mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-10 06:31:42 +00:00
2755 lines
61 KiB
C++
2755 lines
61 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /EF2/Code/DLLs/game/weaputils.cpp $
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// $Revision:: 136 $
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// $Author:: Singlis $
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// $Date:: 9/26/03 2:36p $
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//
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// Copyright (C) 1998 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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// General Weapon Utility Functions
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#include "_pch_cpp.h"
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//#include "g_local.h"
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#include "weaputils.h"
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#include "specialfx.h"
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#include "sentient.h"
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#include "actor.h"
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#include "decals.h"
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#include "weapon.h"
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#include "player.h"
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#include "mp_manager.hpp"
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#include <qcommon/gameplaymanager.h>
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void FlashPlayers
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(
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const Vector &org,
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float r,
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float g,
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float b,
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float a,
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float minradius,
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float radius,
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float minTime,
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float time,
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int type
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);
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qboolean MeleeAttack
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(
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const Vector &pos,
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const Vector &original_end,
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float damage,
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Entity *attacker,
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meansOfDeath_t means_of_death,
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float attack_width,
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float attack_min_height,
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float attack_max_height,
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float knockback,
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qboolean hit_dead,
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Container<EntityPtr>*victimlist,
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Weapon *weapon,
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bool critical
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)
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{
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trace_t trace;
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Entity *victim;
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Vector dir;
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float world_dist;
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Vector new_pos;
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Entity *skip_ent;
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qboolean hit_something = false;
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Vector mins;
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Vector maxs;
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Container<Entity *> potential_victimlist;
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int i;
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int num_traces;
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Vector end;
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end = original_end;
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/* if ( attack_width == 0 )
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attack_width = 15;
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if ( attack_min_height == 0 )
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attack_min_height = -15;
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if ( attack_max_height == 0 )
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attack_max_height = 15; */
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if ( attacker && attacker->isSubclassOf( Player ) && ( means_of_death != MOD_FIRE ) && ( means_of_death != MOD_ON_FIRE ) )
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{
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Player *player = (Player *)attacker;
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player->shotFired();
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}
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// See how far the world is away
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dir = end - pos;
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world_dist = dir.length();
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new_pos = pos;
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skip_ent = attacker;
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num_traces = 0;
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while( new_pos != end )
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{
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trace = G_Trace( pos, vec_zero, vec_zero, end, skip_ent, MASK_SOLID, false, "MeleeAttack - World test" );
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num_traces++;
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if ( trace.fraction < 1.0f )
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{
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if ( attacker->isSubclassOf( Actor ) )
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{
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Actor *act = (Actor*)attacker;
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if ( trace.entityNum == ENTITYNUM_WORLD )
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act->SetActorFlag ( "meleehitworld" , true );
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else
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act->SetActorFlag ( "meleehitworld" , false );
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}
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if ( ( trace.entityNum == ENTITYNUM_WORLD ) || ( trace.ent && trace.ent->entity && !trace.ent->entity->takedamage ) )
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{
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dir = trace.endpos - pos;
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world_dist = dir.length();
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break;
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}
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else
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{
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// Make sure we don't go backwards any in our trace
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if ( ( Vector( new_pos - pos ).length() + 0.001f ) >= Vector( trace.endpos - pos ).length() )
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break;
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if ( num_traces > 10 )
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{
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// We have done too many traces, stop here
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dir = trace.endpos - pos;
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world_dist = dir.length();
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break;
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}
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new_pos = trace.endpos;
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if ( trace.ent )
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skip_ent = trace.ent->entity;
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}
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}
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else
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{
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break;
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}
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}
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// Find things hit
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dir = end - pos;
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dir.normalize();
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end = pos + ( dir * world_dist );
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victim = NULL;
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mins = Vector( -attack_width, -attack_width, attack_min_height );
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maxs = Vector( attack_width, attack_width, attack_max_height );
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if ( g_showbullettrace->integer )
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{
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G_DebugBBox(pos, mins, maxs, 1.0f, 0.0f, 0.0f, 1.0f );
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}
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G_TraceEntities( pos, mins, maxs, end, &potential_victimlist, MASK_MELEE );
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for( i = 1 ; i <= potential_victimlist.NumObjects() ; i++ )
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{
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victim = potential_victimlist.ObjectAt( i );
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if ( victimlist && victimlist->ObjectInList(victim) )
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continue;
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if ( victim && victim->takedamage && ( victim != attacker ) )
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{
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dir = end - pos;
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dir.normalize();
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if ( dir == vec_zero )
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{
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dir = victim->centroid - pos;
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dir.normalize();
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}
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if ( victim->isSubclassOf( Sentient ) && ( victim->health > 0.0f ) )
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hit_something = true;
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if ( ( victim->health > 0 ) || hit_dead )
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{
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if ( victimlist && victim->isSubclassOf( Sentient ) && ( victim->health > 0 ) )
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victimlist->AddObject( victim );
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// Override damage if we're using the GameplayManager system
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// Comes from From --
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// Actor::MeleeAttack
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// Player::AdvancedMeleeAttack
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//
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GameplayManager *gpm = GameplayManager::getTheGameplayManager();
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if ( weapon && gpm->hasObject(weapon->getArchetype()) )
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{
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str attacktype = "";
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if ( attacker->isSubclassOf( Player ) )
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{
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Player *player = (Player*)attacker;
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attacktype = player->getAttackType();
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}
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GameplayFormulaData fd(attacker, 0, weapon, attacktype);
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switch ( weapon->GetCurMode() )
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{
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case FIRE_MODE1:
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if ( gpm->hasFormula("DamageMode1") )
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damage = gpm->calculate("DamageMode1", fd);
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break;
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case FIRE_MODE2:
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if ( gpm->hasFormula("DamageMode2") )
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damage = gpm->calculate("DamageMode2", fd);
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break;
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}
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if ( critical && !victim->deadflag )
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{
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damage *= 2.0f ;
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str snd = gpm->getStringValue( "Criticals.Use", "wav");
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if ( snd.length() )
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{
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int channel = CHAN_BODY;
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float volume = -1.0f;
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float mindist = -1.0f;
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if ( gpm->hasProperty( "Criticals.Use","channel") )
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channel = (int)gpm->getFloatValue( "Criticals.Use", "channel");
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if ( gpm->hasProperty( "Criticals.Use","volume") )
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volume = (int)gpm->getFloatValue( "Criticals.Use", "volume");
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if ( gpm->hasProperty( "Criticals.Use","mindist") )
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mindist = (int)gpm->getFloatValue( "Criticals.Use", "mindist");
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weapon->Sound(snd, channel, volume, mindist);
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}
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str effect = gpm->getStringValue("Criticals.Use", "tikifx");
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if ( effect.length() )
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{
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Vector pos, pos2, fxpos;
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weapon->GetActorMuzzlePosition(&pos, NULL, NULL, NULL, "tag_swipe1");
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weapon->GetActorMuzzlePosition(&pos2, NULL, NULL, NULL, "tag_swipe2");
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fxpos = (pos + pos2) / 2.0f; // Spark is halfway between the two points
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weapon->SpawnEffect(effect, fxpos, Vector(0.0f,0.0f,0.0f), 2.0f);
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}
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}
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if ( gpm->hasFormula("Knockback") )
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knockback = gpm->calculate("Knockback", fd);
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}
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Vector painDir;
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painDir = victim->centroid - pos;
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painDir.normalize();
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victim->Damage( attacker, attacker, damage, pos, painDir, vec_zero, knockback, 0, means_of_death, -1, -1, weapon );
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}
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}
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}
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if ( hit_something && attacker && attacker->isSubclassOf( Player ) && ( means_of_death != MOD_FIRE ) && ( means_of_death != MOD_ON_FIRE ) )
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{
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Player *player = (Player *)attacker;
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player->shotHit();
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}
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return hit_something;
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}
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Event EV_Projectile_Speed
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(
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"speed",
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EV_DEFAULT,
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"f",
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"projectileSpeed",
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"set the speed of the projectile"
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);
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Event EV_Projectile_MinSpeed
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(
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"minspeed",
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EV_TIKIONLY,
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"f",
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"minspeed",
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"set the minimum speed of the projectile (this is for charge up weapons)"
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);
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Event EV_Projectile_ChargeSpeed
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(
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"chargespeed",
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EV_TIKIONLY,
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NULL,
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NULL,
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"set the projectile's speed to be determined by the charge time"
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);
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Event EV_Projectile_Damage
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(
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"hitdamage",
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EV_TIKIONLY,
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"f",
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"projectileHitDamage",
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"set the damage a projectile does when it hits something"
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);
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Event EV_Projectile_Life
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(
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"life",
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EV_DEFAULT,
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"f",
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"projectileLife",
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"set the life of the projectile"
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);
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Event EV_Projectile_MinLife
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(
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"minlife",
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EV_TIKIONLY,
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"f",
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"minProjectileLife",
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"set the minimum life of the projectile (this is for charge up weapons)"
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);
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Event EV_Projectile_ChargeLife
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(
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"chargelife",
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EV_TIKIONLY,
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NULL,
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NULL,
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"set the projectile's life to be determined by the charge time"
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);
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Event EV_Projectile_Knockback
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(
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"knockback",
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EV_TIKIONLY,
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"f",
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"projectileKnockback",
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"set the knockback of the projectile when it hits something"
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);
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Event EV_Projectile_DLight
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(
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"dlight",
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EV_TIKIONLY,
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"ffff",
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"color_red color_green color_blue intensity",
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"set the color and intensity of the dynamic light on the projectile"
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);
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Event EV_Projectile_Avelocity
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(
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"avelocity",
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EV_TIKIONLY,
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"SFSFSF",
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"[random|crandom] yaw [random|crandom] pitch [random|crandom] roll",
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"set the angular velocity of the projectile"
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);
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Event EV_Projectile_MeansOfDeath
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(
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"meansofdeath",
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EV_TIKIONLY,
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"s",
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"meansOfDeath",
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"set the meansOfDeath of the projectile"
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);
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Event EV_Projectile_BeamCommand
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(
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"beam",
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EV_TIKIONLY,
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"sSSSSSS",
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"command arg1 arg2 arg3 arg4 arg5 arg6",
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"send a command to the beam of this projectile"
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);
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Event EV_Projectile_UpdateBeam
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(
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"updatebeam",
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EV_CODEONLY,
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NULL,
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NULL,
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"Update the attached beam"
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);
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Event EV_Projectile_SetQuietExpire
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(
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"setquietexpire",
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EV_TIKIONLY,
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NULL,
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NULL,
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"If projectile times out without dying, make it not play explosion tiki"
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);
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Event EV_Projectile_BounceFactor
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(
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"bouncefactor",
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EV_TIKIONLY,
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"f",
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"bounceFactor",
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"set the amount of velocity retained when a projectile bounces"
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);
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Event EV_Projectile_BounceTouch
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(
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"bouncetouch",
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EV_TIKIONLY,
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"s",
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"bouncetype",
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"Make the projectile bounce when it hits a non-damageable solid"
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);
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Event EV_Projectile_BounceSound
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(
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"bouncesound",
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EV_DEFAULT,
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NULL,
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NULL,
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"Set the name of the sound that is played when the projectile bounces"
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);
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Event EV_Projectile_Explode
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(
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"explode",
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EV_DEFAULT,
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NULL,
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NULL,
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"Make the projectile explode"
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);
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Event EV_Projectile_ImpactMarkShader
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(
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"impactmarkshader",
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EV_TIKIONLY,
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"s",
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"shader",
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"Set the impact mark of the shader"
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);
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Event EV_Projectile_ImpactMarkRadius
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(
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"impactmarkradius",
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EV_TIKIONLY,
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"f",
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"radius",
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"Set the radius of the impact mark"
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);
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Event EV_Projectile_ImpactMarkOrientation
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(
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"impactmarkorientation",
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EV_TIKIONLY,
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"f",
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"degrees",
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"Set the orientation of the impact mark"
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);
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Event EV_Projectile_SetExplosionModel
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|
(
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"explosionmodel",
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EV_TIKIONLY,
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"s",
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"modelname",
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"Set the modelname of the explosion to be spawned"
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);
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Event EV_Projectile_SetAddVelocity
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|
(
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"addvelocity",
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EV_TIKIONLY,
|
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"fff",
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"velocity_x velocity_y velocity_z",
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"Set a velocity to be added to the projectile when it is created"
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);
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Event EV_Projectile_AddOwnerVelocity
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|
(
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"addownervelocity",
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EV_TIKIONLY,
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"b",
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"bool",
|
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"Set whether or not the owner's velocity is added to the projectile's velocity"
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);
|
|
Event EV_Projectile_HeatSeek
|
|
(
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"heatseek",
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EV_TIKIONLY,
|
|
NULL,
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NULL,
|
|
"Make the projectile heat seek"
|
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);
|
|
Event EV_Projectile_Drunk
|
|
(
|
|
"drunk",
|
|
EV_TIKIONLY,
|
|
"BF",
|
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"drunkFlag angleModifier",
|
|
"Make the projectile drunk"
|
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);
|
|
Event EV_Projectile_SetCanHitOwner
|
|
(
|
|
"canhitowner",
|
|
EV_TIKIONLY,
|
|
NULL,
|
|
NULL,
|
|
"Make the projectile be able to hit its owner"
|
|
);
|
|
Event EV_Projectile_ClearOwner
|
|
(
|
|
"clearowner",
|
|
EV_CODEONLY,
|
|
NULL,
|
|
NULL,
|
|
"Make the projectile be able to hit its owner now"
|
|
);
|
|
Event EV_Projectile_RemoveWhenStopped
|
|
(
|
|
"removewhenstopped",
|
|
EV_TIKIONLY,
|
|
NULL,
|
|
NULL,
|
|
"Make the projectile get removed when it stops"
|
|
);
|
|
Event EV_Projectile_SetOwnerControl
|
|
(
|
|
"ownercontrol",
|
|
EV_TIKIONLY,
|
|
NULL,
|
|
NULL,
|
|
"Make the projectile's angles controlled by the player"
|
|
);
|
|
Event EV_Projectile_SetOwnerControlLaser
|
|
(
|
|
"ownerControlLaser",
|
|
EV_TIKIONLY,
|
|
"B",
|
|
"bool",
|
|
"Make's the projectile's angles controlled by the player (laser method)"
|
|
);
|
|
Event EV_Projectile_SetControlTurnSpeed
|
|
(
|
|
"controlTurnSpeed",
|
|
EV_TIKIONLY,
|
|
"f",
|
|
"controlTurnSpeed",
|
|
"Sets the max turn speed of a controlled projectile"
|
|
);
|
|
Event EV_Projectile_StickOnTouch
|
|
(
|
|
"stickontouch",
|
|
EV_TIKIONLY,
|
|
"B",
|
|
"stick_on_touch",
|
|
"sets whether or not the projectile sticks on contact"
|
|
);
|
|
Event EV_Projectile_TriggerDetonate
|
|
(
|
|
"triggerdetonate",
|
|
EV_TIKIONLY,
|
|
"B",
|
|
"bool",
|
|
"Make the projectile explode when triggered."
|
|
);
|
|
Event EV_Projectile_AngleThink
|
|
(
|
|
"anglethink",
|
|
EV_TIKIONLY,
|
|
NULL,
|
|
NULL,
|
|
"Make the projectile update it's angles in flight"
|
|
);
|
|
Event EV_Projectile_ScaleByCharge
|
|
(
|
|
"scaleByCharge",
|
|
EV_TIKIONLY,
|
|
"ff",
|
|
"minScale maxScale",
|
|
"Makes the projectile size scaled by the charge."
|
|
);
|
|
Event EV_Projectile_ScaleExplosion
|
|
(
|
|
"scaleExplosion",
|
|
EV_TIKIONLY,
|
|
NULL,
|
|
NULL,
|
|
"Make the explosion scale with the projectile."
|
|
);
|
|
|
|
Event EV_Projectile_NotifyActors
|
|
(
|
|
"notifyactors",
|
|
EV_TIKIONLY,
|
|
NULL,
|
|
NULL,
|
|
"Notify's active actors when close"
|
|
);
|
|
Event EV_Projectile_NotShootable
|
|
(
|
|
"proj_NotShootable",
|
|
EV_TIKIONLY,
|
|
NULL,
|
|
NULL,
|
|
"Specifies that this projectile is not shootable and can't hit shootable only stuff."
|
|
);
|
|
Event EV_Projectile_HitsProjectiles
|
|
(
|
|
"proj_HitsProjectiles",
|
|
EV_TIKIONLY,
|
|
"b",
|
|
"hitsProjectilesBool",
|
|
"Specifies whether or not this projectile will hit other projectiles."
|
|
);
|
|
Event EV_Projectile_MinOnGroundTime
|
|
(
|
|
"minOnGroundTime",
|
|
EV_TIKIONLY,
|
|
"f",
|
|
"minOnGroundTime",
|
|
"Specifies how long the projectile has to stay on the ground until it changes it's animation."
|
|
);
|
|
|
|
CLASS_DECLARATION( Entity, Projectile, NULL )
|
|
{
|
|
{ &EV_Touch, &Projectile::Touch },
|
|
{ &EV_Projectile_Speed, &Projectile::SetSpeed },
|
|
{ &EV_Projectile_MinSpeed, &Projectile::SetMinSpeed },
|
|
{ &EV_Projectile_ChargeSpeed, &Projectile::SetChargeSpeed },
|
|
{ &EV_Projectile_Damage, &Projectile::SetDamage },
|
|
{ &EV_Projectile_Life, &Projectile::SetLife },
|
|
{ &EV_Projectile_MinLife, &Projectile::SetMinLife },
|
|
{ &EV_Projectile_ChargeLife, &Projectile::SetChargeLife },
|
|
{ &EV_Projectile_Knockback, &Projectile::SetKnockback },
|
|
{ &EV_Projectile_DLight, &Projectile::SetDLight },
|
|
{ &EV_Projectile_Avelocity, &Projectile::SetAvelocity },
|
|
{ &EV_Projectile_MeansOfDeath, &Projectile::SetMeansOfDeath },
|
|
{ &EV_Projectile_SetQuietExpire, &Projectile::SetQuietExpire },
|
|
{ &EV_Projectile_BounceFactor, &Projectile::SetBounceFactor },
|
|
{ &EV_Projectile_BounceTouch, &Projectile::SetBounceTouch },
|
|
{ &EV_Projectile_BounceSound, &Projectile::SetBounceSound },
|
|
{ &EV_Projectile_BeamCommand, &Projectile::BeamCommand },
|
|
{ &EV_Projectile_UpdateBeam, &Projectile::UpdateBeam },
|
|
{ &EV_Projectile_Explode, &Projectile::Explode },
|
|
{ &EV_Projectile_ImpactMarkShader, &Projectile::SetImpactMarkShader },
|
|
{ &EV_Projectile_ImpactMarkRadius, &Projectile::SetImpactMarkRadius },
|
|
{ &EV_Projectile_ImpactMarkOrientation, &Projectile::SetImpactMarkOrientation },
|
|
{ &EV_Projectile_SetExplosionModel, &Projectile::SetExplosionModel },
|
|
{ &EV_Projectile_SetAddVelocity, &Projectile::SetAddVelocity },
|
|
{ &EV_Projectile_AddOwnerVelocity, &Projectile::AddOwnerVelocity },
|
|
{ &EV_Projectile_HeatSeek, &Projectile::HeatSeek },
|
|
{ &EV_Projectile_Drunk, &Projectile::Drunk },
|
|
{ &EV_Projectile_SetCanHitOwner, &Projectile::SetCanHitOwner },
|
|
{ &EV_Projectile_ClearOwner, &Projectile::ClearOwner },
|
|
{ &EV_Projectile_RemoveWhenStopped, &Projectile::RemoveWhenStopped },
|
|
{ &EV_Killed, &Projectile::destroyed },
|
|
{ &EV_Stop, &Projectile::Stopped },
|
|
{ &EV_Projectile_SetOwnerControl, &Projectile::SetOwnerControl },
|
|
{ &EV_Projectile_SetOwnerControlLaser, &Projectile::setOwnerControlLaser },
|
|
{ &EV_Projectile_SetControlTurnSpeed, &Projectile::setControlTurnSpeed },
|
|
{ &EV_Projectile_StickOnTouch, &Projectile::StickOnTouch },
|
|
{ &EV_Projectile_TriggerDetonate, &Projectile::TriggerDetonate },
|
|
{ &EV_Projectile_AngleThink, &Projectile::AngleThink },
|
|
{ &EV_Projectile_ScaleByCharge, &Projectile::setScaleByCharge },
|
|
{ &EV_Projectile_ScaleExplosion, &Projectile::setScaleExplosion },
|
|
{ &EV_Projectile_NotifyActors, &Projectile::setNotifyActors },
|
|
{ &EV_Projectile_NotShootable, &Projectile::setNotShootable },
|
|
{ &EV_Projectile_HitsProjectiles, &Projectile::setHitsProjectiles },
|
|
{ &EV_Projectile_MinOnGroundTime, &Projectile::setMinOnGroundTime },
|
|
{ NULL, NULL }
|
|
};
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: Projectile()
|
|
// Class: Projectile
|
|
//
|
|
// Description: Constructor
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
Projectile::Projectile()
|
|
{
|
|
animate = new Animate( this );
|
|
|
|
if ( LoadingSavegame )
|
|
{
|
|
// Archive function will setup all necessary data
|
|
return;
|
|
}
|
|
|
|
m_beam = NULL;
|
|
speed = 0;
|
|
minspeed = 0;
|
|
bouncefactor = 0;
|
|
damage = 0;
|
|
life = 5;
|
|
knockback = 0;
|
|
dlight_radius = 0;
|
|
dlight_color = Vector( 1.0f, 1.0f, 1.0f );
|
|
avelocity = Vector( 0.0f, 0.0f, 0.0f );
|
|
mins = Vector( -1.0f, -1.0f, -1.0f );
|
|
maxs = Vector( 1.0f, 1.0f, 1.0f );
|
|
meansofdeath = (meansOfDeath_t )0;
|
|
projFlags = 0;
|
|
gravity = 0;
|
|
impactmarkradius = 10;
|
|
charge_fraction = 1.0f;
|
|
target = NULL;
|
|
addownervelocity = true;
|
|
drunk = false;
|
|
can_hit_owner = false;
|
|
remove_when_stopped = false;
|
|
stick_on_touch = false;
|
|
takedamage = DAMAGE_NO;
|
|
ownercontrol = false;
|
|
_ownerControlLaser = false;
|
|
_ownerControlUsed = false;
|
|
_controlTurnSpeed = 20.0f;
|
|
firstTimeOwnerControl = true;
|
|
triggerdetonate = false;
|
|
drunkAngleModifier = 1.0;
|
|
_notifyActors = false;
|
|
|
|
_scaleByCharge = false;
|
|
_scaleExplosion = false;
|
|
|
|
_minScaleFromCharge = 1.0f;
|
|
_maxScaleFromCharge = 1.0f;
|
|
|
|
// make this shootable but non-solid on the client
|
|
setContents( CONTENTS_SHOOTABLE_ONLY );
|
|
setFullTrace( true );
|
|
//
|
|
// touch triggers by default
|
|
//
|
|
flags |= FL_TOUCH_TRIGGERS;
|
|
|
|
startTime = level.time;
|
|
|
|
_notShootable = false;
|
|
_hitsProjectiles = true;
|
|
|
|
_minOnGroundTime = 0.0f;
|
|
_onGround = false;
|
|
_startOnGroundTime = 0.0f;
|
|
|
|
minlife = 0.0f;
|
|
|
|
_heatSeek = false;
|
|
|
|
_damagedSomething = false;
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: ~Projectile()
|
|
// Class: Projectile
|
|
//
|
|
// Description: Destructor
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
Projectile::~Projectile()
|
|
{
|
|
detach();
|
|
}
|
|
|
|
float Projectile::ResolveMinimumDistance( Entity *potential_target, float currmin )
|
|
{
|
|
float currdist;
|
|
float dot;
|
|
Vector angle;
|
|
Vector delta;
|
|
Vector norm;
|
|
float sine = 0.4f;
|
|
|
|
delta = potential_target->centroid - this->origin;
|
|
|
|
norm = delta;
|
|
norm.normalize();
|
|
|
|
// Test if the target is in front of the missile
|
|
dot = norm * orientation[ 0 ];
|
|
if ( dot < 0.0f )
|
|
{
|
|
return currmin;
|
|
}
|
|
|
|
// Test if we're within the rocket's viewcone (45 degree cone)
|
|
dot = norm * orientation[ 1 ];
|
|
if ( fabs( dot ) > sine )
|
|
{
|
|
return currmin;
|
|
}
|
|
|
|
dot = norm * orientation[ 2 ];
|
|
if ( fabs( dot ) > sine )
|
|
{
|
|
return currmin;
|
|
}
|
|
|
|
currdist = delta.length();
|
|
if ( currdist < currmin )
|
|
{
|
|
currmin = currdist;
|
|
target = potential_target;
|
|
}
|
|
|
|
return currmin;
|
|
}
|
|
|
|
float Projectile::AdjustAngle( float maxadjust, float currangle, float targetangle )
|
|
{
|
|
float dangle;
|
|
float magangle;
|
|
|
|
dangle = currangle - targetangle;
|
|
|
|
if ( dangle )
|
|
{
|
|
magangle = ( float )fabs( dangle );
|
|
|
|
while( magangle >= 360.0f )
|
|
{
|
|
magangle -= 360.0f;
|
|
}
|
|
|
|
if ( magangle < maxadjust )
|
|
{
|
|
currangle = targetangle;
|
|
}
|
|
else
|
|
{
|
|
if ( magangle > 180.0f )
|
|
{
|
|
maxadjust = -maxadjust;
|
|
}
|
|
if ( dangle > 0 )
|
|
{
|
|
maxadjust = -maxadjust;
|
|
}
|
|
currangle += maxadjust;
|
|
}
|
|
}
|
|
|
|
while( currangle >= 360.0f )
|
|
{
|
|
currangle -= 360.0f;
|
|
}
|
|
|
|
while( currangle < 0.0f )
|
|
{
|
|
currangle += 360.0f;
|
|
}
|
|
|
|
return currangle;
|
|
}
|
|
|
|
void Projectile::Drunk( Event *ev )
|
|
{
|
|
if ( ev->NumArgs() > 0 )
|
|
drunk = ev->GetBoolean( 1 );
|
|
else
|
|
drunk = true;
|
|
|
|
if ( ev->NumArgs() > 1 )
|
|
drunkAngleModifier = ev->GetFloat( 2 );
|
|
|
|
if ( drunk )
|
|
{
|
|
turnThinkOn();
|
|
}
|
|
}
|
|
|
|
void Projectile::TriggerDetonate( Event *ev )
|
|
{
|
|
if( ev->NumArgs() > 0 )
|
|
triggerdetonate = ev->GetBoolean(1);
|
|
else
|
|
triggerdetonate = true;
|
|
|
|
if ( triggerdetonate )
|
|
{
|
|
turnThinkOn();
|
|
}
|
|
}
|
|
|
|
void Projectile::SetOwnerControl( Event *ev )
|
|
{
|
|
ownercontrol = ev->GetBoolean( 1 );
|
|
|
|
if ( ownercontrol )
|
|
{
|
|
turnThinkOn();
|
|
}
|
|
}
|
|
|
|
void Projectile::setOwnerControlLaser( Event *ev )
|
|
{
|
|
if ( ev->NumArgs() > 0 )
|
|
{
|
|
_ownerControlLaser = ev->GetBoolean( 1 );
|
|
}
|
|
else
|
|
{
|
|
_ownerControlLaser = true;
|
|
}
|
|
}
|
|
|
|
void Projectile::setControlTurnSpeed( Event *ev )
|
|
{
|
|
_controlTurnSpeed = ev->GetFloat( 1 );
|
|
}
|
|
|
|
void Projectile::HeatSeek( Event *ev )
|
|
{
|
|
float mindist;
|
|
Entity *ent;
|
|
trace_t trace;
|
|
Vector delta;
|
|
Vector v;
|
|
int n;
|
|
int i;
|
|
|
|
_heatSeek = true;
|
|
|
|
if ( ( !target ) || ( target == world ) )
|
|
{
|
|
mindist = 8192.0f;
|
|
|
|
n = SentientList.NumObjects();
|
|
for( i = 1; i <= n; i++ )
|
|
{
|
|
ent = SentientList.ObjectAt( i );
|
|
if ( ent->entnum == owner )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( ( ( ent->takedamage != DAMAGE_AIM ) || ( ent->health <= 0.0f ) ) && !( edict->svflags & SVF_MONSTER ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
trace = G_Trace( this->origin, vec_zero, vec_zero, ent->centroid, this, MASK_SHOT, false, "DrunkMissile::HeatSeek" );
|
|
if ( ( trace.fraction != 1.0f ) && ( trace.ent != ent->edict ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
mindist = ResolveMinimumDistance( ent, mindist );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
float angspeed;
|
|
|
|
delta = target->centroid - this->origin;
|
|
v = delta.toAngles();
|
|
|
|
angspeed = 5.0f;
|
|
angles.x = AdjustAngle( angspeed, angles.x, v.x );
|
|
angles.y = AdjustAngle( angspeed, angles.y, v.y );
|
|
angles.z = AdjustAngle( angspeed, angles.z, v.z );
|
|
|
|
setAngles( angles );
|
|
velocity = Vector( orientation[ 0 ] ) * speed;
|
|
}
|
|
PostEvent( EV_Projectile_HeatSeek, 0.1f );
|
|
//turnThinkOn();
|
|
}
|
|
|
|
void Projectile::AngleThink( Event *ev )
|
|
{
|
|
turnThinkOn();
|
|
}
|
|
|
|
void Projectile::NotifyActors()
|
|
{
|
|
Actor *act;
|
|
Vector selfToActor;
|
|
float distanceToActor;
|
|
Event *projCloseEvent;
|
|
//First loop through the awake list
|
|
for( int i = 1; i <= ActiveList.NumObjects(); i++ )
|
|
{
|
|
act = ActiveList.ObjectAt( i );
|
|
selfToActor = act->origin - origin;
|
|
distanceToActor = selfToActor.length();
|
|
if ( distanceToActor < 192 )
|
|
{
|
|
projCloseEvent = new Event(EV_Actor_ProjectileClose);
|
|
projCloseEvent->AddEntity( G_GetEntity(owner) );
|
|
act->ProcessEvent(projCloseEvent);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void Projectile::Think( void )
|
|
{
|
|
Vector end;
|
|
Vector f, r, u;
|
|
Vector delta;
|
|
Entity *own;
|
|
Player *player;
|
|
|
|
|
|
if ( _notifyActors )
|
|
{
|
|
NotifyActors();
|
|
}
|
|
|
|
if ( drunk )
|
|
{
|
|
angles += Vector( G_CRandom( drunkAngleModifier ), G_CRandom( drunkAngleModifier ), 0.0f );
|
|
velocity = Vector( orientation[ 0 ] ) * speed;
|
|
}
|
|
|
|
if ( !_onGround )
|
|
{
|
|
setAngles( velocity.toAngles() );
|
|
}
|
|
|
|
// Determine if the projectile is on the ground (if needed)
|
|
|
|
if ( ( _minOnGroundTime > 0.0f ) && !_onGround )
|
|
{
|
|
trace_t trace = G_Trace( origin, vec_zero, vec_zero, origin - Vector( 0, 0, maxs[2] - mins[2] ) , this, MASK_PROJECTILE, false, "Projectile::Think" );
|
|
|
|
if ( trace.ent && trace.ent->entity && trace.ent->entity == world )
|
|
{
|
|
// Projectile is on the ground
|
|
|
|
if ( _startOnGroundTime == 0.0f )
|
|
{
|
|
_startOnGroundTime = level.time;
|
|
}
|
|
|
|
if ( _startOnGroundTime + _minOnGroundTime < level.time )
|
|
{
|
|
_onGround = true;
|
|
|
|
if ( animate && animate->HasAnim( "onground" ) )
|
|
{
|
|
animate->RandomAnimate( "onground" );
|
|
}
|
|
|
|
velocity = vec_zero;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_startOnGroundTime = 0.0f;
|
|
}
|
|
}
|
|
|
|
if ( this->owner != ENTITYNUM_NONE )
|
|
{
|
|
own = G_GetEntity(owner);
|
|
if ( own && own->isSubclassOf( Player ) )
|
|
{
|
|
player = (Player *)own;
|
|
|
|
if ( ownercontrol )
|
|
{
|
|
if ( firstTimeOwnerControl && !_ownerControlLaser )
|
|
{
|
|
setAngles( player->GetVAngles() );
|
|
prevPlayerAngles = player->GetVAngles();
|
|
firstTimeOwnerControl = false;
|
|
//towcam = new Camera;
|
|
//towcam->setOrigin( origin );
|
|
//towcam->setAngles( player->GetVAngles() );
|
|
//towcam->FollowEntity((Entity *)this, 25.0, MASK_SOLID, (Entity *)this);
|
|
//player->SetCamera(towcam, 0);
|
|
}
|
|
else
|
|
{
|
|
if ( _ownerControlLaser )
|
|
{
|
|
Vector pos;
|
|
Vector dir;
|
|
Vector forward;
|
|
Weapon *weapon;
|
|
Vector goalAngles;
|
|
|
|
weapon = player->GetActiveWeapon( WEAPON_DUAL );
|
|
|
|
if ( weapon && weapon->getControllingProjectile() )
|
|
{
|
|
if ( !_ownerControlUsed )
|
|
{
|
|
_ownerControlUsed = true;
|
|
|
|
if ( animate && animate->HasAnim( "controlled" ) )
|
|
{
|
|
animate->RandomAnimate( "controlled" );
|
|
}
|
|
}
|
|
|
|
weapon->GetMuzzlePosition( &pos, &forward, NULL, NULL );
|
|
|
|
trace_t trace = G_Trace( pos, vec_zero, vec_zero, pos + 2000 * forward, NULL, MASK_SOLID, false, "Projectile::Think" );
|
|
|
|
dir = trace.endpos - origin;
|
|
goalAngles = dir.toAngles();
|
|
|
|
delta = goalAngles - angles;
|
|
|
|
delta.EulerNormalize();
|
|
|
|
// Don't let the projectile try to turn all of the way around
|
|
|
|
if ( ( delta[ YAW ] < -135.0f ) || ( delta[ YAW ] > 135.0f ) ||
|
|
( delta[ PITCH ] < -135.0f ) || ( delta[ PITCH ] > 135.0f ) )
|
|
{
|
|
delta[ YAW ] = 0.0f;
|
|
delta[ PITCH ] = 0.0f;
|
|
}
|
|
|
|
delta.EulerNormalize();
|
|
|
|
if ( delta[ YAW ] < -_controlTurnSpeed )
|
|
delta[ YAW ] = -_controlTurnSpeed;
|
|
if ( delta[ YAW ] > _controlTurnSpeed )
|
|
delta[ YAW ] = _controlTurnSpeed;
|
|
if ( delta[ PITCH ] < -_controlTurnSpeed )
|
|
delta[ PITCH ] = -_controlTurnSpeed;
|
|
if ( delta[ PITCH ] > _controlTurnSpeed )
|
|
delta[ PITCH ] = _controlTurnSpeed;
|
|
|
|
setAngles( angles + delta );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
delta = (player->GetVAngles() - prevPlayerAngles);
|
|
prevPlayerAngles = player->GetVAngles();
|
|
|
|
if ( player->isButtonDown( BUTTON_ATTACKRIGHT ) )
|
|
{
|
|
setAngles( angles + delta );
|
|
}
|
|
}
|
|
}
|
|
AngleVectors( angles, f, r, u );
|
|
orientation[0][0] = f.x; orientation[0][1] = f.y; orientation[0][2] = f.z;
|
|
orientation[1][0] = r.x; orientation[1][1] = r.y; orientation[1][2] = r.z;
|
|
orientation[2][0] = u.x; orientation[2][1] = u.y; orientation[2][2] = u.z;
|
|
}
|
|
|
|
if ( triggerdetonate )
|
|
{
|
|
if ( ( player->getHealth() <= 0.0f ) || ( player->deadflag != DEAD_NO ) )
|
|
{
|
|
PostEvent( EV_Remove, 0.0f );
|
|
}
|
|
else if ( player->GetProjDetonate() )
|
|
{
|
|
Event *newEvent = new Event( EV_Player_Weapon );
|
|
newEvent->AddString( "dual" );
|
|
newEvent->AddString( "nextSwitchTime" );
|
|
newEvent->AddFloat( 0.0f );
|
|
player->ProcessEvent( newEvent );
|
|
|
|
if ( level.time > startTime + minlife )
|
|
ProcessEvent( EV_Projectile_Explode );
|
|
else
|
|
PostEvent( EV_Projectile_Explode, startTime + minlife - level.time );
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
else
|
|
setAngles( angles );
|
|
|
|
if ( ownercontrol )
|
|
{
|
|
velocity = Vector( orientation[ 0 ] ) * speed;
|
|
}
|
|
}
|
|
|
|
void Projectile::AddOwnerVelocity( Event *ev )
|
|
{
|
|
addownervelocity = ev->GetBoolean( 1 );
|
|
}
|
|
|
|
void Projectile::SetAddVelocity( Event *ev )
|
|
{
|
|
addvelocity.x = ev->GetFloat( 1 );
|
|
addvelocity.y = ev->GetFloat( 2 );
|
|
addvelocity.z = ev->GetFloat( 3 );
|
|
}
|
|
|
|
void Projectile::SetExplosionModel( Event *ev )
|
|
{
|
|
explosionmodel = ev->GetString( 1 );
|
|
|
|
CacheResource( explosionmodel, this );
|
|
}
|
|
|
|
void Projectile::SetImpactMarkShader( Event *ev )
|
|
{
|
|
impactmarkshader = ev->GetString( 1 );
|
|
}
|
|
|
|
void Projectile::SetImpactMarkRadius( Event *ev )
|
|
{
|
|
impactmarkradius = ev->GetFloat( 1 );
|
|
}
|
|
|
|
void Projectile::SetImpactMarkOrientation( Event *ev )
|
|
{
|
|
impactmarkorientation = ev->GetString( 1 );
|
|
}
|
|
|
|
void Projectile::Explode( Event *ev )
|
|
{
|
|
Entity *owner;
|
|
Entity *ignoreEnt=NULL;
|
|
|
|
if ( ev->NumArgs() == 1 )
|
|
ignoreEnt = ev->GetEntity( 1 );
|
|
|
|
// Get the owner of this projectile
|
|
owner = G_GetEntity( this->owner );
|
|
|
|
// If the owner's not here, make the world the owner
|
|
if ( !owner )
|
|
owner = world;
|
|
|
|
takedamage = DAMAGE_NO;
|
|
|
|
if (! ((level.time - startTime >= life-FRAMETIME) && (projFlags & P_QUIET_EXPIRE)) ) // if projectile didn't expire by timeout
|
|
{ // or isn't set to quiet_expire (FRAMETIME required due to float roundoff errors)
|
|
// Spawn an explosion model
|
|
if ( explosionmodel.length() )
|
|
{
|
|
// Move the projectile back off the surface a bit so we can see
|
|
// explosion effects.
|
|
Vector dir, v;
|
|
float scale;
|
|
|
|
v = velocity;
|
|
v.normalize();
|
|
dir = v;
|
|
//v = origin - ( v * 36 );
|
|
|
|
if ( _scaleExplosion )
|
|
scale = edict->s.scale;
|
|
else
|
|
scale = 1.0f;
|
|
|
|
//ExplosionAttack( v, owner, explosionModleToUse, dir, ignoreEnt, scale );
|
|
ExplosionAttack( centroid, owner, explosionmodel, dir, ignoreEnt, scale );
|
|
}
|
|
}
|
|
|
|
CancelEventsOfType( EV_Projectile_UpdateBeam );
|
|
|
|
// Kill the beam
|
|
if ( m_beam )
|
|
{
|
|
m_beam->ProcessEvent( EV_Remove );
|
|
m_beam = NULL;
|
|
}
|
|
|
|
// Remove the projectile
|
|
|
|
PostEvent( EV_Remove, 0.0f );
|
|
}
|
|
|
|
//----------------------------------------------------------------
|
|
// Name: SetQuietExpire
|
|
// Class: Projectile
|
|
//
|
|
// Description: sets projectile to not spawn explosionmodel if it times out
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: void
|
|
//----------------------------------------------------------------
|
|
void Projectile::SetQuietExpire( Event *ev )
|
|
{
|
|
projFlags |= P_QUIET_EXPIRE; // set projectile to not spawn explosionmodel if it times out
|
|
}
|
|
|
|
void Projectile::SetBounceFactor( Event *ev )
|
|
{
|
|
bouncefactor = ev->GetFloat(1);
|
|
}
|
|
|
|
void Projectile::SetBounceTouch( Event *ev )
|
|
{
|
|
// if arg1 is "all", make projectile bounce off *everything*
|
|
if (ev->NumArgs() > 0)
|
|
{
|
|
str t = ev->GetString( 1 );
|
|
// add more tests here if we want them (for p_bounce_actor, p_bounce_player, etc)
|
|
if (!t.icmp("all"))
|
|
{
|
|
projFlags |= P_BOUNCE_ALL;
|
|
}
|
|
} // "bouncetouch all" should fall through and set P_BOUNCE_TOUCH and movetype anyway
|
|
|
|
projFlags |= P_BOUNCE_TOUCH;
|
|
setMoveType( MOVETYPE_BOUNCE );
|
|
}
|
|
|
|
void Projectile::BeamCommand( Event *ev )
|
|
{
|
|
int i;
|
|
|
|
if ( !m_beam )
|
|
{
|
|
m_beam = new FuncBeam;
|
|
|
|
m_beam->setOrigin( this->origin );
|
|
m_beam->Ghost( NULL );
|
|
}
|
|
|
|
Event *beamev = new Event( ev->GetToken( 1 ) );
|
|
|
|
for( i=2; i<=ev->NumArgs(); i++ )
|
|
{
|
|
beamev->AddToken( ev->GetToken( i ) );
|
|
}
|
|
|
|
m_beam->ProcessEvent( beamev );
|
|
PostEvent( EV_Projectile_UpdateBeam, level.frametime );
|
|
}
|
|
|
|
void Projectile::UpdateBeam( Event *ev )
|
|
{
|
|
if ( m_beam )
|
|
{
|
|
m_beam->setOrigin( this->origin );
|
|
PostEvent( EV_Projectile_UpdateBeam, level.frametime );
|
|
}
|
|
}
|
|
|
|
void Projectile::SetBounceSound( Event *ev )
|
|
{
|
|
bouncesound = ev->GetString( 1 );
|
|
}
|
|
|
|
void Projectile::SetChargeLife( Event *ev )
|
|
{
|
|
projFlags |= P_CHARGE_LIFE;
|
|
}
|
|
|
|
void Projectile::SetMinLife( Event *ev )
|
|
{
|
|
minlife = ev->GetFloat( 1 );
|
|
projFlags |= P_CHARGE_LIFE;
|
|
}
|
|
|
|
void Projectile::SetLife( Event *ev )
|
|
{
|
|
life = ev->GetFloat( 1 );
|
|
}
|
|
|
|
void Projectile::SetSpeed( Event *ev )
|
|
{
|
|
speed = ev->GetFloat( 1 );
|
|
}
|
|
|
|
void Projectile::SetMinSpeed( Event *ev )
|
|
{
|
|
minspeed = ev->GetFloat( 1 );
|
|
projFlags |= P_CHARGE_SPEED;
|
|
}
|
|
|
|
void Projectile::SetChargeSpeed( Event *ev )
|
|
{
|
|
projFlags |= P_CHARGE_SPEED;
|
|
}
|
|
|
|
void Projectile::SetAvelocity( Event *ev )
|
|
{
|
|
int i=1;
|
|
int j=0;
|
|
str vel;
|
|
|
|
if ( ev->NumArgs() < 3 )
|
|
{
|
|
warning( "ClientGameCommandManager::SetAngularVelocity", "Expecting at least 3 args for command randvel" );
|
|
}
|
|
|
|
while ( j < 3 )
|
|
{
|
|
vel = ev->GetString( i++ );
|
|
if ( vel == "crandom" )
|
|
{
|
|
avelocity[j++] = ev->GetFloat( i++ ) * crandom();
|
|
}
|
|
else if ( vel == "random" )
|
|
{
|
|
avelocity[j++] = ev->GetFloat( i++ ) * random();
|
|
}
|
|
else
|
|
{
|
|
avelocity[j++] = (float)atof( vel.c_str() );
|
|
}
|
|
}
|
|
}
|
|
|
|
void Projectile::SetDamage( Event *ev )
|
|
{
|
|
damage = ev->GetFloat( 1 );
|
|
}
|
|
|
|
void Projectile::SetKnockback( Event *ev )
|
|
{
|
|
knockback = ev->GetFloat( 1 );
|
|
}
|
|
|
|
void Projectile::SetDLight( Event *ev )
|
|
{
|
|
dlight_color[0] = ev->GetFloat( 1 );
|
|
dlight_color[1] = ev->GetFloat( 2 );
|
|
dlight_color[2] = ev->GetFloat( 3 );
|
|
dlight_radius = ev->GetFloat( 4 );
|
|
}
|
|
|
|
void Projectile::SetMeansOfDeath( Event *ev )
|
|
{
|
|
meansofdeath = (meansOfDeath_t )MOD_NameToNum( ev->GetString( 1 ) );
|
|
}
|
|
|
|
void Projectile::DoDecal( void )
|
|
{
|
|
if ( impactmarkshader.length() )
|
|
{
|
|
Decal *decal = new Decal;
|
|
decal->setShader( impactmarkshader );
|
|
decal->setOrigin( level.impact_trace.endpos );
|
|
decal->setDirection( level.impact_trace.plane.normal );
|
|
decal->setOrientation( impactmarkorientation );
|
|
decal->setRadius( impactmarkradius );
|
|
}
|
|
}
|
|
|
|
void Projectile::Touch( Event *ev )
|
|
{
|
|
// Other is what got hit
|
|
Entity *other = ev->GetEntity( 1 );
|
|
assert( other );
|
|
|
|
// *really* bouncy projectile
|
|
if ( projFlags & P_BOUNCE_ALL )
|
|
{
|
|
if (bouncefactor)
|
|
velocity *= bouncefactor;
|
|
return;
|
|
}
|
|
|
|
// Don't touch teleporters
|
|
if ( other->isSubclassOf( Teleporter ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Can't hit yourself with a projectile
|
|
if ( other->entnum == edict->ownerNum )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Remove it if we hit the sky
|
|
if ( HitSky() )
|
|
{
|
|
PostEvent( EV_Remove, 0.0f );
|
|
return;
|
|
}
|
|
|
|
if ( can_hit_owner )
|
|
{
|
|
ProcessEvent( EV_Projectile_ClearOwner );
|
|
}
|
|
|
|
// Bouncy Projectile
|
|
if ( ( projFlags & P_BOUNCE_TOUCH ) && !other->takedamage )
|
|
//( !other->takedamage || other->health <= 0 ) )
|
|
{
|
|
Actor *act = (Actor *)other;
|
|
|
|
if ( other->isSubclassOf(Actor) )
|
|
{
|
|
if ( act->GetActorFlag( ACTOR_FLAG_BOUNCE_OFF ) && (act->Immune( meansofdeath ) || act->takedamage == DAMAGE_NO ))
|
|
{
|
|
// Remove the owner so it can be hit after the bounce
|
|
//this->owner = ENTITYNUM_NONE;
|
|
//edict->ownerNum = ENTITYNUM_NONE;
|
|
edict->ownerNum = other->entnum;
|
|
if ( bouncesound.length() )
|
|
Sound( bouncesound, CHAN_BODY );
|
|
|
|
//Bounce The Projectile
|
|
velocity *= act->bounce_off_velocity;
|
|
|
|
// Tell the actor something just bounced off of it
|
|
|
|
Event *event = new Event( EV_Actor_BounceOff );
|
|
event->AddVector( origin );
|
|
act->PostEvent( event, 0.0f );
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (bouncefactor)
|
|
velocity *= bouncefactor;
|
|
|
|
// Play a bouncy sound
|
|
if ( !_onGround && bouncesound.length() )
|
|
{
|
|
Sound( bouncesound, CHAN_BODY );
|
|
}
|
|
BroadcastSound();
|
|
return;
|
|
}
|
|
|
|
if ( stick_on_touch && other->projectilesCanStickToMe )
|
|
{
|
|
turnThinkOff();
|
|
Vector forward;
|
|
angles.AngleVectors(&forward);
|
|
forward.normalize();
|
|
|
|
Vector endOfTrace = ( forward * 1000.0f ) + origin;
|
|
if ( other->entnum == ENTITYNUM_WORLD )
|
|
{
|
|
if ( animate && animate->HasAnim( "stuck" ) )
|
|
{
|
|
animate->RandomAnimate( "stuck" );
|
|
}
|
|
|
|
trace_t trace = G_Trace( origin, vec_zero, vec_zero, endOfTrace, NULL, MASK_PROJECTILE, false, "ProjectileTouch" );
|
|
|
|
if( trace.ent && trace.ent->entity && trace.ent->entity == world )
|
|
{
|
|
origin.x = trace.endpos[0];
|
|
origin.y = trace.endpos[1];
|
|
origin.z = trace.endpos[2];
|
|
setOrigin(origin);
|
|
}
|
|
|
|
setMoveType( MOVETYPE_NONE );
|
|
|
|
CancelEventsOfType( EV_Projectile_AngleThink );
|
|
velocity = Vector(0, 0, 0);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if ( animate && animate->HasAnim( "stuck_body" ) )
|
|
{
|
|
animate->RandomAnimate( "stuck_body" );
|
|
}
|
|
|
|
const trace_t trace = G_FullTrace( origin, vec_zero, vec_zero, endOfTrace, this, MASK_PROJECTILE, false, "ProjectileTouch" );
|
|
|
|
if( trace.ent && trace.ent->entity )
|
|
{
|
|
const Vector targetDimensions( Vector( trace.ent->maxs ) - Vector( trace.ent->mins ) );
|
|
|
|
const Vector translation(
|
|
( G_Random( 0.24f ) - 0.12f ) * targetDimensions.x, // Lots of magic numbers that generally makes the
|
|
( G_Random( 0.24f ) - 0.12f ) * targetDimensions.y, // projectile stick in the target's torso
|
|
( G_Random( 0.12f ) + 0.12f ) * targetDimensions.z
|
|
);
|
|
|
|
const float yawOffset = angles.yaw() - trace.ent->entity->angles.yaw();
|
|
const float pitchOffset = angles.pitch() - trace.ent->entity->angles.pitch();
|
|
const Vector rotation( pitchOffset, yawOffset, 0 );
|
|
|
|
if ( !attach( trace.ent->entity->entnum, -1, false, translation, rotation ) )
|
|
{
|
|
PostEvent( EV_Remove, 0.0f );
|
|
|
|
}
|
|
}
|
|
|
|
setMoveType( MOVETYPE_NONE );
|
|
CancelEventsOfType( EV_Projectile_AngleThink );
|
|
velocity = Vector(0, 0, 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// See if we should bounce off object
|
|
if ( other->isSubclassOf( Actor ) )
|
|
{
|
|
Actor *act = (Actor *)other;
|
|
|
|
if ( act->GetActorFlag( ACTOR_FLAG_BOUNCE_OFF ) && (act->Immune( meansofdeath ) || act->takedamage == DAMAGE_NO ))
|
|
{
|
|
// Remove the owner so it can be hit after the bounce
|
|
//this->owner = ENTITYNUM_NONE;
|
|
//edict->ownerNum = ENTITYNUM_NONE;
|
|
edict->ownerNum = other->entnum;
|
|
if ( bouncesound.length() )
|
|
Sound( bouncesound, CHAN_BODY );
|
|
|
|
//Bounce The Projectile
|
|
velocity *= act->bounce_off_velocity;
|
|
|
|
// Tell the actor something just bounced off of it
|
|
|
|
Event *event = new Event( EV_Actor_BounceOff );
|
|
event->AddVector( origin );
|
|
act->PostEvent( event, 0.0f );
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Remove the projectile
|
|
PostEvent( EV_Remove, 0.0f );
|
|
// Call the explosion event
|
|
Event *explEv;
|
|
explEv = new Event( EV_Projectile_Explode );
|
|
explEv->AddEntity( other );
|
|
ProcessEvent( explEv );
|
|
}
|
|
|
|
|
|
// Make the projectile not solid
|
|
setSolidType( SOLID_NOT );
|
|
setMoveType( MOVETYPE_NONE );
|
|
//hideModel();
|
|
|
|
// Do a decal
|
|
DoDecal();
|
|
|
|
// Get the owner of this projectile
|
|
Entity *myOwner = G_GetEntity( owner );
|
|
|
|
// If the owner's not here, make the world the owner
|
|
if ( !myOwner )
|
|
myOwner = world;
|
|
|
|
|
|
str realname = GetRandomAlias( "impact_world" );
|
|
if ( other->isSubclassOf( Sentient ) )
|
|
realname = GetRandomAlias( "impact_flesh" );
|
|
|
|
if ( realname.length() > 1 )
|
|
Sound( realname, CHAN_VOICE );
|
|
|
|
|
|
//
|
|
// Override damage if we're using the GameplayManager system
|
|
//
|
|
|
|
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
|
|
if ( gpm->hasObject(getArchetype()) )
|
|
{
|
|
str attacktype = "";
|
|
if ( myOwner->isSubclassOf( Player ) )
|
|
{
|
|
Player *player = (Player*)myOwner;
|
|
attacktype = player->getAttackType();
|
|
}
|
|
GameplayFormulaData fd(myOwner, 0, this, attacktype);
|
|
if ( gpm->hasFormula("OffensiveDamage") )
|
|
damage = GameplayManager::getTheGameplayManager()->calculate("OffensiveDamage", fd);
|
|
if ( gpm->hasFormula("Knockback") )
|
|
knockback = GameplayManager::getTheGameplayManager()->calculate("Knockback", fd);
|
|
}
|
|
|
|
|
|
// Damage the thing that got hit
|
|
if (other->takedamage)
|
|
{
|
|
if ( myOwner && myOwner->isSubclassOf( Player ) )
|
|
{
|
|
Player *player = (Player *)myOwner;
|
|
|
|
damage = player->getDamageDone( damage, meansofdeath, false );
|
|
}
|
|
|
|
other->Damage( this,
|
|
myOwner,
|
|
damage,
|
|
origin,
|
|
velocity,
|
|
level.impact_trace.plane.normal,
|
|
knockback,
|
|
0,
|
|
meansofdeath,
|
|
level.impact_trace.intersect.surface,
|
|
level.impact_trace.intersect.bone
|
|
);
|
|
}
|
|
|
|
BroadcastSound();
|
|
}
|
|
|
|
void Projectile::SetCanHitOwner( Event *ev )
|
|
{
|
|
can_hit_owner = true;
|
|
}
|
|
|
|
void Projectile::ClearOwner( Event *ev )
|
|
{
|
|
//this->owner = ENTITYNUM_NONE;
|
|
edict->ownerNum = ENTITYNUM_NONE;
|
|
}
|
|
|
|
void Projectile::RemoveWhenStopped( Event *ev )
|
|
{
|
|
remove_when_stopped = true;
|
|
}
|
|
|
|
void Projectile::StickOnTouch( Event *ev )
|
|
{
|
|
if(ev->NumArgs() > 0 )
|
|
stick_on_touch = ev->GetBoolean(1);
|
|
else
|
|
stick_on_touch = true;
|
|
}
|
|
|
|
void Projectile::Stopped( Event *ev )
|
|
{
|
|
if ( remove_when_stopped )
|
|
PostEvent( EV_Remove, 0.0f );
|
|
}
|
|
|
|
void Projectile::setScaleByCharge( Event *ev )
|
|
{
|
|
_scaleByCharge = true;
|
|
|
|
_minScaleFromCharge = ev->GetFloat( 1 );
|
|
_maxScaleFromCharge = ev->GetFloat( 2 );
|
|
}
|
|
|
|
void Projectile::setScaleExplosion( Event *ev )
|
|
{
|
|
_scaleExplosion = true;
|
|
}
|
|
|
|
void Projectile::setNotifyActors( Event *ev )
|
|
{
|
|
_notifyActors = ev->GetBoolean( 1 );
|
|
|
|
if ( _notifyActors )
|
|
{
|
|
turnThinkOn();
|
|
}
|
|
}
|
|
|
|
void Projectile::setNotShootable( Event *ev )
|
|
{
|
|
_notShootable = true;
|
|
}
|
|
|
|
void Projectile::setHitsProjectiles( Event *ev )
|
|
{
|
|
_hitsProjectiles = ev->GetBoolean( 1 );
|
|
}
|
|
|
|
Entity *Projectile::getOwner( void )
|
|
{
|
|
return G_GetEntity( owner );
|
|
}
|
|
|
|
void Projectile::setMinOnGroundTime( Event *ev )
|
|
{
|
|
_minOnGroundTime = ev->GetFloat( 1 );
|
|
|
|
turnThinkOn();
|
|
}
|
|
|
|
void Projectile::didDamage( void )
|
|
{
|
|
if ( !_damagedSomething )
|
|
{
|
|
Entity *owner = getOwner();
|
|
|
|
_damagedSomething = true;
|
|
|
|
if ( owner && owner->isSubclassOf( Player ) )
|
|
{
|
|
Player *player = (Player *)owner;
|
|
|
|
player->shotHit();
|
|
}
|
|
}
|
|
}
|
|
|
|
void Projectile::destroyed( Event *ev )
|
|
{
|
|
Entity *shooter;
|
|
|
|
shooter = ev->GetEntity( 1 );
|
|
|
|
if ( shooter )
|
|
{
|
|
owner = shooter->entnum;
|
|
edict->ownerNum = shooter->entnum;
|
|
}
|
|
|
|
ProcessEvent( EV_Projectile_Explode );
|
|
}
|
|
|
|
Event EV_Explosion_Radius
|
|
(
|
|
"radius",
|
|
EV_DEFAULT,
|
|
"f",
|
|
"projectileRadius",
|
|
"set the radius for the explosion"
|
|
);
|
|
Event EV_Explosion_ConstantDamage
|
|
(
|
|
"constantdamage",
|
|
EV_TIKIONLY,
|
|
NULL,
|
|
NULL,
|
|
"Makes the explosion do constant damage over the radius"
|
|
);
|
|
Event EV_Explosion_DamageEveryFrame
|
|
(
|
|
"damageeveryframe",
|
|
EV_TIKIONLY,
|
|
NULL,
|
|
NULL,
|
|
"Makes the explosion damage every frame"
|
|
);
|
|
Event EV_Explosion_DamageAgain
|
|
(
|
|
"damageagain",
|
|
EV_CODEONLY,
|
|
NULL,
|
|
NULL,
|
|
"This event is generated each frame if explosion is set to damage each frame"
|
|
);
|
|
Event EV_Explosion_Flash
|
|
(
|
|
"flash",
|
|
EV_TIKIONLY,
|
|
"fffffff",
|
|
"mintime time color_red color_green color_blue minradius radius",
|
|
"Flash player screens"
|
|
);
|
|
Event EV_Explosion_RadiusDamage
|
|
(
|
|
"radiusdamage",
|
|
EV_TIKIONLY,
|
|
"f",
|
|
"radiusDamage",
|
|
"set the radius damage an explosion does"
|
|
);
|
|
|
|
CLASS_DECLARATION( Projectile, Explosion, NULL )
|
|
{
|
|
{ &EV_Explosion_Radius, &Explosion::SetRadius },
|
|
{ &EV_Explosion_ConstantDamage, &Explosion::SetConstantDamage },
|
|
{ &EV_Explosion_DamageEveryFrame, &Explosion::SetDamageEveryFrame },
|
|
{ &EV_Explosion_DamageAgain, &Explosion::DamageAgain },
|
|
{ &EV_Explosion_Flash, &Explosion::SetFlash },
|
|
{ &EV_Explosion_RadiusDamage, &Explosion::SetRadiusDamage },
|
|
{ &EV_Explosion_RadiusDamage, &Explosion::SetRadiusDamage },
|
|
|
|
{ NULL, NULL }
|
|
};
|
|
|
|
Explosion::Explosion()
|
|
{
|
|
if ( LoadingSavegame )
|
|
{
|
|
// Archive function will setup all necessary data
|
|
return;
|
|
}
|
|
|
|
radius = 0;
|
|
radius_damage = 0.0f;
|
|
constant_damage = false;
|
|
damage_every_frame = false;
|
|
flash_mintime = 0;
|
|
flash_time = 0;
|
|
flash_type = 0;
|
|
|
|
mins = Vector( -1.0f, -1.0f, -1.0f );
|
|
maxs = Vector( 1.0f, 1.0f, 1.0f );
|
|
}
|
|
|
|
void Explosion::SetFlash( Event *ev )
|
|
{
|
|
flash_mintime = ev->GetFloat( 1 );
|
|
flash_time = ev->GetFloat( 2 );
|
|
flash_r = ev->GetFloat( 3 );
|
|
flash_g = ev->GetFloat( 4 );
|
|
flash_b = ev->GetFloat( 5 );
|
|
flash_a = ev->GetFloat( 6 );
|
|
flash_minradius = ev->GetFloat( 7 );
|
|
flash_radius = ev->GetFloat( 8 );
|
|
flash_type = 0;
|
|
|
|
if ( ev->NumArgs() > 8 )
|
|
{
|
|
str t = ev->GetString( 9 );
|
|
|
|
if ( !t.icmp( "addblend" ) )
|
|
flash_type = 1;
|
|
else if ( !t.icmp( "alphablend" ) )
|
|
flash_type = 0;
|
|
}
|
|
}
|
|
|
|
void Explosion::SetRadius( Event *ev )
|
|
{
|
|
radius = ev->GetFloat( 1 );
|
|
}
|
|
|
|
void Explosion::SetRadiusDamage( Event *ev )
|
|
{
|
|
radius_damage = ev->GetFloat( 1 );
|
|
}
|
|
|
|
void Explosion::SetConstantDamage( Event *ev )
|
|
{
|
|
constant_damage = true;
|
|
}
|
|
|
|
void Explosion::SetDamageEveryFrame( Event *ev )
|
|
{
|
|
damage_every_frame = true;
|
|
}
|
|
|
|
void Explosion::DamageAgain( Event *ev )
|
|
{
|
|
Entity *owner_ent;
|
|
|
|
owner_ent = G_GetEntity( owner );
|
|
RadiusDamage( this, owner_ent, radius_damage, NULL, meansofdeath, radius, knockback, constant_damage );
|
|
|
|
PostEvent( EV_Explosion_DamageAgain, FRAMETIME );
|
|
}
|
|
|
|
Projectile *ProjectileAttack( const Vector &start, Vector &dir, Entity *owner, const str &projectileModel, float fraction,
|
|
float real_speed )
|
|
{
|
|
Event *ev;
|
|
Projectile *proj=NULL;
|
|
float newspeed,newlife;
|
|
SpawnArgs args;
|
|
Entity *obj;
|
|
float dot=0;
|
|
|
|
if ( !projectileModel.length() )
|
|
{
|
|
gi.WDPrintf( "ProjectileAttack : No model specified for ProjectileAttack" );
|
|
return NULL;
|
|
}
|
|
|
|
args.setArg( "model", projectileModel );
|
|
obj = args.Spawn();
|
|
|
|
if ( !obj )
|
|
{
|
|
gi.WDPrintf( "projectile model '%s' not found\n", projectileModel.c_str() );
|
|
return NULL;
|
|
}
|
|
|
|
if ( obj->isSubclassOf( Projectile ) )
|
|
proj = ( Projectile * )obj;
|
|
else
|
|
gi.WDPrintf( "%s is not of class projectile\n", projectileModel.c_str() );
|
|
|
|
if ( !proj )
|
|
return NULL;
|
|
|
|
if ( owner && owner->isSubclassOf( Player ) )
|
|
{
|
|
Player *player = (Player *)owner;
|
|
player->shotFired();
|
|
}
|
|
|
|
// Create a new projectile entity and set it off
|
|
proj->setModel( projectileModel );
|
|
proj->setMoveType( MOVETYPE_BOUNCE );
|
|
proj->CancelEventsOfType( EV_ProcessInitCommands );
|
|
proj->ProcessInitCommands( proj->edict->s.modelindex );
|
|
proj->owner = owner->entnum;
|
|
proj->edict->ownerNum = owner->entnum;
|
|
|
|
proj->angles = dir.toAngles();
|
|
proj->charge_fraction = fraction;
|
|
|
|
if ( proj->_scaleByCharge )
|
|
{
|
|
proj->edict->s.scale = proj->_minScaleFromCharge + ( proj->_maxScaleFromCharge - proj->_minScaleFromCharge ) * fraction;
|
|
|
|
proj->damage *= proj->edict->s.scale;
|
|
}
|
|
|
|
if ( proj->projFlags & P_CHARGE_SPEED )
|
|
{
|
|
newspeed = (proj->speed - proj->minspeed ) * fraction + proj->minspeed;
|
|
}
|
|
else
|
|
{
|
|
newspeed = proj->speed;
|
|
}
|
|
|
|
if ( real_speed )
|
|
newspeed = real_speed;
|
|
|
|
if ( proj->addownervelocity )
|
|
{
|
|
dot = DotProduct( owner->velocity, dir );
|
|
if ( dot < 0.0f )
|
|
dot = 0;
|
|
}
|
|
|
|
Player *player = NULL;
|
|
Vector newAngles = proj->angles;
|
|
Vector newVelocity = dir * ( newspeed + dot );
|
|
newVelocity += proj->addvelocity;
|
|
|
|
if ( owner->isSubclassOf( Player ) )
|
|
{
|
|
player = static_cast<Player *>(owner);
|
|
if ( player->GetTarget() && player->GetTargetEnemyLocked() )
|
|
{
|
|
Vector anglesToTarget;
|
|
if ( player->GetProjectileLaunchAngles( anglesToTarget, start, newspeed, proj->gravity ) )
|
|
{
|
|
newAngles = anglesToTarget;
|
|
anglesToTarget.AngleVectors( &newVelocity );
|
|
newVelocity *= newspeed;
|
|
}
|
|
else
|
|
{
|
|
anglesToTarget = Vector::Identity();
|
|
}
|
|
}
|
|
|
|
if ( multiplayerManager.inMultiplayer() )
|
|
multiplayerManager.playerFired( player );
|
|
}
|
|
|
|
|
|
Actor *actor = NULL;
|
|
if ( owner->isSubclassOf( Actor ) )
|
|
{
|
|
actor = static_cast<Actor *>(owner);
|
|
|
|
if ( actor->combatSubsystem->shouldArcProjectile() )
|
|
{
|
|
Vector anglesToTarget;
|
|
Entity *enemy = actor->enemyManager->GetCurrentEnemy();
|
|
|
|
if ( enemy )
|
|
{
|
|
Vector ActorToTarget = actor->centroid - enemy->centroid;
|
|
float distToTarget = ActorToTarget.length();
|
|
|
|
if ( distToTarget > actor->combatSubsystem->GetLowArcRange() )
|
|
{
|
|
if ( actor->combatSubsystem->GetProjectileLaunchAngles( anglesToTarget, start, newspeed, proj->gravity , true ) )
|
|
{
|
|
newAngles = anglesToTarget;
|
|
anglesToTarget.AngleVectors( &newVelocity );
|
|
newVelocity *= newspeed;
|
|
}
|
|
else
|
|
{
|
|
anglesToTarget = Vector::Identity();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( actor->combatSubsystem->GetProjectileLaunchAngles( anglesToTarget, start, newspeed, proj->gravity , false ) )
|
|
{
|
|
newAngles = anglesToTarget;
|
|
anglesToTarget.AngleVectors( &newVelocity );
|
|
newVelocity *= newspeed;
|
|
}
|
|
else
|
|
{
|
|
anglesToTarget = Vector::Identity();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
proj->velocity = newVelocity;
|
|
proj->setAngles( newAngles );
|
|
|
|
if ( proj->_notShootable )
|
|
{
|
|
proj->setSolidType( SOLID_BBOX );
|
|
proj->setContents( 0 );
|
|
proj->edict->clipmask = MASK_PROJECTILE_NOTSHOOTABLE;
|
|
}
|
|
else
|
|
{
|
|
proj->setSolidType( SOLID_BBOX );
|
|
|
|
if ( proj->_hitsProjectiles )
|
|
proj->edict->clipmask = MASK_PROJECTILE;
|
|
else
|
|
proj->edict->clipmask = MASK_PROJECTILE_NOTSHOOTABLE;
|
|
}
|
|
|
|
proj->setSize( proj->mins, proj->maxs );
|
|
proj->setOrigin( start );
|
|
//proj->origin.copyTo( proj->edict->s.origin2 );
|
|
|
|
if ( proj->m_beam )
|
|
{
|
|
proj->m_beam->setOrigin( start );
|
|
proj->m_beam->origin.copyTo( proj->m_beam->edict->s.origin2 );
|
|
}
|
|
|
|
if ( proj->dlight_radius )
|
|
{
|
|
G_SetConstantLight( &proj->edict->s.constantLight,
|
|
&proj->dlight_color[0],
|
|
&proj->dlight_color[1],
|
|
&proj->dlight_color[2],
|
|
&proj->dlight_radius
|
|
);
|
|
}
|
|
|
|
// Calc the life of the projectile
|
|
if ( proj->projFlags & P_CHARGE_LIFE )
|
|
{
|
|
newlife = proj->life * fraction;
|
|
|
|
if ( newlife < proj->minlife )
|
|
newlife = proj->minlife;
|
|
}
|
|
else
|
|
{
|
|
newlife = proj->life;
|
|
}
|
|
|
|
// Remove the projectile after it's life expires
|
|
ev = new Event( EV_Projectile_Explode );
|
|
proj->PostEvent( ev, newlife );
|
|
|
|
proj->animate->RandomAnimate( "idle", EV_StopAnimating );
|
|
|
|
// If can hit owner clear the owner of this projectile in a second
|
|
|
|
if ( proj->can_hit_owner )
|
|
proj->PostEvent( EV_Projectile_ClearOwner, 1.0f );
|
|
|
|
// Notify any actor that is in way of projectile
|
|
Vector end_pos;
|
|
trace_t trace;
|
|
Event *event;
|
|
Entity *victim;
|
|
|
|
end_pos = ( dir * 1000.0f ) + start;
|
|
trace = G_Trace( start, vec_zero, vec_zero, end_pos, owner, MASK_PROJECTILE, false, "ProjectileAttack" );
|
|
|
|
if ( trace.entityNum != ENTITYNUM_NONE )
|
|
{
|
|
event = new Event( EV_ActorIncomingProjectile );
|
|
event->AddEntity( proj );
|
|
victim = G_GetEntity( trace.entityNum );
|
|
victim->PostEvent( event, 0.0f );
|
|
}
|
|
|
|
if ( owner && proj->triggerdetonate )
|
|
{
|
|
Event *newEvent = new Event( EV_Player_Weapon );
|
|
newEvent->AddString( "dual" );
|
|
newEvent->AddString( "nextSwitchTime" );
|
|
newEvent->AddFloat( newlife );
|
|
owner->ProcessEvent( newEvent );
|
|
}
|
|
|
|
return proj;
|
|
}
|
|
|
|
float BulletAttack(
|
|
const Vector &start,
|
|
const Vector &dir,
|
|
const Vector &right,
|
|
const Vector &up,
|
|
float range,
|
|
float damage,
|
|
float knockback,
|
|
int dflags,
|
|
int meansofdeath,
|
|
const Vector &spread,
|
|
int count,
|
|
Entity *owner,
|
|
Entity *weap )
|
|
{
|
|
Vector end;
|
|
int i;
|
|
trace_t trace;
|
|
Entity *ent;
|
|
Player *player;
|
|
float damage_total = 0.0f;
|
|
float original_value;
|
|
float new_value;
|
|
|
|
ent = NULL;
|
|
|
|
if ( owner->isSubclassOf( Player ) )
|
|
{
|
|
player = (Player *)owner;
|
|
|
|
meansofdeath = (int)player->changetMeansOfDeath( (meansOfDeath_t)meansofdeath );
|
|
|
|
damage = player->getDamageDone( damage, meansofdeath, false );
|
|
|
|
player->shotFired();
|
|
|
|
if ( multiplayerManager.inMultiplayer() )
|
|
multiplayerManager.playerFired( player );
|
|
}
|
|
|
|
for ( i=0; i<count; i++ )
|
|
{
|
|
end = start + ( dir * range ) +
|
|
( right * G_CRandom() * spread.x ) +
|
|
( up * G_CRandom() * spread.y );
|
|
|
|
if ( !multiplayerManager.inMultiplayer() || multiplayerManager.fullCollision() )
|
|
trace = G_FullTrace( start, vec_zero, vec_zero, end, owner, MASK_SHOT, false, "BulletAttack" );
|
|
else
|
|
trace = G_Trace( start, vec_zero, vec_zero, end, owner, MASK_SHOT, false, "BulletAttack" );
|
|
|
|
// Do a bloodsplat for debugging
|
|
/*Decal *decal = new Decal;
|
|
decal->setShader( "bloodsplat.spr" );
|
|
decal->setOrigin( Vector( trace.endpos ) + ( Vector( trace.plane.normal ) * 0.2 ) );
|
|
decal->setDirection( trace.plane.normal );
|
|
decal->setOrientation( "random" );
|
|
decal->setRadius( 8 );*/
|
|
|
|
if ( trace.ent )
|
|
ent = trace.ent->entity;
|
|
|
|
/*if ( trace.ent )
|
|
{
|
|
ent = trace.ent->entity;
|
|
|
|
//Let Entity know a hitscan hit has been registered
|
|
if ( ent->isSubclassOf( Actor ) )
|
|
{
|
|
Actor *act = (Actor *)ent;
|
|
act->SetActorFlag( "incominghitscan" , true );
|
|
}
|
|
|
|
// See if bullet should bounce off of entity
|
|
|
|
if ( ent->isSubclassOf( Actor ) )
|
|
{
|
|
Actor *act = (Actor *)ent;
|
|
Vector real_dir;
|
|
Vector bounce_start;
|
|
Vector angles;
|
|
Vector left;
|
|
Vector up;
|
|
|
|
if ( act->GetActorFlag( ACTOR_FLAG_BOUNCE_OFF ) && ( act->Immune( meansofdeath ) || act->takedamage == DAMAGE_NO ) )
|
|
{
|
|
// Play sound
|
|
|
|
if ( owner )
|
|
owner->Sound( "snd_ricochet", 0 );
|
|
|
|
real_dir = trace.endpos - start;
|
|
|
|
real_dir = real_dir * -1.0f;
|
|
|
|
angles = real_dir.toAngles();
|
|
|
|
angles.AngleVectors( NULL, &left, &up );
|
|
|
|
real_dir.normalize();
|
|
real_dir *= range;
|
|
|
|
real_dir += ( left * G_CRandom() * 100.0f ) + ( up * G_CRandom() * 100.0f );
|
|
|
|
bounce_start = trace.endpos;
|
|
|
|
trace = G_Trace( bounce_start, vec_zero, vec_zero, bounce_start + real_dir, NULL, MASK_SHOT, false, "BulletAttack2" );
|
|
|
|
// Add tracer
|
|
|
|
//No tracer this time around... Too many beam weapons
|
|
|
|
//if ( G_Random( 1.0f ) < .2f )
|
|
//{
|
|
// FuncBeam *beam = CreateBeam( NULL, "tracer", bounce_start, trace.endpos, 1, 1.0f, .1f, 0.f );
|
|
// beam->PostEvent( EV_Remove, 1.0f );
|
|
//}
|
|
|
|
if ( trace.ent )
|
|
{
|
|
ent = trace.ent->entity;
|
|
|
|
if ( ent == world )
|
|
{
|
|
// Add bullet hole
|
|
Decal *decal = new Decal;
|
|
decal->setShader( "bullethole" );
|
|
decal->setOrigin( trace.endpos );
|
|
decal->setDirection( trace.plane.normal );
|
|
decal->setOrientation( "random" );
|
|
decal->setRadius( 2.0f );
|
|
|
|
// Add smoke
|
|
Entity *smoke = new Entity( ENTITY_CREATE_FLAG_ANIMATE );
|
|
|
|
smoke->setModel( "fx_bulletsmoke.tik" );
|
|
smoke->setOrigin( trace.endpos );
|
|
smoke->animate->RandomAnimate( "idle" );
|
|
smoke->PostEvent( EV_Remove, 2.0f );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ent = NULL;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ent = NULL;
|
|
}
|
|
*/
|
|
if ( ent && ent->takedamage )
|
|
{
|
|
|
|
// Override damage if we're using the GameplayManager system
|
|
// Comes from From --
|
|
// Weapon::Shoot
|
|
//
|
|
/*
|
|
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
|
|
float bulletDamage;
|
|
|
|
if ( weap && gpm->hasObject(weap->getArchetype()) )
|
|
{
|
|
str attacktype = "";
|
|
if ( owner->isSubclassOf( Player ) )
|
|
{
|
|
Player *player = (Player*)owner;
|
|
attacktype = player->getAttackType();
|
|
}
|
|
GameplayFormulaData fd(owner, 0, weap, attacktype);
|
|
Weapon *weapon = (Weapon*)weap;
|
|
switch ( weapon->GetCurMode() )
|
|
{
|
|
case FIRE_MODE1:
|
|
bulletDamage = gpm->getFloatValue(weapon->getArchetype() + ".Mode1", "bulletdamage");
|
|
if ( gpm->hasFormula("DamageMode1") )
|
|
damage = gpm->calculate("DamageMode1", fd, bulletDamage);
|
|
break;
|
|
case FIRE_MODE2:
|
|
bulletDamage = gpm->getFloatValue(weapon->getArchetype() + ".Mode2", "bulletdamage");
|
|
if ( gpm->hasFormula("DamageMode2") )
|
|
damage = gpm->calculate("DamageMode2", fd, bulletDamage);
|
|
break;
|
|
}
|
|
if ( gpm->hasFormula("Knockback") )
|
|
knockback = gpm->calculate("Knockback", fd);
|
|
}
|
|
*/
|
|
|
|
original_value = ent->health;
|
|
ent->Damage( NULL,
|
|
owner,
|
|
damage,
|
|
trace.endpos,
|
|
dir,
|
|
trace.plane.normal,
|
|
knockback,
|
|
dflags,
|
|
meansofdeath,
|
|
trace.intersect.surface,
|
|
trace.intersect.bone,
|
|
weap);
|
|
|
|
new_value = ent->health;
|
|
damage_total += original_value - new_value;
|
|
}
|
|
else
|
|
{
|
|
Weapon *theWeapon;
|
|
theWeapon = (Weapon*)weap;
|
|
|
|
if ( theWeapon && theWeapon->shouldPlayMissSound() )
|
|
{
|
|
theWeapon->SpawnSound( "snd_ricochet" , trace.endpos , -1 , 1.0 );
|
|
}
|
|
}
|
|
|
|
// Draw a debug trace line to show bullet fire
|
|
if ( g_showbullettrace->integer )
|
|
G_DebugLine( start, end, 1.0f, 1.0f, 1.0f, 1.0f );
|
|
}
|
|
|
|
if ( damage_total > 0.0f )
|
|
{
|
|
if ( owner && owner->isSubclassOf( Player ) )
|
|
{
|
|
Player *player = (Player *)owner;
|
|
player->shotHit();
|
|
}
|
|
|
|
return damage_total;
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
void ExplosionAttack(
|
|
const Vector &pos,
|
|
Entity *owner,
|
|
const str &explosionModel,
|
|
Vector dir,
|
|
Entity *ignore,
|
|
float scale )
|
|
{
|
|
Explosion *explosion;
|
|
Event *ev;
|
|
float damageMult = 1.0;
|
|
float damage;
|
|
int meansofdeath;
|
|
float damageDone;
|
|
|
|
|
|
if ( !owner )
|
|
owner = world;
|
|
|
|
if ( explosionModel.length() )
|
|
{
|
|
explosion = new Explosion;
|
|
|
|
// Create a new explosion entity and set it off
|
|
explosion->setModel( explosionModel );
|
|
|
|
explosion->mins = Vector( -1.0f, -1.0f, -1.0f );
|
|
explosion->maxs = Vector( 1.0f, 1.0f, 1.0f );
|
|
|
|
explosion->setSolidType( SOLID_NOT );
|
|
explosion->CancelEventsOfType( EV_ProcessInitCommands );
|
|
|
|
// Process the INIT commands right away
|
|
explosion->ProcessInitCommands( explosion->edict->s.modelindex );
|
|
|
|
explosion->owner = owner->entnum;
|
|
|
|
explosion->edict->ownerNum = owner->entnum;
|
|
|
|
if ( explosion->can_hit_owner )
|
|
explosion->PostEvent( EV_Projectile_ClearOwner, 0.1f );
|
|
|
|
explosion->angles = dir.toAngles();
|
|
explosion->velocity = dir * explosion->speed;
|
|
explosion->edict->s.scale = scale;
|
|
explosion->setAngles( explosion->angles );
|
|
|
|
//explosion->setMoveType( MOVETYPE_FLYMISSILE );
|
|
|
|
explosion->setMoveType( MOVETYPE_NONE );
|
|
|
|
explosion->edict->clipmask = MASK_PROJECTILE;
|
|
explosion->setSize( explosion->mins, explosion->maxs );
|
|
explosion->setOrigin( pos );
|
|
explosion->origin.copyTo( explosion->edict->s.origin2 );
|
|
|
|
if ( explosion->dlight_radius )
|
|
{
|
|
G_SetConstantLight( &explosion->edict->s.constantLight,
|
|
&explosion->dlight_color[0],
|
|
&explosion->dlight_color[1],
|
|
&explosion->dlight_color[2],
|
|
&explosion->dlight_radius
|
|
);
|
|
}
|
|
|
|
explosion->BroadcastSound();
|
|
explosion->animate->RandomAnimate( "idle", EV_StopAnimating );
|
|
|
|
damage = explosion->radius_damage * scale * damageMult;
|
|
meansofdeath = explosion->meansofdeath;
|
|
|
|
if ( owner->isSubclassOf( Player ) )
|
|
{
|
|
Player *player = (Player *)owner;
|
|
|
|
meansofdeath = (int)player->changetMeansOfDeath( (meansOfDeath_t)meansofdeath );
|
|
|
|
damage = player->getDamageDone( damage, explosion->meansofdeath, false );
|
|
}
|
|
|
|
damageDone = RadiusDamage( explosion,
|
|
owner,
|
|
damage,
|
|
ignore,
|
|
meansofdeath,
|
|
explosion->radius * scale,
|
|
explosion->knockback,
|
|
explosion->constant_damage
|
|
);
|
|
|
|
if ( damageDone && owner && owner->isSubclassOf( Player ) )
|
|
{
|
|
Player *player = (Player *)owner;
|
|
player->shotHit();
|
|
}
|
|
|
|
if ( explosion->flash_radius )
|
|
{
|
|
FlashPlayers( explosion->origin,
|
|
explosion->flash_r,
|
|
explosion->flash_g,
|
|
explosion->flash_b,
|
|
explosion->flash_a,
|
|
explosion->flash_minradius * scale,
|
|
explosion->flash_radius * scale,
|
|
explosion->flash_mintime,
|
|
explosion->flash_time,
|
|
explosion->flash_type
|
|
);
|
|
}
|
|
|
|
if ( explosion->damage_every_frame )
|
|
{
|
|
explosion->PostEvent( EV_Explosion_DamageAgain, FRAMETIME );
|
|
}
|
|
|
|
// Remove explosion after the life has expired
|
|
|
|
if ( explosion->life )
|
|
{
|
|
if ( explosion->explosionmodel.length() > 0 )
|
|
{
|
|
ev = new Event( EV_Projectile_Explode );
|
|
explosion->PostEvent( ev, explosion->life );
|
|
}
|
|
else
|
|
{
|
|
ev = new Event( EV_Remove );
|
|
explosion->PostEvent( ev, explosion->life );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void StunAttack(
|
|
const Vector &pos,
|
|
Entity *attacker,
|
|
Entity *inflictor,
|
|
float radius,
|
|
float time,
|
|
Entity *ignore )
|
|
{
|
|
Entity *ent;
|
|
|
|
ent = findradius( NULL, inflictor->origin, radius );
|
|
|
|
while( ent )
|
|
{
|
|
if ( ( ent != ignore ) && ( ( ent->takedamage ) || ent->isSubclassOf( Actor ) ) )
|
|
{
|
|
if ( inflictor->CanDamage( ent, attacker ) )
|
|
{
|
|
// Fixme : Add in knockback
|
|
ent->Stun( time );
|
|
}
|
|
}
|
|
ent = findradius( ent, inflictor->origin, radius );
|
|
}
|
|
}
|
|
|
|
float RadiusDamage(
|
|
Entity *inflictor,
|
|
Entity *attacker,
|
|
float damage,
|
|
Entity *ignore,
|
|
int mod,
|
|
float radius,
|
|
float knockback,
|
|
qboolean constant_damage)
|
|
{
|
|
float points;
|
|
Entity *ent;
|
|
Vector org;
|
|
Vector dir;
|
|
float dist;
|
|
float rad;
|
|
float totalDamage;
|
|
|
|
if ( radius )
|
|
rad = radius;
|
|
else
|
|
rad = damage + 60.0f;
|
|
|
|
totalDamage = 0.0f;
|
|
|
|
ent = findradius( NULL, inflictor->origin, rad );
|
|
|
|
while( ent )
|
|
{
|
|
if ( ( ent != ignore ) && ( ent->takedamage ) && ( ent->edict->solid != SOLID_NOT ) )
|
|
{
|
|
org = ent->centroid;
|
|
dir = org - inflictor->origin;
|
|
dist = dir.length();
|
|
|
|
if ( dist > rad )
|
|
{
|
|
ent = findradius( ent, inflictor->origin, rad );
|
|
continue;
|
|
}
|
|
|
|
if ( constant_damage )
|
|
{
|
|
points = damage;
|
|
|
|
}
|
|
else
|
|
{
|
|
points = damage - ( damage * ( dist / rad ) );
|
|
|
|
knockback -= knockback * ( dist / rad );
|
|
|
|
if ( points < 0.0f )
|
|
points = 0.0f;
|
|
|
|
if ( knockback < 0.0f )
|
|
knockback = 0.0f;
|
|
}
|
|
|
|
if ( ent == attacker )
|
|
{
|
|
points *= 0.5f;
|
|
}
|
|
|
|
if ( points > 0.0f )
|
|
{
|
|
// Add this in for deathmatch maybe
|
|
|
|
// Only players can use cover
|
|
//if ( !ent->isSubclassOf( Player ) || inflictor->CanDamage( ent, attacker ) )
|
|
if ( inflictor->CanDamage( ent, attacker ) )
|
|
{
|
|
org = ent->centroid;
|
|
dir = org - inflictor->origin;
|
|
ent->Damage( inflictor,
|
|
attacker,
|
|
points,
|
|
org,
|
|
dir,
|
|
vec_zero,
|
|
knockback,
|
|
DAMAGE_RADIUS,
|
|
mod
|
|
);
|
|
|
|
totalDamage += points;
|
|
}
|
|
}
|
|
}
|
|
ent = findradius( ent, inflictor->origin, rad );
|
|
}
|
|
|
|
return totalDamage;
|
|
}
|
|
|
|
|
|
void FlashPlayers(
|
|
const Vector &org,
|
|
float r,
|
|
float g,
|
|
float b,
|
|
float a,
|
|
float minradius,
|
|
float radius,
|
|
float mintime,
|
|
float time,
|
|
int type )
|
|
{
|
|
trace_t trace;
|
|
Vector delta;
|
|
float length;
|
|
Player *player;
|
|
gentity_t *ed;
|
|
int i;
|
|
Entity *ent;
|
|
float newa = 1;
|
|
Vector dirToExplosion;
|
|
Vector playerViewDir;
|
|
Vector playerViewAngles;
|
|
float dot;
|
|
|
|
for( i = 0; i < game.maxclients; i++ )
|
|
{
|
|
ed = &g_entities[ i ];
|
|
if ( !ed->inuse || !ed->entity )
|
|
continue;
|
|
|
|
ent = ed->entity;
|
|
if ( !ent->isSubclassOf( Player ) )
|
|
continue;
|
|
|
|
player = ( Player * )ent;
|
|
|
|
if ( !player->WithinDistance( org, radius ) )
|
|
continue;
|
|
|
|
trace = G_Trace( org, vec_zero, vec_zero, player->origin, player, MASK_OPAQUE, false, "FlashPlayers" );
|
|
if ( trace.fraction != 1.0f )
|
|
continue;
|
|
|
|
delta = org - trace.endpos;
|
|
length = delta.length();
|
|
|
|
dirToExplosion = org - player->origin;
|
|
|
|
playerViewAngles = player->GetVAngles();
|
|
playerViewAngles.AngleVectors( &playerViewDir );
|
|
|
|
dot = dirToExplosion * playerViewDir;
|
|
|
|
if ( dot < 0.0f )
|
|
continue;
|
|
|
|
// If alpha is specified, then modify it by the amount of distance away from the flash the player is
|
|
if ( a != -1.0f )
|
|
{
|
|
if ( length < minradius )
|
|
newa = a;
|
|
else if ( length < radius )
|
|
newa = a * ( 1.0f - ( length - minradius ) / ( radius - minradius ) );
|
|
else
|
|
newa = 0.0f;
|
|
}
|
|
|
|
/* if ( g_gametype->integer == GT_SINGLE_PLAYER ) // Single player uses the global level variables for flashes
|
|
{
|
|
level.m_fade_alpha = newa;
|
|
level.m_fade_color[0] = r;
|
|
level.m_fade_color[1] = g;
|
|
level.m_fade_color[2] = b;
|
|
level.m_fade_time = time;
|
|
level.m_fade_time_start = time;
|
|
|
|
if ( type == 1 )
|
|
level.m_fade_style = additive;
|
|
else
|
|
level.m_fade_style = alphablend;
|
|
}
|
|
else
|
|
{
|
|
player->AddBlend( r,g,b,newa );
|
|
} */
|
|
|
|
player->setFlash( Vector( r, g, b ), newa, mintime, time );
|
|
}
|
|
}
|
|
|