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)
218 lines
No EOL
6.4 KiB
C++
218 lines
No EOL
6.4 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/VrTBDC.h>
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extern cvar_t *g_TeamBeefDirectorsCut;
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//-------------------
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// Heavy Repeater
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//-------------------
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//---------------------------------------------------------
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static void WP_RepeaterMainFire( gentity_t *ent, vec3_t dir )
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//---------------------------------------------------------
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{
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vec3_t start;
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int damage = weaponData[WP_REPEATER].damage;
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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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WP_MissileTargetHint(ent, start, dir);
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float velocity = REPEATER_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_REPEATER_VELOCITY;
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}
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gentity_t *missile = CreateMissile( start, dir, velocity, 10000, ent );
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missile->classname = "repeater_proj";
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missile->s.weapon = WP_REPEATER;
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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 = REPEATER_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 = REPEATER_NPC_DAMAGE_NORMAL;
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}
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else
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{
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damage = REPEATER_NPC_DAMAGE_HARD;
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}
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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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// missile->flags |= FL_OVERCHARGED;
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// damage *= 2;
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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_REPEATER;
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missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
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// we don't want it to bounce forever
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missile->bounceCount = 8;
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}
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//---------------------------------------------------------
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static void WP_RepeaterAltFire( gentity_t *ent )
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//---------------------------------------------------------
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{
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vec3_t start;
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int damage = weaponData[WP_REPEATER].altDamage;
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gentity_t *missile = NULL;
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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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if ( ent->client && ent->client->NPC_class == CLASS_GALAKMECH )
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{
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missile = CreateMissile( start, ent->client->hiddenDir, ent->client->hiddenDist, 10000, ent, qtrue );
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}
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else
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{
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vec3_t angs, forward;
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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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WP_MissileTargetHint(ent, start, forward);
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float velocity = REPEATER_ALT_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_REPEATER_ALT_VELOCITY;
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}
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missile = CreateMissile( start, forward, velocity, 10000, ent, qtrue );
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}
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missile->classname = "repeater_alt_proj";
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missile->s.weapon = WP_REPEATER;
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missile->mass = 10;
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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 = REPEATER_ALT_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 = REPEATER_ALT_NPC_DAMAGE_NORMAL;
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}
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else
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{
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damage = REPEATER_ALT_NPC_DAMAGE_HARD;
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}
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}
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VectorSet( missile->maxs, REPEATER_ALT_SIZE, REPEATER_ALT_SIZE, REPEATER_ALT_SIZE );
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VectorScale( missile->maxs, -1, missile->mins );
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missile->s.pos.trType = TR_GRAVITY;
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missile->s.pos.trDelta[2] += 40.0f; //give a slight boost in the upward direction
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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->damage = damage;
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missile->dflags = DAMAGE_DEATH_KNOCKBACK;
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missile->methodOfDeath = MOD_REPEATER_ALT;
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missile->splashMethodOfDeath = MOD_REPEATER_ALT;
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missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
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missile->splashDamage = weaponData[WP_REPEATER].altSplashDamage;
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missile->splashRadius = weaponData[WP_REPEATER].altSplashRadius;
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// we don't want it to bounce forever
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missile->bounceCount = 8;
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}
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//---------------------------------------------------------
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void WP_FireRepeater( gentity_t *ent, qboolean alt_fire )
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//---------------------------------------------------------
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{
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vec3_t dir, angs;
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if ( BG_UseVRPosition(ent))
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{
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BG_CalculateVRWeaponPosition(muzzle, angs);
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}
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else {
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vectoangles( forwardVec, angs );
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}
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if ( alt_fire )
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{
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WP_RepeaterAltFire( ent );
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}
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else
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{
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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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// Troopers use their aim values as well as the gun's inherent inaccuracy
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// so check for all classes of stormtroopers and anyone else that has aim error
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if ( ent->client && ent->NPC &&
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( ent->client->NPC_class == CLASS_STORMTROOPER ||
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ent->client->NPC_class == CLASS_SWAMPTROOPER ||
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ent->client->NPC_class == CLASS_SHADOWTROOPER ) )
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{
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angs[PITCH] += ( Q_flrand(-1.0f, 1.0f) * (REPEATER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f) );
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angs[YAW] += ( Q_flrand(-1.0f, 1.0f) * (REPEATER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f) );
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}
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else
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{
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// add some slop to the alt-fire direction
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angs[PITCH] += Q_flrand(-1.0f, 1.0f) * REPEATER_SPREAD;
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angs[YAW] += Q_flrand(-1.0f, 1.0f) * REPEATER_SPREAD;
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}
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}
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AngleVectors( angs, dir, NULL, NULL );
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// FIXME: if temp_org does not have clear trace to inside the bbox, don't shoot!
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WP_RepeaterMainFire( ent, dir );
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}
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} |