mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-12-12 21:52:08 +00:00
52061d9040
better handling for NPC controlling (though it still doesn't feel very good)
306 lines
No EOL
8.7 KiB
C++
306 lines
No EOL
8.7 KiB
C++
/*
|
|
===========================================================================
|
|
Copyright (C) 2000 - 2013, Raven Software, Inc.
|
|
Copyright (C) 2001 - 2013, Activision, Inc.
|
|
Copyright (C) 2013 - 2015, OpenJK contributors
|
|
|
|
This file is part of the OpenJK source code.
|
|
|
|
OpenJK is free software; you can redistribute it and/or modify it
|
|
under the terms of the GNU General Public License version 2 as
|
|
published by the Free Software Foundation.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program; if not, see <http://www.gnu.org/licenses/>.
|
|
===========================================================================
|
|
*/
|
|
|
|
#include "g_headers.h"
|
|
|
|
#include "b_local.h"
|
|
#include "g_local.h"
|
|
#include "wp_saber.h"
|
|
#include "w_local.h"
|
|
#include "g_functions.h"
|
|
#include "bg_local.h"
|
|
|
|
//-----------------------
|
|
// Golan Arms Flechette
|
|
//-----------------------
|
|
|
|
//---------------------------------------------------------
|
|
static void WP_FlechetteMainFire( gentity_t *ent )
|
|
//---------------------------------------------------------
|
|
{
|
|
vec3_t fwd, angs, start;
|
|
gentity_t *missile;
|
|
float damage = weaponData[WP_FLECHETTE].damage, vel = FLECHETTE_VEL;
|
|
|
|
|
|
vec3_t forward;
|
|
if ( BG_UseVRPosition(ent))
|
|
{
|
|
BG_CalculateVRWeaponPosition(start, angs);
|
|
AngleVectors(angs, forward, NULL, NULL);
|
|
}
|
|
else {
|
|
VectorCopy( wpMuzzle, start );
|
|
VectorCopy(wpFwd, forward);
|
|
}
|
|
|
|
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
|
|
|
|
// If we aren't the player, we will cut the velocity and damage of the shots
|
|
if ( ent->s.number )
|
|
{
|
|
damage *= 0.75f;
|
|
vel *= 0.5f;
|
|
}
|
|
|
|
// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
|
|
// {
|
|
// // in overcharge mode, so doing double damage
|
|
// damage *= 2;
|
|
// }
|
|
|
|
for ( int i = 0; i < FLECHETTE_SHOTS; i++ )
|
|
{
|
|
vectoangles( forward, angs );
|
|
|
|
if ( i == 0 && ent->s.number == 0 )
|
|
{
|
|
// do nothing on the first shot for the player, this one will hit the crosshairs
|
|
}
|
|
else
|
|
{
|
|
angs[PITCH] += Q_flrand(-1.0f, 1.0f) * FLECHETTE_SPREAD;
|
|
angs[YAW] += Q_flrand(-1.0f, 1.0f) * FLECHETTE_SPREAD;
|
|
}
|
|
|
|
AngleVectors( angs, fwd, NULL, NULL );
|
|
|
|
missile = CreateMissile( start, fwd, vel, 10000, ent );
|
|
|
|
missile->classname = "flech_proj";
|
|
missile->s.weapon = WP_FLECHETTE;
|
|
|
|
VectorSet( missile->maxs, FLECHETTE_SIZE, FLECHETTE_SIZE, FLECHETTE_SIZE );
|
|
VectorScale( missile->maxs, -1, missile->mins );
|
|
|
|
missile->damage = damage;
|
|
|
|
// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
|
|
// {
|
|
// missile->flags |= FL_OVERCHARGED;
|
|
// }
|
|
|
|
missile->dflags = (DAMAGE_DEATH_KNOCKBACK|DAMAGE_EXTRA_KNOCKBACK);
|
|
|
|
missile->methodOfDeath = MOD_FLECHETTE;
|
|
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
|
|
|
|
// we don't want it to bounce forever
|
|
missile->bounceCount = Q_irand(1,2);
|
|
|
|
missile->s.eFlags |= EF_BOUNCE_SHRAPNEL;
|
|
ent->client->sess.missionStats.shotsFired++;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
void prox_mine_think( gentity_t *ent )
|
|
//---------------------------------------------------------
|
|
{
|
|
int count;
|
|
qboolean blow = qfalse;
|
|
|
|
// if it isn't time to auto-explode, do a small proximity check
|
|
if ( ent->delay > level.time )
|
|
{
|
|
count = G_RadiusList( ent->currentOrigin, FLECHETTE_MINE_RADIUS_CHECK, ent, qtrue, ent_list );
|
|
|
|
for ( int i = 0; i < count; i++ )
|
|
{
|
|
if ( ent_list[i]->client && ent_list[i]->health > 0 && ent->activator && ent_list[i]->s.number != ent->activator->s.number )
|
|
{
|
|
blow = qtrue;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// well, we must die now
|
|
blow = qtrue;
|
|
}
|
|
|
|
if ( blow )
|
|
{
|
|
// G_Sound( ent, G_SoundIndex( "sound/weapons/flechette/warning.wav" ));
|
|
ent->e_ThinkFunc = thinkF_WP_Explode;
|
|
ent->nextthink = level.time + 200;
|
|
}
|
|
else
|
|
{
|
|
// we probably don't need to do this thinking logic very often...maybe this is fast enough?
|
|
ent->nextthink = level.time + 500;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
void prox_mine_stick( gentity_t *self, gentity_t *other, trace_t *trace )
|
|
//---------------------------------------------------------
|
|
{
|
|
// turn us into a generic entity so we aren't running missile code
|
|
self->s.eType = ET_GENERAL;
|
|
|
|
self->s.modelindex = G_ModelIndex("models/weapons2/golan_arms/prox_mine.md3");
|
|
self->e_TouchFunc = touchF_NULL;
|
|
|
|
self->contents = CONTENTS_SOLID;
|
|
self->takedamage = qtrue;
|
|
self->health = 5;
|
|
self->e_DieFunc = dieF_WP_ExplosiveDie;
|
|
|
|
VectorSet( self->maxs, 5, 5, 5 );
|
|
VectorScale( self->maxs, -1, self->mins );
|
|
|
|
self->activator = self->owner;
|
|
self->owner = NULL;
|
|
|
|
WP_Stick( self, trace );
|
|
|
|
self->e_ThinkFunc = thinkF_prox_mine_think;
|
|
self->nextthink = level.time + 450;
|
|
|
|
// sticks for twenty seconds, then auto blows.
|
|
self->delay = level.time + 20000;
|
|
|
|
gi.linkentity( self );
|
|
}
|
|
/* Old Flechette alt-fire code....
|
|
//---------------------------------------------------------
|
|
static void WP_FlechetteProxMine( gentity_t *ent )
|
|
//---------------------------------------------------------
|
|
{
|
|
gentity_t *missile = CreateMissile( wpMuzzle, wpFwd, FLECHETTE_MINE_VEL, 10000, ent, qtrue );
|
|
|
|
missile->fxID = G_EffectIndex( "flechette/explosion" );
|
|
|
|
missile->classname = "proxMine";
|
|
missile->s.weapon = WP_FLECHETTE;
|
|
|
|
missile->s.pos.trType = TR_GRAVITY;
|
|
|
|
missile->s.eFlags |= EF_MISSILE_STICK;
|
|
missile->e_TouchFunc = touchF_prox_mine_stick;
|
|
|
|
missile->damage = FLECHETTE_MINE_DAMAGE;
|
|
missile->methodOfDeath = MOD_EXPLOSIVE;
|
|
|
|
missile->splashDamage = FLECHETTE_MINE_SPLASH_DAMAGE;
|
|
missile->splashRadius = FLECHETTE_MINE_SPLASH_RADIUS;
|
|
missile->splashMethodOfDeath = MOD_EXPLOSIVE_SPLASH;
|
|
|
|
missile->clipmask = MASK_SHOT;
|
|
|
|
// we don't want it to bounce forever
|
|
missile->bounceCount = 0;
|
|
}
|
|
*/
|
|
//----------------------------------------------
|
|
void WP_flechette_alt_blow( gentity_t *ent )
|
|
//----------------------------------------------
|
|
{
|
|
EvaluateTrajectory( &ent->s.pos, level.time, ent->currentOrigin ); // Not sure if this is even necessary, but correct origins are cool?
|
|
|
|
G_RadiusDamage( ent->currentOrigin, ent->owner, ent->splashDamage, ent->splashRadius, NULL, MOD_EXPLOSIVE_SPLASH );
|
|
G_PlayEffect( "flechette/alt_blow", ent->currentOrigin );
|
|
|
|
G_FreeEntity( ent );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void WP_CreateFlechetteBouncyThing( vec3_t start, vec3_t fwd, gentity_t *self )
|
|
//------------------------------------------------------------------------------
|
|
{
|
|
gentity_t *missile = CreateMissile( start, fwd, 950 + Q_flrand(0.0f, 1.0f) * 700, 1500 + Q_flrand(0.0f, 1.0f) * 2000, self, qtrue );
|
|
|
|
missile->e_ThinkFunc = thinkF_WP_flechette_alt_blow;
|
|
|
|
missile->s.weapon = WP_FLECHETTE;
|
|
missile->classname = "flech_alt";
|
|
missile->mass = 4;
|
|
|
|
// How 'bout we give this thing a size...
|
|
VectorSet( missile->mins, -3.0f, -3.0f, -3.0f );
|
|
VectorSet( missile->maxs, 3.0f, 3.0f, 3.0f );
|
|
missile->clipmask = MASK_SHOT;
|
|
missile->clipmask &= ~CONTENTS_CORPSE;
|
|
|
|
// normal ones bounce, alt ones explode on impact
|
|
missile->s.pos.trType = TR_GRAVITY;
|
|
|
|
missile->s.eFlags |= EF_BOUNCE_HALF;
|
|
|
|
missile->damage = weaponData[WP_FLECHETTE].altDamage;
|
|
missile->dflags = 0;
|
|
missile->splashDamage = weaponData[WP_FLECHETTE].splashDamage;
|
|
missile->splashRadius = weaponData[WP_FLECHETTE].splashRadius;
|
|
|
|
missile->svFlags = SVF_USE_CURRENT_ORIGIN;
|
|
|
|
missile->methodOfDeath = MOD_FLECHETTE_ALT;
|
|
missile->splashMethodOfDeath = MOD_FLECHETTE_ALT;
|
|
|
|
VectorCopy( start, missile->pos2 );
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
static void WP_FlechetteAltFire( gentity_t *self )
|
|
//---------------------------------------------------------
|
|
{
|
|
vec3_t dir, fwd, start, angs;
|
|
|
|
if ( self->client && !self->NPC)
|
|
{
|
|
BG_CalculateVRWeaponPosition(start, angs);
|
|
}
|
|
else {
|
|
vectoangles( wpFwd, angs );
|
|
VectorCopy( wpMuzzle, start );
|
|
}
|
|
|
|
WP_TraceSetStart( self, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
|
|
|
|
for ( int i = 0; i < 2; i++ )
|
|
{
|
|
VectorCopy( angs, dir );
|
|
|
|
dir[PITCH] -= Q_flrand(0.0f, 1.0f) * 4 + 8; // make it fly upwards
|
|
dir[YAW] += Q_flrand(-1.0f, 1.0f) * 2;
|
|
AngleVectors( dir, fwd, NULL, NULL );
|
|
|
|
WP_CreateFlechetteBouncyThing( start, fwd, self );
|
|
self->client->sess.missionStats.shotsFired++;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
void WP_FireFlechette( gentity_t *ent, qboolean alt_fire )
|
|
//---------------------------------------------------------
|
|
{
|
|
if ( alt_fire )
|
|
{
|
|
WP_FlechetteAltFire( ent );
|
|
}
|
|
else
|
|
{
|
|
WP_FlechetteMainFire( ent );
|
|
}
|
|
} |