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51e9aa2df0
If a lightning bolt killed a player or the first shotgun pellet that hit a player killed them, the shot was not counted as accurate. Check if shot player is alive for hit accuracy before dealing damage.
1135 lines
28 KiB
C
1135 lines
28 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, 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 Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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// g_weapon.c
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// perform the server side effects of a weapon firing
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#include "g_local.h"
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static float s_quadFactor;
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static vec3_t forward, right, up;
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static vec3_t muzzle;
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#define NUM_NAILSHOTS 15
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/*
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================
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G_BounceProjectile
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================
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*/
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void G_BounceProjectile( vec3_t start, vec3_t impact, vec3_t dir, vec3_t endout ) {
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vec3_t v, newv;
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float dot;
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VectorSubtract( impact, start, v );
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dot = DotProduct( v, dir );
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VectorMA( v, -2*dot, dir, newv );
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VectorNormalize(newv);
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VectorMA(impact, 8192, newv, endout);
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}
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/*
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======================================================================
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GAUNTLET
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======================================================================
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*/
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void Weapon_Gauntlet( gentity_t *ent ) {
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}
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/*
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===============
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CheckGauntletAttack
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===============
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*/
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qboolean CheckGauntletAttack( gentity_t *ent ) {
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trace_t tr;
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vec3_t end;
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gentity_t *tent;
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gentity_t *traceEnt;
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int damage;
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// set aiming directions
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AngleVectors (ent->client->ps.viewangles, forward, right, up);
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CalcMuzzlePoint ( ent, forward, right, up, muzzle );
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VectorMA (muzzle, 32, forward, end);
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trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT);
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if ( tr.surfaceFlags & SURF_NOIMPACT ) {
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return qfalse;
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}
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if ( ent->client->noclip ) {
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return qfalse;
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}
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traceEnt = &g_entities[ tr.entityNum ];
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// send blood impact
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if ( traceEnt->takedamage && traceEnt->client ) {
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tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT );
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tent->s.otherEntityNum = traceEnt->s.number;
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tent->s.eventParm = DirToByte( tr.plane.normal );
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tent->s.weapon = ent->s.weapon;
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}
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if ( !traceEnt->takedamage) {
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return qfalse;
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}
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if (ent->client->ps.powerups[PW_QUAD] ) {
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G_AddEvent( ent, EV_POWERUP_QUAD, 0 );
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s_quadFactor = g_quadfactor.value;
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} else {
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s_quadFactor = 1;
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}
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#ifdef MISSIONPACK
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if( ent->client->persistantPowerup && ent->client->persistantPowerup->item && ent->client->persistantPowerup->item->giTag == PW_DOUBLER ) {
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s_quadFactor *= 2;
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}
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#endif
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damage = 50 * s_quadFactor;
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G_Damage( traceEnt, ent, ent, forward, tr.endpos,
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damage, 0, MOD_GAUNTLET );
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return qtrue;
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}
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/*
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======================================================================
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MACHINEGUN
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======================================================================
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*/
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/*
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======================
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SnapVectorTowards
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Round a vector to integers for more efficient network
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transmission, but make sure that it rounds towards a given point
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rather than blindly truncating. This prevents it from truncating
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into a wall.
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======================
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*/
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void SnapVectorTowards( vec3_t v, vec3_t to ) {
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int i;
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for ( i = 0 ; i < 3 ; i++ ) {
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if ( to[i] <= v[i] ) {
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v[i] = floor(v[i]);
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} else {
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v[i] = ceil(v[i]);
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}
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}
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}
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#ifdef MISSIONPACK
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#define CHAINGUN_SPREAD 600
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#define CHAINGUN_DAMAGE 7
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#endif
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#define MACHINEGUN_SPREAD 200
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#define MACHINEGUN_DAMAGE 7
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#define MACHINEGUN_TEAM_DAMAGE 5 // wimpier MG in teamplay
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void Bullet_Fire (gentity_t *ent, float spread, int damage, int mod ) {
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trace_t tr;
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vec3_t end;
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#ifdef MISSIONPACK
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vec3_t impactpoint, bouncedir;
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#endif
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float r;
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float u;
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gentity_t *tent;
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gentity_t *traceEnt;
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int i, passent;
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damage *= s_quadFactor;
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r = random() * M_PI * 2.0f;
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u = sin(r) * crandom() * spread * 16;
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r = cos(r) * crandom() * spread * 16;
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VectorMA (muzzle, 8192*16, forward, end);
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VectorMA (end, r, right, end);
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VectorMA (end, u, up, end);
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passent = ent->s.number;
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for (i = 0; i < 10; i++) {
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trap_Trace (&tr, muzzle, NULL, NULL, end, passent, MASK_SHOT);
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if ( tr.surfaceFlags & SURF_NOIMPACT ) {
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return;
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}
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traceEnt = &g_entities[ tr.entityNum ];
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// snap the endpos to integers, but nudged towards the line
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SnapVectorTowards( tr.endpos, muzzle );
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// send bullet impact
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if ( traceEnt->takedamage && traceEnt->client ) {
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tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_FLESH );
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tent->s.eventParm = traceEnt->s.number;
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if( LogAccuracyHit( traceEnt, ent ) ) {
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ent->client->accuracy_hits++;
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}
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} else {
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tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_WALL );
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tent->s.eventParm = DirToByte( tr.plane.normal );
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}
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tent->s.otherEntityNum = ent->s.number;
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if ( traceEnt->takedamage) {
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#ifdef MISSIONPACK
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if ( traceEnt->client && traceEnt->client->invulnerabilityTime > level.time ) {
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if (G_InvulnerabilityEffect( traceEnt, forward, tr.endpos, impactpoint, bouncedir )) {
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G_BounceProjectile( muzzle, impactpoint, bouncedir, end );
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VectorCopy( impactpoint, muzzle );
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// the player can hit him/herself with the bounced rail
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passent = ENTITYNUM_NONE;
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}
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else {
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VectorCopy( tr.endpos, muzzle );
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passent = traceEnt->s.number;
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}
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continue;
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}
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else {
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#endif
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G_Damage( traceEnt, ent, ent, forward, tr.endpos,
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damage, 0, mod);
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#ifdef MISSIONPACK
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}
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#endif
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}
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break;
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}
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}
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/*
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======================================================================
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BFG
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======================================================================
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*/
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void BFG_Fire ( gentity_t *ent ) {
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gentity_t *m;
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m = fire_bfg (ent, muzzle, forward);
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m->damage *= s_quadFactor;
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m->splashDamage *= s_quadFactor;
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// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
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}
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/*
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======================================================================
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SHOTGUN
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======================================================================
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*/
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// DEFAULT_SHOTGUN_SPREAD and DEFAULT_SHOTGUN_COUNT are in bg_public.h, because
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// client predicts same spreads
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#define DEFAULT_SHOTGUN_DAMAGE 10
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qboolean ShotgunPellet( vec3_t start, vec3_t end, gentity_t *ent ) {
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trace_t tr;
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int damage, i, passent;
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gentity_t *traceEnt;
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#ifdef MISSIONPACK
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vec3_t impactpoint, bouncedir;
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#endif
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vec3_t tr_start, tr_end;
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qboolean hitClient = qfalse;
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passent = ent->s.number;
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VectorCopy( start, tr_start );
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VectorCopy( end, tr_end );
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for (i = 0; i < 10; i++) {
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trap_Trace (&tr, tr_start, NULL, NULL, tr_end, passent, MASK_SHOT);
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traceEnt = &g_entities[ tr.entityNum ];
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// send bullet impact
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if ( tr.surfaceFlags & SURF_NOIMPACT ) {
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return qfalse;
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}
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if ( traceEnt->takedamage) {
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damage = DEFAULT_SHOTGUN_DAMAGE * s_quadFactor;
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#ifdef MISSIONPACK
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if ( traceEnt->client && traceEnt->client->invulnerabilityTime > level.time ) {
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if (G_InvulnerabilityEffect( traceEnt, forward, tr.endpos, impactpoint, bouncedir )) {
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G_BounceProjectile( tr_start, impactpoint, bouncedir, tr_end );
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VectorCopy( impactpoint, tr_start );
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// the player can hit him/herself with the bounced rail
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passent = ENTITYNUM_NONE;
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}
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else {
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VectorCopy( tr.endpos, tr_start );
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passent = traceEnt->s.number;
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}
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continue;
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}
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#endif
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if( LogAccuracyHit( traceEnt, ent ) ) {
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hitClient = qtrue;
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}
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G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_SHOTGUN);
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return hitClient;
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}
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return qfalse;
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}
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return qfalse;
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}
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// this should match CG_ShotgunPattern
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void ShotgunPattern( vec3_t origin, vec3_t origin2, int seed, gentity_t *ent ) {
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int i;
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float r, u;
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vec3_t end;
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vec3_t forward, right, up;
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qboolean hitClient = qfalse;
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// derive the right and up vectors from the forward vector, because
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// the client won't have any other information
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VectorNormalize2( origin2, forward );
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PerpendicularVector( right, forward );
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CrossProduct( forward, right, up );
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// generate the "random" spread pattern
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for ( i = 0 ; i < DEFAULT_SHOTGUN_COUNT ; i++ ) {
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r = Q_crandom( &seed ) * DEFAULT_SHOTGUN_SPREAD * 16;
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u = Q_crandom( &seed ) * DEFAULT_SHOTGUN_SPREAD * 16;
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VectorMA( origin, 8192 * 16, forward, end);
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VectorMA (end, r, right, end);
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VectorMA (end, u, up, end);
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if( ShotgunPellet( origin, end, ent ) && !hitClient ) {
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hitClient = qtrue;
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ent->client->accuracy_hits++;
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}
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}
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}
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void weapon_supershotgun_fire (gentity_t *ent) {
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gentity_t *tent;
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// send shotgun blast
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tent = G_TempEntity( muzzle, EV_SHOTGUN );
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VectorScale( forward, 4096, tent->s.origin2 );
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SnapVector( tent->s.origin2 );
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tent->s.eventParm = rand() & 255; // seed for spread pattern
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tent->s.otherEntityNum = ent->s.number;
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ShotgunPattern( tent->s.pos.trBase, tent->s.origin2, tent->s.eventParm, ent );
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}
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/*
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======================================================================
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GRENADE LAUNCHER
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======================================================================
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*/
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void weapon_grenadelauncher_fire (gentity_t *ent) {
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gentity_t *m;
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// extra vertical velocity
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forward[2] += 0.2f;
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VectorNormalize( forward );
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m = fire_grenade (ent, muzzle, forward);
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m->damage *= s_quadFactor;
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m->splashDamage *= s_quadFactor;
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// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
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}
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/*
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======================================================================
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ROCKET
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======================================================================
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*/
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void Weapon_RocketLauncher_Fire (gentity_t *ent) {
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gentity_t *m;
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m = fire_rocket (ent, muzzle, forward);
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m->damage *= s_quadFactor;
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m->splashDamage *= s_quadFactor;
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// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
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}
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/*
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======================================================================
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PLASMA GUN
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======================================================================
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*/
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void Weapon_Plasmagun_Fire (gentity_t *ent) {
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gentity_t *m;
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m = fire_plasma (ent, muzzle, forward);
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m->damage *= s_quadFactor;
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m->splashDamage *= s_quadFactor;
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// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
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}
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/*
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======================================================================
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RAILGUN
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======================================================================
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*/
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/*
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=================
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weapon_railgun_fire
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=================
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*/
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#define MAX_RAIL_HITS 4
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void weapon_railgun_fire (gentity_t *ent) {
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vec3_t end;
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#ifdef MISSIONPACK
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vec3_t impactpoint, bouncedir;
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#endif
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trace_t trace;
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gentity_t *tent;
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gentity_t *traceEnt;
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int damage;
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int i;
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int hits;
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int unlinked;
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int passent;
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gentity_t *unlinkedEntities[MAX_RAIL_HITS];
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damage = 100 * s_quadFactor;
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VectorMA (muzzle, 8192, forward, end);
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// trace only against the solids, so the railgun will go through people
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unlinked = 0;
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hits = 0;
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passent = ent->s.number;
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do {
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trap_Trace (&trace, muzzle, NULL, NULL, end, passent, MASK_SHOT );
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if ( trace.entityNum >= ENTITYNUM_MAX_NORMAL ) {
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break;
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}
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traceEnt = &g_entities[ trace.entityNum ];
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if ( traceEnt->takedamage ) {
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#ifdef MISSIONPACK
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if ( traceEnt->client && traceEnt->client->invulnerabilityTime > level.time ) {
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if ( G_InvulnerabilityEffect( traceEnt, forward, trace.endpos, impactpoint, bouncedir ) ) {
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G_BounceProjectile( muzzle, impactpoint, bouncedir, end );
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// snap the endpos to integers to save net bandwidth, but nudged towards the line
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SnapVectorTowards( trace.endpos, muzzle );
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// send railgun beam effect
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tent = G_TempEntity( trace.endpos, EV_RAILTRAIL );
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// set player number for custom colors on the railtrail
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tent->s.clientNum = ent->s.clientNum;
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VectorCopy( muzzle, tent->s.origin2 );
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// move origin a bit to come closer to the drawn gun muzzle
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VectorMA( tent->s.origin2, 4, right, tent->s.origin2 );
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VectorMA( tent->s.origin2, -1, up, tent->s.origin2 );
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tent->s.eventParm = 255; // don't make the explosion at the end
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//
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VectorCopy( impactpoint, muzzle );
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// the player can hit him/herself with the bounced rail
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passent = ENTITYNUM_NONE;
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}
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}
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else {
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if( LogAccuracyHit( traceEnt, ent ) ) {
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hits++;
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}
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G_Damage (traceEnt, ent, ent, forward, trace.endpos, damage, 0, MOD_RAILGUN);
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}
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#else
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if( LogAccuracyHit( traceEnt, ent ) ) {
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hits++;
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}
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G_Damage (traceEnt, ent, ent, forward, trace.endpos, damage, 0, MOD_RAILGUN);
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#endif
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}
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if ( trace.contents & CONTENTS_SOLID ) {
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break; // we hit something solid enough to stop the beam
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}
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// unlink this entity, so the next trace will go past it
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trap_UnlinkEntity( traceEnt );
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unlinkedEntities[unlinked] = traceEnt;
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unlinked++;
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} while ( unlinked < MAX_RAIL_HITS );
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// link back in any entities we unlinked
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for ( i = 0 ; i < unlinked ; i++ ) {
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trap_LinkEntity( unlinkedEntities[i] );
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}
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// the final trace endpos will be the terminal point of the rail trail
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// snap the endpos to integers to save net bandwidth, but nudged towards the line
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SnapVectorTowards( trace.endpos, muzzle );
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// send railgun beam effect
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tent = G_TempEntity( trace.endpos, EV_RAILTRAIL );
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// set player number for custom colors on the railtrail
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tent->s.clientNum = ent->s.clientNum;
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VectorCopy( muzzle, tent->s.origin2 );
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// move origin a bit to come closer to the drawn gun muzzle
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VectorMA( tent->s.origin2, 4, right, tent->s.origin2 );
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VectorMA( tent->s.origin2, -1, up, tent->s.origin2 );
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// no explosion at end if SURF_NOIMPACT, but still make the trail
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if ( trace.surfaceFlags & SURF_NOIMPACT ) {
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tent->s.eventParm = 255; // don't make the explosion at the end
|
|
} else {
|
|
tent->s.eventParm = DirToByte( trace.plane.normal );
|
|
}
|
|
tent->s.clientNum = ent->s.clientNum;
|
|
|
|
// give the shooter a reward sound if they have made two railgun hits in a row
|
|
if ( hits == 0 ) {
|
|
// complete miss
|
|
ent->client->accurateCount = 0;
|
|
} else {
|
|
// check for "impressive" reward sound
|
|
ent->client->accurateCount += hits;
|
|
if ( ent->client->accurateCount >= 2 ) {
|
|
ent->client->accurateCount -= 2;
|
|
ent->client->ps.persistant[PERS_IMPRESSIVE_COUNT]++;
|
|
// add the sprite over the player's head
|
|
ent->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
|
|
ent->client->ps.eFlags |= EF_AWARD_IMPRESSIVE;
|
|
ent->client->rewardTime = level.time + REWARD_SPRITE_TIME;
|
|
}
|
|
ent->client->accuracy_hits++;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
======================================================================
|
|
|
|
GRAPPLING HOOK
|
|
|
|
======================================================================
|
|
*/
|
|
|
|
void Weapon_GrapplingHook_Fire (gentity_t *ent)
|
|
{
|
|
if (!ent->client->fireHeld && !ent->client->hook)
|
|
fire_grapple (ent, muzzle, forward);
|
|
|
|
ent->client->fireHeld = qtrue;
|
|
}
|
|
|
|
void Weapon_HookFree (gentity_t *ent)
|
|
{
|
|
ent->parent->client->hook = NULL;
|
|
ent->parent->client->ps.pm_flags &= ~PMF_GRAPPLE_PULL;
|
|
G_FreeEntity( ent );
|
|
}
|
|
|
|
void Weapon_HookThink (gentity_t *ent)
|
|
{
|
|
if (ent->enemy) {
|
|
vec3_t v, oldorigin;
|
|
|
|
VectorCopy(ent->r.currentOrigin, oldorigin);
|
|
v[0] = ent->enemy->r.currentOrigin[0] + (ent->enemy->r.mins[0] + ent->enemy->r.maxs[0]) * 0.5;
|
|
v[1] = ent->enemy->r.currentOrigin[1] + (ent->enemy->r.mins[1] + ent->enemy->r.maxs[1]) * 0.5;
|
|
v[2] = ent->enemy->r.currentOrigin[2] + (ent->enemy->r.mins[2] + ent->enemy->r.maxs[2]) * 0.5;
|
|
SnapVectorTowards( v, oldorigin ); // save net bandwidth
|
|
|
|
G_SetOrigin( ent, v );
|
|
}
|
|
|
|
VectorCopy( ent->r.currentOrigin, ent->parent->client->ps.grapplePoint);
|
|
}
|
|
|
|
/*
|
|
======================================================================
|
|
|
|
LIGHTNING GUN
|
|
|
|
======================================================================
|
|
*/
|
|
|
|
void Weapon_LightningFire( gentity_t *ent ) {
|
|
trace_t tr;
|
|
vec3_t end;
|
|
#ifdef MISSIONPACK
|
|
vec3_t impactpoint, bouncedir;
|
|
#endif
|
|
gentity_t *traceEnt, *tent;
|
|
int damage, i, passent;
|
|
|
|
damage = 8 * s_quadFactor;
|
|
|
|
passent = ent->s.number;
|
|
for (i = 0; i < 10; i++) {
|
|
VectorMA( muzzle, LIGHTNING_RANGE, forward, end );
|
|
|
|
trap_Trace( &tr, muzzle, NULL, NULL, end, passent, MASK_SHOT );
|
|
|
|
#ifdef MISSIONPACK
|
|
// if not the first trace (the lightning bounced of an invulnerability sphere)
|
|
if (i) {
|
|
// add bounced off lightning bolt temp entity
|
|
// the first lightning bolt is a cgame only visual
|
|
//
|
|
tent = G_TempEntity( muzzle, EV_LIGHTNINGBOLT );
|
|
VectorCopy( tr.endpos, end );
|
|
SnapVector( end );
|
|
VectorCopy( end, tent->s.origin2 );
|
|
}
|
|
#endif
|
|
if ( tr.entityNum == ENTITYNUM_NONE ) {
|
|
return;
|
|
}
|
|
|
|
traceEnt = &g_entities[ tr.entityNum ];
|
|
|
|
if ( traceEnt->takedamage) {
|
|
#ifdef MISSIONPACK
|
|
if ( traceEnt->client && traceEnt->client->invulnerabilityTime > level.time ) {
|
|
if (G_InvulnerabilityEffect( traceEnt, forward, tr.endpos, impactpoint, bouncedir )) {
|
|
G_BounceProjectile( muzzle, impactpoint, bouncedir, end );
|
|
VectorCopy( impactpoint, muzzle );
|
|
VectorSubtract( end, impactpoint, forward );
|
|
VectorNormalize(forward);
|
|
// the player can hit him/herself with the bounced lightning
|
|
passent = ENTITYNUM_NONE;
|
|
}
|
|
else {
|
|
VectorCopy( tr.endpos, muzzle );
|
|
passent = traceEnt->s.number;
|
|
}
|
|
continue;
|
|
}
|
|
#endif
|
|
if( LogAccuracyHit( traceEnt, ent ) ) {
|
|
ent->client->accuracy_hits++;
|
|
}
|
|
G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_LIGHTNING);
|
|
}
|
|
|
|
if ( traceEnt->takedamage && traceEnt->client ) {
|
|
tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT );
|
|
tent->s.otherEntityNum = traceEnt->s.number;
|
|
tent->s.eventParm = DirToByte( tr.plane.normal );
|
|
tent->s.weapon = ent->s.weapon;
|
|
} else if ( !( tr.surfaceFlags & SURF_NOIMPACT ) ) {
|
|
tent = G_TempEntity( tr.endpos, EV_MISSILE_MISS );
|
|
tent->s.eventParm = DirToByte( tr.plane.normal );
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
#ifdef MISSIONPACK
|
|
/*
|
|
======================================================================
|
|
|
|
NAILGUN
|
|
|
|
======================================================================
|
|
*/
|
|
|
|
void Weapon_Nailgun_Fire (gentity_t *ent) {
|
|
gentity_t *m;
|
|
int count;
|
|
|
|
for( count = 0; count < NUM_NAILSHOTS; count++ ) {
|
|
m = fire_nail (ent, muzzle, forward, right, up );
|
|
m->damage *= s_quadFactor;
|
|
m->splashDamage *= s_quadFactor;
|
|
}
|
|
|
|
// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
|
|
}
|
|
|
|
|
|
/*
|
|
======================================================================
|
|
|
|
PROXIMITY MINE LAUNCHER
|
|
|
|
======================================================================
|
|
*/
|
|
|
|
void weapon_proxlauncher_fire (gentity_t *ent) {
|
|
gentity_t *m;
|
|
|
|
// extra vertical velocity
|
|
forward[2] += 0.2f;
|
|
VectorNormalize( forward );
|
|
|
|
m = fire_prox (ent, muzzle, forward);
|
|
m->damage *= s_quadFactor;
|
|
m->splashDamage *= s_quadFactor;
|
|
|
|
// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
|
|
}
|
|
|
|
#endif
|
|
|
|
//======================================================================
|
|
|
|
|
|
/*
|
|
===============
|
|
LogAccuracyHit
|
|
===============
|
|
*/
|
|
qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker ) {
|
|
if( !target->takedamage ) {
|
|
return qfalse;
|
|
}
|
|
|
|
if ( target == attacker ) {
|
|
return qfalse;
|
|
}
|
|
|
|
if( !target->client ) {
|
|
return qfalse;
|
|
}
|
|
|
|
if( !attacker->client ) {
|
|
return qfalse;
|
|
}
|
|
|
|
if( target->client->ps.stats[STAT_HEALTH] <= 0 ) {
|
|
return qfalse;
|
|
}
|
|
|
|
if ( OnSameTeam( target, attacker ) ) {
|
|
return qfalse;
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
CalcMuzzlePoint
|
|
|
|
set muzzle location relative to pivoting eye
|
|
===============
|
|
*/
|
|
void CalcMuzzlePoint ( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint ) {
|
|
VectorCopy( ent->s.pos.trBase, muzzlePoint );
|
|
muzzlePoint[2] += ent->client->ps.viewheight;
|
|
VectorMA( muzzlePoint, 14, forward, muzzlePoint );
|
|
// snap to integer coordinates for more efficient network bandwidth usage
|
|
SnapVector( muzzlePoint );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CalcMuzzlePointOrigin
|
|
|
|
set muzzle location relative to pivoting eye
|
|
===============
|
|
*/
|
|
void CalcMuzzlePointOrigin ( gentity_t *ent, vec3_t origin, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint ) {
|
|
VectorCopy( ent->s.pos.trBase, muzzlePoint );
|
|
muzzlePoint[2] += ent->client->ps.viewheight;
|
|
VectorMA( muzzlePoint, 14, forward, muzzlePoint );
|
|
// snap to integer coordinates for more efficient network bandwidth usage
|
|
SnapVector( muzzlePoint );
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===============
|
|
FireWeapon
|
|
===============
|
|
*/
|
|
void FireWeapon( gentity_t *ent ) {
|
|
if (ent->client->ps.powerups[PW_QUAD] ) {
|
|
s_quadFactor = g_quadfactor.value;
|
|
} else {
|
|
s_quadFactor = 1;
|
|
}
|
|
#ifdef MISSIONPACK
|
|
if( ent->client->persistantPowerup && ent->client->persistantPowerup->item && ent->client->persistantPowerup->item->giTag == PW_DOUBLER ) {
|
|
s_quadFactor *= 2;
|
|
}
|
|
#endif
|
|
|
|
// track shots taken for accuracy tracking. Grapple is not a weapon and gauntet is just not tracked
|
|
if( ent->s.weapon != WP_GRAPPLING_HOOK && ent->s.weapon != WP_GAUNTLET ) {
|
|
#ifdef MISSIONPACK
|
|
if( ent->s.weapon == WP_NAILGUN ) {
|
|
ent->client->accuracy_shots += NUM_NAILSHOTS;
|
|
} else {
|
|
ent->client->accuracy_shots++;
|
|
}
|
|
#else
|
|
ent->client->accuracy_shots++;
|
|
#endif
|
|
}
|
|
|
|
// set aiming directions
|
|
AngleVectors (ent->client->ps.viewangles, forward, right, up);
|
|
|
|
CalcMuzzlePointOrigin ( ent, ent->client->oldOrigin, forward, right, up, muzzle );
|
|
|
|
// fire the specific weapon
|
|
switch( ent->s.weapon ) {
|
|
case WP_GAUNTLET:
|
|
Weapon_Gauntlet( ent );
|
|
break;
|
|
case WP_LIGHTNING:
|
|
Weapon_LightningFire( ent );
|
|
break;
|
|
case WP_SHOTGUN:
|
|
weapon_supershotgun_fire( ent );
|
|
break;
|
|
case WP_MACHINEGUN:
|
|
if ( g_gametype.integer != GT_TEAM ) {
|
|
Bullet_Fire( ent, MACHINEGUN_SPREAD, MACHINEGUN_DAMAGE, MOD_MACHINEGUN );
|
|
} else {
|
|
Bullet_Fire( ent, MACHINEGUN_SPREAD, MACHINEGUN_TEAM_DAMAGE, MOD_MACHINEGUN );
|
|
}
|
|
break;
|
|
case WP_GRENADE_LAUNCHER:
|
|
weapon_grenadelauncher_fire( ent );
|
|
break;
|
|
case WP_ROCKET_LAUNCHER:
|
|
Weapon_RocketLauncher_Fire( ent );
|
|
break;
|
|
case WP_PLASMAGUN:
|
|
Weapon_Plasmagun_Fire( ent );
|
|
break;
|
|
case WP_RAILGUN:
|
|
weapon_railgun_fire( ent );
|
|
break;
|
|
case WP_BFG:
|
|
BFG_Fire( ent );
|
|
break;
|
|
case WP_GRAPPLING_HOOK:
|
|
Weapon_GrapplingHook_Fire( ent );
|
|
break;
|
|
#ifdef MISSIONPACK
|
|
case WP_NAILGUN:
|
|
Weapon_Nailgun_Fire( ent );
|
|
break;
|
|
case WP_PROX_LAUNCHER:
|
|
weapon_proxlauncher_fire( ent );
|
|
break;
|
|
case WP_CHAINGUN:
|
|
Bullet_Fire( ent, CHAINGUN_SPREAD, CHAINGUN_DAMAGE, MOD_CHAINGUN );
|
|
break;
|
|
#endif
|
|
default:
|
|
// FIXME G_Error( "Bad ent->s.weapon" );
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
/*
|
|
===============
|
|
KamikazeRadiusDamage
|
|
===============
|
|
*/
|
|
static void KamikazeRadiusDamage( vec3_t origin, gentity_t *attacker, float damage, float radius ) {
|
|
float dist;
|
|
gentity_t *ent;
|
|
int entityList[MAX_GENTITIES];
|
|
int numListedEntities;
|
|
vec3_t mins, maxs;
|
|
vec3_t v;
|
|
vec3_t dir;
|
|
int i, e;
|
|
|
|
if ( radius < 1 ) {
|
|
radius = 1;
|
|
}
|
|
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
mins[i] = origin[i] - radius;
|
|
maxs[i] = origin[i] + radius;
|
|
}
|
|
|
|
numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
|
|
|
|
for ( e = 0 ; e < numListedEntities ; e++ ) {
|
|
ent = &g_entities[entityList[ e ]];
|
|
|
|
if (!ent->takedamage) {
|
|
continue;
|
|
}
|
|
|
|
// dont hit things we have already hit
|
|
if( ent->kamikazeTime > level.time ) {
|
|
continue;
|
|
}
|
|
|
|
// find the distance from the edge of the bounding box
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
if ( origin[i] < ent->r.absmin[i] ) {
|
|
v[i] = ent->r.absmin[i] - origin[i];
|
|
} else if ( origin[i] > ent->r.absmax[i] ) {
|
|
v[i] = origin[i] - ent->r.absmax[i];
|
|
} else {
|
|
v[i] = 0;
|
|
}
|
|
}
|
|
|
|
dist = VectorLength( v );
|
|
if ( dist >= radius ) {
|
|
continue;
|
|
}
|
|
|
|
// if( CanDamage (ent, origin) ) {
|
|
VectorSubtract (ent->r.currentOrigin, origin, dir);
|
|
// push the center of mass higher than the origin so players
|
|
// get knocked into the air more
|
|
dir[2] += 24;
|
|
G_Damage( ent, NULL, attacker, dir, origin, damage, DAMAGE_RADIUS|DAMAGE_NO_TEAM_PROTECTION, MOD_KAMIKAZE );
|
|
ent->kamikazeTime = level.time + 3000;
|
|
// }
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
KamikazeShockWave
|
|
===============
|
|
*/
|
|
static void KamikazeShockWave( vec3_t origin, gentity_t *attacker, float damage, float push, float radius ) {
|
|
float dist;
|
|
gentity_t *ent;
|
|
int entityList[MAX_GENTITIES];
|
|
int numListedEntities;
|
|
vec3_t mins, maxs;
|
|
vec3_t v;
|
|
vec3_t dir;
|
|
int i, e;
|
|
|
|
if ( radius < 1 )
|
|
radius = 1;
|
|
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
mins[i] = origin[i] - radius;
|
|
maxs[i] = origin[i] + radius;
|
|
}
|
|
|
|
numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
|
|
|
|
for ( e = 0 ; e < numListedEntities ; e++ ) {
|
|
ent = &g_entities[entityList[ e ]];
|
|
|
|
// dont hit things we have already hit
|
|
if( ent->kamikazeShockTime > level.time ) {
|
|
continue;
|
|
}
|
|
|
|
// find the distance from the edge of the bounding box
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
if ( origin[i] < ent->r.absmin[i] ) {
|
|
v[i] = ent->r.absmin[i] - origin[i];
|
|
} else if ( origin[i] > ent->r.absmax[i] ) {
|
|
v[i] = origin[i] - ent->r.absmax[i];
|
|
} else {
|
|
v[i] = 0;
|
|
}
|
|
}
|
|
|
|
dist = VectorLength( v );
|
|
if ( dist >= radius ) {
|
|
continue;
|
|
}
|
|
|
|
// if( CanDamage (ent, origin) ) {
|
|
VectorSubtract (ent->r.currentOrigin, origin, dir);
|
|
dir[2] += 24;
|
|
G_Damage( ent, NULL, attacker, dir, origin, damage, DAMAGE_RADIUS|DAMAGE_NO_TEAM_PROTECTION, MOD_KAMIKAZE );
|
|
//
|
|
dir[2] = 0;
|
|
VectorNormalize(dir);
|
|
if ( ent->client ) {
|
|
ent->client->ps.velocity[0] = dir[0] * push;
|
|
ent->client->ps.velocity[1] = dir[1] * push;
|
|
ent->client->ps.velocity[2] = 100;
|
|
}
|
|
ent->kamikazeShockTime = level.time + 3000;
|
|
// }
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
KamikazeDamage
|
|
===============
|
|
*/
|
|
static void KamikazeDamage( gentity_t *self ) {
|
|
int i;
|
|
float t;
|
|
gentity_t *ent;
|
|
vec3_t newangles;
|
|
|
|
self->count += 100;
|
|
|
|
if (self->count >= KAMI_SHOCKWAVE_STARTTIME) {
|
|
// shockwave push back
|
|
t = self->count - KAMI_SHOCKWAVE_STARTTIME;
|
|
KamikazeShockWave(self->s.pos.trBase, self->activator, 25, 400, (int) (float) t * KAMI_SHOCKWAVE_MAXRADIUS / (KAMI_SHOCKWAVE_ENDTIME - KAMI_SHOCKWAVE_STARTTIME) );
|
|
}
|
|
//
|
|
if (self->count >= KAMI_EXPLODE_STARTTIME) {
|
|
// do our damage
|
|
t = self->count - KAMI_EXPLODE_STARTTIME;
|
|
KamikazeRadiusDamage( self->s.pos.trBase, self->activator, 400, (int) (float) t * KAMI_BOOMSPHERE_MAXRADIUS / (KAMI_IMPLODE_STARTTIME - KAMI_EXPLODE_STARTTIME) );
|
|
}
|
|
|
|
// either cycle or kill self
|
|
if( self->count >= KAMI_SHOCKWAVE_ENDTIME ) {
|
|
G_FreeEntity( self );
|
|
return;
|
|
}
|
|
self->nextthink = level.time + 100;
|
|
|
|
// add earth quake effect
|
|
newangles[0] = crandom() * 2;
|
|
newangles[1] = crandom() * 2;
|
|
newangles[2] = 0;
|
|
for (i = 0; i < MAX_CLIENTS; i++)
|
|
{
|
|
ent = &g_entities[i];
|
|
if (!ent->inuse)
|
|
continue;
|
|
if (!ent->client)
|
|
continue;
|
|
|
|
if (ent->client->ps.groundEntityNum != ENTITYNUM_NONE) {
|
|
ent->client->ps.velocity[0] += crandom() * 120;
|
|
ent->client->ps.velocity[1] += crandom() * 120;
|
|
ent->client->ps.velocity[2] = 30 + random() * 25;
|
|
}
|
|
|
|
ent->client->ps.delta_angles[0] += ANGLE2SHORT(newangles[0] - self->movedir[0]);
|
|
ent->client->ps.delta_angles[1] += ANGLE2SHORT(newangles[1] - self->movedir[1]);
|
|
ent->client->ps.delta_angles[2] += ANGLE2SHORT(newangles[2] - self->movedir[2]);
|
|
}
|
|
VectorCopy(newangles, self->movedir);
|
|
}
|
|
|
|
/*
|
|
===============
|
|
G_StartKamikaze
|
|
===============
|
|
*/
|
|
void G_StartKamikaze( gentity_t *ent ) {
|
|
gentity_t *explosion;
|
|
gentity_t *te;
|
|
vec3_t snapped;
|
|
|
|
// start up the explosion logic
|
|
explosion = G_Spawn();
|
|
|
|
explosion->s.eType = ET_EVENTS + EV_KAMIKAZE;
|
|
explosion->eventTime = level.time;
|
|
|
|
if ( ent->client ) {
|
|
VectorCopy( ent->s.pos.trBase, snapped );
|
|
}
|
|
else {
|
|
VectorCopy( ent->activator->s.pos.trBase, snapped );
|
|
}
|
|
SnapVector( snapped ); // save network bandwidth
|
|
G_SetOrigin( explosion, snapped );
|
|
|
|
explosion->classname = "kamikaze";
|
|
explosion->s.pos.trType = TR_STATIONARY;
|
|
|
|
explosion->kamikazeTime = level.time;
|
|
|
|
explosion->think = KamikazeDamage;
|
|
explosion->nextthink = level.time + 100;
|
|
explosion->count = 0;
|
|
VectorClear(explosion->movedir);
|
|
|
|
trap_LinkEntity( explosion );
|
|
|
|
if (ent->client) {
|
|
//
|
|
explosion->activator = ent;
|
|
//
|
|
ent->s.eFlags &= ~EF_KAMIKAZE;
|
|
// nuke the guy that used it
|
|
G_Damage( ent, ent, ent, NULL, NULL, 100000, DAMAGE_NO_PROTECTION, MOD_KAMIKAZE );
|
|
}
|
|
else {
|
|
if ( !strcmp(ent->activator->classname, "bodyque") ) {
|
|
explosion->activator = &g_entities[ent->activator->r.ownerNum];
|
|
}
|
|
else {
|
|
explosion->activator = ent->activator;
|
|
}
|
|
}
|
|
|
|
// play global sound at all clients
|
|
te = G_TempEntity(snapped, EV_GLOBAL_TEAM_SOUND );
|
|
te->r.svFlags |= SVF_BROADCAST;
|
|
te->s.eventParm = GTS_KAMIKAZE;
|
|
}
|
|
#endif
|