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https://github.com/DrBeef/JKXR.git
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4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
82 lines
No EOL
2.3 KiB
C++
82 lines
No EOL
2.3 KiB
C++
/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#include "g_local.h"
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#include "b_local.h"
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#include "g_functions.h"
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#include "wp_saber.h"
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#include "w_local.h"
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void WP_Melee( gentity_t *ent )
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//---------------------------------------------------------
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{
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gentity_t *tr_ent;
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trace_t tr;
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vec3_t mins, maxs, end;
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int damage = ent->s.number ? (g_spskill->integer*2)+1 : 3;
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float range = ent->s.number ? 64 : 32;
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VectorMA( muzzle, range, forwardVec, end );
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VectorSet( maxs, 6, 6, 6 );
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VectorScale( maxs, -1, mins );
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gi.trace ( &tr, muzzle, mins, maxs, end, ent->s.number, MASK_SHOT, (EG2_Collision)0, 0 );
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if ( tr.entityNum >= ENTITYNUM_WORLD )
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{
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if ( tr.entityNum == ENTITYNUM_WORLD )
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{
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G_PlayEffect( G_EffectIndex( "melee/punch_impact" ), tr.endpos, forwardVec );
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}
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return;
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}
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tr_ent = &g_entities[tr.entityNum];
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if ( ent->client && !PM_DroidMelee( ent->client->NPC_class ) )
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{
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if ( ent->s.number || ent->alt_fire )
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{
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damage *= Q_irand( 2, 3 );
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}
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else
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{
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damage *= Q_irand( 1, 2 );
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}
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}
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if ( tr_ent && tr_ent->takedamage )
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{
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int dflags = DAMAGE_NO_KNOCKBACK;
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G_PlayEffect( G_EffectIndex( "melee/punch_impact" ), tr.endpos, forwardVec );
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//G_Sound( tr_ent, G_SoundIndex( va("sound/weapons/melee/punch%d", Q_irand(1, 4)) ) );
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if ( ent->NPC && (ent->NPC->aiFlags&NPCAI_HEAVY_MELEE) )
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{ //4x damage for heavy melee class
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damage *= 4;
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dflags &= ~DAMAGE_NO_KNOCKBACK;
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dflags |= DAMAGE_DISMEMBER;
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}
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G_Damage( tr_ent, ent, ent, forwardVec, tr.endpos, damage, dflags, MOD_MELEE );
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}
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} |