUM_NONE ||
|
|
ent2->client->ps.groundEntityNum == ENTITYNUM_NONE )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( (ent1->client->ps.saber[0].saberFlags&SFL_NOT_LOCKABLE)
|
|
|| (ent2->client->ps.saber[0].saberFlags&SFL_NOT_LOCKABLE) )
|
|
{//one of these sabers cannot lock (like a lance)
|
|
return qfalse;
|
|
}
|
|
if ( ent1->client->ps.dualSabers
|
|
&& ent1->client->ps.saber[1].Active()
|
|
&& (ent1->client->ps.saber[1].saberFlags&SFL_NOT_LOCKABLE) )
|
|
{//one of these sabers cannot lock (like a lance)
|
|
return qfalse;
|
|
}
|
|
if ( ent2->client->ps.dualSabers
|
|
&& ent2->client->ps.saber[1].Active()
|
|
&& (ent2->client->ps.saber[1].saberFlags&SFL_NOT_LOCKABLE) )
|
|
{//one of these sabers cannot lock (like a lance)
|
|
return qfalse;
|
|
}
|
|
if ( ent1->painDebounceTime > level.time-1000 || ent2->painDebounceTime > level.time-1000 )
|
|
{//can't saberlock if you're not ready
|
|
return qfalse;
|
|
}
|
|
if ( fabs( ent1->currentOrigin[2]-ent2->currentOrigin[2]) > 18 )
|
|
{
|
|
return qfalse;
|
|
}
|
|
float dist = DistanceSquared(ent1->currentOrigin,ent2->currentOrigin);
|
|
if ( dist < 64 || dist > 6400 )//( dist < 128 || dist > 2304 )
|
|
{//between 8 and 80 from each other//was 16 and 48
|
|
return qfalse;
|
|
}
|
|
if ( !InFOV( ent1, ent2, 40, 180 ) || !InFOV( ent2, ent1, 40, 180 ) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
//Check for certain anims that *cannot* lock
|
|
//FIXME: there should probably be a whole *list* of these, but I'll put them in as they come up
|
|
if ( ent1->client->ps.torsoAnim == BOTH_A2_STABBACK1 && ent1->client->ps.torsoAnimTimer > 300 )
|
|
{//can't lock when saber is behind you
|
|
return qfalse;
|
|
}
|
|
if ( ent2->client->ps.torsoAnim == BOTH_A2_STABBACK1 && ent2->client->ps.torsoAnimTimer > 300 )
|
|
{//can't lock when saber is behind you
|
|
return qfalse;
|
|
}
|
|
if ( PM_LockedAnim( ent1->client->ps.torsoAnim )
|
|
|| PM_LockedAnim( ent2->client->ps.torsoAnim ) )
|
|
{//stuck doing something else
|
|
return qfalse;
|
|
}
|
|
if ( PM_SaberLockBreakAnim( ent1->client->ps.torsoAnim )
|
|
|| PM_SaberLockBreakAnim( ent2->client->ps.torsoAnim ) )
|
|
{//still finishing the last lock break!
|
|
return qfalse;
|
|
}
|
|
//BR to TL lock
|
|
if ( ent1->client->ps.torsoAnim == BOTH_A1_BR_TL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A2_BR_TL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A3_BR_TL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A4_BR_TL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A5_BR_TL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A6_BR_TL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A7_BR_TL )
|
|
{//ent1 is attacking in the opposite diagonal
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_BR );
|
|
}
|
|
if ( ent2->client->ps.torsoAnim == BOTH_A1_BR_TL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A2_BR_TL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A3_BR_TL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A4_BR_TL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A5_BR_TL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A6_BR_TL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A7_BR_TL )
|
|
{//ent2 is attacking in the opposite diagonal
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_BR );
|
|
}
|
|
//BL to TR lock
|
|
if ( ent1->client->ps.torsoAnim == BOTH_A1_BL_TR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A2_BL_TR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A3_BL_TR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A4_BL_TR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A5_BL_TR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A6_BL_TR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A7_BL_TR )
|
|
{//ent1 is attacking in the opposite diagonal
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_BL );
|
|
}
|
|
if ( ent2->client->ps.torsoAnim == BOTH_A1_BL_TR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A2_BL_TR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A3_BL_TR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A4_BL_TR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A5_BL_TR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A6_BL_TR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A7_BL_TR )
|
|
{//ent2 is attacking in the opposite diagonal
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_BL );
|
|
}
|
|
//L to R lock
|
|
if ( ent1->client->ps.torsoAnim == BOTH_A1__L__R ||
|
|
ent1->client->ps.torsoAnim == BOTH_A2__L__R ||
|
|
ent1->client->ps.torsoAnim == BOTH_A3__L__R ||
|
|
ent1->client->ps.torsoAnim == BOTH_A4__L__R ||
|
|
ent1->client->ps.torsoAnim == BOTH_A5__L__R ||
|
|
ent1->client->ps.torsoAnim == BOTH_A6__L__R ||
|
|
ent1->client->ps.torsoAnim == BOTH_A7__L__R )
|
|
{//ent1 is attacking l to r
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_L );
|
|
/*
|
|
if ( ent2BlockingPlayer )
|
|
{//player will block this anyway
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_L );
|
|
}
|
|
if ( ent2->client->ps.torsoAnim == BOTH_A1_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A2_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A3_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A4_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A5_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A6_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A7_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_P1_S1_TR ||
|
|
ent2->client->ps.torsoAnim == BOTH_P1_S1_BL )
|
|
{//ent2 is attacking or blocking on the r
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_L );
|
|
}
|
|
if ( ent2Boss && !Q_irand( 0, 3 ) )
|
|
{
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_L );
|
|
}
|
|
*/
|
|
}
|
|
if ( ent2->client->ps.torsoAnim == BOTH_A1__L__R ||
|
|
ent2->client->ps.torsoAnim == BOTH_A2__L__R ||
|
|
ent2->client->ps.torsoAnim == BOTH_A3__L__R ||
|
|
ent2->client->ps.torsoAnim == BOTH_A4__L__R ||
|
|
ent2->client->ps.torsoAnim == BOTH_A5__L__R ||
|
|
ent2->client->ps.torsoAnim == BOTH_A6__L__R ||
|
|
ent2->client->ps.torsoAnim == BOTH_A7__L__R )
|
|
{//ent2 is attacking l to r
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_L );
|
|
/*
|
|
if ( ent1BlockingPlayer )
|
|
{//player will block this anyway
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_L );
|
|
}
|
|
if ( ent1->client->ps.torsoAnim == BOTH_A1_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A2_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A3_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A4_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A5_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A6_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A7_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_P1_S1_TR ||
|
|
ent1->client->ps.torsoAnim == BOTH_P1_S1_BL )
|
|
{//ent1 is attacking or blocking on the r
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_L );
|
|
}
|
|
if ( ent1Boss && !Q_irand( 0, 3 ) )
|
|
{
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_L );
|
|
}
|
|
*/
|
|
}
|
|
//R to L lock
|
|
if ( ent1->client->ps.torsoAnim == BOTH_A1__R__L ||
|
|
ent1->client->ps.torsoAnim == BOTH_A2__R__L ||
|
|
ent1->client->ps.torsoAnim == BOTH_A3__R__L ||
|
|
ent1->client->ps.torsoAnim == BOTH_A4__R__L ||
|
|
ent1->client->ps.torsoAnim == BOTH_A5__R__L ||
|
|
ent1->client->ps.torsoAnim == BOTH_A6__R__L ||
|
|
ent1->client->ps.torsoAnim == BOTH_A7__R__L )
|
|
{//ent1 is attacking r to l
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_R );
|
|
/*
|
|
if ( ent2BlockingPlayer )
|
|
{//player will block this anyway
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_R );
|
|
}
|
|
if ( ent2->client->ps.torsoAnim == BOTH_A1_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A2_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A3_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A4_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A5_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A6_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A7_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_P1_S1_TL ||
|
|
ent2->client->ps.torsoAnim == BOTH_P1_S1_BR )
|
|
{//ent2 is attacking or blocking on the l
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_R );
|
|
}
|
|
if ( ent2Boss && !Q_irand( 0, 3 ) )
|
|
{
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_R );
|
|
}
|
|
*/
|
|
}
|
|
if ( ent2->client->ps.torsoAnim == BOTH_A1__R__L ||
|
|
ent2->client->ps.torsoAnim == BOTH_A2__R__L ||
|
|
ent2->client->ps.torsoAnim == BOTH_A3__R__L ||
|
|
ent2->client->ps.torsoAnim == BOTH_A4__R__L ||
|
|
ent2->client->ps.torsoAnim == BOTH_A5__R__L ||
|
|
ent2->client->ps.torsoAnim == BOTH_A6__R__L ||
|
|
ent2->client->ps.torsoAnim == BOTH_A7__R__L )
|
|
{//ent2 is attacking r to l
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_R );
|
|
/*
|
|
if ( ent1BlockingPlayer )
|
|
{//player will block this anyway
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_R );
|
|
}
|
|
if ( ent1->client->ps.torsoAnim == BOTH_A1_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A2_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A3_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A4_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A5_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A6_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A7_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_P1_S1_TL ||
|
|
ent1->client->ps.torsoAnim == BOTH_P1_S1_BR )
|
|
{//ent1 is attacking or blocking on the l
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_R );
|
|
}
|
|
if ( ent1Boss && !Q_irand( 0, 3 ) )
|
|
{
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_R );
|
|
}
|
|
*/
|
|
}
|
|
//TR to BL lock
|
|
if ( ent1->client->ps.torsoAnim == BOTH_A1_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A2_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A3_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A4_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A5_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A6_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A7_TR_BL )
|
|
{//ent1 is attacking diagonally
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_TR );
|
|
/*
|
|
if ( ent2BlockingPlayer )
|
|
{//player will block this anyway
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_TR );
|
|
}
|
|
if ( ent2->client->ps.torsoAnim == BOTH_A1_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A2_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A3_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A4_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A5_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A6_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A7_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_P1_S1_TL )
|
|
{//ent2 is attacking in the opposite diagonal
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_TR );
|
|
}
|
|
if ( ent2->client->ps.torsoAnim == BOTH_A1_BR_TL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A2_BR_TL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A3_BR_TL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A4_BR_TL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A5_BR_TL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A6_BR_TL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A7_BR_TL ||
|
|
ent2->client->ps.torsoAnim == BOTH_P1_S1_BL )
|
|
{//ent2 is attacking in the opposite diagonal
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_BL );
|
|
}
|
|
if ( ent2Boss && !Q_irand( 0, 3 ) )
|
|
{
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_TR );
|
|
}
|
|
*/
|
|
}
|
|
|
|
if ( ent2->client->ps.torsoAnim == BOTH_A1_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A2_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A3_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A4_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A5_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A6_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A7_TR_BL )
|
|
{//ent2 is attacking diagonally
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_TR );
|
|
/*
|
|
if ( ent1BlockingPlayer )
|
|
{//player will block this anyway
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_TR );
|
|
}
|
|
if ( ent1->client->ps.torsoAnim == BOTH_A1_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A2_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A3_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A4_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A5_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A6_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A7_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_P1_S1_TL )
|
|
{//ent1 is attacking in the opposite diagonal
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_TR );
|
|
}
|
|
if ( ent1->client->ps.torsoAnim == BOTH_A1_BR_TL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A2_BR_TL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A3_BR_TL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A4_BR_TL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A5_BR_TL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A6_BR_TL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A7_BR_TL ||
|
|
ent1->client->ps.torsoAnim == BOTH_P1_S1_BL )
|
|
{//ent1 is attacking in the opposite diagonal
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_BL );
|
|
}
|
|
if ( ent1Boss && !Q_irand( 0, 3 ) )
|
|
{
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_TR );
|
|
}
|
|
*/
|
|
}
|
|
|
|
//TL to BR lock
|
|
if ( ent1->client->ps.torsoAnim == BOTH_A1_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A2_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A3_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A4_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A5_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A6_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A7_TL_BR )
|
|
{//ent1 is attacking diagonally
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_TL );
|
|
/*
|
|
if ( ent2BlockingPlayer )
|
|
{//player will block this anyway
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_TL );
|
|
}
|
|
if ( ent2->client->ps.torsoAnim == BOTH_A1_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A2_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A3_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A4_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A5_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A6_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A7_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_P1_S1_TR )
|
|
{//ent2 is attacking in the opposite diagonal
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_TL );
|
|
}
|
|
if ( ent2->client->ps.torsoAnim == BOTH_A1_BL_TR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A2_BL_TR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A3_BL_TR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A4_BL_TR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A5_BL_TR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A6_BL_TR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A7_BL_TR ||
|
|
ent2->client->ps.torsoAnim == BOTH_P1_S1_BR )
|
|
{//ent2 is attacking in the opposite diagonal
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_BR );
|
|
}
|
|
if ( ent2Boss && !Q_irand( 0, 3 ) )
|
|
{
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_TL );
|
|
}
|
|
*/
|
|
}
|
|
|
|
if ( ent2->client->ps.torsoAnim == BOTH_A1_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A2_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A3_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A4_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A5_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A6_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A7_TL_BR )
|
|
{//ent2 is attacking diagonally
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_TL );
|
|
/*
|
|
if ( ent1BlockingPlayer )
|
|
{//player will block this anyway
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_TL );
|
|
}
|
|
if ( ent1->client->ps.torsoAnim == BOTH_A1_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A2_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A3_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A4_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A5_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A6_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A7_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_P1_S1_TR )
|
|
{//ent1 is attacking in the opposite diagonal
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_TL );
|
|
}
|
|
if ( ent1->client->ps.torsoAnim == BOTH_A1_BL_TR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A2_BL_TR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A3_BL_TR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A4_BL_TR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A5_BL_TR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A6_BL_TR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A7_BL_TR ||
|
|
ent1->client->ps.torsoAnim == BOTH_P1_S1_BR )
|
|
{//ent1 is attacking in the opposite diagonal
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_BR );
|
|
}
|
|
if ( ent1Boss && !Q_irand( 0, 3 ) )
|
|
{
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_TL );
|
|
}
|
|
*/
|
|
}
|
|
//T to B lock
|
|
if ( ent1->client->ps.torsoAnim == BOTH_A1_T__B_ ||
|
|
ent1->client->ps.torsoAnim == BOTH_A2_T__B_ ||
|
|
ent1->client->ps.torsoAnim == BOTH_A3_T__B_ ||
|
|
ent1->client->ps.torsoAnim == BOTH_A4_T__B_ ||
|
|
ent1->client->ps.torsoAnim == BOTH_A5_T__B_ ||
|
|
ent1->client->ps.torsoAnim == BOTH_A6_T__B_ ||
|
|
ent1->client->ps.torsoAnim == BOTH_A7_T__B_ )
|
|
{//ent1 is attacking top-down
|
|
/*
|
|
if ( ent2->client->ps.torsoAnim == BOTH_P1_S1_T_ ||
|
|
ent2->client->ps.torsoAnim == BOTH_K1_S1_T_ )
|
|
*/
|
|
{//ent2 is blocking at top
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_TOP );
|
|
}
|
|
}
|
|
|
|
if ( ent2->client->ps.torsoAnim == BOTH_A1_T__B_ ||
|
|
ent2->client->ps.torsoAnim == BOTH_A2_T__B_ ||
|
|
ent2->client->ps.torsoAnim == BOTH_A3_T__B_ ||
|
|
ent2->client->ps.torsoAnim == BOTH_A4_T__B_ ||
|
|
ent2->client->ps.torsoAnim == BOTH_A5_T__B_ ||
|
|
ent2->client->ps.torsoAnim == BOTH_A6_T__B_ ||
|
|
ent2->client->ps.torsoAnim == BOTH_A7_T__B_ )
|
|
{//ent2 is attacking top-down
|
|
/*
|
|
if ( ent1->client->ps.torsoAnim == BOTH_P1_S1_T_ ||
|
|
ent1->client->ps.torsoAnim == BOTH_K1_S1_T_ )
|
|
*/
|
|
{//ent1 is blocking at top
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_TOP );
|
|
}
|
|
}
|
|
/*
|
|
if ( !Q_irand( 0, 10 ) )
|
|
{
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_RANDOM );
|
|
}
|
|
*/
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean WP_SaberParry( gentity_t *victim, gentity_t *attacker, int saberNum, int bladeNum )
|
|
{
|
|
if ( !victim || !victim->client || !attacker )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( Rosh_BeingHealed( victim ) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( G_InCinematicSaberAnim( victim ) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( PM_SuperBreakLoseAnim( victim->client->ps.torsoAnim )
|
|
|| PM_SuperBreakWinAnim( victim->client->ps.torsoAnim ) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( victim->s.number || g_saberAutoBlocking->integer || victim->client->ps.saberBlockingTime > level.time )
|
|
{//either an NPC or a player who is blocking
|
|
if ( !PM_SaberInTransitionAny( victim->client->ps.saberMove )
|
|
&& !PM_SaberInBounce( victim->client->ps.saberMove )
|
|
&& !PM_SaberInKnockaway( victim->client->ps.saberMove ) )
|
|
{//I'm not attacking, in transition or in a bounce or knockaway, so play a parry
|
|
WP_SaberBlockNonRandom( victim, saberHitLocation, qfalse );
|
|
}
|
|
victim->client->ps.saberEventFlags |= SEF_PARRIED;
|
|
|
|
//since it was parried, take away any damage done
|
|
//FIXME: what if the damage was done before the parry?
|
|
WP_SaberClearDamageForEntNum( attacker, victim->s.number, saberNum, bladeNum );
|
|
|
|
//tell the victim to get mad at me
|
|
if ( victim->enemy != attacker && victim->client->playerTeam != attacker->client->playerTeam )
|
|
{//they're not mad at me and they're not on my team
|
|
G_ClearEnemy( victim );
|
|
G_SetEnemy( victim, attacker );
|
|
}
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean WP_BrokenParryKnockDown( gentity_t *victim )
|
|
{
|
|
if ( !victim || !victim->client )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( PM_SuperBreakLoseAnim( victim->client->ps.torsoAnim )
|
|
|| PM_SuperBreakWinAnim( victim->client->ps.torsoAnim ) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( victim->client->ps.saberMove == LS_PARRY_UP
|
|
|| victim->client->ps.saberMove == LS_PARRY_UR
|
|
|| victim->client->ps.saberMove == LS_PARRY_UL
|
|
|| victim->client->ps.saberMove == LS_H1_BR
|
|
|| victim->client->ps.saberMove == LS_H1_B_
|
|
|| victim->client->ps.saberMove == LS_H1_BL )
|
|
{//knock their asses down!
|
|
int knockAnim = BOTH_KNOCKDOWN1;
|
|
if ( PM_CrouchAnim( victim->client->ps.legsAnim ) )
|
|
{
|
|
knockAnim = BOTH_KNOCKDOWN4;
|
|
}
|
|
NPC_SetAnim( victim, SETANIM_BOTH, knockAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
G_AddEvent( victim, EV_PAIN, victim->health );
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean G_TryingKataAttack( gentity_t *self, usercmd_t *cmd )
|
|
{
|
|
if ( g_saberNewControlScheme->integer )
|
|
{//use the new control scheme: force focus button
|
|
if ( (cmd->buttons&BUTTON_FORCE_FOCUS) )
|
|
{
|
|
return qtrue;
|
|
}
|
|
else
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
else //if ( self && self->client )
|
|
{//use the old control scheme
|
|
if ( (cmd->buttons&BUTTON_ALT_ATTACK) )
|
|
{//pressing alt-attack
|
|
//if ( !(self->client->ps.pm_flags&PMF_ALT_ATTACK_HELD) )
|
|
{//haven't been holding alt-attack
|
|
if ( (cmd->buttons&BUTTON_ATTACK) )
|
|
{//pressing attack
|
|
return qtrue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean G_TryingPullAttack( gentity_t *self, usercmd_t *cmd, qboolean amPulling )
|
|
{
|
|
if ( g_saberNewControlScheme->integer )
|
|
{//use the new control scheme: force focus button
|
|
if ( (cmd->buttons&BUTTON_FORCE_FOCUS) )
|
|
{
|
|
if ( self && self->client )
|
|
{
|
|
if ( self->client->ps.forcePowerLevel[FP_PULL] >= FORCE_LEVEL_3 )
|
|
{//force pull 3
|
|
if ( amPulling
|
|
|| (self->client->ps.forcePowersActive&(1<<FP_PULL))
|
|
|| self->client->ps.forcePowerDebounce[FP_PULL] > level.time ) //force-pulling
|
|
{//pulling
|
|
return qtrue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
else
|
|
{//use the old control scheme
|
|
if ( (cmd->buttons&BUTTON_ATTACK) )
|
|
{//pressing attack
|
|
if ( self && self->client )
|
|
{
|
|
if ( self->client->ps.forcePowerLevel[FP_PULL] >= FORCE_LEVEL_3 )
|
|
{//force pull 3
|
|
if ( amPulling
|
|
|| (self->client->ps.forcePowersActive&(1<<FP_PULL))
|
|
|| self->client->ps.forcePowerDebounce[FP_PULL] > level.time ) //force-pulling
|
|
{//pulling
|
|
return qtrue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean G_TryingCartwheel( gentity_t *self, usercmd_t *cmd )
|
|
{
|
|
if ( g_saberNewControlScheme->integer )
|
|
{//use the new control scheme: force focus button
|
|
if ( (cmd->buttons&BUTTON_FORCE_FOCUS) )
|
|
{
|
|
return qtrue;
|
|
}
|
|
else
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
else
|
|
{//use the old control scheme
|
|
if ( (cmd->buttons&BUTTON_ATTACK) )
|
|
{//pressing attack
|
|
if ( cmd->rightmove )
|
|
{
|
|
if ( self && self->client )
|
|
{
|
|
if ( cmd->upmove>0 //)
|
|
&& self->client->ps.groundEntityNum != ENTITYNUM_NONE )
|
|
{//on ground, pressing jump
|
|
return qtrue;
|
|
}
|
|
else
|
|
{//just jumped?
|
|
if ( self->client->ps.groundEntityNum == ENTITYNUM_NONE
|
|
&& level.time - self->client->ps.lastOnGround <= 50//250
|
|
&& (self->client->ps.pm_flags&PMF_JUMPING) )//jumping
|
|
{//just jumped this or last frame
|
|
return qtrue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean G_TryingSpecial( gentity_t *self, usercmd_t *cmd )
|
|
{
|
|
if ( g_saberNewControlScheme->integer )
|
|
{//use the new control scheme: force focus button
|
|
if ( (cmd->buttons&BUTTON_FORCE_FOCUS) )
|
|
{
|
|
return qtrue;
|
|
}
|
|
else
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
else
|
|
{//use the old control scheme
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
qboolean G_TryingJumpAttack( gentity_t *self, usercmd_t *cmd )
|
|
{
|
|
if ( g_saberNewControlScheme->integer )
|
|
{//use the new control scheme: force focus button
|
|
if ( (cmd->buttons&BUTTON_FORCE_FOCUS) )
|
|
{
|
|
return qtrue;
|
|
}
|
|
else
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
else
|
|
{//use the old control scheme
|
|
if ( (cmd->buttons&BUTTON_ATTACK) )
|
|
{//pressing attack
|
|
if ( cmd->upmove>0 )
|
|
{//pressing jump
|
|
return qtrue;
|
|
}
|
|
else if ( self && self->client )
|
|
{//just jumped?
|
|
if ( self->client->ps.groundEntityNum == ENTITYNUM_NONE
|
|
&& level.time - self->client->ps.lastOnGround <= 250
|
|
&& (self->client->ps.pm_flags&PMF_JUMPING) )//jumping
|
|
{//jumped within the last quarter second
|
|
return qtrue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean G_TryingJumpForwardAttack( gentity_t *self, usercmd_t *cmd )
|
|
{
|
|
if ( g_saberNewControlScheme->integer )
|
|
{//use the new control scheme: force focus button
|
|
if ( (cmd->buttons&BUTTON_FORCE_FOCUS) )
|
|
{
|
|
return qtrue;
|
|
}
|
|
else
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
else
|
|
{//use the old control scheme
|
|
if ( (cmd->buttons&BUTTON_ATTACK) )
|
|
{//pressing attack
|
|
if ( cmd->forwardmove > 0 )
|
|
{//moving forward
|
|
if ( self && self->client )
|
|
{
|
|
if ( cmd->upmove>0
|
|
&& self->client->ps.groundEntityNum != ENTITYNUM_NONE )
|
|
{//pressing jump
|
|
return qtrue;
|
|
}
|
|
else
|
|
{//no slop on forward jumps - must be precise!
|
|
if ( self->client->ps.groundEntityNum == ENTITYNUM_NONE
|
|
&& level.time - self->client->ps.lastOnGround <= 50
|
|
&& (self->client->ps.pm_flags&PMF_JUMPING) )//jumping
|
|
{//just jumped this or last frame
|
|
return qtrue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean G_TryingLungeAttack( gentity_t *self, usercmd_t *cmd )
|
|
{
|
|
if ( g_saberNewControlScheme->integer )
|
|
{//use the new control scheme: force focus button
|
|
if ( (cmd->buttons&BUTTON_FORCE_FOCUS) )
|
|
{
|
|
return qtrue;
|
|
}
|
|
else
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
else
|
|
{//use the old control scheme
|
|
if ( (cmd->buttons&BUTTON_ATTACK) )
|
|
{//pressing attack
|
|
if ( cmd->upmove<0 )
|
|
{//pressing crouch
|
|
return qtrue;
|
|
}
|
|
else if ( self && self->client )
|
|
{//just unducked?
|
|
if ( (self->client->ps.pm_flags&PMF_DUCKED) )
|
|
{//just unducking
|
|
return qtrue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
|
|
//FIXME: for these below funcs, maybe in the old control scheme some moves should still cost power... if so, pass in the saberMove and use a switch statement
|
|
qboolean G_EnoughPowerForSpecialMove( int forcePower, int cost, qboolean kataMove )
|
|
{
|
|
if ( g_saberNewControlScheme->integer || kataMove )
|
|
{//special moves cost power
|
|
if ( forcePower >= cost )
|
|
{
|
|
return qtrue;
|
|
}
|
|
else
|
|
{
|
|
cg.forceHUDTotalFlashTime = level.time + 1000;
|
|
return qfalse;
|
|
}
|
|
}
|
|
else
|
|
{//old control scheme: uses no power, so just do it
|
|
return qtrue;
|
|
}
|
|
}
|
|
|
|
void G_DrainPowerForSpecialMove( gentity_t *self, forcePowers_t fp, int cost, qboolean kataMove )
|
|
{
|
|
if ( !self || !self->client || self->s.number >= MAX_CLIENTS )
|
|
{
|
|
return;
|
|
}
|
|
if ( g_saberNewControlScheme->integer || kataMove )
|
|
{//special moves cost power
|
|
WP_ForcePowerDrain( self, fp, cost );//drain the required force power
|
|
}
|
|
else
|
|
{//old control scheme: uses no power, so just do it
|
|
}
|
|
}
|
|
|
|
int G_CostForSpecialMove( int cost, qboolean kataMove )
|
|
{
|
|
if ( g_saberNewControlScheme->integer || kataMove )
|
|
{//special moves cost power
|
|
return cost;
|
|
}
|
|
else
|
|
{//old control scheme: uses no power, so just do it
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
extern qboolean G_EntIsBreakable( int entityNum, gentity_t *breaker );
|
|
void WP_SaberRadiusDamage( gentity_t *ent, vec3_t point, float radius, int damage, float knockBack )
|
|
{
|
|
if ( !ent || !ent->client )
|
|
{
|
|
return;
|
|
}
|
|
else if ( radius <= 0.0f || (damage <= 0 && knockBack <= 0) )
|
|
{
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
vec3_t mins, maxs, entDir;
|
|
gentity_t *radiusEnts[128];
|
|
int numEnts, i;
|
|
float dist;
|
|
|
|
//Setup the bbox to search in
|
|
for ( i = 0; i < 3; i++ )
|
|
{
|
|
mins[i] = point[i] - radius;
|
|
maxs[i] = point[i] + radius;
|
|
}
|
|
|
|
//Get the number of entities in a given space
|
|
numEnts = gi.EntitiesInBox( mins, maxs, radiusEnts, 128 );
|
|
|
|
for ( i = 0; i < numEnts; i++ )
|
|
{
|
|
if ( !radiusEnts[i]->inuse )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( radiusEnts[i] == ent )
|
|
{//Skip myself
|
|
continue;
|
|
}
|
|
|
|
if ( radiusEnts[i]->client == NULL )
|
|
{//must be a client
|
|
if ( G_EntIsBreakable( radiusEnts[i]->s.number, ent ) )
|
|
{//damage breakables within range, but not as much
|
|
G_Damage( radiusEnts[i], ent, ent, vec3_origin, radiusEnts[i]->currentOrigin, 10, 0, MOD_EXPLOSIVE_SPLASH );
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if ( (radiusEnts[i]->client->ps.eFlags&EF_HELD_BY_RANCOR)
|
|
|| (radiusEnts[i]->client->ps.eFlags&EF_HELD_BY_WAMPA) )
|
|
{//can't be one being held
|
|
continue;
|
|
}
|
|
|
|
VectorSubtract( radiusEnts[i]->currentOrigin, point, entDir );
|
|
dist = VectorNormalize( entDir );
|
|
if ( dist <= radius )
|
|
{//in range
|
|
if ( damage > 0 )
|
|
{//do damage
|
|
int points = ceil((float)damage*dist/radius);
|
|
G_Damage( radiusEnts[i], ent, ent, vec3_origin, radiusEnts[i]->currentOrigin, points, DAMAGE_NO_KNOCKBACK, MOD_EXPLOSIVE_SPLASH );
|
|
}
|
|
if ( knockBack > 0 )
|
|
{//do knockback
|
|
if ( radiusEnts[i]->client
|
|
&& radiusEnts[i]->client->NPC_class != CLASS_RANCOR
|
|
&& radiusEnts[i]->client->NPC_class != CLASS_ATST
|
|
&& !(radiusEnts[i]->flags&FL_NO_KNOCKBACK) )//don't throw them back
|
|
{
|
|
float knockbackStr = knockBack*dist/radius;
|
|
entDir[2] += 0.1f;
|
|
VectorNormalize( entDir );
|
|
G_Throw( radiusEnts[i], entDir, knockbackStr );
|
|
if ( radiusEnts[i]->health > 0 )
|
|
{//still alive
|
|
if ( knockbackStr > 50 )
|
|
{//close enough and knockback high enough to possibly knock down
|
|
if ( dist < (radius*0.5f)
|
|
|| radiusEnts[i]->client->ps.groundEntityNum != ENTITYNUM_NONE )
|
|
{//within range of my fist or within ground-shaking range and not in the air
|
|
G_Knockdown( radiusEnts[i], ent, entDir, 500, qtrue );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
/*
|
|
---------------------------------------------------------
|
|
void WP_SaberDamageTrace( gentity_t *ent, int saberNum, int bladeNum )
|
|
|
|
Constantly trace from the old blade pos to new, down the saber beam and do damage
|
|
|
|
FIXME: if the dot product of the old muzzle dir and the new muzzle dir is < 0.75, subdivide it and do multiple traces so we don't flatten out the arc!
|
|
---------------------------------------------------------
|
|
*/
|
|
#define MAX_SABER_SWING_INC 0.33f
|
|
void WP_SaberDamageTrace( gentity_t *ent, int saberNum, int bladeNum )
|
|
{
|
|
vec3_t mp1, mp2, md1, md2, baseOld, baseNew, baseDiff, endOld, endNew, bladePointOld, bladePointNew;
|
|
float tipDmgMod = 1.0f;
|
|
float baseDamage;
|
|
int baseDFlags = 0;
|
|
qboolean hit_wall = qfalse;
|
|
qboolean brokenParry = qfalse;
|
|
|
|
for ( int ven = 0; ven < MAX_SABER_VICTIMS; ven++ )
|
|
{
|
|
victimEntityNum[ven] = ENTITYNUM_NONE;
|
|
}
|
|
memset( totalDmg, 0, sizeof( totalDmg) );
|
|
memset( dmgDir, 0, sizeof( dmgDir ) );
|
|
memset( dmgNormal, 0, sizeof( dmgNormal ) );
|
|
memset( dmgSpot, 0, sizeof( dmgSpot ) );
|
|
memset( dmgFraction, 0, sizeof( dmgFraction ) );
|
|
memset( hitLoc, HL_NONE, sizeof( hitLoc ) );
|
|
memset( hitDismemberLoc, HL_NONE, sizeof( hitDismemberLoc ) );
|
|
memset( hitDismember, qfalse, sizeof( hitDismember ) );
|
|
numVictims = 0;
|
|
VectorClear(saberHitLocation);
|
|
VectorClear(saberHitNormal);
|
|
saberHitFraction = 1.0; // Closest saber hit. The saber can do no damage past this point.
|
|
saberHitEntity = ENTITYNUM_NONE;
|
|
sabersCrossed = -1;
|
|
|
|
if ( !ent->client )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( !ent->s.number )
|
|
{//player never uses these
|
|
ent->client->ps.saberEventFlags &= ~SEF_EVENTS;
|
|
}
|
|
|
|
if ( ent->client->ps.saber[saberNum].blade[bladeNum].length <= 1 )//cen get down to 1 when in a wall
|
|
{//saber is not on
|
|
return;
|
|
}
|
|
|
|
if ( VectorCompare( ent->client->renderInfo.muzzlePointOld, vec3_origin ) || VectorCompare( ent->client->renderInfo.muzzleDirOld, vec3_origin ) )
|
|
{
|
|
//just started up the saber?
|
|
return;
|
|
}
|
|
|
|
int saberContents = 0;
|
|
if ( !(ent->client->ps.saber[saberNum].saberFlags&SFL_ON_IN_WATER) )
|
|
{//saber can't stay on underwater
|
|
saberContents = gi.pointcontents( ent->client->renderInfo.muzzlePoint, ent->client->ps.saberEntityNum );
|
|
}
|
|
if ( (saberContents&CONTENTS_WATER)||
|
|
(saberContents&CONTENTS_SLIME)||
|
|
(saberContents&CONTENTS_LAVA) )
|
|
{//um... turn off? Or just set length to 1?
|
|
//FIXME: short-out effect/sound?
|
|
ent->client->ps.saber[saberNum].blade[bladeNum].active = qfalse;
|
|
return;
|
|
}
|
|
else if (!g_saberNoEffects && gi.WE_IsOutside(ent->client->renderInfo.muzzlePoint))
|
|
{
|
|
float chanceOfFizz = gi.WE_GetChanceOfSaberFizz();
|
|
if (chanceOfFizz>0 && Q_flrand(0.0f, 1.0f)<chanceOfFizz)
|
|
{
|
|
vec3_t end; /*normal = {0,0,1};//FIXME: opposite of rain angles?*/
|
|
VectorMA( ent->client->ps.saber[saberNum].blade[bladeNum].muzzlePoint, ent->client->ps.saber[saberNum].blade[bladeNum].length*Q_flrand(0, 1), ent->client->ps.saber[saberNum].blade[bladeNum].muzzleDir, end );
|
|
G_PlayEffect( "saber/fizz", end );
|
|
}
|
|
}
|
|
|
|
//FIXMEFIXMEFIXME: When in force speed (esp. lvl 3), need to interpolate this because
|
|
// we animate so much faster that the arc is pretty much flat...
|
|
|
|
int entPowerLevel = 0;
|
|
if ( ent->client->NPC_class == CLASS_SABER_DROID )
|
|
{
|
|
entPowerLevel = SaberDroid_PowerLevelForSaberAnim( ent );
|
|
}
|
|
else if ( !ent->s.number && (ent->client->ps.forcePowersActive&(1<<FP_SPEED)) )
|
|
{
|
|
entPowerLevel = FORCE_LEVEL_3;
|
|
}
|
|
else
|
|
{
|
|
entPowerLevel = PM_PowerLevelForSaberAnim( &ent->client->ps, saberNum );
|
|
}
|
|
|
|
if ( entPowerLevel )
|
|
{
|
|
if ( ent->client->ps.forceRageRecoveryTime > level.time )
|
|
{
|
|
entPowerLevel = FORCE_LEVEL_1;
|
|
}
|
|
else if ( ent->client->ps.forcePowersActive & (1 << FP_RAGE) )
|
|
{
|
|
entPowerLevel += ent->client->ps.forcePowerLevel[FP_RAGE];
|
|
}
|
|
}
|
|
|
|
if ( ent->client->ps.saberInFlight )
|
|
{//flying sabers are much more deadly
|
|
//unless you're dead
|
|
if ( ent->health <= 0 && g_saberRealisticCombat->integer < 2 )
|
|
{//so enemies don't keep trying to block it
|
|
//FIXME: still do damage, just not to humanoid clients who should try to avoid it
|
|
//baseDamage = 0.0f;
|
|
return;
|
|
}
|
|
//or unless returning
|
|
else if ( ent->client->ps.saberEntityState == SES_RETURNING
|
|
&& !(ent->client->ps.saber[0].saberFlags&SFL_RETURN_DAMAGE) )//type != SABER_STAR )
|
|
{//special case, since we're returning, chances are if we hit something
|
|
//it's going to be butt-first. So do less damage.
|
|
baseDamage = 0.1f;
|
|
}
|
|
else
|
|
{
|
|
if ( !ent->s.number )
|
|
{//cheat for player
|
|
baseDamage = 10.0f;
|
|
}
|
|
else
|
|
{
|
|
baseDamage = 2.5f;
|
|
}
|
|
}
|
|
//Use old to current since can't predict it
|
|
VectorCopy( ent->client->ps.saber[saberNum].blade[bladeNum].muzzlePointOld, mp1 );
|
|
VectorCopy( ent->client->ps.saber[saberNum].blade[bladeNum].muzzleDirOld, md1 );
|
|
VectorCopy( ent->client->ps.saber[saberNum].blade[bladeNum].muzzlePoint, mp2 );
|
|
VectorCopy( ent->client->ps.saber[saberNum].blade[bladeNum].muzzleDir, md2 );
|
|
}
|
|
else
|
|
{
|
|
if ( ent->client->ps.torsoAnim == BOTH_A7_HILT )
|
|
{//no effects, no damage
|
|
return;
|
|
}
|
|
else if ( G_InCinematicSaberAnim( ent ) )
|
|
{
|
|
baseDFlags = DAMAGE_NO_KILL;
|
|
baseDamage = 0.1f;
|
|
}
|
|
else if ( ent->client->ps.saberMove == LS_READY
|
|
&& !PM_SaberInSpecialAttack( ent->client->ps.torsoAnim ) )
|
|
{//just do effects
|
|
if ( g_saberRealisticCombat->integer < 2 )
|
|
{//don't kill with this hit
|
|
baseDFlags = DAMAGE_NO_KILL;
|
|
}
|
|
if ( (!WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum )
|
|
&& (ent->client->ps.saber[saberNum].saberFlags2&SFL2_NO_IDLE_EFFECT) )
|
|
|| ( WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum )
|
|
&& (ent->client->ps.saber[saberNum].saberFlags2&SFL2_NO_IDLE_EFFECT2) )
|
|
)
|
|
{//do nothing at all when idle
|
|
return;
|
|
}
|
|
baseDamage = 0;
|
|
}
|
|
else if ( ent->client->ps.saberLockTime > level.time )
|
|
{//just do effects
|
|
if ( (!WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum )
|
|
&& (ent->client->ps.saber[saberNum].saberFlags2&SFL2_NO_IDLE_EFFECT) )
|
|
|| ( WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum )
|
|
&& (ent->client->ps.saber[saberNum].saberFlags2&SFL2_NO_IDLE_EFFECT2) )
|
|
)
|
|
{//do nothing at all when idle
|
|
return;
|
|
}
|
|
baseDamage = 0;
|
|
}
|
|
else if ( !WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum )
|
|
&& ent->client->ps.saber[saberNum].damageScale <= 0.0f
|
|
&& ent->client->ps.saber[saberNum].knockbackScale <= 0.0f )
|
|
{//this blade does no damage and no knockback (only for blocking?)
|
|
baseDamage = 0;
|
|
}
|
|
else if ( WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum )
|
|
&& ent->client->ps.saber[saberNum].damageScale2 <= 0.0f
|
|
&& ent->client->ps.saber[saberNum].knockbackScale2 <= 0.0f )
|
|
{//this blade does no damage and no knockback (only for blocking?)
|
|
baseDamage = 0;
|
|
}
|
|
else if ( ent->client->ps.saberBlocked > BLOCKED_NONE
|
|
|| ( !PM_SaberInAttack( ent->client->ps.saberMove )
|
|
&& !PM_SaberInSpecialAttack( ent->client->ps.torsoAnim )
|
|
&& !PM_SaberInTransitionAny( ent->client->ps.saberMove )
|
|
)
|
|
)
|
|
{//don't do damage if parrying/reflecting/bouncing/deflecting or not actually attacking or in a transition to/from/between attacks
|
|
if ( (!WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum )
|
|
&& (ent->client->ps.saber[saberNum].saberFlags2&SFL2_NO_IDLE_EFFECT) )
|
|
|| ( WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum )
|
|
&& (ent->client->ps.saber[saberNum].saberFlags2&SFL2_NO_IDLE_EFFECT2) )
|
|
)
|
|
{//do nothing at all when idle
|
|
return;
|
|
}
|
|
baseDamage = 0;
|
|
}
|
|
else
|
|
{//okay, in a saberMove that does damage
|
|
//make sure we're in the right anim
|
|
if ( !PM_SaberInSpecialAttack( ent->client->ps.torsoAnim )
|
|
&& !PM_InAnimForSaberMove( ent->client->ps.torsoAnim, ent->client->ps.saberMove ) )
|
|
{//forced into some other animation somehow, like a pain or death?
|
|
if ( (!WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum )
|
|
&& (ent->client->ps.saber[saberNum].saberFlags2&SFL2_NO_IDLE_EFFECT) )
|
|
|| ( WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum )
|
|
&& (ent->client->ps.saber[saberNum].saberFlags2&SFL2_NO_IDLE_EFFECT2) )
|
|
)
|
|
{//do nothing at all when idle
|
|
return;
|
|
}
|
|
baseDamage = 0;
|
|
}
|
|
else if ( ent->client->ps.weaponstate == WEAPON_FIRING && ent->client->ps.saberBlocked == BLOCKED_NONE &&
|
|
( PM_SaberInAttack(ent->client->ps.saberMove) || PM_SaberInSpecialAttack( ent->client->ps.torsoAnim ) || PM_SpinningSaberAnim(ent->client->ps.torsoAnim) || entPowerLevel > FORCE_LEVEL_2 || (WP_SaberBladeDoTransitionDamage( &ent->client->ps.saber[saberNum], bladeNum )&&PM_SaberInTransitionAny(ent->client->ps.saberMove)) ) )// || ent->client->ps.saberAnimLevel == SS_STAFF ) )
|
|
{//normal attack swing swinging/spinning (or if using strong set), do normal damage //FIXME: or if using staff?
|
|
//FIXME: more damage for higher attack power levels?
|
|
// More damage based on length/color of saber?
|
|
//FIXME: Desann does double damage?
|
|
if ( g_saberRealisticCombat->integer )
|
|
{
|
|
switch ( entPowerLevel )
|
|
{
|
|
default:
|
|
case FORCE_LEVEL_3:
|
|
baseDamage = 10.0f;
|
|
break;
|
|
case FORCE_LEVEL_2:
|
|
baseDamage = 5.0f;
|
|
break;
|
|
case FORCE_LEVEL_0:
|
|
case FORCE_LEVEL_1:
|
|
baseDamage = 2.5f;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( g_spskill->integer > 0
|
|
&& ent->s.number < MAX_CLIENTS
|
|
&& ( ent->client->ps.torsoAnim == BOTH_ROLL_STAB
|
|
|| ent->client->ps.torsoAnim == BOTH_SPINATTACK6
|
|
|| ent->client->ps.torsoAnim == BOTH_SPINATTACK7
|
|
|| ent->client->ps.torsoAnim == BOTH_LUNGE2_B__T_ ) )
|
|
{//*sigh*, these anim do less damage since they're so easy to do
|
|
baseDamage = 2.5f;
|
|
}
|
|
else
|
|
{
|
|
baseDamage = 2.5f * (float)entPowerLevel;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//saber is transitioning, defending or idle, don't do as much damage
|
|
//FIXME: strong attacks and returns should do damage and be unblockable
|
|
if ( g_timescale->value < 1.0 )
|
|
{//in slow mo or force speed, we need to do damage during the transitions
|
|
if ( g_saberRealisticCombat->integer )
|
|
{
|
|
switch ( entPowerLevel )
|
|
{
|
|
case FORCE_LEVEL_3:
|
|
baseDamage = 10.0f;
|
|
break;
|
|
case FORCE_LEVEL_2:
|
|
baseDamage = 5.0f;
|
|
break;
|
|
default:
|
|
case FORCE_LEVEL_1:
|
|
baseDamage = 2.5f;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
baseDamage = 2.5f * (float)entPowerLevel;
|
|
}
|
|
}
|
|
else// if ( !ent->s.number )
|
|
{//I have to do *some* damage in transitions or else you feel like a total gimp
|
|
baseDamage = 0.1f;
|
|
}
|
|
/*
|
|
else
|
|
{
|
|
baseDamage = 0;//was 1.0f;//was 0.25
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
|
|
//Use current to next since can predict it
|
|
//FIXME: if they're closer than the saber blade start, we don't want the
|
|
// arm to pass through them without any damage... so check the radius
|
|
// and push them away (do pain & knockback)
|
|
//FIXME: if going into/coming from a parry/reflection or going into a deflection, don't use old mp & dir? Otherwise, deflections will cut through?
|
|
//VectorCopy( ent->client->renderInfo.muzzlePoint, mp1 );
|
|
//VectorCopy( ent->client->renderInfo.muzzleDir, md1 );
|
|
//VectorCopy( ent->client->renderInfo.muzzlePointNext, mp2 );
|
|
//VectorCopy( ent->client->renderInfo.muzzleDirNext, md2 );
|
|
//prediction was causing gaps in swing (G2 problem) so *don't* predict
|
|
if ( ent->client->ps.saberDamageDebounceTime > level.time )
|
|
{//really only used when a saber attack start anim starts, not actually for stopping damage
|
|
//we just want to not use the old position to trace the attack from...
|
|
VectorCopy( ent->client->ps.saber[saberNum].blade[bladeNum].muzzlePoint, ent->client->ps.saber[saberNum].blade[bladeNum].muzzlePointOld );
|
|
VectorCopy( ent->client->ps.saber[saberNum].blade[bladeNum].muzzleDir, ent->client->ps.saber[saberNum].blade[bladeNum].muzzleDirOld );
|
|
}
|
|
//do the damage trace from the last position...
|
|
VectorCopy( ent->client->ps.saber[saberNum].blade[bladeNum].muzzlePointOld, mp1 );
|
|
VectorCopy( ent->client->ps.saber[saberNum].blade[bladeNum].muzzleDirOld, md1 );
|
|
//...to the current one.
|
|
VectorCopy( ent->client->ps.saber[saberNum].blade[bladeNum].muzzlePoint, mp2 );
|
|
VectorCopy( ent->client->ps.saber[saberNum].blade[bladeNum].muzzleDir, md2 );
|
|
|
|
//NOTE: this is a test, may not be necc, as I can still swing right through someone without hitting them, somehow...
|
|
//see if anyone is so close that they're within the dist from my origin to the start of the saber
|
|
if ( ent->health > 0 && !ent->client->ps.saberLockTime && saberNum == 0 && bladeNum == 0
|
|
&& !G_InCinematicSaberAnim( ent ) )
|
|
{//only do once - for first blade
|
|
trace_t trace;
|
|
gi.trace( &trace, ent->currentOrigin, vec3_origin, vec3_origin, mp1, ent->s.number, (MASK_SHOT&~(CONTENTS_CORPSE|CONTENTS_ITEM)), (EG2_Collision)0, 0 );
|
|
if ( trace.entityNum < ENTITYNUM_WORLD && (trace.entityNum > 0||ent->client->NPC_class == CLASS_DESANN) )//NPCs don't push player away, unless it's Desann
|
|
{//a valid ent
|
|
gentity_t *traceEnt = &g_entities[trace.entityNum];
|
|
if ( traceEnt
|
|
&& traceEnt->client
|
|
&& traceEnt->client->NPC_class != CLASS_RANCOR
|
|
&& traceEnt->client->NPC_class != CLASS_ATST
|
|
&& traceEnt->client->NPC_class != CLASS_WAMPA
|
|
&& traceEnt->client->NPC_class != CLASS_SAND_CREATURE
|
|
&& traceEnt->health > 0
|
|
&& traceEnt->client->playerTeam != ent->client->playerTeam
|
|
&& !PM_SuperBreakLoseAnim( traceEnt->client->ps.legsAnim )
|
|
&& !PM_SuperBreakLoseAnim( traceEnt->client->ps.torsoAnim )
|
|
&& !PM_SuperBreakWinAnim( traceEnt->client->ps.legsAnim )
|
|
&& !PM_SuperBreakWinAnim( traceEnt->client->ps.torsoAnim )
|
|
&& !PM_InKnockDown( &traceEnt->client->ps )
|
|
&& !PM_LockedAnim( traceEnt->client->ps.legsAnim )
|
|
&& !PM_LockedAnim( traceEnt->client->ps.torsoAnim )
|
|
&& !G_InCinematicSaberAnim( traceEnt ))
|
|
{//enemy client, push them away
|
|
if ( !traceEnt->client->ps.saberLockTime
|
|
&& !traceEnt->message
|
|
&& !(traceEnt->flags&FL_NO_KNOCKBACK)
|
|
&& (!traceEnt->NPC||traceEnt->NPC->jumpState!=JS_JUMPING) )
|
|
{//don't push people in saberlock or with security keys or who are in BS_JUMP
|
|
vec3_t hitDir;
|
|
VectorSubtract( trace.endpos, ent->currentOrigin, hitDir );
|
|
float totalDist = Distance( mp1, ent->currentOrigin );
|
|
float knockback = (totalDist-VectorNormalize( hitDir ))/totalDist * 200.0f;
|
|
hitDir[2] = 0;
|
|
//FIXME: do we need to call G_Throw? Seems unfair to put actual knockback on them, stops the attack
|
|
//G_Throw( traceEnt, hitDir, knockback );
|
|
VectorMA( traceEnt->client->ps.velocity, knockback, hitDir, traceEnt->client->ps.velocity );
|
|
traceEnt->client->ps.pm_time = 200;
|
|
traceEnt->client->ps.pm_flags |= PMF_TIME_NOFRICTION;
|
|
#ifndef FINAL_BUILD
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
gi.Printf( "%s pushing away %s at %s\n", ent->NPC_type, traceEnt->NPC_type, vtos( traceEnt->client->ps.velocity ) );
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//the thicker the blade, the more damage... the thinner, the less damage
|
|
baseDamage *= ent->client->ps.saber[saberNum].blade[bladeNum].radius/SABER_RADIUS_STANDARD;
|
|
|
|
if ( g_saberRealisticCombat->integer > 1 )
|
|
{//always do damage, and lots of it
|
|
if ( g_saberRealisticCombat->integer > 2 )
|
|
{//always do damage, and lots of it
|
|
baseDamage = 25.0f;
|
|
}
|
|
else if ( baseDamage > 0.1f )
|
|
{//only do super damage if we would have done damage according to normal rules
|
|
baseDamage = 25.0f;
|
|
}
|
|
}
|
|
else if ( ((!ent->s.number&&ent->client->ps.forcePowersActive&(1<<FP_SPEED))||ent->client->ps.forcePowersActive&(1<<FP_RAGE))
|
|
&& g_timescale->value < 1.0f )
|
|
{
|
|
baseDamage *= (1.0f-g_timescale->value);
|
|
}
|
|
if ( baseDamage > 0.1f )
|
|
{
|
|
if ( (ent->client->ps.forcePowersActive&(1<<FP_RAGE)) )
|
|
{//add some damage if raged
|
|
baseDamage += ent->client->ps.forcePowerLevel[FP_RAGE] * 5.0f;
|
|
}
|
|
else if ( ent->client->ps.forceRageRecoveryTime )
|
|
{//halve it if recovering
|
|
baseDamage *= 0.5f;
|
|
}
|
|
}
|
|
// Get the old state of the blade
|
|
VectorCopy( mp1, baseOld );
|
|
VectorMA( baseOld, ent->client->ps.saber[saberNum].blade[bladeNum].length, md1, endOld );
|
|
// Get the future state of the blade
|
|
VectorCopy( mp2, baseNew );
|
|
VectorMA( baseNew, ent->client->ps.saber[saberNum].blade[bladeNum].length, md2, endNew );
|
|
|
|
sabersCrossed = -1;
|
|
if ( VectorCompare2( baseOld, baseNew ) && VectorCompare2( endOld, endNew ) )
|
|
{
|
|
hit_wall = WP_SaberDamageForTrace( ent->s.number, mp2, endNew, baseDamage*4, md2,
|
|
qfalse, entPowerLevel, ent->client->ps.saber[saberNum].type, qfalse,
|
|
saberNum, bladeNum );
|
|
}
|
|
else
|
|
{
|
|
float aveLength, step = 8, stepsize = 8;
|
|
vec3_t ma1, ma2, md2ang, curBase1, curBase2;
|
|
int xx;
|
|
//do the trace at the base first
|
|
hit_wall = WP_SaberDamageForTrace( ent->s.number, baseOld, baseNew, baseDamage, md2,
|
|
qfalse, entPowerLevel, ent->client->ps.saber[saberNum].type, qtrue,
|
|
saberNum, bladeNum );
|
|
|
|
//if hit a saber, shorten rest of traces to match
|
|
if ( saberHitFraction < 1.0 )
|
|
{
|
|
//adjust muzzleDir...
|
|
vec3_t ma1, ma2;
|
|
vectoangles( md1, ma1 );
|
|
vectoangles( md2, ma2 );
|
|
for ( xx = 0; xx < 3; xx++ )
|
|
{
|
|
md2ang[xx] = LerpAngle( ma1[xx], ma2[xx], saberHitFraction );
|
|
}
|
|
AngleVectors( md2ang, md2, NULL, NULL );
|
|
//shorten the base pos
|
|
VectorSubtract( mp2, mp1, baseDiff );
|
|
VectorMA( mp1, saberHitFraction, baseDiff, baseNew );
|
|
VectorMA( baseNew, ent->client->ps.saber[saberNum].blade[bladeNum].length, md2, endNew );
|
|
}
|
|
|
|
//If the angle diff in the blade is high, need to do it in chunks of 33 to avoid flattening of the arc
|
|
float dirInc, curDirFrac;
|
|
if ( PM_SaberInAttack( ent->client->ps.saberMove )
|
|
|| PM_SaberInSpecialAttack( ent->client->ps.torsoAnim )
|
|
|| PM_SpinningSaberAnim( ent->client->ps.torsoAnim )
|
|
|| PM_InSpecialJump( ent->client->ps.torsoAnim )
|
|
|| (g_timescale->value<1.0f&&PM_SaberInTransitionAny( ent->client->ps.saberMove )) )
|
|
{
|
|
curDirFrac = DotProduct( md1, md2 );
|
|
}
|
|
else
|
|
{
|
|
curDirFrac = 1.0f;
|
|
}
|
|
//NOTE: if saber spun at least 180 degrees since last damage trace, this is not reliable...!
|
|
if ( fabs(curDirFrac) < 1.0f - MAX_SABER_SWING_INC )
|
|
{//the saber blade spun more than 33 degrees since the last damage trace
|
|
curDirFrac = dirInc = 1.0f/((1.0f - curDirFrac)/MAX_SABER_SWING_INC);
|
|
}
|
|
else
|
|
{
|
|
curDirFrac = 1.0f;
|
|
dirInc = 0.0f;
|
|
}
|
|
qboolean hit_saber = qfalse;
|
|
|
|
vectoangles( md1, ma1 );
|
|
vectoangles( md2, ma2 );
|
|
|
|
vec3_t curMD1, curMD2;//, mdDiff, dirDiff;
|
|
//VectorSubtract( md2, md1, mdDiff );
|
|
VectorCopy( md1, curMD2 );
|
|
VectorCopy( baseOld, curBase2 );
|
|
|
|
while ( 1 )
|
|
{
|
|
VectorCopy( curMD2, curMD1 );
|
|
VectorCopy( curBase2, curBase1 );
|
|
if ( curDirFrac >= 1.0f )
|
|
{
|
|
VectorCopy( md2, curMD2 );
|
|
VectorCopy( baseNew, curBase2 );
|
|
}
|
|
else
|
|
{
|
|
for ( xx = 0; xx < 3; xx++ )
|
|
{
|
|
md2ang[xx] = LerpAngle( ma1[xx], ma2[xx], curDirFrac );
|
|
}
|
|
AngleVectors( md2ang, curMD2, NULL, NULL );
|
|
//VectorMA( md1, curDirFrac, mdDiff, curMD2 );
|
|
VectorSubtract( baseNew, baseOld, baseDiff );
|
|
VectorMA( baseOld, curDirFrac, baseDiff, curBase2 );
|
|
}
|
|
// Move up the blade in intervals of stepsize
|
|
for ( step = stepsize; step < ent->client->ps.saber[saberNum].blade[bladeNum].length && step < ent->client->ps.saber[saberNum].blade[bladeNum].lengthOld; step+=12 )
|
|
{
|
|
VectorMA( curBase1, step, curMD1, bladePointOld );
|
|
VectorMA( curBase2, step, curMD2, bladePointNew );
|
|
if ( WP_SaberDamageForTrace( ent->s.number, bladePointOld, bladePointNew, baseDamage, curMD2,
|
|
qfalse, entPowerLevel, ent->client->ps.saber[saberNum].type, qtrue,
|
|
saberNum, bladeNum ) )
|
|
{
|
|
hit_wall = qtrue;
|
|
}
|
|
|
|
//if hit a saber, shorten rest of traces to match
|
|
if ( saberHitFraction < 1.0 )
|
|
{
|
|
//adjust muzzle endpoint
|
|
VectorSubtract( mp2, mp1, baseDiff );
|
|
VectorMA( mp1, saberHitFraction, baseDiff, baseNew );
|
|
VectorMA( baseNew, ent->client->ps.saber[saberNum].blade[bladeNum].length, curMD2, endNew );
|
|
//adjust muzzleDir...
|
|
vec3_t curMA1, curMA2;
|
|
vectoangles( curMD1, curMA1 );
|
|
vectoangles( curMD2, curMA2 );
|
|
for ( xx = 0; xx < 3; xx++ )
|
|
{
|
|
md2ang[xx] = LerpAngle( curMA1[xx], curMA2[xx], saberHitFraction );
|
|
}
|
|
AngleVectors( md2ang, curMD2, NULL, NULL );
|
|
/*
|
|
VectorSubtract( curMD2, curMD1, dirDiff );
|
|
VectorMA( curMD1, saberHitFraction, dirDiff, curMD2 );
|
|
*/
|
|
hit_saber = qtrue;
|
|
}
|
|
if (hit_wall)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if ( hit_wall || hit_saber )
|
|
{
|
|
break;
|
|
}
|
|
if ( curDirFrac >= 1.0f )
|
|
{
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
curDirFrac += dirInc;
|
|
if ( curDirFrac >= 1.0f )
|
|
{
|
|
curDirFrac = 1.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
//do the trace at the end last
|
|
//Special check- adjust for length of blade not being a multiple of 12
|
|
aveLength = (ent->client->ps.saber[saberNum].blade[bladeNum].lengthOld + ent->client->ps.saber[saberNum].blade[bladeNum].length)/2;
|
|
if ( step > aveLength )
|
|
{//less dmg if the last interval was not stepsize
|
|
tipDmgMod = (stepsize-(step-aveLength))/stepsize;
|
|
}
|
|
//NOTE: since this is the tip, we do not extrapolate the extra 16
|
|
if ( WP_SaberDamageForTrace( ent->s.number, endOld, endNew, tipDmgMod*baseDamage, md2,
|
|
qfalse, entPowerLevel, ent->client->ps.saber[saberNum].type, qfalse,
|
|
saberNum, bladeNum ) )
|
|
{
|
|
hit_wall = qtrue;
|
|
}
|
|
}
|
|
|
|
if ( (saberHitFraction < 1.0f||(sabersCrossed>=0&&sabersCrossed<=32.0f)) && (ent->client->ps.weaponstate == WEAPON_FIRING || ent->client->ps.saberInFlight || G_InCinematicSaberAnim( ent ) ) )
|
|
{// The saber (in-hand) hit another saber, mano.
|
|
qboolean inFlightSaberBlocked = qfalse;
|
|
qboolean collisionResolved = qfalse;
|
|
qboolean deflected = qfalse;
|
|
|
|
gentity_t *hitEnt = &g_entities[saberHitEntity];
|
|
gentity_t *hitOwner = NULL;
|
|
int hitOwnerPowerLevel = FORCE_LEVEL_0;
|
|
|
|
if ( hitEnt )
|
|
{
|
|
hitOwner = hitEnt->owner;
|
|
}
|
|
if ( hitOwner && hitOwner->client )
|
|
{
|
|
hitOwnerPowerLevel = PM_PowerLevelForSaberAnim( &hitOwner->client->ps );
|
|
/*
|
|
if ( entPowerLevel >= FORCE_LEVEL_3
|
|
&& PM_SaberInSpecialAttack( ent->client->ps.torsoAnim ) )
|
|
{//a special "unblockable" attack
|
|
if ( hitOwner->client->NPC_class == CLASS_ALORA
|
|
|| hitOwner->client->NPC_class == CLASS_SHADOWTROOPER
|
|
|| (hitOwner->NPC&&(hitOwner->NPC->aiFlags&NPCAI_BOSS_CHARACTER)) )
|
|
{//these masters can even block unblockables (stops cheap kills)
|
|
entPowerLevel = FORCE_LEVEL_2;
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
|
|
//FIXME: check for certain anims, facing, etc, to make them lock into a sabers-locked pose
|
|
//SEF_LOCKED
|
|
|
|
if ( ent->client->ps.saberInFlight && saberNum == 0 &&
|
|
ent->client->ps.saber[saberNum].blade[bladeNum].active &&
|
|
ent->client->ps.saberEntityNum != ENTITYNUM_NONE &&
|
|
ent->client->ps.saberEntityState != SES_RETURNING )
|
|
{//saber was blocked, return it
|
|
inFlightSaberBlocked = qtrue;
|
|
}
|
|
|
|
//FIXME: based on strength, position and angle of attack & defense, decide if:
|
|
// defender and attacker lock sabers
|
|
// *defender's parry should hold and attack bounces (or deflects, based on angle of sabers)
|
|
// *defender's parry is somewhat broken and both bounce (or deflect)
|
|
// *defender's parry is broken and they bounce while attacker's attack deflects or carries through (especially if they're dead)
|
|
// defender is knocked down and attack goes through
|
|
|
|
//Check deflections and broken parries
|
|
if ( hitOwner && hitOwner->health > 0 && ent->health > 0 //both are alive
|
|
&& !inFlightSaberBlocked && hitOwner->client && !hitOwner->client->ps.saberInFlight && !ent->client->ps.saberInFlight//both have sabers in-hand
|
|
&& ent->client->ps.saberBlocked != BLOCKED_PARRY_BROKEN
|
|
&& ent->client->ps.saberLockTime < level.time
|
|
&& hitOwner->client->ps.saberLockTime < level.time )
|
|
{//2 in-hand sabers hit
|
|
//FIXME: defender should not parry or block at all if not in a saber anim... like, if in a roll or knockdown...
|
|
if ( baseDamage )
|
|
{//there is damage involved, not just effects
|
|
qboolean entAttacking = qfalse;
|
|
qboolean hitOwnerAttacking = qfalse;
|
|
qboolean entDefending = qfalse;
|
|
qboolean hitOwnerDefending = qfalse;
|
|
qboolean forceLock = qfalse;
|
|
|
|
if ( (ent->client->NPC_class == CLASS_KYLE && (ent->spawnflags&1) && hitOwner->s.number < MAX_CLIENTS )
|
|
|| (hitOwner->client->NPC_class == CLASS_KYLE && (hitOwner->spawnflags&1) && ent->s.number < MAX_CLIENTS ) )
|
|
{//Player vs. Kyle Boss == lots of saberlocks
|
|
if ( !Q_irand( 0, 2 ) )
|
|
{
|
|
forceLock = qtrue;
|
|
}
|
|
}
|
|
|
|
if ( PM_SaberInAttack( ent->client->ps.saberMove ) || PM_SaberInSpecialAttack( ent->client->ps.torsoAnim ) )
|
|
{
|
|
entAttacking = qtrue;
|
|
}
|
|
else if ( entPowerLevel > FORCE_LEVEL_2 )
|
|
{//stronger styles count as attacking even if in a transition
|
|
if ( PM_SaberInTransitionAny( ent->client->ps.saberMove ) )
|
|
{
|
|
entAttacking = qtrue;
|
|
}
|
|
}
|
|
if ( PM_SaberInParry( ent->client->ps.saberMove )
|
|
|| ent->client->ps.saberMove == LS_READY )
|
|
{
|
|
entDefending = qtrue;
|
|
}
|
|
|
|
if ( ent->client->ps.torsoAnim == BOTH_A1_SPECIAL
|
|
|| ent->client->ps.torsoAnim == BOTH_A2_SPECIAL
|
|
|| ent->client->ps.torsoAnim == BOTH_A3_SPECIAL )
|
|
{//parry/block/break-parry bonus for single-style kata moves
|
|
entPowerLevel++;
|
|
}
|
|
if ( entAttacking )
|
|
{//add twoHanded bonus and breakParryBonus to entPowerLevel here
|
|
//This makes staff too powerful
|
|
if ( (ent->client->ps.saber[saberNum].saberFlags&SFL_TWO_HANDED) )
|
|
{
|
|
entPowerLevel++;
|
|
}
|
|
//FIXME: what if dualSabers && both sabers are hitting at same time?
|
|
if ( !WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum ) )
|
|
{
|
|
entPowerLevel += ent->client->ps.saber[saberNum].breakParryBonus;
|
|
}
|
|
else if ( WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum ) )
|
|
{
|
|
entPowerLevel += ent->client->ps.saber[saberNum].breakParryBonus2;
|
|
}
|
|
}
|
|
else if ( entDefending )
|
|
{//add twoHanded bonus and dualSaber bonus and parryBonus to entPowerLevel here
|
|
if ( (ent->client->ps.saber[saberNum].saberFlags&SFL_TWO_HANDED)
|
|
|| (ent->client->ps.dualSabers && ent->client->ps.saber[1].Active()) )
|
|
{
|
|
entPowerLevel++;
|
|
}
|
|
//FIXME: what about second saber if dualSabers?
|
|
entPowerLevel += ent->client->ps.saber[saberNum].parryBonus;
|
|
}
|
|
|
|
if ( PM_SaberInAttack( hitOwner->client->ps.saberMove ) || PM_SaberInSpecialAttack( hitOwner->client->ps.torsoAnim ) )
|
|
{
|
|
hitOwnerAttacking = qtrue;
|
|
}
|
|
else if ( hitOwnerPowerLevel > FORCE_LEVEL_2 )
|
|
{//stronger styles count as attacking even if in a transition
|
|
if ( PM_SaberInTransitionAny( hitOwner->client->ps.saberMove ) )
|
|
{
|
|
hitOwnerAttacking = qtrue;
|
|
}
|
|
}
|
|
if ( PM_SaberInParry( hitOwner->client->ps.saberMove )
|
|
|| hitOwner->client->ps.saberMove == LS_READY )
|
|
{
|
|
hitOwnerDefending = qtrue;
|
|
}
|
|
|
|
if ( hitOwner->client->ps.torsoAnim == BOTH_A1_SPECIAL
|
|
|| hitOwner->client->ps.torsoAnim == BOTH_A2_SPECIAL
|
|
|| hitOwner->client->ps.torsoAnim == BOTH_A3_SPECIAL )
|
|
{//parry/block/break-parry bonus for single-style kata moves
|
|
hitOwnerPowerLevel++;
|
|
}
|
|
if ( hitOwnerAttacking )
|
|
{//add twoHanded bonus and breakParryBonus to entPowerLevel here
|
|
if ( (hitOwner->client->ps.saber[0].saberFlags&SFL_TWO_HANDED) )
|
|
{
|
|
hitOwnerPowerLevel++;
|
|
}
|
|
hitOwnerPowerLevel += hitOwner->client->ps.saber[0].breakParryBonus;
|
|
if ( hitOwner->client->ps.dualSabers && Q_irand( 0, 1 ) )
|
|
{//FIXME: assumes both sabers are hitting at same time...?
|
|
hitOwnerPowerLevel += 1 + hitOwner->client->ps.saber[1].breakParryBonus;
|
|
}
|
|
}
|
|
else if ( hitOwnerDefending )
|
|
{//add twoHanded bonus and dualSaber bonus and parryBonus to entPowerLevel here
|
|
if ( (hitOwner->client->ps.saber[0].saberFlags&SFL_TWO_HANDED)
|
|
|| (hitOwner->client->ps.dualSabers && hitOwner->client->ps.saber[1].Active()) )
|
|
{
|
|
hitOwnerPowerLevel++;
|
|
}
|
|
hitOwnerPowerLevel += hitOwner->client->ps.saber[0].parryBonus;
|
|
if ( hitOwner->client->ps.dualSabers && Q_irand( 0, 1 ) )
|
|
{//FIXME: assumes both sabers are defending at same time...?
|
|
hitOwnerPowerLevel += 1 + hitOwner->client->ps.saber[1].parryBonus;
|
|
}
|
|
}
|
|
|
|
if ( PM_SuperBreakLoseAnim( ent->client->ps.torsoAnim )
|
|
|| PM_SuperBreakWinAnim( ent->client->ps.torsoAnim )
|
|
|| PM_SuperBreakLoseAnim( hitOwner->client->ps.torsoAnim )
|
|
|| PM_SuperBreakWinAnim( hitOwner->client->ps.torsoAnim ) )
|
|
{//don't mess with this
|
|
collisionResolved = qtrue;
|
|
}
|
|
else if ( entAttacking
|
|
&& hitOwnerAttacking
|
|
&& !Q_irand( 0, g_saberLockRandomNess->integer )
|
|
&& ( g_debugSaberLock->integer || forceLock
|
|
|| entPowerLevel == hitOwnerPowerLevel
|
|
|| (entPowerLevel > FORCE_LEVEL_2 && hitOwnerPowerLevel > FORCE_LEVEL_2 )
|
|
|| (entPowerLevel < FORCE_LEVEL_3 && hitOwnerPowerLevel < FORCE_LEVEL_3 && hitOwner->client->ps.forcePowerLevel[FP_SABER_OFFENSE] > FORCE_LEVEL_2 && Q_irand( 0, 3 ))
|
|
|| (entPowerLevel < FORCE_LEVEL_2 && hitOwnerPowerLevel < FORCE_LEVEL_3 && hitOwner->client->ps.forcePowerLevel[FP_SABER_OFFENSE] > FORCE_LEVEL_1 && Q_irand( 0, 2 ))
|
|
|| (hitOwnerPowerLevel < FORCE_LEVEL_3 && entPowerLevel < FORCE_LEVEL_3 && ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] > FORCE_LEVEL_2 && !Q_irand( 0, 1 ))
|
|
|| (hitOwnerPowerLevel < FORCE_LEVEL_2 && entPowerLevel < FORCE_LEVEL_3 && ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] > FORCE_LEVEL_1 && !Q_irand( 0, 1 )))
|
|
&& WP_SabersCheckLock( ent, hitOwner ) )
|
|
{
|
|
collisionResolved = qtrue;
|
|
}
|
|
else if ( hitOwnerAttacking
|
|
&& entDefending
|
|
&& !Q_irand( 0, g_saberLockRandomNess->integer*3 )
|
|
&& (g_debugSaberLock->integer || forceLock ||
|
|
((ent->client->ps.saberMove != LS_READY || (hitOwnerPowerLevel-ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE]) < Q_irand( -6, 0 ) )
|
|
&& ((hitOwnerPowerLevel < FORCE_LEVEL_3 && ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] > FORCE_LEVEL_2 )||
|
|
(hitOwnerPowerLevel < FORCE_LEVEL_2 && ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] > FORCE_LEVEL_1 )||
|
|
(hitOwnerPowerLevel < FORCE_LEVEL_3 && ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] > FORCE_LEVEL_0 && !Q_irand( 0, (hitOwnerPowerLevel-ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE]+1)*2 ))) ))
|
|
&& WP_SabersCheckLock( hitOwner, ent ) )
|
|
{
|
|
collisionResolved = qtrue;
|
|
}
|
|
else if ( entAttacking && hitOwnerDefending )
|
|
{//I'm attacking hit, they're parrying
|
|
qboolean activeDefense = (qboolean)(hitOwner->s.number||g_saberAutoBlocking->integer||hitOwner->client->ps.saberBlockingTime > level.time);
|
|
if ( !Q_irand( 0, g_saberLockRandomNess->integer*3 )
|
|
&& activeDefense
|
|
&& (g_debugSaberLock->integer || forceLock ||
|
|
((hitOwner->client->ps.saberMove != LS_READY || (entPowerLevel-hitOwner->client->ps.forcePowerLevel[FP_SABER_DEFENSE]) < Q_irand( -6, 0 ) )
|
|
&& ( ( entPowerLevel < FORCE_LEVEL_3 && hitOwner->client->ps.forcePowerLevel[FP_SABER_DEFENSE] > FORCE_LEVEL_2 )
|
|
|| ( entPowerLevel < FORCE_LEVEL_2 && hitOwner->client->ps.forcePowerLevel[FP_SABER_DEFENSE] > FORCE_LEVEL_1 )
|
|
|| ( entPowerLevel < FORCE_LEVEL_3 && hitOwner->client->ps.forcePowerLevel[FP_SABER_DEFENSE] > FORCE_LEVEL_0 && !Q_irand( 0, (entPowerLevel-hitOwner->client->ps.forcePowerLevel[FP_SABER_DEFENSE]+1)*2 )) ) ))
|
|
&& WP_SabersCheckLock( ent, hitOwner ) )
|
|
{
|
|
collisionResolved = qtrue;
|
|
}
|
|
else if ( saberHitFraction < 1.0f )
|
|
{//an actual collision
|
|
if ( entPowerLevel < FORCE_LEVEL_3 && activeDefense )
|
|
{//strong attacks cannot be deflected
|
|
//based on angle of attack & angle of defensive saber, see if I should deflect off in another dir rather than bounce back
|
|
deflected = WP_GetSaberDeflectionAngle( ent, hitOwner );
|
|
//just so Jedi knows that he was blocked
|
|
ent->client->ps.saberEventFlags |= SEF_BLOCKED;
|
|
}
|
|
//base parry breaks on animation (saber attack level), not FP_SABER_OFFENSE
|
|
if ( entPowerLevel < FORCE_LEVEL_3
|
|
//&& ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] < FORCE_LEVEL_3//if you have high saber offense, you cannot have your attack knocked away, regardless of what style you're using?
|
|
//&& hitOwner->client->ps.saberAnimLevel != FORCE_LEVEL_5
|
|
&& activeDefense
|
|
&& (hitOwnerPowerLevel > FORCE_LEVEL_2||(hitOwner->client->ps.forcePowerLevel[FP_SABER_DEFENSE]>FORCE_LEVEL_2&&Q_irand(0,hitOwner->client->ps.forcePowerLevel[FP_SABER_OFFENSE]))) )
|
|
{//knockaways can make fast-attacker go into a broken parry anim if the ent is using fast or med (but not Tavion)
|
|
//make me parry
|
|
WP_SaberParry( hitOwner, ent, saberNum, bladeNum );
|
|
//turn the parry into a knockaway
|
|
hitOwner->client->ps.saberBounceMove = PM_KnockawayForParry( hitOwner->client->ps.saberBlocked );
|
|
//make them go into a broken parry
|
|
ent->client->ps.saberBounceMove = PM_BrokenParryForAttack( ent->client->ps.saberMove );
|
|
ent->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
|
|
if ( saberNum == 0 )
|
|
{//FIXME: can only lose right-hand saber for now
|
|
if ( !(ent->client->ps.saber[saberNum].saberFlags&SFL_NOT_DISARMABLE)
|
|
&& ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] < FORCE_LEVEL_2
|
|
//&& (ent->s.number||g_saberRealisticCombat->integer)
|
|
&& Q_irand( 0, hitOwner->client->ps.SaberDisarmBonus( 0 ) ) > 0
|
|
&& (hitOwner->s.number || g_saberAutoBlocking->integer || !Q_irand( 0, 2 )) )//if player defending and autoblocking is on, this is less likely to happen, so don't do the random check
|
|
{//knocked the saber right out of his hand! (never happens to player)
|
|
//Get a good velocity to send the saber in based on my parry move
|
|
vec3_t throwDir;
|
|
if ( !PM_VelocityForBlockedMove( &hitOwner->client->ps, throwDir ) )
|
|
{
|
|
PM_VelocityForSaberMove( &ent->client->ps, throwDir );
|
|
}
|
|
WP_SaberLose( ent, throwDir );
|
|
}
|
|
}
|
|
//just so Jedi knows that he was blocked
|
|
ent->client->ps.saberEventFlags |= SEF_BLOCKED;
|
|
#ifndef FINAL_BUILD
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
gi.Printf( S_COLOR_RED"%s knockaway %s's attack, new move = %s, anim = %s\n", hitOwner->NPC_type, ent->NPC_type, saberMoveData[ent->client->ps.saberBounceMove].name, animTable[saberMoveData[ent->client->ps.saberBounceMove].animToUse].name );
|
|
}
|
|
#endif
|
|
}
|
|
else if ( !activeDefense//they're not defending
|
|
|| (entPowerLevel > FORCE_LEVEL_2 //I hit hard
|
|
&& hitOwnerPowerLevel < entPowerLevel)//they are defending, but their defense strength is lower than my attack...
|
|
|| (!deflected && Q_irand( 0, Q_max(0, PM_PowerLevelForSaberAnim( &ent->client->ps, saberNum ) - hitOwner->client->ps.forcePowerLevel[FP_SABER_DEFENSE])/*PM_PowerLevelForSaberAnim( &hitOwner->client->ps )*/ ) > 0 ) )
|
|
{//broke their parry altogether
|
|
if ( entPowerLevel > FORCE_LEVEL_2 || Q_irand( 0, Q_max(0, ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] - hitOwner->client->ps.forcePowerLevel[FP_SABER_DEFENSE]) ) )
|
|
{//chance of continuing with the attack (not bouncing back)
|
|
ent->client->ps.saberEventFlags &= ~SEF_BLOCKED;
|
|
ent->client->ps.saberBounceMove = LS_NONE;
|
|
brokenParry = qtrue;
|
|
}
|
|
//do some time-consuming saber-knocked-aside broken parry anim
|
|
hitOwner->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
|
|
hitOwner->client->ps.saberBounceMove = LS_NONE;
|
|
//FIXME: for now, you always disarm the right-hand saber
|
|
if ( !(hitOwner->client->ps.saber[0].saberFlags&SFL_NOT_DISARMABLE)
|
|
&& hitOwner->client->ps.forcePowerLevel[FP_SABER_DEFENSE] < FORCE_LEVEL_2
|
|
//&& (ent->s.number||g_saberRealisticCombat->integer)
|
|
&& Q_irand( 0, 2-ent->client->ps.SaberDisarmBonus( bladeNum ) ) <= 0 )
|
|
{//knocked the saber right out of his hand!
|
|
//get the right velocity for my attack direction
|
|
vec3_t throwDir;
|
|
PM_VelocityForSaberMove( &ent->client->ps, throwDir );
|
|
WP_SaberLose( hitOwner, throwDir );
|
|
if ( (ent->client->ps.saberAnimLevel == SS_STRONG && !Q_irand(0,3) )
|
|
|| ( ent->client->ps.saberAnimLevel==SS_DESANN&&!Q_irand(0,1) ) )
|
|
{// a strong attack
|
|
if ( WP_BrokenParryKnockDown( hitOwner ) )
|
|
{
|
|
hitOwner->client->ps.saberBlocked = BLOCKED_NONE;
|
|
hitOwner->client->ps.saberBounceMove = LS_NONE;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( (ent->client->ps.saberAnimLevel == SS_STRONG && !Q_irand(0,5) )
|
|
|| ( ent->client->ps.saberAnimLevel==SS_DESANN&&!Q_irand(0,3) ) )
|
|
{// a strong attack
|
|
if ( WP_BrokenParryKnockDown( hitOwner ) )
|
|
{
|
|
hitOwner->client->ps.saberBlocked = BLOCKED_NONE;
|
|
hitOwner->client->ps.saberBounceMove = LS_NONE;
|
|
}
|
|
}
|
|
}
|
|
#ifndef FINAL_BUILD
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
if ( ent->client->ps.saberEventFlags&SEF_BLOCKED )
|
|
{
|
|
gi.Printf( S_COLOR_RED"%s parry broken (bounce/deflect)!\n", hitOwner->targetname );
|
|
}
|
|
else
|
|
{
|
|
gi.Printf( S_COLOR_RED"%s parry broken (follow-through)!\n", hitOwner->targetname );
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
else
|
|
{//just a parry, possibly the hitOwner can knockaway the ent
|
|
WP_SaberParry( hitOwner, ent, saberNum, bladeNum );
|
|
if ( PM_SaberInBounce( ent->client->ps.saberMove ) //FIXME: saberMove not set until pmove!
|
|
&& activeDefense
|
|
&& hitOwner->client->ps.saberAnimLevel != SS_FAST //&& hitOwner->client->ps.saberAnimLevel != FORCE_LEVEL_5
|
|
&& hitOwner->client->ps.forcePowerLevel[FP_SABER_DEFENSE] > FORCE_LEVEL_2 )
|
|
{//attacker bounced off, and defender has ability to do knockaways, so do one unless we're using fast attacks
|
|
//turn the parry into a knockaway
|
|
hitOwner->client->ps.saberBounceMove = PM_KnockawayForParry( hitOwner->client->ps.saberBlocked );
|
|
}
|
|
else if ( (ent->client->ps.saberAnimLevel == SS_STRONG && !Q_irand(0,6) )
|
|
|| ( ent->client->ps.saberAnimLevel==SS_DESANN && !Q_irand(0,3) ) )
|
|
{// a strong attack can sometimes do a knockdown
|
|
//HMM... maybe only if they're moving backwards?
|
|
if ( WP_BrokenParryKnockDown( hitOwner ) )
|
|
{
|
|
hitOwner->client->ps.saberBlocked = BLOCKED_NONE;
|
|
hitOwner->client->ps.saberBounceMove = LS_NONE;
|
|
}
|
|
}
|
|
}
|
|
collisionResolved = qtrue;
|
|
}
|
|
}
|
|
/*
|
|
else if ( entDefending && hitOwnerAttacking )
|
|
{//I'm parrying, they're attacking
|
|
if ( hitOwnerPowerLevel < FORCE_LEVEL_3 )
|
|
{//strong attacks cannot be deflected
|
|
//based on angle of attack & angle of defensive saber, see if I should deflect off in another dir rather than bounce back
|
|
deflected = WP_GetSaberDeflectionAngle( hitOwner, ent );
|
|
//just so Jedi knows that he was blocked
|
|
hitOwner->client->ps.saberEventFlags |= SEF_BLOCKED;
|
|
}
|
|
//FIXME: base parry breaks on animation (saber attack level), not FP_SABER_OFFENSE
|
|
if ( hitOwnerPowerLevel > FORCE_LEVEL_2 || (!deflected && Q_irand( 0, PM_PowerLevelForSaberAnim( &hitOwner->client->ps ) - ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] ) > 0 ) )
|
|
{//broke my parry altogether
|
|
if ( hitOwnerPowerLevel > FORCE_LEVEL_2 || Q_irand( 0, hitOwner->client->ps.forcePowerLevel[FP_SABER_OFFENSE] - ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] ) )
|
|
{//chance of continuing with the attack (not bouncing back)
|
|
hitOwner->client->ps.saberEventFlags &= ~SEF_BLOCKED;
|
|
hitOwner->client->ps.saberBounceMove = LS_NONE;
|
|
}
|
|
//do some time-consuming saber-knocked-aside broken parry anim
|
|
ent->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
|
|
#ifndef FINAL_BUILD
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
if ( hitOwner->client->ps.saberEventFlags&SEF_BLOCKED )
|
|
{
|
|
gi.Printf( S_COLOR_RED"%s parry broken (bounce/deflect)!\n", ent->targetname );
|
|
}
|
|
else
|
|
{
|
|
gi.Printf( S_COLOR_RED"%s parry broken (follow-through)!\n", ent->targetname );
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
WP_SaberParry( ent, hitOwner, saberNum, bladeNum );
|
|
}
|
|
collisionResolved = qtrue;
|
|
}
|
|
*/
|
|
else
|
|
{//some other kind of in-hand saber collision
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//some kind of in-flight collision
|
|
}
|
|
|
|
if ( saberHitFraction < 1.0f )
|
|
{
|
|
if ( !collisionResolved && baseDamage )
|
|
{//some other kind of in-hand saber collision
|
|
//handle my reaction
|
|
if ( !ent->client->ps.saberInFlight
|
|
&& ent->client->ps.saberLockTime < level.time )
|
|
{//my saber is in hand
|
|
if ( ent->client->ps.saberBlocked != BLOCKED_PARRY_BROKEN )
|
|
{
|
|
if ( PM_SaberInAttack( ent->client->ps.saberMove ) || PM_SaberInSpecialAttack( ent->client->ps.torsoAnim ) ||
|
|
(entPowerLevel > FORCE_LEVEL_2&&!PM_SaberInIdle(ent->client->ps.saberMove)&&!PM_SaberInParry(ent->client->ps.saberMove)&&!PM_SaberInReflect(ent->client->ps.saberMove)) )
|
|
{//in the middle of attacking
|
|
if ( entPowerLevel < FORCE_LEVEL_3 && hitOwner->health > 0 )
|
|
{//don't deflect/bounce in strong attack or when enemy is dead
|
|
WP_GetSaberDeflectionAngle( ent, hitOwner );
|
|
ent->client->ps.saberEventFlags |= SEF_BLOCKED;
|
|
//since it was blocked/deflected, take away any damage done
|
|
//FIXME: what if the damage was done before the parry?
|
|
WP_SaberClearDamageForEntNum( ent, hitOwner->s.number, saberNum, bladeNum );
|
|
}
|
|
}
|
|
else
|
|
{//saber collided when not attacking, parry it
|
|
//since it was blocked/deflected, take away any damage done
|
|
//FIXME: what if the damage was done before the parry?
|
|
WP_SaberClearDamageForEntNum( ent, hitOwner->s.number, saberNum, bladeNum );
|
|
/*
|
|
if ( ent->s.number || g_saberAutoBlocking->integer || ent->client->ps.saberBlockingTime > level.time )
|
|
{//either an NPC or a player who has blocking
|
|
if ( !PM_SaberInTransitionAny( ent->client->ps.saberMove ) && !PM_SaberInBounce( ent->client->ps.saberMove ) )
|
|
{//I'm not attacking, in transition or in a bounce, so play a parry
|
|
//just so Jedi knows that he parried something
|
|
WP_SaberBlockNonRandom( ent, saberHitLocation, qfalse );
|
|
}
|
|
ent->client->ps.saberEventFlags |= SEF_PARRIED;
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//since it was blocked/deflected, take away any damage done
|
|
//FIXME: what if the damage was done before the parry?
|
|
WP_SaberClearDamageForEntNum( ent, hitOwner->s.number, saberNum, bladeNum );
|
|
}
|
|
}
|
|
else
|
|
{//nothing happens to *me* when my inFlight saber hits something
|
|
}
|
|
//handle their reaction
|
|
if ( hitOwner
|
|
&& hitOwner->health > 0
|
|
&& hitOwner->client
|
|
&& !hitOwner->client->ps.saberInFlight
|
|
&& hitOwner->client->ps.saberLockTime < level.time )
|
|
{//their saber is in hand
|
|
if ( PM_SaberInAttack( hitOwner->client->ps.saberMove ) || PM_SaberInSpecialAttack( hitOwner->client->ps.torsoAnim ) ||
|
|
(hitOwner->client->ps.saberAnimLevel > SS_MEDIUM&&!PM_SaberInIdle(hitOwner->client->ps.saberMove)&&!PM_SaberInParry(hitOwner->client->ps.saberMove)&&!PM_SaberInReflect(hitOwner->client->ps.saberMove)) )
|
|
{//in the middle of attacking
|
|
/*
|
|
if ( hitOwner->client->ps.saberAnimLevel < SS_STRONG )
|
|
{//don't deflect/bounce in strong attack
|
|
WP_GetSaberDeflectionAngle( hitOwner, ent );
|
|
hitOwner->client->ps.saberEventFlags |= SEF_BLOCKED;
|
|
}
|
|
*/
|
|
}
|
|
else
|
|
{//saber collided when not attacking, parry it
|
|
if ( !PM_SaberInBrokenParry( hitOwner->client->ps.saberMove ) )
|
|
{//not currently in a broken parry
|
|
if ( !WP_SaberParry( hitOwner, ent, saberNum, bladeNum ) )
|
|
{//FIXME: hitOwner can't parry, do some time-consuming saber-knocked-aside broken parry anim?
|
|
//hitOwner->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//nothing happens to *hitOwner* when their inFlight saber hits something
|
|
}
|
|
}
|
|
|
|
//collision must have been handled by now
|
|
//Set the blocked attack bounce value in saberBlocked so we actually play our saberBounceMove anim
|
|
if ( ent->client->ps.saberEventFlags & SEF_BLOCKED )
|
|
{
|
|
if ( ent->client->ps.saberBlocked != BLOCKED_PARRY_BROKEN )
|
|
{
|
|
ent->client->ps.saberBlocked = BLOCKED_ATK_BOUNCE;
|
|
}
|
|
}
|
|
/*
|
|
if ( hitOwner && hitOwner->client->ps.saberEventFlags & SEF_BLOCKED )
|
|
{
|
|
hitOwner->client->ps.saberBlocked = BLOCKED_ATK_BOUNCE;
|
|
}
|
|
*/
|
|
}
|
|
|
|
if ( saberHitFraction < 1.0f || collisionResolved )
|
|
{//either actually hit or locked
|
|
if ( ent->client->ps.saberLockTime < level.time )
|
|
{
|
|
if ( inFlightSaberBlocked )
|
|
{//FIXME: never hear this sound
|
|
WP_SaberBounceSound( ent, hitOwner, &g_entities[ent->client->ps.saberEntityNum], 0, 0, qfalse );
|
|
}
|
|
else
|
|
{
|
|
if ( deflected )
|
|
{
|
|
WP_SaberBounceSound( ent, hitOwner, NULL, saberNum, bladeNum, qtrue );
|
|
}
|
|
else
|
|
{
|
|
WP_SaberBlockSound( ent, hitOwner, saberNum, bladeNum );
|
|
}
|
|
}
|
|
if ( !g_saberNoEffects )
|
|
{
|
|
WP_SaberBlockEffect( ent, saberNum, bladeNum, saberHitLocation, saberHitNormal, qfalse );
|
|
}
|
|
}
|
|
// Set the little screen flash - only when an attack is blocked
|
|
if ( !g_noClashFlare )
|
|
{
|
|
g_saberFlashTime = level.time-50;
|
|
VectorCopy( saberHitLocation, g_saberFlashPos );
|
|
}
|
|
}
|
|
|
|
if ( saberHitFraction < 1.0f )
|
|
{
|
|
if ( inFlightSaberBlocked )
|
|
{//we threw a saber and it was blocked, do any effects, etc.
|
|
int knockAway = 5;
|
|
if ( hitEnt
|
|
&& hitOwner
|
|
&& hitOwner->client
|
|
&& (PM_SaberInAttack( hitOwner->client->ps.saberMove ) || PM_SaberInSpecialAttack( hitOwner->client->ps.torsoAnim ) || PM_SpinningSaberAnim( hitOwner->client->ps.torsoAnim )) )
|
|
{//if hit someone who was in an attack or spin anim, more likely to have in-flight saber knocked away
|
|
if ( hitOwnerPowerLevel > FORCE_LEVEL_2 )
|
|
{//strong attacks almost always knock it aside!
|
|
knockAway = 1;
|
|
}
|
|
else
|
|
{//33% chance
|
|
knockAway = 2;
|
|
}
|
|
knockAway -= hitOwner->client->ps.SaberDisarmBonus( 0 );
|
|
}
|
|
if ( Q_irand( 0, knockAway ) <= 0 || //random
|
|
( hitOwner
|
|
&& hitOwner->client
|
|
&& hitOwner->NPC
|
|
&& (hitOwner->NPC->aiFlags&NPCAI_BOSS_CHARACTER)
|
|
) //or if blocked by a Boss character FIXME: or base on defense level?
|
|
)//FIXME: player should not auto-block a flying saber, let him override the parry with an attack to knock the saber from the air, rather than this random chance
|
|
{//knock it aside and turn it off
|
|
if ( !g_saberNoEffects )
|
|
{
|
|
if ( !WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum )
|
|
&& ent->client->ps.saber[saberNum].hitOtherEffect )
|
|
{
|
|
G_PlayEffect( ent->client->ps.saber[saberNum].hitOtherEffect, saberHitLocation, saberHitNormal );
|
|
}
|
|
else if ( WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum )
|
|
&& ent->client->ps.saber[saberNum].hitOtherEffect2 )
|
|
{
|
|
G_PlayEffect( ent->client->ps.saber[saberNum].hitOtherEffect2, saberHitLocation, saberHitNormal );
|
|
}
|
|
else
|
|
{
|
|
G_PlayEffect( "saber/saber_cut", saberHitLocation, saberHitNormal );
|
|
}
|
|
}
|
|
if ( hitEnt )
|
|
{
|
|
vec3_t newDir;
|
|
|
|
VectorSubtract( g_entities[ent->client->ps.saberEntityNum].currentOrigin, hitEnt->currentOrigin, newDir );
|
|
VectorNormalize( newDir );
|
|
G_ReflectMissile( ent, &g_entities[ent->client->ps.saberEntityNum], newDir );
|
|
}
|
|
Jedi_PlayDeflectSound( hitOwner );
|
|
WP_SaberDrop( ent, &g_entities[ent->client->ps.saberEntityNum] );
|
|
}
|
|
else
|
|
{
|
|
if ( !Q_irand( 0, 2 ) && hitEnt )
|
|
{
|
|
vec3_t newDir;
|
|
VectorSubtract( g_entities[ent->client->ps.saberEntityNum].currentOrigin, hitEnt->currentOrigin, newDir );
|
|
VectorNormalize( newDir );
|
|
G_ReflectMissile( ent, &g_entities[ent->client->ps.saberEntityNum], newDir );
|
|
}
|
|
WP_SaberReturn( ent, &g_entities[ent->client->ps.saberEntityNum] );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( ent->client->ps.saberLockTime > level.time )
|
|
{
|
|
if ( ent->s.number < ent->client->ps.saberLockEnemy
|
|
&& !Q_irand( 0, 3 ) )
|
|
{//need to make some kind of effect
|
|
vec3_t hitNorm = {0,0,1};
|
|
if ( WP_SabersIntersection( ent, &g_entities[ent->client->ps.saberLockEnemy], g_saberFlashPos ) )
|
|
{
|
|
if ( Q_irand( 0, 10 ) )
|
|
{
|
|
if ( !g_saberNoEffects )
|
|
{
|
|
WP_SaberBlockEffect( ent, saberNum, bladeNum, g_saberFlashPos, hitNorm, qfalse );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( !g_noClashFlare )
|
|
{
|
|
g_saberFlashTime = level.time-50;
|
|
}
|
|
if ( !g_saberNoEffects )
|
|
{
|
|
WP_SaberBlockEffect( ent, saberNum, bladeNum, g_saberFlashPos, hitNorm, qtrue );
|
|
}
|
|
}
|
|
WP_SaberBlockSound( ent, &g_entities[ent->client->ps.saberLockEnemy], 0, 0 );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( hit_wall
|
|
&& (ent->client->ps.saber[saberNum].saberFlags&SFL_BOUNCE_ON_WALLS)
|
|
&& (PM_SaberInAttackPure( ent->client->ps.saberMove ) //only in a normal attack anim
|
|
|| ent->client->ps.saberMove == LS_A_JUMP_T__B_ ) //or in the strong jump-fwd-attack "death from above" move
|
|
)
|
|
{//bounce off walls
|
|
//do anim
|
|
ent->client->ps.saberBlocked = BLOCKED_ATK_BOUNCE;
|
|
ent->client->ps.saberBounceMove = LS_D1_BR+(saberMoveData[ent->client->ps.saberMove].startQuad-Q_BR);
|
|
//do bounce sound & force feedback
|
|
WP_SaberBounceOnWallSound( ent, saberNum, bladeNum );
|
|
//do hit effect
|
|
if ( !g_saberNoEffects )
|
|
{
|
|
if ( !WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum )
|
|
&& ent->client->ps.saber[saberNum].hitOtherEffect )
|
|
{
|
|
G_PlayEffect( ent->client->ps.saber[saberNum].hitOtherEffect, saberHitLocation, saberHitNormal );
|
|
}
|
|
else if ( WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum )
|
|
&& ent->client->ps.saber[saberNum].hitOtherEffect2 )
|
|
{
|
|
G_PlayEffect( ent->client->ps.saber[saberNum].hitOtherEffect2, saberHitLocation, saberHitNormal );
|
|
}
|
|
else
|
|
{
|
|
G_PlayEffect( "saber/saber_cut", saberHitLocation, saberHitNormal );
|
|
}
|
|
}
|
|
//do radius damage/knockback, if any
|
|
if ( !WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum ) )
|
|
{
|
|
WP_SaberRadiusDamage( ent, saberHitLocation, ent->client->ps.saber[saberNum].splashRadius, ent->client->ps.saber[saberNum].splashDamage, ent->client->ps.saber[saberNum].splashKnockback );
|
|
}
|
|
else
|
|
{
|
|
WP_SaberRadiusDamage( ent, saberHitLocation, ent->client->ps.saber[saberNum].splashRadius2, ent->client->ps.saber[saberNum].splashDamage2, ent->client->ps.saber[saberNum].splashKnockback2 );
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( WP_SaberApplyDamage( ent, baseDamage, baseDFlags, brokenParry, saberNum, bladeNum, (qboolean)(saberNum==0&&ent->client->ps.saberInFlight) ) )
|
|
{//actually did damage to something
|
|
#ifndef FINAL_BUILD
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
gi.Printf( "base damage was %4.2f\n", baseDamage );
|
|
}
|
|
#endif
|
|
WP_SaberHitSound( ent, saberNum, bladeNum );
|
|
}
|
|
|
|
if ( hit_wall )
|
|
{
|
|
//just so Jedi knows that he hit a wall
|
|
ent->client->ps.saberEventFlags |= SEF_HITWALL;
|
|
if ( ent->s.number == 0 )
|
|
{
|
|
AddSoundEvent( ent, ent->currentOrigin, 128, AEL_DISCOVERED, qfalse, qtrue );//FIXME: is this impact on ground or not?
|
|
AddSightEvent( ent, ent->currentOrigin, 256, AEL_DISCOVERED, 50 );
|
|
}
|
|
}
|
|
}
|
|
|
|
void WP_SabersDamageTrace( gentity_t *ent, qboolean noEffects )
|
|
{
|
|
if ( !ent->client )
|
|
{
|
|
return;
|
|
}
|
|
if ( PM_SuperBreakLoseAnim( ent->client->ps.torsoAnim ) )
|
|
{
|
|
return;
|
|
}
|
|
// Saber 1.
|
|
g_saberNoEffects = noEffects;
|
|
for ( int i = 0; i < ent->client->ps.saber[0].numBlades; i++ )
|
|
{
|
|
// If the Blade is not active and the length is 0, don't trace it, try the next blade...
|
|
if ( !ent->client->ps.saber[0].blade[i].active && ent->client->ps.saber[0].blade[i].length == 0 )
|
|
continue;
|
|
|
|
if ( i != 0 )
|
|
{//not first blade
|
|
if ( ent->client->ps.saber[0].type == SABER_BROAD ||
|
|
ent->client->ps.saber[0].type == SABER_SAI ||
|
|
ent->client->ps.saber[0].type == SABER_CLAW )
|
|
{
|
|
g_saberNoEffects = qtrue;
|
|
}
|
|
}
|
|
g_noClashFlare = qfalse;
|
|
if ( (!WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[0], i ) && (ent->client->ps.saber[0].saberFlags2&SFL2_NO_CLASH_FLARE) )
|
|
|| ( WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[0], i ) && (ent->client->ps.saber[0].saberFlags2&SFL2_NO_CLASH_FLARE2) ) )
|
|
{
|
|
g_noClashFlare = qtrue;
|
|
}
|
|
WP_SaberDamageTrace( ent, 0, i );
|
|
}
|
|
// Saber 2.
|
|
g_saberNoEffects = noEffects;
|
|
if ( ent->client->ps.dualSabers )
|
|
{
|
|
for ( int i = 0; i < ent->client->ps.saber[1].numBlades; i++ )
|
|
{
|
|
// If the Blade is not active and the length is 0, don't trace it, try the next blade...
|
|
if ( !ent->client->ps.saber[1].blade[i].active && ent->client->ps.saber[1].blade[i].length == 0 )
|
|
continue;
|
|
|
|
if ( i != 0 )
|
|
{//not first blade
|
|
if ( ent->client->ps.saber[1].type == SABER_BROAD ||
|
|
ent->client->ps.saber[1].type == SABER_SAI ||
|
|
ent->client->ps.saber[1].type == SABER_CLAW )
|
|
{
|
|
g_saberNoEffects = qtrue;
|
|
}
|
|
}
|
|
g_noClashFlare = qfalse;
|
|
if ( (!WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[1], i ) && (ent->client->ps.saber[1].saberFlags2&SFL2_NO_CLASH_FLARE) )
|
|
|| ( WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[1], i ) && (ent->client->ps.saber[1].saberFlags2&SFL2_NO_CLASH_FLARE2) ) )
|
|
{
|
|
g_noClashFlare = qtrue;
|
|
}
|
|
WP_SaberDamageTrace( ent, 1, i );
|
|
}
|
|
}
|
|
g_saberNoEffects = qfalse;
|
|
g_noClashFlare = qfalse;
|
|
}
|
|
|
|
//SABER THROWING============================================================================
|
|
//SABER THROWING============================================================================
|
|
//SABER THROWING============================================================================
|
|
//SABER THROWING============================================================================
|
|
//SABER THROWING============================================================================
|
|
//SABER THROWING============================================================================
|
|
|
|
/*
|
|
================
|
|
WP_SaberImpact
|
|
|
|
================
|
|
*/
|
|
void WP_SaberImpact( gentity_t *owner, gentity_t *saber, trace_t *trace )
|
|
{
|
|
gentity_t *other;
|
|
|
|
other = &g_entities[trace->entityNum];
|
|
|
|
if ( other->takedamage && (other->svFlags&SVF_BBRUSH) )
|
|
{//a breakable brush? break it!
|
|
if ( (other->spawnflags&1)//INVINCIBLE
|
|
||(other->flags&FL_DMG_BY_HEAVY_WEAP_ONLY) )//HEAVY weapon damage only
|
|
{//can't actually break it
|
|
//no hit effect (besides regular client-side one)
|
|
}
|
|
else if ( other->NPC_targetname &&
|
|
(!owner||!owner->targetname||Q_stricmp(owner->targetname,other->NPC_targetname)) )
|
|
{//only breakable by an entity who is not the attacker
|
|
//no hit effect (besides regular client-side one)
|
|
}
|
|
else
|
|
{
|
|
vec3_t dir;
|
|
VectorCopy( saber->s.pos.trDelta, dir );
|
|
VectorNormalize( dir );
|
|
|
|
int dmg = other->health*2;
|
|
if ( other->health > 50 && dmg > 20 && !(other->svFlags&SVF_GLASS_BRUSH) )
|
|
{
|
|
dmg = 20;
|
|
}
|
|
G_Damage( other, saber, owner, dir, trace->endpos, dmg, 0, MOD_SABER );
|
|
if ( owner
|
|
&& owner->client
|
|
&& owner->client->ps.saber[0].hitOtherEffect )
|
|
{
|
|
G_PlayEffect( owner->client->ps.saber[0].hitOtherEffect, trace->endpos, dir );
|
|
}
|
|
else
|
|
{
|
|
G_PlayEffect( "saber/saber_cut", trace->endpos, dir );
|
|
}
|
|
if ( owner->s.number == 0 )
|
|
{
|
|
AddSoundEvent( owner, trace->endpos, 256, AEL_DISCOVERED );
|
|
AddSightEvent( owner, trace->endpos, 512, AEL_DISCOVERED, 50 );
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( saber->s.pos.trType == TR_LINEAR )
|
|
{
|
|
//hit a wall? send it back
|
|
WP_SaberReturn( saber->owner, saber );
|
|
}
|
|
|
|
if ( other && !other->client && (other->contents&CONTENTS_LIGHTSABER) )//&& other->s.weapon == WP_SABER )
|
|
{//2 in-flight sabers collided!
|
|
//Big flash
|
|
//FIXME: bigger effect/sound?
|
|
//FIXME: STILL DOESNT WORK!!!
|
|
WP_SaberBlockSound( saber->owner, NULL, 0, 0 );
|
|
//G_Sound( saber, G_SoundIndex( va( "sound/weapons/saber/saberblock%d.wav", Q_irand(1, 9) ) ) );
|
|
WP_SaberBlockEffect( saber->owner, 0, 0, trace->endpos, NULL, qfalse);
|
|
qboolean noFlare = qfalse;
|
|
if ( saber->owner
|
|
&& saber->owner->client
|
|
&& (saber->owner->client->ps.saber[0].saberFlags2&SFL2_NO_CLASH_FLARE) )
|
|
{
|
|
noFlare = qtrue;
|
|
}
|
|
if ( !noFlare )
|
|
{
|
|
g_saberFlashTime = level.time-50;
|
|
VectorCopy( trace->endpos, g_saberFlashPos );
|
|
}
|
|
}
|
|
|
|
if ( owner && owner->s.number == 0 && owner->client )
|
|
{
|
|
//Add the event
|
|
if ( owner->client->ps.SaberLength() > 0 )
|
|
{//saber is on, very suspicious
|
|
if ( (!owner->client->ps.saberInFlight && owner->client->ps.groundEntityNum == ENTITYNUM_WORLD)//holding saber and on ground
|
|
|| saber->s.pos.trType == TR_STATIONARY )//saber out there somewhere and on ground
|
|
{//an on-ground alert
|
|
AddSoundEvent( owner, saber->currentOrigin, 128, AEL_DISCOVERED, qfalse, qtrue );
|
|
}
|
|
else
|
|
{//an in-air alert
|
|
AddSoundEvent( owner, saber->currentOrigin, 128, AEL_DISCOVERED );
|
|
}
|
|
AddSightEvent( owner, saber->currentOrigin, 256, AEL_DISCOVERED, 50 );
|
|
}
|
|
else
|
|
{//saber is off, not as suspicious
|
|
AddSoundEvent( owner, saber->currentOrigin, 128, AEL_SUSPICIOUS );
|
|
AddSightEvent( owner, saber->currentOrigin, 256, AEL_SUSPICIOUS );
|
|
}
|
|
}
|
|
|
|
// check for bounce
|
|
if ( !other->takedamage && ( saber->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) )
|
|
{
|
|
// Check to see if there is a bounce count
|
|
if ( saber->bounceCount ) {
|
|
// decrement number of bounces and then see if it should be done bouncing
|
|
if ( --saber->bounceCount <= 0 ) {
|
|
// He (or she) will bounce no more (after this current bounce, that is).
|
|
saber->s.eFlags &= ~( EF_BOUNCE | EF_BOUNCE_HALF );
|
|
if ( saber->s.pos.trType == TR_LINEAR && owner && owner->client && owner->client->ps.saberEntityState == SES_RETURNING )
|
|
{
|
|
WP_SaberDrop( saber->owner, saber );
|
|
}
|
|
return;
|
|
}
|
|
else
|
|
{//bounced and still have bounces left
|
|
if ( saber->s.pos.trType == TR_LINEAR && owner && owner->client && owner->client->ps.saberEntityState == SES_RETURNING )
|
|
{//under telekinetic control
|
|
if ( !gi.inPVS( saber->currentOrigin, owner->client->renderInfo.handRPoint ) )
|
|
{//not in the PVS of my master
|
|
saber->bounceCount -= 25;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( saber->s.pos.trType == TR_LINEAR && owner && owner->client && owner->client->ps.saberEntityState == SES_RETURNING )
|
|
{
|
|
//don't home for a few frames so we can get around this thing
|
|
trace_t bounceTr;
|
|
vec3_t end;
|
|
float owner_dist = Distance( owner->client->renderInfo.handRPoint, saber->currentOrigin );
|
|
|
|
VectorMA( saber->currentOrigin, 10, trace->plane.normal, end );
|
|
gi.trace( &bounceTr, saber->currentOrigin, saber->mins, saber->maxs, end, owner->s.number, saber->clipmask, (EG2_Collision)0, 0 );
|
|
VectorCopy( bounceTr.endpos, saber->currentOrigin );
|
|
if ( owner_dist > 0 )
|
|
{
|
|
if ( owner_dist > 50 )
|
|
{
|
|
owner->client->ps.saberEntityDist = owner_dist-50;
|
|
}
|
|
else
|
|
{
|
|
owner->client->ps.saberEntityDist = 0;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
G_BounceMissile( saber, trace );
|
|
|
|
if ( saber->s.pos.trType == TR_GRAVITY )
|
|
{//bounced
|
|
//play a bounce sound
|
|
WP_SaberFallSound( owner, saber );
|
|
//change rotation
|
|
VectorCopy( saber->currentAngles, saber->s.apos.trBase );
|
|
saber->s.apos.trType = TR_LINEAR;
|
|
saber->s.apos.trTime = level.time;
|
|
VectorSet( saber->s.apos.trDelta, Q_irand( -300, 300 ), Q_irand( -300, 300 ), Q_irand( -300, 300 ) );
|
|
}
|
|
//see if we stopped
|
|
else if ( saber->s.pos.trType == TR_STATIONARY )
|
|
{//stopped
|
|
//play a bounce sound
|
|
WP_SaberFallSound( owner, saber );
|
|
//stop rotation
|
|
VectorClear( saber->s.apos.trDelta );
|
|
pitch_roll_for_slope( saber, trace->plane.normal, saber->currentAngles );
|
|
saber->currentAngles[0] += SABER_PITCH_HACK;
|
|
VectorCopy( saber->currentAngles, saber->s.apos.trBase );
|
|
//remember when it fell so it can return automagically
|
|
saber->aimDebounceTime = level.time;
|
|
}
|
|
}
|
|
else if ( other->client && other->health > 0
|
|
&& ( (other->NPC && (other->NPC->aiFlags&NPCAI_BOSS_CHARACTER))
|
|
//|| other->client->NPC_class == CLASS_ALORA
|
|
|| other->client->NPC_class == CLASS_BOBAFETT
|
|
|| ( other->client->ps.powerups[PW_GALAK_SHIELD] > 0 ) ) )
|
|
{//Luke, Desann and Tavion slap thrown sabers aside
|
|
WP_SaberDrop( owner, saber );
|
|
WP_SaberBlockSound( owner, other, 0, 0 );
|
|
//G_Sound( saber, G_SoundIndex( va( "sound/weapons/saber/saberblock%d.wav", Q_irand(1, 9) ) ) );
|
|
WP_SaberBlockEffect( owner, 0, 0, trace->endpos, NULL, qfalse );
|
|
qboolean noFlare = qfalse;
|
|
if ( owner
|
|
&& owner->client
|
|
&& (owner->client->ps.saber[0].saberFlags2&SFL2_NO_CLASH_FLARE) )
|
|
{
|
|
noFlare = qtrue;
|
|
}
|
|
if ( !noFlare )
|
|
{
|
|
g_saberFlashTime = level.time-50;
|
|
VectorCopy( trace->endpos, g_saberFlashPos );
|
|
}
|
|
//FIXME: make Luke/Desann/Tavion play an attack anim or some other special anim when this happens
|
|
Jedi_PlayDeflectSound( other );
|
|
}
|
|
}
|
|
|
|
extern float G_PointDistFromLineSegment( const vec3_t start, const vec3_t end, const vec3_t from );
|
|
void WP_SaberInFlightReflectCheck( gentity_t *self, usercmd_t *ucmd )
|
|
{
|
|
gentity_t *ent;
|
|
gentity_t *entityList[MAX_GENTITIES];
|
|
gentity_t *missile_list[MAX_GENTITIES];
|
|
int numListedEntities;
|
|
vec3_t mins, maxs;
|
|
int i, e, numSabers;
|
|
int ent_count = 0;
|
|
int radius = 180;
|
|
vec3_t center;
|
|
vec3_t tip;
|
|
vec3_t up = {0,0,1};
|
|
qboolean willHit = qfalse;
|
|
|
|
if ( self->NPC && (self->NPC->scriptFlags&SCF_IGNORE_ALERTS) )
|
|
{//don't react to things flying at me...
|
|
return;
|
|
}
|
|
//sanity checks: make sure we actually have a saberent
|
|
if ( self->client->ps.weapon != WP_SABER )
|
|
{
|
|
return;
|
|
}
|
|
if ( !self->client->ps.saberInFlight )
|
|
{
|
|
return;
|
|
}
|
|
if ( !self->client->ps.SaberLength() )
|
|
{
|
|
return;
|
|
}
|
|
if ( self->client->ps.saberEntityNum == ENTITYNUM_NONE )
|
|
{
|
|
return;
|
|
}
|
|
gentity_t *saberent = &g_entities[self->client->ps.saberEntityNum];
|
|
if ( !saberent )
|
|
{
|
|
return;
|
|
}
|
|
//okay, enough damn sanity checks
|
|
|
|
VectorCopy( saberent->currentOrigin, center );
|
|
|
|
for ( i = 0 ; i < 3 ; i++ )
|
|
{
|
|
mins[i] = center[i] - radius;
|
|
maxs[i] = center[i] + radius;
|
|
}
|
|
|
|
numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
|
|
|
|
//FIXME: check visibility?
|
|
for ( e = 0 ; e < numListedEntities ; e++ )
|
|
{
|
|
ent = entityList[ e ];
|
|
|
|
if (ent == self)
|
|
continue;
|
|
if (ent->owner == self)
|
|
continue;
|
|
if ( !(ent->inuse) )
|
|
continue;
|
|
if ( ent->s.eType != ET_MISSILE )
|
|
{
|
|
if ( ent->client || ent->s.weapon != WP_SABER )
|
|
{//FIXME: wake up bad guys?
|
|
continue;
|
|
}
|
|
if ( ent->s.eFlags & EF_NODRAW )
|
|
{
|
|
continue;
|
|
}
|
|
if ( Q_stricmp( "lightsaber", ent->classname ) != 0 )
|
|
{//not a lightsaber
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{//FIXME: make exploding missiles explode?
|
|
if ( ent->s.pos.trType == TR_STATIONARY )
|
|
{//nothing you can do with a stationary missile
|
|
continue;
|
|
}
|
|
if ( ent->splashDamage || ent->splashRadius )
|
|
{//can't deflect exploding missiles
|
|
if ( DistanceSquared( ent->currentOrigin, center ) < 256 )//16 squared
|
|
{
|
|
G_MissileImpacted( ent, saberent, ent->currentOrigin, up );
|
|
}
|
|
continue;
|
|
}
|
|
}
|
|
|
|
//don't deflect it if it's not within 16 units of the blade
|
|
//do this for all blades
|
|
willHit = qfalse;
|
|
numSabers = 1;
|
|
if ( self->client->ps.dualSabers )
|
|
{
|
|
numSabers = 2;
|
|
}
|
|
for ( int saberNum = 0; saberNum < numSabers; saberNum++ )
|
|
{
|
|
for ( int bladeNum = 0; bladeNum < self->client->ps.saber[saberNum].numBlades; bladeNum++ )
|
|
{
|
|
VectorMA( self->client->ps.saber[saberNum].blade[bladeNum].muzzlePoint, self->client->ps.saber[saberNum].blade[bladeNum].length, self->client->ps.saber[saberNum].blade[bladeNum].muzzleDir, tip );
|
|
|
|
if( G_PointDistFromLineSegment( self->client->ps.saber[saberNum].blade[bladeNum].muzzlePoint, tip, ent->currentOrigin ) <= 32 )
|
|
{
|
|
willHit = qtrue;
|
|
break;
|
|
}
|
|
}
|
|
if ( willHit )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if ( !willHit )
|
|
{
|
|
continue;
|
|
}
|
|
// ok, we are within the radius, add us to the incoming list
|
|
missile_list[ent_count] = ent;
|
|
ent_count++;
|
|
|
|
}
|
|
|
|
if ( ent_count )
|
|
{
|
|
vec3_t fx_dir;
|
|
// we are done, do we have any to deflect?
|
|
if ( ent_count )
|
|
{
|
|
for ( int x = 0; x < ent_count; x++ )
|
|
{
|
|
if ( missile_list[x]->s.weapon == WP_SABER )
|
|
{//just send it back
|
|
if ( missile_list[x]->owner && missile_list[x]->owner->client && missile_list[x]->owner->client->ps.saber[0].Active() && missile_list[x]->s.pos.trType == TR_LINEAR && missile_list[x]->owner->client->ps.saberEntityState != SES_RETURNING )
|
|
{//it's on and being controlled
|
|
//FIXME: prevent it from damaging me?
|
|
WP_SaberReturn( missile_list[x]->owner, missile_list[x] );
|
|
VectorNormalize2( missile_list[x]->s.pos.trDelta, fx_dir );
|
|
WP_SaberBlockEffect( self, 0, 0, missile_list[x]->currentOrigin, fx_dir, qfalse );
|
|
if ( missile_list[x]->owner->client->ps.saberInFlight && self->client->ps.saberInFlight )
|
|
{
|
|
WP_SaberBlockSound( self, missile_list[x]->owner, 0, 0 );
|
|
//G_Sound( missile_list[x], G_SoundIndex( va( "sound/weapons/saber/saberblock%d.wav", Q_irand(1, 9) ) ) );
|
|
qboolean noFlare = qfalse;
|
|
if ( (missile_list[x]->owner->client->ps.saber[0].saberFlags2&SFL2_NO_CLASH_FLARE)
|
|
&& (self->client->ps.saber[0].saberFlags2&SFL2_NO_CLASH_FLARE) )
|
|
{
|
|
noFlare = qtrue;
|
|
}
|
|
if ( !noFlare )
|
|
{
|
|
g_saberFlashTime = level.time-50;
|
|
gentity_t *saber = &g_entities[self->client->ps.saberEntityNum];
|
|
vec3_t org;
|
|
VectorSubtract( missile_list[x]->currentOrigin, saber->currentOrigin, org );
|
|
VectorMA( saber->currentOrigin, 0.5, org, org );
|
|
VectorCopy( org, g_saberFlashPos );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//bounce it
|
|
vec3_t reflectAngle, forward;
|
|
if ( self->client && !self->s.number )
|
|
{
|
|
self->client->sess.missionStats.saberBlocksCnt++;
|
|
}
|
|
VectorCopy( saberent->s.apos.trBase, reflectAngle );
|
|
reflectAngle[PITCH] = Q_flrand( -90, 90 );
|
|
AngleVectors( reflectAngle, forward, NULL, NULL );
|
|
|
|
G_ReflectMissile( self, missile_list[x], forward );
|
|
//do an effect
|
|
VectorNormalize2( missile_list[x]->s.pos.trDelta, fx_dir );
|
|
G_PlayEffect( "blaster/deflect", missile_list[x]->currentOrigin, fx_dir );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
qboolean WP_SaberValidateEnemy( gentity_t *self, gentity_t *enemy )
|
|
{
|
|
if ( !enemy )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if ( !enemy || enemy == self || !enemy->inuse || !enemy->client )
|
|
{//not valid
|
|
return qfalse;
|
|
}
|
|
|
|
if ( enemy->health <= 0 )
|
|
{//corpse
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
if ( enemy->client->ps.weapon == WP_SABER
|
|
&& enemy->client->ps.SaberActive() )
|
|
{//not other saber-users?
|
|
return qfalse;
|
|
}
|
|
*/
|
|
if ( enemy->s.number >= MAX_CLIENTS )
|
|
{//NPCs can cheat and use the homing saber throw 3 on the player
|
|
if ( enemy->client->ps.forcePowersKnown )
|
|
{//not other jedi?
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
if ( DistanceSquared( self->client->renderInfo.handRPoint, enemy->currentOrigin ) > saberThrowDistSquared[self->client->ps.forcePowerLevel[FP_SABERTHROW]] )
|
|
{//too far
|
|
return qfalse;
|
|
}
|
|
|
|
if ( (!InFront( enemy->currentOrigin, self->currentOrigin, self->client->ps.viewangles, 0.0f) || !G_ClearLOS( self, self->client->renderInfo.eyePoint, enemy ) )
|
|
&& ( DistanceHorizontalSquared( enemy->currentOrigin, self->currentOrigin ) > 65536 || fabs(enemy->currentOrigin[2]-self->currentOrigin[2]) > 384 ) )
|
|
{//(not in front or not clear LOS) & greater than 256 away
|
|
return qfalse;
|
|
}
|
|
|
|
if ( enemy->client->playerTeam == self->client->playerTeam )
|
|
{//on same team
|
|
return qfalse;
|
|
}
|
|
|
|
//LOS?
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
float WP_SaberRateEnemy( gentity_t *enemy, vec3_t center, vec3_t forward, float radius )
|
|
{
|
|
float rating;
|
|
vec3_t dir;
|
|
|
|
VectorSubtract( enemy->currentOrigin, center, dir );
|
|
rating = (1.0f-(VectorNormalize( dir )/radius));
|
|
rating *= DotProduct( forward, dir );
|
|
return rating;
|
|
}
|
|
|
|
gentity_t *WP_SaberFindEnemy( gentity_t *self, gentity_t *saber )
|
|
{
|
|
//FIXME: should be a more intelligent way of doing this, like auto aim?
|
|
//closest, most in front... did damage to... took damage from? How do we know who the player is focusing on?
|
|
gentity_t *ent, *bestEnt = NULL;
|
|
gentity_t *entityList[MAX_GENTITIES];
|
|
int numListedEntities;
|
|
vec3_t center, mins, maxs, fwdangles, forward;
|
|
int i, e;
|
|
float radius = 400;
|
|
float rating, bestRating = 0.0f;
|
|
|
|
//FIXME: no need to do this in 1st person?
|
|
fwdangles[1] = self->client->ps.viewangles[1];
|
|
AngleVectors( fwdangles, forward, NULL, NULL );
|
|
|
|
VectorCopy( saber->currentOrigin, center );
|
|
|
|
for ( i = 0 ; i < 3 ; i++ )
|
|
{
|
|
mins[i] = center[i] - radius;
|
|
maxs[i] = center[i] + radius;
|
|
}
|
|
|
|
//if the saber has an enemy from the last time it looked, init to that one
|
|
if ( WP_SaberValidateEnemy( self, saber->enemy ) )
|
|
{
|
|
if ( gi.inPVS( self->currentOrigin, saber->enemy->currentOrigin ) )
|
|
{//potentially visible
|
|
if ( G_ClearLOS( self, self->client->renderInfo.eyePoint, saber->enemy ) )
|
|
{//can see him
|
|
bestEnt = saber->enemy;
|
|
bestRating = WP_SaberRateEnemy( bestEnt, center, forward, radius );
|
|
}
|
|
}
|
|
}
|
|
|
|
//If I have an enemy, see if that's even better
|
|
if ( WP_SaberValidateEnemy( self, self->enemy ) )
|
|
{
|
|
float myEnemyRating = WP_SaberRateEnemy( self->enemy, center, forward, radius );
|
|
if ( myEnemyRating > bestRating )
|
|
{
|
|
if ( gi.inPVS( self->currentOrigin, self->enemy->currentOrigin ) )
|
|
{//potentially visible
|
|
if ( G_ClearLOS( self, self->client->renderInfo.eyePoint, self->enemy ) )
|
|
{//can see him
|
|
bestEnt = self->enemy;
|
|
bestRating = myEnemyRating;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
|
|
|
|
if ( !numListedEntities )
|
|
{//should we clear the enemy?
|
|
return bestEnt;
|
|
}
|
|
|
|
for ( e = 0 ; e < numListedEntities ; e++ )
|
|
{
|
|
ent = entityList[ e ];
|
|
|
|
if ( ent == self || ent == saber || ent == bestEnt )
|
|
{
|
|
continue;
|
|
}
|
|
if ( !WP_SaberValidateEnemy( self, ent ) )
|
|
{//doesn't meet criteria of valid look enemy (don't check current since we would have done that before this func's call
|
|
continue;
|
|
}
|
|
if ( !gi.inPVS( self->currentOrigin, ent->currentOrigin ) )
|
|
{//not even potentially visible
|
|
continue;
|
|
}
|
|
if ( !G_ClearLOS( self, self->client->renderInfo.eyePoint, ent ) )
|
|
{//can't see him
|
|
continue;
|
|
}
|
|
//rate him based on how close & how in front he is
|
|
rating = WP_SaberRateEnemy( ent, center, forward, radius );
|
|
if ( rating > bestRating )
|
|
{
|
|
bestEnt = ent;
|
|
bestRating = rating;
|
|
}
|
|
}
|
|
return bestEnt;
|
|
}
|
|
|
|
void WP_RunSaber( gentity_t *self, gentity_t *saber )
|
|
{
|
|
vec3_t origin, oldOrg;
|
|
trace_t tr;
|
|
|
|
VectorCopy( saber->currentOrigin, oldOrg );
|
|
// get current position
|
|
EvaluateTrajectory( &saber->s.pos, level.time, origin );
|
|
// get current angles
|
|
EvaluateTrajectory( &saber->s.apos, level.time, saber->currentAngles );
|
|
|
|
// trace a line from the previous position to the current position,
|
|
// ignoring interactions with the missile owner
|
|
int clipmask = saber->clipmask;
|
|
if ( !self || !self->client || self->client->ps.SaberLength() <= 0 )
|
|
{//don't keep hitting other sabers when turned off
|
|
clipmask &= ~CONTENTS_LIGHTSABER;
|
|
}
|
|
gi.trace( &tr, saber->currentOrigin, saber->mins, saber->maxs, origin,
|
|
saber->owner ? saber->owner->s.number : ENTITYNUM_NONE, clipmask, (EG2_Collision)0, 0 );
|
|
|
|
VectorCopy( tr.endpos, saber->currentOrigin );
|
|
|
|
if ( self->client->ps.SaberActive() )
|
|
{
|
|
if ( self->client->ps.saberInFlight || (self->client->ps.weaponTime&&!Q_irand( 0, 100 )) )
|
|
{//make enemies run from a lit saber in flight or from me when I'm attacking
|
|
if ( !Q_irand( 0, 10 ) )
|
|
{//not so often...
|
|
AddSightEvent( self, saber->currentOrigin, self->client->ps.SaberLength()*3, AEL_DANGER, 100 );
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( tr.startsolid )
|
|
{
|
|
tr.fraction = 0;
|
|
}
|
|
|
|
gi.linkentity( saber );
|
|
|
|
//touch push triggers?
|
|
|
|
if ( tr.fraction != 1 )
|
|
{
|
|
WP_SaberImpact( self, saber, &tr );
|
|
}
|
|
|
|
if ( saber->s.pos.trType == TR_LINEAR )
|
|
{//home
|
|
//figure out where saber should be
|
|
vec3_t forward, saberHome, saberDest, fwdangles = {0};
|
|
|
|
if (self->client->ps.clientNum == 0 && !cg.renderingThirdPerson)
|
|
{
|
|
BG_CalculateVRWeaponPosition(saberHome, fwdangles);
|
|
|
|
//Ignore roll
|
|
fwdangles[ROLL] = 0;
|
|
}
|
|
else {
|
|
VectorCopy(self->client->ps.viewangles, fwdangles);
|
|
}
|
|
|
|
if ( self->s.number )
|
|
{
|
|
fwdangles[0] -= 8;
|
|
}
|
|
else if ( cg.renderingThirdPerson )
|
|
{
|
|
fwdangles[0] -= 5;
|
|
}
|
|
|
|
if ( self->client->ps.forcePowerLevel[FP_SABERTHROW] > FORCE_LEVEL_1
|
|
|| self->client->ps.saberEntityState == SES_RETURNING
|
|
|| VectorCompare( saber->s.pos.trDelta, vec3_origin ) )
|
|
{//control if it's returning or just starting
|
|
float saberSpeed = 500;//FIXME: based on force level?
|
|
float dist;
|
|
gentity_t *enemy = NULL;
|
|
|
|
AngleVectors( fwdangles, forward, NULL, NULL );
|
|
|
|
if ( self->client->ps.saberEntityDist < 100 )
|
|
{//make the saber head to my hand- the bolt it was attached to
|
|
VectorCopy( self->client->renderInfo.handRPoint, saberHome );
|
|
}
|
|
else
|
|
{//aim saber from eyes
|
|
VectorCopy( self->client->renderInfo.eyePoint, saberHome );
|
|
}
|
|
VectorMA( saberHome, self->client->ps.saberEntityDist, forward, saberDest );
|
|
|
|
if ( self->client->ps.forcePowerLevel[FP_SABERTHROW] > FORCE_LEVEL_2
|
|
&& self->client->ps.saberEntityState == SES_LEAVING )
|
|
{//max level
|
|
if ( self->enemy &&
|
|
!WP_SaberValidateEnemy( self, self->enemy ) )
|
|
{//if my enemy isn't valid to auto-aim at, don't autoaim
|
|
}
|
|
else
|
|
{
|
|
//pick an enemy
|
|
enemy = WP_SaberFindEnemy( self, saber );
|
|
if ( enemy )
|
|
{//home in on enemy
|
|
float enemyDist = Distance( self->client->renderInfo.handRPoint, enemy->currentOrigin );
|
|
VectorCopy( enemy->currentOrigin, saberDest );
|
|
saberDest[2] += enemy->maxs[2]/2.0f;//FIXME: when in a knockdown anim, the saber float above them... do we care?
|
|
self->client->ps.saberEntityDist = enemyDist;
|
|
//once you pick an enemy, stay with it!
|
|
saber->enemy = enemy;
|
|
//FIXME: lock onto that enemy for a minimum amount of time (unless they become invalid?)
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//Make the saber head there
|
|
VectorSubtract( saberDest, saber->currentOrigin, saber->s.pos.trDelta );
|
|
dist = VectorNormalize( saber->s.pos.trDelta );
|
|
if ( self->client->ps.forcePowerLevel[FP_SABERTHROW] > FORCE_LEVEL_2 && self->client->ps.saberEntityState == SES_LEAVING && !enemy )
|
|
{
|
|
if ( dist < 200 )
|
|
{
|
|
saberSpeed = 400 - (dist*2);
|
|
}
|
|
}
|
|
else if ( self->client->ps.saberEntityState == SES_LEAVING && dist < 50 )
|
|
{
|
|
saberSpeed = dist * 2 + 30;
|
|
if ( (enemy && dist > enemy->maxs[0]) || (!enemy && dist > 24) )
|
|
{//auto-tracking an enemy and we can't hit him
|
|
if ( saberSpeed < 120 )
|
|
{//clamp to a minimum speed
|
|
saberSpeed = 120;
|
|
}
|
|
}
|
|
}
|
|
/*
|
|
if ( self->client->ps.saberEntityState == SES_RETURNING )
|
|
{//FIXME: if returning, move faster?
|
|
saberSpeed = 800;
|
|
if ( dist < 200 )
|
|
{
|
|
saberSpeed -= 400 - (dist*2);
|
|
}
|
|
}
|
|
*/
|
|
VectorScale( saber->s.pos.trDelta, saberSpeed, saber->s.pos.trDelta );
|
|
//SnapVector( saber->s.pos.trDelta ); // save net bandwidth
|
|
VectorCopy( saber->currentOrigin, saber->s.pos.trBase );
|
|
saber->s.pos.trTime = level.time;
|
|
saber->s.pos.trType = TR_LINEAR;
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( saber->currentOrigin, saber->s.pos.trBase );
|
|
saber->s.pos.trTime = level.time;
|
|
saber->s.pos.trType = TR_LINEAR;
|
|
}
|
|
|
|
//if it's heading back, point it's base at us
|
|
if ( self->client->ps.saberEntityState == SES_RETURNING
|
|
&& !(self->client->ps.saber[0].saberFlags&SFL_RETURN_DAMAGE) )//type != SABER_STAR )
|
|
{
|
|
fwdangles[0] += SABER_PITCH_HACK;
|
|
VectorCopy( fwdangles, saber->s.apos.trBase );
|
|
saber->s.apos.trTime = level.time;
|
|
saber->s.apos.trType = TR_INTERPOLATE;
|
|
VectorClear( saber->s.apos.trDelta );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
qboolean WP_SaberLaunch( gentity_t *self, gentity_t *saber, qboolean thrown, qboolean noFail = qfalse )
|
|
{//FIXME: probably need a debounce time
|
|
vec3_t saberMins={-3.0f,-3.0f,-3.0f};
|
|
vec3_t saberMaxs={3.0f,3.0f,3.0f};
|
|
trace_t trace;
|
|
|
|
if ( self->client->NPC_class == CLASS_SABER_DROID )
|
|
{//saber droids can't drop their saber
|
|
return qfalse;
|
|
}
|
|
if ( !noFail )
|
|
{
|
|
if ( thrown )
|
|
{//this is a regular throw, so see if it's legal
|
|
if ( self->client->ps.forcePowerLevel[FP_SABERTHROW] > FORCE_LEVEL_2 )
|
|
{
|
|
if ( !WP_ForcePowerUsable( self, FP_SABERTHROW, 20 ) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( !WP_ForcePowerUsable( self, FP_SABERTHROW, 0 ) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
}
|
|
if ( !self->s.number && (cg.zoomMode || in_camera) )
|
|
{//can't saber throw when zoomed in or in cinematic
|
|
return qfalse;
|
|
}
|
|
//make sure it won't start in solid
|
|
gi.trace( &trace, self->client->renderInfo.handRPoint, saberMins, saberMaxs, self->client->renderInfo.handRPoint, saber->s.number, MASK_SOLID, (EG2_Collision)0, 0 );
|
|
if ( trace.startsolid || trace.allsolid )
|
|
{
|
|
return qfalse;
|
|
}
|
|
//make sure I'm not throwing it on the other side of a door or wall or whatever
|
|
gi.trace( &trace, self->currentOrigin, vec3_origin, vec3_origin, self->client->renderInfo.handRPoint, self->s.number, MASK_SOLID, (EG2_Collision)0, 0 );
|
|
if ( trace.startsolid || trace.allsolid || trace.fraction < 1.0f )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if ( thrown )
|
|
{//this is a regular throw, so take force power
|
|
if ( self->client->ps.forcePowerLevel[FP_SABERTHROW] > FORCE_LEVEL_2 )
|
|
{//at max skill, the cost increases as keep it out
|
|
WP_ForcePowerStart( self, FP_SABERTHROW, 10 );
|
|
}
|
|
else
|
|
{
|
|
WP_ForcePowerStart( self, FP_SABERTHROW, 0 );
|
|
}
|
|
}
|
|
}
|
|
//clear the enemy
|
|
saber->enemy = NULL;
|
|
|
|
//===FIXME!!!==============================================================================================
|
|
//We should copy the right-hand saber's g2 instance to the thrown saber
|
|
//Then back again when you catch it!!!
|
|
//===FIXME!!!==============================================================================================
|
|
|
|
//draw it
|
|
saber->s.eFlags &= ~EF_NODRAW;
|
|
saber->svFlags |= SVF_BROADCAST;
|
|
saber->svFlags &= ~SVF_NOCLIENT;
|
|
|
|
//place it
|
|
VectorCopy( self->client->renderInfo.handRPoint, saber->currentOrigin );//muzzlePoint
|
|
VectorCopy( saber->currentOrigin, saber->s.pos.trBase );
|
|
saber->s.pos.trTime = level.time;
|
|
saber->s.pos.trType = TR_LINEAR;
|
|
VectorClear( saber->s.pos.trDelta );
|
|
gi.linkentity( saber );
|
|
|
|
//spin it
|
|
VectorClear( saber->s.apos.trBase );
|
|
saber->s.apos.trTime = level.time;
|
|
saber->s.apos.trType = TR_LINEAR;
|
|
if ( self->health > 0 && thrown )
|
|
{//throwing it
|
|
saber->s.apos.trBase[1] = self->client->ps.viewangles[1];
|
|
saber->s.apos.trBase[0] = SABER_PITCH_HACK;
|
|
}
|
|
else
|
|
{//dropping it
|
|
vectoangles( self->client->renderInfo.muzzleDir, saber->s.apos.trBase );
|
|
}
|
|
VectorClear( saber->s.apos.trDelta );
|
|
|
|
switch ( self->client->ps.forcePowerLevel[FP_SABERTHROW] )
|
|
{//FIXME: make a table?
|
|
default:
|
|
case FORCE_LEVEL_1:
|
|
saber->s.apos.trDelta[1] = 600;
|
|
break;
|
|
case FORCE_LEVEL_2:
|
|
saber->s.apos.trDelta[1] = 800;
|
|
break;
|
|
case FORCE_LEVEL_3:
|
|
saber->s.apos.trDelta[1] = 1200;
|
|
break;
|
|
}
|
|
|
|
//Take it out of my hand
|
|
self->client->ps.saberInFlight = qtrue;
|
|
self->client->ps.saberEntityState = SES_LEAVING;
|
|
self->client->ps.saberEntityDist = saberThrowDist[self->client->ps.forcePowerLevel[FP_SABERTHROW]];
|
|
self->client->ps.saberThrowTime = level.time;
|
|
//if ( self->client->ps.forcePowerLevel[FP_SABERTHROW] > FORCE_LEVEL_2 )
|
|
{
|
|
self->client->ps.forcePowerDebounce[FP_SABERTHROW] = level.time + 1000;//so we can keep it out for a minimum amount of time
|
|
}
|
|
|
|
if ( thrown )
|
|
{//this is a regular throw, so turn the saber on
|
|
//turn saber on
|
|
if ( (self->client->ps.saber[0].saberFlags&SFL_SINGLE_BLADE_THROWABLE) )//SaberStaff() )
|
|
{//only first blade can be on
|
|
if ( !self->client->ps.saber[0].blade[0].active )
|
|
{//turn on first one
|
|
self->client->ps.SaberBladeActivate( 0, 0 );
|
|
}
|
|
for ( int i = 1; i < self->client->ps.saber[0].numBlades; i++ )
|
|
{//turn off all others
|
|
if ( self->client->ps.saber[0].blade[i].active )
|
|
{
|
|
self->client->ps.SaberBladeActivate( 0, i, qfalse );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//turn the sabers, all blades...?
|
|
self->client->ps.saber[0].Activate();
|
|
//self->client->ps.SaberActivate();
|
|
}
|
|
//turn on the saber trail
|
|
self->client->ps.saber[0].ActivateTrail( 150 );
|
|
}
|
|
|
|
//reset the mins
|
|
VectorCopy( saberMins, saber->mins );
|
|
VectorCopy( saberMaxs, saber->maxs );
|
|
saber->contents = 0;//CONTENTS_LIGHTSABER;
|
|
saber->clipmask = MASK_SOLID | CONTENTS_LIGHTSABER;
|
|
|
|
// remove the ghoul2 right-hand saber model on the player
|
|
if ( self->weaponModel[0] > 0 )
|
|
{
|
|
gi.G2API_RemoveGhoul2Model(self->ghoul2, self->weaponModel[0]);
|
|
self->weaponModel[0] = -1;
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
qboolean WP_SaberLose( gentity_t *self, vec3_t throwDir )
|
|
{
|
|
if ( !self || !self->client || self->client->ps.saberEntityNum <= 0 )
|
|
{//WTF?!! We lost it already?
|
|
return qfalse;
|
|
}
|
|
if ( self->client->NPC_class == CLASS_SABER_DROID )
|
|
{//saber droids can't drop their saber
|
|
return qfalse;
|
|
}
|
|
gentity_t *dropped = &g_entities[self->client->ps.saberEntityNum];
|
|
if ( !self->client->ps.saberInFlight )
|
|
{//not alreay in air
|
|
/*
|
|
qboolean noForceThrow = qfalse;
|
|
//make it so we can throw it
|
|
self->client->ps.forcePowersKnown |= (1<<FP_SABERTHROW);
|
|
if ( self->client->ps.forcePowerLevel[FP_SABERTHROW] < FORCE_LEVEL_1 )
|
|
{
|
|
noForceThrow = qtrue;
|
|
self->client->ps.forcePowerLevel[FP_SABERTHROW] = FORCE_LEVEL_1;
|
|
}
|
|
*/
|
|
//throw it
|
|
if ( !WP_SaberLaunch( self, dropped, qfalse ) )
|
|
{//couldn't throw it
|
|
return qfalse;
|
|
}
|
|
/*
|
|
if ( noForceThrow )
|
|
{
|
|
self->client->ps.forcePowerLevel[FP_SABERTHROW] = FORCE_LEVEL_0;
|
|
}
|
|
*/
|
|
}
|
|
if ( self->client->ps.saber[0].Active() )
|
|
{//on
|
|
//drop it instantly
|
|
WP_SaberDrop( self, dropped );
|
|
}
|
|
//optionally give it some thrown velocity
|
|
if ( throwDir && !VectorCompare( throwDir, vec3_origin ) )
|
|
{
|
|
VectorCopy( throwDir, dropped->s.pos.trDelta );
|
|
}
|
|
//don't pull it back on the next frame
|
|
if ( self->NPC )
|
|
{
|
|
self->NPC->last_ucmd.buttons &= ~BUTTON_ATTACK;
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
void WP_SetSaberOrigin( gentity_t *self, vec3_t newOrg )
|
|
{
|
|
if ( !self || !self->client )
|
|
{
|
|
return;
|
|
}
|
|
if ( self->client->ps.saberEntityNum <= 0 || self->client->ps.saberEntityNum >= ENTITYNUM_WORLD )
|
|
{//no saber ent to reposition
|
|
return;
|
|
}
|
|
if ( self->client->NPC_class == CLASS_SABER_DROID )
|
|
{//saber droids can't drop their saber
|
|
return;
|
|
}
|
|
gentity_t *dropped = &g_entities[self->client->ps.saberEntityNum];
|
|
if ( !self->client->ps.saberInFlight )
|
|
{//not already in air
|
|
qboolean noForceThrow = qfalse;
|
|
//make it so we can throw it
|
|
self->client->ps.forcePowersKnown |= (1<<FP_SABERTHROW);
|
|
if ( self->client->ps.forcePowerLevel[FP_SABERTHROW] < FORCE_LEVEL_1 )
|
|
{
|
|
noForceThrow = qtrue;
|
|
self->client->ps.forcePowerLevel[FP_SABERTHROW] = FORCE_LEVEL_1;
|
|
}
|
|
//throw it
|
|
if ( !WP_SaberLaunch( self, dropped, qfalse, qtrue ) )
|
|
{//couldn't throw it
|
|
return;
|
|
}
|
|
if ( noForceThrow )
|
|
{
|
|
self->client->ps.forcePowerLevel[FP_SABERTHROW] = FORCE_LEVEL_0;
|
|
}
|
|
}
|
|
VectorCopy( newOrg, dropped->s.origin );
|
|
VectorCopy( newOrg, dropped->currentOrigin );
|
|
VectorCopy( newOrg, dropped->s.pos.trBase );
|
|
//drop it instantly
|
|
WP_SaberDrop( self, dropped );
|
|
//don't pull it back on the next frame
|
|
if ( self->NPC )
|
|
{
|
|
self->NPC->last_ucmd.buttons &= ~BUTTON_ATTACK;
|
|
}
|
|
}
|
|
|
|
void WP_SaberCatch( gentity_t *self, gentity_t *saber, qboolean switchToSaber )
|
|
{//FIXME: probably need a debounce time
|
|
if ( self->health > 0 && !PM_SaberInBrokenParry( self->client->ps.saberMove ) && self->client->ps.saberBlocked != BLOCKED_PARRY_BROKEN )
|
|
{
|
|
//clear the enemy
|
|
saber->enemy = NULL;
|
|
//===FIXME!!!==============================================================================================
|
|
//We should copy the thrown saber's g2 instance to the right-hand saber
|
|
//When you catch it, and vice-versa when you throw it!!!
|
|
//===FIXME!!!==============================================================================================
|
|
//don't draw it
|
|
saber->s.eFlags |= EF_NODRAW;
|
|
saber->svFlags &= SVF_BROADCAST;
|
|
saber->svFlags |= SVF_NOCLIENT;
|
|
|
|
//take off any gravity stuff if we'd dropped it
|
|
saber->s.pos.trType = TR_LINEAR;
|
|
saber->s.eFlags &= ~EF_BOUNCE_HALF;
|
|
|
|
//Put it in my hand
|
|
self->client->ps.saberInFlight = qfalse;
|
|
self->client->ps.saberEntityState = SES_LEAVING;
|
|
|
|
//turn off the saber trail
|
|
self->client->ps.saber[0].DeactivateTrail( 75 );
|
|
|
|
//reset its contents/clipmask
|
|
saber->contents = CONTENTS_LIGHTSABER;// | CONTENTS_SHOTCLIP;
|
|
saber->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
|
|
|
|
//play catch sound
|
|
G_Sound( saber, G_SoundIndex( "sound/weapons/saber/saber_catch.wav" ) );
|
|
//FIXME: if an NPC, don't turn it back on if no enemy or enemy is dead...
|
|
//if it's not our current weapon, make it our current weapon
|
|
if ( self->client->ps.weapon == WP_SABER )
|
|
{//only do the first saber since we only throw the first one
|
|
WP_SaberAddG2SaberModels( self, qfalse );
|
|
}
|
|
if ( switchToSaber )
|
|
{
|
|
if ( self->client->ps.weapon != WP_SABER )
|
|
{
|
|
CG_ChangeWeapon( WP_SABER );
|
|
}
|
|
else
|
|
{//if it's not active, turn it on
|
|
if ( (self->client->ps.saber[0].saberFlags&SFL_SINGLE_BLADE_THROWABLE) )//SaberStaff() )
|
|
{//only first blade can be on
|
|
if ( !self->client->ps.saber[0].blade[0].active )
|
|
{//only turn it on if first blade is off, otherwise, leave as-is
|
|
self->client->ps.saber[0].Activate();
|
|
}
|
|
}
|
|
else
|
|
{//turn all blades on
|
|
self->client->ps.saber[0].Activate();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void WP_SaberReturn( gentity_t *self, gentity_t *saber )
|
|
{
|
|
if ( PM_SaberInBrokenParry( self->client->ps.saberMove ) || self->client->ps.saberBlocked == BLOCKED_PARRY_BROKEN )
|
|
{
|
|
return;
|
|
}
|
|
if ( self && self->client )
|
|
{//still alive and stuff
|
|
//FIXME: when it's returning, flies butt first, but seems to do a lot of damage when going through people... hmm...
|
|
self->client->ps.saberEntityState = SES_RETURNING;
|
|
//turn down the saber trail
|
|
if ( !(self->client->ps.saber[0].saberFlags&SFL_RETURN_DAMAGE) )//type != SABER_STAR )
|
|
{
|
|
self->client->ps.saber[0].DeactivateTrail( 75 );
|
|
}
|
|
}
|
|
if ( !(saber->s.eFlags&EF_BOUNCE) )
|
|
{
|
|
saber->s.eFlags |= EF_BOUNCE;
|
|
saber->bounceCount = 300;
|
|
}
|
|
}
|
|
|
|
|
|
void WP_SaberDrop( gentity_t *self, gentity_t *saber )
|
|
{
|
|
//clear the enemy
|
|
saber->enemy = NULL;
|
|
saber->s.eFlags &= ~EF_BOUNCE;
|
|
saber->bounceCount = 0;
|
|
//make it fall
|
|
saber->s.pos.trType = TR_GRAVITY;
|
|
//make it bounce some
|
|
saber->s.eFlags |= EF_BOUNCE_HALF;
|
|
//make it spin
|
|
VectorCopy( saber->currentAngles, saber->s.apos.trBase );
|
|
saber->s.apos.trType = TR_LINEAR;
|
|
saber->s.apos.trTime = level.time;
|
|
VectorSet( saber->s.apos.trDelta, Q_irand( -300, 300 ), saber->s.apos.trDelta[1], Q_irand( -300, 300 ) );
|
|
if ( !saber->s.apos.trDelta[1] )
|
|
{
|
|
saber->s.apos.trDelta[1] = Q_irand( -300, 300 );
|
|
}
|
|
//force it to be ready to return
|
|
self->client->ps.saberEntityDist = 0;
|
|
self->client->ps.saberEntityState = SES_RETURNING;
|
|
//turn it off
|
|
self->client->ps.saber[0].Deactivate();
|
|
//turn off the saber trail
|
|
self->client->ps.saber[0].DeactivateTrail( 75 );
|
|
//play the saber turning off sound
|
|
G_SoundIndexOnEnt( saber, CHAN_AUTO, self->client->ps.saber[0].soundOff );
|
|
|
|
if ( self->health <= 0 )
|
|
{//owner is dead!
|
|
saber->s.time = level.time;//will make us free ourselves after a time
|
|
}
|
|
}
|
|
|
|
|
|
void WP_SaberPull( gentity_t *self, gentity_t *saber )
|
|
{
|
|
if ( PM_SaberInBrokenParry( self->client->ps.saberMove ) || self->client->ps.saberBlocked == BLOCKED_PARRY_BROKEN )
|
|
{
|
|
return;
|
|
}
|
|
if ( self->health > 0 )
|
|
{
|
|
//take off gravity
|
|
saber->s.pos.trType = TR_LINEAR;
|
|
//take off bounce
|
|
saber->s.eFlags &= EF_BOUNCE_HALF;
|
|
//play sound
|
|
G_Sound( self, G_SoundIndex( "sound/weapons/force/pull.wav" ) );
|
|
}
|
|
}
|
|
|
|
const char *saberColorStringForColor[SABER_PURPLE+1] =
|
|
{
|
|
"red",//SABER_RED
|
|
"orange",//SABER_ORANGE
|
|
"yellow",//SABER_YELLOW
|
|
"green",//SABER_GREEN
|
|
"blue",//SABER_BLUE
|
|
"purple"//SABER_PURPLE
|
|
};
|
|
|
|
// Check if we are throwing it, launch it if needed, update position if needed.
|
|
void WP_SaberThrow( gentity_t *self, usercmd_t *ucmd )
|
|
{
|
|
vec3_t saberDiff;
|
|
trace_t tr;
|
|
//static float SABER_SPEED = 10;
|
|
|
|
gentity_t *saberent;
|
|
|
|
if ( self->client->ps.saberEntityNum <= 0 || self->client->ps.saberEntityNum >= ENTITYNUM_WORLD )
|
|
{//WTF?!! We lost it?
|
|
return;
|
|
}
|
|
|
|
if ( self->client->ps.torsoAnim == BOTH_LOSE_SABER )
|
|
{//can't catch it while it's being yanked from your hand!
|
|
return;
|
|
}
|
|
|
|
if ( !g_saberNewControlScheme->integer )
|
|
{
|
|
if ( PM_SaberInKata( (saberMoveName_t)self->client->ps.saberMove ) )
|
|
{//don't throw saber when in special attack (alt+attack)
|
|
return;
|
|
}
|
|
if ( (ucmd->buttons&BUTTON_ATTACK)
|
|
&& (ucmd->buttons&BUTTON_ALT_ATTACK)
|
|
&& !self->client->ps.saberInFlight )
|
|
{//trying to do special attack, don't throw it
|
|
return;
|
|
}
|
|
else if ( self->client->ps.torsoAnim == BOTH_A1_SPECIAL
|
|
|| self->client->ps.torsoAnim == BOTH_A2_SPECIAL
|
|
|| self->client->ps.torsoAnim == BOTH_A3_SPECIAL )
|
|
{//don't throw in these anims!
|
|
return;
|
|
}
|
|
}
|
|
saberent = &g_entities[self->client->ps.saberEntityNum];
|
|
|
|
VectorSubtract( self->client->renderInfo.handRPoint, saberent->currentOrigin, saberDiff );
|
|
|
|
//is our saber in flight?
|
|
if ( !self->client->ps.saberInFlight )
|
|
{//saber is not in flight right now
|
|
if ( self->client->ps.weapon != WP_SABER )
|
|
{//don't even have it out
|
|
return;
|
|
}
|
|
else if ( (ucmd->buttons&BUTTON_ALT_ATTACK) && !(self->client->ps.pm_flags&PMF_ALT_ATTACK_HELD) )
|
|
{//still holding it, not still holding attack from a previous throw, so throw it.
|
|
if ( !(self->client->ps.saberEventFlags&SEF_INWATER) && WP_SaberLaunch( self, saberent, qtrue ) )
|
|
{
|
|
if ( self->client && !self->s.number )
|
|
{
|
|
self->client->sess.missionStats.saberThrownCnt++;
|
|
}
|
|
//need to recalc this because we just moved it
|
|
VectorSubtract( self->client->renderInfo.handRPoint, saberent->currentOrigin, saberDiff );
|
|
}
|
|
else
|
|
{//couldn't throw it
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{//holding it, don't want to throw it, go away.
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{//inflight
|
|
//is our saber currently on it's way back to us?
|
|
if ( self->client->ps.saberEntityState == SES_RETURNING )
|
|
{//see if we're close enough to pick it up
|
|
if ( VectorLengthSquared( saberDiff ) <= 256 )//16 squared//G_BoundsOverlap( self->absmin, self->absmax, saberent->absmin, saberent->absmax ) )//
|
|
{//caught it
|
|
vec3_t axisPoint;
|
|
trace_t trace;
|
|
VectorCopy( self->currentOrigin, axisPoint );
|
|
axisPoint[2] = self->client->renderInfo.handRPoint[2];
|
|
gi.trace( &trace, axisPoint, vec3_origin, vec3_origin, self->client->renderInfo.handRPoint, self->s.number, MASK_SOLID, (EG2_Collision)0, 0 );
|
|
if ( !trace.startsolid && trace.fraction >= 1.0f )
|
|
{//our hand isn't through a wall
|
|
WP_SaberCatch( self, saberent, qtrue );
|
|
//NPC_SetAnim( self, SETANIM_TORSO, TORSO_HANDRETRACT1, SETANIM_FLAG_OVERRIDE );
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( saberent->s.pos.trType != TR_STATIONARY )
|
|
{//saber is in flight, lerp it
|
|
if ( self->health <= 0 )//&& level.time > saberent->s.time + 5000 )
|
|
{//make us free ourselves after a time
|
|
if ( g_saberPickuppableDroppedSabers->integer
|
|
&& G_DropSaberItem( self->client->ps.saber[0].name, self->client->ps.saber[0].blade[0].color, saberent->currentOrigin, saberent->s.pos.trDelta, saberent->currentAngles ) != NULL )
|
|
{//dropped it
|
|
//free it
|
|
G_FreeEntity( saberent );
|
|
//forget it
|
|
self->client->ps.saberEntityNum = ENTITYNUM_NONE;
|
|
return;
|
|
}
|
|
}
|
|
WP_RunSaber( self, saberent );
|
|
}
|
|
else
|
|
{//it fell on the ground
|
|
if ( self->health <= 0 )//&& level.time > saberent->s.time + 5000 )
|
|
{//make us free ourselves after a time
|
|
if ( g_saberPickuppableDroppedSabers->integer )
|
|
{//spawn an item
|
|
G_DropSaberItem( self->client->ps.saber[0].name, self->client->ps.saber[0].blade[0].color, saberent->currentOrigin, saberent->s.pos.trDelta, saberent->currentAngles );
|
|
}
|
|
//free it
|
|
G_FreeEntity( saberent );
|
|
//forget it
|
|
self->client->ps.saberEntityNum = ENTITYNUM_NONE;
|
|
return;
|
|
}
|
|
if ( (!self->s.number && level.time - saberent->aimDebounceTime > 15000)
|
|
|| (self->s.number && level.time - saberent->aimDebounceTime > 5000) )
|
|
{//(only for player) been missing for 15 seconds, automagicially return
|
|
WP_SaberCatch( self, saberent, qfalse );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
//are we still trying to use the saber?
|
|
if ( self->client->ps.weapon != WP_SABER )
|
|
{//switched away
|
|
if ( !self->client->ps.saberInFlight )
|
|
{//wasn't throwing saber
|
|
return;
|
|
}
|
|
else if ( saberent->s.pos.trType == TR_LINEAR )
|
|
{//switched away while controlling it, just drop the saber
|
|
WP_SaberDrop( self, saberent );
|
|
return;
|
|
}
|
|
else
|
|
{//it's on the ground, see if it's inside us (touching)
|
|
if ( G_PointInBounds( saberent->currentOrigin, self->absmin, self->absmax ) )
|
|
{//it's in us, pick it up automatically
|
|
WP_SaberPull( self, saberent );
|
|
}
|
|
}
|
|
}
|
|
else if ( saberent->s.pos.trType != TR_LINEAR )
|
|
{//weapon is saber and not flying
|
|
if ( self->client->ps.saberInFlight )
|
|
{//we dropped it
|
|
if ( ucmd->buttons & BUTTON_ATTACK )//|| self->client->ps.weaponstate == WEAPON_RAISING )//ucmd->buttons & BUTTON_ALT_ATTACK ||
|
|
{//we actively want to pick it up or we just switched to it, so pull it back
|
|
gi.trace( &tr, saberent->currentOrigin, saberent->mins, saberent->maxs, self->client->renderInfo.handRPoint, self->s.number, MASK_SOLID, (EG2_Collision)0, 0 );
|
|
|
|
if ( tr.allsolid || tr.startsolid || tr.fraction < 1.0f )
|
|
{//can't pick it up yet, no LOS
|
|
return;
|
|
}
|
|
//clear LOS, pick it up
|
|
WP_SaberPull( self, saberent );
|
|
}
|
|
else
|
|
{//see if it's inside us (touching)
|
|
if ( G_PointInBounds( saberent->currentOrigin, self->absmin, self->absmax ) )
|
|
{//it's in us, pick it up automatically
|
|
WP_SaberPull( self, saberent );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( self->health <= 0 && self->client->ps.saberInFlight )
|
|
{//we died, drop it
|
|
WP_SaberDrop( self, saberent );
|
|
return;
|
|
}
|
|
else if ( !self->client->ps.saber[0].Active() && self->client->ps.saberEntityState != SES_RETURNING )
|
|
{//we turned it off, drop it
|
|
WP_SaberDrop( self, saberent );
|
|
return;
|
|
}
|
|
|
|
//TODO: if deactivate saber in flight, should it drop?
|
|
|
|
if ( saberent->s.pos.trType != TR_LINEAR )
|
|
{//don't home
|
|
return;
|
|
}
|
|
|
|
float saberDist = VectorLength( saberDiff );
|
|
if ( self->client->ps.saberEntityState == SES_LEAVING )
|
|
{//saber still flying forward
|
|
if ( self->client->ps.forcePowerLevel[FP_SABERTHROW] > FORCE_LEVEL_2 )
|
|
{//still holding it out
|
|
if ( !(ucmd->buttons&BUTTON_ALT_ATTACK) && self->client->ps.forcePowerDebounce[FP_SABERTHROW] < level.time )
|
|
{//done throwing, return to me
|
|
if ( self->client->ps.saber[0].Active() )
|
|
{//still on
|
|
WP_SaberReturn( self, saberent );
|
|
}
|
|
}
|
|
else if ( level.time - self->client->ps.saberThrowTime >= 100 )
|
|
{
|
|
if ( WP_ForcePowerAvailable( self, FP_SABERTHROW, 1 ) )
|
|
{
|
|
WP_ForcePowerDrain( self, FP_SABERTHROW, 1 );
|
|
self->client->ps.saberThrowTime = level.time;
|
|
}
|
|
else
|
|
{//out of force power, return to me
|
|
WP_SaberReturn( self, saberent );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( !(ucmd->buttons&BUTTON_ALT_ATTACK) && self->client->ps.forcePowerDebounce[FP_SABERTHROW] < level.time )
|
|
{//not holding button and has been out at least 1 second, return to me
|
|
if ( self->client->ps.saber[0].Active() )
|
|
{//still on
|
|
WP_SaberReturn( self, saberent );
|
|
}
|
|
}
|
|
else if ( level.time - self->client->ps.saberThrowTime > 3000
|
|
|| (self->client->ps.forcePowerLevel[FP_SABERTHROW]==FORCE_LEVEL_1&&saberDist>=self->client->ps.saberEntityDist) )
|
|
{//been out too long, or saber throw 1 went too far, return to me
|
|
if ( self->client->ps.saber[0].Active() )
|
|
{//still on
|
|
WP_SaberReturn( self, saberent );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ( self->client->ps.saberEntityState == SES_RETURNING )
|
|
{
|
|
if ( self->client->ps.saberEntityDist > 0 )
|
|
{
|
|
self->client->ps.saberEntityDist -= 25;
|
|
}
|
|
if ( self->client->ps.saberEntityDist < 0 )
|
|
{
|
|
self->client->ps.saberEntityDist = 0;
|
|
}
|
|
else if ( saberDist < self->client->ps.saberEntityDist )
|
|
{//if it's coming back to me, never push it away
|
|
self->client->ps.saberEntityDist = saberDist;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//SABER BLOCKING============================================================================
|
|
//SABER BLOCKING============================================================================
|
|
//SABER BLOCKING============================================================================
|
|
//SABER BLOCKING============================================================================
|
|
//SABER BLOCKING============================================================================
|
|
int WP_MissileBlockForBlock( int saberBlock )
|
|
{
|
|
switch( saberBlock )
|
|
{
|
|
case BLOCKED_UPPER_RIGHT:
|
|
return BLOCKED_UPPER_RIGHT_PROJ;
|
|
break;
|
|
case BLOCKED_UPPER_LEFT:
|
|
return BLOCKED_UPPER_LEFT_PROJ;
|
|
break;
|
|
case BLOCKED_LOWER_RIGHT:
|
|
return BLOCKED_LOWER_RIGHT_PROJ;
|
|
break;
|
|
case BLOCKED_LOWER_LEFT:
|
|
return BLOCKED_LOWER_LEFT_PROJ;
|
|
break;
|
|
case BLOCKED_TOP:
|
|
return BLOCKED_TOP_PROJ;
|
|
break;
|
|
}
|
|
return saberBlock;
|
|
}
|
|
|
|
void WP_SaberBlockNonRandom( gentity_t *self, vec3_t hitloc, qboolean missileBlock )
|
|
{
|
|
vec3_t diff, fwdangles={0,0,0}, right;
|
|
float rightdot;
|
|
float zdiff;
|
|
|
|
if ( self->client->ps.weaponstate == WEAPON_DROPPING ||
|
|
self->client->ps.weaponstate == WEAPON_RAISING )
|
|
{//don't block while changing weapons
|
|
return;
|
|
}
|
|
if ( PM_SuperBreakLoseAnim( self->client->ps.torsoAnim )
|
|
|| PM_SuperBreakWinAnim( self->client->ps.torsoAnim ) )
|
|
{
|
|
return;
|
|
}
|
|
//NPCs don't auto-block
|
|
if ( !missileBlock && self->s.number != 0 && self->client->ps.saberBlocked != BLOCKED_NONE )
|
|
{
|
|
return;
|
|
}
|
|
|
|
VectorSubtract( hitloc, self->client->renderInfo.eyePoint, diff );
|
|
diff[2] = 0;
|
|
VectorNormalize( diff );
|
|
|
|
fwdangles[1] = self->client->ps.viewangles[1];
|
|
// Ultimately we might care if the shot was ahead or behind, but for now, just quadrant is fine.
|
|
AngleVectors( fwdangles, NULL, right, NULL );
|
|
|
|
rightdot = DotProduct(right, diff);
|
|
zdiff = hitloc[2] - self->client->renderInfo.eyePoint[2];
|
|
|
|
//FIXME: take torsoAngles into account?
|
|
if ( zdiff > -5 )//0 )//40 )
|
|
{
|
|
if ( rightdot > 0.3 )
|
|
{
|
|
self->client->ps.saberBlocked = BLOCKED_UPPER_RIGHT;
|
|
}
|
|
else if ( rightdot < -0.3 )
|
|
{
|
|
self->client->ps.saberBlocked = BLOCKED_UPPER_LEFT;
|
|
}
|
|
else
|
|
{
|
|
self->client->ps.saberBlocked = BLOCKED_TOP;
|
|
}
|
|
}
|
|
else if ( zdiff > -22 )//-20 )//20 )
|
|
{
|
|
if ( zdiff < -10 )//30 )
|
|
{//hmm, pretty low, but not low enough to use the low block, so we need to duck
|
|
//NPC should duck, but NPC should never get here
|
|
}
|
|
if ( rightdot > 0.1 )
|
|
{
|
|
self->client->ps.saberBlocked = BLOCKED_UPPER_RIGHT;
|
|
}
|
|
else if ( rightdot < -0.1 )
|
|
{
|
|
self->client->ps.saberBlocked = BLOCKED_UPPER_LEFT;
|
|
}
|
|
else
|
|
{//FIXME: this looks really weird if the shot is too low!
|
|
self->client->ps.saberBlocked = BLOCKED_TOP;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( rightdot >= 0 )
|
|
{
|
|
self->client->ps.saberBlocked = BLOCKED_LOWER_RIGHT;
|
|
}
|
|
else
|
|
{
|
|
self->client->ps.saberBlocked = BLOCKED_LOWER_LEFT;
|
|
}
|
|
}
|
|
|
|
#ifndef FINAL_BUILD
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
if ( !self->s.number )
|
|
{
|
|
gi.Printf( "EyeZ: %4.2f HitZ: %4.2f zdiff: %4.2f rdot: %4.2f\n", self->client->renderInfo.eyePoint[2], hitloc[2], zdiff, rightdot );
|
|
switch ( self->client->ps.saberBlocked )
|
|
{
|
|
case BLOCKED_TOP:
|
|
gi.Printf( "BLOCKED_TOP\n" );
|
|
break;
|
|
case BLOCKED_UPPER_RIGHT:
|
|
gi.Printf( "BLOCKED_UPPER_RIGHT\n" );
|
|
break;
|
|
case BLOCKED_UPPER_LEFT:
|
|
gi.Printf( "BLOCKED_UPPER_LEFT\n" );
|
|
break;
|
|
case BLOCKED_LOWER_RIGHT:
|
|
gi.Printf( "BLOCKED_LOWER_RIGHT\n" );
|
|
break;
|
|
case BLOCKED_LOWER_LEFT:
|
|
gi.Printf( "BLOCKED_LOWER_LEFT\n" );
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if ( missileBlock )
|
|
{
|
|
self->client->ps.saberBlocked = WP_MissileBlockForBlock( self->client->ps.saberBlocked );
|
|
}
|
|
|
|
if ( self->client->ps.saberBlocked != BLOCKED_NONE )
|
|
{
|
|
int parryReCalcTime = Jedi_ReCalcParryTime( self, EVASION_PARRY );
|
|
if ( self->client->ps.forcePowerDebounce[FP_SABER_DEFENSE] < level.time + parryReCalcTime )
|
|
{
|
|
self->client->ps.forcePowerDebounce[FP_SABER_DEFENSE] = level.time + parryReCalcTime;
|
|
}
|
|
}
|
|
}
|
|
|
|
void WP_SaberStartMissileBlockCheck( gentity_t *self, usercmd_t *ucmd )
|
|
{
|
|
float dist;
|
|
gentity_t *ent, *incoming = NULL;
|
|
gentity_t *entityList[MAX_GENTITIES];
|
|
int numListedEntities;
|
|
vec3_t mins, maxs;
|
|
int i, e;
|
|
float closestDist, radius = 256;
|
|
vec3_t forward, dir, missile_dir, fwdangles = {0};
|
|
trace_t trace;
|
|
vec3_t traceTo, entDir;
|
|
qboolean dodgeOnlySabers = qfalse;
|
|
|
|
|
|
if ( self->NPC && (self->NPC->scriptFlags&SCF_IGNORE_ALERTS) )
|
|
{//don't react to things flying at me...
|
|
return;
|
|
}
|
|
if ( self->health <= 0 )
|
|
{//dead don't try to block (NOTE: actual deflection happens in missile code)
|
|
return;
|
|
}
|
|
|
|
if ( PM_InKnockDown( &self->client->ps ) )
|
|
{//can't block when knocked down
|
|
return;
|
|
}
|
|
|
|
if ( PM_SuperBreakLoseAnim( self->client->ps.torsoAnim )
|
|
|| PM_SuperBreakWinAnim( self->client->ps.torsoAnim ) )
|
|
{//can't block while in break anim
|
|
return;
|
|
}
|
|
|
|
if ( Rosh_BeingHealed( self ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( self->client->NPC_class == CLASS_ROCKETTROOPER )
|
|
{//rockettrooper
|
|
if ( self->client->ps.groundEntityNum != ENTITYNUM_NONE )
|
|
{//must be in air
|
|
return;
|
|
}
|
|
if ( Q_irand( 0, 4-(g_spskill->integer*2) ) )
|
|
{//easier level guys do this less
|
|
return;
|
|
}
|
|
if ( Q_irand( 0, 3 ) )
|
|
{//base level: 25% chance of looking for something to dodge
|
|
if ( Q_irand( 0, 1 ) )
|
|
{//dodge sabers twice as frequently as other projectiles
|
|
dodgeOnlySabers = qtrue;
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( self->client->NPC_class == CLASS_BOBAFETT )
|
|
{//Boba doesn't dodge quite as much
|
|
if ( Q_irand( 0, 2-g_spskill->integer) )
|
|
{//easier level guys do this less
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( self->client->NPC_class != CLASS_BOBAFETT
|
|
&& (self->client->NPC_class != CLASS_REBORN || self->s.weapon == WP_SABER)
|
|
&& (self->client->NPC_class != CLASS_ROCKETTROOPER||!self->NPC||self->NPC->rank<RANK_LT)//if a rockettrooper, but not an officer, do these normal checks
|
|
)
|
|
{
|
|
if ( g_debugMelee->integer
|
|
&& (ucmd->buttons & BUTTON_USE)
|
|
&& cg.renderingThirdPerson
|
|
&& G_OkayToLean( &self->client->ps, ucmd, qfalse )
|
|
&& (self->client->ps.forcePowersActive&(1<<FP_SPEED)) )
|
|
{
|
|
}
|
|
else
|
|
{
|
|
if ( self->client->ps.weapon != WP_SABER )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( self->client->ps.saberInFlight )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( self->s.number < MAX_CLIENTS )
|
|
{
|
|
if ( !self->client->ps.SaberLength() )
|
|
{//player doesn't auto-activate
|
|
return;
|
|
}
|
|
|
|
if ( !g_saberAutoBlocking->integer && self->client->ps.saberBlockingTime<level.time )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( (self->client->ps.saber[0].saberFlags&SFL_NOT_ACTIVE_BLOCKING) )
|
|
{//can't actively block with this saber type
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( !self->s.number )
|
|
{//don't do this if already attacking!
|
|
if ( ucmd->buttons & BUTTON_ATTACK
|
|
|| PM_SaberInAttack( self->client->ps.saberMove )
|
|
|| PM_SaberInSpecialAttack( self->client->ps.torsoAnim )
|
|
|| PM_SaberInTransitionAny( self->client->ps.saberMove ))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( self->client->ps.forcePowerLevel[FP_SABER_DEFENSE] < FORCE_LEVEL_1 )
|
|
{//you have not the SKILLZ
|
|
return;
|
|
}
|
|
|
|
if ( self->client->ps.forcePowerDebounce[FP_SABER_DEFENSE] > level.time )
|
|
{//can't block while already blocking
|
|
return;
|
|
}
|
|
|
|
if ( self->client->ps.forcePowersActive&(1<<FP_LIGHTNING) )
|
|
{//can't block while zapping
|
|
return;
|
|
}
|
|
|
|
if ( self->client->ps.forcePowersActive&(1<<FP_DRAIN) )
|
|
{//can't block while draining
|
|
return;
|
|
}
|
|
|
|
if ( self->client->ps.forcePowersActive&(1<<FP_PUSH) )
|
|
{//can't block while shoving
|
|
return;
|
|
}
|
|
|
|
if ( self->client->ps.forcePowersActive&(1<<FP_GRIP) )
|
|
{//can't block while gripping (FIXME: or should it break the grip? Pain should break the grip, I think...)
|
|
return;
|
|
}
|
|
}
|
|
|
|
fwdangles[1] = self->client->ps.viewangles[1];
|
|
AngleVectors( fwdangles, forward, NULL, NULL );
|
|
|
|
for ( i = 0 ; i < 3 ; i++ )
|
|
{
|
|
mins[i] = self->currentOrigin[i] - radius;
|
|
maxs[i] = self->currentOrigin[i] + radius;
|
|
}
|
|
|
|
numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
|
|
|
|
closestDist = radius;
|
|
|
|
for ( e = 0 ; e < numListedEntities ; e++ )
|
|
{
|
|
ent = entityList[ e ];
|
|
|
|
if (ent == self)
|
|
continue;
|
|
if (ent->owner == self)
|
|
continue;
|
|
if ( !(ent->inuse) )
|
|
continue;
|
|
if ( dodgeOnlySabers )
|
|
{//only care about thrown sabers
|
|
if ( ent->client
|
|
|| ent->s.weapon != WP_SABER
|
|
|| !ent->classname
|
|
|| !ent->classname[0]
|
|
|| Q_stricmp( "lightsaber", ent->classname ) )
|
|
{//not a lightsaber, ignore it
|
|
continue;
|
|
}
|
|
}
|
|
if ( ent->s.eType != ET_MISSILE && !(ent->s.eFlags&EF_MISSILE_STICK) )
|
|
{//not a normal projectile
|
|
if ( ent->client || ent->s.weapon != WP_SABER )
|
|
{//FIXME: wake up bad guys?
|
|
continue;
|
|
}
|
|
if ( ent->s.eFlags & EF_NODRAW )
|
|
{
|
|
continue;
|
|
}
|
|
if ( Q_stricmp( "lightsaber", ent->classname ) != 0 )
|
|
{//not a lightsaber
|
|
//FIXME: what about general objects that are small in size- like rocks, etc...
|
|
continue;
|
|
}
|
|
//a lightsaber.. make sure it's on and inFlight
|
|
if ( !ent->owner || !ent->owner->client )
|
|
{
|
|
continue;
|
|
}
|
|
if ( !ent->owner->client->ps.saberInFlight )
|
|
{//not in flight
|
|
continue;
|
|
}
|
|
if ( ent->owner->client->ps.SaberLength() <= 0 )
|
|
{//not on
|
|
continue;
|
|
}
|
|
if ( ent->owner->health <= 0 && g_saberRealisticCombat->integer < 2 )
|
|
{//it's not doing damage, so ignore it
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( ent->s.pos.trType == TR_STATIONARY && !self->s.number )
|
|
{//nothing you can do with a stationary missile if you're the player
|
|
continue;
|
|
}
|
|
}
|
|
|
|
float dot1, dot2;
|
|
//see if they're in front of me
|
|
VectorSubtract( ent->currentOrigin, self->currentOrigin, dir );
|
|
dist = VectorNormalize( dir );
|
|
//FIXME: handle detpacks, proximity mines and tripmines
|
|
if ( ent->s.weapon == WP_THERMAL )
|
|
{//thermal detonator!
|
|
if ( self->NPC && dist < ent->splashRadius )
|
|
{
|
|
if ( dist < ent->splashRadius &&
|
|
ent->nextthink < level.time + 600 &&
|
|
ent->count &&
|
|
self->client->ps.groundEntityNum != ENTITYNUM_NONE &&
|
|
(ent->s.pos.trType == TR_STATIONARY||
|
|
ent->s.pos.trType == TR_INTERPOLATE||
|
|
(dot1 = DotProduct( dir, forward )) < SABER_REFLECT_MISSILE_CONE||
|
|
!WP_ForcePowerUsable( self, FP_PUSH, 0 )) )
|
|
{//TD is close enough to hurt me, I'm on the ground and the thing is at rest or behind me and about to blow up, or I don't have force-push so force-jump!
|
|
//FIXME: sometimes this might make me just jump into it...?
|
|
self->client->ps.forceJumpCharge = 480;
|
|
}
|
|
else if ( self->client->NPC_class != CLASS_BOBAFETT
|
|
&& (self->client->NPC_class != CLASS_REBORN || self->s.weapon == WP_SABER)
|
|
&& self->client->NPC_class != CLASS_ROCKETTROOPER )
|
|
{//FIXME: check forcePushRadius[NPC->client->ps.forcePowerLevel[FP_PUSH]]
|
|
if ( !ent->owner || !OnSameTeam( self, ent->owner ) )
|
|
{
|
|
ForceThrow( self, qfalse );
|
|
}
|
|
}
|
|
}
|
|
continue;
|
|
}
|
|
else if ( ent->splashDamage && ent->splashRadius )
|
|
{//exploding missile
|
|
//FIXME: handle tripmines and detpacks somehow...
|
|
// maybe do a force-gesture that makes them explode?
|
|
// But what if we're within it's splashradius?
|
|
if ( !self->s.number )
|
|
{//players don't auto-handle these at all
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if ( self->client->NPC_class == CLASS_BOBAFETT
|
|
|| self->client->NPC_class == CLASS_ROCKETTROOPER )
|
|
{
|
|
/*
|
|
if ( ent->s.pos.trType == TR_STATIONARY && (ent->s.eFlags&EF_MISSILE_STICK) )
|
|
{//sorry, you're scrooged here
|
|
//FIXME: maybe jump or go up if on ground?
|
|
continue;
|
|
}
|
|
//else it's a rocket, try to evade it
|
|
*/
|
|
//HMM... let's see what happens if these guys try to avoid tripmines and detpacks, too...?
|
|
}
|
|
else
|
|
{//normal Jedi
|
|
if ( ent->s.pos.trType == TR_STATIONARY && (ent->s.eFlags&EF_MISSILE_STICK)
|
|
&& (self->client->NPC_class != CLASS_REBORN || self->s.weapon == WP_SABER) )
|
|
{//a placed explosive like a tripmine or detpack
|
|
if ( InFOV( ent->currentOrigin, self->client->renderInfo.eyePoint, self->client->ps.viewangles, 90, 90 ) )
|
|
{//in front of me
|
|
if ( G_ClearLOS( self, ent ) )
|
|
{//can see it
|
|
vec3_t throwDir;
|
|
//make the gesture
|
|
ForceThrow( self, qfalse );
|
|
//take it off the wall and toss it
|
|
ent->s.pos.trType = TR_GRAVITY;
|
|
ent->s.eType = ET_MISSILE;
|
|
ent->s.eFlags &= ~EF_MISSILE_STICK;
|
|
ent->s.eFlags |= EF_BOUNCE_HALF;
|
|
AngleVectors( ent->currentAngles, throwDir, NULL, NULL );
|
|
VectorMA( ent->currentOrigin, ent->maxs[0]+4, throwDir, ent->currentOrigin );
|
|
VectorCopy( ent->currentOrigin, ent->s.pos.trBase );
|
|
VectorScale( throwDir, 300, ent->s.pos.trDelta );
|
|
ent->s.pos.trDelta[2] += 150;
|
|
VectorMA( ent->s.pos.trDelta, 800, dir, ent->s.pos.trDelta );
|
|
ent->s.pos.trTime = level.time; // move a bit on the very first frame
|
|
VectorCopy( ent->currentOrigin, ent->s.pos.trBase );
|
|
ent->owner = self;
|
|
// make it explode, but with less damage
|
|
ent->splashDamage /= 3;
|
|
ent->splashRadius /= 3;
|
|
ent->e_ThinkFunc = thinkF_WP_Explode;
|
|
ent->nextthink = level.time + Q_irand( 500, 3000 );
|
|
}
|
|
}
|
|
}
|
|
else if ( dist < ent->splashRadius
|
|
&& self->client->ps.groundEntityNum != ENTITYNUM_NONE
|
|
&& ( DotProduct( dir, forward ) < SABER_REFLECT_MISSILE_CONE
|
|
|| !WP_ForcePowerUsable( self, FP_PUSH, 0 ) ) )
|
|
{//NPCs try to evade it
|
|
self->client->ps.forceJumpCharge = 480;
|
|
}
|
|
else if ( (self->client->NPC_class != CLASS_REBORN || self->s.weapon == WP_SABER) )
|
|
{//else, try to force-throw it away
|
|
if ( !ent->owner || !OnSameTeam( self, ent->owner ) )
|
|
{
|
|
//FIXME: check forcePushRadius[NPC->client->ps.forcePowerLevel[FP_PUSH]]
|
|
ForceThrow( self, qfalse );
|
|
}
|
|
}
|
|
//otherwise, can't block it, so we're screwed
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( ent->s.weapon != WP_SABER )
|
|
{//only block shots coming from behind
|
|
if ( (dot1 = DotProduct( dir, forward )) < SABER_REFLECT_MISSILE_CONE )
|
|
continue;
|
|
}
|
|
else if ( !self->s.number )
|
|
{//player never auto-blocks thrown sabers
|
|
continue;
|
|
}//NPCs always try to block sabers coming from behind!
|
|
|
|
//see if they're heading towards me
|
|
VectorCopy( ent->s.pos.trDelta, missile_dir );
|
|
VectorNormalize( missile_dir );
|
|
if ( (dot2 = DotProduct( dir, missile_dir )) > 0 )
|
|
continue;
|
|
|
|
//FIXME: must have a clear trace to me, too...
|
|
if ( dist < closestDist )
|
|
{
|
|
VectorCopy( self->currentOrigin, traceTo );
|
|
traceTo[2] = self->absmax[2] - 4;
|
|
gi.trace( &trace, ent->currentOrigin, ent->mins, ent->maxs, traceTo, ent->s.number, ent->clipmask, (EG2_Collision)0, 0 );
|
|
if ( trace.allsolid || trace.startsolid || (trace.fraction < 1.0f && trace.entityNum != self->s.number && trace.entityNum != self->client->ps.saberEntityNum) )
|
|
{//okay, try one more check
|
|
VectorNormalize2( ent->s.pos.trDelta, entDir );
|
|
VectorMA( ent->currentOrigin, radius, entDir, traceTo );
|
|
gi.trace( &trace, ent->currentOrigin, ent->mins, ent->maxs, traceTo, ent->s.number, ent->clipmask, (EG2_Collision)0, 0 );
|
|
if ( trace.allsolid || trace.startsolid || (trace.fraction < 1.0f && trace.entityNum != self->s.number && trace.entityNum != self->client->ps.saberEntityNum) )
|
|
{//can't hit me, ignore it
|
|
continue;
|
|
}
|
|
}
|
|
if ( self->s.number != 0 )
|
|
{//An NPC
|
|
if ( self->NPC && !self->enemy && ent->owner )
|
|
{
|
|
if ( ent->owner->health >= 0 && (!ent->owner->client || ent->owner->client->playerTeam != self->client->playerTeam) )
|
|
{
|
|
G_SetEnemy( self, ent->owner );
|
|
}
|
|
}
|
|
}
|
|
//FIXME: if NPC, predict the intersection between my current velocity/path and the missile's, see if it intersects my bounding box (+/-saberLength?), don't try to deflect unless it does?
|
|
closestDist = dist;
|
|
incoming = ent;
|
|
}
|
|
}
|
|
|
|
if ( incoming )
|
|
{
|
|
if ( self->NPC && !G_ControlledByPlayer( self ) )
|
|
{
|
|
if ( Jedi_WaitingAmbush( self ) )
|
|
{
|
|
Jedi_Ambush( self );
|
|
}
|
|
if ( ( self->client->NPC_class == CLASS_BOBAFETT || self->client->NPC_class == CLASS_ROCKETTROOPER )
|
|
&& self->client->moveType == MT_FLYSWIM
|
|
&& incoming->methodOfDeath != MOD_ROCKET_ALT )
|
|
{//a hovering Boba Fett, not a tracking rocket
|
|
if ( !Q_irand( 0, 1 ) )
|
|
{//strafe
|
|
self->NPC->standTime = 0;
|
|
self->client->ps.forcePowerDebounce[FP_SABER_DEFENSE] = level.time + Q_irand( 1000, 2000 );
|
|
}
|
|
if ( !Q_irand( 0, 1 ) )
|
|
{//go up/down
|
|
TIMER_Set( self, "heightChange", Q_irand( 1000, 3000 ) );
|
|
self->client->ps.forcePowerDebounce[FP_SABER_DEFENSE] = level.time + Q_irand( 1000, 2000 );
|
|
}
|
|
}
|
|
else if ( self->client->NPC_class != CLASS_ROCKETTROOPER
|
|
&& Jedi_SaberBlockGo( self, &self->NPC->last_ucmd, NULL, NULL, incoming ) != EVASION_NONE )
|
|
{//make sure to turn on your saber if it's not on
|
|
if ( self->client->NPC_class != CLASS_BOBAFETT
|
|
&& (self->client->NPC_class != CLASS_REBORN || self->s.weapon == WP_SABER) )
|
|
{
|
|
self->client->ps.SaberActivate();
|
|
}
|
|
}
|
|
}
|
|
else//player
|
|
{
|
|
if ( !(ucmd->buttons & BUTTON_USE) )//self->s.weapon == WP_SABER && self->client->ps.SaberActive() )
|
|
{
|
|
WP_SaberBlockNonRandom( self, incoming->currentOrigin, qtrue );
|
|
}
|
|
else
|
|
{
|
|
vec3_t diff, start, end;
|
|
float dist;
|
|
VectorSubtract( incoming->currentOrigin, self->currentOrigin, diff );
|
|
dist = VectorLength( diff );
|
|
VectorNormalize2( incoming->s.pos.trDelta, entDir );
|
|
VectorMA( incoming->currentOrigin, dist, entDir, start );
|
|
VectorCopy( self->currentOrigin, end );
|
|
end[2] += self->maxs[2]*0.75f;
|
|
gi.trace( &trace, start, incoming->mins, incoming->maxs, end, incoming->s.number, MASK_SHOT, G2_COLLIDE, 10 );
|
|
|
|
Jedi_DodgeEvasion( self, incoming->owner, &trace, HL_NONE );
|
|
}
|
|
if ( incoming->owner && incoming->owner->client && (!self->enemy || self->enemy->s.weapon != WP_SABER) )//keep enemy jedi over shooters
|
|
{
|
|
self->enemy = incoming->owner;
|
|
NPC_SetLookTarget( self, incoming->owner->s.number, level.time+1000 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//GENERAL SABER============================================================================
|
|
//GENERAL SABER============================================================================
|
|
//GENERAL SABER============================================================================
|
|
//GENERAL SABER============================================================================
|
|
//GENERAL SABER============================================================================
|
|
|
|
void WP_SetSaberMove(gentity_t *self, short blocked)
|
|
{
|
|
self->client->ps.saberBlocked = blocked;
|
|
}
|
|
|
|
extern void CG_CubeOutline( vec3_t mins, vec3_t maxs, int time, unsigned int color, float alpha );
|
|
void WP_SaberUpdate( gentity_t *self, usercmd_t *ucmd )
|
|
{
|
|
//float swap;
|
|
float minsize = 16;
|
|
|
|
if(0)// if ( self->s.number != 0 )
|
|
{//for now only the player can do this // not anymore
|
|
return;
|
|
}
|
|
|
|
if ( !self->client )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( self->client->ps.saberEntityNum < 0 || self->client->ps.saberEntityNum >= ENTITYNUM_WORLD )
|
|
{//never got one
|
|
return;
|
|
}
|
|
|
|
// Check if we are throwing it, launch it if needed, update position if needed.
|
|
WP_SaberThrow(self, ucmd);
|
|
|
|
|
|
//vec3_t saberloc;
|
|
//vec3_t sabermins={-8,-8,-8}, sabermaxs={8,8,8};
|
|
|
|
gentity_t *saberent;
|
|
|
|
if (self->client->ps.saberEntityNum <= 0)
|
|
{//WTF?!! We lost it?
|
|
return;
|
|
}
|
|
|
|
saberent = &g_entities[self->client->ps.saberEntityNum];
|
|
|
|
//FIXME: Based on difficulty level/jedi saber combat skill, make this bounding box fatter/smaller
|
|
if ( self->client->ps.saberBlocked != BLOCKED_NONE )
|
|
{//we're blocking, increase min size
|
|
minsize = 32;
|
|
}
|
|
|
|
if ( G_InCinematicSaberAnim( self ) )
|
|
{//fake some blocking
|
|
self->client->ps.saberBlocking = BLK_TIGHT;
|
|
if ( self->client->ps.saber[0].Active() )
|
|
{
|
|
self->client->ps.saber[0].ActivateTrail( 150 );
|
|
}
|
|
if ( self->client->ps.saber[1].Active() )
|
|
{
|
|
self->client->ps.saber[1].ActivateTrail( 150 );
|
|
}
|
|
}
|
|
|
|
//is our saber in flight?
|
|
if ( !self->client->ps.saberInFlight )
|
|
{ // It isn't, which means we can update its position as we will.
|
|
qboolean alwaysBlock[MAX_SABERS][MAX_BLADES];
|
|
qboolean forceBlock = qfalse;
|
|
qboolean noBlocking = qfalse;
|
|
|
|
//clear out last frame's numbers
|
|
VectorClear(saberent->mins);
|
|
VectorClear(saberent->maxs);
|
|
|
|
Vehicle_t *pVeh = G_IsRidingVehicle( self );
|
|
if ( !self->client->ps.SaberActive()
|
|
|| !self->client->ps.saberBlocking
|
|
|| PM_InKnockDown( &self->client->ps )
|
|
|| PM_SuperBreakLoseAnim( self->client->ps.torsoAnim )
|
|
|| (pVeh && pVeh->m_pVehicleInfo && pVeh->m_pVehicleInfo->type != VH_ANIMAL && pVeh->m_pVehicleInfo->type != VH_FLIER) )//riding a vehicle that you cannot block shots on
|
|
{//can't block if saber isn't on
|
|
int i, j;
|
|
for ( i = 0; i < MAX_SABERS; i++ )
|
|
{
|
|
//initialize to not blocking
|
|
for ( j = 0; j < MAX_BLADES; j++ )
|
|
{
|
|
alwaysBlock[i][j] = qfalse;
|
|
}
|
|
if ( i > 0 && !self->client->ps.dualSabers )
|
|
{//not using a second saber, leave it not blocking
|
|
}
|
|
else
|
|
{
|
|
if ( (self->client->ps.saber[i].saberFlags2&SFL2_ALWAYS_BLOCK) )
|
|
{
|
|
for ( j = 0; j < self->client->ps.saber[i].numBlades; j++ )
|
|
{
|
|
alwaysBlock[i][j] = qtrue;
|
|
forceBlock = qtrue;
|
|
}
|
|
}
|
|
if ( self->client->ps.saber[i].bladeStyle2Start > 0 )
|
|
{
|
|
for ( j = self->client->ps.saber[i].bladeStyle2Start; j < self->client->ps.saber[i].numBlades; j++ )
|
|
{
|
|
if ( (self->client->ps.saber[i].saberFlags2&SFL2_ALWAYS_BLOCK2) )
|
|
{
|
|
alwaysBlock[i][j] = qtrue;
|
|
forceBlock = qtrue;
|
|
}
|
|
else
|
|
{
|
|
alwaysBlock[i][j] = qfalse;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ( !forceBlock )
|
|
{
|
|
noBlocking = qtrue;
|
|
}
|
|
else if ( !self->client->ps.saberBlocking )
|
|
{//turn blocking on!
|
|
self->client->ps.saberBlocking = BLK_TIGHT;
|
|
}
|
|
}
|
|
if ( noBlocking )
|
|
{
|
|
//VectorClear(saberent->mins);
|
|
//VectorClear(saberent->maxs);
|
|
G_SetOrigin(saberent, self->currentOrigin);
|
|
}
|
|
else if ( self->client->ps.saberBlocking == BLK_TIGHT
|
|
|| self->client->ps.saberBlocking == BLK_WIDE )
|
|
{//FIXME: keep bbox in front of player, even when wide?
|
|
bool autoBlocking = (cg_thirdPerson.integer && g_saberAutoBlocking->integer) ||
|
|
(!cg_thirdPerson.integer && g_saberAutoDeflect1stPerson->integer);
|
|
vec3_t saberOrg;
|
|
if ( !forceBlock
|
|
&& ( (self->s.number&&!Jedi_SaberBusy(self)&&!g_saberRealisticCombat->integer) ||
|
|
(self->s.number == 0 && self->client->ps.saberBlocking == BLK_WIDE && (autoBlocking||self->client->ps.saberBlockingTime>level.time)) )
|
|
&& self->client->ps.weaponTime <= 0
|
|
&& !G_InCinematicSaberAnim( self ) )
|
|
{//full-size blocking for non-attacking player with g_saberAutoBlocking on
|
|
vec3_t saberang={0,0,0}, fwd, sabermins={-8,-8,-8}, sabermaxs={8,8,8};
|
|
|
|
saberang[YAW] = self->client->ps.viewangles[YAW];
|
|
AngleVectors( saberang, fwd, NULL, NULL );
|
|
|
|
VectorMA( self->currentOrigin, 12, fwd, saberOrg );
|
|
|
|
VectorAdd( self->mins, sabermins, saberent->mins );
|
|
VectorAdd( self->maxs, sabermaxs, saberent->maxs );
|
|
|
|
saberent->contents = CONTENTS_LIGHTSABER;
|
|
|
|
G_SetOrigin( saberent, saberOrg );
|
|
}
|
|
else
|
|
{
|
|
vec3_t saberBase, saberTip;
|
|
int numSabers = 1;
|
|
if ( self->client->ps.dualSabers )
|
|
{
|
|
numSabers = 2;
|
|
}
|
|
for ( int saberNum = 0; saberNum < numSabers; saberNum++ )
|
|
{
|
|
for ( int bladeNum = 0; bladeNum < self->client->ps.saber[saberNum].numBlades; bladeNum++ )
|
|
{
|
|
if ( self->client->ps.saber[saberNum].blade[bladeNum].length <= 0.0f )
|
|
{//don't include blades that are not on...
|
|
continue;
|
|
}
|
|
if ( forceBlock )
|
|
{//doing blade-specific bbox-sizing only, see if this blade should be counted
|
|
if ( !alwaysBlock[saberNum][bladeNum] )
|
|
{//this blade doesn't count right now
|
|
continue;
|
|
}
|
|
}
|
|
VectorCopy( self->client->ps.saber[saberNum].blade[bladeNum].muzzlePoint, saberBase );
|
|
VectorMA( saberBase, self->client->ps.saber[saberNum].blade[bladeNum].length, self->client->ps.saber[saberNum].blade[bladeNum].muzzleDir, saberTip );
|
|
VectorMA( saberBase, self->client->ps.saber[saberNum].blade[bladeNum].length*0.5, self->client->ps.saber[saberNum].blade[bladeNum].muzzleDir, saberOrg );
|
|
for ( int i = 0; i < 3; i++ )
|
|
{
|
|
/*
|
|
if ( saberTip[i] > self->client->ps.saber[saberNum].blade[bladeNum].muzzlePoint[i] )
|
|
{
|
|
saberent->maxs[i] = saberTip[i] - saberOrg[i] + 8;//self->client->renderInfo.muzzlePoint[i];
|
|
saberent->mins[i] = self->client->ps.saber[saberNum].blade[bladeNum].muzzlePoint[i] - saberOrg[i] - 8;
|
|
}
|
|
else //if ( saberTip[i] < self->client->renderInfo.muzzlePoint[i] )
|
|
{
|
|
saberent->maxs[i] = self->client->ps.saber[saberNum].blade[bladeNum].muzzlePoint[i] - saberOrg[i] + 8;
|
|
saberent->mins[i] = saberTip[i] - saberOrg[i] - 8;//self->client->ps.saber[saberNum].blade[bladeNum].muzzlePoint[i];
|
|
}
|
|
*/
|
|
float newSizeTip = (saberTip[i] - saberOrg[i]);
|
|
newSizeTip += (newSizeTip>=0)?8:-8;
|
|
float newSizeBase = (saberBase[i] - saberOrg[i]);
|
|
newSizeBase += (newSizeBase>=0)?8:-8;
|
|
if ( newSizeTip > saberent->maxs[i] )
|
|
{
|
|
saberent->maxs[i] = newSizeTip;
|
|
}
|
|
if ( newSizeBase > saberent->maxs[i] )
|
|
{
|
|
saberent->maxs[i] = newSizeBase;
|
|
}
|
|
if ( newSizeTip < saberent->mins[i] )
|
|
{
|
|
saberent->mins[i] = newSizeTip;
|
|
}
|
|
if ( newSizeBase < saberent->mins[i] )
|
|
{
|
|
saberent->mins[i] = newSizeBase;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ( !forceBlock )
|
|
{//not doing special "alwaysBlock" bbox
|
|
if ( self->client->ps.weaponTime > 0
|
|
|| self->s.number
|
|
|| g_saberAutoBlocking->integer
|
|
|| self->client->ps.saberBlockingTime > level.time )
|
|
{//if attacking or blocking (or an NPC), inflate to a minimum size
|
|
for ( int i = 0; i < 3; i++ )
|
|
{
|
|
if ( saberent->maxs[i] < minsize )
|
|
{
|
|
saberent->maxs[i] = minsize;
|
|
}
|
|
if ( saberent->mins[i] > -minsize )
|
|
{
|
|
saberent->mins[i] = -minsize;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
saberent->contents = CONTENTS_LIGHTSABER;
|
|
G_SetOrigin( saberent, saberOrg );
|
|
}
|
|
}
|
|
/*
|
|
else if (self->client->ps.saberBlocking == BLK_WIDE)
|
|
{ // Assuming that we are not swinging, the saber's bounding box should be around the player.
|
|
vec3_t saberang={0,0,0}, fwd;
|
|
|
|
saberang[YAW] = self->client->ps.viewangles[YAW];
|
|
AngleVectors( saberang, fwd, NULL, NULL );
|
|
|
|
VectorMA(self->currentOrigin, 12, fwd, saberloc);
|
|
|
|
VectorAdd(self->mins, sabermins, saberent->mins);
|
|
VectorAdd(self->maxs, sabermaxs, saberent->maxs);
|
|
|
|
saberent->contents = CONTENTS_LIGHTSABER;
|
|
|
|
G_SetOrigin( saberent, saberloc);
|
|
}
|
|
else if (self->client->ps.saberBlocking == BLK_TIGHT)
|
|
{ // If the player is swinging, the bbox is around just the saber
|
|
VectorCopy(self->client->renderInfo.muzzlePoint, sabermins);
|
|
// Put the limits of the bbox around the saber size.
|
|
VectorMA(sabermins, self->client->ps.saberLength, self->client->renderInfo.muzzleDir, sabermaxs);
|
|
|
|
// Now make the mins into mins and the maxs into maxs
|
|
if (sabermins[0] > sabermaxs[0])
|
|
{
|
|
swap = sabermins[0];
|
|
sabermins[0] = sabermaxs[0];
|
|
sabermaxs[0] = swap;
|
|
}
|
|
if (sabermins[1] > sabermaxs[1])
|
|
{
|
|
swap = sabermins[1];
|
|
sabermins[1] = sabermaxs[1];
|
|
sabermaxs[1] = swap;
|
|
}
|
|
if (sabermins[2] > sabermaxs[2])
|
|
{
|
|
swap = sabermins[2];
|
|
sabermins[2] = sabermaxs[2];
|
|
sabermaxs[2] = swap;
|
|
}
|
|
|
|
// Now the loc is halfway between the (absolute) mins and maxs
|
|
VectorAdd(sabermins, sabermaxs, saberloc);
|
|
VectorScale(saberloc, 0.5, saberloc);
|
|
|
|
// Finally, turn the mins and maxs, which are absolute, into relative mins and maxs.
|
|
VectorSubtract(sabermins, saberloc, saberent->mins);
|
|
VectorSubtract(sabermaxs, saberloc, saberent->maxs);
|
|
|
|
saberent->contents = CONTENTS_LIGHTSABER;// | CONTENTS_SHOTCLIP;
|
|
|
|
G_SetOrigin( saberent, saberloc);
|
|
}
|
|
*/
|
|
else
|
|
{ // Otherwise there is no blocking possible.
|
|
//VectorClear(saberent->mins);
|
|
//VectorClear(saberent->maxs);
|
|
G_SetOrigin(saberent, self->currentOrigin);
|
|
}
|
|
saberent->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
|
|
gi.linkentity(saberent);
|
|
}
|
|
else
|
|
{
|
|
WP_SaberInFlightReflectCheck( self, ucmd );
|
|
}
|
|
#ifndef FINAL_BUILD
|
|
if ( d_saberCombat->integer > 2 )
|
|
{
|
|
CG_CubeOutline( saberent->absmin, saberent->absmax, 50, WPDEBUG_SaberColor( self->client->ps.saber[0].blade[0].color ), 1 );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
#define MAX_RADIUS_ENTS 256 //NOTE: This can cause entities to be lost
|
|
qboolean G_CheckEnemyPresence( gentity_t *ent, int dir, float radius, float tolerance )
|
|
{
|
|
gentity_t *radiusEnts[ MAX_RADIUS_ENTS ];
|
|
vec3_t mins, maxs;
|
|
int numEnts;
|
|
vec3_t checkDir, dir2checkEnt;
|
|
float dist;
|
|
int i;
|
|
|
|
switch( dir )
|
|
{
|
|
case DIR_RIGHT:
|
|
AngleVectors( ent->currentAngles, NULL, checkDir, NULL );
|
|
break;
|
|
case DIR_LEFT:
|
|
AngleVectors( ent->currentAngles, NULL, checkDir, NULL );
|
|
VectorScale( checkDir, -1, checkDir );
|
|
break;
|
|
case DIR_FRONT:
|
|
AngleVectors( ent->currentAngles, checkDir, NULL, NULL );
|
|
break;
|
|
case DIR_BACK:
|
|
AngleVectors( ent->currentAngles, checkDir, NULL, NULL );
|
|
VectorScale( checkDir, -1, checkDir );
|
|
break;
|
|
}
|
|
//Get all ents in range, see if they're living clients and enemies, then check dot to them...
|
|
|
|
//Setup the bbox to search in
|
|
for ( i = 0; i < 3; i++ )
|
|
{
|
|
mins[i] = ent->currentOrigin[i] - radius;
|
|
maxs[i] = ent->currentOrigin[i] + radius;
|
|
}
|
|
|
|
//Get a number of entities in a given space
|
|
numEnts = gi.EntitiesInBox( mins, maxs, radiusEnts, MAX_RADIUS_ENTS );
|
|
|
|
for ( i = 0; i < numEnts; i++ )
|
|
{
|
|
//Don't consider self
|
|
if ( radiusEnts[i] == ent )
|
|
continue;
|
|
|
|
//Must be valid
|
|
if ( G_ValidEnemy( ent, radiusEnts[i] ) == qfalse )
|
|
continue;
|
|
|
|
VectorSubtract( radiusEnts[i]->currentOrigin, ent->currentOrigin, dir2checkEnt );
|
|
dist = VectorNormalize( dir2checkEnt );
|
|
if ( dist <= radius
|
|
&& DotProduct( dir2checkEnt, checkDir ) >= tolerance )
|
|
{
|
|
//stop on the first one
|
|
return qtrue;
|
|
}
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
//OTHER JEDI POWERS=========================================================================
|
|
//OTHER JEDI POWERS=========================================================================
|
|
//OTHER JEDI POWERS=========================================================================
|
|
//OTHER JEDI POWERS=========================================================================
|
|
//OTHER JEDI POWERS=========================================================================
|
|
extern gentity_t *TossClientItems( gentity_t *self );
|
|
extern void ChangeWeapon( gentity_t *ent, int newWeapon );
|
|
void WP_DropWeapon( gentity_t *dropper, vec3_t velocity )
|
|
{
|
|
if ( !dropper || !dropper->client )
|
|
{
|
|
return;
|
|
}
|
|
int replaceWeap = WP_NONE;
|
|
int oldWeap = dropper->s.weapon;
|
|
gentity_t *weapon = TossClientItems( dropper );
|
|
if ( oldWeap == WP_THERMAL && dropper->NPC )
|
|
{//Hmm, maybe all NPCs should go into melee? Not too many, though, or they mob you and look silly
|
|
replaceWeap = WP_MELEE;
|
|
}
|
|
if ( dropper->ghoul2.IsValid() )
|
|
{
|
|
if ( dropper->weaponModel[0] > 0 )
|
|
{//NOTE: guess you never drop the left-hand weapon, eh?
|
|
gi.G2API_RemoveGhoul2Model( dropper->ghoul2, dropper->weaponModel[0] );
|
|
dropper->weaponModel[0] = -1;
|
|
}
|
|
}
|
|
//FIXME: does this work on the player?
|
|
dropper->client->ps.stats[STAT_WEAPONS] |= ( 1 << replaceWeap );
|
|
if ( !dropper->s.number )
|
|
{
|
|
if ( oldWeap == WP_THERMAL )
|
|
{
|
|
dropper->client->ps.ammo[weaponData[oldWeap].ammoIndex] -= weaponData[oldWeap].energyPerShot;
|
|
}
|
|
else
|
|
{
|
|
dropper->client->ps.stats[STAT_WEAPONS] &= ~( 1 << oldWeap );
|
|
}
|
|
CG_ChangeWeapon( replaceWeap );
|
|
}
|
|
else
|
|
{
|
|
dropper->client->ps.stats[STAT_WEAPONS] &= ~( 1 << oldWeap );
|
|
}
|
|
ChangeWeapon( dropper, replaceWeap );
|
|
dropper->s.weapon = replaceWeap;
|
|
if ( dropper->NPC )
|
|
{
|
|
dropper->NPC->last_ucmd.weapon = replaceWeap;
|
|
}
|
|
if ( weapon != NULL && velocity && !VectorCompare( velocity, vec3_origin ) )
|
|
{//weapon should have a direction to it's throw
|
|
VectorScale( velocity, 3, weapon->s.pos.trDelta );//NOTE: Presumes it is moving already...?
|
|
if ( weapon->s.pos.trDelta[2] < 150 )
|
|
{//this is presuming you don't want them to drop the weapon down on you...
|
|
weapon->s.pos.trDelta[2] = 150;
|
|
}
|
|
//FIXME: gets stuck inside it's former owner...
|
|
weapon->forcePushTime = level.time + 600; // let the push effect last for 600 ms
|
|
}
|
|
}
|
|
|
|
void WP_KnockdownTurret( gentity_t *self, gentity_t *pas )
|
|
{
|
|
//knock it over
|
|
VectorCopy( pas->currentOrigin, pas->s.pos.trBase );
|
|
pas->s.pos.trType = TR_LINEAR_STOP;
|
|
pas->s.pos.trDuration = 250;
|
|
pas->s.pos.trTime = level.time;
|
|
pas->s.pos.trDelta[2] = ( 12.0f / ( pas->s.pos.trDuration * 0.001f ) );
|
|
|
|
VectorCopy( pas->currentAngles, pas->s.apos.trBase );
|
|
pas->s.apos.trType = TR_LINEAR_STOP;
|
|
pas->s.apos.trDuration = 250;
|
|
pas->s.apos.trTime = level.time;
|
|
//FIXME: pick pitch/roll that always tilts it directly away from pusher
|
|
pas->s.apos.trDelta[PITCH] = ( 100.0f / ( pas->s.apos.trDuration * 0.001f ) );
|
|
|
|
//kill it
|
|
pas->count = 0;
|
|
pas->nextthink = -1;
|
|
G_Sound( pas, G_SoundIndex( "sound/chars/turret/shutdown.wav" ));
|
|
//push effect?
|
|
pas->forcePushTime = level.time + 600; // let the push effect last for 600 ms
|
|
}
|
|
|
|
void WP_ForceThrowHazardTrooper( gentity_t *self, gentity_t *trooper, qboolean pull )
|
|
{
|
|
if ( !self || !self->client )
|
|
{
|
|
return;
|
|
}
|
|
if ( !trooper || !trooper->client )
|
|
{
|
|
return;
|
|
}
|
|
|
|
//all levels: see effect on them, they notice us
|
|
trooper->forcePushTime = level.time + 600; // let the push effect last for 600 ms
|
|
|
|
if ( (pull&&self->client->ps.forcePowerLevel[FP_PULL]>FORCE_LEVEL_1)
|
|
|| (!pull&&self->client->ps.forcePowerLevel[FP_PUSH]>FORCE_LEVEL_1) )
|
|
{//level 2: they stop for a couple seconds and make a sound
|
|
trooper->painDebounceTime = level.time + Q_irand( 1500, 2500 );
|
|
G_AddVoiceEvent( trooper, Q_irand(EV_PUSHED1, EV_PUSHED3), Q_irand( 1000, 3000 ) );
|
|
GEntity_PainFunc( trooper, self, self, trooper->currentOrigin, 0, MOD_MELEE );
|
|
|
|
if ( (pull&&self->client->ps.forcePowerLevel[FP_PULL]>FORCE_LEVEL_2)
|
|
|| (!pull&&self->client->ps.forcePowerLevel[FP_PUSH]>FORCE_LEVEL_2) )
|
|
{//level 3: they actually play a pushed anim and stumble a bit
|
|
vec3_t hazAngles = {0,trooper->currentAngles[YAW],0};
|
|
int anim = -1;
|
|
if ( InFront( self->currentOrigin, trooper->currentOrigin, hazAngles ) )
|
|
{//I'm on front of him
|
|
if ( pull )
|
|
{
|
|
anim = BOTH_PAIN4;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_PAIN1;
|
|
}
|
|
}
|
|
else
|
|
{//I'm behind him
|
|
if ( pull )
|
|
{
|
|
anim = BOTH_PAIN1;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_PAIN4;
|
|
}
|
|
}
|
|
if ( anim != -1 )
|
|
{
|
|
if ( anim == BOTH_PAIN1 )
|
|
{//make them take a couple steps back
|
|
AngleVectors( hazAngles, trooper->client->ps.velocity, NULL, NULL );
|
|
VectorScale( trooper->client->ps.velocity, -40.0f, trooper->client->ps.velocity );
|
|
trooper->client->ps.pm_flags |= PMF_TIME_NOFRICTION;
|
|
}
|
|
else if ( anim == BOTH_PAIN4 )
|
|
{//make them stumble forward
|
|
AngleVectors( hazAngles, trooper->client->ps.velocity, NULL, NULL );
|
|
VectorScale( trooper->client->ps.velocity, 80.0f, trooper->client->ps.velocity );
|
|
trooper->client->ps.pm_flags |= PMF_TIME_NOFRICTION;
|
|
}
|
|
NPC_SetAnim( trooper, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
trooper->painDebounceTime += trooper->client->ps.torsoAnimTimer;
|
|
trooper->client->ps.pm_time = trooper->client->ps.torsoAnimTimer;
|
|
}
|
|
}
|
|
if ( trooper->NPC )
|
|
{
|
|
if ( trooper->NPC->shotTime < trooper->painDebounceTime )
|
|
{
|
|
trooper->NPC->shotTime = trooper->painDebounceTime;
|
|
}
|
|
}
|
|
trooper->client->ps.weaponTime = trooper->painDebounceTime-level.time;
|
|
}
|
|
else
|
|
{//level 1: no pain reaction, but they should still notice
|
|
if ( trooper->enemy == NULL//not mad at anyone
|
|
&& trooper->client->playerTeam != self->client->playerTeam//not on our team
|
|
&& !(trooper->svFlags&SVF_LOCKEDENEMY)//not locked on an enemy
|
|
&& !(trooper->svFlags&SVF_IGNORE_ENEMIES)//not ignoring enemie
|
|
&& !(self->flags&FL_NOTARGET) )//I'm not in notarget
|
|
{//not already mad at them and can get mad at them, do so
|
|
G_SetEnemy( trooper, self );
|
|
}
|
|
}
|
|
}
|
|
|
|
void WP_ResistForcePush( gentity_t *self, gentity_t *pusher, qboolean noPenalty )
|
|
{
|
|
int parts;
|
|
qboolean runningResist = qfalse;
|
|
|
|
if ( !self || self->health <= 0 || !self->client || !pusher || !pusher->client )
|
|
{
|
|
return;
|
|
}
|
|
|
|
//NOTE: don't interrupt big anims with this!
|
|
if ( !PM_SaberCanInterruptMove( self->client->ps.saberMove, self->client->ps.torsoAnim ) )
|
|
{//can't interrupt my current torso anim/sabermove with this, so ignore it entirely!
|
|
return;
|
|
}
|
|
|
|
if ( (!self->s.number
|
|
||( self->NPC && (self->NPC->aiFlags&NPCAI_BOSS_CHARACTER) )
|
|
||( self->client && self->client->NPC_class == CLASS_SHADOWTROOPER )
|
|
/*
|
|
|| self->client->NPC_class == CLASS_DESANN
|
|
|| !Q_stricmp("Yoda",self->NPC_type)
|
|
|| self->client->NPC_class == CLASS_LUKE*/
|
|
)
|
|
&& (VectorLengthSquared( self->client->ps.velocity ) > 10000 || self->client->ps.forcePowerLevel[FP_PUSH] >= FORCE_LEVEL_3 || self->client->ps.forcePowerLevel[FP_PULL] >= FORCE_LEVEL_3 ) )
|
|
{
|
|
runningResist = qtrue;
|
|
}
|
|
|
|
if ( !runningResist
|
|
&& self->client->ps.groundEntityNum != ENTITYNUM_NONE
|
|
&& !PM_SpinningSaberAnim( self->client->ps.legsAnim )
|
|
&& !PM_FlippingAnim( self->client->ps.legsAnim )
|
|
&& !PM_RollingAnim( self->client->ps.legsAnim )
|
|
&& !PM_InKnockDown( &self->client->ps )
|
|
&& !PM_CrouchAnim( self->client->ps.legsAnim ))
|
|
{//if on a surface and not in a spin or flip, play full body resist
|
|
parts = SETANIM_BOTH;
|
|
}
|
|
else
|
|
{//play resist just in torso
|
|
parts = SETANIM_TORSO;
|
|
}
|
|
NPC_SetAnim( self, parts, BOTH_RESISTPUSH, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
|
|
if ( !noPenalty )
|
|
{
|
|
if ( !runningResist )
|
|
{
|
|
VectorClear( self->client->ps.velocity );
|
|
//still stop them from attacking or moving for a bit, though
|
|
//FIXME: maybe push just a little (like, slide)?
|
|
self->client->ps.weaponTime = 1000;
|
|
if ( self->client->ps.forcePowersActive&(1<<FP_SPEED) )
|
|
{
|
|
self->client->ps.weaponTime = floor( self->client->ps.weaponTime * g_timescale->value );
|
|
}
|
|
self->client->ps.pm_time = self->client->ps.weaponTime;
|
|
self->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
|
|
//play the full body push effect on me
|
|
self->forcePushTime = level.time + 600; // let the push effect last for 600 ms
|
|
}
|
|
else
|
|
{
|
|
self->client->ps.weaponTime = 600;
|
|
if ( self->client->ps.forcePowersActive&(1<<FP_SPEED) )
|
|
{
|
|
self->client->ps.weaponTime = floor( self->client->ps.weaponTime * g_timescale->value );
|
|
}
|
|
}
|
|
}
|
|
//play my force push effect on my hand
|
|
//self->client->ps.powerups[PW_FORCE_PUSH] = level.time + self->client->ps.torsoAnimTimer + 500;
|
|
|
|
//reset to 0 in case it's still > 0 from a previous push
|
|
//self->client->pushEffectFadeTime = 0;
|
|
if ( !pusher //???
|
|
|| pusher == self->enemy//my enemy tried to push me
|
|
|| (pusher->client && pusher->client->playerTeam != self->client->playerTeam) )//someone not on my team tried to push me
|
|
{
|
|
Jedi_PlayBlockedPushSound( self );
|
|
}
|
|
}
|
|
|
|
extern qboolean Boba_StopKnockdown( gentity_t *self, gentity_t *pusher, const vec3_t pushDir, qboolean forceKnockdown );
|
|
extern qboolean Jedi_StopKnockdown( gentity_t *self, gentity_t *pusher, const vec3_t pushDir );
|
|
void WP_ForceKnockdown( gentity_t *self, gentity_t *pusher, qboolean pull, qboolean strongKnockdown, qboolean breakSaberLock )
|
|
{
|
|
if ( !self || !self->client || !pusher || !pusher->client )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( self->client->NPC_class == CLASS_ROCKETTROOPER )
|
|
{
|
|
return;
|
|
}
|
|
else if ( PM_LockedAnim( self->client->ps.legsAnim ) )
|
|
{//stuck doing something else
|
|
return;
|
|
}
|
|
else if ( Rosh_BeingHealed( self ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
//break out of a saberLock?
|
|
if ( self->client->ps.saberLockTime > level.time )
|
|
{
|
|
if ( breakSaberLock
|
|
|| (pusher && self->client->ps.saberLockEnemy == pusher->s.number) )
|
|
{
|
|
self->client->ps.saberLockTime = 0;
|
|
self->client->ps.saberLockEnemy = ENTITYNUM_NONE;
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( self->health > 0 )
|
|
{
|
|
if ( !self->s.number )
|
|
{
|
|
NPC_SetPainEvent( self );
|
|
}
|
|
else
|
|
{
|
|
GEntity_PainFunc( self, pusher, pusher, self->currentOrigin, 0, MOD_MELEE );
|
|
}
|
|
|
|
vec3_t pushDir;
|
|
if ( pull )
|
|
{
|
|
VectorSubtract( pusher->currentOrigin, self->currentOrigin, pushDir );
|
|
}
|
|
else
|
|
{
|
|
VectorSubtract( self->currentOrigin, pusher->currentOrigin, pushDir );
|
|
}
|
|
|
|
//FIXME: sometimes do this for some NPC force-users, too!
|
|
if ( Boba_StopKnockdown( self, pusher, pushDir, qtrue ) )
|
|
{//He can backflip instead of be knocked down
|
|
return;
|
|
}
|
|
else if ( Jedi_StopKnockdown( self, pusher, pushDir ) )
|
|
{//They can backflip instead of be knocked down
|
|
return;
|
|
}
|
|
|
|
G_CheckLedgeDive( self, 72, pushDir, qfalse, qfalse );
|
|
|
|
if ( !PM_SpinningSaberAnim( self->client->ps.legsAnim )
|
|
&& !PM_FlippingAnim( self->client->ps.legsAnim )
|
|
&& !PM_RollingAnim( self->client->ps.legsAnim )
|
|
&& !PM_InKnockDown( &self->client->ps ) )
|
|
{
|
|
int knockAnim = BOTH_KNOCKDOWN1;//default knockdown
|
|
if ( pusher->client->NPC_class == CLASS_DESANN && self->client->NPC_class != CLASS_LUKE )
|
|
{//desann always knocks down, unless you're Luke
|
|
strongKnockdown = qtrue;
|
|
}
|
|
if ( !self->s.number
|
|
&& !strongKnockdown
|
|
&& ( (!pull&&(self->client->ps.forcePowerLevel[FP_PUSH]>FORCE_LEVEL_1||!g_spskill->integer)) || (pull&&(self->client->ps.forcePowerLevel[FP_PULL]>FORCE_LEVEL_1||!g_spskill->integer)) ) )
|
|
{//player only knocked down if pushed *hard*
|
|
if ( self->s.weapon == WP_SABER )
|
|
{//temp HACK: these are the only 2 pain anims that look good when holding a saber
|
|
knockAnim = PM_PickAnim( self, BOTH_PAIN2, BOTH_PAIN3 );
|
|
}
|
|
else
|
|
{
|
|
knockAnim = PM_PickAnim( self, BOTH_PAIN1, BOTH_PAIN18 );
|
|
}
|
|
}
|
|
else if ( PM_CrouchAnim( self->client->ps.legsAnim ) )
|
|
{//crouched knockdown
|
|
knockAnim = BOTH_KNOCKDOWN4;
|
|
}
|
|
else
|
|
{//plain old knockdown
|
|
vec3_t pLFwd, pLAngles = {0,self->client->ps.viewangles[YAW],0};
|
|
vec3_t sFwd, sAngles = {0,pusher->client->ps.viewangles[YAW],0};
|
|
AngleVectors( pLAngles, pLFwd, NULL, NULL );
|
|
AngleVectors( sAngles, sFwd, NULL, NULL );
|
|
if ( DotProduct( sFwd, pLFwd ) > 0.2f )
|
|
{//pushing him from behind
|
|
//FIXME: check to see if we're aiming below or above the waist?
|
|
if ( pull )
|
|
{
|
|
knockAnim = BOTH_KNOCKDOWN1;
|
|
}
|
|
else
|
|
{
|
|
knockAnim = BOTH_KNOCKDOWN3;
|
|
}
|
|
}
|
|
else
|
|
{//pushing him from front
|
|
if ( pull )
|
|
{
|
|
knockAnim = BOTH_KNOCKDOWN3;
|
|
}
|
|
else
|
|
{
|
|
knockAnim = BOTH_KNOCKDOWN1;
|
|
}
|
|
}
|
|
}
|
|
if ( knockAnim == BOTH_KNOCKDOWN1 && strongKnockdown )
|
|
{//push *hard*
|
|
knockAnim = BOTH_KNOCKDOWN2;
|
|
}
|
|
NPC_SetAnim( self, SETANIM_BOTH, knockAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
if ( self->s.number >= MAX_CLIENTS )
|
|
{//randomize getup times - but not for boba
|
|
int addTime;
|
|
if ( self->client->NPC_class == CLASS_BOBAFETT )
|
|
{
|
|
addTime = Q_irand( -500, 0 );
|
|
}
|
|
else
|
|
{
|
|
addTime = Q_irand( -300, 300 );
|
|
}
|
|
self->client->ps.legsAnimTimer += addTime;
|
|
self->client->ps.torsoAnimTimer += addTime;
|
|
}
|
|
else
|
|
{//player holds extra long so you have more time to decide to do the quick getup
|
|
if ( PM_KnockDownAnim( self->client->ps.legsAnim ) )
|
|
{
|
|
self->client->ps.legsAnimTimer += PLAYER_KNOCKDOWN_HOLD_EXTRA_TIME;
|
|
self->client->ps.torsoAnimTimer += PLAYER_KNOCKDOWN_HOLD_EXTRA_TIME;
|
|
}
|
|
}
|
|
//
|
|
if ( pusher->NPC && pusher->enemy == self )
|
|
{//pushed pushed down his enemy
|
|
G_AddVoiceEvent( pusher, Q_irand( EV_GLOAT1, EV_GLOAT3 ), 3000 );
|
|
pusher->NPC->blockedSpeechDebounceTime = level.time + 3000;
|
|
}
|
|
}
|
|
}
|
|
self->forcePushTime = level.time + 600; // let the push effect last for 600 ms
|
|
}
|
|
|
|
qboolean WP_ForceThrowable( gentity_t *ent, gentity_t *forwardEnt, gentity_t *self, qboolean pull, float cone, float radius, vec3_t forward )
|
|
{
|
|
if (ent == self)
|
|
return qfalse;
|
|
if ( ent->owner == self && ent->s.weapon != WP_THERMAL )//can push your own thermals
|
|
return qfalse;
|
|
if ( !(ent->inuse) )
|
|
return qfalse;
|
|
if ( ent->NPC && ent->NPC->scriptFlags & SCF_NO_FORCE )
|
|
{
|
|
if ( ent->s.weapon == WP_SABER )
|
|
{//Hmm, should jedi do the resist behavior? If this is on, perhaps it's because of a cinematic?
|
|
WP_ResistForcePush( ent, self, qtrue );
|
|
}
|
|
return qfalse;
|
|
}
|
|
if ( (ent->flags&FL_FORCE_PULLABLE_ONLY) && !pull )
|
|
{//simple HACK: cannot force-push ammo rack items (because they may start in solid)
|
|
return qfalse;
|
|
}
|
|
//FIXME: don't push it if I already pushed it a little while ago
|
|
if ( ent->s.eType != ET_MISSILE )
|
|
{
|
|
if ( ent->client )
|
|
{
|
|
if ( ent->client->ps.pullAttackTime > level.time )
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
if ( cone >= 1.0f )
|
|
{//must be pointing right at them
|
|
if ( ent != forwardEnt )
|
|
{//must be the person I'm looking right at
|
|
if ( ent->client && !pull
|
|
&& ent->client->ps.forceGripEntityNum == self->s.number
|
|
&& (self->s.eFlags&EF_FORCE_GRIPPED) )
|
|
{//this is the guy that's force-gripping me, use a wider cone regardless of force power level
|
|
}
|
|
else
|
|
{
|
|
if ( ent->client && !pull
|
|
&& ent->client->ps.forceDrainEntityNum == self->s.number
|
|
&& (self->s.eFlags&EF_FORCE_DRAINED) )
|
|
{//this is the guy that's force-draining me, use a wider cone regardless of force power level
|
|
}
|
|
else
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ( ent->s.eType != ET_ITEM && ent->e_ThinkFunc != thinkF_G_RunObject )//|| !(ent->flags&FL_DROPPED_ITEM) )//was only dropped items
|
|
{
|
|
//FIXME: need pushable objects
|
|
if ( ent->s.eFlags & EF_NODRAW )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( !ent->client )
|
|
{
|
|
if ( Q_stricmp( "lightsaber", ent->classname ) != 0 )
|
|
{//not a lightsaber
|
|
if ( !(ent->svFlags&SVF_GLASS_BRUSH) )
|
|
{//and not glass
|
|
if ( Q_stricmp( "func_door", ent->classname ) != 0 || !(ent->spawnflags & 2/*MOVER_FORCE_ACTIVATE*/) )
|
|
{//not a force-usable door
|
|
if ( Q_stricmp( "func_static", ent->classname ) != 0 || (!(ent->spawnflags&1/*F_PUSH*/)&&!(ent->spawnflags&2/*F_PULL*/)) || (ent->spawnflags&32/*SOLITARY*/) )
|
|
{//not a force-usable func_static or, it is one, but it's solitary, so you only press it when looking right at it
|
|
if ( Q_stricmp( "limb", ent->classname ) )
|
|
{//not a limb
|
|
if ( ent->s.weapon == WP_TURRET && !Q_stricmp( "PAS", ent->classname ) && ent->s.apos.trType == TR_STATIONARY )
|
|
{//can knock over placed turrets
|
|
if ( !self->s.number || self->enemy != ent )
|
|
{//only NPCs who are actively mad at this turret can push it over
|
|
return qfalse;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( ent->moverState != MOVER_POS1 && ent->moverState != MOVER_POS2 )
|
|
{//not at rest
|
|
return qfalse;
|
|
}
|
|
}
|
|
}
|
|
//return qfalse;
|
|
}
|
|
else if ( ent->client->NPC_class == CLASS_MARK1 )
|
|
{//can't push Mark1 unless push 3
|
|
if ( pull || self->client->ps.forcePowerLevel[FP_PUSH] < FORCE_LEVEL_3 )
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
else if ( ent->client->NPC_class == CLASS_GALAKMECH
|
|
|| ent->client->NPC_class == CLASS_ATST
|
|
|| ent->client->NPC_class == CLASS_RANCOR
|
|
|| ent->client->NPC_class == CLASS_WAMPA
|
|
|| ent->client->NPC_class == CLASS_SAND_CREATURE )
|
|
{//can't push ATST or Galak or Rancor or Wampa
|
|
return qfalse;
|
|
}
|
|
else if ( ent->s.weapon == WP_EMPLACED_GUN )
|
|
{//FIXME: maybe can pull them out?
|
|
return qfalse;
|
|
}
|
|
else if ( ent->client->playerTeam == self->client->playerTeam && self->enemy && self->enemy != ent )
|
|
{//can't accidently push a teammate while in combat
|
|
return qfalse;
|
|
}
|
|
else if ( G_IsRidingVehicle( ent )
|
|
&& (ent->s.eFlags&EF_NODRAW) )
|
|
{//can't push/pull anyone riding *inside* vehicle
|
|
return qfalse;
|
|
}
|
|
}
|
|
else if ( ent->s.eType == ET_ITEM )
|
|
{
|
|
if ( (ent->flags&FL_NO_KNOCKBACK) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( ent->item
|
|
&& ent->item->giType == IT_HOLDABLE
|
|
&& ent->item->giTag == INV_SECURITY_KEY )
|
|
//&& (ent->flags&FL_DROPPED_ITEM) ???
|
|
{//dropped security keys can't be pushed? But placed ones can...? does this make any sense?
|
|
if ( !pull || self->s.number )
|
|
{//can't push, NPC's can't do anything to it
|
|
return qfalse;
|
|
}
|
|
else
|
|
{
|
|
if ( g_crosshairEntNum != ent->s.number )
|
|
{//player can pull it if looking *right* at it
|
|
if ( cone >= 1.0f )
|
|
{//we did a forwardEnt trace
|
|
if ( forwardEnt != ent )
|
|
{//must be pointing right at them
|
|
return qfalse;
|
|
}
|
|
}
|
|
else if ( forward )
|
|
{//do a forwardEnt trace
|
|
trace_t tr;
|
|
vec3_t end;
|
|
VectorMA( self->client->renderInfo.eyePoint, radius, forward, end );
|
|
gi.trace( &tr, self->client->renderInfo.eyePoint, vec3_origin, vec3_origin, end, self->s.number, MASK_OPAQUE|CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_ITEM|CONTENTS_CORPSE, (EG2_Collision)0, 0 );//was MASK_SHOT, changed to match crosshair trace
|
|
if ( tr.entityNum != ent->s.number )
|
|
{//last chance
|
|
return qfalse;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch ( ent->s.weapon )
|
|
{//only missiles with mass are force-pushable
|
|
case WP_SABER:
|
|
case WP_FLECHETTE:
|
|
case WP_ROCKET_LAUNCHER:
|
|
case WP_CONCUSSION:
|
|
case WP_THERMAL:
|
|
case WP_TRIP_MINE:
|
|
case WP_DET_PACK:
|
|
break;
|
|
//only alt-fire of this weapon is force-pushable
|
|
case WP_REPEATER:
|
|
if ( ent->methodOfDeath != MOD_REPEATER_ALT )
|
|
{//not an alt-fire missile
|
|
return qfalse;
|
|
}
|
|
break;
|
|
//everything else cannot be pushed
|
|
case WP_ATST_SIDE:
|
|
if ( ent->methodOfDeath != MOD_EXPLOSIVE )
|
|
{//not a rocket
|
|
return qfalse;
|
|
}
|
|
break;
|
|
default:
|
|
return qfalse;
|
|
break;
|
|
}
|
|
|
|
if ( ent->s.pos.trType == TR_STATIONARY && (ent->s.eFlags&EF_MISSILE_STICK) )
|
|
{//can't force-push/pull stuck missiles (detpacks, tripmines)
|
|
return qfalse;
|
|
}
|
|
if ( ent->s.pos.trType == TR_STATIONARY && ent->s.weapon != WP_THERMAL )
|
|
{//only thermal detonators can be pushed once stopped
|
|
return qfalse;
|
|
}
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
static qboolean ShouldPlayerResistForceThrow( gentity_t *player, gentity_t *attacker, qboolean pull )
|
|
{
|
|
if ( player->health <= 0 )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if ( !player->client )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if ( player->client->ps.forceRageRecoveryTime >= level.time )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
//wasn't trying to grip/drain anyone
|
|
if ( player->client->ps.torsoAnim == BOTH_FORCEGRIP_HOLD ||
|
|
player->client->ps.torsoAnim == BOTH_FORCE_DRAIN_GRAB_START ||
|
|
player->client->ps.torsoAnim == BOTH_FORCE_DRAIN_GRAB_HOLD )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
//only 30% chance of resisting a Desann or yoda push
|
|
if ( (attacker->client->NPC_class == CLASS_DESANN || Q_stricmp("Yoda",attacker->NPC_type) == 0) && Q_irand( 0, 2 ) > 0 )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
//on the ground
|
|
if ( player->client->ps.groundEntityNum == ENTITYNUM_NONE )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
//not knocked down already
|
|
if ( PM_InKnockDown( &player->client->ps ) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
//not involved in a saberLock
|
|
if ( player->client->ps.saberLockTime >= level.time )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
//not attacking or otherwise busy
|
|
if ( player->client->ps.weaponTime >= level.time )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
//using saber or fists
|
|
if ( player->client->ps.weapon != WP_SABER && player->client->ps.weapon != WP_MELEE )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
forcePowers_t forcePower = (pull ? FP_PULL : FP_PUSH);
|
|
int attackingForceLevel = attacker->client->ps.forcePowerLevel[forcePower];
|
|
int defendingForceLevel = player->client->ps.forcePowerLevel[forcePower];
|
|
|
|
if ( player->client->ps.powerups[PW_FORCE_PUSH] > level.time ||
|
|
Q_irand( 0, Q_max(0, defendingForceLevel - attackingForceLevel)*2 + 1 ) > 0 )
|
|
{
|
|
// player was pushing, or player's force push/pull is high enough to try to stop me
|
|
if ( InFront( attacker->currentOrigin, player->client->renderInfo.eyePoint, player->client->ps.viewangles, 0.3f ) )
|
|
{
|
|
//I'm in front of player
|
|
return qtrue;
|
|
}
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
|
|
void ForceThrowEx( gentity_t *self, qboolean pull, qboolean fake, qboolean aimByViewAngles );
|
|
void ForceThrow( gentity_t *self, qboolean pull, qboolean fake )
|
|
{
|
|
ForceThrowEx(self, pull, fake, qfalse);
|
|
}
|
|
|
|
void ForceThrowEx( gentity_t *self, qboolean pull, qboolean fake, qboolean aimByViewAngles )
|
|
{//FIXME: pass in a target ent so we (an NPC) can push/pull just one targeted ent.
|
|
//shove things in front of you away
|
|
float dist;
|
|
gentity_t *ent, *forwardEnt = NULL;
|
|
gentity_t *entityList[MAX_GENTITIES];
|
|
gentity_t *push_list[MAX_GENTITIES];
|
|
int numListedEntities = 0;
|
|
vec3_t mins, maxs;
|
|
vec3_t v;
|
|
int i, e;
|
|
int ent_count = 0;
|
|
int radius;
|
|
vec3_t center, ent_org, size, forward, right, end, dir, fwdangles = {0};
|
|
float dot1, cone;
|
|
trace_t tr;
|
|
int anim, hold, soundIndex, cost, actualCost;
|
|
qboolean noResist = qfalse;
|
|
|
|
if ( self->health <= 0 )
|
|
{
|
|
return;
|
|
}
|
|
if ( self->client->ps.leanofs )
|
|
{//can't force-throw while leaning
|
|
return;
|
|
}
|
|
if ( self->client->ps.forcePowerDebounce[FP_PUSH] > level.time )
|
|
{//already pushing- now you can't haul someone across the room, sorry
|
|
return;
|
|
}
|
|
if ( self->client->ps.forcePowerDebounce[FP_PULL] > level.time )
|
|
{//already pulling- now you can't haul someone across the room, sorry
|
|
return;
|
|
}
|
|
if ( self->client->ps.pullAttackTime > level.time )
|
|
{//already pull-attacking
|
|
return;
|
|
}
|
|
if ( !self->s.number && (cg.zoomMode || in_camera) )
|
|
{//can't force throw/pull when zoomed in or in cinematic
|
|
return;
|
|
}
|
|
if ( self->client->ps.saberLockTime > level.time )
|
|
{
|
|
if ( pull || self->client->ps.forcePowerLevel[FP_PUSH] < FORCE_LEVEL_3 )
|
|
{//this can be a way to break out
|
|
return;
|
|
}
|
|
//else, I'm breaking my half of the saberlock
|
|
self->client->ps.saberLockTime = 0;
|
|
self->client->ps.saberLockEnemy = ENTITYNUM_NONE;
|
|
}
|
|
|
|
if ( self->client->ps.legsAnim == BOTH_KNOCKDOWN3
|
|
|| (self->client->ps.torsoAnim == BOTH_FORCE_GETUP_F1 && self->client->ps.torsoAnimTimer > 400)
|
|
|| (self->client->ps.torsoAnim == BOTH_FORCE_GETUP_F2 && self->client->ps.torsoAnimTimer > 900)
|
|
|| (self->client->ps.torsoAnim == BOTH_GETUP3 && self->client->ps.torsoAnimTimer > 500)
|
|
|| (self->client->ps.torsoAnim == BOTH_GETUP4 && self->client->ps.torsoAnimTimer > 300)
|
|
|| (self->client->ps.torsoAnim == BOTH_GETUP5 && self->client->ps.torsoAnimTimer > 500) )
|
|
{//we're face-down, so we'd only be force-push/pulling the floor
|
|
return;
|
|
}
|
|
if ( pull )
|
|
{
|
|
radius = forcePushPullRadius[self->client->ps.forcePowerLevel[FP_PULL]];
|
|
}
|
|
else
|
|
{
|
|
radius = forcePushPullRadius[self->client->ps.forcePowerLevel[FP_PUSH]];
|
|
}
|
|
|
|
if ( !radius )
|
|
{//no ability to do this yet
|
|
return;
|
|
}
|
|
|
|
if ( pull )
|
|
{
|
|
cost = forcePowerNeeded[FP_PULL];
|
|
if ( !WP_ForcePowerUsable( self, FP_PULL, cost ) )
|
|
{
|
|
return;
|
|
}
|
|
//make sure this plays and that you cannot press fire for about 200ms after this
|
|
anim = BOTH_FORCEPULL;
|
|
soundIndex = G_SoundIndex( "sound/weapons/force/pull.wav" );
|
|
hold = 200;
|
|
}
|
|
else
|
|
{
|
|
cost = forcePowerNeeded[FP_PUSH];
|
|
if ( !WP_ForcePowerUsable( self, FP_PUSH, cost ) )
|
|
{
|
|
return;
|
|
}
|
|
//make sure this plays and that you cannot press fire for about 1 second after this
|
|
anim = BOTH_FORCEPUSH;
|
|
soundIndex = G_SoundIndex( "sound/weapons/force/push.wav" );
|
|
hold = 650;
|
|
}
|
|
|
|
int parts = SETANIM_TORSO;
|
|
if ( !PM_InKnockDown( &self->client->ps ) )
|
|
{
|
|
if ( self->client->ps.saberLockTime > level.time )
|
|
{
|
|
self->client->ps.saberLockTime = 0;
|
|
self->painDebounceTime = level.time + 2000;
|
|
hold += 1000;
|
|
parts = SETANIM_BOTH;
|
|
}
|
|
else if ( !VectorLengthSquared( self->client->ps.velocity ) && !(self->client->ps.pm_flags&PMF_DUCKED))
|
|
{
|
|
parts = SETANIM_BOTH;
|
|
}
|
|
}
|
|
|
|
if (self->client->ps.clientNum == 0)
|
|
{
|
|
//Handle this here so it is refreshed on every frame, not just when the lightning gun is first fired
|
|
cgi_HapticEvent("RTCWQuest:fire_tesla", 0, (vr->right_handed ? 2 : 1), 100, 0, 0);
|
|
}
|
|
|
|
|
|
NPC_SetAnim( self, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
|
|
self->client->ps.saberMove = self->client->ps.saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
|
|
self->client->ps.saberBlocked = BLOCKED_NONE;
|
|
if ( self->client->ps.forcePowersActive&(1<<FP_SPEED) )
|
|
{
|
|
hold = floor( hold*g_timescale->value );
|
|
}
|
|
self->client->ps.weaponTime = hold;//was 1000, but want to swing sooner
|
|
//do effect... FIXME: build-up or delay this until in proper part of anim
|
|
self->client->ps.powerups[PW_FORCE_PUSH] = level.time + self->client->ps.torsoAnimTimer + 500;
|
|
//reset to 0 in case it's still > 0 from a previous push
|
|
self->client->pushEffectFadeTime = 0;
|
|
|
|
G_Sound( self, soundIndex );
|
|
|
|
vec3_t origin, angles;
|
|
if (self->client->ps.clientNum == 0 && !cg.renderingThirdPerson && !aimByViewAngles)
|
|
{
|
|
BG_CalculateVROffHandPosition(origin, fwdangles);
|
|
AngleVectors( fwdangles, forward, right, NULL );
|
|
VectorCopy( origin, center );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( self->client->ps.viewangles, fwdangles );
|
|
VectorCopy( self->client->renderInfo.eyePoint, origin );
|
|
AngleVectors( fwdangles, forward, right, NULL );
|
|
VectorCopy( self->currentOrigin, center );
|
|
}
|
|
|
|
if ( (!pull && self->client->ps.forcePowersForced&(1<<FP_PUSH))
|
|
|| (pull && self->client->ps.forcePowersForced&(1<<FP_PULL))
|
|
|| (pull&&self->client->NPC_class==CLASS_KYLE&&(self->spawnflags&1)&&TIMER_Done( self, "kyleTakesSaber" )) )
|
|
{
|
|
noResist = qtrue;
|
|
}
|
|
|
|
if ( pull )
|
|
{
|
|
cone = forcePullCone[self->client->ps.forcePowerLevel[FP_PULL]];
|
|
}
|
|
else
|
|
{
|
|
cone = forcePushCone[self->client->ps.forcePowerLevel[FP_PUSH]];
|
|
}
|
|
|
|
// if ( cone >= 1.0f )
|
|
{//must be pointing right at them
|
|
VectorMA( origin, radius, forward, end );
|
|
gi.trace( &tr, origin, vec3_origin, vec3_origin, end, self->s.number, MASK_OPAQUE|CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_ITEM|CONTENTS_CORPSE, (EG2_Collision)0, 0 );//was MASK_SHOT, changed to match crosshair trace
|
|
if ( tr.entityNum < ENTITYNUM_WORLD )
|
|
{//found something right in front of self,
|
|
forwardEnt = &g_entities[tr.entityNum];
|
|
if ( !forwardEnt->client && !Q_stricmp( "func_static", forwardEnt->classname ) )
|
|
{
|
|
if ( (forwardEnt->spawnflags&1/*F_PUSH*/)||(forwardEnt->spawnflags&2/*F_PULL*/) )
|
|
{//push/pullable
|
|
if ( (forwardEnt->spawnflags&32/*SOLITARY*/) )
|
|
{//can only push/pull ME, ignore all others
|
|
if ( forwardEnt->NPC_targetname == NULL
|
|
|| (self->targetname&&Q_stricmp( forwardEnt->NPC_targetname, self->targetname ) == 0) )
|
|
{//anyone can push it or only 1 person can push it and it's me
|
|
push_list[0] = forwardEnt;
|
|
ent_count = numListedEntities = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( forwardEnt )
|
|
{
|
|
if ( G_TryingPullAttack( self, &self->client->usercmd, qtrue ) )
|
|
{//we're going to try to do a pull attack on our forwardEnt
|
|
if ( WP_ForceThrowable( forwardEnt, forwardEnt, self, pull, cone, radius, forward ) )
|
|
{//we will actually pull-attack him, so don't pull him or anything else here
|
|
//activate the power, here, though, so the later check that actually does the pull attack knows we tried to pull
|
|
self->client->ps.forcePowersActive |= (1<<FP_PULL);
|
|
self->client->ps.forcePowerDebounce[FP_PULL] = level.time + 100; //force-pulling
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( !numListedEntities )
|
|
{
|
|
for ( i = 0 ; i < 3 ; i++ )
|
|
{
|
|
mins[i] = center[i] - radius;
|
|
maxs[i] = center[i] + radius;
|
|
}
|
|
|
|
numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
|
|
|
|
for ( e = 0 ; e < numListedEntities ; e++ )
|
|
{
|
|
ent = entityList[ e ];
|
|
|
|
if ( !WP_ForceThrowable( ent, forwardEnt, self, pull, cone, radius, forward ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
//this is all to see if we need to start a saber attack, if it's in flight, this doesn't matter
|
|
// find the distance from the edge of the bounding box
|
|
for ( i = 0 ; i < 3 ; i++ )
|
|
{
|
|
if ( center[i] < ent->absmin[i] )
|
|
{
|
|
v[i] = ent->absmin[i] - center[i];
|
|
} else if ( center[i] > ent->absmax[i] )
|
|
{
|
|
v[i] = center[i] - ent->absmax[i];
|
|
} else
|
|
{
|
|
v[i] = 0;
|
|
}
|
|
}
|
|
|
|
VectorSubtract( ent->absmax, ent->absmin, size );
|
|
VectorMA( ent->absmin, 0.5, size, ent_org );
|
|
|
|
//see if they're in front of me
|
|
VectorSubtract( ent_org, center, dir );
|
|
VectorNormalize( dir );
|
|
if ( cone < 1.0f )
|
|
{//must be within the forward cone
|
|
if ( ent->client && !pull
|
|
&& ent->client->ps.forceGripEntityNum == self->s.number
|
|
&& (self->s.eFlags&EF_FORCE_GRIPPED) )
|
|
{//this is the guy that's force-gripping me, use a wider cone regardless of force power level
|
|
if ( (dot1 = DotProduct( dir, forward )) < cone-0.3f )
|
|
continue;
|
|
}
|
|
else if ( ent->client && !pull
|
|
&& ent->client->ps.forceDrainEntityNum == self->s.number
|
|
&& (self->s.eFlags&EF_FORCE_DRAINED) )
|
|
{//this is the guy that's force-draining me, use a wider cone regardless of force power level
|
|
if ( (dot1 = DotProduct( dir, forward )) < cone-0.3f )
|
|
continue;
|
|
}
|
|
else if ( ent->s.eType == ET_MISSILE )//&& ent->s.eType != ET_ITEM && ent->e_ThinkFunc != thinkF_G_RunObject )
|
|
{//missiles are easier to force-push, never require direct trace (FIXME: maybe also items and general physics objects)
|
|
if ( (dot1 = DotProduct( dir, forward )) < cone-0.3f )
|
|
continue;
|
|
}
|
|
else if ( (dot1 = DotProduct( dir, forward )) < cone )
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
else if ( ent->s.eType == ET_MISSILE )
|
|
{//a missile and we're at force level 1... just use a small cone, but not ridiculously small
|
|
if ( (dot1 = DotProduct( dir, forward )) < 0.75f )
|
|
{
|
|
continue;
|
|
}
|
|
}//else is an NPC or brush entity that our forward trace would have to hit
|
|
|
|
dist = VectorLength( v );
|
|
|
|
//Now check and see if we can actually deflect it
|
|
//method1
|
|
//if within a certain range, deflect it
|
|
if ( ent->s.eType == ET_MISSILE && cone >= 1.0f )
|
|
{//smaller radius on missile checks at force push 1
|
|
if ( dist >= 192 )
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
else if ( dist >= radius )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
//in PVS?
|
|
if ( !ent->bmodel && !gi.inPVS( ent_org, origin ) )
|
|
{//must be in PVS
|
|
continue;
|
|
}
|
|
|
|
if ( ent != forwardEnt )
|
|
{//don't need to trace against forwardEnt again
|
|
//really should have a clear LOS to this thing...
|
|
gi.trace( &tr, origin, vec3_origin, vec3_origin, ent_org, self->s.number, MASK_FORCE_PUSH, (EG2_Collision)0, 0 );//was MASK_SHOT, but changed to match above trace and crosshair trace
|
|
if ( tr.fraction < 1.0f && tr.entityNum != ent->s.number )
|
|
{//must have clear LOS
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// ok, we are within the radius, add us to the incoming list
|
|
push_list[ent_count] = ent;
|
|
ent_count++;
|
|
}
|
|
}
|
|
|
|
if ( ent_count )
|
|
{
|
|
for ( int x = 0; x < ent_count; x++ )
|
|
{
|
|
if ( push_list[x]->client )
|
|
{
|
|
vec3_t pushDir;
|
|
float knockback = pull?0:200;
|
|
|
|
//SIGH band-aid...
|
|
if ( push_list[x]->s.number >= MAX_CLIENTS
|
|
&& self->s.number < MAX_CLIENTS )
|
|
{
|
|
if ( (push_list[x]->client->ps.forcePowersActive&(1<<FP_GRIP))
|
|
//&& push_list[x]->client->ps.forcePowerDebounce[FP_GRIP] < level.time
|
|
&& push_list[x]->client->ps.forceGripEntityNum == self->s.number )
|
|
{
|
|
WP_ForcePowerStop( push_list[x], FP_GRIP );
|
|
}
|
|
if ( (push_list[x]->client->ps.forcePowersActive&(1<<FP_DRAIN))
|
|
//&& push_list[x]->client->ps.forcePowerDebounce[FP_DRAIN] < level.time
|
|
&& push_list[x]->client->ps.forceDrainEntityNum == self->s.number )
|
|
{
|
|
WP_ForcePowerStop( push_list[x], FP_DRAIN );
|
|
}
|
|
}
|
|
|
|
if ( Rosh_BeingHealed( push_list[x] ) )
|
|
{
|
|
continue;
|
|
}
|
|
if ( push_list[x]->client->NPC_class == CLASS_HAZARD_TROOPER
|
|
&& push_list[x]->health > 0 )
|
|
{//living hazard troopers resist push/pull
|
|
WP_ForceThrowHazardTrooper( self, push_list[x], pull );
|
|
continue;
|
|
}
|
|
if ( fake )
|
|
{//always resist
|
|
WP_ResistForcePush( push_list[x], self, qfalse );
|
|
continue;
|
|
}
|
|
//FIXMEFIXMEFIXMEFIXMEFIXME: extern a lot of this common code when I have the time!!!
|
|
int powerLevel, powerUse;
|
|
if (pull)
|
|
{
|
|
powerLevel = self->client->ps.forcePowerLevel[FP_PULL];
|
|
powerUse = FP_PULL;
|
|
}
|
|
else
|
|
{
|
|
powerLevel = self->client->ps.forcePowerLevel[FP_PUSH];
|
|
powerUse = FP_PUSH;
|
|
}
|
|
int modPowerLevel = WP_AbsorbConversion( push_list[x], push_list[x]->client->ps.forcePowerLevel[FP_ABSORB], self, powerUse, powerLevel, forcePowerNeeded[self->client->ps.forcePowerLevel[powerUse]] );
|
|
if (push_list[x]->client->NPC_class==CLASS_ASSASSIN_DROID ||
|
|
push_list[x]->client->NPC_class==CLASS_HAZARD_TROOPER)
|
|
{
|
|
modPowerLevel = 0; // devides throw by 10
|
|
}
|
|
|
|
//First, if this is the player we're push/pulling, see if he can counter it
|
|
if ( modPowerLevel != -1
|
|
&& !noResist
|
|
&& InFront( center, push_list[x]->client->renderInfo.eyePoint, push_list[x]->client->ps.viewangles, 0.3f ) )
|
|
{//absorbed and I'm in front of them
|
|
//counter it
|
|
if ( push_list[x]->client->ps.forcePowerLevel[FP_ABSORB] > FORCE_LEVEL_2 )
|
|
{//no reaction at all
|
|
}
|
|
else
|
|
{
|
|
WP_ResistForcePush( push_list[x], self, qfalse );
|
|
push_list[x]->client->ps.saberMove = push_list[x]->client->ps.saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
|
|
push_list[x]->client->ps.saberBlocked = BLOCKED_NONE;
|
|
}
|
|
continue;
|
|
}
|
|
else if ( !push_list[x]->s.number )
|
|
{//player
|
|
if ( !noResist && ShouldPlayerResistForceThrow(push_list[x], self, pull) )
|
|
{
|
|
WP_ResistForcePush( push_list[x], self, qfalse );
|
|
push_list[x]->client->ps.saberMove = push_list[x]->client->ps.saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
|
|
push_list[x]->client->ps.saberBlocked = BLOCKED_NONE;
|
|
continue;
|
|
}
|
|
}
|
|
else if ( push_list[x]->client && Jedi_WaitingAmbush( push_list[x] ) )
|
|
{
|
|
WP_ForceKnockdown( push_list[x], self, pull, qtrue, qfalse );
|
|
continue;
|
|
}
|
|
|
|
G_KnockOffVehicle( push_list[x], self, pull );
|
|
|
|
if ( !pull
|
|
&& push_list[x]->client->ps.forceDrainEntityNum == self->s.number
|
|
&& (self->s.eFlags&EF_FORCE_DRAINED) )
|
|
{//stop them from draining me now, dammit!
|
|
WP_ForcePowerStop( push_list[x], FP_DRAIN );
|
|
}
|
|
|
|
//okay, everyone else (or player who couldn't resist it)...
|
|
if ( ((self->s.number == 0 && Q_irand( 0, 2 ) ) || Q_irand( 0, 2 ) ) && push_list[x]->client && push_list[x]->health > 0 //a living client
|
|
&& push_list[x]->client->ps.weapon == WP_SABER //Jedi
|
|
&& push_list[x]->health > 0 //alive
|
|
&& push_list[x]->client->ps.forceRageRecoveryTime < level.time //not recobering from rage
|
|
&& ((self->client->NPC_class != CLASS_DESANN&&Q_stricmp("Yoda",self->NPC_type)) || !Q_irand( 0, 2 ) )//only 30% chance of resisting a Desann push
|
|
&& push_list[x]->client->ps.groundEntityNum != ENTITYNUM_NONE //on the ground
|
|
&& InFront( center, push_list[x]->currentOrigin, push_list[x]->client->ps.viewangles, 0.3f ) //I'm in front of him
|
|
&& ( push_list[x]->client->ps.powerups[PW_FORCE_PUSH] > level.time ||//he's pushing too
|
|
(push_list[x]->s.number != 0 && push_list[x]->client->ps.weaponTime < level.time)//not the player and not attacking (NPC jedi auto-defend against pushes)
|
|
)
|
|
)
|
|
{//Jedi don't get pushed, they resist as long as they aren't already attacking and are on the ground
|
|
if ( push_list[x]->client->ps.saberLockTime > level.time )
|
|
{//they're in a lock
|
|
if ( push_list[x]->client->ps.saberLockEnemy != self->s.number )
|
|
{//they're not in a lock with me
|
|
continue;
|
|
}
|
|
else if ( pull || self->client->ps.forcePowerLevel[FP_PUSH] < FORCE_LEVEL_3 ||
|
|
push_list[x]->client->ps.forcePowerLevel[FP_PUSH] > FORCE_LEVEL_2 )
|
|
{//they're in a lock with me, but my push is too weak
|
|
continue;
|
|
}
|
|
else
|
|
{//we will knock them down
|
|
self->painDebounceTime = 0;
|
|
self->client->ps.weaponTime = 500;
|
|
if ( self->client->ps.forcePowersActive&(1<<FP_SPEED) )
|
|
{
|
|
self->client->ps.weaponTime = floor( self->client->ps.weaponTime * g_timescale->value );
|
|
}
|
|
}
|
|
}
|
|
int resistChance = Q_irand(0, 2);
|
|
if ( push_list[x]->s.number >= MAX_CLIENTS )
|
|
{//NPC
|
|
if ( g_spskill->integer == 1 )
|
|
{//stupid tweak for graham
|
|
resistChance = Q_irand(0, 3);
|
|
}
|
|
}
|
|
if ( noResist ||
|
|
( !pull
|
|
&& modPowerLevel == -1
|
|
&& self->client->ps.forcePowerLevel[FP_PUSH] > FORCE_LEVEL_2
|
|
&& !resistChance
|
|
&& push_list[x]->client->ps.forcePowerLevel[FP_PUSH] < FORCE_LEVEL_3 )
|
|
)
|
|
{//a level 3 push can even knock down a jedi
|
|
if ( PM_InKnockDown( &push_list[x]->client->ps ) )
|
|
{//can't knock them down again
|
|
continue;
|
|
}
|
|
WP_ForceKnockdown( push_list[x], self, pull, qfalse, qtrue );
|
|
}
|
|
else
|
|
{
|
|
WP_ResistForcePush( push_list[x], self, qfalse );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//UGH: FIXME: for enemy jedi, they should probably always do force pull 3, and not your weapon (if player?)!
|
|
//shove them
|
|
if ( push_list[x]->NPC
|
|
&& push_list[x]->NPC->jumpState == JS_JUMPING )
|
|
{//don't interrupt a scripted jump
|
|
//WP_ResistForcePush( push_list[x], self, qfalse );
|
|
push_list[x]->forcePushTime = level.time + 600; // let the push effect last for 600 ms
|
|
continue;
|
|
}
|
|
|
|
if ( push_list[x]->s.number
|
|
&& (push_list[x]->message || (push_list[x]->flags&FL_NO_KNOCKBACK)) )
|
|
{//an NPC who has a key
|
|
//don't push me... FIXME: maybe can pull the key off me?
|
|
WP_ForceKnockdown( push_list[x], self, pull, qfalse, qfalse );
|
|
continue;
|
|
}
|
|
if ( pull )
|
|
{
|
|
VectorSubtract( center, push_list[x]->currentOrigin, pushDir );
|
|
if ( self->client->ps.forcePowerLevel[FP_PULL] >= FORCE_LEVEL_3
|
|
&& self->client->NPC_class == CLASS_KYLE
|
|
&& (self->spawnflags&1)
|
|
&& TIMER_Done( self, "kyleTakesSaber" )
|
|
&& push_list[x]->client
|
|
&& push_list[x]->client->ps.weapon == WP_SABER
|
|
&& !push_list[x]->client->ps.saberInFlight
|
|
&& push_list[x]->client->ps.saberEntityNum < ENTITYNUM_WORLD
|
|
&& !PM_InOnGroundAnim( &push_list[x]->client->ps ) )
|
|
{
|
|
vec3_t throwVec;
|
|
VectorScale( pushDir, 10.0f, throwVec );
|
|
WP_SaberLose( push_list[x], throwVec );
|
|
NPC_SetAnim( push_list[x], SETANIM_BOTH, BOTH_LOSE_SABER, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
push_list[x]->client->ps.torsoAnimTimer += 500;
|
|
push_list[x]->client->ps.pm_time = push_list[x]->client->ps.weaponTime = push_list[x]->client->ps.torsoAnimTimer;
|
|
push_list[x]->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
|
|
push_list[x]->client->ps.saberMove = LS_NONE;
|
|
push_list[x]->aimDebounceTime = level.time + push_list[x]->client->ps.torsoAnimTimer;
|
|
VectorClear( push_list[x]->client->ps.velocity );
|
|
VectorClear( push_list[x]->client->ps.moveDir );
|
|
//Kyle will stand around for a bit, too...
|
|
self->client->ps.pm_time = self->client->ps.weaponTime = 2000;
|
|
self->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
|
|
self->painDebounceTime = level.time + self->client->ps.weaponTime;
|
|
TIMER_Set( self, "kyleTakesSaber", Q_irand( 60000, 180000 ) );//don't do this again for a while
|
|
G_AddVoiceEvent( self, Q_irand(EV_TAUNT1,EV_TAUNT3), Q_irand( 4000, 6000 ) );
|
|
VectorClear( self->client->ps.velocity );
|
|
VectorClear( self->client->ps.moveDir );
|
|
continue;
|
|
}
|
|
else if ( push_list[x]->NPC
|
|
&& (push_list[x]->NPC->scriptFlags&SCF_DONT_FLEE) )
|
|
{//*SIGH*... if an NPC can't flee, they can't run after and pick up their weapon, do don't drop it
|
|
}
|
|
else if ( self->client->ps.forcePowerLevel[FP_PULL] > FORCE_LEVEL_1
|
|
&& push_list[x]->client->NPC_class != CLASS_ROCKETTROOPER//rockettroopers never drop their weapon
|
|
&& push_list[x]->client->NPC_class != CLASS_VEHICLE
|
|
&& push_list[x]->client->NPC_class != CLASS_BOBAFETT
|
|
&& push_list[x]->client->NPC_class != CLASS_TUSKEN
|
|
&& push_list[x]->client->NPC_class != CLASS_HAZARD_TROOPER
|
|
&& push_list[x]->client->NPC_class != CLASS_ASSASSIN_DROID
|
|
&& push_list[x]->s.weapon != WP_SABER
|
|
&& push_list[x]->s.weapon != WP_MELEE
|
|
&& push_list[x]->s.weapon != WP_THERMAL
|
|
&& push_list[x]->s.weapon != WP_CONCUSSION // so rax can't drop his
|
|
)
|
|
{//yank the weapon - NOTE: level 1 just knocks them down, not take weapon
|
|
//FIXME: weapon yank anim if not a knockdown?
|
|
if ( InFront( center, push_list[x]->currentOrigin, push_list[x]->client->ps.viewangles, 0.0f ) )
|
|
{//enemy has to be facing me, too...
|
|
WP_DropWeapon( push_list[x], pushDir );
|
|
}
|
|
}
|
|
knockback += VectorNormalize( pushDir );
|
|
if ( knockback > 200 )
|
|
{
|
|
knockback = 200;
|
|
}
|
|
if ( self->client->ps.forcePowerLevel[FP_PULL] < FORCE_LEVEL_3 )
|
|
{//maybe just knock them down
|
|
knockback /= 3;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
VectorSubtract( push_list[x]->currentOrigin, center, pushDir );
|
|
knockback -= VectorNormalize( pushDir );
|
|
if ( knockback < 100 )
|
|
{
|
|
knockback = 100;
|
|
}
|
|
//scale for push level
|
|
if ( self->client->ps.forcePowerLevel[FP_PUSH] < FORCE_LEVEL_2 )
|
|
{//maybe just knock them down
|
|
knockback /= 3;
|
|
}
|
|
else if ( self->client->ps.forcePowerLevel[FP_PUSH] > FORCE_LEVEL_2 )
|
|
{//super-hard push
|
|
//Hmm, maybe in this case can even nudge/knockdown a jedi? Especially if close?
|
|
//knockback *= 5;
|
|
}
|
|
}
|
|
|
|
if ( modPowerLevel != -1 )
|
|
{
|
|
if ( !modPowerLevel )
|
|
{
|
|
knockback /= 10.0f;
|
|
}
|
|
else if ( modPowerLevel == 1 )
|
|
{
|
|
knockback /= 6.0f;
|
|
}
|
|
else// if ( modPowerLevel == 2 )
|
|
{
|
|
knockback /= 2.0f;
|
|
}
|
|
}
|
|
//actually push/pull the enemy
|
|
G_Throw( push_list[x], pushDir, knockback );
|
|
//make it so they don't actually hurt me when pulled at me...
|
|
push_list[x]->forcePuller = self->s.number;
|
|
|
|
if ( push_list[x]->client->ps.groundEntityNum != ENTITYNUM_NONE )
|
|
{//if on the ground, make sure they get shoved up some
|
|
if ( push_list[x]->client->ps.velocity[2] < knockback )
|
|
{
|
|
push_list[x]->client->ps.velocity[2] = knockback;
|
|
}
|
|
}
|
|
|
|
if ( push_list[x]->health > 0 )
|
|
{//target is still alive
|
|
if ( (push_list[x]->s.number||(cg.renderingThirdPerson&&!cg.zoomMode)) //NPC or 3rd person player
|
|
&& ((!pull&&self->client->ps.forcePowerLevel[FP_PUSH] < FORCE_LEVEL_2 && push_list[x]->client->ps.forcePowerLevel[FP_PUSH] < FORCE_LEVEL_1) //level 1 push
|
|
|| (pull && self->client->ps.forcePowerLevel[FP_PULL] < FORCE_LEVEL_2 && push_list[x]->client->ps.forcePowerLevel[FP_PULL] < FORCE_LEVEL_1)) )//level 1 pull
|
|
{//NPC or third person player (without force push/pull skill), and force push/pull level is at 1
|
|
WP_ForceKnockdown( push_list[x], self, pull, (qboolean)(!pull&&knockback>150), qfalse );
|
|
}
|
|
else if ( !push_list[x]->s.number )
|
|
{//player, have to force an anim on him
|
|
WP_ForceKnockdown( push_list[x], self, pull, (qboolean)(!pull&&knockback>150), qfalse );
|
|
}
|
|
else
|
|
{//NPC and force-push/pull at level 2 or higher
|
|
WP_ForceKnockdown( push_list[x], self, pull, (qboolean)(!pull&&knockback>100), qfalse );
|
|
}
|
|
}
|
|
push_list[x]->forcePushTime = level.time + 600; // let the push effect last for 600 ms
|
|
}
|
|
}
|
|
else if ( !fake )
|
|
{//not a fake push/pull
|
|
if ( push_list[x]->s.weapon == WP_SABER && (push_list[x]->contents&CONTENTS_LIGHTSABER) )
|
|
{//a thrown saber, just send it back
|
|
/*
|
|
if ( pull )
|
|
{//steal it?
|
|
}
|
|
else */if ( push_list[x]->owner && push_list[x]->owner->client && push_list[x]->owner->client->ps.SaberActive() && push_list[x]->s.pos.trType == TR_LINEAR && push_list[x]->owner->client->ps.saberEntityState != SES_RETURNING )
|
|
{//it's on and being controlled
|
|
//FIXME: prevent it from damaging me?
|
|
if ( self->s.number == 0 || Q_irand( 0, 2 ) )
|
|
{//certain chance of throwing it aside and turning it off?
|
|
//give it some velocity away from me
|
|
//FIXME: maybe actually push or pull it?
|
|
if ( Q_irand( 0, 1 ) )
|
|
{
|
|
VectorScale( right, -1, right );
|
|
}
|
|
G_ReflectMissile( self, push_list[x], right );
|
|
//FIXME: isn't turning off!!!
|
|
WP_SaberDrop( push_list[x]->owner, push_list[x] );
|
|
}
|
|
else
|
|
{
|
|
WP_SaberReturn( push_list[x]->owner, push_list[x] );
|
|
}
|
|
//different effect?
|
|
}
|
|
}
|
|
else if ( push_list[x]->s.eType == ET_MISSILE
|
|
&& push_list[x]->s.pos.trType != TR_STATIONARY
|
|
&& (push_list[x]->s.pos.trType != TR_INTERPOLATE||push_list[x]->s.weapon != WP_THERMAL) )//rolling and stationary thermal detonators are dealt with below
|
|
{
|
|
vec3_t dir2Me;
|
|
VectorSubtract( center, push_list[x]->currentOrigin, dir2Me );
|
|
float dot = DotProduct( push_list[x]->s.pos.trDelta, dir2Me );
|
|
if ( pull )
|
|
{//deflect rather than reflect?
|
|
}
|
|
else
|
|
{
|
|
if ( push_list[x]->s.eFlags&EF_MISSILE_STICK )
|
|
{//caught a sticky in-air
|
|
push_list[x]->s.eType = ET_MISSILE;
|
|
push_list[x]->s.eFlags &= ~EF_MISSILE_STICK;
|
|
push_list[x]->s.eFlags |= EF_BOUNCE_HALF;
|
|
push_list[x]->splashDamage /= 3;
|
|
push_list[x]->splashRadius /= 3;
|
|
push_list[x]->e_ThinkFunc = thinkF_WP_Explode;
|
|
push_list[x]->nextthink = level.time + Q_irand( 500, 3000 );
|
|
}
|
|
if ( dot >= 0 )
|
|
{//it's heading towards me
|
|
G_ReflectMissile( self, push_list[x], forward );
|
|
}
|
|
else
|
|
{
|
|
VectorScale( push_list[x]->s.pos.trDelta, 1.25f, push_list[x]->s.pos.trDelta );
|
|
}
|
|
//deflect sound
|
|
//G_Sound( push_list[x], G_SoundIndex( va("sound/weapons/blaster/reflect%d.wav", Q_irand( 1, 3 ) ) ) );
|
|
//push_list[x]->forcePushTime = level.time + 600; // let the push effect last for 600 ms
|
|
}
|
|
if ( push_list[x]->s.eType == ET_MISSILE
|
|
&& push_list[x]->s.weapon == WP_ROCKET_LAUNCHER
|
|
&& push_list[x]->damage < 60 )
|
|
{//pushing away a rocket raises it's damage to the max for NPCs
|
|
push_list[x]->damage = 60;
|
|
}
|
|
}
|
|
else if ( push_list[x]->svFlags & SVF_GLASS_BRUSH )
|
|
{//break the glass
|
|
trace_t tr;
|
|
vec3_t pushDir;
|
|
float damage = 800;
|
|
|
|
AngleVectors( fwdangles, forward, NULL, NULL );
|
|
VectorNormalize( forward );
|
|
VectorMA( origin, radius, forward, end );
|
|
gi.trace( &tr, origin, vec3_origin, vec3_origin, end, self->s.number, MASK_SHOT, (EG2_Collision)0, 0 );
|
|
if ( tr.entityNum != push_list[x]->s.number || tr.fraction == 1.0 || tr.allsolid || tr.startsolid )
|
|
{//must be pointing right at it
|
|
continue;
|
|
}
|
|
|
|
if ( pull )
|
|
{
|
|
VectorSubtract( origin, tr.endpos, pushDir );
|
|
}
|
|
else
|
|
{
|
|
VectorSubtract( tr.endpos, origin, pushDir );
|
|
}
|
|
/*
|
|
VectorSubtract( push_list[x]->absmax, push_list[x]->absmin, size );
|
|
VectorMA( push_list[x]->absmin, 0.5, size, center );
|
|
if ( pull )
|
|
{
|
|
VectorSubtract( origin, center, pushDir );
|
|
}
|
|
else
|
|
{
|
|
VectorSubtract( center, origin, pushDir );
|
|
}
|
|
*/
|
|
damage -= VectorNormalize( pushDir );
|
|
if ( damage < 200 )
|
|
{
|
|
damage = 200;
|
|
}
|
|
VectorScale( pushDir, damage, pushDir );
|
|
|
|
G_Damage( push_list[x], self, self, pushDir, tr.endpos, damage, 0, MOD_UNKNOWN );
|
|
}
|
|
else if ( !Q_stricmp( "func_static", push_list[x]->classname ) )
|
|
{//force-usable func_static
|
|
if ( !pull && (push_list[x]->spawnflags&1/*F_PUSH*/) )
|
|
{
|
|
if ( push_list[x]->NPC_targetname == NULL
|
|
|| (self->targetname&&Q_stricmp( push_list[x]->NPC_targetname, self->targetname ) == 0) )
|
|
{//anyone can pull it or only 1 person can push it and it's me
|
|
GEntity_UseFunc( push_list[x], self, self );
|
|
}
|
|
}
|
|
else if ( pull && (push_list[x]->spawnflags&2/*F_PULL*/) )
|
|
{
|
|
if ( push_list[x]->NPC_targetname == NULL
|
|
|| (self->targetname&&Q_stricmp( push_list[x]->NPC_targetname, self->NPC_targetname ) == 0) )
|
|
{//anyone can push it or only 1 person can push it and it's me
|
|
GEntity_UseFunc( push_list[x], self, self );
|
|
}
|
|
}
|
|
}
|
|
else if ( !Q_stricmp( "func_door", push_list[x]->classname ) && (push_list[x]->spawnflags&2/*MOVER_FORCE_ACTIVATE*/) )
|
|
{//push/pull the door
|
|
vec3_t pos1, pos2;
|
|
|
|
AngleVectors( fwdangles, forward, NULL, NULL );
|
|
VectorNormalize( forward );
|
|
VectorMA( origin, radius, forward, end );
|
|
gi.trace( &tr, origin, vec3_origin, vec3_origin, end, self->s.number, MASK_SHOT, (EG2_Collision)0, 0 );
|
|
if ( tr.entityNum != push_list[x]->s.number || tr.fraction == 1.0 || tr.allsolid || tr.startsolid )
|
|
{//must be pointing right at it
|
|
continue;
|
|
}
|
|
|
|
if ( VectorCompare( vec3_origin, push_list[x]->s.origin ) )
|
|
{//does not have an origin brush, so pos1 & pos2 are relative to world origin, need to calc center
|
|
VectorSubtract( push_list[x]->absmax, push_list[x]->absmin, size );
|
|
VectorMA( push_list[x]->absmin, 0.5, size, center );
|
|
if ( (push_list[x]->spawnflags&1) && push_list[x]->moverState == MOVER_POS1 )
|
|
{//if at pos1 and started open, make sure we get the center where it *started* because we're going to add back in the relative values pos1 and pos2
|
|
VectorSubtract( center, push_list[x]->pos1, center );
|
|
}
|
|
else if ( !(push_list[x]->spawnflags&1) && push_list[x]->moverState == MOVER_POS2 )
|
|
{//if at pos2, make sure we get the center where it *started* because we're going to add back in the relative values pos1 and pos2
|
|
VectorSubtract( center, push_list[x]->pos2, center );
|
|
}
|
|
VectorAdd( center, push_list[x]->pos1, pos1 );
|
|
VectorAdd( center, push_list[x]->pos2, pos2 );
|
|
}
|
|
else
|
|
{//actually has an origin, pos1 and pos2 are absolute
|
|
VectorCopy( push_list[x]->currentOrigin, center );
|
|
VectorCopy( push_list[x]->pos1, pos1 );
|
|
VectorCopy( push_list[x]->pos2, pos2 );
|
|
}
|
|
|
|
if ( Distance( pos1, origin ) < Distance( pos2, origin ) )
|
|
{//pos1 is closer
|
|
if ( push_list[x]->moverState == MOVER_POS1 )
|
|
{//at the closest pos
|
|
if ( pull )
|
|
{//trying to pull, but already at closest point, so screw it
|
|
continue;
|
|
}
|
|
}
|
|
else if ( push_list[x]->moverState == MOVER_POS2 )
|
|
{//at farthest pos
|
|
if ( !pull )
|
|
{//trying to push, but already at farthest point, so screw it
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//pos2 is closer
|
|
if ( push_list[x]->moverState == MOVER_POS1 )
|
|
{//at the farthest pos
|
|
if ( !pull )
|
|
{//trying to push, but already at farthest point, so screw it
|
|
continue;
|
|
}
|
|
}
|
|
else if ( push_list[x]->moverState == MOVER_POS2 )
|
|
{//at closest pos
|
|
if ( pull )
|
|
{//trying to pull, but already at closest point, so screw it
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
GEntity_UseFunc( push_list[x], self, self );
|
|
}
|
|
else if ( push_list[x]->s.eType == ET_MISSILE/*thermal resting on ground*/
|
|
|| push_list[x]->s.eType == ET_ITEM
|
|
|| push_list[x]->e_ThinkFunc == thinkF_G_RunObject || Q_stricmp( "limb", push_list[x]->classname ) == 0 )
|
|
{//general object, toss it
|
|
vec3_t pushDir, kvel;
|
|
float knockback = pull?0:200;
|
|
float mass = 200;
|
|
|
|
if ( pull )
|
|
{
|
|
if ( push_list[x]->s.eType == ET_ITEM )
|
|
{//pull it to a little higher point
|
|
vec3_t adjustedOrg;
|
|
VectorCopy( center, adjustedOrg );
|
|
adjustedOrg[2] += self->maxs[2]/3;
|
|
VectorSubtract( adjustedOrg, push_list[x]->currentOrigin, pushDir );
|
|
}
|
|
else if ( self->enemy //I have an enemy
|
|
//&& push_list[x]->s.eType != ET_ITEM //not an item
|
|
&& self->client->ps.forcePowerLevel[FP_PUSH] > FORCE_LEVEL_2 //have push 3 or greater
|
|
&& InFront(push_list[x]->currentOrigin, center, self->currentAngles, 0.25f)//object is generally in front of me
|
|
&& InFront(self->enemy->currentOrigin, center, self->currentAngles, 0.75f)//enemy is pretty much right in front of me
|
|
&& !InFront(push_list[x]->currentOrigin, self->enemy->currentOrigin, self->enemy->currentAngles, -0.25f)//object is generally behind enemy
|
|
//FIXME: check dist to enemy and clear LOS to enemy and clear Path between object and enemy?
|
|
&& ( (self->NPC&&(noResist||Q_irand(0,RANK_CAPTAIN)<self->NPC->rank) )//NPC with enough skill
|
|
||( self->s.number<MAX_CLIENTS ) )
|
|
)
|
|
{//if I have an auto-enemy & he's in front of me, push it toward him!
|
|
/*
|
|
if ( targetedObjectMassTotal + push_list[x]->mass > TARGETED_OBJECT_PUSH_MASS_MAX )
|
|
{//already pushed too many things
|
|
//FIXME: pick closest?
|
|
continue;
|
|
}
|
|
targetedObjectMassTotal += push_list[x]->mass;
|
|
*/
|
|
VectorSubtract( self->enemy->currentOrigin, push_list[x]->currentOrigin, pushDir );
|
|
}
|
|
else
|
|
{
|
|
VectorSubtract( center, push_list[x]->currentOrigin, pushDir );
|
|
}
|
|
knockback += VectorNormalize( pushDir );
|
|
if ( knockback > 200 )
|
|
{
|
|
knockback = 200;
|
|
}
|
|
if ( push_list[x]->s.eType == ET_ITEM
|
|
&& push_list[x]->item
|
|
&& push_list[x]->item->giType == IT_HOLDABLE
|
|
&& push_list[x]->item->giTag == INV_SECURITY_KEY )
|
|
{//security keys are pulled with less enthusiasm
|
|
if ( knockback > 100 )
|
|
{
|
|
knockback = 100;
|
|
}
|
|
}
|
|
else if ( knockback > 200 )
|
|
{
|
|
knockback = 200;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( self->enemy //I have an enemy
|
|
&& push_list[x]->s.eType != ET_ITEM //not an item
|
|
&& self->client->ps.forcePowerLevel[FP_PUSH] > FORCE_LEVEL_2 //have push 3 or greater
|
|
&& InFront(push_list[x]->currentOrigin, center, self->currentAngles, 0.25f)//object is generally in front of me
|
|
&& InFront(self->enemy->currentOrigin, center, self->currentAngles, 0.75f)//enemy is pretty much right in front of me
|
|
&& InFront(push_list[x]->currentOrigin, self->enemy->currentOrigin, self->enemy->currentAngles, 0.25f)//object is generally in front of enemy
|
|
//FIXME: check dist to enemy and clear LOS to enemy and clear Path between object and enemy?
|
|
&& ( (self->NPC&&(noResist||Q_irand(0,RANK_CAPTAIN)<self->NPC->rank) )//NPC with enough skill
|
|
||( self->s.number<MAX_CLIENTS ) )
|
|
)
|
|
{//if I have an auto-enemy & he's in front of me, push it toward him!
|
|
/*
|
|
if ( targetedObjectMassTotal + push_list[x]->mass > TARGETED_OBJECT_PUSH_MASS_MAX )
|
|
{//already pushed too many things
|
|
//FIXME: pick closest?
|
|
continue;
|
|
}
|
|
targetedObjectMassTotal += push_list[x]->mass;
|
|
*/
|
|
VectorSubtract( self->enemy->currentOrigin, push_list[x]->currentOrigin, pushDir );
|
|
}
|
|
else
|
|
{
|
|
VectorSubtract( push_list[x]->currentOrigin, center, pushDir );
|
|
}
|
|
knockback -= VectorNormalize( pushDir );
|
|
if ( knockback < 100 )
|
|
{
|
|
knockback = 100;
|
|
}
|
|
}
|
|
//FIXME: if pull a FL_FORCE_PULLABLE_ONLY, clear the flag, assuming it's no longer in solid? or check?
|
|
VectorCopy( push_list[x]->currentOrigin, push_list[x]->s.pos.trBase );
|
|
push_list[x]->s.pos.trTime = level.time; // move a bit on the very first frame
|
|
if ( push_list[x]->s.pos.trType != TR_INTERPOLATE )
|
|
{//don't do this to rolling missiles
|
|
push_list[x]->s.pos.trType = TR_GRAVITY;
|
|
}
|
|
|
|
if ( push_list[x]->e_ThinkFunc == thinkF_G_RunObject && push_list[x]->physicsBounce )
|
|
{//it's a pushable misc_model_breakable, use it's mass instead of our one-size-fits-all mass
|
|
mass = push_list[x]->physicsBounce;//same as push_list[x]->mass, right?
|
|
}
|
|
if ( mass < 50 )
|
|
{//???
|
|
mass = 50;
|
|
}
|
|
if ( g_gravity->value > 0 )
|
|
{
|
|
VectorScale( pushDir, g_knockback->value * knockback / mass * 0.8, kvel );
|
|
kvel[2] = pushDir[2] * g_knockback->value * knockback / mass * 1.5;
|
|
}
|
|
else
|
|
{
|
|
VectorScale( pushDir, g_knockback->value * knockback / mass, kvel );
|
|
}
|
|
VectorAdd( push_list[x]->s.pos.trDelta, kvel, push_list[x]->s.pos.trDelta );
|
|
if ( g_gravity->value > 0 )
|
|
{
|
|
if ( push_list[x]->s.pos.trDelta[2] < knockback )
|
|
{
|
|
push_list[x]->s.pos.trDelta[2] = knockback;
|
|
}
|
|
}
|
|
//no trDuration?
|
|
if ( push_list[x]->e_ThinkFunc != thinkF_G_RunObject )
|
|
{//objects spin themselves?
|
|
//spin it
|
|
//FIXME: messing with roll ruins the rotational center???
|
|
push_list[x]->s.apos.trTime = level.time;
|
|
push_list[x]->s.apos.trType = TR_LINEAR;
|
|
VectorClear( push_list[x]->s.apos.trDelta );
|
|
push_list[x]->s.apos.trDelta[1] = Q_irand( -800, 800 );
|
|
}
|
|
|
|
if ( Q_stricmp( "limb", push_list[x]->classname ) == 0 )
|
|
{//make sure it runs it's physics
|
|
push_list[x]->e_ThinkFunc = thinkF_LimbThink;
|
|
push_list[x]->nextthink = level.time + FRAMETIME;
|
|
}
|
|
push_list[x]->forcePushTime = level.time + 600; // let the push effect last for 600 ms
|
|
push_list[x]->forcePuller = self->s.number;//remember this regardless
|
|
if ( push_list[x]->item && push_list[x]->item->giTag == INV_SECURITY_KEY )
|
|
{
|
|
AddSightEvent( player, push_list[x]->currentOrigin, 128, AEL_DISCOVERED );//security keys are more important
|
|
}
|
|
else
|
|
{
|
|
AddSightEvent( player, push_list[x]->currentOrigin, 128, AEL_SUSPICIOUS );//hmm... or should this always be discovered?
|
|
}
|
|
}
|
|
else if ( push_list[x]->s.weapon == WP_TURRET
|
|
&& !Q_stricmp( "PAS", push_list[x]->classname )
|
|
&& push_list[x]->s.apos.trType == TR_STATIONARY )
|
|
{//a portable turret
|
|
WP_KnockdownTurret( self, push_list[x] );
|
|
}
|
|
}
|
|
}
|
|
if ( pull )
|
|
{
|
|
if ( self->client->ps.forcePowerLevel[FP_PULL] > FORCE_LEVEL_2 )
|
|
{//at level 3, can pull multiple, so it costs more
|
|
actualCost = forcePowerNeeded[FP_PULL]*ent_count;
|
|
if ( actualCost > 50 )
|
|
{
|
|
actualCost = 50;
|
|
}
|
|
else if ( actualCost < cost )
|
|
{
|
|
actualCost = cost;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
actualCost = cost;
|
|
}
|
|
WP_ForcePowerStart( self, FP_PULL, actualCost );
|
|
}
|
|
else
|
|
{
|
|
if ( self->client->ps.forcePowerLevel[FP_PUSH] > FORCE_LEVEL_2 )
|
|
{//at level 3, can push multiple, so costs more
|
|
actualCost = forcePowerNeeded[FP_PUSH]*ent_count;
|
|
if ( actualCost > 50 )
|
|
{
|
|
actualCost = 50;
|
|
}
|
|
else if ( actualCost < cost )
|
|
{
|
|
actualCost = cost;
|
|
}
|
|
}
|
|
else if ( self->client->ps.forcePowerLevel[FP_PUSH] > FORCE_LEVEL_1 )
|
|
{//at level 2, can push multiple, so costs more
|
|
actualCost = floor(forcePowerNeeded[FP_PUSH]*ent_count/1.5f);
|
|
if ( actualCost > 50 )
|
|
{
|
|
actualCost = 50;
|
|
}
|
|
else if ( actualCost < cost )
|
|
{
|
|
actualCost = cost;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
actualCost = cost;
|
|
}
|
|
WP_ForcePowerStart( self, FP_PUSH, actualCost );
|
|
}
|
|
}
|
|
else
|
|
{//didn't push or pull anything? don't penalize them too much
|
|
if ( pull )
|
|
{
|
|
WP_ForcePowerStart( self, FP_PULL, 5 );
|
|
}
|
|
else
|
|
{
|
|
WP_ForcePowerStart( self, FP_PUSH, 5 );
|
|
}
|
|
}
|
|
if ( pull )
|
|
{
|
|
if ( self->NPC )
|
|
{//NPCs can push more often
|
|
//FIXME: vary by rank and game skill?
|
|
self->client->ps.forcePowerDebounce[FP_PULL] = level.time + 200;
|
|
}
|
|
else
|
|
{
|
|
self->client->ps.forcePowerDebounce[FP_PULL] = level.time + self->client->ps.torsoAnimTimer + 500;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( self->NPC )
|
|
{//NPCs can push more often
|
|
//FIXME: vary by rank and game skill?
|
|
self->client->ps.forcePowerDebounce[FP_PUSH] = level.time + 200;
|
|
}
|
|
else
|
|
{
|
|
self->client->ps.forcePowerDebounce[FP_PUSH] = level.time + self->client->ps.torsoAnimTimer + 500;
|
|
}
|
|
}
|
|
}
|
|
|
|
void WP_DebounceForceDeactivateTime( gentity_t *self )
|
|
{
|
|
//FIXME: if these are interruptable, should they also drain power at a constant rate
|
|
// rather than just taking one lump sum of force power upfront?
|
|
if ( self && self->client )
|
|
{
|
|
if ( self->client->ps.forcePowersActive&(1<<FP_SPEED)
|
|
|| self->client->ps.forcePowersActive&(1<<FP_PROTECT)
|
|
|| self->client->ps.forcePowersActive&(1<<FP_ABSORB)
|
|
|| self->client->ps.forcePowersActive&(1<<FP_RAGE)
|
|
|| self->client->ps.forcePowersActive&(1<<FP_SEE) )
|
|
{//already running another power that can be manually, stopped don't debounce so long
|
|
self->client->ps.forceAllowDeactivateTime = level.time + 500;
|
|
}
|
|
else
|
|
{//not running one of the interruptable powers
|
|
//FIXME: this should be shorter for force speed and rage (because of timescaling)
|
|
self->client->ps.forceAllowDeactivateTime = level.time + 1500;
|
|
}
|
|
}
|
|
}
|
|
|
|
void ForceSpeed( gentity_t *self, int duration )
|
|
{
|
|
if ( self->health <= 0 )
|
|
{
|
|
return;
|
|
}
|
|
if (self->client->ps.forceAllowDeactivateTime < level.time &&
|
|
(self->client->ps.forcePowersActive & (1 << FP_SPEED)) )
|
|
{//stop using it
|
|
WP_ForcePowerStop( self, FP_SPEED );
|
|
return;
|
|
}
|
|
if ( !WP_ForcePowerUsable( self, FP_SPEED, 0 ) )
|
|
{
|
|
return;
|
|
}
|
|
if ( self->client->ps.saberLockTime > level.time )
|
|
{//FIXME: can this be a way to break out?
|
|
return;
|
|
}
|
|
|
|
WP_DebounceForceDeactivateTime( self );
|
|
|
|
WP_ForcePowerStart( self, FP_SPEED, 0 );
|
|
if ( duration )
|
|
{
|
|
self->client->ps.forcePowerDuration[FP_SPEED] = level.time + duration;
|
|
}
|
|
G_Sound( self, G_SoundIndex( "sound/weapons/force/speed.wav" ) );
|
|
}
|
|
|
|
void WP_StartForceHealEffects( gentity_t *self )
|
|
{
|
|
if ( self->ghoul2.size() )
|
|
{
|
|
if ( self->chestBolt != -1 )
|
|
{
|
|
G_PlayEffect( G_EffectIndex( "force/heal2" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, 3000, qtrue );
|
|
}
|
|
/*
|
|
if ( self->headBolt != -1 )
|
|
{
|
|
G_PlayEffect( G_EffectIndex( "force/heal_joint" ), self->playerModel, self->headBolt, self->s.number, self->currentOrigin, 3000, qtrue );
|
|
}
|
|
if ( self->cervicalBolt != -1 )
|
|
{
|
|
G_PlayEffect( G_EffectIndex( "force/heal_joint" ), self->playerModel, self->cervicalBolt, self->s.number, self->currentOrigin, 3000, qtrue );
|
|
}
|
|
if ( self->chestBolt != -1 )
|
|
{
|
|
G_PlayEffect( G_EffectIndex( "force/heal_joint" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, 3000, qtrue );
|
|
}
|
|
if ( self->gutBolt != -1 )
|
|
{
|
|
G_PlayEffect( G_EffectIndex( "force/heal_joint" ), self->playerModel, self->gutBolt, self->s.number, self->currentOrigin, 3000, qtrue );
|
|
}
|
|
if ( self->kneeLBolt != -1 )
|
|
{
|
|
G_PlayEffect( G_EffectIndex( "force/heal_joint" ), self->playerModel, self->kneeLBolt, self->s.number, self->currentOrigin, 3000, qtrue );
|
|
}
|
|
if ( self->kneeRBolt != -1 )
|
|
{
|
|
G_PlayEffect( G_EffectIndex( "force/heal_joint" ), self->playerModel, self->kneeRBolt, self->s.number, self->currentOrigin, 3000, qtrue );
|
|
}
|
|
if ( self->elbowLBolt != -1 )
|
|
{
|
|
G_PlayEffect( G_EffectIndex( "force/heal_joint" ), self->playerModel, self->elbowLBolt, self->s.number, self->currentOrigin, 3000, qtrue );
|
|
}
|
|
if ( self->elbowRBolt != -1 )
|
|
{
|
|
G_PlayEffect( G_EffectIndex( "force/heal_joint" ), self->playerModel, self->elbowRBolt, self->s.number, self->currentOrigin, 3000, qtrue );
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
|
|
void WP_StopForceHealEffects( gentity_t *self )
|
|
{
|
|
if ( self->ghoul2.size() )
|
|
{
|
|
if ( self->chestBolt != -1 )
|
|
{
|
|
G_StopEffect( G_EffectIndex( "force/heal2" ), self->playerModel, self->chestBolt, self->s.number );
|
|
}
|
|
/*
|
|
if ( self->headBolt != -1 )
|
|
{
|
|
G_StopEffect( G_EffectIndex( "force/heal_joint" ), self->playerModel, self->headBolt, self->s.number );
|
|
}
|
|
if ( self->cervicalBolt != -1 )
|
|
{
|
|
G_StopEffect( G_EffectIndex( "force/heal_joint" ), self->playerModel, self->cervicalBolt, self->s.number );
|
|
}
|
|
if ( self->chestBolt != -1 )
|
|
{
|
|
G_StopEffect( G_EffectIndex( "force/heal_joint" ), self->playerModel, self->chestBolt, self->s.number );
|
|
}
|
|
if ( self->gutBolt != -1 )
|
|
{
|
|
G_StopEffect( G_EffectIndex( "force/heal_joint" ), self->playerModel, self->gutBolt, self->s.number );
|
|
}
|
|
if ( self->kneeLBolt != -1 )
|
|
{
|
|
G_StopEffect( G_EffectIndex( "force/heal_joint" ), self->playerModel, self->kneeLBolt, self->s.number );
|
|
}
|
|
if ( self->kneeRBolt != -1 )
|
|
{
|
|
G_StopEffect( G_EffectIndex( "force/heal_joint" ), self->playerModel, self->kneeRBolt, self->s.number );
|
|
}
|
|
if ( self->elbowLBolt != -1 )
|
|
{
|
|
G_StopEffect( G_EffectIndex( "force/heal_joint" ), self->playerModel, self->elbowLBolt, self->s.number );
|
|
}
|
|
if ( self->elbowRBolt != -1 )
|
|
{
|
|
G_StopEffect( G_EffectIndex( "force/heal_joint" ), self->playerModel, self->elbowRBolt, self->s.number );
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
|
|
int FP_MaxForceHeal( gentity_t *self )
|
|
{
|
|
if ( self->s.number >= MAX_CLIENTS )
|
|
{
|
|
return MAX_FORCE_HEAL_HARD;
|
|
}
|
|
switch ( g_spskill->integer )
|
|
{
|
|
case 0://easy
|
|
return MAX_FORCE_HEAL_EASY;
|
|
break;
|
|
case 1://medium
|
|
return MAX_FORCE_HEAL_MEDIUM;
|
|
break;
|
|
case 2://hard
|
|
default:
|
|
return MAX_FORCE_HEAL_HARD;
|
|
break;
|
|
}
|
|
}
|
|
|
|
int FP_ForceHealInterval( gentity_t *self )
|
|
{
|
|
return (self->client->ps.forcePowerLevel[FP_HEAL]>FORCE_LEVEL_2)?50:FORCE_HEAL_INTERVAL;
|
|
}
|
|
|
|
void ForceHeal( gentity_t *self )
|
|
{
|
|
if ( self->health <= 0 || self->client->ps.stats[STAT_MAX_HEALTH] <= self->health )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( !WP_ForcePowerUsable( self, FP_HEAL, 20 ) )
|
|
{//must have enough force power for at least 5 points of health
|
|
return;
|
|
}
|
|
|
|
if ( self->painDebounceTime > level.time || (self->client->ps.weaponTime&&self->client->ps.weapon!=WP_NONE) )
|
|
{//can't initiate a heal while taking pain or attacking
|
|
return;
|
|
}
|
|
|
|
if ( self->client->ps.saberLockTime > level.time )
|
|
{//FIXME: can this be a way to break out?
|
|
return;
|
|
}
|
|
/*
|
|
if ( self->client->ps.forcePowerLevel[FP_HEAL] > FORCE_LEVEL_2 )
|
|
{//instant heal
|
|
//no more than available force power
|
|
int max = self->client->ps.forcePower;
|
|
if ( max > MAX_FORCE_HEAL )
|
|
{//no more than max allowed
|
|
max = MAX_FORCE_HEAL;
|
|
}
|
|
if ( max > self->client->ps.stats[STAT_MAX_HEALTH] - self->health )
|
|
{//no more than what's missing
|
|
max = self->client->ps.stats[STAT_MAX_HEALTH] - self->health;
|
|
}
|
|
self->health += max;
|
|
WP_ForcePowerDrain( self, FP_HEAL, max );
|
|
G_SoundOnEnt( self, CHAN_VOICE, va( "sound/weapons/force/heal%d.mp3", Q_irand( 1, 4 ) ) );
|
|
}
|
|
else
|
|
*/
|
|
{
|
|
//start health going up
|
|
//NPC_SetAnim( self, SETANIM_TORSO, ?, SETANIM_FLAG_OVERRIDE );
|
|
WP_ForcePowerStart( self, FP_HEAL, 0 );
|
|
if ( self->client->ps.forcePowerLevel[FP_HEAL] < FORCE_LEVEL_2 )
|
|
{//must meditate
|
|
//FIXME: holster weapon (select WP_NONE?)
|
|
//FIXME: BOTH_FORCEHEAL_START
|
|
NPC_SetAnim( self, SETANIM_BOTH, BOTH_FORCEHEAL_START, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
self->client->ps.saberMove = self->client->ps.saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
|
|
self->client->ps.saberBlocked = BLOCKED_NONE;
|
|
self->client->ps.torsoAnimTimer = self->client->ps.legsAnimTimer = FP_ForceHealInterval(self)*FP_MaxForceHeal(self) + 2000;//???
|
|
WP_DeactivateSaber( self );//turn off saber when meditating
|
|
}
|
|
else
|
|
{//just a quick gesture
|
|
/*
|
|
//Can't get an anim that looks good...
|
|
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCEHEAL_QUICK, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
self->client->ps.saberMove = self->client->ps.saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
|
|
self->client->ps.saberBlocked = BLOCKED_NONE;
|
|
*/
|
|
}
|
|
}
|
|
|
|
//FIXME: always play healing effect
|
|
G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/heal.mp3" );
|
|
}
|
|
|
|
extern void NPC_PlayConfusionSound( gentity_t *self );
|
|
extern void NPC_Jedi_PlayConfusionSound( gentity_t *self );
|
|
qboolean WP_CheckBreakControl( gentity_t *self )
|
|
{
|
|
if ( !self )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( !self->s.number )
|
|
{//player
|
|
if ( self->client && self->client->ps.forcePowerLevel[FP_TELEPATHY] > FORCE_LEVEL_3 )
|
|
{//control-level
|
|
if ( self->client->ps.viewEntity > 0 && self->client->ps.viewEntity < ENTITYNUM_WORLD )
|
|
{//we are in a viewentity
|
|
gentity_t *controlled = &g_entities[self->client->ps.viewEntity];
|
|
if ( controlled->NPC && controlled->NPC->controlledTime > level.time )
|
|
{//it is an NPC we controlled
|
|
//clear it and return
|
|
G_ClearViewEntity( self );
|
|
return qtrue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//NPC
|
|
if ( self->NPC && self->NPC->controlledTime > level.time )
|
|
{//being controlled
|
|
gentity_t *controller = &g_entities[0];
|
|
if ( controller->client && controller->client->ps.viewEntity == self->s.number )
|
|
{//we are being controlled by player
|
|
if ( controller->client->ps.forcePowerLevel[FP_TELEPATHY] > FORCE_LEVEL_3 )
|
|
{//control-level mind trick
|
|
//clear the control and return
|
|
G_ClearViewEntity( controller );
|
|
return qtrue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
extern bool Pilot_AnyVehiclesRegistered();
|
|
|
|
void ForceTelepathy( gentity_t *self )
|
|
{
|
|
trace_t tr;
|
|
vec3_t end, forward;
|
|
gentity_t *traceEnt;
|
|
qboolean targetLive = qfalse;
|
|
|
|
if ( WP_CheckBreakControl( self ) )
|
|
{
|
|
return;
|
|
}
|
|
if ( self->health <= 0 )
|
|
{
|
|
return;
|
|
}
|
|
//FIXME: if mind trick 3 and aiming at an enemy need more force power
|
|
if ( !WP_ForcePowerUsable( self, FP_TELEPATHY, 0 ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( self->client->ps.weaponTime >= 800 )
|
|
{//just did one!
|
|
return;
|
|
}
|
|
if ( self->client->ps.saberLockTime > level.time )
|
|
{//FIXME: can this be a way to break out?
|
|
return;
|
|
}
|
|
|
|
vec3_t origin, angles;
|
|
if (self->client->ps.clientNum == 0 && !cg.renderingThirdPerson)
|
|
{
|
|
BG_CalculateVROffHandPosition(origin, angles);
|
|
AngleVectors(angles, forward, NULL, NULL);
|
|
}
|
|
else
|
|
{
|
|
AngleVectors(self->client->ps.viewangles, forward, NULL, NULL);
|
|
VectorCopy(self->client->ps.viewangles, angles);
|
|
VectorCopy(self->client->renderInfo.eyePoint, origin);
|
|
}
|
|
VectorNormalize( forward );
|
|
VectorMA( origin, 2048, forward, end );
|
|
|
|
//Cause a distraction if enemy is not fighting
|
|
gi.trace( &tr, self->client->renderInfo.eyePoint, vec3_origin, vec3_origin, end, self->s.number, MASK_OPAQUE|CONTENTS_BODY, (EG2_Collision)0, 0 );
|
|
if ( tr.entityNum == ENTITYNUM_NONE || tr.fraction == 1.0 || tr.allsolid || tr.startsolid )
|
|
{
|
|
return;
|
|
}
|
|
|
|
traceEnt = &g_entities[tr.entityNum];
|
|
|
|
if( traceEnt->NPC && traceEnt->NPC->scriptFlags & SCF_NO_FORCE )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( traceEnt && traceEnt->client )
|
|
{
|
|
switch ( traceEnt->client->NPC_class )
|
|
{
|
|
case CLASS_GALAKMECH://cant grip him, he's in armor
|
|
case CLASS_ATST://much too big to grip!
|
|
//no droids either
|
|
case CLASS_PROBE:
|
|
case CLASS_GONK:
|
|
case CLASS_R2D2:
|
|
case CLASS_R5D2:
|
|
case CLASS_MARK1:
|
|
case CLASS_MARK2:
|
|
case CLASS_MOUSE:
|
|
case CLASS_SEEKER:
|
|
case CLASS_REMOTE:
|
|
case CLASS_PROTOCOL:
|
|
case CLASS_ASSASSIN_DROID:
|
|
case CLASS_SABER_DROID:
|
|
case CLASS_BOBAFETT:
|
|
break;
|
|
case CLASS_RANCOR:
|
|
if ( !(traceEnt->spawnflags&1) )
|
|
{
|
|
targetLive = qtrue;
|
|
}
|
|
break;
|
|
default:
|
|
targetLive = qtrue;
|
|
break;
|
|
}
|
|
}
|
|
if ( targetLive
|
|
&& traceEnt->NPC
|
|
&& traceEnt->health > 0 )
|
|
{//hit an organic non-player
|
|
if ( G_ActivateBehavior( traceEnt, BSET_MINDTRICK ) )
|
|
{//activated a script on him
|
|
//FIXME: do the visual sparkles effect on their heads, still?
|
|
WP_ForcePowerStart( self, FP_TELEPATHY, 0 );
|
|
}
|
|
else if ( traceEnt->client->playerTeam != self->client->playerTeam )
|
|
{//an enemy
|
|
int override = 0;
|
|
if ( (traceEnt->NPC->scriptFlags&SCF_NO_MIND_TRICK) )
|
|
{
|
|
if ( traceEnt->client->NPC_class == CLASS_GALAKMECH )
|
|
{
|
|
G_AddVoiceEvent( traceEnt, Q_irand( EV_CONFUSE1, EV_CONFUSE3 ), Q_irand( 3000, 5000 ) );
|
|
}
|
|
}
|
|
else if ( self->client->ps.forcePowerLevel[FP_TELEPATHY] > FORCE_LEVEL_3 )
|
|
{//control them, even jedi
|
|
G_SetViewEntity( self, traceEnt );
|
|
traceEnt->NPC->controlledTime = level.time + 30000;
|
|
}
|
|
else if ( traceEnt->s.weapon != WP_SABER
|
|
&& traceEnt->client->NPC_class != CLASS_REBORN )
|
|
{//haha! Jedi aren't easily confused!
|
|
if ( self->client->ps.forcePowerLevel[FP_TELEPATHY] > FORCE_LEVEL_2
|
|
&& traceEnt->s.weapon != WP_NONE //don't charm people who aren't capable of fighting... like ugnaughts and droids, just confuse them
|
|
&& traceEnt->client->NPC_class != CLASS_TUSKEN//don't charm them, just confuse them
|
|
&& traceEnt->client->NPC_class != CLASS_NOGHRI//don't charm them, just confuse them
|
|
&& !Pilot_AnyVehiclesRegistered() //also, don't charm guys when bikes are near
|
|
)
|
|
{//turn them to our side
|
|
//if mind trick 3 and aiming at an enemy need more force power
|
|
override = 50;
|
|
if ( self->client->ps.forcePower < 50 )
|
|
{
|
|
if (self->client->ps.clientNum == 0)
|
|
{
|
|
CG_CenterPrint("Force Power Low", 440);
|
|
}
|
|
return;
|
|
}
|
|
if ( traceEnt->enemy )
|
|
{
|
|
G_ClearEnemy( traceEnt );
|
|
}
|
|
if ( traceEnt->NPC )
|
|
{
|
|
//traceEnt->NPC->tempBehavior = BS_FOLLOW_LEADER;
|
|
traceEnt->client->leader = self;
|
|
}
|
|
//FIXME: maybe pick an enemy right here?
|
|
//FIXME: does nothing to TEAM_FREE and TEAM_NEUTRALs!!!
|
|
team_t saveTeam = traceEnt->client->enemyTeam;
|
|
traceEnt->client->enemyTeam = traceEnt->client->playerTeam;
|
|
traceEnt->client->playerTeam = saveTeam;
|
|
//FIXME: need a *charmed* timer on this...? Or do TEAM_PLAYERS assume that "confusion" means they should switch to team_enemy when done?
|
|
traceEnt->NPC->charmedTime = level.time + mindTrickTime[self->client->ps.forcePowerLevel[FP_TELEPATHY]];
|
|
if ( traceEnt->ghoul2.size() && traceEnt->headBolt != -1 )
|
|
{//FIXME: what if already playing effect?
|
|
G_PlayEffect( G_EffectIndex( "force/confusion" ), traceEnt->playerModel, traceEnt->headBolt, traceEnt->s.number, traceEnt->currentOrigin, mindTrickTime[self->client->ps.forcePowerLevel[FP_TELEPATHY]], qtrue );
|
|
}
|
|
}
|
|
else
|
|
{//just confuse them
|
|
//somehow confuse them? Set don't fire to true for a while? Drop their aggression? Maybe just take their enemy away and don't let them pick one up for a while unless shot?
|
|
traceEnt->NPC->confusionTime = level.time + mindTrickTime[self->client->ps.forcePowerLevel[FP_TELEPATHY]];//confused for about 10 seconds
|
|
if ( traceEnt->ghoul2.size() && traceEnt->headBolt != -1 )
|
|
{//FIXME: what if already playing effect?
|
|
G_PlayEffect( G_EffectIndex( "force/confusion" ), traceEnt->playerModel, traceEnt->headBolt, traceEnt->s.number, traceEnt->currentOrigin, mindTrickTime[self->client->ps.forcePowerLevel[FP_TELEPATHY]], qtrue );
|
|
}
|
|
NPC_PlayConfusionSound( traceEnt );
|
|
if ( traceEnt->enemy )
|
|
{
|
|
G_ClearEnemy( traceEnt );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
NPC_Jedi_PlayConfusionSound( traceEnt );
|
|
}
|
|
WP_ForcePowerStart( self, FP_TELEPATHY, override );
|
|
}
|
|
else if ( traceEnt->client->playerTeam == self->client->playerTeam )
|
|
{//an ally
|
|
//maybe just have him look at you? Respond? Take your enemy?
|
|
if ( traceEnt->client->ps.pm_type < PM_DEAD && traceEnt->NPC!=NULL && !(traceEnt->NPC->scriptFlags&SCF_NO_RESPONSE) )
|
|
{
|
|
NPC_UseResponse( traceEnt, self, qfalse );
|
|
WP_ForcePowerStart( self, FP_TELEPATHY, 1 );
|
|
}
|
|
}//NOTE: no effect on TEAM_NEUTRAL?
|
|
vec3_t eyeDir;
|
|
AngleVectors( traceEnt->client->renderInfo.eyeAngles, eyeDir, NULL, NULL );
|
|
VectorNormalize( eyeDir );
|
|
G_PlayEffect( "force/force_touch", traceEnt->client->renderInfo.eyePoint, eyeDir );
|
|
|
|
//make sure this plays and that you cannot press fire for about 1 second after this
|
|
//FIXME: BOTH_FORCEMINDTRICK or BOTH_FORCEDISTRACT
|
|
NPC_SetAnim( self, SETANIM_TORSO, BOTH_MINDTRICK1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD );
|
|
//FIXME: build-up or delay this until in proper part of anim
|
|
}
|
|
else
|
|
{
|
|
if ( self->client->ps.forcePowerLevel[FP_TELEPATHY] > FORCE_LEVEL_1 && tr.fraction * 2048 > 64 )
|
|
{//don't create a diversion less than 64 from you of if at power level 1
|
|
//use distraction anim instead
|
|
G_PlayEffect( G_EffectIndex( "force/force_touch" ), tr.endpos, tr.plane.normal );
|
|
//FIXME: these events don't seem to always be picked up...?
|
|
AddSoundEvent( self, tr.endpos, 512, AEL_SUSPICIOUS, qtrue, qtrue );
|
|
AddSightEvent( self, tr.endpos, 512, AEL_SUSPICIOUS, 50 );
|
|
WP_ForcePowerStart( self, FP_TELEPATHY, 0 );
|
|
}
|
|
NPC_SetAnim( self, SETANIM_TORSO, BOTH_MINDTRICK2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD );
|
|
}
|
|
self->client->ps.saberMove = self->client->ps.saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
|
|
self->client->ps.saberBlocked = BLOCKED_NONE;
|
|
self->client->ps.weaponTime = 1000;
|
|
if ( self->client->ps.forcePowersActive&(1<<FP_SPEED) )
|
|
{
|
|
self->client->ps.weaponTime = floor( self->client->ps.weaponTime * g_timescale->value );
|
|
}
|
|
}
|
|
|
|
//rww - RAGDOLL_BEGIN
|
|
//#define JK2_RAGDOLL_GRIPNOHEALTH
|
|
//rww - RAGDOLL_END
|
|
|
|
void ForceGrip( gentity_t *self )
|
|
{//FIXME: make enemy Jedi able to use this
|
|
trace_t tr;
|
|
vec3_t end, forward;
|
|
gentity_t *traceEnt = NULL;
|
|
|
|
if ( self->health <= 0 )
|
|
{
|
|
return;
|
|
}
|
|
if ( !self->s.number && (cg.zoomMode || in_camera) )
|
|
{//can't force grip when zoomed in or in cinematic
|
|
return;
|
|
}
|
|
if ( self->client->ps.leanofs )
|
|
{//can't force-grip while leaning
|
|
return;
|
|
}
|
|
|
|
if ( self->client->ps.forceGripEntityNum <= ENTITYNUM_WORLD )
|
|
{//already gripping
|
|
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 )
|
|
{
|
|
self->client->ps.forcePowerDuration[FP_GRIP] = level.time + 100;
|
|
self->client->ps.weaponTime = 1000;
|
|
if ( self->client->ps.forcePowersActive&(1<<FP_SPEED) )
|
|
{
|
|
self->client->ps.weaponTime = floor( self->client->ps.weaponTime * g_timescale->value );
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( !WP_ForcePowerUsable( self, FP_GRIP, 0 ) )
|
|
{//can't use it right now
|
|
return;
|
|
}
|
|
|
|
if ( self->client->ps.forcePower < 26 )
|
|
{//need 20 to start, 6 to hold it for any decent amount of time...
|
|
if (self->client->ps.clientNum == 0)
|
|
{
|
|
CG_CenterPrint("Force Power Low", 440);
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( self->client->ps.weaponTime )
|
|
{//busy
|
|
return;
|
|
}
|
|
|
|
if ( self->client->ps.saberLockTime > level.time )
|
|
{//FIXME: can this be a way to break out?
|
|
return;
|
|
}
|
|
//Cause choking anim + health drain in ent in front of me
|
|
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCEGRIP_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
self->client->ps.saberMove = self->client->ps.saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
|
|
self->client->ps.saberBlocked = BLOCKED_NONE;
|
|
|
|
self->client->ps.weaponTime = 1000;
|
|
if ( self->client->ps.forcePowersActive&(1<<FP_SPEED) )
|
|
{
|
|
self->client->ps.weaponTime = floor( self->client->ps.weaponTime * g_timescale->value );
|
|
}
|
|
|
|
vec3_t origin, angles;
|
|
if (self->client->ps.clientNum == 0 && !cg.renderingThirdPerson)
|
|
{
|
|
BG_CalculateVROffHandPosition(origin, angles);
|
|
AngleVectors(angles, forward, NULL, NULL);
|
|
}
|
|
else
|
|
{
|
|
AngleVectors(self->client->ps.viewangles, forward, NULL, NULL);
|
|
VectorCopy(self->client->ps.viewangles, angles);
|
|
VectorCopy(self->client->renderInfo.eyePoint, origin);
|
|
}
|
|
|
|
VectorNormalize( forward );
|
|
VectorMA( self->client->renderInfo.handLPoint, FORCE_GRIP_DIST, forward, end );
|
|
|
|
if ( self->enemy )
|
|
{//I have an enemy
|
|
if ( !self->enemy->message
|
|
&& !(self->flags&FL_NO_KNOCKBACK) )
|
|
{//don't auto-pickup guys with keys
|
|
if ( DistanceSquared( self->enemy->currentOrigin, self->currentOrigin ) < FORCE_GRIP_DIST_SQUARED )
|
|
{//close enough to grab
|
|
float minDot = 0.5f;
|
|
if ( self->s.number < MAX_CLIENTS )
|
|
{//player needs to be facing more directly
|
|
minDot = 0.2f;
|
|
}
|
|
if ( InFront( self->enemy->currentOrigin, origin, angles, minDot ) ) //self->s.number || //NPCs can always lift enemy since we assume they're looking at them...?
|
|
{//need to be facing the enemy
|
|
if ( gi.inPVS( self->enemy->currentOrigin, origin ) )
|
|
{//must be in PVS
|
|
gi.trace( &tr, origin, vec3_origin, vec3_origin, self->enemy->currentOrigin, self->s.number, MASK_SHOT, (EG2_Collision)0, 0 );
|
|
if ( tr.fraction == 1.0f || tr.entityNum == self->enemy->s.number )
|
|
{//must have clear LOS
|
|
traceEnt = self->enemy;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ( !traceEnt )
|
|
{//okay, trace straight ahead and see what's there
|
|
gi.trace( &tr, self->client->renderInfo.handLPoint, vec3_origin, vec3_origin, end, self->s.number, MASK_SHOT, (EG2_Collision)0, 0 );
|
|
if ( tr.entityNum >= ENTITYNUM_WORLD || tr.fraction == 1.0 || tr.allsolid || tr.startsolid )
|
|
{
|
|
return;
|
|
}
|
|
|
|
traceEnt = &g_entities[tr.entityNum];
|
|
}
|
|
//rww - RAGDOLL_BEGIN
|
|
#ifdef JK2_RAGDOLL_GRIPNOHEALTH
|
|
if ( !traceEnt || traceEnt == self/*???*/ || traceEnt->bmodel || (traceEnt->NPC && traceEnt->NPC->scriptFlags & SCF_NO_FORCE) )
|
|
{
|
|
return;
|
|
}
|
|
#else
|
|
//rww - RAGDOLL_END
|
|
if ( !traceEnt || traceEnt == self/*???*/ || traceEnt->bmodel || (traceEnt->health <= 0 && traceEnt->takedamage) || (traceEnt->NPC && traceEnt->NPC->scriptFlags & SCF_NO_FORCE) )
|
|
{
|
|
return;
|
|
}
|
|
//rww - RAGDOLL_BEGIN
|
|
#endif
|
|
//rww - RAGDOLL_END
|
|
|
|
if ( traceEnt->m_pVehicle != NULL )
|
|
{//is it a vehicle
|
|
//grab pilot if there is one
|
|
if ( traceEnt->m_pVehicle->m_pPilot != NULL
|
|
&& traceEnt->m_pVehicle->m_pPilot->client != NULL )
|
|
{//grip the pilot
|
|
traceEnt = traceEnt->m_pVehicle->m_pPilot;
|
|
}
|
|
else
|
|
{//can't grip a vehicle
|
|
return;
|
|
}
|
|
}
|
|
if ( traceEnt->client )
|
|
{
|
|
if ( traceEnt->client->ps.forceJumpZStart )
|
|
{//can't catch them in mid force jump - FIXME: maybe base it on velocity?
|
|
return;
|
|
}
|
|
if ( traceEnt->client->ps.pullAttackTime > level.time )
|
|
{//can't grip someone who is being pull-attacked or is pull-attacking
|
|
return;
|
|
}
|
|
if ( !Q_stricmp("Yoda",traceEnt->NPC_type) )
|
|
{
|
|
Jedi_PlayDeflectSound( traceEnt );
|
|
ForceThrowEx( traceEnt, qfalse, qfalse, qtrue );
|
|
return;
|
|
}
|
|
|
|
if ( G_IsRidingVehicle( traceEnt )
|
|
&& (traceEnt->s.eFlags&EF_NODRAW) )
|
|
{//riding *inside* vehicle
|
|
return;
|
|
}
|
|
|
|
switch ( traceEnt->client->NPC_class )
|
|
{
|
|
case CLASS_GALAKMECH://cant grip him, he's in armor
|
|
G_AddVoiceEvent( traceEnt, Q_irand(EV_PUSHED1, EV_PUSHED3), Q_irand( 3000, 5000 ) );
|
|
return;
|
|
break;
|
|
case CLASS_HAZARD_TROOPER://cant grip him, he's in armor
|
|
return;
|
|
break;
|
|
case CLASS_ATST://much too big to grip!
|
|
case CLASS_RANCOR://much too big to grip!
|
|
case CLASS_WAMPA://much too big to grip!
|
|
case CLASS_SAND_CREATURE://much too big to grip!
|
|
return;
|
|
break;
|
|
//no droids either...?
|
|
case CLASS_GONK:
|
|
case CLASS_R2D2:
|
|
case CLASS_R5D2:
|
|
case CLASS_MARK1:
|
|
case CLASS_MARK2:
|
|
case CLASS_MOUSE://?
|
|
case CLASS_PROTOCOL:
|
|
//*sigh*... in JK3, you'll be able to grab and move *anything*...
|
|
return;
|
|
break;
|
|
//not even combat droids? (No animation for being gripped...)
|
|
case CLASS_SABER_DROID:
|
|
case CLASS_ASSASSIN_DROID:
|
|
//*sigh*... in JK3, you'll be able to grab and move *anything*...
|
|
return;
|
|
break;
|
|
case CLASS_PROBE:
|
|
case CLASS_SEEKER:
|
|
case CLASS_REMOTE:
|
|
case CLASS_SENTRY:
|
|
case CLASS_INTERROGATOR:
|
|
//*sigh*... in JK3, you'll be able to grab and move *anything*...
|
|
return;
|
|
break;
|
|
case CLASS_DESANN://Desann cannot be gripped, he just pushes you back instantly
|
|
case CLASS_KYLE:
|
|
case CLASS_TAVION:
|
|
case CLASS_LUKE:
|
|
Jedi_PlayDeflectSound( traceEnt );
|
|
ForceThrowEx( traceEnt, qfalse, qfalse, qtrue );
|
|
return;
|
|
break;
|
|
case CLASS_REBORN:
|
|
case CLASS_SHADOWTROOPER:
|
|
case CLASS_ALORA:
|
|
case CLASS_JEDI:
|
|
if ( traceEnt->NPC && traceEnt->NPC->rank > RANK_CIVILIAN && self->client->ps.forcePowerLevel[FP_GRIP] < FORCE_LEVEL_2 )
|
|
{
|
|
Jedi_PlayDeflectSound( traceEnt );
|
|
ForceThrowEx( traceEnt, qfalse, qfalse, qtrue );
|
|
return;
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
if ( traceEnt->s.weapon == WP_EMPLACED_GUN )
|
|
{//FIXME: maybe can pull them out?
|
|
return;
|
|
}
|
|
if ( self->enemy && traceEnt != self->enemy && traceEnt->client->playerTeam == self->client->playerTeam )
|
|
{//can't accidently grip your teammate in combat
|
|
return;
|
|
}
|
|
//=CHECKABSORB===
|
|
if ( -1 != WP_AbsorbConversion( traceEnt, traceEnt->client->ps.forcePowerLevel[FP_ABSORB], self, FP_GRIP, self->client->ps.forcePowerLevel[FP_GRIP], forcePowerNeeded[self->client->ps.forcePowerLevel[FP_GRIP]]) )
|
|
{
|
|
//WP_ForcePowerStop( self, FP_GRIP );
|
|
return;
|
|
}
|
|
//===============
|
|
}
|
|
else
|
|
{//can't grip non-clients... right?
|
|
//FIXME: Make it so objects flagged as "grabbable" are let through
|
|
//if ( Q_stricmp( "misc_model_breakable", traceEnt->classname ) || !(traceEnt->s.eFlags&EF_BOUNCE_HALF) || !traceEnt->physicsBounce )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Make sure to turn off Force Protection and Force Absorb.
|
|
if (self->client->ps.forcePowersActive & (1 << FP_PROTECT) )
|
|
{
|
|
WP_ForcePowerStop( self, FP_PROTECT );
|
|
}
|
|
if (self->client->ps.forcePowersActive & (1 << FP_ABSORB) )
|
|
{
|
|
WP_ForcePowerStop( self, FP_ABSORB );
|
|
}
|
|
|
|
WP_ForcePowerStart( self, FP_GRIP, 20 );
|
|
//FIXME: rule out other things?
|
|
//FIXME: Jedi resist, like the push and pull?
|
|
self->client->ps.forceGripEntityNum = traceEnt->s.number;
|
|
if ( traceEnt->client )
|
|
{
|
|
Vehicle_t *pVeh;
|
|
if ( ( pVeh = G_IsRidingVehicle( traceEnt ) ) != NULL )
|
|
{//riding vehicle? pull him off!
|
|
//FIXME: if in an AT-ST or X-Wing, shouldn't do this... :)
|
|
//pull him off of it
|
|
//((CVehicleNPC *)traceEnt->NPC)->Eject( traceEnt );
|
|
pVeh->m_pVehicleInfo->Eject( pVeh, traceEnt, qtrue );
|
|
//G_DriveVehicle( traceEnt, NULL, NULL );
|
|
}
|
|
G_AddVoiceEvent( traceEnt, Q_irand(EV_PUSHED1, EV_PUSHED3), 2000 );
|
|
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_2 || traceEnt->s.weapon == WP_SABER )
|
|
{//if we pick up & carry, drop their weap
|
|
if ( traceEnt->s.weapon
|
|
&& traceEnt->client->NPC_class != CLASS_ROCKETTROOPER
|
|
&& traceEnt->client->NPC_class != CLASS_VEHICLE
|
|
&& traceEnt->client->NPC_class != CLASS_HAZARD_TROOPER
|
|
&& traceEnt->client->NPC_class != CLASS_TUSKEN
|
|
&& traceEnt->client->NPC_class != CLASS_BOBAFETT
|
|
&& traceEnt->client->NPC_class != CLASS_ASSASSIN_DROID
|
|
&& traceEnt->s.weapon != WP_CONCUSSION // so rax can't drop his
|
|
)
|
|
{
|
|
if ( traceEnt->client->NPC_class == CLASS_BOBAFETT )
|
|
{//he doesn't drop them, just puts it away
|
|
ChangeWeapon( traceEnt, WP_MELEE );
|
|
}
|
|
else if ( traceEnt->s.weapon == WP_MELEE )
|
|
{//they can't take that away from me, oh no...
|
|
}
|
|
else if ( traceEnt->NPC
|
|
&& (traceEnt->NPC->scriptFlags&SCF_DONT_FLEE) )
|
|
{//*SIGH*... if an NPC can't flee, they can't run after and pick up their weapon, do don't drop it
|
|
}
|
|
else if ( traceEnt->s.weapon != WP_SABER )
|
|
{
|
|
WP_DropWeapon( traceEnt, NULL );
|
|
}
|
|
else
|
|
{
|
|
//turn it off?
|
|
traceEnt->client->ps.SaberDeactivate();
|
|
G_SoundOnEnt( traceEnt, CHAN_WEAPON, "sound/weapons/saber/saberoffquick.wav" );
|
|
}
|
|
}
|
|
}
|
|
//else FIXME: need a one-armed choke if we're not on a high enough level to make them drop their gun
|
|
VectorCopy( traceEnt->client->renderInfo.headPoint, self->client->ps.forceGripOrg );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( traceEnt->currentOrigin, self->client->ps.forceGripOrg );
|
|
}
|
|
self->client->ps.forceGripOrg[2] += 48;//FIXME: define?
|
|
if ( self->client->ps.forcePowerLevel[FP_GRIP] < FORCE_LEVEL_2 )
|
|
{//just a duration
|
|
self->client->ps.forcePowerDebounce[FP_GRIP] = level.time + 250;
|
|
self->client->ps.forcePowerDuration[FP_GRIP] = level.time + 5000;
|
|
|
|
if ( self->m_pVehicle && self->m_pVehicle->m_pVehicleInfo->Inhabited( self->m_pVehicle ) )
|
|
{//empty vehicles don't make gripped noise
|
|
traceEnt->s.loopSound = G_SoundIndex( "sound/weapons/force/grip.mp3" );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( self->client->ps.forcePowerLevel[FP_GRIP] == FORCE_LEVEL_2 )
|
|
{//lifting sound? or always?
|
|
}
|
|
//if ( traceEnt->s.number )
|
|
{//picks them up for a second first
|
|
self->client->ps.forcePowerDebounce[FP_GRIP] = level.time + 1000;
|
|
}
|
|
/*
|
|
else
|
|
{//player should take damage right away
|
|
self->client->ps.forcePowerDebounce[FP_GRIP] = level.time + 250;
|
|
}
|
|
*/
|
|
// force grip sound should only play when the target is alive?
|
|
// if (traceEnt->health>0)
|
|
// {
|
|
self->s.loopSound = G_SoundIndex( "sound/weapons/force/grip.mp3" );
|
|
// }
|
|
}
|
|
}
|
|
|
|
qboolean ForceLightningCheck2Handed( gentity_t *self )
|
|
{
|
|
if ( self && self->client )
|
|
{
|
|
if ( self->s.weapon == WP_NONE
|
|
|| self->s.weapon == WP_MELEE
|
|
|| (self->s.weapon == WP_SABER && !self->client->ps.SaberActive()) )
|
|
{
|
|
return qtrue;
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
void ForceLightningAnim( gentity_t *self )
|
|
{
|
|
if ( !self || !self->client )
|
|
{
|
|
return;
|
|
}
|
|
|
|
//one-handed lightning 2 and above
|
|
int startAnim = BOTH_FORCELIGHTNING_START;
|
|
int holdAnim = BOTH_FORCELIGHTNING_HOLD;
|
|
|
|
if ( self->client->ps.forcePowerLevel[FP_LIGHTNING] >= FORCE_LEVEL_3
|
|
&& ForceLightningCheck2Handed( self ) )
|
|
{//empty handed lightning 3
|
|
startAnim = BOTH_FORCE_2HANDEDLIGHTNING_START;
|
|
holdAnim = BOTH_FORCE_2HANDEDLIGHTNING_HOLD;
|
|
}
|
|
|
|
//FIXME: if standing still, play on whole body? Especially 2-handed version
|
|
if ( self->client->ps.torsoAnim == startAnim )
|
|
{
|
|
if ( !self->client->ps.torsoAnimTimer )
|
|
{
|
|
NPC_SetAnim( self, SETANIM_TORSO, holdAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
else
|
|
{
|
|
NPC_SetAnim( self, SETANIM_TORSO, startAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
NPC_SetAnim( self, SETANIM_TORSO, holdAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
}
|
|
|
|
void ForceLightning( gentity_t *self )
|
|
{
|
|
if ( self->health <= 0 )
|
|
{
|
|
return;
|
|
}
|
|
if ( !self->s.number && (cg.zoomMode || in_camera) )
|
|
{//can't force lightning when zoomed in or in cinematic
|
|
return;
|
|
}
|
|
if ( self->client->ps.leanofs )
|
|
{//can't force-lightning while leaning
|
|
return;
|
|
}
|
|
if ( self->client->ps.forcePower < 25 || !WP_ForcePowerUsable( self, FP_LIGHTNING, 0 ) )
|
|
{
|
|
if (self->client->ps.clientNum == 0)
|
|
{
|
|
CG_CenterPrint("Force Power Low", 440);
|
|
}
|
|
return;
|
|
}
|
|
if ( self->client->ps.forcePowerDebounce[FP_LIGHTNING] > level.time )
|
|
{//stops it while using it and also after using it, up to 3 second delay
|
|
return;
|
|
}
|
|
if ( self->client->ps.saberLockTime > level.time )
|
|
{//FIXME: can this be a way to break out?
|
|
return;
|
|
}
|
|
// Make sure to turn off Force Protection and Force Absorb.
|
|
if (self->client->ps.forcePowersActive & (1 << FP_PROTECT) )
|
|
{
|
|
WP_ForcePowerStop( self, FP_PROTECT );
|
|
}
|
|
if (self->client->ps.forcePowersActive & (1 << FP_ABSORB) )
|
|
{
|
|
WP_ForcePowerStop( self, FP_ABSORB );
|
|
}
|
|
//Shoot lightning from hand
|
|
//make sure this plays and that you cannot press fire for about 1 second after this
|
|
if ( self->client->ps.forcePowerLevel[FP_LIGHTNING] < FORCE_LEVEL_2 )
|
|
{
|
|
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCELIGHTNING, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
else
|
|
{
|
|
ForceLightningAnim( self );
|
|
/*
|
|
if ( ForceLightningCheck2Handed( self ) )
|
|
{//empty handed lightning 3
|
|
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCE_2HANDEDLIGHTNING_START, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
else
|
|
{//one-handed lightning 3
|
|
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCELIGHTNING_START, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
*/
|
|
}
|
|
self->client->ps.saberMove = self->client->ps.saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
|
|
self->client->ps.saberBlocked = BLOCKED_NONE;
|
|
|
|
G_SoundOnEnt( self, CHAN_BODY, "sound/weapons/force/lightning.wav" );
|
|
if ( self->client->ps.forcePowerLevel[FP_LIGHTNING] < FORCE_LEVEL_2 )
|
|
{//short burst
|
|
//G_SoundOnEnt( self, CHAN_BODY, "sound/weapons/force/lightning.wav" );
|
|
}
|
|
else
|
|
{//holding it
|
|
self->s.loopSound = G_SoundIndex( "sound/weapons/force/lightning2.wav" );
|
|
}
|
|
|
|
//FIXME: build-up or delay this until in proper part of anim
|
|
self->client->ps.weaponTime = self->client->ps.torsoAnimTimer;
|
|
WP_ForcePowerStart( self, FP_LIGHTNING, self->client->ps.torsoAnimTimer );
|
|
}
|
|
|
|
void ForceLightningDamage( gentity_t *self, gentity_t *traceEnt, vec3_t dir, float dist, float dot, vec3_t impactPoint )
|
|
{
|
|
if( traceEnt->NPC && traceEnt->NPC->scriptFlags & SCF_NO_FORCE )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( traceEnt && traceEnt->takedamage )
|
|
{
|
|
if ( !traceEnt->client || traceEnt->client->playerTeam != self->client->playerTeam || self->enemy == traceEnt || traceEnt->enemy == self )
|
|
{//an enemy or object
|
|
int dmg;
|
|
//FIXME: check for client using FP_ABSORB
|
|
if ( self->client->ps.forcePowerLevel[FP_LIGHTNING] > FORCE_LEVEL_2 )
|
|
{//more damage if closer and more in front
|
|
dmg = 1;
|
|
if ( self->client->NPC_class == CLASS_REBORN
|
|
&& self->client->ps.weapon == WP_NONE )
|
|
{//Cultist: looks fancy, but does less damage
|
|
}
|
|
else
|
|
{
|
|
if ( dist < 100 )
|
|
{
|
|
dmg += 2;
|
|
}
|
|
else if ( dist < 200 )
|
|
{
|
|
dmg += 1;
|
|
}
|
|
if ( dot > 0.9f )
|
|
{
|
|
dmg += 2;
|
|
}
|
|
else if ( dot > 0.7f )
|
|
{
|
|
dmg += 1;
|
|
}
|
|
}
|
|
if ( self->client->ps.torsoAnim == BOTH_FORCE_2HANDEDLIGHTNING
|
|
|| self->client->ps.torsoAnim == BOTH_FORCE_2HANDEDLIGHTNING_START
|
|
|| self->client->ps.torsoAnim == BOTH_FORCE_2HANDEDLIGHTNING_HOLD
|
|
|| self->client->ps.torsoAnim == BOTH_FORCE_2HANDEDLIGHTNING_RELEASE )
|
|
{//jackin' 'em up, Palpatine-style
|
|
dmg *= 2;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
dmg = Q_irand( 1, 3 );//*self->client->ps.forcePowerLevel[FP_LIGHTNING];
|
|
}
|
|
|
|
if ( traceEnt->client
|
|
&& traceEnt->health > 0
|
|
&& traceEnt->NPC
|
|
&& (traceEnt->NPC->aiFlags&NPCAI_BOSS_CHARACTER) )
|
|
{//Luke, Desann Tavion and Kyle can shield themselves from the attack
|
|
//FIXME: shield effect or something?
|
|
int parts;
|
|
if ( traceEnt->client->ps.groundEntityNum != ENTITYNUM_NONE && !PM_SpinningSaberAnim( traceEnt->client->ps.legsAnim ) && !PM_FlippingAnim( traceEnt->client->ps.legsAnim ) && !PM_RollingAnim( traceEnt->client->ps.legsAnim ) )
|
|
{//if on a surface and not in a spin or flip, play full body resist
|
|
parts = SETANIM_BOTH;
|
|
}
|
|
else
|
|
{//play resist just in torso
|
|
parts = SETANIM_TORSO;
|
|
}
|
|
//FIXME: don't interrupt big anims with this!
|
|
NPC_SetAnim( traceEnt, parts, BOTH_RESISTPUSH, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
Jedi_PlayDeflectSound( traceEnt );
|
|
dmg = Q_irand(0,1);
|
|
}
|
|
else if ( traceEnt->s.weapon == WP_SABER )
|
|
{//saber can block lightning
|
|
if ( traceEnt->client //a client
|
|
&& !traceEnt->client->ps.saberInFlight//saber in hand
|
|
&& ( traceEnt->client->ps.saberMove == LS_READY || PM_SaberInParry( traceEnt->client->ps.saberMove ) || PM_SaberInReturn( traceEnt->client->ps.saberMove ) )//not attacking with saber
|
|
&& InFOV( self->currentOrigin, traceEnt->currentOrigin, traceEnt->client->ps.viewangles, 20, 35 ) //I'm in front of them
|
|
&& !PM_InKnockDown( &traceEnt->client->ps ) //they're not in a knockdown
|
|
&& !PM_SuperBreakLoseAnim( traceEnt->client->ps.torsoAnim )
|
|
&& !PM_SuperBreakWinAnim( traceEnt->client->ps.torsoAnim )
|
|
&& !PM_SaberInSpecialAttack( traceEnt->client->ps.torsoAnim )
|
|
&& !PM_InSpecialJump( traceEnt->client->ps.torsoAnim )
|
|
&& (!traceEnt->s.number||(traceEnt->NPC&&traceEnt->NPC->rank>=RANK_LT_COMM)) )//the player or a tough jedi/reborn
|
|
{
|
|
if ( Q_irand( 0, traceEnt->client->ps.forcePowerLevel[FP_SABER_DEFENSE]*3 ) > 0 )//more of a chance of defending if saber defense is high
|
|
{
|
|
dmg = 0;
|
|
}
|
|
if ( (traceEnt->client->ps.forcePowersActive&(1<<FP_ABSORB))
|
|
&& traceEnt->client->ps.forcePowerLevel[FP_ABSORB] > FORCE_LEVEL_2 )
|
|
{//no parry, just absorb
|
|
}
|
|
else
|
|
{
|
|
//make them do a parry
|
|
traceEnt->client->ps.saberBlocked = BLOCKED_UPPER_LEFT;
|
|
int parryReCalcTime = Jedi_ReCalcParryTime( traceEnt, EVASION_PARRY );
|
|
if ( traceEnt->client->ps.forcePowerDebounce[FP_SABER_DEFENSE] < level.time + parryReCalcTime )
|
|
{
|
|
traceEnt->client->ps.forcePowerDebounce[FP_SABER_DEFENSE] = level.time + parryReCalcTime;
|
|
}
|
|
traceEnt->client->ps.weaponTime = Q_irand( 100, 300 );//hold this move - can't attack! - FIXME: unless dual sabers?
|
|
}
|
|
}
|
|
else if ( Q_irand( 0, 1 ) )
|
|
{//jedi less likely to be damaged
|
|
dmg = 0;
|
|
}
|
|
else
|
|
{
|
|
dmg = 1;
|
|
}
|
|
}
|
|
if ( traceEnt && traceEnt->client && traceEnt->client->ps.powerups[PW_GALAK_SHIELD] )
|
|
{
|
|
//has shield up
|
|
dmg = 0;
|
|
}
|
|
int modPowerLevel = -1;
|
|
|
|
if (traceEnt->client)
|
|
{
|
|
modPowerLevel = WP_AbsorbConversion(traceEnt, traceEnt->client->ps.forcePowerLevel[FP_ABSORB], self, FP_LIGHTNING, self->client->ps.forcePowerLevel[FP_LIGHTNING], 1);
|
|
}
|
|
|
|
if (modPowerLevel != -1)
|
|
{
|
|
if ( !modPowerLevel )
|
|
{
|
|
dmg = 0;
|
|
}
|
|
else if ( modPowerLevel == 1 )
|
|
{
|
|
dmg = floor((float)dmg/4.0f);
|
|
}
|
|
else if ( modPowerLevel == 2 )
|
|
{
|
|
dmg = floor((float)dmg/2.0f);
|
|
}
|
|
}
|
|
//FIXME: if ForceDrain, sap force power and add health to self, use different sound & effects
|
|
if ( dmg )
|
|
{
|
|
G_Damage( traceEnt, self, self, dir, impactPoint, dmg, 0, MOD_FORCE_LIGHTNING );
|
|
}
|
|
if ( traceEnt->client )
|
|
{
|
|
if ( !Q_irand( 0, 2 ) )
|
|
{
|
|
G_Sound( traceEnt, G_SoundIndex( va( "sound/weapons/force/lightninghit%d.wav", Q_irand( 1, 3 ) ) ) );
|
|
}
|
|
traceEnt->s.powerups |= ( 1 << PW_SHOCKED );
|
|
|
|
// If we are dead or we are a bot, we can do the full version
|
|
class_t npc_class = traceEnt->client->NPC_class;
|
|
if ( traceEnt->health <= 0 || ( npc_class == CLASS_SEEKER || npc_class == CLASS_PROBE ||
|
|
npc_class == CLASS_MOUSE || npc_class == CLASS_GONK || npc_class == CLASS_R2D2 || npc_class == CLASS_REMOTE ||
|
|
npc_class == CLASS_R5D2 || npc_class == CLASS_PROTOCOL || npc_class == CLASS_MARK1 ||
|
|
npc_class == CLASS_MARK2 || npc_class == CLASS_INTERROGATOR || npc_class == CLASS_ATST ) ||
|
|
npc_class == CLASS_SENTRY )
|
|
{
|
|
traceEnt->client->ps.powerups[PW_SHOCKED] = level.time + 4000;
|
|
}
|
|
else //short version
|
|
{
|
|
traceEnt->client->ps.powerups[PW_SHOCKED] = level.time + 500;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void ForceShootLightning( gentity_t *self )
|
|
{
|
|
trace_t tr;
|
|
vec3_t end, forward;
|
|
gentity_t *traceEnt;
|
|
|
|
if ( self->health <= 0 )
|
|
{
|
|
return;
|
|
}
|
|
if ( !self->s.number && cg.zoomMode )
|
|
{//can't force lightning when zoomed in
|
|
return;
|
|
}
|
|
|
|
if (self->client->ps.clientNum == 0 && !cg.renderingThirdPerson)
|
|
{
|
|
vec3_t origin, angles;
|
|
BG_CalculateVROffHandPosition(origin, angles);
|
|
AngleVectors(angles, forward, NULL, NULL);
|
|
}
|
|
else
|
|
{
|
|
AngleVectors(self->client->ps.viewangles, forward, NULL, NULL);
|
|
}
|
|
|
|
VectorNormalize( forward );
|
|
|
|
if (self->client->ps.clientNum == 0)
|
|
{
|
|
//Handle this here so it is refreshed on every frame, not just when the lightning gun is first fired
|
|
cgi_HapticEvent("RTCWQuest:fire_tesla", 0, (vr->right_handed ? 2 : 1), 100, 0, 0);
|
|
}
|
|
|
|
//FIXME: if lightning hits water, do water-only-flagged radius damage from that point
|
|
if ( self->client->ps.forcePowerLevel[FP_LIGHTNING] > FORCE_LEVEL_2 )
|
|
{//arc
|
|
vec3_t center, mins, maxs, dir, ent_org, size, v;
|
|
float radius = 512, dot, dist;
|
|
gentity_t *entityList[MAX_GENTITIES];
|
|
int e, numListedEntities, i;
|
|
|
|
VectorCopy( self->currentOrigin, center );
|
|
for ( i = 0 ; i < 3 ; i++ )
|
|
{
|
|
mins[i] = center[i] - radius;
|
|
maxs[i] = center[i] + radius;
|
|
}
|
|
numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
|
|
|
|
for ( e = 0 ; e < numListedEntities ; e++ )
|
|
{
|
|
traceEnt = entityList[e];
|
|
|
|
if ( !traceEnt )
|
|
continue;
|
|
if ( traceEnt == self )
|
|
continue;
|
|
if ( traceEnt->owner == self && traceEnt->s.weapon != WP_THERMAL )//can push your own thermals
|
|
continue;
|
|
if ( !traceEnt->inuse )
|
|
continue;
|
|
if ( !traceEnt->takedamage )
|
|
continue;
|
|
/*
|
|
if ( traceEnt->health <= 0 )//no torturing corpses
|
|
continue;
|
|
*/
|
|
//this is all to see if we need to start a saber attack, if it's in flight, this doesn't matter
|
|
// find the distance from the edge of the bounding box
|
|
for ( i = 0 ; i < 3 ; i++ )
|
|
{
|
|
if ( center[i] < traceEnt->absmin[i] )
|
|
{
|
|
v[i] = traceEnt->absmin[i] - center[i];
|
|
} else if ( center[i] > traceEnt->absmax[i] )
|
|
{
|
|
v[i] = center[i] - traceEnt->absmax[i];
|
|
} else
|
|
{
|
|
v[i] = 0;
|
|
}
|
|
}
|
|
|
|
VectorSubtract( traceEnt->absmax, traceEnt->absmin, size );
|
|
VectorMA( traceEnt->absmin, 0.5, size, ent_org );
|
|
|
|
//see if they're in front of me
|
|
//must be within the forward cone
|
|
VectorSubtract( ent_org, center, dir );
|
|
VectorNormalize( dir );
|
|
if ( (dot = DotProduct( dir, forward )) < 0.5 )
|
|
continue;
|
|
|
|
//must be close enough
|
|
dist = VectorLength( v );
|
|
if ( dist >= radius )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
//in PVS?
|
|
if ( !traceEnt->bmodel && !gi.inPVS( ent_org, self->client->renderInfo.handLPoint ) )
|
|
{//must be in PVS
|
|
continue;
|
|
}
|
|
|
|
//Now check and see if we can actually hit it
|
|
gi.trace( &tr, self->client->renderInfo.handLPoint, vec3_origin, vec3_origin, ent_org, self->s.number, MASK_SHOT, (EG2_Collision)0, 0 );
|
|
if ( tr.fraction < 1.0f && tr.entityNum != traceEnt->s.number )
|
|
{//must have clear LOS
|
|
continue;
|
|
}
|
|
|
|
// ok, we are within the radius, add us to the incoming list
|
|
//FIXME: maybe add up the ents and do more damage the less ents there are
|
|
// as if we're spreading out the damage?
|
|
ForceLightningDamage( self, traceEnt, dir, dist, dot, ent_org );
|
|
}
|
|
|
|
}
|
|
else
|
|
{//trace-line
|
|
int ignore = self->s.number;
|
|
int traces = 0;
|
|
vec3_t start;
|
|
|
|
VectorCopy( self->client->renderInfo.handLPoint, start );
|
|
VectorMA( self->client->renderInfo.handLPoint, 2048, forward, end );
|
|
|
|
while ( traces < 10 )
|
|
{//need to loop this in case we hit a Jedi who dodges the shot
|
|
gi.trace( &tr, start, vec3_origin, vec3_origin, end, ignore, MASK_SHOT, G2_RETURNONHIT, 10 );
|
|
if ( tr.entityNum == ENTITYNUM_NONE || tr.fraction == 1.0 || tr.allsolid || tr.startsolid )
|
|
{
|
|
return;
|
|
}
|
|
|
|
traceEnt = &g_entities[tr.entityNum];
|
|
//NOTE: only NPCs do this auto-dodge
|
|
if ( traceEnt
|
|
&& traceEnt->s.number >= MAX_CLIENTS
|
|
&& traceEnt->client
|
|
&& traceEnt->client->ps.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0 )//&& traceEnt->NPC
|
|
{//FIXME: need a more reliable way to know we hit a jedi?
|
|
if ( !Jedi_DodgeEvasion( traceEnt, self, &tr, HL_NONE ) )
|
|
{//act like we didn't even hit him
|
|
VectorCopy( tr.endpos, start );
|
|
ignore = tr.entityNum;
|
|
traces++;
|
|
continue;
|
|
}
|
|
}
|
|
//a Jedi is not dodging this shot
|
|
break;
|
|
}
|
|
|
|
traceEnt = &g_entities[tr.entityNum];
|
|
ForceLightningDamage( self, traceEnt, forward, 0, 0, tr.endpos );
|
|
}
|
|
}
|
|
|
|
void WP_DeactivateSaber( gentity_t *self, qboolean clearLength )
|
|
{
|
|
if ( !self || !self->client )
|
|
{
|
|
return;
|
|
}
|
|
//keep my saber off!
|
|
if ( self->client->ps.SaberActive() )
|
|
{
|
|
self->client->ps.SaberDeactivate();
|
|
if ( clearLength )
|
|
{
|
|
self->client->ps.SetSaberLength( 0 );
|
|
}
|
|
G_SoundIndexOnEnt( self, CHAN_WEAPON, self->client->ps.saber[0].soundOff );
|
|
}
|
|
}
|
|
|
|
static void ForceShootDrain( gentity_t *self );
|
|
|
|
void ForceDrainGrabStart( gentity_t *self )
|
|
{
|
|
NPC_SetAnim( self, SETANIM_BOTH, BOTH_FORCE_DRAIN_GRAB_START, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
self->client->ps.saberMove = self->client->ps.saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
|
|
self->client->ps.saberBlocked = BLOCKED_NONE;
|
|
|
|
self->client->ps.weaponTime = 1000;
|
|
if ( self->client->ps.forcePowersActive&(1<<FP_SPEED) )
|
|
{
|
|
self->client->ps.weaponTime = floor( self->client->ps.weaponTime * g_timescale->value );
|
|
}
|
|
//actually grabbing someone, so turn off the saber!
|
|
WP_DeactivateSaber( self, qtrue );
|
|
}
|
|
|
|
qboolean ForceDrain2( gentity_t *self )
|
|
{//FIXME: make enemy Jedi able to use this
|
|
trace_t tr;
|
|
vec3_t end, forward;
|
|
gentity_t *traceEnt = NULL;
|
|
|
|
if ( self->health <= 0 )
|
|
{
|
|
return qtrue;
|
|
}
|
|
|
|
if ( !self->s.number && (cg.zoomMode || in_camera) )
|
|
{//can't force grip when zoomed in or in cinematic
|
|
return qtrue;
|
|
}
|
|
|
|
if ( self->client->ps.leanofs )
|
|
{//can't force-drain while leaning
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
if ( self->client->ps.SaberLength() > 0 )
|
|
{//can't do this if saber is on!
|
|
return qfalse;
|
|
}
|
|
*/
|
|
|
|
if ( self->client->ps.forceDrainEntityNum <= ENTITYNUM_WORLD )
|
|
{//already draining
|
|
//keep my saber off!
|
|
WP_DeactivateSaber( self, qtrue );
|
|
if ( self->client->ps.forcePowerLevel[FP_DRAIN] > FORCE_LEVEL_1 )
|
|
{
|
|
self->client->ps.forcePowerDuration[FP_DRAIN] = level.time + 100;
|
|
self->client->ps.weaponTime = 1000;
|
|
if ( self->client->ps.forcePowersActive&(1<<FP_SPEED) )
|
|
{
|
|
self->client->ps.weaponTime = floor( self->client->ps.weaponTime * g_timescale->value );
|
|
}
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
if ( self->client->ps.forcePowerDebounce[FP_DRAIN] > level.time )
|
|
{//stops it while using it and also after using it, up to 3 second delay
|
|
return qtrue;
|
|
}
|
|
|
|
if ( self->client->ps.weaponTime > 0 )
|
|
{//busy
|
|
return qtrue;
|
|
}
|
|
|
|
if ( self->client->ps.forcePower < 25 || !WP_ForcePowerUsable( self, FP_DRAIN, 0 ) )
|
|
{
|
|
if (self->client->ps.clientNum == 0)
|
|
{
|
|
CG_CenterPrint("Force Power Low", 440);
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
if ( self->client->ps.saberLockTime > level.time )
|
|
{//in saberlock
|
|
return qtrue;
|
|
}
|
|
|
|
//NOTE: from here on, if it fails, it's okay to try a normal drain, so return qfalse
|
|
if ( self->client->ps.groundEntityNum == ENTITYNUM_NONE )
|
|
{//in air
|
|
return qfalse;
|
|
}
|
|
|
|
//Cause choking anim + health drain in ent in front of me
|
|
vec3_t origin, angles;
|
|
if (self->client->ps.clientNum == 0 && !cg.renderingThirdPerson)
|
|
{
|
|
BG_CalculateVROffHandPosition(origin, angles);
|
|
AngleVectors(angles, forward, NULL, NULL);
|
|
}
|
|
else
|
|
{
|
|
AngleVectors(self->client->ps.viewangles, forward, NULL, NULL);
|
|
VectorCopy(self->client->ps.viewangles, angles);
|
|
VectorCopy(self->client->renderInfo.eyePoint, origin);
|
|
}
|
|
VectorNormalize( forward );
|
|
VectorMA( origin, FORCE_DRAIN_DIST, forward, end );
|
|
|
|
//okay, trace straight ahead and see what's there
|
|
gi.trace( &tr, origin, vec3_origin, vec3_origin, end, self->s.number, MASK_SHOT, (EG2_Collision)0, 0 );
|
|
if ( tr.entityNum >= ENTITYNUM_WORLD || tr.fraction == 1.0 || tr.allsolid || tr.startsolid )
|
|
{
|
|
return qfalse;
|
|
}
|
|
traceEnt = &g_entities[tr.entityNum];
|
|
if ( !traceEnt || traceEnt == self/*???*/ || traceEnt->bmodel || (traceEnt->health <= 0 && traceEnt->takedamage) || (traceEnt->NPC && traceEnt->NPC->scriptFlags & SCF_NO_FORCE) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if ( traceEnt->client )
|
|
{
|
|
if ( traceEnt->client->ps.forceJumpZStart )
|
|
{//can't catch them in mid force jump - FIXME: maybe base it on velocity?
|
|
return qfalse;
|
|
}
|
|
if ( traceEnt->client->ps.groundEntityNum == ENTITYNUM_NONE )
|
|
{//can't catch them in mid air
|
|
return qfalse;
|
|
}
|
|
if ( !Q_stricmp("Yoda",traceEnt->NPC_type) )
|
|
{
|
|
Jedi_PlayDeflectSound( traceEnt );
|
|
ForceThrowEx( traceEnt, qfalse, qfalse, qtrue );
|
|
return qtrue;
|
|
}
|
|
switch ( traceEnt->client->NPC_class )
|
|
{
|
|
case CLASS_GALAKMECH://cant grab him, he's in armor
|
|
G_AddVoiceEvent( traceEnt, Q_irand(EV_PUSHED1, EV_PUSHED3), Q_irand( 3000, 5000 ) );
|
|
return qfalse;
|
|
break;
|
|
case CLASS_ROCKETTROOPER://cant grab him, he's in armor
|
|
case CLASS_HAZARD_TROOPER://cant grab him, he's in armor
|
|
return qfalse;
|
|
break;
|
|
case CLASS_ATST://much too big to grab!
|
|
return qfalse;
|
|
break;
|
|
//no droids either
|
|
case CLASS_GONK:
|
|
case CLASS_R2D2:
|
|
case CLASS_R5D2:
|
|
case CLASS_MARK1:
|
|
case CLASS_MARK2:
|
|
case CLASS_MOUSE:
|
|
case CLASS_PROTOCOL:
|
|
case CLASS_SABER_DROID:
|
|
case CLASS_ASSASSIN_DROID:
|
|
return qfalse;
|
|
break;
|
|
case CLASS_PROBE:
|
|
case CLASS_SEEKER:
|
|
case CLASS_REMOTE:
|
|
case CLASS_SENTRY:
|
|
case CLASS_INTERROGATOR:
|
|
return qfalse;
|
|
break;
|
|
case CLASS_DESANN://Desann cannot be gripped, he just pushes you back instantly
|
|
case CLASS_KYLE:
|
|
case CLASS_TAVION:
|
|
case CLASS_LUKE:
|
|
Jedi_PlayDeflectSound( traceEnt );
|
|
ForceThrowEx( traceEnt, qfalse, qfalse, qtrue );
|
|
return qtrue;
|
|
break;
|
|
case CLASS_REBORN:
|
|
case CLASS_SHADOWTROOPER:
|
|
//case CLASS_ALORA:
|
|
case CLASS_JEDI:
|
|
if ( traceEnt->NPC
|
|
&& traceEnt->NPC->rank > RANK_CIVILIAN
|
|
&& self->client->ps.forcePowerLevel[FP_DRAIN] < FORCE_LEVEL_2
|
|
&& traceEnt->client->ps.weaponTime <= 0 )
|
|
{
|
|
ForceDrainGrabStart( self );
|
|
Jedi_PlayDeflectSound( traceEnt );
|
|
ForceThrowEx( traceEnt, qfalse, qfalse, qtrue );
|
|
return qtrue;
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
if ( traceEnt->s.weapon == WP_EMPLACED_GUN )
|
|
{//FIXME: maybe can pull them out?
|
|
return qfalse;
|
|
}
|
|
if ( traceEnt != self->enemy && OnSameTeam(self, traceEnt) )
|
|
{//can't accidently grip-drain your teammate
|
|
return qfalse;
|
|
}
|
|
//=CHECKABSORB===
|
|
/*
|
|
if ( -1 != WP_AbsorbConversion( traceEnt, traceEnt->client->ps.forcePowerLevel[FP_ABSORB], self, FP_DRAIN, self->client->ps.forcePowerLevel[FP_DRAIN], forcePowerNeeded[self->client->ps.forcePowerLevel[FP_DRAIN]]) )
|
|
{
|
|
//WP_ForcePowerStop( self, FP_DRAIN );
|
|
return;
|
|
}
|
|
*/
|
|
//===============
|
|
if ( !FP_ForceDrainGrippableEnt( traceEnt ) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
else
|
|
{//can't drain non-clients
|
|
return qfalse;
|
|
}
|
|
|
|
ForceDrainGrabStart( self );
|
|
|
|
WP_ForcePowerStart( self, FP_DRAIN, 10 );
|
|
self->client->ps.forceDrainEntityNum = traceEnt->s.number;
|
|
|
|
// G_AddVoiceEvent( traceEnt, Q_irand(EV_PUSHED1, EV_PUSHED3), 2000 );
|
|
G_AddVoiceEvent( traceEnt, Q_irand(EV_CHOKE1, EV_CHOKE3), 2000 );
|
|
if ( /*self->client->ps.forcePowerLevel[FP_DRAIN] > FORCE_LEVEL_2 ||*/ traceEnt->s.weapon == WP_SABER )
|
|
{//if we pick up, turn off their weapon
|
|
WP_DeactivateSaber( traceEnt, qtrue );
|
|
}
|
|
|
|
/*
|
|
if ( self->client->ps.forcePowerLevel[FP_DRAIN] < FORCE_LEVEL_2 )
|
|
{//just a duration
|
|
self->client->ps.forcePowerDebounce[FP_DRAIN] = level.time + 250;
|
|
self->client->ps.forcePowerDuration[FP_DRAIN] = level.time + 5000;
|
|
}
|
|
*/
|
|
|
|
G_SoundOnEnt( self, CHAN_BODY, "sound/weapons/force/drain.mp3" );
|
|
|
|
// NPC_SetAnim( traceEnt, SETANIM_BOTH, BOTH_HUGGEE1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
NPC_SetAnim( traceEnt, SETANIM_BOTH, BOTH_FORCE_DRAIN_GRABBED, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
|
|
WP_SabersCheckLock2( self, traceEnt, LOCK_FORCE_DRAIN );
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
void ForceDrain( gentity_t *self, qboolean triedDrain2 )
|
|
{
|
|
if ( self->health <= 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( !triedDrain2 && self->client->ps.weaponTime > 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( self->client->ps.forcePower < 25 || !WP_ForcePowerUsable( self, FP_DRAIN, 0 ) )
|
|
{
|
|
if (self->client->ps.clientNum == 0)
|
|
{
|
|
CG_CenterPrint("Force Power Low", 440);
|
|
}
|
|
return;
|
|
}
|
|
if ( self->client->ps.forcePowerDebounce[FP_DRAIN] > level.time )
|
|
{//stops it while using it and also after using it, up to 3 second delay
|
|
return;
|
|
}
|
|
|
|
if ( self->client->ps.saberLockTime > level.time )
|
|
{//FIXME: can this be a way to break out?
|
|
return;
|
|
}
|
|
|
|
// Make sure to turn off Force Protection and Force Absorb.
|
|
if ( self->client->ps.forcePowersActive & (1 << FP_PROTECT) )
|
|
{
|
|
WP_ForcePowerStop( self, FP_PROTECT );
|
|
}
|
|
if ( self->client->ps.forcePowersActive & (1 << FP_ABSORB) )
|
|
{
|
|
WP_ForcePowerStop( self, FP_ABSORB );
|
|
}
|
|
|
|
G_SoundOnEnt( self, CHAN_BODY, "sound/weapons/force/drain.mp3" );
|
|
|
|
WP_ForcePowerStart( self, FP_DRAIN, 0 );
|
|
}
|
|
|
|
|
|
qboolean FP_ForceDrainableEnt( gentity_t *victim )
|
|
{
|
|
if ( !victim || !victim->client )
|
|
{
|
|
return qfalse;
|
|
}
|
|
switch ( victim->client->NPC_class )
|
|
{
|
|
case CLASS_SAND_CREATURE://??
|
|
case CLASS_ATST: // technically droid...
|
|
case CLASS_GONK: // droid
|
|
case CLASS_INTERROGATOR: // droid
|
|
case CLASS_MARK1: // droid
|
|
case CLASS_MARK2: // droid
|
|
case CLASS_GALAKMECH: // droid
|
|
case CLASS_MINEMONSTER:
|
|
case CLASS_MOUSE: // droid
|
|
case CLASS_PROBE: // droid
|
|
case CLASS_PROTOCOL: // droid
|
|
case CLASS_R2D2: // droid
|
|
case CLASS_R5D2: // droid
|
|
case CLASS_REMOTE:
|
|
case CLASS_SEEKER: // droid
|
|
case CLASS_SENTRY:
|
|
case CLASS_SABER_DROID:
|
|
case CLASS_ASSASSIN_DROID:
|
|
case CLASS_VEHICLE:
|
|
return qfalse;
|
|
default:
|
|
break;
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
qboolean FP_ForceDrainGrippableEnt( gentity_t *victim )
|
|
{
|
|
if ( !victim || !victim->client )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( !FP_ForceDrainableEnt( victim ) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
switch ( victim->client->NPC_class )
|
|
{
|
|
case CLASS_RANCOR:
|
|
case CLASS_SAND_CREATURE:
|
|
case CLASS_WAMPA:
|
|
case CLASS_LIZARD:
|
|
case CLASS_MINEMONSTER:
|
|
case CLASS_MURJJ:
|
|
case CLASS_SWAMP:
|
|
case CLASS_ROCKETTROOPER:
|
|
case CLASS_HAZARD_TROOPER:
|
|
return qfalse;
|
|
default:
|
|
break;
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
void ForceDrainDamage( gentity_t *self, gentity_t *traceEnt, vec3_t dir, vec3_t impactPoint )
|
|
{
|
|
if ( traceEnt
|
|
&& traceEnt->health > 0
|
|
&& traceEnt->takedamage
|
|
&& FP_ForceDrainableEnt( traceEnt ) )
|
|
{
|
|
if ( traceEnt->client
|
|
&& (!OnSameTeam(self, traceEnt)||self->enemy==traceEnt)//don't drain an ally unless that is actually my current enemy
|
|
&& self->client->ps.forceDrainTime < level.time )
|
|
{//an enemy or object
|
|
int modPowerLevel = -1;
|
|
int dmg = self->client->ps.forcePowerLevel[FP_DRAIN] + 1;
|
|
int dflags = (DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC);//|DAMAGE_NO_KILL);
|
|
if ( traceEnt->s.number == self->client->ps.forceDrainEntityNum )
|
|
{//grabbing hold of them does more damage/drains more, and can actually kill them
|
|
dmg += 3;
|
|
dflags |= DAMAGE_IGNORE_TEAM;
|
|
//dflags &= ~DAMAGE_NO_KILL;
|
|
}
|
|
|
|
if (traceEnt->client)
|
|
{
|
|
//check for client using FP_ABSORB
|
|
modPowerLevel = WP_AbsorbConversion(traceEnt, traceEnt->client->ps.forcePowerLevel[FP_ABSORB], self, FP_DRAIN, self->client->ps.forcePowerLevel[FP_DRAIN], 0);
|
|
//Since this is drain, don't absorb any power, but nullify the affect it has
|
|
}
|
|
|
|
if ( modPowerLevel != -1 )
|
|
{
|
|
if ( !modPowerLevel )
|
|
{
|
|
dmg = 0;
|
|
}
|
|
else if ( modPowerLevel == 1 )
|
|
{
|
|
dmg = 1;
|
|
}
|
|
else if ( modPowerLevel == 2 )
|
|
{
|
|
dmg = 2;
|
|
}
|
|
}
|
|
|
|
if ( dmg )
|
|
{
|
|
int drain = 0;
|
|
if ( traceEnt->client->ps.forcePower )
|
|
{
|
|
if ( dmg > traceEnt->client->ps.forcePower )
|
|
{
|
|
drain = traceEnt->client->ps.forcePower;
|
|
dmg -= drain;
|
|
traceEnt->client->ps.forcePower = 0;
|
|
}
|
|
else
|
|
{
|
|
drain = dmg;
|
|
traceEnt->client->ps.forcePower -= (dmg);
|
|
dmg = 0;
|
|
}
|
|
}
|
|
|
|
/*
|
|
if ( (dflags&DAMAGE_NO_KILL) )
|
|
{//must cap damage
|
|
if ( traceEnt->health <= 1 )
|
|
{//can't drain more than they have
|
|
dmg = 0;
|
|
}
|
|
else if ( dmg >= traceEnt->health )
|
|
{//no more than they have, leaving one for them
|
|
dmg = traceEnt->health-1;
|
|
}
|
|
}
|
|
*/
|
|
|
|
int maxHealth = self->client->ps.stats[STAT_MAX_HEALTH];
|
|
if ( self->client->ps.forcePowerLevel[FP_DRAIN] > FORCE_LEVEL_2 )
|
|
{//overcharge health
|
|
maxHealth = floor( (float)self->client->ps.stats[STAT_MAX_HEALTH] * 1.25f );
|
|
}
|
|
if (self->client->ps.stats[STAT_HEALTH] < maxHealth &&
|
|
self->health > 0 && self->client->ps.stats[STAT_HEALTH] > 0)
|
|
{
|
|
self->health += (drain+dmg);
|
|
if (self->health > maxHealth )
|
|
{
|
|
self->health = maxHealth;
|
|
}
|
|
self->client->ps.stats[STAT_HEALTH] = self->health;
|
|
if ( self->health > self->client->ps.stats[STAT_MAX_HEALTH] )
|
|
{
|
|
self->flags |= FL_OVERCHARGED_HEALTH;
|
|
}
|
|
}
|
|
|
|
if ( dmg )
|
|
{//do damage, too
|
|
G_Damage( traceEnt, self, self, dir, impactPoint, dmg, dflags, MOD_FORCE_DRAIN );
|
|
}
|
|
else if ( drain )
|
|
{
|
|
/*
|
|
if ( traceEnt->s.number == self->client->ps.forceDrainEntityNum
|
|
|| traceEnt->s.number < MAX_CLIENTS )
|
|
{//grip-draining (or player - only does sound)
|
|
*/
|
|
NPC_SetPainEvent( traceEnt );
|
|
/*
|
|
}
|
|
else
|
|
{
|
|
GEntity_PainFunc( traceEnt, self, self, impactPoint, 0, MOD_FORCE_DRAIN );
|
|
}
|
|
*/
|
|
}
|
|
|
|
if ( !Q_irand( 0, 2 ) )
|
|
{
|
|
G_Sound( traceEnt, G_SoundIndex( "sound/weapons/force/drained.mp3" ) );
|
|
}
|
|
|
|
traceEnt->client->ps.forcePowerRegenDebounceTime = level.time + 800; //don't let the client being drained get force power back right away
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
qboolean WP_CheckForceDraineeStopMe( gentity_t *self, gentity_t *drainee )
|
|
{
|
|
if ( drainee->NPC
|
|
&& drainee->client
|
|
&& (drainee->client->ps.forcePowersKnown&(1<<FP_PUSH))
|
|
&& level.time-(self->client->ps.forcePowerDebounce[FP_DRAIN]>self->client->ps.forcePowerLevel[FP_DRAIN]*500)//at level 1, I always get at least 500ms of drain, at level 3 I get 1500ms
|
|
&& !Q_irand( 0, 100-(drainee->NPC->stats.evasion*10)-(g_spskill->integer*12) ) )
|
|
{//a jedi who broke free
|
|
ForceThrowEx( drainee, qfalse, qfalse, qtrue );
|
|
//FIXME: I need to go into some pushed back anim...
|
|
WP_ForcePowerStop( self, FP_DRAIN );
|
|
//can't drain again for 2 seconds
|
|
self->client->ps.forcePowerDebounce[FP_DRAIN] = level.time + 4000;
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
void ForceShootDrain( gentity_t *self )
|
|
{
|
|
trace_t tr;
|
|
vec3_t end, forward;
|
|
gentity_t *traceEnt;
|
|
int numDrained = 0;
|
|
|
|
if ( self->health <= 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
vec3_t origin, angles;
|
|
if (self->client->ps.clientNum == 0 && !cg.renderingThirdPerson)
|
|
{
|
|
BG_CalculateVROffHandPosition(origin, angles);
|
|
AngleVectors(angles, forward, NULL, NULL);
|
|
}
|
|
else
|
|
{
|
|
AngleVectors( self->client->ps.viewangles, forward, NULL, NULL);
|
|
VectorCopy( self->client->ps.origin, origin );
|
|
}
|
|
VectorNormalize( forward );
|
|
|
|
if ( self->client->ps.forcePowerDebounce[FP_DRAIN] <= level.time )
|
|
{
|
|
if ( self->client->ps.forcePowerLevel[FP_DRAIN] > FORCE_LEVEL_2 )
|
|
{//arc
|
|
vec3_t center, mins, maxs, dir, ent_org, size, v;
|
|
float radius = MAX_DRAIN_DISTANCE, dot, dist;
|
|
gentity_t *entityList[MAX_GENTITIES];
|
|
int e, numListedEntities, i;
|
|
|
|
VectorCopy( origin, center );
|
|
for ( i = 0 ; i < 3 ; i++ )
|
|
{
|
|
mins[i] = center[i] - radius;
|
|
maxs[i] = center[i] + radius;
|
|
}
|
|
numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
|
|
|
|
for ( e = 0 ; e < numListedEntities ; e++ )
|
|
{
|
|
traceEnt = entityList[e];
|
|
|
|
if ( !traceEnt )
|
|
continue;
|
|
if ( traceEnt == self )
|
|
continue;
|
|
if ( !traceEnt->inuse )
|
|
continue;
|
|
if ( !traceEnt->takedamage )
|
|
continue;
|
|
if ( traceEnt->health <= 0 )//no torturing corpses
|
|
continue;
|
|
if ( !traceEnt->client )
|
|
continue;
|
|
/*
|
|
if ( !traceEnt->client->ps.forcePower )
|
|
continue;
|
|
*/
|
|
// if (traceEnt->client->ps.forceSide == FORCE_DARKSIDE) // We no longer care if the victim is dark or light
|
|
// continue;
|
|
if (self->enemy != traceEnt//not my enemy
|
|
&& OnSameTeam(self, traceEnt))//on my team
|
|
continue;
|
|
//this is all to see if we need to start a saber attack, if it's in flight, this doesn't matter
|
|
// find the distance from the edge of the bounding box
|
|
for ( i = 0 ; i < 3 ; i++ )
|
|
{
|
|
if ( center[i] < traceEnt->absmin[i] )
|
|
{
|
|
v[i] = traceEnt->absmin[i] - center[i];
|
|
} else if ( center[i] > traceEnt->absmax[i] )
|
|
{
|
|
v[i] = center[i] - traceEnt->absmax[i];
|
|
} else
|
|
{
|
|
v[i] = 0;
|
|
}
|
|
}
|
|
|
|
VectorSubtract( traceEnt->absmax, traceEnt->absmin, size );
|
|
VectorMA( traceEnt->absmin, 0.5, size, ent_org );
|
|
|
|
//see if they're in front of me
|
|
//must be within the forward cone
|
|
VectorSubtract( ent_org, center, dir );
|
|
VectorNormalize( dir );
|
|
if ( (dot = DotProduct( dir, forward )) < 0.5 )
|
|
continue;
|
|
|
|
//must be close enough
|
|
dist = VectorLength( v );
|
|
if ( dist >= radius )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
//in PVS?
|
|
if ( !traceEnt->bmodel && !gi.inPVS( ent_org, self->client->renderInfo.handLPoint ) )
|
|
{//must be in PVS
|
|
continue;
|
|
}
|
|
|
|
//Now check and see if we can actually hit it
|
|
gi.trace( &tr, origin, vec3_origin, vec3_origin, ent_org, self->s.number, MASK_SHOT, G2_RETURNONHIT, 10 );
|
|
if ( tr.fraction < 1.0f && tr.entityNum != traceEnt->s.number )
|
|
{//must have clear LOS
|
|
continue;
|
|
}
|
|
|
|
if ( traceEnt
|
|
&& traceEnt->s.number >= MAX_CLIENTS
|
|
&& traceEnt->client
|
|
&& traceEnt->client->ps.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0 )//&& traceEnt->NPC
|
|
{
|
|
if ( !Q_irand( 0, 4 ) && !Jedi_DodgeEvasion( traceEnt, self, &tr, HL_NONE ) )
|
|
{//act like we didn't even hit him
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// ok, we are within the radius, add us to the incoming list
|
|
if ( WP_CheckForceDraineeStopMe( self, traceEnt ) )
|
|
{
|
|
continue;
|
|
}
|
|
ForceDrainDamage( self, traceEnt, dir, ent_org );
|
|
numDrained++;
|
|
}
|
|
|
|
}
|
|
else
|
|
{//trace-line
|
|
int ignore = self->s.number;
|
|
int traces = 0;
|
|
vec3_t start;
|
|
|
|
VectorCopy( self->client->renderInfo.handLPoint, start );
|
|
VectorMA( start, MAX_DRAIN_DISTANCE, forward, end );
|
|
|
|
while ( traces < 10 )
|
|
{//need to loop this in case we hit a Jedi who dodges the shot
|
|
gi.trace( &tr, start, vec3_origin, vec3_origin, end, ignore, MASK_SHOT, G2_RETURNONHIT, 10 );
|
|
if ( tr.entityNum == ENTITYNUM_NONE || tr.fraction == 1.0 || tr.allsolid || tr.startsolid )
|
|
{
|
|
//always take 1 force point per frame that we're shooting this
|
|
WP_ForcePowerDrain( self, FP_DRAIN, 1 );
|
|
return;
|
|
}
|
|
|
|
traceEnt = &g_entities[tr.entityNum];
|
|
//NOTE: only NPCs do this auto-dodge
|
|
if ( traceEnt
|
|
&& traceEnt->s.number >= MAX_CLIENTS
|
|
&& traceEnt->client
|
|
&& traceEnt->client->ps.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0 )//&& traceEnt->NPC
|
|
{
|
|
if ( !Q_irand( 0, 2 ) && !Jedi_DodgeEvasion( traceEnt, self, &tr, HL_NONE ) )
|
|
{//act like we didn't even hit him
|
|
VectorCopy( tr.endpos, start );
|
|
ignore = tr.entityNum;
|
|
traces++;
|
|
continue;
|
|
}
|
|
}
|
|
//a Jedi is not dodging this shot
|
|
break;
|
|
}
|
|
traceEnt = &g_entities[tr.entityNum];
|
|
if ( !WP_CheckForceDraineeStopMe( self, traceEnt ) )
|
|
{
|
|
ForceDrainDamage( self, traceEnt, forward, tr.endpos );
|
|
}
|
|
numDrained = 1;
|
|
}
|
|
|
|
self->client->ps.forcePowerDebounce[FP_DRAIN] = level.time + 200;//so we don't drain so damn fast!
|
|
}
|
|
self->client->ps.forcePowerRegenDebounceTime = level.time + 500;
|
|
|
|
if ( !numDrained )
|
|
{//always take 1 force point per frame that we're shooting this
|
|
WP_ForcePowerDrain( self, FP_DRAIN, 1 );
|
|
}
|
|
else
|
|
{
|
|
WP_ForcePowerDrain( self, FP_DRAIN, numDrained );//was 2, but...
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
void ForceDrainEnt( gentity_t *self, gentity_t *drainEnt )
|
|
{
|
|
if ( self->health <= 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
vec3_t origin, angles, fwd;
|
|
if (self->client->ps.clientNum == 0 && !cg.renderingThirdPerson)
|
|
{
|
|
BG_CalculateVROffHandPosition(origin, angles);
|
|
AngleVectors(angles, fwd, NULL, NULL);
|
|
}
|
|
else
|
|
{
|
|
AngleVectors( self->client->ps.viewangles, fwd, NULL, NULL);
|
|
VectorCopy( self->client->ps.origin, origin );
|
|
}
|
|
VectorNormalize( fwd );
|
|
|
|
if ( self->client->ps.forcePowerDebounce[FP_DRAIN] <= level.time )
|
|
{
|
|
if ( !drainEnt )
|
|
return;
|
|
if ( drainEnt == self )
|
|
return;
|
|
if ( !drainEnt->inuse )
|
|
return;
|
|
if ( !drainEnt->takedamage )
|
|
return;
|
|
if ( drainEnt->health <= 0 )//no torturing corpses
|
|
return;
|
|
if ( !drainEnt->client )
|
|
return;
|
|
if (OnSameTeam(self, drainEnt))
|
|
return;
|
|
|
|
drainEnt->painDebounceTime = 0;
|
|
ForceDrainDamage( self, drainEnt, fwd, drainEnt->currentOrigin );
|
|
drainEnt->painDebounceTime = level.time + 2000;
|
|
|
|
if ( drainEnt->s.number )
|
|
{
|
|
if ( self->client->ps.forcePowerLevel[FP_DRAIN] > FORCE_LEVEL_2 )
|
|
{//do damage faster at level 3
|
|
self->client->ps.forcePowerDebounce[FP_DRAIN] = level.time + Q_irand( 100, 500 );
|
|
}
|
|
else
|
|
{
|
|
self->client->ps.forcePowerDebounce[FP_DRAIN] = level.time + Q_irand( 200, 800 );
|
|
}
|
|
}
|
|
else
|
|
{//player takes damage faster
|
|
self->client->ps.forcePowerDebounce[FP_DRAIN] = level.time + Q_irand( 100, 500 );
|
|
}
|
|
}
|
|
|
|
self->client->ps.forcePowerRegenDebounceTime = level.time + 500;
|
|
}
|
|
|
|
void ForceSeeing( gentity_t *self )
|
|
{
|
|
if ( self->health <= 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (self->client->ps.forceAllowDeactivateTime < level.time &&
|
|
(self->client->ps.forcePowersActive & (1 << FP_SEE)) )
|
|
{
|
|
WP_ForcePowerStop( self, FP_SEE );
|
|
return;
|
|
}
|
|
|
|
if ( !WP_ForcePowerUsable( self, FP_SEE, 0 ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
WP_DebounceForceDeactivateTime( self );
|
|
|
|
WP_ForcePowerStart( self, FP_SEE, 0 );
|
|
|
|
G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/see.wav" );
|
|
}
|
|
|
|
void ForceProtect( gentity_t *self )
|
|
{
|
|
if ( self->health <= 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (self->client->ps.forceAllowDeactivateTime < level.time &&
|
|
(self->client->ps.forcePowersActive & (1 << FP_PROTECT)) )
|
|
{
|
|
WP_ForcePowerStop( self, FP_PROTECT );
|
|
return;
|
|
}
|
|
|
|
if ( !WP_ForcePowerUsable( self, FP_PROTECT, 0 ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Make sure to turn off Force Rage and Force Absorb.
|
|
if (self->client->ps.forcePowersActive & (1 << FP_RAGE) )
|
|
{
|
|
WP_ForcePowerStop( self, FP_RAGE );
|
|
}
|
|
|
|
WP_DebounceForceDeactivateTime( self );
|
|
|
|
WP_ForcePowerStart( self, FP_PROTECT, 0 );
|
|
|
|
if ( self->client->ps.saberLockTime < level.time )
|
|
{
|
|
if ( self->client->ps.forcePowerLevel[FP_PROTECT] < FORCE_LEVEL_3 )
|
|
{//animate
|
|
int parts = SETANIM_BOTH;
|
|
int anim = BOTH_FORCE_PROTECT;
|
|
if ( self->client->ps.forcePowerLevel[FP_PROTECT] > FORCE_LEVEL_1 )
|
|
{//level 2 only does it on torso (can keep running)
|
|
parts = SETANIM_TORSO;
|
|
anim = BOTH_FORCE_PROTECT_FAST;
|
|
}
|
|
else
|
|
{
|
|
if ( self->client->ps.groundEntityNum != ENTITYNUM_NONE )
|
|
{
|
|
VectorClear( self->client->ps.velocity );
|
|
}
|
|
if ( self->NPC )
|
|
{
|
|
VectorClear( self->client->ps.moveDir );
|
|
self->client->ps.speed = 0;
|
|
}
|
|
//FIXME: what if in air?
|
|
}
|
|
NPC_SetAnim( self, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
//don't move or attack during this anim
|
|
if ( self->client->ps.forcePowerLevel[FP_PROTECT] < FORCE_LEVEL_2 )
|
|
{
|
|
self->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
|
|
self->client->ps.pm_time = self->client->ps.weaponTime = self->client->ps.torsoAnimTimer;
|
|
if ( self->s.number )
|
|
{//NPC
|
|
self->painDebounceTime = level.time + self->client->ps.torsoAnimTimer;
|
|
}
|
|
else
|
|
{//player
|
|
self->aimDebounceTime = level.time + self->client->ps.torsoAnimTimer;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
self->client->ps.weaponTime = self->client->ps.torsoAnimTimer;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void ForceAbsorb( gentity_t *self )
|
|
{
|
|
if ( self->health <= 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (self->client->ps.forceAllowDeactivateTime < level.time &&
|
|
(self->client->ps.forcePowersActive & (1 << FP_ABSORB)) )
|
|
{
|
|
WP_ForcePowerStop( self, FP_ABSORB );
|
|
return;
|
|
}
|
|
|
|
if ( !WP_ForcePowerUsable( self, FP_ABSORB, 0 ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Make sure to turn off Force Rage and Force Protection.
|
|
if (self->client->ps.forcePowersActive & (1 << FP_RAGE) )
|
|
{
|
|
WP_ForcePowerStop( self, FP_RAGE );
|
|
}
|
|
|
|
WP_DebounceForceDeactivateTime( self );
|
|
|
|
WP_ForcePowerStart( self, FP_ABSORB, 0 );
|
|
|
|
if ( self->client->ps.saberLockTime < level.time )
|
|
{
|
|
if ( self->client->ps.forcePowerLevel[FP_ABSORB] < FORCE_LEVEL_3 )
|
|
{//must animate
|
|
int parts = SETANIM_BOTH;
|
|
if ( self->client->ps.forcePowerLevel[FP_ABSORB] > FORCE_LEVEL_1 )
|
|
{//level 2 only does it on torso (can keep running)
|
|
parts = SETANIM_TORSO;
|
|
}
|
|
else
|
|
{
|
|
if ( self->client->ps.groundEntityNum != ENTITYNUM_NONE )
|
|
{
|
|
VectorClear( self->client->ps.velocity );
|
|
}
|
|
if ( self->NPC )
|
|
{
|
|
VectorClear( self->client->ps.moveDir );
|
|
self->client->ps.speed = 0;
|
|
}
|
|
//FIXME: what if in air?
|
|
}
|
|
/*
|
|
//if in air, only do on torso - NOTE: or moving?
|
|
if ( self->client->ps.groundEntityNum == ENTITYNUM_NONE )//|| !VectorCompare( self->client->ps.velocity, vec3_origin ) )
|
|
{
|
|
parts = SETANIM_TORSO;
|
|
}
|
|
*/
|
|
NPC_SetAnim( self, parts, BOTH_FORCE_ABSORB, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
self->client->ps.weaponTime = self->client->ps.torsoAnimTimer;
|
|
if ( parts == SETANIM_BOTH )
|
|
{//can't move
|
|
self->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
|
|
self->client->ps.pm_time = self->client->ps.legsAnimTimer = self->client->ps.torsoAnimTimer;// = self->client->ps.forcePowerDuration[FP_ABSORB];
|
|
if ( self->s.number )
|
|
{//NPC
|
|
self->painDebounceTime = level.time + self->client->ps.pm_time;//self->client->ps.forcePowerDuration[FP_ABSORB];
|
|
}
|
|
else
|
|
{//player
|
|
self->aimDebounceTime = level.time + self->client->ps.pm_time;//self->client->ps.forcePowerDuration[FP_ABSORB];
|
|
}
|
|
}
|
|
//stop saber
|
|
//WP_DeactivateSaber( self );//turn off saber when meditating
|
|
self->client->ps.saberMove = self->client->ps.saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
|
|
self->client->ps.saberBlocked = BLOCKED_NONE;
|
|
}
|
|
}
|
|
}
|
|
|
|
void ForceRage( gentity_t *self )
|
|
{
|
|
if ( self->health <= 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
//FIXME: prevent them from using any other force powers when raging?
|
|
|
|
if (self->client->ps.forceAllowDeactivateTime < level.time &&
|
|
(self->client->ps.forcePowersActive & (1 << FP_RAGE)) )
|
|
{
|
|
WP_ForcePowerStop( self, FP_RAGE );
|
|
return;
|
|
}
|
|
|
|
if ( !WP_ForcePowerUsable( self, FP_RAGE, 0 ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (self->client->ps.forceRageRecoveryTime >= level.time)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( self->s.number < MAX_CLIENTS
|
|
&& self->health < 25 )
|
|
{//have to have at least 25 health to start it
|
|
return;
|
|
}
|
|
|
|
if (self->health < 10)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Make sure to turn off Force Protection and Force Absorb.
|
|
if (self->client->ps.forcePowersActive & (1 << FP_PROTECT) )
|
|
{
|
|
WP_ForcePowerStop( self, FP_PROTECT );
|
|
}
|
|
if (self->client->ps.forcePowersActive & (1 << FP_ABSORB) )
|
|
{
|
|
WP_ForcePowerStop( self, FP_ABSORB );
|
|
}
|
|
|
|
WP_DebounceForceDeactivateTime( self );
|
|
|
|
WP_ForcePowerStart( self, FP_RAGE, 0 );
|
|
|
|
if ( self->client->ps.saberLockTime < level.time )
|
|
{
|
|
if ( self->client->ps.forcePowerLevel[FP_RAGE] < FORCE_LEVEL_3 )
|
|
{//must animate
|
|
if ( self->client->ps.forcePowerLevel[FP_RAGE] < FORCE_LEVEL_2 )
|
|
{//have to stand still for whole length of anim
|
|
//FIXME: if in air, only do on torso?
|
|
NPC_SetAnim( self, SETANIM_BOTH, BOTH_FORCE_RAGE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
//don't attack during this anim
|
|
self->client->ps.weaponTime = self->client->ps.torsoAnimTimer;
|
|
self->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
|
|
self->client->ps.pm_time = self->client->ps.torsoAnimTimer;
|
|
if ( self->s.number )
|
|
{//NPC
|
|
self->painDebounceTime = level.time + self->client->ps.torsoAnimTimer;
|
|
}
|
|
else
|
|
{//player
|
|
self->aimDebounceTime = level.time + self->client->ps.torsoAnimTimer;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCE_RAGE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
//don't attack during this anim
|
|
self->client->ps.weaponTime = self->client->ps.torsoAnimTimer;
|
|
}
|
|
//stop saber
|
|
self->client->ps.saberMove = self->client->ps.saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
|
|
self->client->ps.saberBlocked = BLOCKED_NONE;
|
|
}
|
|
}
|
|
}
|
|
|
|
void ForceJumpCharge( gentity_t *self, usercmd_t *ucmd )
|
|
{
|
|
float forceJumpChargeInterval = forceJumpStrength[0] / (FORCE_JUMP_CHARGE_TIME/FRAMETIME);
|
|
|
|
if ( self->health <= 0 )
|
|
{
|
|
return;
|
|
}
|
|
if ( !self->s.number && cg.zoomMode )
|
|
{//can't force jump when zoomed in
|
|
return;
|
|
}
|
|
|
|
//need to play sound
|
|
if ( !self->client->ps.forceJumpCharge )
|
|
{//FIXME: this should last only as long as the actual charge-up
|
|
G_SoundOnEnt( self, CHAN_BODY, "sound/weapons/force/jumpbuild.wav" );
|
|
}
|
|
//Increment
|
|
self->client->ps.forceJumpCharge += forceJumpChargeInterval;
|
|
|
|
//clamp to max strength for current level
|
|
if ( self->client->ps.forceJumpCharge > forceJumpStrength[self->client->ps.forcePowerLevel[FP_LEVITATION]] )
|
|
{
|
|
self->client->ps.forceJumpCharge = forceJumpStrength[self->client->ps.forcePowerLevel[FP_LEVITATION]];
|
|
}
|
|
|
|
//clamp to max available force power
|
|
if ( self->client->ps.forceJumpCharge/forceJumpChargeInterval/(FORCE_JUMP_CHARGE_TIME/FRAMETIME)*forcePowerNeeded[FP_LEVITATION] > self->client->ps.forcePower )
|
|
{//can't use more than you have
|
|
self->client->ps.forceJumpCharge = self->client->ps.forcePower*forceJumpChargeInterval/(FORCE_JUMP_CHARGE_TIME/FRAMETIME);
|
|
}
|
|
//FIXME: a simple tap should always do at least a normal height's jump?
|
|
}
|
|
|
|
int WP_GetVelocityForForceJump( gentity_t *self, vec3_t jumpVel, usercmd_t *ucmd )
|
|
{
|
|
float pushFwd = 0, pushRt = 0;
|
|
vec3_t view, forward, right;
|
|
VectorCopy( self->client->ps.viewangles, view );
|
|
view[0] = 0;
|
|
AngleVectors( view, forward, right, NULL );
|
|
if ( ucmd->forwardmove && ucmd->rightmove )
|
|
{
|
|
if ( ucmd->forwardmove > 0 )
|
|
{
|
|
pushFwd = 50;
|
|
}
|
|
else
|
|
{
|
|
pushFwd = -50;
|
|
}
|
|
if ( ucmd->rightmove > 0 )
|
|
{
|
|
pushRt = 50;
|
|
}
|
|
else
|
|
{
|
|
pushRt = -50;
|
|
}
|
|
}
|
|
else if ( ucmd->forwardmove || ucmd->rightmove )
|
|
{
|
|
if ( ucmd->forwardmove > 0 )
|
|
{
|
|
pushFwd = 100;
|
|
}
|
|
else if ( ucmd->forwardmove < 0 )
|
|
{
|
|
pushFwd = -100;
|
|
}
|
|
else if ( ucmd->rightmove > 0 )
|
|
{
|
|
pushRt = 100;
|
|
}
|
|
else if ( ucmd->rightmove < 0 )
|
|
{
|
|
pushRt = -100;
|
|
}
|
|
}
|
|
VectorMA( self->client->ps.velocity, pushFwd, forward, jumpVel );
|
|
VectorMA( self->client->ps.velocity, pushRt, right, jumpVel );
|
|
jumpVel[2] += self->client->ps.forceJumpCharge;//forceJumpStrength;
|
|
if ( pushFwd > 0 && self->client->ps.forceJumpCharge > 200 )
|
|
{
|
|
return FJ_FORWARD;
|
|
}
|
|
else if ( pushFwd < 0 && self->client->ps.forceJumpCharge > 200 )
|
|
{
|
|
return FJ_BACKWARD;
|
|
}
|
|
else if ( pushRt > 0 && self->client->ps.forceJumpCharge > 200 )
|
|
{
|
|
return FJ_RIGHT;
|
|
}
|
|
else if ( pushRt < 0 && self->client->ps.forceJumpCharge > 200 )
|
|
{
|
|
return FJ_LEFT;
|
|
}
|
|
else
|
|
{//FIXME: jump straight up anim
|
|
return FJ_UP;
|
|
}
|
|
}
|
|
|
|
void ForceJump( gentity_t *self, usercmd_t *ucmd )
|
|
{
|
|
if ( self->client->ps.forcePowerDuration[FP_LEVITATION] > level.time )
|
|
{
|
|
return;
|
|
}
|
|
if ( !WP_ForcePowerUsable( self, FP_LEVITATION, 0 ) )
|
|
{
|
|
return;
|
|
}
|
|
if ( self->s.groundEntityNum == ENTITYNUM_NONE )
|
|
{
|
|
return;
|
|
}
|
|
if ( self->client->ps.pm_flags&PMF_JUMP_HELD )
|
|
{
|
|
return;
|
|
}
|
|
if ( self->health <= 0 )
|
|
{
|
|
return;
|
|
}
|
|
if ( !self->s.number && (cg.zoomMode || in_camera) )
|
|
{//can't force jump when zoomed in or in cinematic
|
|
return;
|
|
}
|
|
if ( self->client->ps.saberLockTime > level.time )
|
|
{//FIXME: can this be a way to break out?
|
|
return;
|
|
}
|
|
|
|
if ( self->client->NPC_class == CLASS_BOBAFETT
|
|
|| self->client->NPC_class == CLASS_ROCKETTROOPER )
|
|
{
|
|
if ( self->client->ps.forceJumpCharge > 300 )
|
|
{
|
|
JET_FlyStart(NPC);
|
|
}
|
|
else
|
|
{
|
|
G_AddEvent( self, EV_JUMP, 0 );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
G_SoundOnEnt( self, CHAN_BODY, "sound/weapons/force/jump.wav" );
|
|
}
|
|
|
|
float forceJumpChargeInterval = forceJumpStrength[self->client->ps.forcePowerLevel[FP_LEVITATION]]/(FORCE_JUMP_CHARGE_TIME/FRAMETIME);
|
|
|
|
int anim;
|
|
vec3_t jumpVel;
|
|
|
|
switch( WP_GetVelocityForForceJump( self, jumpVel, ucmd ) )
|
|
{
|
|
case FJ_FORWARD:
|
|
if ( ((self->client->NPC_class == CLASS_BOBAFETT||self->client->NPC_class == CLASS_ROCKETTROOPER) && self->client->ps.forceJumpCharge > 300 )
|
|
|| (self->client->ps.saber[0].saberFlags&SFL_NO_FLIPS)
|
|
|| (self->client->ps.dualSabers && (self->client->ps.saber[1].saberFlags&SFL_NO_FLIPS) )
|
|
|| ( self->NPC &&
|
|
self->NPC->rank != RANK_CREWMAN &&
|
|
self->NPC->rank <= RANK_LT_JG ) )
|
|
{//can't do acrobatics
|
|
anim = BOTH_FORCEJUMP1;
|
|
}
|
|
else
|
|
{
|
|
if ( self->client->NPC_class == CLASS_ALORA && Q_irand( 0, 3 ) )
|
|
{
|
|
anim = Q_irand( BOTH_ALORA_FLIP_1, BOTH_ALORA_FLIP_3 );
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_FLIP_F;
|
|
}
|
|
}
|
|
break;
|
|
case FJ_BACKWARD:
|
|
if ( ((self->client->NPC_class == CLASS_BOBAFETT||self->client->NPC_class == CLASS_ROCKETTROOPER) && self->client->ps.forceJumpCharge > 300 )
|
|
|| (self->client->ps.saber[0].saberFlags&SFL_NO_FLIPS)
|
|
|| (self->client->ps.dualSabers && (self->client->ps.saber[1].saberFlags&SFL_NO_FLIPS) )
|
|
|| ( self->NPC &&
|
|
self->NPC->rank != RANK_CREWMAN &&
|
|
self->NPC->rank <= RANK_LT_JG ) )
|
|
{//can't do acrobatics
|
|
anim = BOTH_FORCEJUMPBACK1;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_FLIP_B;
|
|
}
|
|
break;
|
|
case FJ_RIGHT:
|
|
if ( ((self->client->NPC_class == CLASS_BOBAFETT||self->client->NPC_class == CLASS_ROCKETTROOPER) && self->client->ps.forceJumpCharge > 300 )
|
|
|| (self->client->ps.saber[0].saberFlags&SFL_NO_FLIPS)
|
|
|| (self->client->ps.dualSabers && (self->client->ps.saber[1].saberFlags&SFL_NO_FLIPS) )
|
|
|| ( self->NPC &&
|
|
self->NPC->rank != RANK_CREWMAN &&
|
|
self->NPC->rank <= RANK_LT_JG ) )
|
|
{//can't do acrobatics
|
|
anim = BOTH_FORCEJUMPRIGHT1;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_FLIP_R;
|
|
}
|
|
break;
|
|
case FJ_LEFT:
|
|
if ( ((self->client->NPC_class == CLASS_BOBAFETT||self->client->NPC_class == CLASS_ROCKETTROOPER) && self->client->ps.forceJumpCharge > 300 )
|
|
|| (self->client->ps.saber[0].saberFlags&SFL_NO_FLIPS)
|
|
|| (self->client->ps.dualSabers && (self->client->ps.saber[1].saberFlags&SFL_NO_FLIPS) )
|
|
|| ( self->NPC &&
|
|
self->NPC->rank != RANK_CREWMAN &&
|
|
self->NPC->rank <= RANK_LT_JG ) )
|
|
{//can't do acrobatics
|
|
anim = BOTH_FORCEJUMPLEFT1;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_FLIP_L;
|
|
}
|
|
break;
|
|
default:
|
|
case FJ_UP:
|
|
anim = BOTH_JUMP1;
|
|
break;
|
|
}
|
|
|
|
int parts = SETANIM_BOTH;
|
|
if ( self->client->ps.weaponTime )
|
|
{//FIXME: really only care if we're in a saber attack anim.. maybe trail length?
|
|
parts = SETANIM_LEGS;
|
|
}
|
|
|
|
NPC_SetAnim( self, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
|
|
//FIXME: sound effect
|
|
self->client->ps.forceJumpZStart = self->currentOrigin[2];//remember this for when we land
|
|
VectorCopy( jumpVel, self->client->ps.velocity );
|
|
//wasn't allowing them to attack when jumping, but that was annoying
|
|
//self->client->ps.weaponTime = self->client->ps.torsoAnimTimer;
|
|
|
|
WP_ForcePowerStart( self, FP_LEVITATION, self->client->ps.forceJumpCharge/forceJumpChargeInterval/(FORCE_JUMP_CHARGE_TIME/FRAMETIME)*forcePowerNeeded[FP_LEVITATION] );
|
|
//self->client->ps.forcePowerDuration[FP_LEVITATION] = level.time + self->client->ps.weaponTime;
|
|
self->client->ps.forceJumpCharge = 0;
|
|
}
|
|
|
|
int WP_AbsorbConversion(gentity_t *attacked, int atdAbsLevel, gentity_t *attacker, int atPower, int atPowerLevel, int atForceSpent)
|
|
{
|
|
int getLevel = 0;
|
|
int addTot = 0;
|
|
|
|
if (atPower != FP_LIGHTNING &&
|
|
atPower != FP_DRAIN &&
|
|
atPower != FP_GRIP &&
|
|
atPower != FP_PUSH &&
|
|
atPower != FP_PULL)
|
|
{ //Only these powers can be absorbed
|
|
return -1;
|
|
}
|
|
|
|
if (!atdAbsLevel)
|
|
{ //looks like attacker doesn't have any absorb power
|
|
return -1;
|
|
}
|
|
|
|
if (!(attacked->client->ps.forcePowersActive & (1 << FP_ABSORB)))
|
|
{ //absorb is not active
|
|
return -1;
|
|
}
|
|
|
|
//Subtract absorb power level from the offensive force power
|
|
getLevel = atPowerLevel;
|
|
getLevel -= atdAbsLevel;
|
|
|
|
if (getLevel < 0)
|
|
{
|
|
getLevel = 0;
|
|
}
|
|
|
|
//let the attacker absorb an amount of force used in this attack based on his level of absorb
|
|
addTot = (atForceSpent/3)*attacked->client->ps.forcePowerLevel[FP_ABSORB];
|
|
|
|
if (addTot < 1 && atForceSpent >= 1)
|
|
{
|
|
addTot = 1;
|
|
}
|
|
attacked->client->ps.forcePower += addTot;
|
|
if (attacked->client->ps.forcePower > attacked->client->ps.forcePowerMax)
|
|
{
|
|
attacked->client->ps.forcePower = attacked->client->ps.forcePowerMax;
|
|
}
|
|
|
|
G_SoundOnEnt( attacked, CHAN_ITEM, "sound/weapons/force/absorbhit.wav" );
|
|
|
|
return getLevel;
|
|
}
|
|
|
|
void WP_ForcePowerRegenerate( gentity_t *self, int overrideAmt )
|
|
{
|
|
if ( !self->client )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( self->client->ps.forcePower < self->client->ps.forcePowerMax )
|
|
{
|
|
if ( overrideAmt )
|
|
{
|
|
self->client->ps.forcePower += overrideAmt;
|
|
}
|
|
else
|
|
{
|
|
self->client->ps.forcePower++;
|
|
}
|
|
if ( self->client->ps.forcePower > self->client->ps.forcePowerMax )
|
|
{
|
|
self->client->ps.forcePower = self->client->ps.forcePowerMax;
|
|
}
|
|
}
|
|
}
|
|
|
|
void WP_ForcePowerDrain( gentity_t *self, forcePowers_t forcePower, int overrideAmt )
|
|
{
|
|
if ( self->NPC )
|
|
{//For now, NPCs have infinite force power
|
|
return;
|
|
}
|
|
//take away the power
|
|
int drain = overrideAmt;
|
|
if ( !drain )
|
|
{
|
|
drain = forcePowerNeeded[forcePower];
|
|
}
|
|
if ( !drain )
|
|
{
|
|
return;
|
|
}
|
|
self->client->ps.forcePower -= drain;
|
|
if ( self->client->ps.forcePower < 0 )
|
|
{
|
|
self->client->ps.forcePower = 0;
|
|
}
|
|
}
|
|
|
|
void WP_ForcePowerStart( gentity_t *self, forcePowers_t forcePower, int overrideAmt )
|
|
{
|
|
int duration = 0;
|
|
|
|
//FIXME: debounce some of these?
|
|
self->client->ps.forcePowerDebounce[forcePower] = 0;
|
|
|
|
//and it in
|
|
//set up duration time
|
|
switch( (int)forcePower )
|
|
{
|
|
case FP_HEAL:
|
|
self->client->ps.forcePowersActive |= ( 1 << forcePower );
|
|
self->client->ps.forceHealCount = 0;
|
|
WP_StartForceHealEffects( self );
|
|
break;
|
|
case FP_LEVITATION:
|
|
self->client->ps.forcePowersActive |= ( 1 << forcePower );
|
|
break;
|
|
case FP_SPEED:
|
|
//duration is always 5 seconds, player time
|
|
duration = ceil(FORCE_SPEED_DURATION*forceSpeedValue[self->client->ps.forcePowerLevel[FP_SPEED]]);//FIXME: because the timescale scales down (not instant), this doesn't end up being exactly right...
|
|
self->client->ps.forcePowersActive |= ( 1 << forcePower );
|
|
self->s.loopSound = G_SoundIndex( "sound/weapons/force/speedloop.wav" );
|
|
if ( self->client->ps.forcePowerLevel[FP_SPEED] > FORCE_LEVEL_2 )
|
|
{//HACK: just using this as a timestamp for when the power started, setting debounce to current time shouldn't adversely affect anything else
|
|
self->client->ps.forcePowerDebounce[FP_SPEED] = level.time;
|
|
}
|
|
break;
|
|
case FP_PUSH:
|
|
break;
|
|
case FP_PULL:
|
|
self->client->ps.forcePowersActive |= ( 1 << forcePower );
|
|
break;
|
|
case FP_TELEPATHY:
|
|
break;
|
|
case FP_GRIP:
|
|
duration = 1000;
|
|
self->client->ps.forcePowersActive |= ( 1 << forcePower );
|
|
//HACK: just using this as a timestamp for when the power started, setting debounce to current time shouldn't adversely affect anything else
|
|
//self->client->ps.forcePowerDebounce[forcePower] = level.time;
|
|
break;
|
|
case FP_LIGHTNING:
|
|
duration = overrideAmt;
|
|
overrideAmt = 0;
|
|
self->client->ps.forcePowersActive |= ( 1 << forcePower );
|
|
break;
|
|
//new Jedi Academy force powers
|
|
case FP_RAGE:
|
|
//duration is always 5 seconds, player time
|
|
duration = ceil(FORCE_RAGE_DURATION*forceSpeedValue[self->client->ps.forcePowerLevel[FP_RAGE]-1]);//FIXME: because the timescale scales down (not instant), this doesn't end up being exactly right...
|
|
self->client->ps.forcePowersActive |= ( 1 << forcePower );
|
|
G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/rage.mp3" );
|
|
self->s.loopSound = G_SoundIndex( "sound/weapons/force/rageloop.wav" );
|
|
if ( self->chestBolt != -1 )
|
|
{
|
|
G_PlayEffect( G_EffectIndex( "force/rage2" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, duration, qtrue );
|
|
}
|
|
break;
|
|
case FP_DRAIN:
|
|
if ( self->client->ps.forcePowerLevel[forcePower] > FORCE_LEVEL_1
|
|
&& self->client->ps.forceDrainEntityNum >= ENTITYNUM_WORLD )
|
|
{
|
|
duration = overrideAmt;
|
|
overrideAmt = 0;
|
|
//HACK: just using this as a timestamp for when the power started, setting debounce to current time shouldn't adversely affect anything else
|
|
self->client->ps.forcePowerDebounce[forcePower] = level.time;
|
|
}
|
|
else
|
|
{
|
|
duration = 1000;
|
|
}
|
|
self->client->ps.forcePowersActive |= ( 1 << forcePower );
|
|
break;
|
|
case FP_PROTECT:
|
|
switch ( self->client->ps.forcePowerLevel[FP_PROTECT] )
|
|
{
|
|
case FORCE_LEVEL_3:
|
|
duration = 20000;
|
|
break;
|
|
case FORCE_LEVEL_2:
|
|
duration = 15000;
|
|
break;
|
|
case FORCE_LEVEL_1:
|
|
default:
|
|
|
|
duration = 10000;
|
|
break;
|
|
}
|
|
self->client->ps.forcePowersActive |= ( 1 << forcePower );
|
|
G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/protect.mp3" );
|
|
self->s.loopSound = G_SoundIndex( "sound/weapons/force/protectloop.wav" );
|
|
break;
|
|
case FP_ABSORB:
|
|
duration = 20000;
|
|
self->client->ps.forcePowersActive |= ( 1 << forcePower );
|
|
G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/absorb.mp3" );
|
|
self->s.loopSound = G_SoundIndex( "sound/weapons/force/absorbloop.wav" );
|
|
break;
|
|
case FP_SEE:
|
|
if ( self->client->ps.forcePowerLevel[FP_SEE] == FORCE_LEVEL_1 )
|
|
{
|
|
duration = 5000;
|
|
}
|
|
else if ( self->client->ps.forcePowerLevel[FP_SEE] == FORCE_LEVEL_2 )
|
|
{
|
|
duration = 10000;
|
|
}
|
|
else// if ( self->client->ps.forcePowerLevel[FP_SEE] == FORCE_LEVEL_3 )
|
|
{
|
|
duration = 20000;
|
|
}
|
|
|
|
self->client->ps.forcePowersActive |= ( 1 << forcePower );
|
|
G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/see.mp3" );
|
|
self->s.loopSound = G_SoundIndex( "sound/weapons/force/seeloop.wav" );
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
if ( duration )
|
|
{
|
|
self->client->ps.forcePowerDuration[forcePower] = level.time + duration;
|
|
}
|
|
else
|
|
{
|
|
self->client->ps.forcePowerDuration[forcePower] = 0;
|
|
}
|
|
|
|
WP_ForcePowerDrain( self, forcePower, overrideAmt );
|
|
|
|
if ( !self->s.number )
|
|
{
|
|
self->client->sess.missionStats.forceUsed[(int)forcePower]++;
|
|
}
|
|
}
|
|
|
|
void CG_CenterPrint( const char *str, int y );
|
|
qboolean WP_ForcePowerAvailable( gentity_t *self, forcePowers_t forcePower, int overrideAmt )
|
|
{
|
|
if ( forcePower == FP_LEVITATION )
|
|
{
|
|
return qtrue;
|
|
}
|
|
int drain = overrideAmt?overrideAmt:forcePowerNeeded[forcePower];
|
|
if ( !drain )
|
|
{
|
|
return qtrue;
|
|
}
|
|
if ( self->client->ps.forcePower < drain )
|
|
{
|
|
// Only show low power warning for force powers that aren't duration based
|
|
if (drain > 1 && self->client->ps.clientNum == 0)
|
|
{
|
|
CG_CenterPrint("Force Power Low", 440);
|
|
}
|
|
return qfalse;
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
extern void CG_PlayerLockedWeaponSpeech( int jumping );
|
|
extern qboolean Rosh_TwinNearBy( gentity_t *self );
|
|
qboolean WP_ForcePowerUsable( gentity_t *self, forcePowers_t forcePower, int overrideAmt )
|
|
{
|
|
if ( !(self->client->ps.forcePowersKnown & ( 1 << forcePower )) )
|
|
{//don't know this power
|
|
return qfalse;
|
|
}
|
|
else if ( self->NPC && (self->NPC->aiFlags&NPCAI_ROSH) )
|
|
{
|
|
if ( ((1<<forcePower)&FORCE_POWERS_ROSH_FROM_TWINS) )
|
|
{//this is a force power we can only use when a twin is near us
|
|
if ( !Rosh_TwinNearBy( self ) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( self->client->ps.forcePowerLevel[forcePower] <= 0 )
|
|
{//can't use this power
|
|
return qfalse;
|
|
}
|
|
|
|
if( (self->flags&FL_LOCK_PLAYER_WEAPONS) ) // yes this locked weapons check also includes force powers, if we need a separate check later I'll make one
|
|
{
|
|
if ( self->s.number < MAX_CLIENTS )
|
|
{
|
|
CG_PlayerLockedWeaponSpeech( qfalse );
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
if ( in_camera && self->s.number < MAX_CLIENTS )
|
|
{//player can't turn on force powers duing cinematics
|
|
return qfalse;
|
|
}
|
|
|
|
if ( PM_LockedAnim( self->client->ps.torsoAnim ) && self->client->ps.torsoAnimTimer )
|
|
{//no force powers during these special anims
|
|
return qfalse;
|
|
}
|
|
if ( PM_SuperBreakLoseAnim( self->client->ps.torsoAnim )
|
|
|| PM_SuperBreakWinAnim( self->client->ps.torsoAnim ) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if ( (self->client->ps.forcePowersActive & ( 1 << forcePower )) )
|
|
{//already using this power
|
|
return qfalse;
|
|
}
|
|
/*
|
|
if ( !self->client->ps.forcePowerLevel[(int)(forcePower)] )
|
|
{
|
|
return qfalse;
|
|
}
|
|
*/
|
|
if ( self->client->NPC_class == CLASS_ATST )
|
|
{//Doh! No force powers in an AT-ST!
|
|
return qfalse;
|
|
}
|
|
Vehicle_t *pVeh = NULL;
|
|
if ( (pVeh = G_IsRidingVehicle( self )) != NULL )
|
|
{//Doh! No force powers when flying a vehicle!
|
|
if ( pVeh->m_pVehicleInfo->numHands > 1 )
|
|
{//if in a two-handed vehicle
|
|
return qfalse;
|
|
}
|
|
}
|
|
if ( self->client->ps.viewEntity > 0 && self->client->ps.viewEntity < ENTITYNUM_WORLD )
|
|
{//Doh! No force powers when controlling an NPC
|
|
return qfalse;
|
|
}
|
|
if ( self->client->ps.eFlags & EF_LOCKED_TO_WEAPON )
|
|
{//Doh! No force powers when in an emplaced gun!
|
|
return qfalse;
|
|
}
|
|
|
|
if ( (self->client->ps.saber[0].saberFlags&SFL_SINGLE_BLADE_THROWABLE)//SaberStaff() //using staff
|
|
&& !self->client->ps.dualSabers //only 1, in right hand
|
|
&& !self->client->ps.saber[0].blade[1].active )//only first blade is on
|
|
{//allow power
|
|
//FIXME: externalize this condition seperately?
|
|
}
|
|
else
|
|
{
|
|
if ( forcePower == FP_SABERTHROW && (self->client->ps.saber[0].saberFlags&SFL_NOT_THROWABLE) )
|
|
{//cannot throw this kind of saber
|
|
return qfalse;
|
|
}
|
|
|
|
if ( self->client->ps.saber[0].Active() )
|
|
{
|
|
if ( (self->client->ps.saber[0].saberFlags&SFL_TWO_HANDED) )
|
|
{
|
|
if ( g_saberRestrictForce->integer )
|
|
{
|
|
switch ( forcePower )
|
|
{
|
|
case FP_PUSH:
|
|
case FP_PULL:
|
|
case FP_TELEPATHY:
|
|
case FP_GRIP:
|
|
case FP_LIGHTNING:
|
|
case FP_DRAIN:
|
|
return qfalse;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if ( (self->client->ps.saber[0].saberFlags&SFL_TWO_HANDED)
|
|
|| (self->client->ps.dualSabers && self->client->ps.saber[1].Active()) )
|
|
{//this saber requires the use of two hands OR our other hand is using an active saber too
|
|
if ( (self->client->ps.saber[0].forceRestrictions&(1<<forcePower)) )
|
|
{//this power is verboten when using this saber
|
|
return qfalse;
|
|
}
|
|
}
|
|
}
|
|
if ( self->client->ps.dualSabers && self->client->ps.saber[1].Active() )
|
|
{
|
|
if ( g_saberRestrictForce->integer )
|
|
{
|
|
switch ( forcePower )
|
|
{
|
|
case FP_PUSH:
|
|
case FP_PULL:
|
|
case FP_TELEPATHY:
|
|
case FP_GRIP:
|
|
case FP_LIGHTNING:
|
|
case FP_DRAIN:
|
|
return qfalse;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
if ( (self->client->ps.saber[1].forceRestrictions&(1<<forcePower)) )
|
|
{//this power is verboten when using this saber
|
|
return qfalse;
|
|
}
|
|
}
|
|
}
|
|
|
|
return WP_ForcePowerAvailable( self, forcePower, overrideAmt );
|
|
}
|
|
|
|
void WP_ForcePowerStop( gentity_t *self, forcePowers_t forcePower )
|
|
{
|
|
gentity_t *gripEnt;
|
|
gentity_t *drainEnt;
|
|
|
|
if ( !(self->client->ps.forcePowersActive&(1<<forcePower)) )
|
|
{//umm, wasn't doing it, so...
|
|
return;
|
|
}
|
|
|
|
self->client->ps.forcePowersActive &= ~( 1 << forcePower );
|
|
|
|
switch( (int)forcePower )
|
|
{
|
|
case FP_HEAL:
|
|
//if ( self->client->ps.forcePowerLevel[FP_HEAL] < FORCE_LEVEL_3 )
|
|
{//wasn't an instant heal and heal is now done
|
|
if ( self->client->ps.forcePowerLevel[FP_HEAL] < FORCE_LEVEL_2 )
|
|
{//if in meditation pose, must come out of it
|
|
//FIXME: BOTH_FORCEHEAL_STOP
|
|
if ( self->client->ps.legsAnim == BOTH_FORCEHEAL_START )
|
|
{
|
|
NPC_SetAnim( self, SETANIM_LEGS, BOTH_FORCEHEAL_STOP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
if ( self->client->ps.torsoAnim == BOTH_FORCEHEAL_START )
|
|
{
|
|
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCEHEAL_STOP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
self->client->ps.saberMove = self->client->ps.saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
|
|
self->client->ps.saberBlocked = BLOCKED_NONE;
|
|
}
|
|
}
|
|
WP_StopForceHealEffects( self );
|
|
if (self->health >= self->client->ps.stats[STAT_MAX_HEALTH]/3)
|
|
{
|
|
gi.G2API_ClearSkinGore(self->ghoul2);
|
|
}
|
|
break;
|
|
case FP_LEVITATION:
|
|
self->client->ps.forcePowerDebounce[FP_LEVITATION] = 0;
|
|
break;
|
|
case FP_SPEED:
|
|
if ( !self->s.number )
|
|
{//player using force speed
|
|
if ( g_timescale->value != 1.0 )
|
|
{
|
|
if ( !(self->client->ps.forcePowersActive&(1<<FP_RAGE))||self->client->ps.forcePowerLevel[FP_RAGE] < FORCE_LEVEL_2 )
|
|
{//not slowed down because of force rage
|
|
gi.cvar_set("timescale", "1");
|
|
}
|
|
}
|
|
}
|
|
//FIXME: reset my current anim, keeping current frame, but with proper anim speed
|
|
// otherwise, the anim will continue playing at high speed
|
|
self->s.loopSound = 0;
|
|
break;
|
|
case FP_PUSH:
|
|
break;
|
|
case FP_PULL:
|
|
break;
|
|
case FP_TELEPATHY:
|
|
break;
|
|
case FP_GRIP:
|
|
if ( self->NPC )
|
|
{
|
|
TIMER_Set( self, "gripping", -level.time );
|
|
}
|
|
if ( self->client->ps.forceGripEntityNum < ENTITYNUM_WORLD )
|
|
{
|
|
gripEnt = &g_entities[self->client->ps.forceGripEntityNum];
|
|
if ( gripEnt )
|
|
{
|
|
gripEnt->s.loopSound = 0;
|
|
if ( gripEnt->client )
|
|
{
|
|
gripEnt->client->ps.eFlags &= ~EF_FORCE_GRIPPED;
|
|
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 )
|
|
{//sanity-cap the velocity
|
|
float gripVel = VectorNormalize( gripEnt->client->ps.velocity );
|
|
if ( gripVel > 500.0f )
|
|
{
|
|
gripVel = 500.0f;
|
|
}
|
|
VectorScale( gripEnt->client->ps.velocity, gripVel, gripEnt->client->ps.velocity );
|
|
}
|
|
|
|
//FIXME: they probably dropped their weapon, should we make them flee? Or should AI handle no-weapon behavior?
|
|
//rww - RAGDOLL_BEGIN
|
|
#ifndef JK2_RAGDOLL_GRIPNOHEALTH
|
|
//rww - RAGDOLL_END
|
|
if ( gripEnt->health > 0 )
|
|
//rww - RAGDOLL_BEGIN
|
|
#endif
|
|
//rww - RAGDOLL_END
|
|
{
|
|
int holdTime = 500;
|
|
if ( gripEnt->health > 0 )
|
|
{
|
|
G_AddEvent( gripEnt, EV_WATER_CLEAR, 0 );
|
|
}
|
|
if ( gripEnt->client->ps.forcePowerDebounce[FP_PUSH] > level.time )
|
|
{//they probably pushed out of it
|
|
holdTime = 0;
|
|
}
|
|
else if ( gripEnt->s.weapon == WP_SABER )
|
|
{//jedi recover faster
|
|
holdTime = self->client->ps.forcePowerLevel[FP_GRIP]*200;
|
|
}
|
|
else
|
|
{
|
|
holdTime = self->client->ps.forcePowerLevel[FP_GRIP]*500;
|
|
}
|
|
//stop the anims soon, keep them locked in place for a bit
|
|
if ( gripEnt->client->ps.torsoAnim == BOTH_CHOKE1 || gripEnt->client->ps.torsoAnim == BOTH_CHOKE3 )
|
|
{//stop choking anim on torso
|
|
if ( gripEnt->client->ps.torsoAnimTimer > holdTime )
|
|
{
|
|
gripEnt->client->ps.torsoAnimTimer = holdTime;
|
|
}
|
|
}
|
|
if ( gripEnt->client->ps.legsAnim == BOTH_CHOKE1 || gripEnt->client->ps.legsAnim == BOTH_CHOKE3 )
|
|
{//stop choking anim on legs
|
|
gripEnt->client->ps.legsAnimTimer = 0;
|
|
if ( holdTime )
|
|
{
|
|
//lock them in place for a bit
|
|
gripEnt->client->ps.pm_time = gripEnt->client->ps.torsoAnimTimer;
|
|
gripEnt->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
|
|
if ( gripEnt->s.number )
|
|
{//NPC
|
|
gripEnt->painDebounceTime = level.time + gripEnt->client->ps.torsoAnimTimer;
|
|
}
|
|
else
|
|
{//player
|
|
gripEnt->aimDebounceTime = level.time + gripEnt->client->ps.torsoAnimTimer;
|
|
}
|
|
}
|
|
}
|
|
if ( gripEnt->NPC )
|
|
{
|
|
if ( !(gripEnt->NPC->aiFlags&NPCAI_DIE_ON_IMPACT) )
|
|
{//not falling to their death
|
|
gripEnt->NPC->nextBStateThink = level.time + holdTime;
|
|
}
|
|
//if still alive after stopped gripping, let them wake others up
|
|
if ( gripEnt->health > 0 )
|
|
{
|
|
G_AngerAlert( gripEnt );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
gripEnt->s.eFlags &= ~EF_FORCE_GRIPPED;
|
|
if ( gripEnt->s.eType == ET_MISSILE )
|
|
{//continue normal movement
|
|
if ( gripEnt->s.weapon == WP_THERMAL )
|
|
{
|
|
gripEnt->s.pos.trType = TR_INTERPOLATE;
|
|
}
|
|
else
|
|
{
|
|
gripEnt->s.pos.trType = TR_LINEAR;//FIXME: what about gravity-effected projectiles?
|
|
}
|
|
VectorCopy( gripEnt->currentOrigin, gripEnt->s.pos.trBase );
|
|
gripEnt->s.pos.trTime = level.time;
|
|
}
|
|
else
|
|
{//drop it
|
|
gripEnt->e_ThinkFunc = thinkF_G_RunObject;
|
|
gripEnt->nextthink = level.time + FRAMETIME;
|
|
gripEnt->s.pos.trType = TR_GRAVITY;
|
|
VectorCopy( gripEnt->currentOrigin, gripEnt->s.pos.trBase );
|
|
gripEnt->s.pos.trTime = level.time;
|
|
}
|
|
}
|
|
}
|
|
self->s.loopSound = 0;
|
|
self->client->ps.forceGripEntityNum = ENTITYNUM_NONE;
|
|
self->client->ps.forceGripEntityInitialDist = ENTITYNUM_NONE;
|
|
}
|
|
if ( self->client->ps.torsoAnim == BOTH_FORCEGRIP_HOLD )
|
|
{
|
|
NPC_SetAnim( self, SETANIM_BOTH, BOTH_FORCEGRIP_RELEASE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
break;
|
|
case FP_LIGHTNING:
|
|
if ( self->NPC )
|
|
{
|
|
TIMER_Set( self, "holdLightning", -level.time );
|
|
}
|
|
if ( self->client->ps.torsoAnim == BOTH_FORCELIGHTNING_HOLD
|
|
|| self->client->ps.torsoAnim == BOTH_FORCELIGHTNING_START )
|
|
{
|
|
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCELIGHTNING_RELEASE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
else if ( self->client->ps.torsoAnim == BOTH_FORCE_2HANDEDLIGHTNING_HOLD
|
|
|| self->client->ps.torsoAnim == BOTH_FORCE_2HANDEDLIGHTNING_START )
|
|
{
|
|
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCE_2HANDEDLIGHTNING_RELEASE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
if ( self->client->ps.forcePowerLevel[FP_LIGHTNING] < FORCE_LEVEL_2 )
|
|
{//don't do it again for 3 seconds, minimum... FIXME: this should be automatic once regeneration is slower (normal)
|
|
self->client->ps.forcePowerDebounce[FP_LIGHTNING] = level.time + 3000;//FIXME: define?
|
|
}
|
|
else
|
|
{//stop the looping sound
|
|
self->client->ps.forcePowerDebounce[FP_LIGHTNING] = level.time + 1000;//FIXME: define?
|
|
self->s.loopSound = 0;
|
|
}
|
|
break;
|
|
case FP_RAGE:
|
|
self->client->ps.forceRageRecoveryTime = level.time + 10000;//recover for 10 seconds
|
|
if ( self->client->ps.forcePowerDuration[FP_RAGE] > level.time )
|
|
{//still had time left, we cut it short
|
|
self->client->ps.forceRageRecoveryTime -= (self->client->ps.forcePowerDuration[FP_RAGE] - level.time);//minus however much time you had left when you cut it short
|
|
}
|
|
if ( !self->s.number )
|
|
{//player using force speed
|
|
if ( g_timescale->value != 1.0 )
|
|
{
|
|
if ( !(self->client->ps.forcePowersActive&(1<<FP_SPEED)) )
|
|
{//not slowed down because of force speed
|
|
gi.cvar_set("timescale", "1");
|
|
}
|
|
}
|
|
}
|
|
//FIXME: reset my current anim, keeping current frame, but with proper anim speed
|
|
// otherwise, the anim will continue playing at high speed
|
|
self->s.loopSound = 0;
|
|
if ( self->NPC )
|
|
{
|
|
Jedi_RageStop( self );
|
|
}
|
|
if ( self->chestBolt != -1 )
|
|
{
|
|
G_StopEffect("force/rage2", self->playerModel, self->chestBolt, self->s.number );
|
|
}
|
|
break;
|
|
case FP_DRAIN:
|
|
if ( self->NPC )
|
|
{
|
|
TIMER_Set( self, "draining", -level.time );
|
|
}
|
|
if ( self->client->ps.forcePowerLevel[FP_DRAIN] < FORCE_LEVEL_2 )
|
|
{//don't do it again for 3 seconds, minimum... FIXME: this should be automatic once regeneration is slower (normal)
|
|
self->client->ps.forcePowerDebounce[FP_DRAIN] = level.time + 3000;//FIXME: define?
|
|
}
|
|
else
|
|
{//stop the looping sound
|
|
self->client->ps.forcePowerDebounce[FP_DRAIN] = level.time + 1000;//FIXME: define?
|
|
self->s.loopSound = 0;
|
|
}
|
|
//drop them
|
|
if ( self->client->ps.forceDrainEntityNum < ENTITYNUM_WORLD )
|
|
{
|
|
drainEnt = &g_entities[self->client->ps.forceDrainEntityNum];
|
|
if ( drainEnt )
|
|
{
|
|
if ( drainEnt->client )
|
|
{
|
|
drainEnt->client->ps.eFlags &= ~EF_FORCE_DRAINED;
|
|
//VectorClear( drainEnt->client->ps.velocity );
|
|
if ( drainEnt->health > 0 )
|
|
{
|
|
if ( drainEnt->client->ps.forcePowerDebounce[FP_PUSH] > level.time )
|
|
{//they probably pushed out of it
|
|
}
|
|
else
|
|
{
|
|
//NPC_SetAnim( drainEnt, SETANIM_BOTH, BOTH_HUGGEESTOP1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
if ( drainEnt->client->ps.torsoAnim != BOTH_FORCEPUSH )
|
|
{//don't stop the push
|
|
drainEnt->client->ps.torsoAnimTimer = 0;
|
|
}
|
|
drainEnt->client->ps.legsAnimTimer = 0;
|
|
}
|
|
if ( drainEnt->NPC )
|
|
{//if still alive after stopped draining, let them wake others up
|
|
G_AngerAlert( drainEnt );
|
|
}
|
|
}
|
|
else
|
|
{//leave the effect playing on them for a few seconds
|
|
//drainEnt->client->ps.eFlags |= EF_FORCE_DRAINED;
|
|
drainEnt->s.powerups |= ( 1 << PW_DRAINED );
|
|
drainEnt->client->ps.powerups[PW_DRAINED] = level.time + Q_irand( 1000, 4000 );
|
|
}
|
|
}
|
|
}
|
|
self->client->ps.forceDrainEntityNum = ENTITYNUM_NONE;
|
|
}
|
|
if ( self->client->ps.torsoAnim == BOTH_HUGGER1 )
|
|
{//old anim
|
|
NPC_SetAnim( self, SETANIM_BOTH, BOTH_HUGGERSTOP1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
else if ( self->client->ps.torsoAnim == BOTH_FORCE_DRAIN_GRAB_START
|
|
|| self->client->ps.torsoAnim == BOTH_FORCE_DRAIN_GRAB_HOLD )
|
|
{//new anim
|
|
NPC_SetAnim( self, SETANIM_BOTH, BOTH_FORCE_DRAIN_GRAB_END, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
else if ( self->client->ps.torsoAnim == BOTH_FORCE_DRAIN_HOLD
|
|
|| self->client->ps.torsoAnim == BOTH_FORCE_DRAIN_START )
|
|
{
|
|
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCE_DRAIN_RELEASE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
break;
|
|
case FP_PROTECT:
|
|
self->s.loopSound = 0;
|
|
break;
|
|
case FP_ABSORB:
|
|
self->s.loopSound = 0;
|
|
if ( self->client->ps.legsAnim == BOTH_FORCE_ABSORB_START )
|
|
{
|
|
NPC_SetAnim( self, SETANIM_LEGS, BOTH_FORCE_ABSORB_END, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
if ( self->client->ps.torsoAnim == BOTH_FORCE_ABSORB_START )
|
|
{
|
|
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCE_ABSORB_END, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
if ( self->client->ps.forcePowerLevel[FP_ABSORB] < FORCE_LEVEL_2 )
|
|
{//was stuck, free us in case we interrupted it or something
|
|
self->client->ps.weaponTime = 0;
|
|
self->client->ps.pm_flags &= ~PMF_TIME_KNOCKBACK;
|
|
self->client->ps.pm_time = 0;
|
|
if ( self->s.number )
|
|
{//NPC
|
|
self->painDebounceTime = 0;
|
|
}
|
|
else
|
|
{//player
|
|
self->aimDebounceTime = 0;
|
|
}
|
|
}
|
|
break;
|
|
case FP_SEE:
|
|
self->s.loopSound = 0;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void WP_ForceForceThrow( gentity_t *thrower )
|
|
{
|
|
if ( !thrower || !thrower->client )
|
|
{
|
|
return;
|
|
}
|
|
qboolean relock = qfalse;
|
|
if ( !(thrower->client->ps.forcePowersKnown&(1<<FP_PUSH)) )
|
|
{//give them push just for this specific purpose
|
|
thrower->client->ps.forcePowersKnown |= (1<<FP_PUSH);
|
|
thrower->client->ps.forcePowerLevel[FP_PUSH] = FORCE_LEVEL_1;
|
|
}
|
|
|
|
if ( thrower->NPC
|
|
&& (thrower->NPC->aiFlags&NPCAI_HEAL_ROSH)
|
|
&& (thrower->flags&FL_LOCK_PLAYER_WEAPONS) )
|
|
{
|
|
thrower->flags &= ~FL_LOCK_PLAYER_WEAPONS;
|
|
relock = qtrue;
|
|
}
|
|
|
|
ForceThrowEx( thrower, qfalse, qfalse, qtrue );
|
|
|
|
if ( relock )
|
|
{
|
|
thrower->flags |= FL_LOCK_PLAYER_WEAPONS;
|
|
}
|
|
|
|
if ( thrower )
|
|
{//take it back off
|
|
thrower->client->ps.forcePowersKnown &= ~(1<<FP_PUSH);
|
|
thrower->client->ps.forcePowerLevel[FP_PUSH] = FORCE_LEVEL_0;
|
|
}
|
|
}
|
|
|
|
extern qboolean PM_ForceJumpingUp( gentity_t *gent );
|
|
static void WP_ForcePowerRun( gentity_t *self, forcePowers_t forcePower, usercmd_t *cmd )
|
|
{
|
|
float speed, newSpeed;
|
|
gentity_t *gripEnt, *drainEnt;
|
|
vec3_t angles, dir, gripOrg, gripEntOrg;
|
|
float dist;
|
|
extern usercmd_t ucmd;
|
|
|
|
switch( (int)forcePower )
|
|
{
|
|
case FP_HEAL:
|
|
if ( self->client->ps.forceHealCount >= FP_MaxForceHeal(self) || self->health >= self->client->ps.stats[STAT_MAX_HEALTH] )
|
|
{//fully healed or used up all 25
|
|
if ( !Q3_TaskIDPending( self, TID_CHAN_VOICE ) )
|
|
{
|
|
int index = Q_irand( 1, 4 );
|
|
if ( self->s.number < MAX_CLIENTS )
|
|
{
|
|
G_SoundOnEnt( self, CHAN_VOICE, va( "sound/weapons/force/heal%d_%c.mp3", index, g_sex->string[0] ) );
|
|
}
|
|
else if ( self->NPC )
|
|
{
|
|
if ( self->NPC->blockedSpeechDebounceTime <= level.time )
|
|
{//enough time has passed since our last speech
|
|
if ( Q3_TaskIDPending( self, TID_CHAN_VOICE ) )
|
|
{//not playing a scripted line
|
|
//say "Ahhh...."
|
|
if ( self->NPC->stats.sex == SEX_MALE
|
|
|| self->NPC->stats.sex == SEX_NEUTRAL )
|
|
{
|
|
G_SoundOnEnt( self, CHAN_VOICE, va( "sound/weapons/force/heal%d_m.mp3", index ) );
|
|
}
|
|
else//all other sexes use female sounds
|
|
{
|
|
G_SoundOnEnt( self, CHAN_VOICE, va( "sound/weapons/force/heal%d_f.mp3", index ) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
WP_ForcePowerStop( self, forcePower );
|
|
}
|
|
else if ( self->client->ps.forcePowerLevel[FP_HEAL] < FORCE_LEVEL_3 && ( (cmd->buttons&BUTTON_ATTACK) || (cmd->buttons&BUTTON_ALT_ATTACK) || self->painDebounceTime > level.time || (self->client->ps.weaponTime&&self->client->ps.weapon!=WP_NONE) ) )
|
|
{//attacked or was hit while healing...
|
|
//stop healing
|
|
WP_ForcePowerStop( self, forcePower );
|
|
}
|
|
else if ( self->client->ps.forcePowerLevel[FP_HEAL] < FORCE_LEVEL_2 && ( cmd->rightmove || cmd->forwardmove || cmd->upmove > 0 ) )
|
|
{//moved while healing... FIXME: also, in WP_ForcePowerStart, stop healing if any other force power is used
|
|
//stop healing
|
|
WP_ForcePowerStop( self, forcePower );
|
|
}
|
|
else if ( self->client->ps.forcePowerDebounce[FP_HEAL] < level.time )
|
|
{//time to heal again
|
|
if ( WP_ForcePowerAvailable( self, forcePower, 4 ) )
|
|
{//have available power
|
|
int healInterval = FP_ForceHealInterval( self );
|
|
int healAmount = 1;//hard, normal healing rate
|
|
if ( self->s.number < MAX_CLIENTS )
|
|
{
|
|
if ( g_spskill->integer == 1 )
|
|
{//medium, heal twice as fast
|
|
healAmount *= 2;
|
|
}
|
|
else if ( g_spskill->integer == 0 )
|
|
{//easy, heal 3 times as fast...
|
|
healAmount *= 3;
|
|
}
|
|
}
|
|
if ( self->health + healAmount > self->client->ps.stats[STAT_MAX_HEALTH] )
|
|
{
|
|
healAmount = self->client->ps.stats[STAT_MAX_HEALTH] - self->health;
|
|
}
|
|
self->health += healAmount;
|
|
self->client->ps.forceHealCount += healAmount;
|
|
self->client->ps.forcePowerDebounce[FP_HEAL] = level.time + healInterval;
|
|
WP_ForcePowerDrain( self, forcePower, 4 );
|
|
}
|
|
else
|
|
{//stop
|
|
WP_ForcePowerStop( self, forcePower );
|
|
}
|
|
}
|
|
break;
|
|
case FP_LEVITATION:
|
|
if ( self->client->ps.groundEntityNum != ENTITYNUM_NONE && !self->client->ps.forceJumpZStart )
|
|
{//done with jump
|
|
WP_ForcePowerStop( self, forcePower );
|
|
}
|
|
else
|
|
{
|
|
if ( PM_ForceJumpingUp( self ) )
|
|
{//holding jump in air
|
|
if ( cmd->upmove > 10 )
|
|
{//still trying to go up
|
|
if ( WP_ForcePowerAvailable( self, FP_LEVITATION, 1 ) )
|
|
{
|
|
if ( self->client->ps.forcePowerDebounce[FP_LEVITATION] < level.time )
|
|
{
|
|
WP_ForcePowerDrain( self, FP_LEVITATION, 5 );
|
|
self->client->ps.forcePowerDebounce[FP_LEVITATION] = level.time + 100;
|
|
}
|
|
self->client->ps.forcePowersActive |= ( 1 << FP_LEVITATION );
|
|
self->client->ps.forceJumpCharge = 1;//just used as a flag for the player, cleared when he lands
|
|
}
|
|
else
|
|
{//cut the jump short
|
|
WP_ForcePowerStop( self, forcePower );
|
|
}
|
|
}
|
|
else
|
|
{//cut the jump short
|
|
WP_ForcePowerStop( self, forcePower );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
WP_ForcePowerStop( self, forcePower );
|
|
}
|
|
}
|
|
break;
|
|
case FP_SPEED:
|
|
speed = forceSpeedValue[self->client->ps.forcePowerLevel[FP_SPEED]];
|
|
if ( !self->s.number )
|
|
{//player using force speed
|
|
if ( !(self->client->ps.forcePowersActive&(1<<FP_RAGE))
|
|
|| self->client->ps.forcePowerLevel[FP_SPEED] >= self->client->ps.forcePowerLevel[FP_RAGE] )
|
|
{//either not using rage or rage is at a lower level than speed
|
|
gi.cvar_set("timescale", va("%4.2f", speed));
|
|
if ( g_timescale->value > speed )
|
|
{
|
|
newSpeed = g_timescale->value - 0.05;
|
|
if ( newSpeed < speed )
|
|
{
|
|
newSpeed = speed;
|
|
}
|
|
gi.cvar_set("timescale", va("%4.2f", newSpeed));
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case FP_PUSH:
|
|
break;
|
|
case FP_PULL:
|
|
break;
|
|
case FP_TELEPATHY:
|
|
break;
|
|
case FP_GRIP:
|
|
if ( !WP_ForcePowerAvailable( self, FP_GRIP, 0 )
|
|
|| (self->client->ps.forcePowerLevel[FP_GRIP]>FORCE_LEVEL_1&&!self->s.number&&!(cmd->buttons&BUTTON_FORCEGRIP)) )
|
|
{
|
|
WP_ForcePowerStop( self, FP_GRIP );
|
|
return;
|
|
}
|
|
else if ( self->client->ps.forceGripEntityNum >= 0 && self->client->ps.forceGripEntityNum < ENTITYNUM_WORLD )
|
|
{
|
|
gripEnt = &g_entities[self->client->ps.forceGripEntityNum];
|
|
|
|
if ( !gripEnt || !gripEnt->inuse )
|
|
{//invalid or freed ent
|
|
WP_ForcePowerStop( self, FP_GRIP );
|
|
return;
|
|
}
|
|
else
|
|
//rww - RAGDOLL_BEGIN
|
|
#ifndef JK2_RAGDOLL_GRIPNOHEALTH
|
|
//rww - RAGDOLL_END
|
|
if ( gripEnt->health <= 0 && gripEnt->takedamage )//FIXME: what about things that never had health or lose takedamage when they die?
|
|
{//either invalid ent, or dead ent
|
|
WP_ForcePowerStop( self, FP_GRIP );
|
|
return;
|
|
}
|
|
else
|
|
//rww - RAGDOLL_BEGIN
|
|
#endif
|
|
//rww - RAGDOLL_END
|
|
if ( self->client->ps.forcePowerLevel[FP_GRIP] == FORCE_LEVEL_1
|
|
&& gripEnt->client
|
|
&& gripEnt->client->ps.groundEntityNum == ENTITYNUM_NONE
|
|
&& gripEnt->client->moveType != MT_FLYSWIM )
|
|
{
|
|
WP_ForcePowerStop( self, FP_GRIP );
|
|
return;
|
|
}
|
|
else if ( gripEnt->client && gripEnt->client->moveType == MT_FLYSWIM && VectorLengthSquared( gripEnt->client->ps.velocity ) > (300*300) )
|
|
{//flying creature broke free
|
|
WP_ForcePowerStop( self, FP_GRIP );
|
|
return;
|
|
}
|
|
else if ( gripEnt->client
|
|
&& gripEnt->health>0 //dead dudes don't fly
|
|
&& (gripEnt->client->NPC_class == CLASS_BOBAFETT || gripEnt->client->NPC_class == CLASS_ROCKETTROOPER)
|
|
&& self->client->ps.forcePowerDebounce[FP_GRIP] < level.time
|
|
&& !Q_irand( 0, 3 )
|
|
)
|
|
{//boba fett - fly away!
|
|
gripEnt->client->ps.forceJumpCharge = 0;//so we don't play the force flip anim
|
|
gripEnt->client->ps.velocity[2] = 250;
|
|
gripEnt->client->ps.forceJumpZStart = gripEnt->currentOrigin[2];//so we don't take damage if we land at same height
|
|
gripEnt->client->ps.pm_flags |= PMF_JUMPING;
|
|
G_AddEvent( gripEnt, EV_JUMP, 0 );
|
|
JET_FlyStart( gripEnt );
|
|
WP_ForcePowerStop( self, FP_GRIP );
|
|
return;
|
|
}
|
|
else if ( gripEnt->NPC
|
|
&& gripEnt->client
|
|
&& gripEnt->client->ps.forcePowersKnown
|
|
&& (gripEnt->client->NPC_class==CLASS_REBORN||gripEnt->client->ps.weapon==WP_SABER)
|
|
&& !Jedi_CultistDestroyer(gripEnt)
|
|
&& !Q_irand( 0, 100-(gripEnt->NPC->stats.evasion*8)-(g_spskill->integer*20) ) )
|
|
{//a jedi who broke free FIXME: maybe have some minimum grip length- a reaction time?
|
|
WP_ForceForceThrow( gripEnt );
|
|
//FIXME: I need to go into some pushed back anim...
|
|
WP_ForcePowerStop( self, FP_GRIP );
|
|
return;
|
|
}
|
|
else if ( PM_SaberInAttack( self->client->ps.saberMove )
|
|
|| PM_SaberInStart( self->client->ps.saberMove ) )
|
|
{//started an attack
|
|
WP_ForcePowerStop( self, FP_GRIP );
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
int gripLevel = self->client->ps.forcePowerLevel[FP_GRIP];
|
|
if ( gripEnt->client )
|
|
{
|
|
gripLevel = WP_AbsorbConversion( gripEnt, gripEnt->client->ps.forcePowerLevel[FP_ABSORB], self, FP_GRIP, self->client->ps.forcePowerLevel[FP_GRIP], forcePowerNeeded[gripLevel] );
|
|
}
|
|
if ( !gripLevel )
|
|
{
|
|
WP_ForcePowerStop( self, forcePower );
|
|
return;
|
|
}
|
|
|
|
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 )
|
|
{//holding it
|
|
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCEGRIP_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
if ( self->client->ps.torsoAnimTimer < 100 ){//we were already playing this anim, we didn't want to restart it, but we want to hold it for at least 100ms, sooo....
|
|
|
|
self->client->ps.torsoAnimTimer = 100;
|
|
}
|
|
}
|
|
|
|
bool isFirstPersonPlayer = (self->client->ps.clientNum == 0 && !cg.renderingThirdPerson);
|
|
//get their org
|
|
if (isFirstPersonPlayer)
|
|
{
|
|
vec3_t origin;
|
|
BG_CalculateVROffHandPosition(origin, angles);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( self->client->ps.viewangles, angles );
|
|
}
|
|
|
|
angles[0] -= 10;
|
|
AngleVectors( angles, dir, NULL, NULL );
|
|
if ( gripEnt->client )
|
|
{//move
|
|
VectorCopy( gripEnt->client->renderInfo.headPoint, gripEntOrg );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( gripEnt->currentOrigin, gripEntOrg );
|
|
}
|
|
|
|
if (isFirstPersonPlayer &&
|
|
self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_2 &&
|
|
self->client->ps.forceGripEntityInitialDist == ENTITYNUM_NONE)
|
|
{
|
|
vec3_t diff;
|
|
VectorSubtract(vr->offhandposition[0], vr->hmdposition, diff);
|
|
self->client->ps.forceGripEntityInitialDist = VectorLength(diff);
|
|
}
|
|
|
|
//how far are they
|
|
dist = Distance( self->client->renderInfo.handLPoint, gripEntOrg );
|
|
if ( self->client->ps.forcePowerLevel[FP_GRIP] == FORCE_LEVEL_2 &&
|
|
(!InFront( gripEntOrg, self->client->renderInfo.handLPoint, self->client->ps.viewangles, 0.3f ) ||
|
|
DistanceSquared( gripEntOrg, self->client->renderInfo.handLPoint ) > FORCE_GRIP_DIST_SQUARED))
|
|
{//must face them
|
|
WP_ForcePowerStop( self, FP_GRIP );
|
|
return;
|
|
}
|
|
|
|
//check for lift or carry
|
|
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_2
|
|
&& (!gripEnt->client || (!gripEnt->message&&!(gripEnt->flags&FL_NO_KNOCKBACK))) )
|
|
{//carry
|
|
if (isFirstPersonPlayer) {
|
|
vec3_t diff;
|
|
VectorSubtract(vr->offhandposition[0], vr->hmdposition, diff);
|
|
float length = VectorLength(diff);
|
|
float movedLength = (length - self->client->ps.forceGripEntityInitialDist) * cg_worldScale.value;
|
|
if (fabs(movedLength) > 1.0f) {
|
|
dist += movedLength * 5.0f;
|
|
}
|
|
if (dist > 384) {
|
|
dist = 384;
|
|
} else if (dist < 32) {
|
|
dist = 32;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//cap dist
|
|
if (dist > FORCE_GRIP_3_MAX_DIST)
|
|
{
|
|
dist = FORCE_GRIP_3_MAX_DIST;
|
|
}
|
|
else if (dist < FORCE_GRIP_3_MIN_DIST)
|
|
{
|
|
dist = FORCE_GRIP_3_MIN_DIST;
|
|
}
|
|
}
|
|
|
|
VectorMA( self->client->renderInfo.handLPoint, dist, dir, gripOrg );
|
|
}
|
|
else if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 )
|
|
{//just lift
|
|
VectorCopy( self->client->ps.forceGripOrg, gripOrg );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( gripEnt->currentOrigin, gripOrg );
|
|
}
|
|
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 )
|
|
{//if holding him, make sure there's a clear LOS between my hand and him
|
|
trace_t gripTrace;
|
|
gi.trace( &gripTrace, self->client->renderInfo.handLPoint, NULL, NULL, gripEntOrg, ENTITYNUM_NONE, MASK_FORCE_PUSH, (EG2_Collision)0, 0 );
|
|
if ( gripTrace.startsolid
|
|
|| gripTrace.allsolid
|
|
|| gripTrace.fraction < 1.0f )
|
|
{//no clear trace, drop them
|
|
WP_ForcePowerStop( self, FP_GRIP );
|
|
return;
|
|
}
|
|
}
|
|
//now move them
|
|
if ( gripEnt->client )
|
|
{
|
|
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 )
|
|
{//level 1 just holds them
|
|
VectorSubtract( gripOrg, gripEntOrg, gripEnt->client->ps.velocity );
|
|
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_2
|
|
&& (!gripEnt->client || (!gripEnt->message&&!(gripEnt->flags&FL_NO_KNOCKBACK)) ) )
|
|
{//level 2 just lifts them
|
|
float gripDist = VectorNormalize( gripEnt->client->ps.velocity )/3.0f;
|
|
if ( gripDist < 20.0f )
|
|
{
|
|
if (gripDist<2.0f)
|
|
{
|
|
VectorClear(gripEnt->client->ps.velocity);
|
|
}
|
|
else
|
|
{
|
|
VectorScale( gripEnt->client->ps.velocity, (gripDist*gripDist), gripEnt->client->ps.velocity );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
VectorScale( gripEnt->client->ps.velocity, (gripDist*gripDist), gripEnt->client->ps.velocity );
|
|
}
|
|
}
|
|
}
|
|
//stop them from thinking
|
|
gripEnt->client->ps.pm_time = 2000;
|
|
gripEnt->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
|
|
if ( gripEnt->NPC )
|
|
{
|
|
if ( !(gripEnt->NPC->aiFlags&NPCAI_DIE_ON_IMPACT) )
|
|
{//not falling to their death
|
|
gripEnt->NPC->nextBStateThink = level.time + 2000;
|
|
}
|
|
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 )
|
|
{//level 1 just holds them
|
|
vectoangles( dir, angles );
|
|
gripEnt->NPC->desiredYaw = AngleNormalize180(angles[YAW]+180);
|
|
gripEnt->NPC->desiredPitch = -angles[PITCH];
|
|
SaveNPCGlobals();
|
|
SetNPCGlobals( gripEnt );
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
gripEnt->NPC->last_ucmd.angles[0] = ucmd.angles[0];
|
|
gripEnt->NPC->last_ucmd.angles[1] = ucmd.angles[1];
|
|
gripEnt->NPC->last_ucmd.angles[2] = ucmd.angles[2];
|
|
RestoreNPCGlobals();
|
|
//FIXME: why does he turn back to his original angles once he dies or is let go?
|
|
}
|
|
}
|
|
else if ( !gripEnt->s.number )
|
|
{
|
|
//vectoangles( dir, angles );
|
|
//gripEnt->client->ps.viewangles[0] = -angles[0];
|
|
//gripEnt->client->ps.viewangles[1] = AngleNormalize180(angles[YAW]+180);
|
|
gripEnt->enemy = self;
|
|
NPC_SetLookTarget( gripEnt, self->s.number, level.time+1000 );
|
|
}
|
|
|
|
gripEnt->client->ps.eFlags |= EF_FORCE_GRIPPED;
|
|
//dammit! Make sure that saber stays off!
|
|
WP_DeactivateSaber( gripEnt );
|
|
}
|
|
else
|
|
{//move
|
|
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 )
|
|
{//level 1 just holds them
|
|
VectorCopy( gripEnt->currentOrigin, gripEnt->s.pos.trBase );
|
|
VectorSubtract( gripOrg, gripEntOrg, gripEnt->s.pos.trDelta );
|
|
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_2
|
|
&& (!gripEnt->client || (!gripEnt->message&&!(gripEnt->flags&FL_NO_KNOCKBACK))) )
|
|
{//level 2 just lifts them
|
|
VectorScale( gripEnt->s.pos.trDelta, 10, gripEnt->s.pos.trDelta );
|
|
}
|
|
gripEnt->s.pos.trType = TR_LINEAR;
|
|
gripEnt->s.pos.trTime = level.time;
|
|
}
|
|
|
|
gripEnt->s.eFlags |= EF_FORCE_GRIPPED;
|
|
}
|
|
|
|
//Shouldn't this be discovered?
|
|
//AddSightEvent( self, gripOrg, 128, AEL_DANGER, 20 );
|
|
AddSightEvent( self, gripOrg, 128, AEL_DISCOVERED, 20 );
|
|
|
|
if ( self->client->ps.forcePowerDebounce[FP_GRIP] < level.time )
|
|
{
|
|
//GEntity_PainFunc( gripEnt, self, self, gripOrg, 0, MOD_CRUSH );
|
|
if ( !gripEnt->client
|
|
|| gripEnt->client->NPC_class != CLASS_VEHICLE
|
|
|| (gripEnt->m_pVehicle
|
|
&& gripEnt->m_pVehicle->m_pVehicleInfo
|
|
&& gripEnt->m_pVehicle->m_pVehicleInfo->type == VH_ANIMAL) )
|
|
{//we don't damage the empty vehicle
|
|
gripEnt->painDebounceTime = 0;
|
|
int gripDmg = forceGripDamage[self->client->ps.forcePowerLevel[FP_GRIP]];
|
|
if ( gripLevel != -1 )
|
|
{
|
|
if ( gripLevel == 1 )
|
|
{
|
|
gripDmg = floor((float)gripDmg/3.0f);
|
|
}
|
|
else //if ( gripLevel == 2 )
|
|
{
|
|
gripDmg = floor((float)gripDmg/1.5f);
|
|
}
|
|
}
|
|
G_Damage( gripEnt, self, self, dir, gripOrg, gripDmg, DAMAGE_NO_ARMOR, MOD_CRUSH );//MOD_???
|
|
}
|
|
if ( gripEnt->s.number )
|
|
{
|
|
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_2 )
|
|
{//do damage faster at level 3
|
|
self->client->ps.forcePowerDebounce[FP_GRIP] = level.time + Q_irand( 150, 750 );
|
|
}
|
|
else
|
|
{
|
|
self->client->ps.forcePowerDebounce[FP_GRIP] = level.time + Q_irand( 250, 1000 );
|
|
}
|
|
}
|
|
else
|
|
{//player takes damage faster
|
|
self->client->ps.forcePowerDebounce[FP_GRIP] = level.time + Q_irand( 100, 600 );
|
|
}
|
|
if ( forceGripDamage[self->client->ps.forcePowerLevel[FP_GRIP]] > 0 )
|
|
{//no damage at level 1
|
|
WP_ForcePowerDrain( self, FP_GRIP, 3 );
|
|
}
|
|
if ( self->client->NPC_class == CLASS_KYLE
|
|
&& (self->spawnflags&1) )
|
|
{//"Boss" Kyle
|
|
if ( gripEnt->client )
|
|
{
|
|
if ( !Q_irand( 0, 2 ) )
|
|
{//toss him aside!
|
|
vec3_t vRt;
|
|
AngleVectors( self->currentAngles, NULL, vRt, NULL );
|
|
//stop gripping
|
|
TIMER_Set( self, "gripping", -level.time );
|
|
WP_ForcePowerStop( self, FP_GRIP );
|
|
//now toss him
|
|
if ( Q_irand( 0, 1 ) )
|
|
{//throw him to my left
|
|
NPC_SetAnim( self, SETANIM_BOTH, BOTH_TOSS1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
VectorScale( vRt, -1500.0f, gripEnt->client->ps.velocity );
|
|
G_Knockdown( gripEnt, self, vRt, 500, qfalse );
|
|
}
|
|
else
|
|
{//throw him to my right
|
|
NPC_SetAnim( self, SETANIM_BOTH, BOTH_TOSS2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
VectorScale( vRt, 1500.0f, gripEnt->client->ps.velocity );
|
|
G_Knockdown( gripEnt, self, vRt, 500, qfalse );
|
|
}
|
|
//don't do anything for a couple seconds
|
|
self->client->ps.weaponTime = self->client->ps.torsoAnimTimer + 2000;
|
|
self->painDebounceTime = level.time + self->client->ps.weaponTime;
|
|
//stop moving
|
|
VectorClear( self->client->ps.velocity );
|
|
VectorClear( self->client->ps.moveDir );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//WP_ForcePowerDrain( self, FP_GRIP, 0 );
|
|
if ( !gripEnt->enemy )
|
|
{
|
|
if ( gripEnt->client
|
|
&& gripEnt->client->playerTeam == TEAM_PLAYER
|
|
&& self->s.number < MAX_CLIENTS
|
|
&& self->client
|
|
&& self->client->playerTeam == TEAM_PLAYER )
|
|
{//this shouldn't make allies instantly turn on you, let the damage->pain routine determine how allies should react to this
|
|
}
|
|
else
|
|
{
|
|
G_SetEnemy( gripEnt, self );
|
|
}
|
|
}
|
|
}
|
|
if ( gripEnt->client && gripEnt->health > 0 )
|
|
{
|
|
int anim = BOTH_CHOKE3; //left-handed choke
|
|
if ( gripEnt->client->ps.weapon == WP_NONE || gripEnt->client->ps.weapon == WP_MELEE )
|
|
{
|
|
anim = BOTH_CHOKE1; //two-handed choke
|
|
}
|
|
if ( self->client->ps.forcePowerLevel[FP_GRIP] < FORCE_LEVEL_2 )
|
|
{//still on ground, only set anim on torso
|
|
NPC_SetAnim( gripEnt, SETANIM_TORSO, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
else
|
|
{//in air, set on whole body
|
|
NPC_SetAnim( gripEnt, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
gripEnt->painDebounceTime = level.time + 2000;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case FP_LIGHTNING:
|
|
if ( self->client->ps.forcePowerLevel[FP_LIGHTNING] > FORCE_LEVEL_1 )
|
|
{//higher than level 1
|
|
if ( cmd->buttons & BUTTON_FORCE_LIGHTNING )
|
|
{//holding it keeps it going
|
|
self->client->ps.forcePowerDuration[FP_LIGHTNING] = level.time + 500;
|
|
ForceLightningAnim( self );
|
|
}
|
|
}
|
|
if ( !WP_ForcePowerAvailable( self, forcePower, 0 ) )
|
|
{
|
|
WP_ForcePowerStop( self, forcePower );
|
|
}
|
|
else
|
|
{
|
|
ForceShootLightning( self );
|
|
if ( self->client->ps.torsoAnim == BOTH_FORCE_2HANDEDLIGHTNING
|
|
|| self->client->ps.torsoAnim == BOTH_FORCE_2HANDEDLIGHTNING_START
|
|
|| self->client->ps.torsoAnim == BOTH_FORCE_2HANDEDLIGHTNING_HOLD
|
|
|| self->client->ps.torsoAnim == BOTH_FORCE_2HANDEDLIGHTNING_RELEASE )
|
|
{//jackin' 'em up, Palpatine-style
|
|
//extra cost
|
|
WP_ForcePowerDrain( self, forcePower, 0 );
|
|
}
|
|
WP_ForcePowerDrain( self, forcePower, 0 );
|
|
}
|
|
break;
|
|
//new Jedi Academy force powers
|
|
case FP_RAGE:
|
|
if (self->health < 1)
|
|
{
|
|
WP_ForcePowerStop(self, forcePower);
|
|
break;
|
|
}
|
|
if (self->client->ps.forceRageDrainTime < level.time)
|
|
{
|
|
int addTime = 400;
|
|
|
|
self->health -= 2;
|
|
|
|
if (self->client->ps.forcePowerLevel[FP_RAGE] == FORCE_LEVEL_1)
|
|
{
|
|
addTime = 100;
|
|
}
|
|
else if (self->client->ps.forcePowerLevel[FP_RAGE] == FORCE_LEVEL_2)
|
|
{
|
|
addTime = 250;
|
|
}
|
|
else if (self->client->ps.forcePowerLevel[FP_RAGE] == FORCE_LEVEL_3)
|
|
{
|
|
addTime = 500;
|
|
}
|
|
self->client->ps.forceRageDrainTime = level.time + addTime;
|
|
}
|
|
|
|
if ( self->health < 1 )
|
|
{
|
|
self->health = 1;
|
|
//WP_ForcePowerStop( self, forcePower );
|
|
}
|
|
else
|
|
{
|
|
self->client->ps.stats[STAT_HEALTH] = self->health;
|
|
|
|
speed = forceSpeedValue[self->client->ps.forcePowerLevel[FP_RAGE]-1];
|
|
if ( !self->s.number )
|
|
{//player using force rage
|
|
if ( !(self->client->ps.forcePowersActive&(1<<FP_SPEED))
|
|
|| self->client->ps.forcePowerLevel[FP_RAGE] > self->client->ps.forcePowerLevel[FP_SPEED]+1 )
|
|
{//either not using speed or speed is at a lower level than rage
|
|
gi.cvar_set("timescale", va("%4.2f", speed));
|
|
if ( g_timescale->value > speed )
|
|
{
|
|
newSpeed = g_timescale->value - 0.05;
|
|
if ( newSpeed < speed )
|
|
{
|
|
newSpeed = speed;
|
|
}
|
|
gi.cvar_set("timescale", va("%4.2f", newSpeed));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case FP_DRAIN:
|
|
if ( cmd->buttons & BUTTON_FORCE_DRAIN )
|
|
{//holding it keeps it going
|
|
self->client->ps.forcePowerDuration[FP_DRAIN] = level.time + 500;
|
|
}
|
|
if ( !WP_ForcePowerAvailable( self, forcePower, 0 ) )
|
|
{//no more force power, stop
|
|
WP_ForcePowerStop( self, forcePower );
|
|
}
|
|
else if ( self->client->ps.forceDrainEntityNum >= 0 && self->client->ps.forceDrainEntityNum < ENTITYNUM_WORLD )
|
|
{//holding someone
|
|
if ( !WP_ForcePowerAvailable( self, FP_DRAIN, 0 )
|
|
|| (self->client->ps.forcePowerLevel[FP_DRAIN]>FORCE_LEVEL_1
|
|
&& !self->s.number
|
|
&& !(cmd->buttons&BUTTON_FORCE_DRAIN)
|
|
&& self->client->ps.forcePowerDuration[FP_DRAIN]<level.time) )
|
|
{
|
|
WP_ForcePowerStop( self, FP_DRAIN );
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
drainEnt = &g_entities[self->client->ps.forceDrainEntityNum];
|
|
|
|
if ( !drainEnt )
|
|
{//invalid ent
|
|
WP_ForcePowerStop( self, FP_DRAIN );
|
|
return;
|
|
}
|
|
else if ( (drainEnt->health <= 0&&drainEnt->takedamage) )//FIXME: what about things that never had health or lose takedamage when they die?
|
|
{//dead ent
|
|
WP_ForcePowerStop( self, FP_DRAIN );
|
|
return;
|
|
}
|
|
else if ( drainEnt->client && drainEnt->client->moveType == MT_FLYSWIM && VectorLengthSquared( NPC->client->ps.velocity ) > (300*300) )
|
|
{//flying creature broke free
|
|
WP_ForcePowerStop( self, FP_DRAIN );
|
|
return;
|
|
}
|
|
else if ( drainEnt->client
|
|
&& drainEnt->health>0 //dead dudes don't fly
|
|
&& (drainEnt->client->NPC_class == CLASS_BOBAFETT || drainEnt->client->NPC_class == CLASS_ROCKETTROOPER)
|
|
&& self->client->ps.forcePowerDebounce[FP_DRAIN] < level.time
|
|
&& !Q_irand( 0, 10 ) )
|
|
{//boba fett - fly away!
|
|
drainEnt->client->ps.forceJumpCharge = 0;//so we don't play the force flip anim
|
|
drainEnt->client->ps.velocity[2] = 250;
|
|
drainEnt->client->ps.forceJumpZStart = drainEnt->currentOrigin[2];//so we don't take damage if we land at same height
|
|
drainEnt->client->ps.pm_flags |= PMF_JUMPING;
|
|
G_AddEvent( drainEnt, EV_JUMP, 0 );
|
|
JET_FlyStart( drainEnt );
|
|
WP_ForcePowerStop( self, FP_DRAIN );
|
|
return;
|
|
}
|
|
else if ( drainEnt->NPC
|
|
&& drainEnt->client
|
|
&& drainEnt->client->ps.forcePowersKnown
|
|
&& (drainEnt->client->NPC_class==CLASS_REBORN||drainEnt->client->ps.weapon==WP_SABER)
|
|
&& !Jedi_CultistDestroyer(drainEnt)
|
|
&& level.time-(self->client->ps.forcePowerDebounce[FP_DRAIN]>self->client->ps.forcePowerLevel[FP_DRAIN]*500)//at level 1, I always get at least 500ms of drain, at level 3 I get 1500ms
|
|
&& !Q_irand( 0, 100-(drainEnt->NPC->stats.evasion*8)-(g_spskill->integer*15) ) )
|
|
{//a jedi who broke free FIXME: maybe have some minimum grip length- a reaction time?
|
|
WP_ForceForceThrow( drainEnt );
|
|
//FIXME: I need to go into some pushed back anim...
|
|
WP_ForcePowerStop( self, FP_DRAIN );
|
|
//can't drain again for 2 seconds
|
|
self->client->ps.forcePowerDebounce[FP_DRAIN] = level.time + 4000;
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
/*
|
|
int drainLevel = WP_AbsorbConversion( drainEnt, drainEnt->client->ps.forcePowerLevel[FP_ABSORB], self, FP_DRAIN, self->client->ps.forcePowerLevel[FP_DRAIN], forcePowerNeeded[self->client->ps.forcePowerLevel[FP_DRAIN]] );
|
|
if ( !drainLevel )
|
|
{
|
|
WP_ForcePowerStop( self, forcePower );
|
|
return;
|
|
}
|
|
*/
|
|
|
|
//NPC_SetAnim( self, SETANIM_BOTH, BOTH_HUGGER1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
if ( self->client->ps.torsoAnim != BOTH_FORCE_DRAIN_GRAB_START
|
|
|| !self->client->ps.torsoAnimTimer )
|
|
{
|
|
NPC_SetAnim( self, SETANIM_BOTH, BOTH_FORCE_DRAIN_GRAB_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
if ( self->handLBolt != -1 )
|
|
{
|
|
G_PlayEffect( G_EffectIndex( "force/drain_hand" ), self->playerModel, self->handLBolt, self->s.number, self->currentOrigin, 200, qtrue );
|
|
}
|
|
if ( self->handRBolt != -1 )
|
|
{
|
|
G_PlayEffect( G_EffectIndex( "force/drain_hand" ), self->playerModel, self->handRBolt, self->s.number, self->currentOrigin, 200, qtrue );
|
|
}
|
|
|
|
//how far are they
|
|
dist = Distance( self->client->renderInfo.eyePoint, drainEnt->currentOrigin );
|
|
if ( DistanceSquared( drainEnt->currentOrigin, self->currentOrigin ) > FORCE_DRAIN_DIST_SQUARED )
|
|
{//must be close, got away somehow!
|
|
WP_ForcePowerStop( self, FP_DRAIN );
|
|
return;
|
|
}
|
|
|
|
//keep my saber off!
|
|
WP_DeactivateSaber( self, qtrue );
|
|
if ( drainEnt->client )
|
|
{
|
|
//now move them
|
|
VectorCopy( self->client->ps.viewangles, angles );
|
|
angles[0] = 0;
|
|
AngleVectors( angles, dir, NULL, NULL );
|
|
/*
|
|
VectorMA( self->currentOrigin, self->maxs[0], dir, drainEnt->client->ps.forceDrainOrg );
|
|
trace_t trace;
|
|
gi.trace( &trace, drainEnt->currentOrigin, drainEnt->mins, drainEnt->maxs, drainEnt->client->ps.forceDrainOrg, drainEnt->s.number, drainEnt->clipmask );
|
|
if ( !trace.startsolid && !trace.allsolid )
|
|
{
|
|
G_SetOrigin( drainEnt, trace.endpos );
|
|
gi.linkentity( drainEnt );
|
|
VectorClear( drainEnt->client->ps.velocity );
|
|
}
|
|
VectorMA( self->currentOrigin, self->maxs[0]*0.5f, dir, drainEnt->client->ps.forceDrainOrg );
|
|
*/
|
|
//stop them from thinking
|
|
drainEnt->client->ps.pm_time = 2000;
|
|
drainEnt->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
|
|
if ( drainEnt->NPC )
|
|
{
|
|
if ( !(drainEnt->NPC->aiFlags&NPCAI_DIE_ON_IMPACT) )
|
|
{//not falling to their death
|
|
drainEnt->NPC->nextBStateThink = level.time + 2000;
|
|
}
|
|
vectoangles( dir, angles );
|
|
drainEnt->NPC->desiredYaw = AngleNormalize180(angles[YAW]+180);
|
|
drainEnt->NPC->desiredPitch = -angles[PITCH];
|
|
SaveNPCGlobals();
|
|
SetNPCGlobals( drainEnt );
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
drainEnt->NPC->last_ucmd.angles[0] = ucmd.angles[0];
|
|
drainEnt->NPC->last_ucmd.angles[1] = ucmd.angles[1];
|
|
drainEnt->NPC->last_ucmd.angles[2] = ucmd.angles[2];
|
|
RestoreNPCGlobals();
|
|
//FIXME: why does he turn back to his original angles once he dies or is let go?
|
|
}
|
|
else if ( !drainEnt->s.number )
|
|
{
|
|
drainEnt->enemy = self;
|
|
NPC_SetLookTarget( drainEnt, self->s.number, level.time+1000 );
|
|
}
|
|
|
|
drainEnt->client->ps.eFlags |= EF_FORCE_DRAINED;
|
|
//dammit! Make sure that saber stays off!
|
|
WP_DeactivateSaber( drainEnt, qtrue );
|
|
}
|
|
//Shouldn't this be discovered?
|
|
AddSightEvent( self, drainEnt->currentOrigin, 128, AEL_DISCOVERED, 20 );
|
|
|
|
if ( self->client->ps.forcePowerDebounce[FP_DRAIN] < level.time )
|
|
{
|
|
int drainLevel = WP_AbsorbConversion( drainEnt, drainEnt->client->ps.forcePowerLevel[FP_ABSORB], self, FP_DRAIN, self->client->ps.forcePowerLevel[FP_DRAIN], forcePowerNeeded[self->client->ps.forcePowerLevel[FP_DRAIN]] );
|
|
if ( (drainLevel && drainLevel == -1)
|
|
|| Q_irand( drainLevel, 3 ) < 3 )
|
|
{//the drain is being absorbed
|
|
ForceDrainEnt( self, drainEnt );
|
|
}
|
|
WP_ForcePowerDrain( self, FP_DRAIN, 3 );
|
|
}
|
|
else
|
|
{
|
|
if ( !Q_irand( 0, 4 ) )
|
|
{
|
|
WP_ForcePowerDrain( self, FP_DRAIN, 1 );
|
|
}
|
|
if ( !drainEnt->enemy )
|
|
{
|
|
G_SetEnemy( drainEnt, self );
|
|
}
|
|
}
|
|
if ( drainEnt->health > 0 )
|
|
{//still alive
|
|
//NPC_SetAnim( drainEnt, SETANIM_BOTH, BOTH_HUGGEE1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
NPC_SetAnim( drainEnt, SETANIM_BOTH, BOTH_FORCE_DRAIN_GRABBED, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( self->client->ps.forcePowerLevel[forcePower] > FORCE_LEVEL_1 )
|
|
{//regular distance-drain
|
|
if ( cmd->buttons & BUTTON_FORCE_DRAIN )
|
|
{//holding it keeps it going
|
|
self->client->ps.forcePowerDuration[FP_DRAIN] = level.time + 500;
|
|
if ( self->client->ps.torsoAnim == BOTH_FORCE_DRAIN_START )
|
|
{
|
|
if ( !self->client->ps.torsoAnimTimer )
|
|
{
|
|
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCE_DRAIN_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
else
|
|
{
|
|
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCE_DRAIN_START, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCE_DRAIN_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
}
|
|
if ( !WP_ForcePowerAvailable( self, forcePower, 0 ) )
|
|
{
|
|
WP_ForcePowerStop( self, forcePower );
|
|
}
|
|
else
|
|
{
|
|
ForceShootDrain( self );
|
|
}
|
|
}
|
|
break;
|
|
case FP_PROTECT:
|
|
break;
|
|
case FP_ABSORB:
|
|
break;
|
|
case FP_SEE:
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void WP_CheckForcedPowers( gentity_t *self, usercmd_t *ucmd )
|
|
{
|
|
for ( int forcePower = FP_FIRST; forcePower < NUM_FORCE_POWERS; forcePower++ )
|
|
{
|
|
if ( (self->client->ps.forcePowersForced&(1<<forcePower)) )
|
|
{
|
|
switch ( forcePower )
|
|
{
|
|
case FP_HEAL:
|
|
ForceHeal( self );
|
|
//do only once
|
|
self->client->ps.forcePowersForced &= ~(1<<forcePower);
|
|
break;
|
|
case FP_LEVITATION:
|
|
//nothing
|
|
break;
|
|
case FP_SPEED:
|
|
ForceSpeed( self );
|
|
//do only once
|
|
self->client->ps.forcePowersForced &= ~(1<<forcePower);
|
|
break;
|
|
case FP_PUSH:
|
|
ForceThrowEx( self, qfalse, qfalse, qtrue );
|
|
//do only once
|
|
self->client->ps.forcePowersForced &= ~(1<<forcePower);
|
|
break;
|
|
case FP_PULL:
|
|
ForceThrowEx( self, qtrue, qfalse, qtrue );
|
|
//do only once
|
|
self->client->ps.forcePowersForced &= ~(1<<forcePower);
|
|
break;
|
|
case FP_TELEPATHY:
|
|
//FIXME: target at enemy?
|
|
ForceTelepathy( self );
|
|
//do only once
|
|
self->client->ps.forcePowersForced &= ~(1<<forcePower);
|
|
break;
|
|
case FP_GRIP:
|
|
ucmd->buttons &= ~(BUTTON_ATTACK|BUTTON_ALT_ATTACK|BUTTON_FORCE_FOCUS|BUTTON_FORCE_DRAIN|BUTTON_FORCE_LIGHTNING);
|
|
ucmd->buttons |= BUTTON_FORCEGRIP;
|
|
//holds until cleared
|
|
break;
|
|
case FP_LIGHTNING:
|
|
ucmd->buttons &= ~(BUTTON_ATTACK|BUTTON_ALT_ATTACK|BUTTON_FORCE_FOCUS|BUTTON_FORCEGRIP|BUTTON_FORCE_DRAIN);
|
|
ucmd->buttons |= BUTTON_FORCE_LIGHTNING;
|
|
//holds until cleared
|
|
break;
|
|
case FP_SABERTHROW:
|
|
ucmd->buttons &= ~(BUTTON_ATTACK|BUTTON_FORCE_FOCUS|BUTTON_FORCEGRIP|BUTTON_FORCE_DRAIN|BUTTON_FORCE_LIGHTNING);
|
|
ucmd->buttons |= BUTTON_ALT_ATTACK;
|
|
//holds until cleared?
|
|
break;
|
|
case FP_SABER_DEFENSE:
|
|
//nothing
|
|
break;
|
|
case FP_SABER_OFFENSE:
|
|
//nothing
|
|
break;
|
|
case FP_RAGE:
|
|
ForceRage( self );
|
|
//do only once
|
|
self->client->ps.forcePowersForced &= ~(1<<forcePower);
|
|
break;
|
|
case FP_PROTECT:
|
|
ForceProtect( self );
|
|
//do only once
|
|
self->client->ps.forcePowersForced &= ~(1<<forcePower);
|
|
break;
|
|
case FP_ABSORB:
|
|
ForceAbsorb( self );
|
|
//do only once
|
|
self->client->ps.forcePowersForced &= ~(1<<forcePower);
|
|
break;
|
|
case FP_DRAIN:
|
|
ucmd->buttons &= ~(BUTTON_ATTACK|BUTTON_ALT_ATTACK|BUTTON_FORCE_FOCUS|BUTTON_FORCEGRIP|BUTTON_FORCE_LIGHTNING);
|
|
ucmd->buttons |= BUTTON_FORCE_DRAIN;
|
|
//holds until cleared
|
|
break;
|
|
case FP_SEE:
|
|
//nothing
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void WP_ForcePowersUpdate( gentity_t *self, usercmd_t *ucmd )
|
|
{
|
|
qboolean usingForce = qfalse;
|
|
int i;
|
|
//see if any force powers are running
|
|
if ( !self )
|
|
{
|
|
return;
|
|
}
|
|
if ( !self->client )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( self->health <= 0 )
|
|
{//if dead, deactivate any active force powers
|
|
for ( i = 0; i < NUM_FORCE_POWERS; i++ )
|
|
{
|
|
if ( self->client->ps.forcePowerDuration[i] || (self->client->ps.forcePowersActive&( 1 << i )) )
|
|
{
|
|
WP_ForcePowerStop( self, (forcePowers_t)i );
|
|
self->client->ps.forcePowerDuration[i] = 0;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
WP_CheckForcedPowers( self, ucmd );
|
|
|
|
if ( !self->s.number )
|
|
{//player uses different kind of force-jump
|
|
}
|
|
else
|
|
{
|
|
/*
|
|
if ( ucmd->buttons & BUTTON_FORCEJUMP )
|
|
{//just charging up
|
|
ForceJumpCharge( self, ucmd );
|
|
}
|
|
else */
|
|
if ( self->client->ps.forceJumpCharge )
|
|
{//let go of charge button, have charge
|
|
//if leave the ground by some other means, cancel the force jump so we don't suddenly jump when we land.
|
|
if ( self->client->ps.groundEntityNum == ENTITYNUM_NONE
|
|
&& !PM_SwimmingAnim( self->client->ps.legsAnim ) )
|
|
{//FIXME: stop sound?
|
|
//self->client->ps.forceJumpCharge = 0;
|
|
//FIXME: actually, we want this to still be cleared... don't clear it if the button isn't being pressed, but clear it if not holding button and not on ground.
|
|
}
|
|
else
|
|
{//still on ground, so jump
|
|
ForceJump( self, ucmd );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( ucmd->buttons & BUTTON_FORCEGRIP )
|
|
{
|
|
ForceGrip( self );
|
|
}
|
|
|
|
if ( !self->s.number
|
|
&& self->client->NPC_class == CLASS_BOBAFETT )
|
|
{//Boba Fett
|
|
if ( ucmd->buttons & BUTTON_FORCE_LIGHTNING )
|
|
{//start flamethrower
|
|
Boba_DoFlameThrower( self );
|
|
return;
|
|
}
|
|
else if ( self->client->ps.forcePowerDuration[FP_LIGHTNING] )
|
|
{
|
|
self->client->ps.forcePowerDuration[FP_LIGHTNING] = 0;
|
|
Boba_StopFlameThrower( self );
|
|
return;
|
|
}
|
|
}
|
|
else if ( ucmd->buttons & BUTTON_FORCE_LIGHTNING )
|
|
{
|
|
ForceLightning( self );
|
|
}
|
|
|
|
if ( ucmd->buttons & BUTTON_FORCE_DRAIN )
|
|
{
|
|
if ( !ForceDrain2( self ) )
|
|
{//can't drain-grip someone right in front
|
|
if ( self->client->ps.forcePowerLevel[FP_DRAIN] > FORCE_LEVEL_1 )
|
|
{//try ranged
|
|
ForceDrain( self, qtrue );
|
|
}
|
|
}
|
|
}
|
|
|
|
for ( i = 0; i < NUM_FORCE_POWERS; i++ )
|
|
{
|
|
if ( self->client->ps.forcePowerDuration[i] )
|
|
{
|
|
if ( self->client->ps.forcePowerDuration[i] < level.time )
|
|
{
|
|
if ( (self->client->ps.forcePowersActive&( 1 << i )) )
|
|
{//turn it off
|
|
WP_ForcePowerStop( self, (forcePowers_t)i );
|
|
}
|
|
self->client->ps.forcePowerDuration[i] = 0;
|
|
}
|
|
}
|
|
if ( (self->client->ps.forcePowersActive&( 1 << i )) )
|
|
{
|
|
usingForce = qtrue;
|
|
WP_ForcePowerRun( self, (forcePowers_t)i, ucmd );
|
|
}
|
|
}
|
|
if ( self->client->ps.saberInFlight )
|
|
{//don't regen force power while throwing saber
|
|
if ( self->client->ps.saberEntityNum < ENTITYNUM_NONE && self->client->ps.saberEntityNum > 0 )//player is 0
|
|
{//
|
|
if ( &g_entities[self->client->ps.saberEntityNum] != NULL && g_entities[self->client->ps.saberEntityNum].s.pos.trType == TR_LINEAR )
|
|
{//fell to the ground and we're trying to pull it back
|
|
usingForce = qtrue;
|
|
}
|
|
}
|
|
}
|
|
if ( PM_ForceUsingSaberAnim( self->client->ps.torsoAnim ) )
|
|
{
|
|
usingForce = qtrue;
|
|
}
|
|
if ( !usingForce )
|
|
{//when not using the force, regenerate at 10 points per second
|
|
if ( self->client->ps.forcePowerRegenDebounceTime < level.time )
|
|
{
|
|
WP_ForcePowerRegenerate( self, self->client->ps.forcePowerRegenAmount );
|
|
self->client->ps.forcePowerRegenDebounceTime = level.time + self->client->ps.forcePowerRegenRate;
|
|
if ( self->client->ps.forceRageRecoveryTime >= level.time )
|
|
{//regen half as fast
|
|
self->client->ps.forcePowerRegenDebounceTime += self->client->ps.forcePowerRegenRate;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void WP_InitForcePowers( gentity_t *ent )
|
|
{
|
|
if ( !ent || !ent->client )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( !ent->client->ps.forcePowerMax )
|
|
{
|
|
ent->client->ps.forcePowerMax = FORCE_POWER_MAX;
|
|
}
|
|
if ( !ent->client->ps.forcePowerRegenRate )
|
|
{
|
|
ent->client->ps.forcePowerRegenRate = 100;
|
|
}
|
|
ent->client->ps.forcePower = ent->client->ps.forcePowerMax;
|
|
ent->client->ps.forcePowerRegenDebounceTime = level.time;
|
|
|
|
ent->client->ps.forceGripEntityInitialDist = ent->client->ps.forceGripEntityNum = ent->client->ps.forceDrainEntityNum = ent->client->ps.pullAttackEntNum = ENTITYNUM_NONE;
|
|
ent->client->ps.forceRageRecoveryTime = 0;
|
|
ent->client->ps.forceDrainTime = 0;
|
|
ent->client->ps.pullAttackTime = 0;
|
|
|
|
if ( ent->s.number < MAX_CLIENTS )
|
|
{//player
|
|
if ( !g_cheats->integer )//devmaps give you all the FP
|
|
{
|
|
ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] = FORCE_LEVEL_1;
|
|
ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] = FORCE_LEVEL_1;
|
|
}
|
|
else
|
|
{
|
|
ent->client->ps.forcePowersKnown = ( 1 << FP_HEAL )|( 1 << FP_LEVITATION )|( 1 << FP_SPEED )|( 1 << FP_PUSH )|( 1 << FP_PULL )|( 1 << FP_TELEPATHY )|( 1 << FP_GRIP )|( 1 << FP_LIGHTNING)|( 1 << FP_SABERTHROW)|( 1 << FP_SABER_DEFENSE )|( 1 << FP_SABER_OFFENSE )|( 1<< FP_RAGE )|( 1<< FP_DRAIN )|( 1<< FP_PROTECT )|( 1<< FP_ABSORB )|( 1<< FP_SEE );
|
|
ent->client->ps.forcePowerLevel[FP_HEAL] = FORCE_LEVEL_2;
|
|
ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_2;
|
|
ent->client->ps.forcePowerLevel[FP_PUSH] = FORCE_LEVEL_1;
|
|
ent->client->ps.forcePowerLevel[FP_PULL] = FORCE_LEVEL_1;
|
|
ent->client->ps.forcePowerLevel[FP_SABERTHROW] = FORCE_LEVEL_2;
|
|
ent->client->ps.forcePowerLevel[FP_SPEED] = FORCE_LEVEL_2;
|
|
ent->client->ps.forcePowerLevel[FP_LIGHTNING] = FORCE_LEVEL_1;
|
|
ent->client->ps.forcePowerLevel[FP_TELEPATHY] = FORCE_LEVEL_2;
|
|
|
|
ent->client->ps.forcePowerLevel[FP_RAGE] = FORCE_LEVEL_1;
|
|
ent->client->ps.forcePowerLevel[FP_PROTECT] = FORCE_LEVEL_1;
|
|
ent->client->ps.forcePowerLevel[FP_ABSORB] = FORCE_LEVEL_1;
|
|
ent->client->ps.forcePowerLevel[FP_DRAIN] = FORCE_LEVEL_1;
|
|
ent->client->ps.forcePowerLevel[FP_SEE] = FORCE_LEVEL_1;
|
|
|
|
ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] = FORCE_LEVEL_3;
|
|
ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] = FORCE_LEVEL_3;
|
|
ent->client->ps.forcePowerLevel[FP_GRIP] = FORCE_LEVEL_2;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool WP_DoingMoronicForcedAnimationForForcePowers(gentity_t *ent)
|
|
{
|
|
// :P --eez
|
|
if( !ent->client ) return false;
|
|
if( ent->client->ps.legsAnim == BOTH_FORCE_ABSORB_START ||
|
|
ent->client->ps.legsAnim == BOTH_FORCE_ABSORB_END ||
|
|
ent->client->ps.legsAnim == BOTH_FORCE_ABSORB ||
|
|
ent->client->ps.torsoAnim == BOTH_FORCE_RAGE ||
|
|
ent->client->ps.legsAnim == BOTH_FORCE_PROTECT )
|
|
return true;
|
|
return false;
|
|
}
|