mirror of
https://github.com/DrBeef/JKXR.git
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c4cc218f8b
movement still triggers the sound, but it will always shock an enemy when it makes contact
109 lines
No EOL
3.5 KiB
C++
109 lines
No EOL
3.5 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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std::map<int, int> damagedEntities;
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extern weaponData_t weaponData[WP_NUM_WEAPONS];
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//---------------------------------------------------------
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void WP_FireStunBaton( gentity_t *ent, qboolean alt_fire )
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{
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gentity_t *tr_ent;
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trace_t tr;
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vec3_t mins, maxs, end, start;
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// If alt_fire is false, then this was triggered by the EV_FIRE_WEAPON event, and we should only make the sound
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// and return, if alt_fire is true, then the stun baton is checked every frame in ClientThink_real and shouldn't play
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// a sound and should inflict damage
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if (!alt_fire)
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{
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G_Sound(ent, G_SoundIndex("sound/weapons/baton/fire"));
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return;
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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_CalculateVRSaberPosition(0, 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 );
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VectorMA( start, STUN_BATON_RANGE, forward, end );
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VectorSet( maxs, 5, 5, 5 );
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VectorScale( maxs, -1, mins );
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gi.trace ( &tr, start, mins, maxs, end, ent->s.number, CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_SHOTCLIP, (EG2_Collision)0, 0 );
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if ( tr.entityNum >= ENTITYNUM_WORLD || tr.entityNum < 0 )
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{
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return;
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}
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//First clear out any entities that can be damaged again
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std::map<int, int> copyDamagedEntities = damagedEntities;
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for (auto &damagedEntity : copyDamagedEntities)
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{
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if (damagedEntity.second <= level.time)
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{
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damagedEntities.erase(damagedEntity.first);
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}
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}
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tr_ent = &g_entities[tr.entityNum];
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//Is it too soon to hurt this entity again?
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if (damagedEntities.find(tr.entityNum) != damagedEntities.end())
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{
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return;
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}
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//We are good to inflict damage, store this entity and the next time we can hurt them
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damagedEntities[tr.entityNum] = level.time + weaponData[WP_STUN_BATON].fireTime;
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if ( tr_ent && tr_ent->takedamage && tr_ent->client )
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{
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G_PlayEffect( "stunBaton/flesh_impact", tr.endpos, tr.plane.normal );
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// TEMP!
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// G_Sound( tr_ent, G_SoundIndex( va("sound/weapons/melee/punch%d", Q_irand(1, 4)) ) );
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tr_ent->client->ps.powerups[PW_SHOCKED] = level.time + 1500;
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G_Damage( tr_ent, ent, ent, forward, tr.endpos, weaponData[WP_STUN_BATON].damage, DAMAGE_NO_KNOCKBACK, MOD_MELEE );
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}
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else if ( tr_ent->svFlags & SVF_GLASS_BRUSH || ( tr_ent->svFlags & SVF_BBRUSH && tr_ent->material == 12 )) // material grate...we are breaking a grate!
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{
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G_Damage( tr_ent, ent, ent, forward, tr.endpos, 999, DAMAGE_NO_KNOCKBACK, MOD_MELEE ); // smash that puppy
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}
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} |