mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-29 23:42:38 +00:00
fc72b58bb6
- Merged TBDC changes from JKO - Made B/Y buttons not switch when switched sticks (so saber toggle is on correct hand) - Fixed issue with switched sticks making item selector scroll use wrong thumbstick - Fix crash when using built in menu to choose alternative saber (need to find out where model has gone though)
240 lines
No EOL
6.8 KiB
C++
240 lines
No EOL
6.8 KiB
C++
/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#include "g_local.h"
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#include "b_local.h"
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#include "g_functions.h"
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#include "wp_saber.h"
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#include "w_local.h"
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#include "bg_local.h"
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#include <JKXR/VrClientInfo.h>
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#include <JKXR/VrTBDC.h>
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extern cvar_t *g_TeamBeefDirectorsCut;
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//-------------------
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// Wookiee Bowcaster
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//-------------------
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//---------------------------------------------------------
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static void WP_BowcasterMainFire( gentity_t *ent )
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//---------------------------------------------------------
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{
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int damage = weaponData[WP_BOWCASTER].damage, count;
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float vel;
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vec3_t angs, forward, dir, start;
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gentity_t *missile;
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if ( BG_UseVRPosition(ent))
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{
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BG_CalculateVRWeaponPosition(muzzle, angs);
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AngleVectors(angs, forward, NULL, NULL);
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}
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else {
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VectorCopy(forwardVec, forward);
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}
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VectorCopy( muzzle, start );
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WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
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// Do the damages
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if ( ent->s.number != 0 )
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{
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if ( g_spskill->integer == 0 )
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{
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damage = BOWCASTER_NPC_DAMAGE_EASY;
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}
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else if ( g_spskill->integer == 1 )
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{
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damage = BOWCASTER_NPC_DAMAGE_NORMAL;
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}
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else
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{
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damage = BOWCASTER_NPC_DAMAGE_HARD;
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}
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}
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count = ( level.time - ent->client->ps.weaponChargeTime ) / BOWCASTER_CHARGE_UNIT;
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if ( count < 1 )
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{
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count = 1;
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}
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else if ( count > 5 )
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{
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count = 5;
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}
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if ( !(count & 1 ))
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{
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// if we aren't odd, knock us down a level
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count--;
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}
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// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
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// {
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// // in overcharge mode, so doing double damage
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// damage *= 2;
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// }
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WP_MissileTargetHint(ent, start, forwardVec);
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for ( int i = 0; i < count; i++ )
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{
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// create a range of different velocities
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if(ent->client && ent->client->ps.clientNum == 0 && g_TeamBeefDirectorsCut->integer == 1)
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{
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vel = TBDC_BOWCASTER_VELOCITY * ( Q_flrand(-1.0f, 1.0f) * BOWCASTER_VEL_RANGE + 1.0f );;
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}
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else
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{
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vel = BOWCASTER_VELOCITY * ( Q_flrand(-1.0f, 1.0f) * BOWCASTER_VEL_RANGE + 1.0f );
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}
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vectoangles( forward, angs );
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if ( !(ent->client->ps.forcePowersActive&(1<<FP_SEE))
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|| ent->client->ps.forcePowerLevel[FP_SEE] < FORCE_LEVEL_2 )
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{//force sight 2+ gives perfect aim
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//FIXME: maybe force sight level 3 autoaims some?
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// add some slop to the fire direction
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angs[PITCH] += Q_flrand(-1.0f, 1.0f) * BOWCASTER_ALT_SPREAD * 0.2f;
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angs[YAW] += ((i+0.5f) * BOWCASTER_ALT_SPREAD - count * 0.5f * BOWCASTER_ALT_SPREAD );
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if ( ent->NPC )
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{
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angs[PITCH] += ( Q_flrand(-1.0f, 1.0f) * (BLASTER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f) );
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angs[YAW] += ( Q_flrand(-1.0f, 1.0f) * (BLASTER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f) );
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}
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}
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AngleVectors( angs, dir, NULL, NULL );
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vec3_t rotatedDir;
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VectorRotateAroundAxis(dir, forward, vr->weaponangles[ANGLES_ADJUSTED][ROLL], rotatedDir);
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missile = CreateMissile( start, rotatedDir, vel, 10000, ent );
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missile->classname = "bowcaster_proj";
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missile->s.weapon = WP_BOWCASTER;
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VectorSet( missile->maxs, BOWCASTER_SIZE, BOWCASTER_SIZE, BOWCASTER_SIZE );
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VectorScale( missile->maxs, -1, missile->mins );
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// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
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// {
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// missile->flags |= FL_OVERCHARGED;
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// }
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missile->damage = damage;
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missile->dflags = DAMAGE_DEATH_KNOCKBACK;
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missile->methodOfDeath = MOD_BOWCASTER;
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missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
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missile->splashDamage = weaponData[WP_BOWCASTER].splashDamage;
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missile->splashRadius = weaponData[WP_BOWCASTER].splashRadius;
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// we don't want it to bounce
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missile->bounceCount = 0;
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ent->client->sess.missionStats.shotsFired++;
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}
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}
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//---------------------------------------------------------
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static void WP_BowcasterAltFire( gentity_t *ent )
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//---------------------------------------------------------
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{
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vec3_t start, forward, angs;
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int damage = weaponData[WP_BOWCASTER].altDamage;
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if ( BG_UseVRPosition(ent))
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{
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BG_CalculateVRWeaponPosition(start, angs);
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AngleVectors(angs, forward, NULL, NULL);
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}
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else {
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VectorCopy( muzzle, start );
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VectorCopy( forwardVec, forward );
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}
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WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
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WP_MissileTargetHint(ent, start, forward);
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float velocity = BOWCASTER_VELOCITY;
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if(ent->client && ent->client->ps.clientNum == 0 && g_TeamBeefDirectorsCut->integer == 1)
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{
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velocity = TBDC_BOWCASTER_VELOCITY;
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}
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gentity_t *missile = CreateMissile( start, forward, velocity, 10000, ent, qtrue );
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missile->classname = "bowcaster_alt_proj";
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missile->s.weapon = WP_BOWCASTER;
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// Do the damages
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if ( ent->s.number != 0 )
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{
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if ( g_spskill->integer == 0 )
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{
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damage = BOWCASTER_NPC_DAMAGE_EASY;
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}
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else if ( g_spskill->integer == 1 )
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{
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damage = BOWCASTER_NPC_DAMAGE_NORMAL;
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}
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else
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{
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damage = BOWCASTER_NPC_DAMAGE_HARD;
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}
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}
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VectorSet( missile->maxs, BOWCASTER_SIZE, BOWCASTER_SIZE, BOWCASTER_SIZE );
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VectorScale( missile->maxs, -1, missile->mins );
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// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
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// {
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// // in overcharge mode, so doing double damage
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// missile->flags |= FL_OVERCHARGED;
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// damage *= 2;
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// }
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missile->s.eFlags |= EF_BOUNCE;
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missile->bounceCount = 3;
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missile->damage = damage;
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missile->dflags = DAMAGE_DEATH_KNOCKBACK;
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missile->methodOfDeath = MOD_BOWCASTER_ALT;
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missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
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missile->splashDamage = weaponData[WP_BOWCASTER].altSplashDamage;
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missile->splashRadius = weaponData[WP_BOWCASTER].altSplashRadius;
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}
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//---------------------------------------------------------
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void WP_FireBowcaster( gentity_t *ent, qboolean alt_fire )
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//---------------------------------------------------------
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{
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if ( alt_fire )
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{
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WP_BowcasterAltFire( ent );
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}
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else
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{
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WP_BowcasterMainFire( ent );
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}
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} |