mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-29 23:42:38 +00:00
4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
3209 lines
93 KiB
C++
3209 lines
93 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 "../qcommon/q_shared.h"
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#include "g_local.h"
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#ifdef _JK2 //SP does not have this preprocessor for game like MP does
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#ifndef _JK2MP
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#define _JK2MP
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#endif
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#endif
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#ifndef _JK2MP
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#include "g_functions.h"
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#include "g_vehicles.h"
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#include "../cgame/cg_local.h"
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#else
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#include "bg_vehicles.h"
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#endif
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#ifdef _JK2MP
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//this is really horrible, but it works! just be sure not to use any locals or anything
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//with these names (exluding bool, false, true). -rww
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#define currentAngles r.currentAngles
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#define currentOrigin r.currentOrigin
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#define mins r.mins
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#define maxs r.maxs
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#define legsAnimTimer legsTimer
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#define torsoAnimTimer torsoTimer
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#define bool qboolean
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#define false qfalse
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#define true qtrue
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#define sqrtf sqrt
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#define MOD_EXPLOSIVE MOD_SUICIDE
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#endif
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#ifndef _JK2MP
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#define bgEntity_t gentity_t
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#endif
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#ifdef _JK2MP
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extern gentity_t *NPC_Spawn_Do( gentity_t *ent );
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extern void NPC_SetAnim(gentity_t *ent,int setAnimParts,int anim,int setAnimFlags);
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#else
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extern gentity_t *NPC_Spawn_Do( gentity_t *pEnt, qboolean fullSpawnNow );
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extern qboolean G_ClearLineOfSight(const vec3_t point1, const vec3_t point2, int ignore, int clipmask);
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extern qboolean G_SetG2PlayerModelInfo( gentity_t *pEnt, const char *modelName, const char *customSkin, const char *surfOff, const char *surfOn );
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extern void G_RemovePlayerModel( gentity_t *pEnt );
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extern void G_ChangePlayerModel( gentity_t *pEnt, const char *newModel );
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extern void G_RemoveWeaponModels( gentity_t *pEnt );
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extern void CG_ChangeWeapon( int num );
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extern float DotToSpot( vec3_t spot, vec3_t from, vec3_t fromAngles );
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extern qboolean Q3_TaskIDPending( gentity_t *ent, taskID_t taskType );
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extern void SetClientViewAngle( gentity_t *ent, vec3_t angle );
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extern vmCvar_t cg_thirdPersonAlpha;
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extern vec3_t playerMins;
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extern vec3_t playerMaxs;
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extern cvar_t *g_speederControlScheme;
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extern cvar_t *in_joystick;
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extern void PM_SetAnim(pmove_t *pm,int setAnimParts,int anim,int setAnimFlags, int blendTime);
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extern int PM_AnimLength( int index, animNumber_t anim );
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extern void NPC_SetAnim(gentity_t *ent,int setAnimParts,int anim,int setAnimFlags, int iBlend);
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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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#endif
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#ifdef _JK2MP
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#include "../namespace_begin.h"
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extern void BG_SetAnim(playerState_t *ps, animation_t *animations, int setAnimParts,int anim,int setAnimFlags, int blendTime);
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extern void BG_SetLegsAnimTimer(playerState_t *ps, int time );
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extern void BG_SetTorsoAnimTimer(playerState_t *ps, int time );
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#include "../namespace_end.h"
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void G_VehUpdateShields( gentity_t *targ );
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#ifdef QAGAME
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extern void VEH_TurretThink( Vehicle_t *pVeh, gentity_t *parent, int turretNum );
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#endif
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#else
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extern void PM_SetTorsoAnimTimer( gentity_t *ent, int *torsoAnimTimer, int time );
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extern void PM_SetLegsAnimTimer( gentity_t *ent, int *legsAnimTimer, int time );
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#endif
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extern qboolean BG_UnrestrainedPitchRoll( playerState_t *ps, Vehicle_t *pVeh );
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void Vehicle_SetAnim(gentity_t *ent,int setAnimParts,int anim,int setAnimFlags, int iBlend)
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{
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#ifdef _JK2MP
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assert(ent->client);
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BG_SetAnim(&ent->client->ps, bgAllAnims[ent->localAnimIndex].anims, setAnimParts, anim, setAnimFlags, iBlend);
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ent->s.legsAnim = ent->client->ps.legsAnim;
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#else
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NPC_SetAnim(ent, setAnimParts, anim, setAnimFlags, iBlend);
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#endif
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}
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void G_VehicleTrace( trace_t *results, const vec3_t start, const vec3_t tMins, const vec3_t tMaxs, const vec3_t end, int passEntityNum, int contentmask )
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{
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#ifdef _JK2MP
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trap_Trace(results, start, tMins, tMaxs, end, passEntityNum, contentmask);
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#else
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gi.trace( results, start, tMins, tMaxs, end, passEntityNum, contentmask, (EG2_Collision)0, 0 );
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#endif
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}
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Vehicle_t *G_IsRidingVehicle( gentity_t *pEnt )
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{
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gentity_t *ent = (gentity_t *)pEnt;
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if ( ent && ent->client && ent->client->NPC_class != CLASS_VEHICLE && ent->s.m_iVehicleNum != 0 ) //ent->client && ( ent->client->ps.eFlags & EF_IN_VEHICLE ) && ent->owner )
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{
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return g_entities[ent->s.m_iVehicleNum].m_pVehicle;
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}
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return NULL;
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}
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bool G_IsRidingTurboVehicle( gentity_t *pEnt )
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{
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gentity_t *ent = (gentity_t *)pEnt;
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if ( ent && ent->client && ent->client->NPC_class != CLASS_VEHICLE && ent->s.m_iVehicleNum != 0 ) //ent->client && ( ent->client->ps.eFlags & EF_IN_VEHICLE ) && ent->owner )
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{
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return (level.time<g_entities[ent->s.m_iVehicleNum].m_pVehicle->m_iTurboTime);
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}
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return false;
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}
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float G_CanJumpToEnemyVeh(Vehicle_t *pVeh, const usercmd_t *pUcmd )
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{
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#ifndef _JK2MP
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gentity_t* rider = pVeh->m_pPilot;
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// If There Is An Enemy And We Are At The Same Z Height
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//------------------------------------------------------
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if (rider &&
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rider->enemy &&
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pUcmd->rightmove &&
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fabsf(rider->enemy->currentOrigin[2] - rider->currentOrigin[2])<50.0f)
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{
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if (level.time<pVeh->m_safeJumpMountTime)
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{
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return pVeh->m_safeJumpMountRightDot;
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}
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// If The Enemy Is Riding Another Vehicle
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//----------------------------------------
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Vehicle_t* enemyVeh = G_IsRidingVehicle(rider->enemy);
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if (enemyVeh)
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{
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vec3_t enemyFwd;
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vec3_t toEnemy;
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float toEnemyDistance;
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vec3_t riderFwd;
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vec3_t riderRight;
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float riderRightDot;
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// If He Is Close Enough And Going The Same Speed
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//------------------------------------------------
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VectorSubtract(rider->enemy->currentOrigin, rider->currentOrigin, toEnemy);
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toEnemyDistance = VectorNormalize(toEnemy);
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if (toEnemyDistance<70.0f &&
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pVeh->m_pParentEntity->resultspeed>100.0f &&
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fabsf(pVeh->m_pParentEntity->resultspeed - enemyVeh->m_pParentEntity->resultspeed)<100.0f)
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{
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// If He Is Either To The Left Or Right Of Me
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//--------------------------------------------
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AngleVectors(rider->currentAngles, riderFwd, riderRight, 0);
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riderRightDot = DotProduct(riderRight, toEnemy);
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if ((pUcmd->rightmove>0 && riderRightDot>0.2) || (pUcmd->rightmove<0 &&riderRightDot<-0.2))
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{
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// If We Are Both Going About The Same Direction
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//-----------------------------------------------
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AngleVectors(rider->enemy->currentAngles, enemyFwd, 0, 0);
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if (DotProduct(enemyFwd, riderFwd)>0.2f)
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{
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pVeh->m_safeJumpMountTime = level.time + Q_irand(3000, 4000); // Ok, now you get a 3 sec window
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pVeh->m_safeJumpMountRightDot = riderRightDot;
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return riderRightDot;
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}// Same Direction?
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}// To Left Or Right?
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}// Close Enough & Same Speed?
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}// Enemy Riding A Vehicle?
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}// Has Enemy And On Same Z-Height
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#endif
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return 0.0f;
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}
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// Spawn this vehicle into the world.
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void G_VehicleSpawn( gentity_t *self )
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{
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float yaw;
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gentity_t *vehEnt;
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VectorCopy( self->currentOrigin, self->s.origin );
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#ifdef _JK2MP
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trap_LinkEntity( self );
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#else
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gi.linkentity( self );
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#endif
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if ( !self->count )
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{
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self->count = 1;
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}
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//save this because self gets removed in next func
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yaw = self->s.angles[YAW];
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#ifdef _JK2MP
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vehEnt = NPC_Spawn_Do( self );
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#else
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vehEnt = NPC_Spawn_Do( self, qtrue );
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#endif
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if ( !vehEnt )
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{
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return;//return NULL;
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}
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vehEnt->s.angles[YAW] = yaw;
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if ( vehEnt->m_pVehicle->m_pVehicleInfo->type != VH_ANIMAL )
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{
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vehEnt->NPC->behaviorState = BS_CINEMATIC;
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}
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#ifdef _JK2MP //special check in case someone disconnects/dies while boarding
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if (vehEnt->spawnflags & 1)
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{ //die without pilot
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if (!vehEnt->damage)
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{ //default 10 sec
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vehEnt->damage = 10000;
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}
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if (!vehEnt->speed)
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{ //default 512 units
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vehEnt->speed = 512.0f;
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}
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vehEnt->m_pVehicle->m_iPilotTime = level.time + vehEnt->damage;
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}
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#else
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if (vehEnt->spawnflags & 1)
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{ //die without pilot
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vehEnt->m_pVehicle->m_iPilotTime = level.time + vehEnt->endFrame;
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}
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#endif
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//return vehEnt;
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}
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// Attachs an entity to the vehicle it's riding (it's owner).
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void G_AttachToVehicle( gentity_t *pEnt, usercmd_t **ucmd )
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{
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gentity_t *vehEnt;
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mdxaBone_t boltMatrix;
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gentity_t *ent;
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#ifdef _JK2MP
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int crotchBolt;
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#endif
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if ( !pEnt || !ucmd )
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return;
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ent = (gentity_t *)pEnt;
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#ifdef _JK2MP
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vehEnt = &g_entities[ent->r.ownerNum];
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#else
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vehEnt = ent->owner;
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#endif
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ent->waypoint = vehEnt->waypoint; // take the veh's waypoint as your own
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if ( !vehEnt->m_pVehicle )
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return;
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#ifdef _JK2MP
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crotchBolt = trap_G2API_AddBolt(vehEnt->ghoul2, 0, "*driver");
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// Get the driver tag.
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trap_G2API_GetBoltMatrix( vehEnt->ghoul2, 0, crotchBolt, &boltMatrix,
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vehEnt->m_pVehicle->m_vOrientation, vehEnt->currentOrigin,
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level.time, NULL, vehEnt->modelScale );
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BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, ent->client->ps.origin );
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G_SetOrigin(ent, ent->client->ps.origin);
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trap_LinkEntity( ent );
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#else
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// Get the driver tag.
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gi.G2API_GetBoltMatrix( vehEnt->ghoul2, vehEnt->playerModel, vehEnt->crotchBolt, &boltMatrix,
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vehEnt->m_pVehicle->m_vOrientation, vehEnt->currentOrigin,
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(cg.time?cg.time:level.time), NULL, vehEnt->s.modelScale );
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gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, ent->client->ps.origin );
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gi.linkentity( ent );
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#endif
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}
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#ifndef _JK2MP
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void G_KnockOffVehicle( gentity_t *pRider, gentity_t *self, qboolean bPull )
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{
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Vehicle_t *pVeh = NULL;
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vec3_t riderAngles, fDir, rDir, dir2Me;
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float fDot, rDot;
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if ( !pRider || !pRider->client )
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{
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return;
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}
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pVeh = G_IsRidingVehicle( pRider );
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if ( !pVeh || !pVeh->m_pVehicleInfo )
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{
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return;
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}
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VectorCopy( pRider->currentAngles, riderAngles );
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riderAngles[0] = 0;
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AngleVectors( riderAngles, fDir, rDir, NULL );
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VectorSubtract( self->currentOrigin, pRider->currentOrigin, dir2Me );
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dir2Me[2] = 0;
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VectorNormalize( dir2Me );
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fDot = DotProduct( fDir, dir2Me );
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if ( fDot >= 0.5f )
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{//I'm in front of them
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if ( bPull )
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{//pull them foward
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pVeh->m_EjectDir = VEH_EJECT_FRONT;
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}
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else
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{//push them back
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pVeh->m_EjectDir = VEH_EJECT_REAR;
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}
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}
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else if ( fDot <= -0.5f )
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{//I'm behind them
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if ( bPull )
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{//pull them back
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pVeh->m_EjectDir = VEH_EJECT_REAR;
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}
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else
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{//push them forward
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pVeh->m_EjectDir = VEH_EJECT_FRONT;
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}
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}
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else
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{//to the side of them
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rDot = DotProduct( fDir, dir2Me );
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if ( rDot >= 0.0f )
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{//to the right
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if ( bPull )
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{//pull them right
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pVeh->m_EjectDir = VEH_EJECT_RIGHT;
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}
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else
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{//push them left
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pVeh->m_EjectDir = VEH_EJECT_LEFT;
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}
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}
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else
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{//to the left
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if ( bPull )
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{//pull them left
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pVeh->m_EjectDir = VEH_EJECT_LEFT;
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}
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else
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{//push them right
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pVeh->m_EjectDir = VEH_EJECT_RIGHT;
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}
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}
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}
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//now forcibly eject them
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pVeh->m_pVehicleInfo->Eject( pVeh, pRider, qtrue );
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}
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#endif
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#ifndef _JK2MP //don't want this in mp at least for now
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void G_DrivableATSTDie( gentity_t *self )
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{
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}
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void G_DriveATST( gentity_t *pEnt, gentity_t *atst )
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{
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if ( pEnt->NPC_type && pEnt->client && (pEnt->client->NPC_class == CLASS_ATST) )
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{//already an atst, switch back
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//open hatch
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G_RemovePlayerModel( pEnt );
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pEnt->NPC_type = "player";
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pEnt->client->NPC_class = CLASS_PLAYER;
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pEnt->flags &= ~FL_SHIELDED;
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pEnt->client->ps.eFlags &= ~EF_IN_ATST;
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//size
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VectorCopy( playerMins, pEnt->mins );
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VectorCopy( playerMaxs, pEnt->maxs );
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pEnt->client->crouchheight = CROUCH_MAXS_2;
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pEnt->client->standheight = DEFAULT_MAXS_2;
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pEnt->s.radius = 0;//clear it so the G2-model-setting stuff will recalc it
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G_ChangePlayerModel( pEnt, pEnt->NPC_type );
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//G_SetG2PlayerModel( pEnt, pEnt->NPC_type, NULL, NULL, NULL );
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//FIXME: reset/4 their weapon
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pEnt->client->ps.stats[STAT_WEAPONS] &= ~(( 1 << WP_ATST_MAIN )|( 1 << WP_ATST_SIDE ));
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pEnt->client->ps.ammo[weaponData[WP_ATST_MAIN].ammoIndex] = 0;
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pEnt->client->ps.ammo[weaponData[WP_ATST_SIDE].ammoIndex] = 0;
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if ( pEnt->client->ps.stats[STAT_WEAPONS] & (1<<WP_BLASTER) )
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{
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CG_ChangeWeapon( WP_BLASTER );
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//camera
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if ( cg_gunAutoFirst.integer )
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{//go back to first person
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gi.cvar_set( "cg_thirdperson", "0" );
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}
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}
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else
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{
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CG_ChangeWeapon( WP_NONE );
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}
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cg.overrides.active &= ~(CG_OVERRIDE_3RD_PERSON_RNG|CG_OVERRIDE_3RD_PERSON_VOF|CG_OVERRIDE_3RD_PERSON_POF|CG_OVERRIDE_3RD_PERSON_APH);
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cg.overrides.thirdPersonRange = cg.overrides.thirdPersonVertOffset = cg.overrides.thirdPersonPitchOffset = 0;
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cg.overrides.thirdPersonAlpha = cg_thirdPersonAlpha.value;
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pEnt->client->ps.viewheight = pEnt->maxs[2] + STANDARD_VIEWHEIGHT_OFFSET;
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//pEnt->mass = 10;
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}
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else
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{//become an atst
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pEnt->NPC_type = "atst";
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pEnt->client->NPC_class = CLASS_ATST;
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pEnt->client->ps.eFlags |= EF_IN_ATST;
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pEnt->flags |= FL_SHIELDED;
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//size
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VectorSet( pEnt->mins, ATST_MINS0, ATST_MINS1, ATST_MINS2 );
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VectorSet( pEnt->maxs, ATST_MAXS0, ATST_MAXS1, ATST_MAXS2 );
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pEnt->client->crouchheight = ATST_MAXS2;
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pEnt->client->standheight = ATST_MAXS2;
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if ( !atst )
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{//no pEnt to copy from
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G_ChangePlayerModel( pEnt, "atst" );
|
|
//G_SetG2PlayerModel( pEnt, "atst", NULL, NULL, NULL );
|
|
NPC_SetAnim( pEnt, SETANIM_BOTH, BOTH_STAND1, SETANIM_FLAG_OVERRIDE, 200 );
|
|
}
|
|
else
|
|
{
|
|
G_RemovePlayerModel( pEnt );
|
|
G_RemoveWeaponModels( pEnt );
|
|
gi.G2API_CopyGhoul2Instance( atst->ghoul2, pEnt->ghoul2, -1 );
|
|
pEnt->playerModel = 0;
|
|
G_SetG2PlayerModelInfo( pEnt, "atst", NULL, NULL, NULL );
|
|
//turn off hatch underside
|
|
gi.G2API_SetSurfaceOnOff( &pEnt->ghoul2[pEnt->playerModel], "head_hatchcover", 0x00000002/*G2SURFACEFLAG_OFF*/ );
|
|
G_Sound( pEnt, G_SoundIndex( "sound/chars/atst/atst_hatch_close" ));
|
|
}
|
|
pEnt->s.radius = 320;
|
|
//weapon
|
|
gitem_t *item = FindItemForWeapon( WP_ATST_MAIN ); //precache the weapon
|
|
CG_RegisterItemSounds( (item-bg_itemlist) );
|
|
CG_RegisterItemVisuals( (item-bg_itemlist) );
|
|
item = FindItemForWeapon( WP_ATST_SIDE ); //precache the weapon
|
|
CG_RegisterItemSounds( (item-bg_itemlist) );
|
|
CG_RegisterItemVisuals( (item-bg_itemlist) );
|
|
pEnt->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_ATST_MAIN )|( 1 << WP_ATST_SIDE );
|
|
pEnt->client->ps.ammo[weaponData[WP_ATST_MAIN].ammoIndex] = ammoData[weaponData[WP_ATST_MAIN].ammoIndex].max;
|
|
pEnt->client->ps.ammo[weaponData[WP_ATST_SIDE].ammoIndex] = ammoData[weaponData[WP_ATST_SIDE].ammoIndex].max;
|
|
CG_ChangeWeapon( WP_ATST_MAIN );
|
|
//HACKHACKHACKTEMP
|
|
item = FindItemForWeapon( WP_EMPLACED_GUN );
|
|
CG_RegisterItemSounds( (item-bg_itemlist) );
|
|
CG_RegisterItemVisuals( (item-bg_itemlist) );
|
|
item = FindItemForWeapon( WP_ROCKET_LAUNCHER );
|
|
CG_RegisterItemSounds( (item-bg_itemlist) );
|
|
CG_RegisterItemVisuals( (item-bg_itemlist) );
|
|
item = FindItemForWeapon( WP_BOWCASTER );
|
|
CG_RegisterItemSounds( (item-bg_itemlist) );
|
|
CG_RegisterItemVisuals( (item-bg_itemlist) );
|
|
//HACKHACKHACKTEMP
|
|
//FIXME: these get lost in load/save! Must use variables that are set every frame or saved/loaded
|
|
//camera
|
|
gi.cvar_set( "cg_thirdperson", "1" );
|
|
cg.overrides.active |= CG_OVERRIDE_3RD_PERSON_RNG;
|
|
cg.overrides.thirdPersonRange = 240;
|
|
//cg.overrides.thirdPersonVertOffset = 100;
|
|
//cg.overrides.thirdPersonPitchOffset = -30;
|
|
//FIXME: this gets stomped in pmove?
|
|
pEnt->client->ps.viewheight = 120;
|
|
//FIXME: setting these broke things very badly...?
|
|
//pEnt->client->standheight = 200;
|
|
//pEnt->client->crouchheight = 200;
|
|
//pEnt->mass = 300;
|
|
//movement
|
|
//pEnt->client->ps.speed = 0;//FIXME: override speed?
|
|
//FIXME: slow turn turning/can't turn if not moving?
|
|
}
|
|
}
|
|
#endif //_JK2MP
|
|
|
|
// Animate the vehicle and it's riders.
|
|
void Animate( Vehicle_t *pVeh )
|
|
{
|
|
// Validate a pilot rider.
|
|
if ( pVeh->m_pPilot )
|
|
{
|
|
if (pVeh->m_pVehicleInfo->AnimateRiders)
|
|
{
|
|
pVeh->m_pVehicleInfo->AnimateRiders( pVeh );
|
|
}
|
|
}
|
|
|
|
pVeh->m_pVehicleInfo->AnimateVehicle( pVeh );
|
|
}
|
|
|
|
// Determine whether this entity is able to board this vehicle or not.
|
|
bool ValidateBoard( Vehicle_t *pVeh, bgEntity_t *pEnt )
|
|
{
|
|
// Determine where the entity is entering the vehicle from (left, right, or back).
|
|
vec3_t vVehToEnt;
|
|
vec3_t vVehDir;
|
|
const gentity_t *parent = (gentity_t *)pVeh->m_pParentEntity;
|
|
const gentity_t *ent = (gentity_t *)pEnt;
|
|
vec3_t vVehAngles;
|
|
float fDot;
|
|
|
|
if ( pVeh->m_iDieTime>0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( ent->health <= 0 )
|
|
{//dead men can't ride vehicles
|
|
return false;
|
|
}
|
|
|
|
if ( pVeh->m_pPilot != NULL )
|
|
{//already have a driver!
|
|
if ( pVeh->m_pVehicleInfo->type == VH_FIGHTER )
|
|
{//I know, I know, this should by in the fighters's validateboard()
|
|
//can never steal a fighter from it's pilot
|
|
return false;
|
|
}
|
|
else if ( pVeh->m_pVehicleInfo->type == VH_WALKER )
|
|
{//I know, I know, this should by in the walker's validateboard()
|
|
if ( !ent->client || ent->client->ps.groundEntityNum != parent->s.number )
|
|
{//can only steal an occupied AT-ST if you're on top (by the hatch)
|
|
return false;
|
|
}
|
|
}
|
|
else if (pVeh->m_pVehicleInfo->type == VH_SPEEDER)
|
|
{//you can only steal the bike from the driver if you landed on the driver or bike
|
|
return (pVeh->m_iBoarding==VEH_MOUNT_THROW_LEFT || pVeh->m_iBoarding==VEH_MOUNT_THROW_RIGHT);
|
|
}
|
|
}
|
|
// Yes, you shouldn't have put this here (you 'should' have made an 'overriden' ValidateBoard func), but in this
|
|
// instance it's more than adequate (which is why I do it too :-). Making a whole other function for this is silly.
|
|
else if ( pVeh->m_pVehicleInfo->type == VH_FIGHTER )
|
|
{
|
|
// If you're a fighter, you allow everyone to enter you from all directions.
|
|
return true;
|
|
}
|
|
|
|
// Clear out all orientation axis except for the yaw.
|
|
VectorSet(vVehAngles, 0, parent->currentAngles[YAW], 0);
|
|
|
|
// Vector from Entity to Vehicle.
|
|
VectorSubtract( ent->currentOrigin, parent->currentOrigin, vVehToEnt );
|
|
vVehToEnt[2] = 0;
|
|
VectorNormalize( vVehToEnt );
|
|
|
|
// Get the right vector.
|
|
AngleVectors( vVehAngles, NULL, vVehDir, NULL );
|
|
VectorNormalize( vVehDir );
|
|
|
|
// Find the angle between the vehicle right vector and the vehicle to entity vector.
|
|
fDot = DotProduct( vVehToEnt, vVehDir );
|
|
|
|
// If the entity is within a certain angle to the left of the vehicle...
|
|
if ( fDot >= 0.5f )
|
|
{
|
|
// Right board.
|
|
pVeh->m_iBoarding = -2;
|
|
}
|
|
else if ( fDot <= -0.5f )
|
|
{
|
|
// Left board.
|
|
pVeh->m_iBoarding = -1;
|
|
}
|
|
// Maybe they're trying to board from the back...
|
|
else
|
|
{
|
|
// The forward vector of the vehicle.
|
|
// AngleVectors( vVehAngles, vVehDir, NULL, NULL );
|
|
// VectorNormalize( vVehDir );
|
|
|
|
// Find the angle between the vehicle forward and the vehicle to entity vector.
|
|
// fDot = DotProduct( vVehToEnt, vVehDir );
|
|
|
|
// If the entity is within a certain angle behind the vehicle...
|
|
//if ( fDot <= -0.85f )
|
|
{
|
|
// Jump board.
|
|
pVeh->m_iBoarding = -3;
|
|
}
|
|
}
|
|
|
|
// If for some reason we couldn't board, leave...
|
|
if ( pVeh->m_iBoarding > -1 )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
// Board this Vehicle (get on). The first entity to board an empty vehicle becomes the Pilot.
|
|
bool Board( Vehicle_t *pVeh, bgEntity_t *pEnt )
|
|
{
|
|
vec3_t vPlayerDir;
|
|
gentity_t *ent = (gentity_t *)pEnt;
|
|
gentity_t *parent = (gentity_t *)pVeh->m_pParentEntity;
|
|
|
|
// If it's not a valid entity, OR if the vehicle is blowing up (it's dead), OR it's not
|
|
// empty, OR we're already being boarded, OR the person trying to get on us is already
|
|
// in a vehicle (that was a fun bug :-), leave!
|
|
if ( !ent || parent->health <= 0 /*|| !( parent->client->ps.eFlags & EF_EMPTY_VEHICLE )*/ || (pVeh->m_iBoarding > 0) ||
|
|
#ifdef _JK2MP
|
|
( ent->client->ps.m_iVehicleNum ) )
|
|
#else
|
|
( ent->s.m_iVehicleNum != 0 ) )
|
|
#endif
|
|
return false;
|
|
|
|
// Bucking so we can't do anything (NOTE: Should probably be a better name since fighters don't buck...).
|
|
if ( pVeh->m_ulFlags & VEH_BUCKING )
|
|
return false;
|
|
|
|
// Validate the entity's ability to board this vehicle.
|
|
if ( !pVeh->m_pVehicleInfo->ValidateBoard( pVeh, pEnt ) )
|
|
return false;
|
|
|
|
// FIXME FIXME!!! Ask Mike monday where ent->client->ps.eFlags might be getting changed!!! It is always 0 (when it should
|
|
// be 1024) so a person riding a vehicle is able to ride another vehicle!!!!!!!!
|
|
|
|
// Tell everybody their status.
|
|
// ALWAYS let the player be the pilot.
|
|
if ( ent->s.number < MAX_CLIENTS )
|
|
{
|
|
pVeh->m_pOldPilot = pVeh->m_pPilot;
|
|
|
|
|
|
#ifdef _JK2MP
|
|
if ( !pVeh->m_pPilot )
|
|
{ //become the pilot, if there isn't one now
|
|
pVeh->m_pVehicleInfo->SetPilot( pVeh, (bgEntity_t *)ent );
|
|
}
|
|
// If we're not yet full...
|
|
else if ( pVeh->m_iNumPassengers < pVeh->m_pVehicleInfo->maxPassengers )
|
|
{
|
|
int i;
|
|
// Find an empty slot and put that passenger here.
|
|
for ( i = 0; i < pVeh->m_pVehicleInfo->maxPassengers; i++ )
|
|
{
|
|
if ( pVeh->m_ppPassengers[i] == NULL )
|
|
{
|
|
pVeh->m_ppPassengers[i] = (bgEntity_t *)ent;
|
|
#ifdef QAGAME
|
|
//Server just needs to tell client which passengernum he is
|
|
if ( ent->client )
|
|
{
|
|
ent->client->ps.generic1 = i+1;
|
|
}
|
|
#endif
|
|
break;
|
|
}
|
|
}
|
|
pVeh->m_iNumPassengers++;
|
|
}
|
|
// We're full, sorry...
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
ent->s.m_iVehicleNum = parent->s.number;
|
|
if (ent->client)
|
|
{
|
|
ent->client->ps.m_iVehicleNum = ent->s.m_iVehicleNum;
|
|
}
|
|
if ( pVeh->m_pPilot == (bgEntity_t *)ent )
|
|
{
|
|
parent->r.ownerNum = ent->s.number;
|
|
parent->s.owner = parent->r.ownerNum; //for prediction
|
|
}
|
|
#else
|
|
pVeh->m_pVehicleInfo->SetPilot( pVeh, ent );
|
|
ent->s.m_iVehicleNum = parent->s.number;
|
|
parent->owner = ent;
|
|
#endif
|
|
|
|
#ifdef QAGAME
|
|
{
|
|
gentity_t *gParent = (gentity_t *)parent;
|
|
if ( (gParent->spawnflags&2) )
|
|
{//was being suspended
|
|
gParent->spawnflags &= ~2;//SUSPENDED - clear this spawnflag, no longer docked, okay to free-fall if not in space
|
|
//gParent->client->ps.eFlags &= ~EF_RADAROBJECT;
|
|
G_Sound( gParent, CHAN_AUTO, G_SoundIndex( "sound/vehicles/common/release.wav" ) );
|
|
if ( gParent->fly_sound_debounce_time )
|
|
{//we should drop like a rock for a few seconds
|
|
pVeh->m_iDropTime = level.time + gParent->fly_sound_debounce_time;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#ifndef _JK2MP
|
|
gi.cvar_set( "cg_thirdperson", "1" ); //go to third person
|
|
CG_CenterPrint( "@SP_INGAME_EXIT_VIEW", SCREEN_HEIGHT * 0.86 ); //tell them how to get out!
|
|
#endif
|
|
|
|
//FIXME: rider needs to look in vehicle's direction when he gets in
|
|
// Clear these since they're used to turn the vehicle now.
|
|
/*SetClientViewAngle( ent, pVeh->m_vOrientation );
|
|
memset( &parent->client->usercmd, 0, sizeof( usercmd_t ) );
|
|
memset( &pVeh->m_ucmd, 0, sizeof( usercmd_t ) );
|
|
VectorClear( parent->client->ps.viewangles );
|
|
VectorClear( parent->client->ps.delta_angles );*/
|
|
|
|
// Set the looping sound only when there is a pilot (when the vehicle is "on").
|
|
if ( pVeh->m_pVehicleInfo->soundLoop )
|
|
{
|
|
#ifdef _JK2MP
|
|
parent->client->ps.loopSound = parent->s.loopSound = pVeh->m_pVehicleInfo->soundLoop;
|
|
#else
|
|
parent->s.loopSound = pVeh->m_pVehicleInfo->soundLoop;
|
|
#endif
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If there's no pilot, try to drive this vehicle.
|
|
if ( pVeh->m_pPilot == NULL )
|
|
{
|
|
#ifdef _JK2MP
|
|
pVeh->m_pVehicleInfo->SetPilot( pVeh, (bgEntity_t *)ent );
|
|
// TODO: Set pilot should do all this stuff....
|
|
parent->r.ownerNum = ent->s.number;
|
|
parent->s.owner = parent->r.ownerNum; //for prediction
|
|
#else
|
|
pVeh->m_pVehicleInfo->SetPilot( pVeh, ent );
|
|
// TODO: Set pilot should do all this stuff....
|
|
parent->owner = ent;
|
|
#endif
|
|
// Set the looping sound only when there is a pilot (when the vehicle is "on").
|
|
if ( pVeh->m_pVehicleInfo->soundLoop )
|
|
{
|
|
#ifdef _JK2MP
|
|
parent->client->ps.loopSound = parent->s.loopSound = pVeh->m_pVehicleInfo->soundLoop;
|
|
#else
|
|
parent->s.loopSound = pVeh->m_pVehicleInfo->soundLoop;
|
|
#endif
|
|
}
|
|
|
|
parent->client->ps.speed = 0;
|
|
memset( &pVeh->m_ucmd, 0, sizeof( usercmd_t ) );
|
|
}
|
|
// We're full, sorry...
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Make sure the entity knows it's in a vehicle.
|
|
#ifdef _JK2MP
|
|
ent->client->ps.m_iVehicleNum = parent->s.number;
|
|
ent->r.ownerNum = parent->s.number;
|
|
ent->s.owner = ent->r.ownerNum; //for prediction
|
|
if (pVeh->m_pPilot == (bgEntity_t *)ent)
|
|
{
|
|
parent->client->ps.m_iVehicleNum = ent->s.number+1; //always gonna be under MAX_CLIENTS so no worries about 1 byte overflow
|
|
}
|
|
#else
|
|
ent->s.m_iVehicleNum = parent->s.number;
|
|
ent->owner = parent;
|
|
parent->s.m_iVehicleNum = ent->s.number+1;
|
|
#endif
|
|
|
|
//memset( &ent->client->usercmd, 0, sizeof( usercmd_t ) );
|
|
|
|
//FIXME: no saber or weapons if numHands = 2, should switch to speeder weapon, no attack anim on player
|
|
if ( pVeh->m_pVehicleInfo->numHands == 2 )
|
|
{//switch to vehicle weapon
|
|
#ifndef _JK2MP //rwwFIXMEFIXMEFIXME
|
|
if (ent->s.number<MAX_CLIENTS)
|
|
{// Riding means you get WP_NONE
|
|
ent->client->ps.stats[ STAT_WEAPONS ] |= (1<<WP_NONE);
|
|
}
|
|
if ( (ent->client->ps.weapon != WP_SABER
|
|
&& ent->client->ps.weapon != WP_BLASTER) || !(pVeh->m_pVehicleInfo->type == VH_ANIMAL || pVeh->m_pVehicleInfo->type == VH_SPEEDER))
|
|
{//switch to weapon none?
|
|
if (ent->s.number<MAX_CLIENTS)
|
|
{
|
|
CG_ChangeWeapon(WP_NONE);
|
|
}
|
|
ent->client->ps.weapon = WP_NONE;
|
|
G_RemoveWeaponModels( ent );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
if ( pVeh->m_pVehicleInfo->hideRider )
|
|
{//hide the rider
|
|
pVeh->m_pVehicleInfo->Ghost( pVeh, (bgEntity_t *)ent );
|
|
}
|
|
|
|
// Play the start sounds
|
|
if ( pVeh->m_pVehicleInfo->soundOn )
|
|
{
|
|
#ifdef _JK2MP
|
|
G_Sound( parent, CHAN_AUTO, pVeh->m_pVehicleInfo->soundOn );
|
|
#else
|
|
// NOTE: Use this type so it's spatialized and updates play origin as bike moves - MCG
|
|
G_SoundIndexOnEnt( parent, CHAN_AUTO, pVeh->m_pVehicleInfo->soundOn );
|
|
#endif
|
|
}
|
|
|
|
VectorCopy( pVeh->m_vOrientation, vPlayerDir );
|
|
vPlayerDir[ROLL] = 0;
|
|
SetClientViewAngle( ent, vPlayerDir );
|
|
|
|
return true;
|
|
}
|
|
|
|
bool VEH_TryEject( Vehicle_t *pVeh,
|
|
gentity_t *parent,
|
|
gentity_t *ent,
|
|
int ejectDir,
|
|
vec3_t vExitPos )
|
|
{
|
|
float fBias;
|
|
float fVehDiag;
|
|
float fEntDiag;
|
|
vec3_t vEntMins, vEntMaxs, vVehLeaveDir, vVehAngles;
|
|
trace_t m_ExitTrace;
|
|
|
|
// Make sure that the entity is not 'stuck' inside the vehicle (since their bboxes will now intersect).
|
|
// This makes the entity leave the vehicle from the right side.
|
|
VectorSet(vVehAngles, 0, parent->currentAngles[YAW], 0);
|
|
switch ( ejectDir )
|
|
{
|
|
// Left.
|
|
case VEH_EJECT_LEFT:
|
|
AngleVectors( vVehAngles, NULL, vVehLeaveDir, NULL );
|
|
vVehLeaveDir[0] = -vVehLeaveDir[0];
|
|
vVehLeaveDir[1] = -vVehLeaveDir[1];
|
|
vVehLeaveDir[2] = -vVehLeaveDir[2];
|
|
break;
|
|
// Right.
|
|
case VEH_EJECT_RIGHT:
|
|
AngleVectors( vVehAngles, NULL, vVehLeaveDir, NULL );
|
|
break;
|
|
// Front.
|
|
case VEH_EJECT_FRONT:
|
|
AngleVectors( vVehAngles, vVehLeaveDir, NULL, NULL );
|
|
break;
|
|
// Rear.
|
|
case VEH_EJECT_REAR:
|
|
AngleVectors( vVehAngles, vVehLeaveDir, NULL, NULL );
|
|
vVehLeaveDir[0] = -vVehLeaveDir[0];
|
|
vVehLeaveDir[1] = -vVehLeaveDir[1];
|
|
vVehLeaveDir[2] = -vVehLeaveDir[2];
|
|
break;
|
|
// Top.
|
|
case VEH_EJECT_TOP:
|
|
AngleVectors( vVehAngles, NULL, NULL, vVehLeaveDir );
|
|
break;
|
|
// Bottom?.
|
|
case VEH_EJECT_BOTTOM:
|
|
break;
|
|
}
|
|
VectorNormalize( vVehLeaveDir );
|
|
//NOTE: not sure why following line was needed - MCG
|
|
//pVeh->m_EjectDir = VEH_EJECT_LEFT;
|
|
|
|
// Since (as of this time) the collidable geometry of the entity is just an axis
|
|
// aligned box, we need to get the diagonal length of it in case we come out on that side.
|
|
// Diagonal Length == squareroot( squared( Sidex / 2 ) + squared( Sidey / 2 ) );
|
|
|
|
// TODO: DO diagonal for entity.
|
|
|
|
fBias = 1.0f;
|
|
if (pVeh->m_pVehicleInfo->type == VH_WALKER)
|
|
{ //hacktastic!
|
|
fBias += 0.2f;
|
|
}
|
|
VectorCopy( ent->currentOrigin, vExitPos );
|
|
fVehDiag = sqrtf( ( parent->maxs[0] * parent->maxs[0] ) + ( parent->maxs[1] * parent->maxs[1] ) );
|
|
VectorCopy( ent->maxs, vEntMaxs );
|
|
#ifdef _JK2MP
|
|
if ( ent->s.number < MAX_CLIENTS )
|
|
{//for some reason, in MP, player client mins and maxs are never stored permanently, just set to these hardcoded numbers in PMove
|
|
vEntMaxs[0] = 15;
|
|
vEntMaxs[1] = 15;
|
|
}
|
|
#endif
|
|
fEntDiag = sqrtf( ( vEntMaxs[0] * vEntMaxs[0] ) + ( vEntMaxs[1] * vEntMaxs[1] ) );
|
|
vVehLeaveDir[0] *= ( fVehDiag + fEntDiag ) * fBias; // x
|
|
vVehLeaveDir[1] *= ( fVehDiag + fEntDiag ) * fBias; // y
|
|
vVehLeaveDir[2] *= ( fVehDiag + fEntDiag ) * fBias;
|
|
VectorAdd( vExitPos, vVehLeaveDir, vExitPos );
|
|
|
|
//we actually could end up *not* getting off if the trace fails...
|
|
// Check to see if this new position is a valid place for our entity to go.
|
|
#ifdef _JK2MP
|
|
VectorSet(vEntMins, -15.0f, -15.0f, DEFAULT_MINS_2);
|
|
VectorSet(vEntMaxs, 15.0f, 15.0f, DEFAULT_MAXS_2);
|
|
#else
|
|
VectorCopy(ent->mins, vEntMins);
|
|
VectorCopy(ent->maxs, vEntMaxs);
|
|
#endif
|
|
G_VehicleTrace( &m_ExitTrace, ent->currentOrigin, vEntMins, vEntMaxs, vExitPos, ent->s.number, ent->clipmask );
|
|
|
|
if ( m_ExitTrace.allsolid//in solid
|
|
|| m_ExitTrace.startsolid)
|
|
{
|
|
return false;
|
|
}
|
|
// If the trace hit something, we can't go there!
|
|
if ( m_ExitTrace.fraction < 1.0f )
|
|
{//not totally clear
|
|
#ifdef _JK2MP
|
|
if ( (parent->clipmask&ent->r.contents) )//vehicle could actually get stuck on body
|
|
#else
|
|
if ( (parent->clipmask&ent->contents) )//vehicle could actually get stuck on body
|
|
#endif
|
|
{//the trace hit the vehicle, don't let them get out, just in case
|
|
return false;
|
|
}
|
|
//otherwise, use the trace.endpos
|
|
VectorCopy( m_ExitTrace.endpos, vExitPos );
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void G_EjectDroidUnit( Vehicle_t *pVeh, qboolean kill )
|
|
{
|
|
pVeh->m_pDroidUnit->s.m_iVehicleNum = ENTITYNUM_NONE;
|
|
#ifdef _JK2MP
|
|
pVeh->m_pDroidUnit->s.owner = ENTITYNUM_NONE;
|
|
#else
|
|
pVeh->m_pDroidUnit->owner = NULL;
|
|
#endif
|
|
// pVeh->m_pDroidUnit->s.otherEntityNum2 = ENTITYNUM_NONE;
|
|
#ifdef QAGAME
|
|
{
|
|
gentity_t *droidEnt = (gentity_t *)pVeh->m_pDroidUnit;
|
|
droidEnt->flags &= ~FL_UNDYING;
|
|
droidEnt->r.ownerNum = ENTITYNUM_NONE;
|
|
if ( droidEnt->client )
|
|
{
|
|
droidEnt->client->ps.m_iVehicleNum = ENTITYNUM_NONE;
|
|
}
|
|
if ( kill )
|
|
{//Kill them, too
|
|
//FIXME: proper origin, MOD and attacker (for credit/death message)? Get from vehicle?
|
|
G_MuteSound(droidEnt->s.number, CHAN_VOICE);
|
|
G_Damage( droidEnt, NULL, NULL, NULL, droidEnt->s.origin, 10000, 0, MOD_SUICIDE );//FIXME: proper MOD? Get from vehicle?
|
|
}
|
|
}
|
|
#endif
|
|
pVeh->m_pDroidUnit = NULL;
|
|
}
|
|
|
|
// Eject the pilot from the vehicle.
|
|
bool Eject( Vehicle_t *pVeh, bgEntity_t *pEnt, qboolean forceEject )
|
|
{
|
|
gentity_t *parent;
|
|
vec3_t vExitPos;
|
|
#ifndef _JK2MP
|
|
vec3_t vPlayerDir;
|
|
#endif
|
|
gentity_t *ent = (gentity_t *)pEnt;
|
|
int firstEjectDir;
|
|
|
|
#ifdef _JK2MP
|
|
qboolean taintedRider = qfalse;
|
|
qboolean deadRider = qfalse;
|
|
|
|
if ( pEnt == pVeh->m_pDroidUnit )
|
|
{
|
|
G_EjectDroidUnit( pVeh, qfalse );
|
|
return true;
|
|
}
|
|
|
|
if (ent)
|
|
{
|
|
if (!ent->inuse || !ent->client || ent->client->pers.connected != CON_CONNECTED)
|
|
{
|
|
taintedRider = qtrue;
|
|
parent = (gentity_t *)pVeh->m_pParentEntity;
|
|
goto getItOutOfMe;
|
|
}
|
|
else if (ent->health < 1)
|
|
{
|
|
deadRider = qtrue;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Validate.
|
|
if ( !ent )
|
|
{
|
|
return false;
|
|
}
|
|
if ( !forceEject )
|
|
{
|
|
if ( !( pVeh->m_iBoarding == 0 || pVeh->m_iBoarding == -999 || ( pVeh->m_iBoarding < -3 && pVeh->m_iBoarding >= -9 ) ) )
|
|
{
|
|
#ifdef _JK2MP //I don't care, if he's dead get him off even if he died while boarding
|
|
deadRider = qtrue;
|
|
pVeh->m_iBoarding = 0;
|
|
pVeh->m_bWasBoarding = false;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
/*#ifndef _JK2MP //rwwFIXMEFIXMEFIXME
|
|
if (ent->s.number<MAX_CLIENTS)
|
|
{
|
|
CG_ChangeWeapon(WP_NONE);
|
|
}
|
|
ent->client->ps.weapon = WP_NONE;
|
|
G_RemoveWeaponModels( ent );
|
|
#endif*/
|
|
|
|
parent = (gentity_t *)pVeh->m_pParentEntity;
|
|
|
|
//Try ejecting in every direction
|
|
if ( pVeh->m_EjectDir < VEH_EJECT_LEFT )
|
|
{
|
|
pVeh->m_EjectDir = VEH_EJECT_LEFT;
|
|
}
|
|
else if ( pVeh->m_EjectDir > VEH_EJECT_BOTTOM )
|
|
{
|
|
pVeh->m_EjectDir = VEH_EJECT_BOTTOM;
|
|
}
|
|
firstEjectDir = pVeh->m_EjectDir;
|
|
while ( !VEH_TryEject( pVeh, parent, ent, pVeh->m_EjectDir, vExitPos ) )
|
|
{
|
|
pVeh->m_EjectDir++;
|
|
if ( pVeh->m_EjectDir > VEH_EJECT_BOTTOM )
|
|
{
|
|
pVeh->m_EjectDir = VEH_EJECT_LEFT;
|
|
}
|
|
if ( pVeh->m_EjectDir == firstEjectDir )
|
|
{//they all failed
|
|
#ifdef _JK2MP
|
|
if (!deadRider)
|
|
{ //if he's dead.. just shove him in solid, who cares.
|
|
return false;
|
|
}
|
|
#endif
|
|
if ( forceEject )
|
|
{//we want to always get out, just eject him here
|
|
VectorCopy( ent->currentOrigin, vExitPos );
|
|
break;
|
|
}
|
|
else
|
|
{//can't eject
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Move them to the exit position.
|
|
G_SetOrigin( ent, vExitPos );
|
|
#ifdef _JK2MP
|
|
VectorCopy(ent->currentOrigin, ent->client->ps.origin);
|
|
trap_LinkEntity( ent );
|
|
#else
|
|
gi.linkentity( ent );
|
|
#endif
|
|
|
|
// If it's the player, stop overrides.
|
|
if ( ent->s.number < MAX_CLIENTS )
|
|
{
|
|
#ifndef _JK2MP
|
|
cg.overrides.active = 0;
|
|
#else
|
|
|
|
#endif
|
|
}
|
|
|
|
#ifdef _JK2MP //in MP if someone disconnects on us, we still have to clear our owner
|
|
getItOutOfMe:
|
|
#endif
|
|
|
|
// If he's the pilot...
|
|
if ( (gentity_t *)pVeh->m_pPilot == ent )
|
|
{
|
|
#ifdef _JK2MP
|
|
int j = 0;
|
|
#endif
|
|
|
|
pVeh->m_pPilot = NULL;
|
|
#ifdef _JK2MP
|
|
parent->r.ownerNum = ENTITYNUM_NONE;
|
|
parent->s.owner = parent->r.ownerNum; //for prediction
|
|
|
|
//keep these current angles
|
|
//SetClientViewAngle( parent, pVeh->m_vOrientation );
|
|
memset( &parent->client->pers.cmd, 0, sizeof( usercmd_t ) );
|
|
#else
|
|
parent->owner = NULL;
|
|
|
|
//keep these current angles
|
|
//SetClientViewAngle( parent, pVeh->m_vOrientation );
|
|
memset( &parent->client->usercmd, 0, sizeof( usercmd_t ) );
|
|
#endif
|
|
memset( &pVeh->m_ucmd, 0, sizeof( usercmd_t ) );
|
|
|
|
#ifdef _JK2MP //if there are some passengers, promote the first passenger to pilot
|
|
while (j < pVeh->m_iNumPassengers)
|
|
{
|
|
if (pVeh->m_ppPassengers[j])
|
|
{
|
|
int k = 1;
|
|
pVeh->m_pVehicleInfo->SetPilot( pVeh, pVeh->m_ppPassengers[j] );
|
|
parent->r.ownerNum = pVeh->m_ppPassengers[j]->s.number;
|
|
parent->s.owner = parent->r.ownerNum; //for prediction
|
|
parent->client->ps.m_iVehicleNum = pVeh->m_ppPassengers[j]->s.number+1;
|
|
|
|
//rearrange the passenger slots now..
|
|
#ifdef QAGAME
|
|
//Server just needs to tell client he's not a passenger anymore
|
|
if ( ((gentity_t *)pVeh->m_ppPassengers[j])->client )
|
|
{
|
|
((gentity_t *)pVeh->m_ppPassengers[j])->client->ps.generic1 = 0;
|
|
}
|
|
#endif
|
|
pVeh->m_ppPassengers[j] = NULL;
|
|
while (k < pVeh->m_iNumPassengers)
|
|
{
|
|
if (!pVeh->m_ppPassengers[k-1])
|
|
{ //move down
|
|
pVeh->m_ppPassengers[k-1] = pVeh->m_ppPassengers[k];
|
|
pVeh->m_ppPassengers[k] = NULL;
|
|
#ifdef QAGAME
|
|
//Server just needs to tell client which passenger he is
|
|
if ( ((gentity_t *)pVeh->m_ppPassengers[k-1])->client )
|
|
{
|
|
((gentity_t *)pVeh->m_ppPassengers[k-1])->client->ps.generic1 = k;
|
|
}
|
|
#endif
|
|
}
|
|
k++;
|
|
}
|
|
pVeh->m_iNumPassengers--;
|
|
|
|
break;
|
|
}
|
|
j++;
|
|
}
|
|
#endif
|
|
}
|
|
else if (ent==(gentity_t *)pVeh->m_pOldPilot)
|
|
{
|
|
pVeh->m_pOldPilot = 0;
|
|
}
|
|
|
|
#ifdef _JK2MP //I hate adding these!
|
|
if (!taintedRider)
|
|
{
|
|
#endif
|
|
if ( pVeh->m_pVehicleInfo->hideRider )
|
|
{
|
|
pVeh->m_pVehicleInfo->UnGhost( pVeh, (bgEntity_t *)ent );
|
|
}
|
|
#ifdef _JK2MP
|
|
}
|
|
#endif
|
|
|
|
// If the vehicle now has no pilot...
|
|
if ( pVeh->m_pPilot == NULL )
|
|
{
|
|
#ifdef _JK2MP
|
|
parent->client->ps.loopSound = parent->s.loopSound = 0;
|
|
#else
|
|
parent->s.loopSound = 0;
|
|
#endif
|
|
// Completely empty vehicle...?
|
|
#ifdef _JK2MP
|
|
parent->client->ps.m_iVehicleNum = 0;
|
|
#else
|
|
parent->s.m_iVehicleNum = 0;
|
|
#endif
|
|
}
|
|
|
|
#ifdef _JK2MP
|
|
if (taintedRider)
|
|
{ //you can go now
|
|
pVeh->m_iBoarding = level.time + 1000;
|
|
return true;
|
|
}
|
|
#endif
|
|
|
|
// Client not in a vehicle.
|
|
#ifdef _JK2MP
|
|
ent->client->ps.m_iVehicleNum = 0;
|
|
ent->r.ownerNum = ENTITYNUM_NONE;
|
|
ent->s.owner = ent->r.ownerNum; //for prediction
|
|
|
|
ent->client->ps.viewangles[PITCH] = 0.0f;
|
|
ent->client->ps.viewangles[ROLL] = 0.0f;
|
|
ent->client->ps.viewangles[YAW] = pVeh->m_vOrientation[YAW];
|
|
SetClientViewAngle(ent, ent->client->ps.viewangles);
|
|
|
|
if (ent->client->solidHack)
|
|
{
|
|
ent->client->solidHack = 0;
|
|
ent->r.contents = CONTENTS_BODY;
|
|
}
|
|
#else
|
|
ent->owner = NULL;
|
|
#endif
|
|
ent->s.m_iVehicleNum = 0;
|
|
|
|
// Jump out.
|
|
/* if ( ent->client->ps.velocity[2] < JUMP_VELOCITY )
|
|
{
|
|
ent->client->ps.velocity[2] = JUMP_VELOCITY;
|
|
}
|
|
else
|
|
{
|
|
ent->client->ps.velocity[2] += JUMP_VELOCITY;
|
|
}*/
|
|
|
|
// Make sure entity is facing the direction it got off at.
|
|
#ifndef _JK2MP
|
|
VectorCopy( pVeh->m_vOrientation, vPlayerDir );
|
|
vPlayerDir[ROLL] = 0;
|
|
SetClientViewAngle( ent, vPlayerDir );
|
|
#endif
|
|
|
|
//if was using vehicle weapon, remove it and switch to normal weapon when hop out...
|
|
if ( ent->client->ps.weapon == WP_NONE )
|
|
{//FIXME: check against this vehicle's gun from the g_vehicleInfo table
|
|
//remove the vehicle's weapon from me
|
|
//ent->client->ps.stats[STAT_WEAPONS] &= ~( 1 << WP_EMPLACED_GUN );
|
|
//ent->client->ps.ammo[weaponData[WP_EMPLACED_GUN].ammoIndex] = 0;//maybe store this ammo on the vehicle before clearing it?
|
|
//switch back to a normal weapon we're carrying
|
|
|
|
//FIXME: store the weapon we were using when we got on and restore that when hop off
|
|
/* if ( (ent->client->ps.stats[STAT_WEAPONS]&(1<<WP_SABER)) )
|
|
{
|
|
CG_ChangeWeapon( WP_SABER );
|
|
}
|
|
else
|
|
{//go through all weapons and switch to highest held
|
|
for ( int checkWp = WP_NUM_WEAPONS-1; checkWp > WP_NONE; checkWp-- )
|
|
{
|
|
if ( (ent->client->ps.stats[STAT_WEAPONS]&(1<<checkWp)) )
|
|
{
|
|
CG_ChangeWeapon( checkWp );
|
|
}
|
|
}
|
|
if ( checkWp == WP_NONE )
|
|
{
|
|
CG_ChangeWeapon( WP_NONE );
|
|
}
|
|
}*/
|
|
}
|
|
else
|
|
{//FIXME: if they have their saber out:
|
|
//if dualSabers, add the second saber into the left hand
|
|
//saber[0] has more than one blade, turn them all on
|
|
//NOTE: this is because you're only allowed to use your first saber's first blade on a vehicle
|
|
}
|
|
|
|
/* if ( !ent->s.number && ent->client->ps.weapon != WP_SABER
|
|
&& cg_gunAutoFirst.value )
|
|
{
|
|
gi.cvar_set( "cg_thirdperson", "0" );
|
|
}*/
|
|
#ifdef _JK2MP
|
|
BG_SetLegsAnimTimer( &ent->client->ps, 0 );
|
|
BG_SetTorsoAnimTimer( &ent->client->ps, 0 );
|
|
#else
|
|
PM_SetLegsAnimTimer( ent, &ent->client->ps.legsAnimTimer, 0 );
|
|
PM_SetTorsoAnimTimer( ent, &ent->client->ps.torsoAnimTimer, 0 );
|
|
#endif
|
|
|
|
// Set how long until this vehicle can be boarded again.
|
|
pVeh->m_iBoarding = level.time + 1000;
|
|
|
|
return true;
|
|
}
|
|
|
|
// Eject all the inhabitants of this vehicle.
|
|
bool EjectAll( Vehicle_t *pVeh )
|
|
{
|
|
// TODO: Setup a default escape for ever vehicle type.
|
|
|
|
pVeh->m_EjectDir = VEH_EJECT_TOP;
|
|
// Make sure no other boarding calls exist. We MUST exit.
|
|
pVeh->m_iBoarding = 0;
|
|
pVeh->m_bWasBoarding = false;
|
|
|
|
// Throw them off.
|
|
if ( pVeh->m_pPilot )
|
|
{
|
|
#ifdef QAGAME
|
|
gentity_t *pilot = (gentity_t*)pVeh->m_pPilot;
|
|
#endif
|
|
pVeh->m_pVehicleInfo->Eject( pVeh, pVeh->m_pPilot, qtrue );
|
|
#ifdef QAGAME
|
|
if ( pVeh->m_pVehicleInfo->killRiderOnDeath && pilot )
|
|
{//Kill them, too
|
|
//FIXME: proper origin, MOD and attacker (for credit/death message)? Get from vehicle?
|
|
G_MuteSound(pilot->s.number, CHAN_VOICE);
|
|
G_Damage( pilot, player, player, NULL, pilot->s.origin, 10000, 0, MOD_SUICIDE );
|
|
}
|
|
#endif
|
|
}
|
|
if ( pVeh->m_pOldPilot )
|
|
{
|
|
#ifdef QAGAME
|
|
gentity_t *pilot = (gentity_t*)pVeh->m_pOldPilot;
|
|
#endif
|
|
pVeh->m_pVehicleInfo->Eject( pVeh, pVeh->m_pOldPilot, qtrue );
|
|
#ifdef QAGAME
|
|
if ( pVeh->m_pVehicleInfo->killRiderOnDeath && pilot )
|
|
{//Kill them, too
|
|
//FIXME: proper origin, MOD and attacker (for credit/death message)? Get from vehicle?
|
|
G_MuteSound(pilot->s.number, CHAN_VOICE);
|
|
G_Damage( pilot, player, player, NULL, pilot->s.origin, 10000, 0, MOD_SUICIDE );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
if ( pVeh->m_pDroidUnit )
|
|
{
|
|
G_EjectDroidUnit( pVeh, pVeh->m_pVehicleInfo->killRiderOnDeath );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// Start a delay until the vehicle explodes.
|
|
static void StartDeathDelay( Vehicle_t *pVeh, int iDelayTimeOverride )
|
|
{
|
|
gentity_t *parent = (gentity_t *)pVeh->m_pParentEntity;
|
|
|
|
if ( iDelayTimeOverride )
|
|
{
|
|
pVeh->m_iDieTime = level.time + iDelayTimeOverride;
|
|
}
|
|
else
|
|
{
|
|
pVeh->m_iDieTime = level.time + pVeh->m_pVehicleInfo->explosionDelay;
|
|
}
|
|
|
|
#ifdef _JK2MP
|
|
if ( pVeh->m_pVehicleInfo->flammable )
|
|
{
|
|
parent->client->ps.loopSound = parent->s.loopSound = G_SoundIndex( "sound/vehicles/common/fire_lp.wav" );
|
|
}
|
|
#else
|
|
// Armor Gone Effects (Fire)
|
|
//---------------------------
|
|
if (pVeh->m_pVehicleInfo->iArmorGoneFX)
|
|
{
|
|
if (!(pVeh->m_ulFlags&VEH_ARMORGONE) && (pVeh->m_iArmor <= 0))
|
|
{
|
|
pVeh->m_ulFlags |= VEH_ARMORGONE;
|
|
G_PlayEffect(pVeh->m_pVehicleInfo->iArmorGoneFX, parent->playerModel, parent->crotchBolt, parent->s.number, parent->currentOrigin, 1, qtrue);
|
|
parent->s.loopSound = G_SoundIndex( "sound/vehicles/common/fire_lp.wav" );
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Decide whether to explode the vehicle or not.
|
|
static void DeathUpdate( Vehicle_t *pVeh )
|
|
{
|
|
gentity_t *parent = (gentity_t *)pVeh->m_pParentEntity;
|
|
|
|
if ( level.time >= pVeh->m_iDieTime )
|
|
{
|
|
// If the vehicle is not empty.
|
|
if ( pVeh->m_pVehicleInfo->Inhabited( pVeh ) )
|
|
{
|
|
#ifndef _JK2MP
|
|
if (pVeh->m_pPilot)
|
|
{
|
|
pVeh->m_pPilot->client->noRagTime = -1; // no ragdoll for you
|
|
}
|
|
#endif
|
|
|
|
pVeh->m_pVehicleInfo->EjectAll( pVeh );
|
|
#ifdef _JK2MP
|
|
if ( pVeh->m_pVehicleInfo->Inhabited( pVeh ) )
|
|
{ //if we've still got people in us, just kill the bastards
|
|
if ( pVeh->m_pPilot )
|
|
{
|
|
//FIXME: does this give proper credit to the enemy who shot you down?
|
|
G_Damage((gentity_t *)pVeh->m_pPilot, (gentity_t *)pVeh->m_pParentEntity, (gentity_t *)pVeh->m_pParentEntity,
|
|
NULL, pVeh->m_pParentEntity->playerState->origin, 999, DAMAGE_NO_PROTECTION, MOD_EXPLOSIVE);
|
|
}
|
|
if ( pVeh->m_iNumPassengers )
|
|
{
|
|
int i;
|
|
|
|
for ( i = 0; i < pVeh->m_pVehicleInfo->maxPassengers; i++ )
|
|
{
|
|
if ( pVeh->m_ppPassengers[i] )
|
|
{
|
|
//FIXME: does this give proper credit to the enemy who shot you down?
|
|
G_Damage((gentity_t *)pVeh->m_ppPassengers[i], (gentity_t *)pVeh->m_pParentEntity, (gentity_t *)pVeh->m_pParentEntity,
|
|
NULL, pVeh->m_pParentEntity->playerState->origin, 999, DAMAGE_NO_PROTECTION, MOD_EXPLOSIVE);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
if ( !pVeh->m_pVehicleInfo->Inhabited( pVeh ) )
|
|
{ //explode now as long as we managed to kick everyone out
|
|
vec3_t lMins, lMaxs, bottom;
|
|
trace_t trace;
|
|
|
|
|
|
#ifndef _JK2MP
|
|
// Kill All Client Side Looping Effects
|
|
//--------------------------------------
|
|
if (pVeh->m_pVehicleInfo->iExhaustFX)
|
|
{
|
|
for (int i=0; (i<MAX_VEHICLE_EXHAUSTS && pVeh->m_iExhaustTag[i]!=-1); i++)
|
|
{
|
|
G_StopEffect(pVeh->m_pVehicleInfo->iExhaustFX, parent->playerModel, pVeh->m_iExhaustTag[i], parent->s.number);
|
|
}
|
|
}
|
|
if (pVeh->m_pVehicleInfo->iArmorLowFX)
|
|
{
|
|
G_StopEffect(pVeh->m_pVehicleInfo->iArmorLowFX, parent->playerModel, parent->crotchBolt, parent->s.number);
|
|
}
|
|
if (pVeh->m_pVehicleInfo->iArmorGoneFX)
|
|
{
|
|
G_StopEffect(pVeh->m_pVehicleInfo->iArmorGoneFX, parent->playerModel, parent->crotchBolt, parent->s.number);
|
|
}
|
|
//--------------------------------------
|
|
#endif
|
|
if ( pVeh->m_pVehicleInfo->iExplodeFX )
|
|
{
|
|
vec3_t fxAng = { 0.0f, -1.0f, 0.0f };
|
|
G_PlayEffect( pVeh->m_pVehicleInfo->iExplodeFX, parent->currentOrigin, fxAng );
|
|
|
|
//trace down and place mark
|
|
VectorCopy( parent->currentOrigin, bottom );
|
|
bottom[2] -= 80;
|
|
G_VehicleTrace( &trace, parent->currentOrigin, vec3_origin, vec3_origin, bottom, parent->s.number, CONTENTS_SOLID );
|
|
if ( trace.fraction < 1.0f )
|
|
{
|
|
VectorCopy( trace.endpos, bottom );
|
|
bottom[2] += 2;
|
|
#ifdef _JK2MP
|
|
VectorSet(fxAng, -90.0f, 0.0f, 0.0f);
|
|
G_PlayEffectID( G_EffectIndex("ships/ship_explosion_mark"), trace.endpos, fxAng );
|
|
#else
|
|
G_PlayEffect( "ships/ship_explosion_mark", trace.endpos );
|
|
#endif
|
|
}
|
|
}
|
|
|
|
parent->takedamage = qfalse;//so we don't recursively damage ourselves
|
|
if ( pVeh->m_pVehicleInfo->explosionRadius > 0 && pVeh->m_pVehicleInfo->explosionDamage > 0 )
|
|
{
|
|
VectorCopy( parent->mins, lMins );
|
|
lMins[2] = -4;//to keep it off the ground a *little*
|
|
VectorCopy( parent->maxs, lMaxs );
|
|
VectorCopy( parent->currentOrigin, bottom );
|
|
bottom[2] += parent->mins[2] - 32;
|
|
G_VehicleTrace( &trace, parent->currentOrigin, lMins, lMaxs, bottom, parent->s.number, CONTENTS_SOLID );
|
|
#ifdef _JK2MP
|
|
G_RadiusDamage( trace.endpos, NULL, pVeh->m_pVehicleInfo->explosionDamage, pVeh->m_pVehicleInfo->explosionRadius, NULL, NULL, MOD_EXPLOSIVE );//FIXME: extern damage and radius or base on fuel
|
|
#else
|
|
G_RadiusDamage( trace.endpos, player, pVeh->m_pVehicleInfo->explosionDamage, pVeh->m_pVehicleInfo->explosionRadius, NULL, MOD_EXPLOSIVE );//FIXME: extern damage and radius or base on fuel
|
|
#endif
|
|
}
|
|
|
|
#ifdef _JK2MP
|
|
parent->think = G_FreeEntity;
|
|
#else
|
|
parent->e_ThinkFunc = thinkF_G_FreeEntity;
|
|
#endif
|
|
parent->nextthink = level.time + FRAMETIME;
|
|
}
|
|
}
|
|
#ifndef _JK2MP
|
|
else
|
|
{//let everyone around me know I'm gonna blow!
|
|
if ( !Q_irand( 0, 10 ) )
|
|
{//not so often...
|
|
AddSoundEvent( parent, parent->currentOrigin, 512, AEL_DANGER );
|
|
AddSightEvent( parent, parent->currentOrigin, 512, AEL_DANGER, 100 );
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Register all the assets used by this vehicle.
|
|
void RegisterAssets( Vehicle_t *pVeh )
|
|
{
|
|
}
|
|
|
|
extern void ChangeWeapon( gentity_t *ent, int newWeapon );
|
|
|
|
// Initialize the vehicle.
|
|
bool Initialize( Vehicle_t *pVeh )
|
|
{
|
|
gentity_t *parent = (gentity_t *)pVeh->m_pParentEntity;
|
|
int i = 0;
|
|
|
|
if ( !parent || !parent->client )
|
|
return false;
|
|
|
|
#ifdef _JK2MP
|
|
parent->client->ps.m_iVehicleNum = 0;
|
|
#endif
|
|
parent->s.m_iVehicleNum = 0;
|
|
{
|
|
pVeh->m_iArmor = pVeh->m_pVehicleInfo->armor;
|
|
parent->client->pers.maxHealth = parent->client->ps.stats[STAT_MAX_HEALTH] = parent->NPC->stats.health = parent->health = parent->client->ps.stats[STAT_HEALTH] = pVeh->m_iArmor;
|
|
pVeh->m_iShields = pVeh->m_pVehicleInfo->shields;
|
|
#ifdef _JK2MP
|
|
G_VehUpdateShields( parent );
|
|
#endif
|
|
parent->client->ps.stats[STAT_ARMOR] = pVeh->m_iShields;
|
|
}
|
|
parent->mass = pVeh->m_pVehicleInfo->mass;
|
|
//initialize the ammo to max
|
|
for ( i = 0; i < MAX_VEHICLE_WEAPONS; i++ )
|
|
{
|
|
parent->client->ps.ammo[i] = pVeh->weaponStatus[i].ammo = pVeh->m_pVehicleInfo->weapon[i].ammoMax;
|
|
}
|
|
for ( i = 0; i < MAX_VEHICLE_TURRETS; i++ )
|
|
{
|
|
pVeh->turretStatus[i].nextMuzzle = (pVeh->m_pVehicleInfo->turret[i].iMuzzle[i]-1);
|
|
parent->client->ps.ammo[MAX_VEHICLE_WEAPONS+i] = pVeh->turretStatus[i].ammo = pVeh->m_pVehicleInfo->turret[i].iAmmoMax;
|
|
if ( pVeh->m_pVehicleInfo->turret[i].bAI )
|
|
{//they're going to be finding enemies, init this to NONE
|
|
pVeh->turretStatus[i].enemyEntNum = ENTITYNUM_NONE;
|
|
}
|
|
}
|
|
//begin stopped...?
|
|
parent->client->ps.speed = 0;
|
|
|
|
VectorClear( pVeh->m_vOrientation );
|
|
pVeh->m_vOrientation[YAW] = parent->s.angles[YAW];
|
|
|
|
#ifdef _JK2MP
|
|
if ( pVeh->m_pVehicleInfo->gravity &&
|
|
pVeh->m_pVehicleInfo->gravity != g_gravity.value )
|
|
{//not normal gravity
|
|
if ( parent->NPC )
|
|
{
|
|
parent->NPC->aiFlags |= NPCAI_CUSTOM_GRAVITY;
|
|
}
|
|
parent->client->ps.gravity = pVeh->m_pVehicleInfo->gravity;
|
|
}
|
|
#else
|
|
if ( pVeh->m_pVehicleInfo->gravity &&
|
|
pVeh->m_pVehicleInfo->gravity != g_gravity->value )
|
|
{//not normal gravity
|
|
parent->svFlags |= SVF_CUSTOM_GRAVITY;
|
|
parent->client->ps.gravity = pVeh->m_pVehicleInfo->gravity;
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
if ( pVeh->m_iVehicleTypeID == VH_FIGHTER )
|
|
{
|
|
pVeh->m_ulFlags = VEH_GEARSOPEN;
|
|
}
|
|
else
|
|
*/
|
|
//why?! -rww
|
|
{
|
|
pVeh->m_ulFlags = 0;
|
|
}
|
|
pVeh->m_fTimeModifier = 1.0f;
|
|
pVeh->m_iBoarding = 0;
|
|
pVeh->m_bWasBoarding = false;
|
|
pVeh->m_pOldPilot = NULL;
|
|
VectorClear(pVeh->m_vBoardingVelocity);
|
|
pVeh->m_pPilot = NULL;
|
|
memset( &pVeh->m_ucmd, 0, sizeof( usercmd_t ) );
|
|
pVeh->m_iDieTime = 0;
|
|
pVeh->m_EjectDir = VEH_EJECT_LEFT;
|
|
|
|
//pVeh->m_iDriverTag = -1;
|
|
//pVeh->m_iLeftExhaustTag = -1;
|
|
//pVeh->m_iRightExhaustTag = -1;
|
|
//pVeh->m_iGun1Tag = -1;
|
|
//pVeh->m_iGun1Bone = -1;
|
|
//pVeh->m_iLeftWingBone = -1;
|
|
//pVeh->m_iRightWingBone = -1;
|
|
memset( pVeh->m_iExhaustTag, -1, sizeof( int ) * MAX_VEHICLE_EXHAUSTS );
|
|
memset( pVeh->m_iMuzzleTag, -1, sizeof( int ) * MAX_VEHICLE_MUZZLES );
|
|
// FIXME! Use external values read from the vehicle data file!
|
|
#ifndef _JK2MP //blargh, fixme
|
|
memset( pVeh->m_Muzzles, 0, sizeof( Muzzle ) * MAX_VEHICLE_MUZZLES );
|
|
#endif
|
|
pVeh->m_iDroidUnitTag = -1;
|
|
|
|
//initialize to blaster, just since it's a basic weapon and there's no lightsaber crap...?
|
|
parent->client->ps.weapon = WP_BLASTER;
|
|
parent->client->ps.weaponstate = WEAPON_READY;
|
|
parent->client->ps.stats[STAT_WEAPONS] |= (1<<WP_BLASTER);
|
|
|
|
//Initialize to landed (wings closed, gears down) animation
|
|
{
|
|
int iFlags = SETANIM_FLAG_NORMAL, iBlend = 300;
|
|
#ifdef _JK2MP
|
|
pVeh->m_ulFlags |= VEH_GEARSOPEN;
|
|
BG_SetAnim(pVeh->m_pParentEntity->playerState,
|
|
bgAllAnims[pVeh->m_pParentEntity->localAnimIndex].anims,
|
|
SETANIM_BOTH, BOTH_VS_IDLE, iFlags, iBlend);
|
|
#else
|
|
NPC_SetAnim( pVeh->m_pParentEntity, SETANIM_BOTH, BOTH_VS_IDLE, iFlags, iBlend );
|
|
#endif
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
// Like a think or move command, this updates various vehicle properties.
|
|
#ifdef _JK2MP
|
|
void G_VehicleDamageBoxSizing(Vehicle_t *pVeh); //declared below
|
|
#endif
|
|
static bool Update( Vehicle_t *pVeh, const usercmd_t *pUmcd )
|
|
{
|
|
gentity_t *parent = (gentity_t *)pVeh->m_pParentEntity;
|
|
gentity_t *pilotEnt;
|
|
//static float fMod = 1000.0f / 60.0f;
|
|
vec3_t vVehAngles;
|
|
int i;
|
|
int prevSpeed;
|
|
int nextSpeed;
|
|
int curTime;
|
|
int halfMaxSpeed;
|
|
playerState_t *parentPS;
|
|
qboolean linkHeld = qfalse;
|
|
|
|
|
|
#ifdef _JK2MP
|
|
parentPS = pVeh->m_pParentEntity->playerState;
|
|
#else
|
|
parentPS = &pVeh->m_pParentEntity->client->ps;
|
|
#endif
|
|
|
|
#ifndef _JK2MP//SP
|
|
curTime = level.time;
|
|
#elif QAGAME//MP GAME
|
|
curTime = level.time;
|
|
#elif CGAME//MP CGAME
|
|
//FIXME: pass in ucmd? Not sure if this is reliable...
|
|
curTime = pm->cmd.serverTime;
|
|
#endif
|
|
|
|
//increment the ammo for all rechargeable weapons
|
|
for ( i = 0; i < MAX_VEHICLE_WEAPONS; i++ )
|
|
{
|
|
if ( pVeh->m_pVehicleInfo->weapon[i].ID > VEH_WEAPON_BASE//have a weapon in this slot
|
|
&& pVeh->m_pVehicleInfo->weapon[i].ammoRechargeMS//its ammo is rechargable
|
|
&& pVeh->weaponStatus[i].ammo < pVeh->m_pVehicleInfo->weapon[i].ammoMax//its ammo is below max
|
|
&& pUmcd->serverTime-pVeh->weaponStatus[i].lastAmmoInc >= pVeh->m_pVehicleInfo->weapon[i].ammoRechargeMS )//enough time has passed
|
|
{//add 1 to the ammo
|
|
pVeh->weaponStatus[i].lastAmmoInc = pUmcd->serverTime;
|
|
pVeh->weaponStatus[i].ammo++;
|
|
//NOTE: in order to send the vehicle's ammo info to the client, we copy the ammo into the first 2 ammo slots on the vehicle NPC's client->ps.ammo array
|
|
if ( parent && parent->client )
|
|
{
|
|
parent->client->ps.ammo[i] = pVeh->weaponStatus[i].ammo;
|
|
}
|
|
}
|
|
}
|
|
for ( i = 0; i < MAX_VEHICLE_TURRETS; i++ )
|
|
{
|
|
if ( pVeh->m_pVehicleInfo->turret[i].iWeapon > VEH_WEAPON_BASE//have a weapon in this slot
|
|
&& pVeh->m_pVehicleInfo->turret[i].iAmmoRechargeMS//its ammo is rechargable
|
|
&& pVeh->turretStatus[i].ammo < pVeh->m_pVehicleInfo->turret[i].iAmmoMax//its ammo is below max
|
|
&& pUmcd->serverTime-pVeh->turretStatus[i].lastAmmoInc >= pVeh->m_pVehicleInfo->turret[i].iAmmoRechargeMS )//enough time has passed
|
|
{//add 1 to the ammo
|
|
pVeh->turretStatus[i].lastAmmoInc = pUmcd->serverTime;
|
|
pVeh->turretStatus[i].ammo++;
|
|
//NOTE: in order to send the vehicle's ammo info to the client, we copy the ammo into the first 2 ammo slots on the vehicle NPC's client->ps.ammo array
|
|
if ( parent && parent->client )
|
|
{
|
|
parent->client->ps.ammo[MAX_VEHICLE_WEAPONS+i] = pVeh->turretStatus[i].ammo;
|
|
}
|
|
}
|
|
}
|
|
|
|
//increment shields for rechargable shields
|
|
if ( pVeh->m_pVehicleInfo->shieldRechargeMS
|
|
&& parentPS->stats[STAT_ARMOR] > 0 //still have some shields left
|
|
&& parentPS->stats[STAT_ARMOR] < pVeh->m_pVehicleInfo->shields//its below max
|
|
&& pUmcd->serverTime-pVeh->lastShieldInc >= pVeh->m_pVehicleInfo->shieldRechargeMS )//enough time has passed
|
|
{
|
|
parentPS->stats[STAT_ARMOR]++;
|
|
if ( parentPS->stats[STAT_ARMOR] > pVeh->m_pVehicleInfo->shields )
|
|
{
|
|
parentPS->stats[STAT_ARMOR] = pVeh->m_pVehicleInfo->shields;
|
|
}
|
|
pVeh->m_iShields = parentPS->stats[STAT_ARMOR];
|
|
#ifdef _JK2MP
|
|
G_VehUpdateShields( parent );
|
|
#endif
|
|
}
|
|
|
|
#ifdef _JK2MP //sometimes this gets out of whack, probably init'ing
|
|
if (parent && parent->r.ownerNum != parent->s.owner)
|
|
{
|
|
parent->s.owner = parent->r.ownerNum;
|
|
}
|
|
|
|
//keep the PS value in sync. set it up here in case we return below at some point.
|
|
if (pVeh->m_iBoarding)
|
|
{
|
|
parent->client->ps.vehBoarding = qtrue;
|
|
}
|
|
else
|
|
{
|
|
parent->client->ps.vehBoarding = qfalse;
|
|
}
|
|
#endif
|
|
|
|
// See whether this vehicle should be dieing or dead.
|
|
if ( pVeh->m_iDieTime != 0
|
|
#ifndef _JK2MP //sometimes this gets out of whack, probably init'ing
|
|
|| (parent->health <= 0)
|
|
#endif
|
|
)
|
|
{//NOTE!!!: This HAS to be consistent with cgame!!!
|
|
// Keep track of the old orientation.
|
|
VectorCopy( pVeh->m_vOrientation, pVeh->m_vPrevOrientation );
|
|
|
|
// Process the orient commands.
|
|
pVeh->m_pVehicleInfo->ProcessOrientCommands( pVeh );
|
|
// Need to copy orientation to our entity's viewangles so that it renders at the proper angle and currentAngles is correct.
|
|
SetClientViewAngle( parent, pVeh->m_vOrientation );
|
|
if ( pVeh->m_pPilot )
|
|
{
|
|
SetClientViewAngle( (gentity_t *)pVeh->m_pPilot, pVeh->m_vOrientation );
|
|
}
|
|
/*
|
|
for ( i = 0; i < pVeh->m_pVehicleInfo->maxPassengers; i++ )
|
|
{
|
|
if ( pVeh->m_ppPassengers[i] )
|
|
{
|
|
SetClientViewAngle( (gentity_t *)pVeh->m_ppPassengers[i], pVeh->m_vOrientation );
|
|
}
|
|
}
|
|
*/
|
|
|
|
// Process the move commands.
|
|
pVeh->m_pVehicleInfo->ProcessMoveCommands( pVeh );
|
|
|
|
// Setup the move direction.
|
|
if ( pVeh->m_pVehicleInfo->type == VH_FIGHTER )
|
|
{
|
|
AngleVectors( pVeh->m_vOrientation, parent->client->ps.moveDir, NULL, NULL );
|
|
}
|
|
else
|
|
{
|
|
VectorSet(vVehAngles, 0, pVeh->m_vOrientation[YAW], 0);
|
|
AngleVectors( vVehAngles, parent->client->ps.moveDir, NULL, NULL );
|
|
}
|
|
pVeh->m_pVehicleInfo->DeathUpdate( pVeh );
|
|
return false;
|
|
}
|
|
// Vehicle dead!
|
|
|
|
#ifdef _JK2MP
|
|
else if ( parent->health <= 0 )
|
|
{
|
|
// Instant kill.
|
|
if (pVeh->m_pVehicleInfo->type == VH_FIGHTER &&
|
|
pVeh->m_iLastImpactDmg > 500)
|
|
{ //explode instantly in inferno-y death
|
|
pVeh->m_pVehicleInfo->StartDeathDelay( pVeh, -1/* -1 causes instant death */);
|
|
}
|
|
else
|
|
{
|
|
pVeh->m_pVehicleInfo->StartDeathDelay( pVeh, 0 );
|
|
}
|
|
pVeh->m_pVehicleInfo->DeathUpdate( pVeh );
|
|
return false;
|
|
}
|
|
#endif
|
|
|
|
#ifdef _JK2MP //special check in case someone disconnects/dies while boarding
|
|
#ifdef QAGAME
|
|
if (parent->spawnflags & 1)
|
|
{
|
|
if (pVeh->m_pPilot || !pVeh->m_bHasHadPilot)
|
|
{
|
|
if (pVeh->m_pPilot && !pVeh->m_bHasHadPilot)
|
|
{
|
|
pVeh->m_bHasHadPilot = qtrue;
|
|
pVeh->m_iPilotLastIndex = pVeh->m_pPilot->s.number;
|
|
}
|
|
pVeh->m_iPilotTime = level.time + parent->damage;
|
|
}
|
|
else if (pVeh->m_iPilotTime)
|
|
{ //die
|
|
gentity_t *oldPilot = &g_entities[pVeh->m_iPilotLastIndex];
|
|
|
|
if (!oldPilot->inuse || !oldPilot->client ||
|
|
oldPilot->client->pers.connected != CON_CONNECTED)
|
|
{ //no longer in the game?
|
|
G_Damage(parent, parent, parent, NULL, parent->client->ps.origin, 99999, DAMAGE_NO_PROTECTION, MOD_SUICIDE);
|
|
}
|
|
else
|
|
{
|
|
vec3_t v;
|
|
VectorSubtract(parent->client->ps.origin, oldPilot->client->ps.origin, v);
|
|
|
|
if (VectorLength(v) < parent->speed)
|
|
{ //they are still within the minimum distance to their vehicle
|
|
pVeh->m_iPilotTime = level.time + parent->damage;
|
|
}
|
|
else if (pVeh->m_iPilotTime < level.time)
|
|
{ //dying time
|
|
G_Damage(parent, parent, parent, NULL, parent->client->ps.origin, 99999, DAMAGE_NO_PROTECTION, MOD_SUICIDE);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
#else
|
|
if (parent->spawnflags & 1)
|
|
{//NOTE: in SP, this actually just checks LOS to the Player
|
|
if (pVeh->m_iPilotTime < level.time)
|
|
{//do another check?
|
|
if ( !player || G_ClearLineOfSight(pVeh->m_pParentEntity->currentOrigin, player->currentOrigin, pVeh->m_pParentEntity->s.number, MASK_OPAQUE ) )
|
|
{
|
|
pVeh->m_iPilotTime = level.time + pVeh->m_pParentEntity->endFrame;
|
|
}
|
|
}
|
|
if (pVeh->m_iPilotTime && pVeh->m_iPilotTime < level.time)
|
|
{ //die
|
|
//FIXME: does this give proper credit to the enemy who shot you down?
|
|
G_Damage(parent, player, player, NULL, parent->client->ps.origin, 99999, DAMAGE_NO_PROTECTION, MOD_SUICIDE);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#ifndef _JK2MP
|
|
// if (level.time<pVeh->m_iTurboTime || pVeh->m_pVehicleInfo->type==VH_ANIMAL)
|
|
// always knock guys around now...
|
|
{
|
|
vec3_t dir;
|
|
vec3_t projectedPosition;
|
|
VectorCopy(parent->client->ps.velocity, dir);
|
|
VectorMA(parent->currentOrigin, 0.1f, dir, projectedPosition);
|
|
|
|
float force = VectorNormalize(dir);
|
|
force /= 10.0f;
|
|
if (force>30.0f)
|
|
{
|
|
trace_t tr;
|
|
G_VehicleTrace(&tr, parent->currentOrigin, parent->mins, parent->maxs, projectedPosition, parent->s.number, CONTENTS_BODY);
|
|
if (tr.fraction<1.0f &&
|
|
!tr.allsolid &&
|
|
!tr.startsolid &&
|
|
tr.entityNum!=ENTITYNUM_NONE &&
|
|
tr.entityNum!=ENTITYNUM_WORLD &&
|
|
(level.time<pVeh->m_iTurboTime || Q_irand(0,3)==0))
|
|
{
|
|
gentity_t* other = &g_entities[tr.entityNum];
|
|
if (other && other->client && !other->s.m_iVehicleNum)
|
|
{
|
|
G_Throw( other, dir, force/10.0f );
|
|
G_Knockdown( other, parent, dir, force, qtrue );
|
|
G_Damage( other, player, player, parent->client->ps.velocity, parent->currentOrigin, force, DAMAGE_NO_ARMOR|DAMAGE_EXTRA_KNOCKBACK, MOD_IMPACT);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#ifdef _JK2MP //special check in case someone disconnects/dies while boarding
|
|
if (pVeh->m_iBoarding != 0)
|
|
{
|
|
pilotEnt = (gentity_t *)pVeh->m_pPilot;
|
|
if (pilotEnt)
|
|
{
|
|
if (!pilotEnt->inuse || !pilotEnt->client || pilotEnt->health <= 0 ||
|
|
pilotEnt->client->pers.connected != CON_CONNECTED)
|
|
{
|
|
pVeh->m_pVehicleInfo->Eject( pVeh, pVeh->m_pPilot, qtrue );
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// If we're not done mounting, can't do anything.
|
|
if ( pVeh->m_iBoarding != 0 )
|
|
{
|
|
if (!pVeh->m_bWasBoarding)
|
|
{
|
|
VectorCopy(parentPS->velocity, pVeh->m_vBoardingVelocity);
|
|
pVeh->m_bWasBoarding = true;
|
|
}
|
|
|
|
// See if we're done boarding.
|
|
if ( pVeh->m_iBoarding > -1 && pVeh->m_iBoarding <= level.time )
|
|
{
|
|
pVeh->m_bWasBoarding = false;
|
|
pVeh->m_iBoarding = 0;
|
|
}
|
|
else
|
|
{
|
|
#ifdef _JK2MP
|
|
goto maintainSelfDuringBoarding;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
parent = (gentity_t *)pVeh->m_pParentEntity;
|
|
|
|
// Validate vehicle.
|
|
if ( !parent || !parent->client || parent->health <= 0 )
|
|
return false;
|
|
|
|
// See if any of the riders are dead and if so kick em off.
|
|
if ( pVeh->m_pPilot )
|
|
{
|
|
pilotEnt = (gentity_t *)pVeh->m_pPilot;
|
|
|
|
#ifdef _JK2MP
|
|
if (!pilotEnt->inuse || !pilotEnt->client || pilotEnt->health <= 0 ||
|
|
pilotEnt->client->pers.connected != CON_CONNECTED)
|
|
#else
|
|
if (pilotEnt->health <= 0)
|
|
#endif
|
|
{
|
|
pVeh->m_pVehicleInfo->Eject( pVeh, pVeh->m_pPilot, qtrue );
|
|
}
|
|
}
|
|
|
|
#ifdef _JK2MP
|
|
// Copy over the commands for local storage.
|
|
memcpy( &parent->client->pers.cmd, &pVeh->m_ucmd, sizeof( usercmd_t ) );
|
|
pVeh->m_ucmd.buttons &= ~(BUTTON_TALK);//|BUTTON_GESTURE); //don't want some of these buttons
|
|
#else
|
|
// Copy over the commands for local storage.
|
|
memcpy( &pVeh->m_ucmd, pUmcd, sizeof( usercmd_t ) );
|
|
memcpy( &parent->client->pers.lastCommand, pUmcd, sizeof( usercmd_t ) );
|
|
#endif
|
|
|
|
/*
|
|
// Update time modifier.
|
|
pVeh->m_fTimeModifier = pVeh->m_ucmd.serverTime - parent->client->ps.commandTime;
|
|
//sanity check
|
|
if ( pVeh->m_fTimeModifier < 1 )
|
|
{
|
|
pVeh->m_fTimeModifier = 1;
|
|
}
|
|
else if ( pVeh->m_fTimeModifier > 200 )
|
|
{
|
|
pVeh->m_fTimeModifier = 200;
|
|
}
|
|
//normalize to 1.0f at 20fps
|
|
pVeh->m_fTimeModifier = pVeh->m_fTimeModifier / fMod;
|
|
*/
|
|
|
|
//check for weapon linking/unlinking command
|
|
for ( i = 0; i < MAX_VEHICLE_WEAPONS; i++ )
|
|
{//HMM... can't get a seperate command for each weapon, so do them all...?
|
|
if ( pVeh->m_pVehicleInfo->weapon[i].linkable == 2 )
|
|
{//always linked
|
|
//FIXME: just set this once, on Initialize...?
|
|
if ( !pVeh->weaponStatus[i].linked )
|
|
{
|
|
pVeh->weaponStatus[i].linked = qtrue;
|
|
}
|
|
}
|
|
#ifdef _JK2MP
|
|
else if ( (pVeh->m_ucmd.buttons&BUTTON_USE_HOLDABLE) )
|
|
#else
|
|
//FIXME: implement... just a console command bound to a key?
|
|
else if ( 0 )
|
|
#endif
|
|
{//pilot pressed the "weapon link" toggle button
|
|
//playerState_t *pilotPS;
|
|
#ifdef _JK2MP
|
|
bgEntity_t *rider = NULL;
|
|
if (parent->s.owner != ENTITYNUM_NONE)
|
|
{
|
|
rider = PM_BGEntForNum(parent->s.owner); //&g_entities[parent->r.ownerNum];
|
|
}
|
|
//pilotPS = rider->playerState;
|
|
#else
|
|
//gentity_t *rider = parent->owner;
|
|
//pilotPS = &rider->client->ps;
|
|
#endif
|
|
if ( !pVeh->linkWeaponToggleHeld )//so we don't hold it down and toggle it back and forth
|
|
{//okay to toggle
|
|
if ( pVeh->m_pVehicleInfo->weapon[i].linkable == 1 )
|
|
{//link-toggleable
|
|
pVeh->weaponStatus[i].linked = (qboolean)!pVeh->weaponStatus[i].linked;
|
|
}
|
|
}
|
|
linkHeld = qtrue;
|
|
}
|
|
}
|
|
if ( linkHeld )
|
|
{
|
|
//so we don't hold it down and toggle it back and forth
|
|
pVeh->linkWeaponToggleHeld = qtrue;
|
|
}
|
|
else
|
|
{
|
|
//so we don't hold it down and toggle it back and forth
|
|
pVeh->linkWeaponToggleHeld = qfalse;
|
|
}
|
|
#ifdef _JK2MP
|
|
//now pass it over the network so cgame knows about it
|
|
//NOTE: SP can just cheat and check directly
|
|
parentPS->vehWeaponsLinked = qfalse;
|
|
for ( i = 0; i < MAX_VEHICLE_WEAPONS; i++ )
|
|
{//HMM... can't get a seperate command for each weapon, so do them all...?
|
|
if ( pVeh->weaponStatus[i].linked )
|
|
{
|
|
parentPS->vehWeaponsLinked = qtrue;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#ifdef QAGAME
|
|
for ( i = 0; i < MAX_VEHICLE_TURRETS; i++ )
|
|
{//HMM... can't get a seperate command for each weapon, so do them all...?
|
|
VEH_TurretThink( pVeh, parent, i );
|
|
}
|
|
#endif
|
|
|
|
#ifdef _JK2MP
|
|
maintainSelfDuringBoarding:
|
|
|
|
if (pVeh->m_pPilot && pVeh->m_pPilot->playerState && pVeh->m_iBoarding != 0)
|
|
{
|
|
VectorCopy(pVeh->m_vOrientation, pVeh->m_pPilot->playerState->viewangles);
|
|
pVeh->m_ucmd.buttons = 0;
|
|
pVeh->m_ucmd.forwardmove = 0;
|
|
pVeh->m_ucmd.rightmove = 0;
|
|
pVeh->m_ucmd.upmove = 0;
|
|
}
|
|
#endif
|
|
|
|
// Keep track of the old orientation.
|
|
VectorCopy( pVeh->m_vOrientation, pVeh->m_vPrevOrientation );
|
|
|
|
// Process the orient commands.
|
|
pVeh->m_pVehicleInfo->ProcessOrientCommands( pVeh );
|
|
// Need to copy orientation to our entity's viewangles so that it renders at the proper angle and currentAngles is correct.
|
|
SetClientViewAngle( parent, pVeh->m_vOrientation );
|
|
if ( pVeh->m_pPilot )
|
|
{
|
|
#ifdef _JK2MP
|
|
if ( !BG_UnrestrainedPitchRoll( pVeh->m_pPilot->playerState, pVeh ) )
|
|
{
|
|
vec3_t newVAngle;
|
|
newVAngle[PITCH] = pVeh->m_pPilot->playerState->viewangles[PITCH];
|
|
newVAngle[YAW] = pVeh->m_pPilot->playerState->viewangles[YAW];
|
|
newVAngle[ROLL] = pVeh->m_vOrientation[ROLL];
|
|
SetClientViewAngle( (gentity_t *)pVeh->m_pPilot, newVAngle );
|
|
}
|
|
#else
|
|
if ( !BG_UnrestrainedPitchRoll( &pVeh->m_pPilot->client->ps, pVeh ) )
|
|
{
|
|
SetClientViewAngle( (gentity_t *)pVeh->m_pPilot, pVeh->m_vOrientation );
|
|
}
|
|
#endif
|
|
}
|
|
/*
|
|
for ( i = 0; i < pVeh->m_pVehicleInfo->maxPassengers; i++ )
|
|
{
|
|
if ( pVeh->m_ppPassengers[i] )
|
|
{
|
|
SetClientViewAngle( (gentity_t *)pVeh->m_ppPassengers[i], pVeh->m_vOrientation );
|
|
}
|
|
}
|
|
*/
|
|
|
|
// Process the move commands.
|
|
prevSpeed = parentPS->speed;
|
|
pVeh->m_pVehicleInfo->ProcessMoveCommands( pVeh );
|
|
nextSpeed = parentPS->speed;
|
|
halfMaxSpeed = pVeh->m_pVehicleInfo->speedMax*0.5f;
|
|
|
|
|
|
// Shifting Sounds
|
|
//=====================================================================
|
|
if (pVeh->m_iTurboTime<curTime &&
|
|
pVeh->m_iSoundDebounceTimer<curTime &&
|
|
((nextSpeed>prevSpeed && nextSpeed>halfMaxSpeed && prevSpeed<halfMaxSpeed) || (nextSpeed>halfMaxSpeed && !Q_irand(0,1000)))
|
|
)
|
|
{
|
|
int shiftSound = Q_irand(1,4);
|
|
switch (shiftSound)
|
|
{
|
|
case 1: shiftSound=pVeh->m_pVehicleInfo->soundShift1; break;
|
|
case 2: shiftSound=pVeh->m_pVehicleInfo->soundShift2; break;
|
|
case 3: shiftSound=pVeh->m_pVehicleInfo->soundShift3; break;
|
|
case 4: shiftSound=pVeh->m_pVehicleInfo->soundShift4; break;
|
|
}
|
|
if (shiftSound)
|
|
{
|
|
pVeh->m_iSoundDebounceTimer = curTime + Q_irand(1000, 4000);
|
|
#ifdef _JK2MP
|
|
// TODO: MP Shift Sound Playback
|
|
#else
|
|
// NOTE: Use this type so it's spatialized and updates play origin as bike moves - MCG
|
|
G_SoundIndexOnEnt( pVeh->m_pParentEntity, CHAN_AUTO, shiftSound);
|
|
#endif
|
|
}
|
|
}
|
|
//=====================================================================
|
|
|
|
|
|
// Setup the move direction.
|
|
if ( pVeh->m_pVehicleInfo->type == VH_FIGHTER )
|
|
{
|
|
AngleVectors( pVeh->m_vOrientation, parent->client->ps.moveDir, NULL, NULL );
|
|
}
|
|
else
|
|
{
|
|
VectorSet(vVehAngles, 0, pVeh->m_vOrientation[YAW], 0);
|
|
AngleVectors( vVehAngles, parent->client->ps.moveDir, NULL, NULL );
|
|
}
|
|
|
|
#ifdef _JK2MP
|
|
if (pVeh->m_pVehicleInfo->surfDestruction)
|
|
{
|
|
if (pVeh->m_iRemovedSurfaces)
|
|
{
|
|
gentity_t *killer = parent;
|
|
G_VehicleDamageBoxSizing(pVeh);
|
|
|
|
//damage him constantly if any chunks are currently taken off
|
|
if (parent->client->ps.otherKiller < ENTITYNUM_WORLD &&
|
|
parent->client->ps.otherKillerTime > level.time)
|
|
{
|
|
gentity_t *potentialKiller = &g_entities[parent->client->ps.otherKiller];
|
|
|
|
if (potentialKiller->inuse && potentialKiller->client)
|
|
{ //he's valid I guess
|
|
killer = potentialKiller;
|
|
}
|
|
}
|
|
//FIXME: aside from bypassing shields, maybe set m_iShields to 0, too... ?
|
|
G_Damage(parent, killer, killer, NULL, parent->client->ps.origin, Q_irand(2, 5), DAMAGE_NO_PROTECTION|DAMAGE_NO_ARMOR, MOD_SUICIDE);
|
|
}
|
|
|
|
//make sure playerstate value stays in sync
|
|
parent->client->ps.vehSurfaces = pVeh->m_iRemovedSurfaces;
|
|
}
|
|
#endif
|
|
|
|
#ifdef _JK2MP
|
|
//keep the PS value in sync
|
|
if (pVeh->m_iBoarding)
|
|
{
|
|
parent->client->ps.vehBoarding = qtrue;
|
|
}
|
|
else
|
|
{
|
|
parent->client->ps.vehBoarding = qfalse;
|
|
}
|
|
#endif
|
|
|
|
#ifndef _JK2MP
|
|
// Make sure the vehicle takes on the enemy of it's rider (for homing missles for instance).
|
|
if ( pVeh->m_pPilot )
|
|
{
|
|
parent->enemy = pVeh->m_pPilot->enemy;
|
|
}
|
|
#endif
|
|
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
// Update the properties of a Rider (that may reflect what happens to the vehicle).
|
|
static bool UpdateRider( Vehicle_t *pVeh, bgEntity_t *pRider, usercmd_t *pUmcd )
|
|
{
|
|
gentity_t *parent;
|
|
gentity_t *rider;
|
|
|
|
if ( pVeh->m_iBoarding != 0 && pVeh->m_iDieTime==0)
|
|
return true;
|
|
|
|
parent = (gentity_t *)pVeh->m_pParentEntity;
|
|
rider = (gentity_t *)pRider;
|
|
#ifdef _JK2MP
|
|
//MG FIXME !! Single player needs update!
|
|
if ( rider && rider->client
|
|
&& parent && parent->client )
|
|
{//so they know who we're locking onto with our rockets, if anyone
|
|
rider->client->ps.rocketLockIndex = parent->client->ps.rocketLockIndex;
|
|
rider->client->ps.rocketLockTime = parent->client->ps.rocketLockTime;
|
|
rider->client->ps.rocketTargetTime = parent->client->ps.rocketTargetTime;
|
|
}
|
|
#endif
|
|
// Regular exit.
|
|
if ( pUmcd->buttons & BUTTON_USE && pVeh->m_pVehicleInfo->type!=VH_SPEEDER)
|
|
{
|
|
if ( pVeh->m_pVehicleInfo->type == VH_WALKER )
|
|
{//just get the fuck out
|
|
pVeh->m_EjectDir = VEH_EJECT_REAR;
|
|
if ( pVeh->m_pVehicleInfo->Eject( pVeh, pRider, qfalse ) )
|
|
return false;
|
|
}
|
|
else if ( !(pVeh->m_ulFlags & VEH_FLYING))
|
|
{
|
|
// If going too fast, roll off.
|
|
if ((parent->client->ps.speed<=600) && pUmcd->rightmove!=0)
|
|
{
|
|
if ( pVeh->m_pVehicleInfo->Eject( pVeh, pRider, qfalse ) )
|
|
{
|
|
animNumber_t Anim;
|
|
int iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD | SETANIM_FLAG_HOLDLESS, iBlend = 300;
|
|
if ( pUmcd->rightmove > 0 )
|
|
{
|
|
Anim = BOTH_ROLL_R;
|
|
pVeh->m_EjectDir = VEH_EJECT_RIGHT;
|
|
}
|
|
else
|
|
{
|
|
Anim = BOTH_ROLL_L;
|
|
pVeh->m_EjectDir = VEH_EJECT_LEFT;
|
|
}
|
|
VectorScale( parent->client->ps.velocity, 0.25f, rider->client->ps.velocity );
|
|
#if 1
|
|
Vehicle_SetAnim( rider, SETANIM_BOTH, Anim, iFlags, iBlend );
|
|
#else
|
|
|
|
#endif
|
|
//PM_SetAnim(pm,SETANIM_BOTH,anim,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS);
|
|
rider->client->ps.weaponTime = rider->client->ps.torsoAnimTimer - 200;//just to make sure it's cleared when roll is done
|
|
G_AddEvent( rider, EV_ROLL, 0 );
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// FIXME: Check trace to see if we should start playing the animation.
|
|
animNumber_t Anim;
|
|
int iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD, iBlend = 500;
|
|
if ( pUmcd->rightmove > 0 )
|
|
{
|
|
Anim = BOTH_VS_DISMOUNT_R;
|
|
pVeh->m_EjectDir = VEH_EJECT_RIGHT;
|
|
}
|
|
else
|
|
{
|
|
Anim = BOTH_VS_DISMOUNT_L;
|
|
pVeh->m_EjectDir = VEH_EJECT_LEFT;
|
|
}
|
|
|
|
if ( pVeh->m_iBoarding <= 1 )
|
|
{
|
|
int iAnimLen;
|
|
// NOTE: I know I shouldn't reuse pVeh->m_iBoarding so many times for so many different
|
|
// purposes, but it's not used anywhere else right here so why waste memory???
|
|
#ifdef _JK2MP
|
|
iAnimLen = BG_AnimLength( rider->localAnimIndex, Anim );
|
|
#else
|
|
iAnimLen = PM_AnimLength( pRider->client->clientInfo.animFileIndex, Anim );
|
|
#endif
|
|
pVeh->m_iBoarding = level.time + iAnimLen;
|
|
// Weird huh? Well I wanted to reuse flags and this should never be set in an
|
|
// entity, so what the heck.
|
|
#ifdef _JK2MP
|
|
rider->flags |= FL_VEH_BOARDING;
|
|
#else
|
|
rider->client->ps.eFlags |= EF_VEH_BOARDING;
|
|
#endif
|
|
|
|
// Make sure they can't fire when leaving.
|
|
rider->client->ps.weaponTime = iAnimLen;
|
|
}
|
|
|
|
VectorScale( parent->client->ps.velocity, 0.25f, rider->client->ps.velocity );
|
|
|
|
Vehicle_SetAnim( rider, SETANIM_BOTH, Anim, iFlags, iBlend );
|
|
}
|
|
}
|
|
// Flying, so just fall off.
|
|
else
|
|
{
|
|
pVeh->m_EjectDir = VEH_EJECT_LEFT;
|
|
if ( pVeh->m_pVehicleInfo->Eject( pVeh, pRider, qfalse ) )
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Getting off animation complete (if we had one going)?
|
|
#ifdef _JK2MP
|
|
if ( pVeh->m_iBoarding < level.time && (rider->flags & FL_VEH_BOARDING) )
|
|
{
|
|
rider->flags &= ~FL_VEH_BOARDING;
|
|
#else
|
|
if ( pVeh->m_iBoarding < level.time && (rider->client->ps.eFlags & EF_VEH_BOARDING) )
|
|
{
|
|
rider->client->ps.eFlags &= ~EF_VEH_BOARDING;
|
|
#endif
|
|
// Eject this guy now.
|
|
if ( pVeh->m_pVehicleInfo->Eject( pVeh, pRider, qfalse ) )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if ( pVeh->m_pVehicleInfo->type != VH_FIGHTER
|
|
&& pVeh->m_pVehicleInfo->type != VH_WALKER )
|
|
{
|
|
// Jump off.
|
|
if ( pUmcd->upmove > 0 )
|
|
{
|
|
|
|
// NOT IN MULTI PLAYER!
|
|
//===================================================================
|
|
#ifndef _JK2MP
|
|
float riderRightDot = G_CanJumpToEnemyVeh(pVeh, pUmcd);
|
|
if (riderRightDot!=0.0f)
|
|
{
|
|
// Eject Player From Current Vehicle
|
|
//-----------------------------------
|
|
pVeh->m_EjectDir = VEH_EJECT_TOP;
|
|
pVeh->m_pVehicleInfo->Eject( pVeh, pRider, qtrue );
|
|
|
|
// Send Current Vehicle Spinning Out Of Control
|
|
//----------------------------------------------
|
|
pVeh->m_pVehicleInfo->StartDeathDelay(pVeh, 10000);
|
|
pVeh->m_ulFlags |= (VEH_OUTOFCONTROL);
|
|
VectorScale(pVeh->m_pParentEntity->client->ps.velocity, 1.0f, pVeh->m_pParentEntity->pos3);
|
|
|
|
// Todo: Throw Old Vehicle Away From The New Vehicle Some
|
|
//-------------------------------------------------------
|
|
vec3_t toEnemy;
|
|
VectorSubtract(pVeh->m_pParentEntity->currentOrigin, rider->enemy->currentOrigin, toEnemy);
|
|
VectorNormalize(toEnemy);
|
|
G_Throw(pVeh->m_pParentEntity, toEnemy, 50);
|
|
|
|
// Start Boarding On Enemy's Vehicle
|
|
//-----------------------------------
|
|
Vehicle_t* enemyVeh = G_IsRidingVehicle(rider->enemy);
|
|
enemyVeh->m_iBoarding = (riderRightDot>0)?(VEH_MOUNT_THROW_RIGHT):(VEH_MOUNT_THROW_LEFT);
|
|
enemyVeh->m_pVehicleInfo->Board(enemyVeh, rider);
|
|
}
|
|
|
|
// Don't Jump Off If Holding Strafe Key and Moving Fast
|
|
else if (pUmcd->rightmove && (parent->client->ps.speed>=10))
|
|
{
|
|
return true;
|
|
}
|
|
#endif
|
|
//===================================================================
|
|
|
|
if ( pVeh->m_pVehicleInfo->Eject( pVeh, pRider, qfalse ) )
|
|
{
|
|
// Allow them to force jump off.
|
|
VectorScale( parent->client->ps.velocity, 0.5f, rider->client->ps.velocity );
|
|
rider->client->ps.velocity[2] += JUMP_VELOCITY;
|
|
#ifdef _JK2MP
|
|
rider->client->ps.fd.forceJumpZStart = rider->client->ps.origin[2];
|
|
|
|
if (!trap_ICARUS_TaskIDPending(rider, TID_CHAN_VOICE))
|
|
#else
|
|
rider->client->ps.pm_flags |= ( PMF_JUMPING | PMF_JUMP_HELD );
|
|
rider->client->ps.forceJumpZStart = rider->client->ps.origin[2];
|
|
|
|
if ( !Q3_TaskIDPending( rider, TID_CHAN_VOICE ) )
|
|
#endif
|
|
{
|
|
G_AddEvent( rider, EV_JUMP, 0 );
|
|
}
|
|
#if 1
|
|
Vehicle_SetAnim( rider, SETANIM_BOTH, BOTH_JUMP1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD, 300 );
|
|
#else
|
|
|
|
#endif
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Roll off.
|
|
#ifdef _JK2MP
|
|
if ( pUmcd->upmove < 0 )
|
|
{
|
|
animNumber_t Anim = BOTH_ROLL_B;
|
|
pVeh->m_EjectDir = VEH_EJECT_REAR;
|
|
if ( pUmcd->rightmove > 0 )
|
|
{
|
|
Anim = BOTH_ROLL_R;
|
|
pVeh->m_EjectDir = VEH_EJECT_RIGHT;
|
|
}
|
|
else if ( pUmcd->rightmove < 0 )
|
|
{
|
|
Anim = BOTH_ROLL_L;
|
|
pVeh->m_EjectDir = VEH_EJECT_LEFT;
|
|
}
|
|
else if ( pUmcd->forwardmove < 0 )
|
|
{
|
|
Anim = BOTH_ROLL_B;
|
|
pVeh->m_EjectDir = VEH_EJECT_REAR;
|
|
}
|
|
else if ( pUmcd->forwardmove > 0 )
|
|
{
|
|
Anim = BOTH_ROLL_F;
|
|
pVeh->m_EjectDir = VEH_EJECT_FRONT;
|
|
}
|
|
|
|
if ( pVeh->m_pVehicleInfo->Eject( pVeh, pRider, qfalse ) )
|
|
{
|
|
if ( !(pVeh->m_ulFlags & VEH_FLYING) )
|
|
{
|
|
VectorScale( parent->client->ps.velocity, 0.25f, rider->client->ps.velocity );
|
|
#if 1
|
|
Vehicle_SetAnim( rider, SETANIM_BOTH, Anim, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD | SETANIM_FLAG_HOLDLESS, 300 );
|
|
#else
|
|
|
|
#endif
|
|
//PM_SetAnim(pm,SETANIM_BOTH,anim,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS);
|
|
rider->client->ps.weaponTime = rider->client->ps.torsoAnimTimer - 200;//just to make sure it's cleared when roll is done
|
|
G_AddEvent( rider, EV_ROLL, 0 );
|
|
}
|
|
return false;
|
|
}
|
|
|
|
}
|
|
#endif
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
#ifdef _JK2MP //we want access to this one clientside, but it's the only
|
|
//generic vehicle function we care about over there
|
|
#include "../namespace_begin.h"
|
|
extern void AttachRidersGeneric( Vehicle_t *pVeh );
|
|
#include "../namespace_end.h"
|
|
#endif
|
|
|
|
// Attachs all the riders of this vehicle to their appropriate tag (*driver, *pass1, *pass2, whatever...).
|
|
static void AttachRiders( Vehicle_t *pVeh )
|
|
{
|
|
#ifdef _JK2MP
|
|
int i = 0;
|
|
|
|
AttachRidersGeneric(pVeh);
|
|
|
|
if (pVeh->m_pPilot)
|
|
{
|
|
gentity_t *parent = (gentity_t *)pVeh->m_pParentEntity;
|
|
gentity_t *pilot = (gentity_t *)pVeh->m_pPilot;
|
|
pilot->waypoint = parent->waypoint; // take the veh's waypoint as your own
|
|
|
|
//assuming we updated him relative to the bolt in AttachRidersGeneric
|
|
G_SetOrigin( pilot, pilot->client->ps.origin );
|
|
trap_LinkEntity( pilot );
|
|
}
|
|
|
|
if (pVeh->m_pOldPilot)
|
|
{
|
|
gentity_t *parent = (gentity_t *)pVeh->m_pParentEntity;
|
|
gentity_t *oldpilot = (gentity_t *)pVeh->m_pOldPilot;
|
|
oldpilot->waypoint = parent->waypoint; // take the veh's waypoint as your own
|
|
|
|
//assuming we updated him relative to the bolt in AttachRidersGeneric
|
|
G_SetOrigin( oldpilot, oldpilot->client->ps.origin );
|
|
trap_LinkEntity( oldpilot );
|
|
}
|
|
|
|
//attach passengers
|
|
while (i < pVeh->m_iNumPassengers)
|
|
{
|
|
if (pVeh->m_ppPassengers[i])
|
|
{
|
|
mdxaBone_t boltMatrix;
|
|
vec3_t yawOnlyAngles;
|
|
gentity_t *parent = (gentity_t *)pVeh->m_pParentEntity;
|
|
gentity_t *pilot = (gentity_t *)pVeh->m_ppPassengers[i];
|
|
int crotchBolt;
|
|
|
|
assert(parent->ghoul2);
|
|
crotchBolt = trap_G2API_AddBolt(parent->ghoul2, 0, "*driver");
|
|
assert(parent->client);
|
|
assert(pilot->client);
|
|
|
|
VectorSet(yawOnlyAngles, 0, parent->client->ps.viewangles[YAW], 0);
|
|
|
|
// Get the driver tag.
|
|
trap_G2API_GetBoltMatrix( parent->ghoul2, 0, crotchBolt, &boltMatrix,
|
|
yawOnlyAngles, parent->client->ps.origin,
|
|
level.time, NULL, parent->modelScale );
|
|
BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, pilot->client->ps.origin );
|
|
|
|
G_SetOrigin( pilot, pilot->client->ps.origin );
|
|
trap_LinkEntity( pilot );
|
|
}
|
|
i++;
|
|
}
|
|
|
|
//attach droid
|
|
if (pVeh->m_pDroidUnit
|
|
&& pVeh->m_iDroidUnitTag != -1)
|
|
{
|
|
mdxaBone_t boltMatrix;
|
|
vec3_t yawOnlyAngles, fwd;
|
|
gentity_t *parent = (gentity_t *)pVeh->m_pParentEntity;
|
|
gentity_t *droid = (gentity_t *)pVeh->m_pDroidUnit;
|
|
|
|
assert(parent->ghoul2);
|
|
assert(parent->client);
|
|
//assert(droid->client);
|
|
|
|
if ( droid->client )
|
|
{
|
|
VectorSet(yawOnlyAngles, 0, parent->client->ps.viewangles[YAW], 0);
|
|
|
|
// Get the droid tag.
|
|
trap_G2API_GetBoltMatrix( parent->ghoul2, 0, pVeh->m_iDroidUnitTag, &boltMatrix,
|
|
yawOnlyAngles, parent->currentOrigin,
|
|
level.time, NULL, parent->modelScale );
|
|
BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, droid->client->ps.origin );
|
|
BG_GiveMeVectorFromMatrix( &boltMatrix, NEGATIVE_Y, fwd );
|
|
vectoangles( fwd, droid->client->ps.viewangles );
|
|
|
|
G_SetOrigin( droid, droid->client->ps.origin );
|
|
G_SetAngles( droid, droid->client->ps.viewangles);
|
|
SetClientViewAngle( droid, droid->client->ps.viewangles );
|
|
trap_LinkEntity( droid );
|
|
|
|
if ( droid->NPC )
|
|
{
|
|
NPC_SetAnim( droid, SETANIM_BOTH, BOTH_STAND2, (SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD) );
|
|
droid->client->ps.legsTimer = 500;
|
|
droid->client->ps.torsoTimer = 500;
|
|
}
|
|
}
|
|
}
|
|
#else
|
|
// If we have a pilot, attach him to the driver tag.
|
|
if ( pVeh->m_pPilot )
|
|
{
|
|
gentity_t * const parent = pVeh->m_pParentEntity;
|
|
gentity_t * const pilot = pVeh->m_pPilot;
|
|
mdxaBone_t boltMatrix;
|
|
|
|
pilot->waypoint = parent->waypoint; // take the veh's waypoint as your own
|
|
|
|
// Get the driver tag.
|
|
gi.G2API_GetBoltMatrix( parent->ghoul2, parent->playerModel, parent->crotchBolt, &boltMatrix,
|
|
pVeh->m_vOrientation, parent->currentOrigin,
|
|
(cg.time?cg.time:level.time), NULL, parent->s.modelScale );
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, pilot->client->ps.origin );
|
|
G_SetOrigin( pilot, pilot->client->ps.origin );
|
|
gi.linkentity( pilot );
|
|
}
|
|
// If we have a pilot, attach him to the driver tag.
|
|
if ( pVeh->m_pOldPilot )
|
|
{
|
|
gentity_t * const parent = pVeh->m_pParentEntity;
|
|
gentity_t * const pilot = pVeh->m_pOldPilot;
|
|
mdxaBone_t boltMatrix;
|
|
|
|
pilot->waypoint = parent->waypoint; // take the veh's waypoint as your own
|
|
|
|
// Get the driver tag.
|
|
gi.G2API_GetBoltMatrix( parent->ghoul2, parent->playerModel, parent->crotchBolt, &boltMatrix,
|
|
pVeh->m_vOrientation, parent->currentOrigin,
|
|
(cg.time?cg.time:level.time), NULL, parent->s.modelScale );
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, pilot->client->ps.origin );
|
|
G_SetOrigin( pilot, pilot->client->ps.origin );
|
|
gi.linkentity( pilot );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Make someone invisible and un-collidable.
|
|
static void Ghost( Vehicle_t *pVeh, bgEntity_t *pEnt )
|
|
{
|
|
gentity_t *ent;
|
|
|
|
if ( !pEnt )
|
|
return;
|
|
|
|
ent = (gentity_t *)pEnt;
|
|
|
|
ent->s.eFlags |= EF_NODRAW;
|
|
if ( ent->client )
|
|
{
|
|
ent->client->ps.eFlags |= EF_NODRAW;
|
|
}
|
|
#ifdef _JK2MP
|
|
ent->r.contents = 0;
|
|
#else
|
|
ent->contents = 0;
|
|
#endif
|
|
}
|
|
|
|
// Make someone visible and collidable.
|
|
static void UnGhost( Vehicle_t *pVeh, bgEntity_t *pEnt )
|
|
{
|
|
gentity_t *ent;
|
|
|
|
if ( !pEnt )
|
|
return;
|
|
|
|
ent = (gentity_t *)pEnt;
|
|
|
|
ent->s.eFlags &= ~EF_NODRAW;
|
|
if ( ent->client )
|
|
{
|
|
ent->client->ps.eFlags &= ~EF_NODRAW;
|
|
}
|
|
#ifdef _JK2MP
|
|
ent->r.contents = CONTENTS_BODY;
|
|
#else
|
|
ent->contents = CONTENTS_BODY;
|
|
#endif
|
|
}
|
|
|
|
#ifdef _JK2MP
|
|
//try to resize the bounding box around a torn apart ship
|
|
void G_VehicleDamageBoxSizing(Vehicle_t *pVeh)
|
|
{
|
|
vec3_t fwd, right, up;
|
|
vec3_t nose; //maxs
|
|
vec3_t back; //mins
|
|
trace_t trace;
|
|
const float fDist = 256.0f; //estimated distance to nose from origin
|
|
const float bDist = 256.0f; //estimated distance to back from origin
|
|
const float wDist = 32.0f; //width on each side from origin
|
|
const float hDist = 32.0f; //height on each side from origin
|
|
gentity_t *parent = (gentity_t *)pVeh->m_pParentEntity;
|
|
|
|
if (!parent->ghoul2 || !parent->m_pVehicle || !parent->client)
|
|
{ //shouldn't have gotten in here then
|
|
return;
|
|
}
|
|
|
|
//for now, let's only do anything if all wings are stripped off.
|
|
//this is because I want to be able to tear my wings off and fling
|
|
//myself down narrow hallways to my death. Because it's fun! -rww
|
|
if (!(pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_C) ||
|
|
!(pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_D) ||
|
|
!(pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_E) ||
|
|
!(pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_F) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
//get directions based on orientation
|
|
AngleVectors(pVeh->m_vOrientation, fwd, right, up);
|
|
|
|
//get the nose and back positions (relative to 0, they're gonna be mins/maxs)
|
|
VectorMA(vec3_origin, fDist, fwd, nose);
|
|
VectorMA(vec3_origin, -bDist, fwd, back);
|
|
|
|
//move the nose and back to opposite right/left, they will end up as our relative mins and maxs
|
|
VectorMA(nose, wDist, right, nose);
|
|
VectorMA(nose, -wDist, right, back);
|
|
|
|
//use the same concept for up/down now
|
|
VectorMA(nose, hDist, up, nose);
|
|
VectorMA(nose, -hDist, up, back);
|
|
|
|
//and now, let's trace and see if our new mins/maxs are safe..
|
|
trap_Trace(&trace, parent->client->ps.origin, back, nose, parent->client->ps.origin, parent->s.number, parent->clipmask);
|
|
if (!trace.allsolid && !trace.startsolid && trace.fraction == 1.0f)
|
|
{ //all clear!
|
|
VectorCopy(nose, parent->maxs);
|
|
VectorCopy(back, parent->mins);
|
|
}
|
|
else
|
|
{ //oh well, DIE!
|
|
//FIXME: does this give proper credit to the enemy who shot you down?
|
|
G_Damage(parent, parent, parent, NULL, parent->client->ps.origin, 9999, DAMAGE_NO_PROTECTION, MOD_SUICIDE);
|
|
}
|
|
}
|
|
|
|
//get one of 4 possible impact locations based on the trace direction
|
|
int G_FlyVehicleImpactDir(gentity_t *veh, trace_t *trace)
|
|
{
|
|
float impactAngle;
|
|
float relativeAngle;
|
|
trace_t localTrace;
|
|
vec3_t testMins, testMaxs;
|
|
vec3_t rWing, lWing;
|
|
vec3_t fwd, right;
|
|
vec3_t fPos;
|
|
Vehicle_t *pVeh = veh->m_pVehicle;
|
|
qboolean noseClear = qfalse;
|
|
|
|
if (!trace || !pVeh || !veh->client)
|
|
{
|
|
return -1;
|
|
}
|
|
|
|
AngleVectors(veh->client->ps.viewangles, fwd, right, 0);
|
|
VectorSet(testMins, -24.0f, -24.0f, -24.0f);
|
|
VectorSet(testMaxs, 24.0f, 24.0f, 24.0f);
|
|
|
|
//do a trace to determine if the nose is clear
|
|
VectorMA(veh->client->ps.origin, 256.0f, fwd, fPos);
|
|
trap_Trace(&localTrace, veh->client->ps.origin, testMins, testMaxs, fPos, veh->s.number, veh->clipmask);
|
|
if (!localTrace.startsolid && !localTrace.allsolid && localTrace.fraction == 1.0f)
|
|
{ //otherwise I guess it's not clear..
|
|
noseClear = qtrue;
|
|
}
|
|
|
|
if (noseClear)
|
|
{ //if nose is clear check for tearing the wings off
|
|
//sadly, the trace endpos given always matches the vehicle origin, so we
|
|
//can't get a real impact direction. First we'll trace forward and see if the wings are colliding
|
|
//with anything, and if not, we'll fall back to checking the trace plane normal.
|
|
VectorMA(veh->client->ps.origin, 128.0f, right, rWing);
|
|
VectorMA(veh->client->ps.origin, -128.0f, right, lWing);
|
|
|
|
//test the right wing - unless it's already removed
|
|
if (!(pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_E) ||
|
|
!(pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_F))
|
|
{
|
|
VectorMA(rWing, 256.0f, fwd, fPos);
|
|
trap_Trace(&localTrace, rWing, testMins, testMaxs, fPos, veh->s.number, veh->clipmask);
|
|
if (localTrace.startsolid || localTrace.allsolid || localTrace.fraction != 1.0f)
|
|
{ //impact
|
|
return SHIPSURF_RIGHT;
|
|
}
|
|
}
|
|
|
|
//test the left wing - unless it's already removed
|
|
if (!(pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_C) ||
|
|
!(pVeh->m_iRemovedSurfaces & SHIPSURF_BROKEN_D))
|
|
{
|
|
VectorMA(lWing, 256.0f, fwd, fPos);
|
|
trap_Trace(&localTrace, lWing, testMins, testMaxs, fPos, veh->s.number, veh->clipmask);
|
|
if (localTrace.startsolid || localTrace.allsolid || localTrace.fraction != 1.0f)
|
|
{ //impact
|
|
return SHIPSURF_LEFT;
|
|
}
|
|
}
|
|
}
|
|
|
|
//try to use the trace plane normal
|
|
impactAngle = vectoyaw(trace->plane.normal);
|
|
relativeAngle = AngleSubtract(impactAngle, veh->client->ps.viewangles[YAW]);
|
|
|
|
if (relativeAngle > 130 ||
|
|
relativeAngle < -130)
|
|
{ //consider this front
|
|
return SHIPSURF_FRONT;
|
|
}
|
|
else if (relativeAngle > 0)
|
|
{
|
|
return SHIPSURF_RIGHT;
|
|
}
|
|
else if (relativeAngle < 0)
|
|
{
|
|
return SHIPSURF_LEFT;
|
|
}
|
|
|
|
return SHIPSURF_BACK;
|
|
}
|
|
|
|
//try to break surfaces off the ship on impact
|
|
#define TURN_ON 0x00000000
|
|
#define TURN_OFF 0x00000100
|
|
extern void NPC_SetSurfaceOnOff(gentity_t *ent, const char *surfaceName, int surfaceFlags); //NPC_utils.c
|
|
int G_ShipSurfaceForSurfName( const char *surfaceName )
|
|
{
|
|
if ( !surfaceName )
|
|
{
|
|
return -1;
|
|
}
|
|
if ( !Q_strncmp( "nose", surfaceName, 4 )
|
|
|| !Q_strncmp( "f_gear", surfaceName, 6 )
|
|
|| !Q_strncmp( "glass", surfaceName, 5 ) )
|
|
{
|
|
return SHIPSURF_FRONT;
|
|
}
|
|
if ( !Q_strncmp( "body", surfaceName, 4 ) )
|
|
{
|
|
return SHIPSURF_BACK;
|
|
}
|
|
if ( !Q_strncmp( "r_wing1", surfaceName, 7 )
|
|
|| !Q_strncmp( "r_wing2", surfaceName, 7 )
|
|
|| !Q_strncmp( "r_gear", surfaceName, 6 ) )
|
|
{
|
|
return SHIPSURF_RIGHT;
|
|
}
|
|
if ( !Q_strncmp( "l_wing1", surfaceName, 7 )
|
|
|| !Q_strncmp( "l_wing2", surfaceName, 7 )
|
|
|| !Q_strncmp( "l_gear", surfaceName, 6 ) )
|
|
{
|
|
return SHIPSURF_LEFT;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
void G_SetVehDamageFlags( gentity_t *veh, int shipSurf, int damageLevel )
|
|
{
|
|
int dmgFlag;
|
|
switch ( damageLevel )
|
|
{
|
|
case 3://destroyed
|
|
//add both flags so cgame side knows this surf is GONE
|
|
//add heavy
|
|
dmgFlag = SHIPSURF_DAMAGE_FRONT_HEAVY+(shipSurf-SHIPSURF_FRONT);
|
|
veh->client->ps.brokenLimbs |= (1<<dmgFlag);
|
|
//add light
|
|
dmgFlag = SHIPSURF_DAMAGE_FRONT_LIGHT+(shipSurf-SHIPSURF_FRONT);
|
|
veh->client->ps.brokenLimbs |= (1<<dmgFlag);
|
|
//copy down
|
|
veh->s.brokenLimbs = veh->client->ps.brokenLimbs;
|
|
//check droid
|
|
if ( shipSurf == SHIPSURF_BACK )
|
|
{//destroy the droid if we have one
|
|
if ( veh->m_pVehicle
|
|
&& veh->m_pVehicle->m_pDroidUnit )
|
|
{//we have one
|
|
gentity_t *droidEnt = (gentity_t *)veh->m_pVehicle->m_pDroidUnit;
|
|
if ( droidEnt
|
|
&& ((droidEnt->flags&FL_UNDYING) || droidEnt->health > 0) )
|
|
{//boom
|
|
//make it vulnerable
|
|
droidEnt->flags &= ~FL_UNDYING;
|
|
//blow it up
|
|
G_Damage( droidEnt, veh->enemy, veh->enemy, NULL, NULL, 99999, 0, MOD_UNKNOWN );
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case 2://heavy only
|
|
dmgFlag = SHIPSURF_DAMAGE_FRONT_HEAVY+(shipSurf-SHIPSURF_FRONT);
|
|
veh->client->ps.brokenLimbs |= (1<<dmgFlag);
|
|
//remove light
|
|
dmgFlag = SHIPSURF_DAMAGE_FRONT_LIGHT+(shipSurf-SHIPSURF_FRONT);
|
|
veh->client->ps.brokenLimbs &= ~(1<<dmgFlag);
|
|
//copy down
|
|
veh->s.brokenLimbs = veh->client->ps.brokenLimbs;
|
|
//check droid
|
|
if ( shipSurf == SHIPSURF_BACK )
|
|
{//make the droid vulnerable if we have one
|
|
if ( veh->m_pVehicle
|
|
&& veh->m_pVehicle->m_pDroidUnit )
|
|
{//we have one
|
|
gentity_t *droidEnt = (gentity_t *)veh->m_pVehicle->m_pDroidUnit;
|
|
if ( droidEnt
|
|
&& (droidEnt->flags&FL_UNDYING) )
|
|
{//make it vulnerab;e
|
|
droidEnt->flags &= ~FL_UNDYING;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case 1://light only
|
|
//add light
|
|
dmgFlag = SHIPSURF_DAMAGE_FRONT_LIGHT+(shipSurf-SHIPSURF_FRONT);
|
|
veh->client->ps.brokenLimbs |= (1<<dmgFlag);
|
|
//remove heavy (shouldn't have to do this, but...
|
|
dmgFlag = SHIPSURF_DAMAGE_FRONT_HEAVY+(shipSurf-SHIPSURF_FRONT);
|
|
veh->client->ps.brokenLimbs &= ~(1<<dmgFlag);
|
|
//copy down
|
|
veh->s.brokenLimbs = veh->client->ps.brokenLimbs;
|
|
break;
|
|
case 0://no damage
|
|
default:
|
|
//remove heavy
|
|
dmgFlag = SHIPSURF_DAMAGE_FRONT_HEAVY+(shipSurf-SHIPSURF_FRONT);
|
|
veh->client->ps.brokenLimbs &= ~(1<<dmgFlag);
|
|
//remove light
|
|
dmgFlag = SHIPSURF_DAMAGE_FRONT_LIGHT+(shipSurf-SHIPSURF_FRONT);
|
|
veh->client->ps.brokenLimbs &= ~(1<<dmgFlag);
|
|
//copy down
|
|
veh->s.brokenLimbs = veh->client->ps.brokenLimbs;
|
|
break;
|
|
}
|
|
}
|
|
|
|
void G_VehicleSetDamageLocFlags( gentity_t *veh, int impactDir, int deathPoint )
|
|
{
|
|
if ( !veh->client )
|
|
{
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
int deathPoint, heavyDamagePoint, lightDamagePoint;
|
|
switch(impactDir)
|
|
{
|
|
case SHIPSURF_FRONT:
|
|
deathPoint = veh->m_pVehicle->m_pVehicleInfo->health_front;
|
|
break;
|
|
case SHIPSURF_BACK:
|
|
deathPoint = veh->m_pVehicle->m_pVehicleInfo->health_back;
|
|
break;
|
|
case SHIPSURF_RIGHT:
|
|
deathPoint = veh->m_pVehicle->m_pVehicleInfo->health_right;
|
|
break;
|
|
case SHIPSURF_LEFT:
|
|
deathPoint = veh->m_pVehicle->m_pVehicleInfo->health_left;
|
|
break;
|
|
default:
|
|
return;
|
|
break;
|
|
}
|
|
if ( veh->m_pVehicle
|
|
&& veh->m_pVehicle->m_pVehicleInfo
|
|
&& veh->m_pVehicle->m_pVehicleInfo->malfunctionArmorLevel
|
|
&& veh->m_pVehicle->m_pVehicleInfo->armor )
|
|
{
|
|
float perc = ((float)veh->m_pVehicle->m_pVehicleInfo->malfunctionArmorLevel/(float)veh->m_pVehicle->m_pVehicleInfo->armor);
|
|
if ( perc > 0.99f )
|
|
{
|
|
perc = 0.99f;
|
|
}
|
|
heavyDamagePoint = ceil( deathPoint*perc*0.25f );
|
|
lightDamagePoint = ceil( deathPoint*perc );
|
|
}
|
|
else
|
|
{
|
|
heavyDamagePoint = ceil( deathPoint*0.66f );
|
|
lightDamagePoint = ceil( deathPoint*0.14f );
|
|
}
|
|
|
|
if ( veh->locationDamage[impactDir] >= deathPoint)
|
|
{//destroyed
|
|
G_SetVehDamageFlags( veh, impactDir, 3 );
|
|
}
|
|
else if ( veh->locationDamage[impactDir] <= heavyDamagePoint )
|
|
{//heavy only
|
|
G_SetVehDamageFlags( veh, impactDir, 2 );
|
|
}
|
|
else if ( veh->locationDamage[impactDir] <= lightDamagePoint )
|
|
{//light only
|
|
G_SetVehDamageFlags( veh, impactDir, 1 );
|
|
}
|
|
}
|
|
}
|
|
|
|
qboolean G_FlyVehicleDestroySurface( gentity_t *veh, int surface )
|
|
{
|
|
char *surfName[4]; //up to 4 surfs at once
|
|
int numSurfs = 0;
|
|
int smashedBits = 0;
|
|
|
|
if (surface == -1)
|
|
{ //not valid?
|
|
return qfalse;
|
|
}
|
|
|
|
switch(surface)
|
|
{
|
|
case SHIPSURF_FRONT: //break the nose off
|
|
surfName[0] = "nose";
|
|
|
|
smashedBits = (SHIPSURF_BROKEN_G);
|
|
|
|
numSurfs = 1;
|
|
break;
|
|
case SHIPSURF_BACK: //break both the bottom wings off for a backward impact I guess
|
|
surfName[0] = "r_wing2";
|
|
surfName[1] = "l_wing2";
|
|
|
|
//get rid of the landing gear
|
|
surfName[2] = "r_gear";
|
|
surfName[3] = "l_gear";
|
|
|
|
smashedBits = (SHIPSURF_BROKEN_A|SHIPSURF_BROKEN_B|SHIPSURF_BROKEN_D|SHIPSURF_BROKEN_F);
|
|
|
|
numSurfs = 4;
|
|
break;
|
|
case SHIPSURF_RIGHT: //break both right wings off
|
|
surfName[0] = "r_wing1";
|
|
surfName[1] = "r_wing2";
|
|
|
|
//get rid of the landing gear
|
|
surfName[2] = "r_gear";
|
|
|
|
smashedBits = (SHIPSURF_BROKEN_B|SHIPSURF_BROKEN_E|SHIPSURF_BROKEN_F);
|
|
|
|
numSurfs = 3;
|
|
break;
|
|
case SHIPSURF_LEFT: //break both left wings off
|
|
surfName[0] = "l_wing1";
|
|
surfName[1] = "l_wing2";
|
|
|
|
//get rid of the landing gear
|
|
surfName[2] = "l_gear";
|
|
|
|
smashedBits = (SHIPSURF_BROKEN_A|SHIPSURF_BROKEN_C|SHIPSURF_BROKEN_D);
|
|
|
|
numSurfs = 3;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (numSurfs < 1)
|
|
{ //didn't get any valid surfs..
|
|
return qfalse;
|
|
}
|
|
|
|
while (numSurfs > 0)
|
|
{ //use my silly system of automatically managing surf status on both client and server
|
|
numSurfs--;
|
|
NPC_SetSurfaceOnOff(veh, surfName[numSurfs], TURN_OFF);
|
|
}
|
|
|
|
if ( !veh->m_pVehicle->m_iRemovedSurfaces )
|
|
{//first time something got blown off
|
|
if ( veh->m_pVehicle->m_pPilot )
|
|
{//make the pilot scream to his death
|
|
G_EntitySound((gentity_t*)veh->m_pVehicle->m_pPilot, CHAN_VOICE, G_SoundIndex("*falling1.wav"));
|
|
}
|
|
}
|
|
//so we can check what's broken
|
|
veh->m_pVehicle->m_iRemovedSurfaces |= smashedBits;
|
|
|
|
//do some explosive damage, but don't damage this ship with it
|
|
G_RadiusDamage(veh->client->ps.origin, veh, 100, 500, veh, NULL, MOD_SUICIDE);
|
|
|
|
//when spiraling to your death, do the electical shader
|
|
veh->client->ps.electrifyTime = level.time + 10000;
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
void G_FlyVehicleSurfaceDestruction(gentity_t *veh, trace_t *trace, int magnitude, qboolean force)
|
|
{
|
|
int impactDir;
|
|
int secondImpact;
|
|
int deathPoint = -1;
|
|
qboolean alreadyRebroken = qfalse;
|
|
|
|
if (!veh->ghoul2 || !veh->m_pVehicle)
|
|
{ //no g2 instance.. or no vehicle instance
|
|
return;
|
|
}
|
|
|
|
impactDir = G_FlyVehicleImpactDir(veh, trace);
|
|
|
|
anotherImpact:
|
|
if (impactDir == -1)
|
|
{ //not valid?
|
|
return;
|
|
}
|
|
|
|
veh->locationDamage[impactDir] += magnitude*7;
|
|
|
|
switch(impactDir)
|
|
{
|
|
case SHIPSURF_FRONT:
|
|
deathPoint = veh->m_pVehicle->m_pVehicleInfo->health_front;
|
|
break;
|
|
case SHIPSURF_BACK:
|
|
deathPoint = veh->m_pVehicle->m_pVehicleInfo->health_back;
|
|
break;
|
|
case SHIPSURF_RIGHT:
|
|
deathPoint = veh->m_pVehicle->m_pVehicleInfo->health_right;
|
|
break;
|
|
case SHIPSURF_LEFT:
|
|
deathPoint = veh->m_pVehicle->m_pVehicleInfo->health_left;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if ( deathPoint != -1 )
|
|
{//got a valid health value
|
|
if ( force && veh->locationDamage[impactDir] < deathPoint )
|
|
{//force that surf to be destroyed
|
|
veh->locationDamage[impactDir] = deathPoint;
|
|
}
|
|
if ( veh->locationDamage[impactDir] >= deathPoint)
|
|
{ //do it
|
|
if ( G_FlyVehicleDestroySurface( veh, impactDir ) )
|
|
{//actually took off a surface
|
|
G_VehicleSetDamageLocFlags( veh, impactDir, deathPoint );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
G_VehicleSetDamageLocFlags( veh, impactDir, deathPoint );
|
|
}
|
|
}
|
|
|
|
if (!alreadyRebroken)
|
|
{
|
|
secondImpact = G_FlyVehicleImpactDir(veh, trace);
|
|
if (impactDir != secondImpact)
|
|
{ //can break off another piece in this same impact.. but only break off up to 2 at once
|
|
alreadyRebroken = qtrue;
|
|
impactDir = secondImpact;
|
|
goto anotherImpact;
|
|
}
|
|
}
|
|
}
|
|
|
|
void G_VehUpdateShields( gentity_t *targ )
|
|
{
|
|
if ( !targ || !targ->client
|
|
|| !targ->m_pVehicle || !targ->m_pVehicle->m_pVehicleInfo )
|
|
{
|
|
return;
|
|
}
|
|
if ( targ->m_pVehicle->m_pVehicleInfo->shields <= 0 )
|
|
{//doesn't have shields, so don't have to send it
|
|
return;
|
|
}
|
|
targ->client->ps.activeForcePass = floor(((float)targ->m_pVehicle->m_iShields/(float)targ->m_pVehicle->m_pVehicleInfo->shields)*10.0f);
|
|
}
|
|
#endif
|
|
|
|
// Set the parent entity of this Vehicle NPC.
|
|
void SetParent( Vehicle_t *pVeh, bgEntity_t *pParentEntity ) { pVeh->m_pParentEntity = pParentEntity; }
|
|
|
|
// Add a pilot to the vehicle.
|
|
void SetPilot( Vehicle_t *pVeh, bgEntity_t *pPilot ) { pVeh->m_pPilot = pPilot; }
|
|
|
|
// Add a passenger to the vehicle (false if we're full).
|
|
bool AddPassenger( Vehicle_t *pVeh ) { return false; }
|
|
|
|
// Whether this vehicle is currently inhabited (by anyone) or not.
|
|
bool Inhabited( Vehicle_t *pVeh ) { return ( pVeh->m_pPilot ) ? true : false; }
|
|
|
|
|
|
// Setup the shared functions (one's that all vehicles would generally use).
|
|
void G_SetSharedVehicleFunctions( vehicleInfo_t *pVehInfo )
|
|
{
|
|
// pVehInfo->AnimateVehicle = AnimateVehicle;
|
|
// pVehInfo->AnimateRiders = AnimateRiders;
|
|
pVehInfo->ValidateBoard = ValidateBoard;
|
|
pVehInfo->SetParent = SetParent;
|
|
pVehInfo->SetPilot = SetPilot;
|
|
pVehInfo->AddPassenger = AddPassenger;
|
|
pVehInfo->Animate = Animate;
|
|
pVehInfo->Board = Board;
|
|
pVehInfo->Eject = Eject;
|
|
pVehInfo->EjectAll = EjectAll;
|
|
pVehInfo->StartDeathDelay = StartDeathDelay;
|
|
pVehInfo->DeathUpdate = DeathUpdate;
|
|
pVehInfo->RegisterAssets = RegisterAssets;
|
|
pVehInfo->Initialize = Initialize;
|
|
pVehInfo->Update = Update;
|
|
pVehInfo->UpdateRider = UpdateRider;
|
|
// pVehInfo->ProcessMoveCommands = ProcessMoveCommands;
|
|
// pVehInfo->ProcessOrientCommands = ProcessOrientCommands;
|
|
pVehInfo->AttachRiders = AttachRiders;
|
|
pVehInfo->Ghost = Ghost;
|
|
pVehInfo->UnGhost = UnGhost;
|
|
pVehInfo->Inhabited = Inhabited;
|
|
}
|
|
|
|
#ifdef _JK2MP
|
|
//get rid of all the crazy defs we added for this file
|
|
#undef currentAngles
|
|
#undef currentOrigin
|
|
#undef mins
|
|
#undef maxs
|
|
#undef legsAnimTimer
|
|
#undef torsoAnimTimer
|
|
#undef bool
|
|
#undef false
|
|
#undef true
|
|
|
|
#undef sqrtf
|
|
|
|
#undef MOD_EXPLOSIVE
|
|
#endif
|