rpg-x2/game/g_weapon.c

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2011-06-01 12:20:56 +00:00
// Copyright (C) 1999-2000 Id Software, Inc.
//
// g_weapon.c
// perform the server side effects of a weapon firing
#include "g_local.h"
static float s_quadFactor;
static vec3_t forward, right, up;
static vec3_t muzzle;
extern void G_MissileImpact( gentity_t *ent, trace_t *trace);
extern int borgQueenClientNum;
#define MAX_BEAM_HITS 4
#define DMG_VAR (flrandom(0.8,1.2))
// Weapon damages are located up here for easy access...
// Phaser
#define PHASER_DAMAGE 55 //4 //RPG-X: TiM - Increased to a standard 0.5 second burst - Phenix GOING DOWN - TiM GOING UP we had complaints when this was put down :P //2
#define PHASER_ALT_RADIUS 80 //12 //RPG-X: TiM - Increased to a near instant kill
// Compression Rifle
#define CRIFLE_DAMAGE 75 //10 // 20 //RPG-X: TiM - Increased to 2 hits kill (needs debate like TR-116 :P ) //20
#define CRIFLE_MAIN_SPLASH_RADIUS 64
#define CRIFLE_MAIN_SPLASH_DMG 0//16 // 20
#define CRIFLE_ALTDAMAGE 16 //85 // 100
#define CRIFLE_ALT_SPLASH_RADIUS 32
#define CRIFLE_ALT_SPLASH_DMG 0//10
// Imod
#define IMOD_DAMAGE 10 // 32
#define IMOD_ALT_DAMAGE 10
// Scavenger Rifle
#define SCAV_DAMAGE 8 // 16
#define SCAV_ALT_DAMAGE 60 // 60
#define SCAV_ALT_SPLASH_RAD 100
#define SCAV_ALT_SPLASH_DAM 60 // 60
// Stasis Weapon
#define STASIS_DAMAGE 80 // 15 //7 //RPG-X: TiM - Increased to 2 hits kill (needs debate like TR-116 :P ) //15
#define STASIS_ALT_DAMAGE 7 // 40
#define STASIS_ALT_DAMAGE2 7 // 20
// Grenade Launcher
#define GRENADE_DAMAGE 75 // 100
#define GRENADE_SPLASH_RAD 190 //RPG-X: RedTechie - Before 160
#define GRENADE_SPLASH_DAM 100 //RPG-X: RedTechie - Before 75
#define GRENADE_ALT_DAMAGE 80 //RPG-X: RedTechie - Before 64
// Tetrion Disruptor
#define TETRION_DAMAGE 150 //RPG-X: J2J - Increased for one shot one kill (needs debate)
#define TETRION_ALT_DAMAGE 17 //RPG-X: J2J - Not used anymore for TR-116
// Quantum Burst
#define QUANTUM_DAMAGE 140 // 85 // 100
#define QUANTUM_SPLASH_DAM 140 // 85 // 128
#define QUANTUM_SPLASH_RAD 160
#define QUANTUM_ALT_DAMAGE 140 // 75 // 100
#define QUANTUM_ALT_SPLASH_DAM 140 // 75 // 128
#define QUANTUM_ALT_SPLASH_RAD 80
// Dreadnought Weapon
#define DREADNOUGHT_DAMAGE 8 // 6
#define DREADNOUGHT_WIDTH 9 // 12
#define DREADNOUGHT_ALTDAMAGE 35 // 40
// Borg Weapon
#define BORG_PROJ_DAMAGE 20
#define BORG_TASER_DAMAGE 15
/*
======================
SnapVectorTowards
Round a vector to integers for more efficient network
transmission, but make sure that it rounds towards a given point
rather than blindly truncating. This prevents it from truncating
into a wall.
======================
*/
void SnapVectorTowards( vec3_t v, vec3_t to ) {
int i;
for ( i = 0 ; i < 3 ; i++ ) {
if ( to[i] <= v[i] ) {
v[i] = (int)v[i];
} else {
v[i] = (int)v[i] + 1;
}
}
}
/*
----------------------------------------------
PLAYER WEAPONS
----------------------------------------------
----------------------------------------------
PHASER
----------------------------------------------
*/
#define MAXRANGE_PHASER 2048 // This is the same as the range MAX_BEAM_RANGE 2048
#define NUM_PHASER_TRACES 3
#define BEAM_VARIATION 6
#define PHASER_POINT_BLANK 96
#define PHASER_POINT_BLANK_FRAC ((float)PHASER_POINT_BLANK / (float)MAXRANGE_PHASER)
//RPG-X | GSIO01 | 09/05/2009 SOE
#define HYPERSPANNER_RATE 2
#define HYPERSPANNER_ALT_RATE 4
void WP_FireHyperspanner(gentity_t *ent, qboolean alt_fire) {
//trace_t tr;
//vec3_t end;
//gentity_t *traceEnt;
float modifier;
//trap_Trace(&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT);
//traceEnt = &g_entities[tr.entityNum];
//if(!traceEnt)
// return;
if(rpg_repairModifier.value < 0)
modifier = 1;
else
modifier = rpg_repairModifier.value;
if(alt_fire)
G_Repair(ent, HYPERSPANNER_ALT_RATE * modifier);
else
G_Repair(ent, HYPERSPANNER_RATE * modifier);
}
//RPG-X | GSIO01 | 09/05/2009 EOE
//---------------------------------------------------------
void WP_FirePhaser( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
trace_t tr;
vec3_t end;
gentity_t *traceEnt;
int trEnts[NUM_PHASER_TRACES], i = 0;
float trEntFraction[NUM_PHASER_TRACES];
int damage = 0;
VectorMA (muzzle, MAXRANGE_PHASER, forward, end);
// Add a subtle variation to the beam weapon's endpoint
for (i = 0; i < 3; i ++ )
{
end[i] += crandom() * BEAM_VARIATION;
}
for (i = 0; i < NUM_PHASER_TRACES; i++)
{
trEnts[i] = -1;
trEntFraction[i] = 0.0;
}
// Find out who we've hit
// gi.trace ( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT);
trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );
if (tr.entityNum != (MAX_GENTITIES-1))
{
trEnts[0] = tr.entityNum;
trEntFraction[0] = tr.fraction;
}
if ( alt_fire && ent->client->ps.ammo[WP_5])
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{ // Use the ending point of the thin trace to do two more traces, one on either side, for actual damaging effect.
vec3_t vUp = {0,0,1}, vRight, start2, end2;
float halfBeamWidth = PHASER_ALT_RADIUS;
CrossProduct(forward, vUp, vRight);
VectorNormalize(vRight);
VectorMA(muzzle, halfBeamWidth, vRight, start2);
VectorMA(end, halfBeamWidth, vRight, end2);
VectorCopy(tr.endpos, end);
trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, (CONTENTS_PLAYERCLIP|CONTENTS_BODY) );
if ( (tr.entityNum != (MAX_GENTITIES-1)) &&
(tr.entityNum != trEnts[0]) )
{
trEnts[1] = tr.entityNum;
trEntFraction[1] = tr.fraction;
}
VectorMA(muzzle, -halfBeamWidth, vRight, start2);
VectorMA(end, -halfBeamWidth, vRight, end2);
trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, (CONTENTS_PLAYERCLIP|CONTENTS_BODY) );
if ( (tr.entityNum != (MAX_GENTITIES-1)) &&
(tr.entityNum != trEnts[0]) &&
(tr.entityNum != trEnts[1]))
{
trEnts[2] = tr.entityNum;
trEntFraction[2] = tr.fraction;
}
}
for (i = 0; i < NUM_PHASER_TRACES; i++)
{
if (-1 == trEnts[i])
{
continue;
}
traceEnt = &g_entities[ trEnts[i] ];
if ( traceEnt->takedamage && rpg_phaserdmg.integer != 0 )
{
// damage = (float)PHASER_DAMAGE*DMG_VAR*s_quadFactor; // No variance on phaser
damage = (float)PHASER_DAMAGE*s_quadFactor;
if (trEntFraction[i] <= PHASER_POINT_BLANK_FRAC)
{ // Point blank! Do up to double damage.
damage += damage * (1.0 - (trEntFraction[i]/PHASER_POINT_BLANK_FRAC));
}
else
{ // Normal range
damage -= (int)(trEntFraction[i]*5.0);
}
if (!ent->client->ps.ammo[WP_5])
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{
damage *= .35; // weak out-of-ammo phaser
}
if (damage > 0)
{
if ( alt_fire /*|| ent->client->ps.ammo[WP_5]*/) //RPG-X: RedTechie - Im stupid i dident see this this is why it kept doing alt fire
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{
G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage,
DAMAGE_NO_KNOCKBACK | DAMAGE_NOT_ARMOR_PIERCING, MOD_PHASER_ALT );
}
else
{
G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage,
DAMAGE_NO_KNOCKBACK | DAMAGE_ARMOR_PIERCING, MOD_PHASER );
}
}
}
}
}
/*
----------------------------------------------
COMPRESSION RIFLE
----------------------------------------------
*/
#define COMPRESSION_SPREAD 100
#define MAXRANGE_CRIFLE 8192
#define CRIFLE_SIZE 1 //10 //RPG-X | Marcin | 04/12/2008
// not used:
#define CRIFLE_VELOCITY 2700 //2500
void FirePrifleBullet( gentity_t *ent, vec3_t start, vec3_t dir )
//---------------------------------------------------------
{
gentity_t *bolt;
bolt = G_Spawn();
bolt->classname = "prifle_proj";
bolt->nextthink = level.time + 10000;
bolt->think = G_FreeEntity;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_6;
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bolt->r.ownerNum = ent->s.number;
bolt->parent = ent;
//fixme - remove
{
// Flags effect as being the full beefy version for the player
bolt->count = 0;
}
if( rpg_rifledmg.integer != 0 )
bolt->damage = CRIFLE_DAMAGE*DMG_VAR*s_quadFactor;
else
bolt->damage = 0;
bolt->splashDamage = 0;
bolt->splashRadius = 0;
bolt->methodOfDeath = MOD_CRIFLE;
bolt->clipmask = MASK_SHOT;
// Set the size of the missile up
VectorSet(bolt->r.maxs, CRIFLE_SIZE>>1, CRIFLE_SIZE, CRIFLE_SIZE>>1);
VectorSet(bolt->r.mins, -CRIFLE_SIZE>>1, -CRIFLE_SIZE, -CRIFLE_SIZE>>1);
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time - 10; //10 // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
SnapVector( bolt->s.pos.trBase ); // save net bandwidth
VectorScale( dir, rpg_rifleSpeed.integer, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy( start, bolt->r.currentOrigin);
}
//---------------------------------------------------------
void WP_FireCompressionRifle ( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
if ( !alt_fire )
{
vec3_t dir, angles, temp_ang, temp_org;
vec3_t start;
float offset;
VectorCopy( forward, dir );
VectorCopy( muzzle, start );
vectoangles( dir, angles );
VectorSet( temp_ang, angles[0] /*+ (crandom() * 1)*/, angles[1] /*+ (crandom() * 1)*/, angles[2] );
AngleVectors( temp_ang, dir, NULL, NULL );
// try to make the shot alternate between barrels
offset = 0; //irandom(0, 1) * 2 + 1;
// FIXME: These offsets really don't work like they should
VectorMA( start, offset, right, temp_org );
VectorMA( temp_org, offset, up, temp_org );
FirePrifleBullet( ent, temp_org, dir ); //temp_org
G_LogWeaponFire(ent->s.number, WP_6);
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}
else
{
trace_t tr;
vec3_t end;
gentity_t *traceEnt;
//int i = 0;
int damage = 0;
VectorMA (muzzle, MAXRANGE_PHASER, forward, end);
// Find out who we've hit
// gi.trace ( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT);
trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );
if (tr.entityNum == (MAX_GENTITIES-1))
{
return;
}
traceEnt = &g_entities[ tr.entityNum ];
if ( traceEnt->takedamage && rpg_phaserdmg.integer != 0 )
{
// damage = (float)PHASER_DAMAGE*DMG_VAR*s_quadFactor; // No variance on phaser
damage = (float)PHASER_DAMAGE*s_quadFactor;
if (tr.fraction <= PHASER_POINT_BLANK_FRAC)
{ // Point blank! Do up to double damage.
damage += damage * (1.0 - (tr.fraction/PHASER_POINT_BLANK_FRAC));
}
else
{ // Normal range
damage -= (int)(tr.fraction*5.0);
}
if (damage > 0)
{
G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage,
DAMAGE_NO_KNOCKBACK | DAMAGE_ARMOR_PIERCING, MOD_CRIFLE_ALT ); //GSIO01: was MOD_PHASER
}
}
}
}
/*
----------------------------------------------
IMOD
----------------------------------------------
*/
#define MAXRANGE_IMOD 4096
#define MAX_RAIL_HITS 4
void IMODHit(qboolean alt_fire, gentity_t *traceEnt, gentity_t *ent, vec3_t d_dir, vec3_t endpos, vec3_t normal,
qboolean render_impact)
{
gentity_t *tent = NULL;
int damage = IMOD_ALT_DAMAGE*DMG_VAR;
if ( alt_fire )
{
// send beam impact
if ( traceEnt && traceEnt->takedamage )
{
G_Damage( traceEnt, ent, ent, d_dir, endpos, damage, DAMAGE_NO_ARMOR | DAMAGE_NO_INVULNERABILITY, MOD_IMOD_ALT);
if (render_impact)
{
tent = G_TempEntity( endpos, EV_IMOD_ALTFIRE_HIT );
}
// log hit
/*if (ent->client)
{
ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
}*/
}
}
else
{
// send beam impact
if ( traceEnt && traceEnt->takedamage && rpg_imoddmg.integer != 0)
{
G_Damage( traceEnt, ent, ent, d_dir, endpos, damage, DAMAGE_NO_ARMOR | DAMAGE_NO_INVULNERABILITY, MOD_IMOD);
if (render_impact)
{
tent = G_TempEntity( endpos, EV_IMOD_HIT );
}
// log hit
/*if (ent->client)
{
ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
}*/
}
}
if (tent)
{
tent->s.eventParm = DirToByte( normal );
tent->s.weapon = ent->s.weapon;
VectorCopy( muzzle, tent->s.origin2 );
SnapVector(tent->s.origin2);
}
}
//---------------------------------------------------------
/*void WP_FireIMOD ( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
int i = 0;
int hits = 0;
int unlinked = 0;
gentity_t *unlinkedEntities[MAX_RAIL_HITS];
trace_t tr;
vec3_t end, d_dir;
gentity_t *tent = 0;
gentity_t *traceEnt = NULL;
qboolean render_impact;
VectorMA (muzzle, MAXRANGE_IMOD, forward, end);
// trace only against the solids, so the railgun will go through people
do
{
trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );
traceEnt = &g_entities[ tr.entityNum ];
if ( tr.surfaceFlags & SURF_NOIMPACT )
{ // If the beam hit the skybox, etc. it would look foolish to add in an explosion
render_impact = qfalse;
} else
{
render_impact = qtrue;
}
if ( traceEnt->takedamage )
{
if( LogAccuracyHit( traceEnt, ent ) )
{
hits++;
}
//For knockback - send them up in air
VectorCopy(forward, d_dir);
if(d_dir[2] < 0.30f)
{
d_dir[2] = 0.30f;
}
VectorNormalize(d_dir);
// do the damage and send an impact effect
IMODHit(alt_fire, traceEnt, ent, d_dir, tr.endpos, tr.plane.normal, qtrue);
// give the shooter a reward sound if they have made two sniper hits in a row
// check for "impressive" reward sound
// Note that hitting two people in a line warrants an "impressive" as well...
if (traceEnt->client)
{
if (((g_gametype.integer >= GT_TEAM) && (ent->client->ps.persistant[PERS_TEAM] != traceEnt->client->ps.persistant[PERS_TEAM]))
|| (g_gametype.integer < GT_TEAM))
{
if (alt_fire)
{
ent->client->accurateCount++;
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if ( ent->client->accurateCount >= 2 )
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{
ent->client->accurateCount -= 2;
ent->client->ps.persistant[PERS_REWARD_COUNT]++;
ent->client->ps.persistant[PERS_REWARD] = REWARD_IMPRESSIVE;
ent->client->ps.persistant[PERS_IMPRESSIVE_COUNT]++;
// add the sprite over the player's head
ent->client->ps.eFlags &= ~EF_AWARD_MASK;
ent->client->ps.eFlags |= EF_AWARD_IMPRESSIVE;
ent->client->rewardTime = level.time + REWARD_SPRITE_TIME;
} // End of brace
}
}
}
}
else
{ // send an impact effect
IMODHit(alt_fire, traceEnt, ent, d_dir, tr.endpos, tr.plane.normal, render_impact);
}
if ( tr.contents & CONTENTS_SOLID )
{
break; // we hit something solid enough to stop the beam
}
// unlink this entity, so the next trace will go past it
trap_UnlinkEntity( traceEnt );
unlinkedEntities[unlinked] = traceEnt;
unlinked++;
} while ( unlinked < MAX_RAIL_HITS );
// link back in any entities we unlinked
for ( i = 0 ; i < unlinked ; i++ )
{
trap_LinkEntity( unlinkedEntities[i] );
}
// With endcapping on, the beam is actually longer than what the length parm in FX_AddLine for this
// effect specifies..so move it out so it doesn't clip into the gun so much
if ( alt_fire )
VectorMA (muzzle, 10, forward, muzzle);
else
VectorMA (muzzle, 2, forward, muzzle);
// Create the events that will add in the necessary effects
if ( alt_fire )
{
tent = G_TempEntity( tr.endpos, EV_IMOD_ALTFIRE );
}
else
{
tent = G_TempEntity( tr.endpos, EV_IMOD );
}
// Stash origins, etc. so the effect can have access to them
VectorCopy( muzzle, tent->s.origin2 );
SnapVector( tent->s.origin2 ); // save net bandwidth
if ( render_impact )
{
tent->s.eventParm = DirToByte( tr.plane.normal );
tent->s.weapon = ent->s.weapon;
}
G_LogWeaponFire(ent->s.number, WP_1);
//G_LogWeaponFire(ent->s.number, WP_1);
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}*/
/*
----------------------------------------------
SCAVENGER
----------------------------------------------
*/
#define SCAV_SPREAD 0.5
#define SCAV_VELOCITY 1500
#define SCAV_SIZE 3
#define SCAV_ALT_VELOCITY 1000
#define SCAV_ALT_UP_VELOCITY 100
#define SCAV_ALT_SIZE 6
//TiM
//---------------------------------------------------------
void FireScavengerBullet( gentity_t *ent, vec3_t start, vec3_t dir )
//---------------------------------------------------------
{
gentity_t *bolt;
bolt = G_Spawn();
bolt->classname = "scav_proj";
bolt->nextthink = level.time + 10000;
bolt->think = G_FreeEntity;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
//bolt->s.weapon = WP_4;
bolt->s.weapon = WP_10; //TiM
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bolt->r.ownerNum = ent->s.number;
bolt->parent = ent;
//fixme - remove
{
// Flags effect as being the full beefy version for the player
bolt->count = 0;
}
bolt->damage = SCAV_DAMAGE*DMG_VAR*s_quadFactor;
bolt->splashDamage = 0;
bolt->splashRadius = 0;
bolt->methodOfDeath = MOD_SCAVENGER;
bolt->clipmask = MASK_SHOT;
// Set the size of the missile up
VectorSet(bolt->r.maxs, SCAV_SIZE, SCAV_SIZE, SCAV_SIZE);
VectorSet(bolt->r.mins, -SCAV_SIZE, -SCAV_SIZE, -SCAV_SIZE);
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time - 10; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
SnapVector( bolt->s.pos.trBase ); // save net bandwidth
VectorScale( dir, SCAV_VELOCITY, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy( start, bolt->r.currentOrigin);
}
//TiM
// Alt-fire...
//---------------------------------------------------------
/*void FireScavengerGrenade( gentity_t *ent, vec3_t start, vec3_t dir )
//---------------------------------------------------------
{
gentity_t *grenade;
grenade = G_Spawn();
grenade->classname = "scav_grenade";
grenade->nextthink = level.time + 9000;
grenade->think = G_FreeEntity;
grenade->s.eType = ET_ALT_MISSILE;
grenade->s.weapon = WP_4;
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grenade->r.ownerNum = ent->s.number;
grenade->parent = ent;
grenade->damage = SCAV_ALT_DAMAGE*DMG_VAR*s_quadFactor;
grenade->splashDamage = SCAV_ALT_SPLASH_DAM*s_quadFactor;
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grenade->splashRadius = SCAV_ALT_SPLASH_RAD;// *s_quadFactor;
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grenade->methodOfDeath = MOD_SCAVENGER_ALT;
grenade->splashMethodOfDeath = MOD_SCAVENGER_ALT_SPLASH;
grenade->clipmask = MASK_SHOT;
grenade->s.eFlags |= EF_ALT_FIRING;
// Set the size of the missile up
VectorSet(grenade->r.maxs, SCAV_ALT_SIZE, SCAV_ALT_SIZE, SCAV_ALT_SIZE);
VectorSet(grenade->r.mins, -SCAV_ALT_SIZE, -SCAV_ALT_SIZE, -SCAV_ALT_SIZE);
grenade->s.pos.trType = TR_GRAVITY;
grenade->s.pos.trTime = level.time; // move a bit on the very first frame
VectorCopy( start, grenade->s.pos.trBase );
SnapVector( grenade->s.pos.trBase ); // save net bandwidth
VectorScale( dir, random() * 100 + SCAV_ALT_VELOCITY, grenade->s.pos.trDelta );
// Add a tad of upwards velocity to the shot.
grenade->s.pos.trDelta[2] += SCAV_ALT_UP_VELOCITY;
// Add in half the player's velocity to the shot.
VectorMA(grenade->s.pos.trDelta, 0.5, ent->s.pos.trDelta, grenade->s.pos.trDelta);
SnapVector( grenade->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, grenade->r.currentOrigin);
VectorCopy (start, grenade->pos1);
VectorCopy (start, grenade->s.origin2);
SnapVector( grenade->s.origin2 ); // save net bandwidth
}*/
//TiM
//---------------------------------------------------------
/*void WP_FireScavenger( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
vec3_t dir, angles, temp_ang, temp_org;
vec3_t start;
float offset;
VectorCopy( forward, dir );
VectorCopy( muzzle, start );
if ( alt_fire )
{
FireScavengerGrenade( ent, start, dir );
}
else
{
vectoangles( dir, angles );
VectorSet( temp_ang, angles[0] + (crandom() * SCAV_SPREAD), angles[1] + (crandom() * SCAV_SPREAD), angles[2] );
AngleVectors( temp_ang, dir, NULL, NULL );
// try to make the shot alternate between barrels
offset = irandom(0, 1) * 2 + 1;
// FIXME: These offsets really don't work like they should
VectorMA( start, offset, right, temp_org );
VectorMA( temp_org, offset, up, temp_org );
FireScavengerBullet( ent, temp_org, dir );
}
G_LogWeaponFire(ent->s.number, WP_4);
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}*/
/*
----------------------------------------------
STASIS
----------------------------------------------
*/
#define STASIS_VELOCITY 2500 //2500 //800 //650 //1100 //3000 // not used!
#define STASIS_VELOCITY2 1000
// #define STASIS_SPREAD 5.0 //2.5 //1.8 // Keep the spread relatively small so that you can get multiple projectile impacts when a badie is close
#define STASIS_SPREAD 0.085f // Roughly equivalent to sin(5 deg).
#define STASIS_MAIN_MISSILE_BIG 1 //4 //RPG-X | Marcin | 05/12/2008
#define STASIS_MAIN_MISSILE_SMALL 1 //2 //RPG-X | Marcin | 05/12/2008
#define STASIS_ALT_RIGHT_OFS 0.10
#define STASIS_ALT_UP_OFS 0.02
#define STASIS_ALT_MUZZLE_OFS 1
#define MAXRANGE_ALT_STASIS 4096
//---------------------------------------------------------
void FireDisruptorMissile( gentity_t *ent, vec3_t origin, vec3_t dir, int size )
//---------------------------------------------------------
{
gentity_t *bolt;
int boltsize;
bolt = G_Spawn();
bolt->classname = "disruptor_projectile";
bolt->nextthink = level.time + 10000;
bolt->think = G_FreeEntity;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_10;
2011-06-01 12:20:56 +00:00
bolt->r.ownerNum = ent->s.number;
bolt->parent = ent;
if ( rpg_stasisdmg.integer != 0 )
{
bolt->damage = /*size */ STASIS_DAMAGE*DMG_VAR*s_quadFactor;
}
else
{
bolt->damage = 0;
}
bolt->splashDamage = 0;
bolt->splashRadius = 0;
bolt->methodOfDeath = MOD_STASIS_ALT; //GSIO01: was MOD_TETRION_ALT
bolt->clipmask = MASK_SHOT;
// Set the size of the missile up
boltsize=3*size;
VectorSet(bolt->r.maxs, boltsize>>1, boltsize, boltsize>>1);
boltsize=-boltsize;
VectorSet(bolt->r.mins, boltsize>>1, boltsize, boltsize>>1);
// bolt->trigger_formation = qfalse; // don't draw tail on first frame
// There are going to be a couple of different sized projectiles, so store 'em here
bolt->count = size;
// kef -- need to keep the size in something that'll reach the cgame side
bolt->s.time2 = size;
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time;
VectorCopy( origin, bolt->s.pos.trBase );
SnapVector( bolt->s.pos.trBase ); // save net bandwidth
VectorScale( dir, rpg_disruptorSpeed.integer + ( 50 * size ), bolt->s.pos.trDelta ); //RPG-X | Marcin | 05/12/2008
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy (origin, bolt->r.currentOrigin);
// Used by trails
VectorCopy (origin, bolt->pos1 );
VectorCopy (origin, bolt->pos2 );
// kef -- need to keep the origin in something that'll reach the cgame side
VectorCopy(origin, bolt->s.angles2);
SnapVector( bolt->s.angles2 ); // save net bandwidth
}
//---------------------------------------------------------
void WP_FireDisruptorMain( gentity_t *ent )
//---------------------------------------------------------
{
//vec3_t dir;
// Fire forward
FireDisruptorMissile( ent, muzzle, forward, STASIS_MAIN_MISSILE_BIG );
//FireStasisMissile( ent, muzzle, forward, STASIS_MAIN_MISSILE_BIG );
// Fire slightly to the left
/* VectorMA(forward, STASIS_SPREAD, right, dir);
VectorNormalize(dir);
FireStasisMissile( ent, muzzle, dir, STASIS_MAIN_MISSILE_SMALL );
// Fire slightly to the right.
VectorMA(forward, -STASIS_SPREAD, right, dir);
VectorNormalize(dir);
FireStasisMissile( ent, muzzle, dir, STASIS_MAIN_MISSILE_SMALL );*/
}
/*void DoSmallStasisBeam(gentity_t *ent, vec3_t start, vec3_t dir)
{
vec3_t end;
trace_t tr;
gentity_t *traceEnt;
VectorMA(start, MAXRANGE_ALT_STASIS, dir, end);
trap_Trace(&tr, start, NULL, NULL, end, ent->s.number, MASK_SHOT);
traceEnt = &g_entities[ tr.entityNum ];
if ( traceEnt->takedamage && rpg_stasisdmg.integer != 0)
{
//For knockback - send them up in air
if ( dir[2] < 0.20f )
{
dir[2] = 0.20f;
}
VectorNormalize( dir );
G_Damage(traceEnt, ent, ent, dir, tr.endpos, STASIS_ALT_DAMAGE2*DMG_VAR*s_quadFactor, DAMAGE_ARMOR_PIERCING, MOD_STASIS_ALT );
// log hit
if (ent->client)
{
ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
}
}
}*/
//---------------------------------------------------------
/*void WP_FireStasisAlt( gentity_t *ent )
//---------------------------------------------------------
{
trace_t tr;
vec3_t end, d_dir, d_right, d_up={0,0,1}, start;
gentity_t *tent;
gentity_t *traceEnt;
// Find the main impact point
VectorMA (muzzle, MAXRANGE_ALT_STASIS, forward, end);
trap_Trace ( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT);
traceEnt = &g_entities[ tr.entityNum ];
// Why am I doing this when I've got a right and up already? Well, because this is how it is calc'ed on the client side.
CrossProduct(forward, d_up, d_right);
VectorNormalize(d_right); // "right" is scaled by the sin of the angle between fwd & up... Ditch that.
CrossProduct(d_right, forward, d_up); // Change the "fake up" (0,0,1) to a "real up" (perpendicular to the forward vector).
// VectorNormalize(d_up); // If I cared about how the vertical variance looked when pointing up or down, I'd normalize this.
// Fire a shot up and to the right.
VectorMA(forward, STASIS_ALT_RIGHT_OFS, d_right, d_dir);
VectorMA(d_dir, STASIS_ALT_UP_OFS, d_up, d_dir);
VectorMA(muzzle, STASIS_ALT_MUZZLE_OFS, d_right, start);
DoSmallStasisBeam(ent, start, d_dir);
// Fire a shot up and to the left.
VectorMA(forward, -STASIS_ALT_RIGHT_OFS, d_right, d_dir);
VectorMA(d_dir, STASIS_ALT_UP_OFS, d_up, d_dir);
VectorMA(muzzle, -STASIS_ALT_MUZZLE_OFS, d_right, start);
DoSmallStasisBeam(ent, start, d_dir);
// Fire a shot a bit down and to the right.
VectorMA(forward, 2.0*STASIS_ALT_RIGHT_OFS, d_right, d_dir);
VectorMA(d_dir, -0.5*STASIS_ALT_UP_OFS, d_up, d_dir);
VectorMA(muzzle, 2.0*STASIS_ALT_MUZZLE_OFS, d_right, start);
DoSmallStasisBeam(ent, start, d_dir);
// Fire a shot up and to the left.
VectorMA(forward, -2.0*STASIS_ALT_RIGHT_OFS, d_right, d_dir);
VectorMA(d_dir, -0.5*STASIS_ALT_UP_OFS, d_up, d_dir);
VectorMA(muzzle, -2.0*STASIS_ALT_MUZZLE_OFS, d_right, start);
DoSmallStasisBeam(ent, start, d_dir);
// Main beam
tent = G_TempEntity( tr.endpos, EV_STASIS );
tent->s.angles[YAW] = (int)(ent->client->ps.viewangles[YAW]);
if ( traceEnt->takedamage && rpg_stasisdmg.integer != 0)
{
//For knockback - send them up in air
VectorCopy( forward, d_dir );
if ( d_dir[2] < 0.30f )
{
d_dir[2] = 0.30f;
}
VectorNormalize( d_dir );
G_Damage( traceEnt, ent, ent, d_dir, tr.endpos, STASIS_ALT_DAMAGE*DMG_VAR*s_quadFactor,
DAMAGE_ARMOR_PIERCING, MOD_STASIS_ALT );
// log hit
if (ent->client)
{
ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
}
}
// Stash origins, etc. so that the effects can have access to them
VectorCopy( muzzle, tent->s.origin2 );
SnapVector(tent->s.origin2);
}*/
//TiM -void WP_FireStasis( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
void WP_FireDisruptor( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
// This was moved out of the FireWeapon switch statement below to keep things more consistent
if ( !alt_fire )
{
trace_t tr;
vec3_t end;
gentity_t *traceEnt;
//int i = 0;
int damage = 0;
VectorMA (muzzle, MAXRANGE_PHASER, forward, end);
// Find out who we've hit
// gi.trace ( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT);
trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );
if (tr.entityNum == (MAX_GENTITIES-1))
{
return;
}
traceEnt = &g_entities[ tr.entityNum ];
if ( traceEnt->takedamage && rpg_phaserdmg.integer != 0 )
{
// damage = (float)PHASER_DAMAGE*DMG_VAR*s_quadFactor; // No variance on phaser
damage = (float)PHASER_DAMAGE*s_quadFactor;
if (tr.fraction <= PHASER_POINT_BLANK_FRAC)
{ // Point blank! Do up to double damage.
damage += damage * (1.0 - (tr.fraction/PHASER_POINT_BLANK_FRAC));
}
else
{ // Normal range
damage -= (int)(tr.fraction*5.0);
}
if (damage > 0)
{
G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage,
DAMAGE_NO_KNOCKBACK | DAMAGE_ARMOR_PIERCING, MOD_STASIS ); //GSIO01: was MOD_TETRION_ALT
}
}
}
else
{
//WP_FireStasisMain( ent );
WP_FireDisruptorMain( ent );
}
G_LogWeaponFire(ent->s.number, WP_10);
2011-06-01 12:20:56 +00:00
}
/*
----------------------------------------------
GRENADE LAUNCHER
----------------------------------------------
*/
#define GRENADE_VELOCITY 1000
#define GRENADE_TIME 2000
#define GRENADE_SIZE 4
#define GRENADE_ALT_VELOCITY 1200
#define GRENADE_ALT_TIME 2500
#define SHRAPNEL_DAMAGE 30
#define SHRAPNEL_DISTANCE 4096
#define SHRAPNEL_BITS 6
#define SHRAPNEL_RANDOM 3
#define SHRAPNEL_SPREAD 0.75
//---------------------------------------------------------
void grenadeExplode( gentity_t *ent )
//---------------------------------------------------------
{
vec3_t pos;
gentity_t *tent;
VectorSet( pos, ent->r.currentOrigin[0], ent->r.currentOrigin[1], ent->r.currentOrigin[2] + 8 );
tent = G_TempEntity( pos, EV_GRENADE_EXPLODE );
// splash damage (doesn't apply to person directly hit)
if ( ent->splashDamage ) {
G_RadiusDamage( pos, ent->parent, ent->splashDamage, ent->splashRadius,
NULL, 0, ent->splashMethodOfDeath );
}
G_FreeEntity( ent );
}
//#include <windows.h>
//---------------------------------------------------------
void grenadeSpewShrapnel( gentity_t *ent )
//---------------------------------------------------------
{
gentity_t *tent = NULL;
//MessageBox(NULL,"Debug10","",MB_OK);
tent = G_TempEntity( ent->r.currentOrigin, EV_GRENADE_SHRAPNEL_EXPLODE );
//MessageBox(NULL,"Debug11","",MB_OK);
tent->s.eventParm = DirToByte(ent->pos1);
//MessageBox(NULL,"Debug12","",MB_OK);
// just do radius dmg for altfire
if( G_RadiusDamage( ent->r.currentOrigin, ent->parent, ent->splashDamage, ent->splashRadius,
ent, 0, ent->splashMethodOfDeath ) )
{
//MessageBox(NULL,"Debug13","",MB_OK);
// log hit
/*if (ent->client)
{
//MessageBox(NULL,"Debug14","",MB_OK);
ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
}*/
}
//MessageBox(NULL,"Debug15","",MB_OK);
G_FreeEntity(ent);
}
/*
===============
RPG-X Fire Effects gun
By: RedTechie
===============
*/
void WP_FxGun( gentity_t *ent, qboolean alt_fire ){
gentity_t *target; //Target entity
trace_t trace; //Used to trace target
vec3_t src, dest, vf; //Used to find target
if(!ent){
return;
}
//if(ent->parent->client->sess.sessionClass == PC_ADMIN){
if(alt_fire){
return;
}else{
//////////////////////////////////////
//All this code below finds the target entity
VectorCopy( ent->r.currentOrigin, src );
src[2] += ent->client->ps.viewheight;
AngleVectors( ent->client->ps.viewangles, vf, NULL, NULL );
//extend to find end of use trace
VectorMA( src, -6, vf, src );//in case we're inside something?
VectorMA( src, 1340, vf, dest );//128+6
//Trace ahead to find a valid target
trap_Trace( &trace, src, vec3_origin, vec3_origin, dest, ent->s.number, MASK_BRUSHES ); //RPG-X: RedTechie - Use to be MASK_ALL
if ( trace.fraction == 1.0f || trace.entityNum < 0 )
{
trap_SendConsoleCommand( EXEC_APPEND, va("echo No target in range to kick.") );
return;
}
target = &g_entities[trace.entityNum];
////////////////////////////////
//lets play the FX
if(target){
G_AddEvent( target, EV_FX_SPARK, 0 );
//SP_fx_spark( target );
}
}
//}
}
//---------------------------------------------------------
void WP_FireGrenade( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
gentity_t *grenade;
gentity_t *tripwire = NULL;
gentity_t *tent = 0;
vec3_t dir, start;
int tripcount = 0;
int foundTripWires[MAX_GENTITIES] = {ENTITYNUM_NONE};
int tripcount_org;
int lowestTimeStamp;
int removeMe;
int i;
trace_t tr;
vec3_t end;
VectorCopy( forward, dir );
VectorCopy( muzzle, start );
if(RPGEntityCount != ENTITYNUM_MAX_NORMAL-20){
if ( alt_fire )
{
//RPG-X: RedTechie - Moved here to stop entities from being sucked up
grenade = G_Spawn();
// kef -- make sure count is 0 so it won't get its bounciness removed like the tetrion projectile
grenade->count = 0;
//RPG-X: RedTechie - Forced Tripwires
if ( rpg_invisibletripmines.integer == 1 )
{
//limit to 10 placed at any one time
//see how many there are now
while ( (tripwire = G_Find( tripwire, FOFS(classname), "tripwire" )) != NULL )
{
if ( tripwire->parent != ent )
{
continue;
}
foundTripWires[tripcount++] = tripwire->s.number;
}
//now remove first ones we find until there are only 9 left
tripwire = NULL;
tripcount_org = tripcount;
lowestTimeStamp = level.time;
//RPG-X: RedTechie - Added 51 tripwires for each person
while ( tripcount > 50 ) //9
{
removeMe = -1;
for ( i = 0; i < tripcount_org; i++ )
{
if ( foundTripWires[i] == ENTITYNUM_NONE )
{
continue;
}
tripwire = &g_entities[foundTripWires[i]];
if ( tripwire && tripwire->timestamp < lowestTimeStamp )
{
removeMe = i;
lowestTimeStamp = tripwire->timestamp;
}
}
if ( removeMe != -1 )
{
//remove it... or blow it?
if ( &g_entities[foundTripWires[removeMe]] == NULL )
{
break;
}
else
{
G_FreeEntity( &g_entities[foundTripWires[removeMe]] );
}
foundTripWires[removeMe] = ENTITYNUM_NONE;
tripcount--;
}
else
{
break;
}
}
//now make the new one
grenade->classname = "tripwire";
grenade->splashDamage = GRENADE_SPLASH_DAM*2*s_quadFactor;
grenade->splashRadius = GRENADE_SPLASH_RAD*2;
grenade->s.pos.trType = TR_LINEAR;
grenade->nextthink = level.time + 1000; // How long 'til she blows
grenade->count = 1;//tell it it's a tripwire for when it sticks
grenade->timestamp = level.time;//remember when we placed it
grenade->s.otherEntityNum2 = ent->client->sess.sessionTeam;
}
else
{
grenade->classname = "grenade_alt_projectile";
grenade->splashDamage = GRENADE_SPLASH_DAM*s_quadFactor;
grenade->splashRadius = GRENADE_SPLASH_RAD;//*s_quadFactor;
grenade->s.pos.trType = TR_GRAVITY;
grenade->nextthink = level.time + GRENADE_ALT_TIME; // How long 'til she blows
}
grenade->think = grenadeSpewShrapnel;
grenade->s.eFlags |= EF_MISSILE_STICK;
VectorScale( dir, 1000/*GRENADE_ALT_VELOCITY*/, grenade->s.pos.trDelta );
grenade->damage = GRENADE_ALT_DAMAGE*DMG_VAR*s_quadFactor;
grenade->methodOfDeath = MOD_GRENADE_ALT;
grenade->splashMethodOfDeath = MOD_GRENADE_ALT_SPLASH;
grenade->s.eType = ET_ALT_MISSILE;
//RPG-X: RedTechie - Moved here to stop entities from being sucked up
grenade->r.svFlags = SVF_USE_CURRENT_ORIGIN;
grenade->s.weapon = WP_8;
2011-06-01 12:20:56 +00:00
grenade->r.ownerNum = ent->s.number;
grenade->parent = ent;
VectorSet(grenade->r.mins, -GRENADE_SIZE, -GRENADE_SIZE, -GRENADE_SIZE);
VectorSet(grenade->r.maxs, GRENADE_SIZE, GRENADE_SIZE, GRENADE_SIZE);
grenade->clipmask = MASK_SHOT;
grenade->s.pos.trTime = level.time; // move a bit on the very first frame
VectorCopy( start, grenade->s.pos.trBase );
SnapVector( grenade->s.pos.trBase ); // save net bandwidth
SnapVector( grenade->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, grenade->r.currentOrigin);
VectorCopy( start, grenade->pos2 );
}
else
{
//RPG-X: RedTechie - Check to see if there admin if so grant them effects gun
if( IsAdmin(ent) && (rpg_effectsgun.integer == 1))
{
VectorMA (muzzle, MAXRANGE_CRIFLE, forward, end);
trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );
//TiM : FX Gun additional effects.
//Okay... screw the generic args. it's giving me a headache
//Case in this case... harhar is teh solution
if ( ent->client->fxGunData.eventNum > 0 )
{
fxGunData_t *fxGunData = &ent->client->fxGunData;
//set the entity event
tent = G_TempEntity( tr.endpos, fxGunData->eventNum );
//based on the event, add additional args
switch ( fxGunData->eventNum ) {
//sparks
case EV_FX_SPARK:
//Direction vector based off of trace normal
VectorCopy( tr.plane.normal, tent->s.angles2 );
VectorShort( tent->s.angles2 );
//spark interval
tent->s.time2 = fxGunData->arg_float1;
//spark time length
tent->s.time = fxGunData->arg_int2;
break;
case EV_FX_STEAM:
//Direction vector based off of trace normal
VectorCopy( tr.plane.normal, tent->s.angles2 );
VectorShort( tent->s.angles2 );
//time length
tent->s.time = fxGunData->arg_int2;
break;
case EV_FX_FIRE:
VectorCopy( tr.plane.normal, tent->s.angles2 );
VectorShort( tent->s.angles2 );
tent->s.time = fxGunData->arg_int1;
tent->s.time2 = fxGunData->arg_int2;
break;
case EV_FX_SHAKE:
VectorCopy( tr.plane.normal, tent->s.angles2 );
VectorShort( tent->s.angles2 );
tent->s.time = fxGunData->arg_int1;
tent->s.time2 = fxGunData->arg_int2;
break;
case EV_FX_CHUNKS:
//normal direction
VectorCopy( tr.plane.normal, tent->s.angles2 );
VectorShort( tent->s.angles2 );
//scale/radius
tent->s.time2 = fxGunData->arg_int1;
//material type
tent->s.powerups = fxGunData->arg_int2;
break;
case EV_FX_DRIP:
//type of drip
tent->s.time2 = fxGunData->arg_int1;
//degree of drippiness
tent->s.angles2[0] = fxGunData->arg_float1;
//length of effect
tent->s.powerups = fxGunData->arg_int2;
break;
case EV_FX_SMOKE:
//Direction vector based off of trace normal
VectorCopy( tr.plane.normal, tent->s.angles2 );
VectorShort( tent->s.angles2 );
//smoke radius
tent->s.time = fxGunData->arg_int1;
//killtime
tent->s.time2 = fxGunData->arg_int2;
//set ent origin for dir calcs
VectorCopy( tent->s.origin, tent->s.origin2 );
//VectorMA( tent->s.origin2, 6, tr.plane.normal, tent->s.origin2 );
tent->s.origin2[2] += 6;
break;
case EV_FX_SURFACE_EXPLOSION:
//radius
tent->s.angles2[0] = fxGunData->arg_float1;
//camera shake
tent->s.angles2[1] = fxGunData->arg_float2;
//orient the dir to the plane we shot at
VectorCopy( tr.plane.normal, tent->s.origin2 );
//Meh... generic hardcoded data for the rest lol
tent->s.time2 = 0;
break;
case EV_FX_ELECTRICAL_EXPLOSION:
//Set direction
VectorCopy( tr.plane.normal, tent->s.origin2 );
//Set Radius
tent->s.angles2[0] = fxGunData->arg_float1;
break;
}
//Little hack to make the Detpack sound global
if ( fxGunData->eventNum == EV_DETPACK ) {
gentity_t *te;
te = G_TempEntity( tr.endpos, EV_GLOBAL_SOUND );
te->s.eventParm = G_SoundIndex( "sound/weapons/explosions/detpakexplode.wav" );//cgs.media.detpackExplodeSound
te->r.svFlags |= SVF_BROADCAST;
}
}
else {
tent = G_TempEntity( tr.endpos, EV_EFFECTGUN_SHOOT );//EV_EFFECTGUN_SHOOT muzzle //
}
tent->s.eFlags |= EF_FIRING;
//G_FreeEntity(tent);
//G_AddEvent( target, EV_FX_SPARK, 0 );
}else{
//RPG-X: RedTechie - Moved here to stop entities from being sucked up
grenade = G_Spawn();
// kef -- make sure count is 0 so it won't get its bounciness removed like the tetrion projectile
grenade->count = 0;
grenade->classname = "grenade_projectile";
grenade->nextthink = level.time + GRENADE_TIME; // How long 'til she blows
grenade->think = grenadeExplode;
grenade->s.eFlags |= EF_BOUNCE_HALF;
VectorScale( dir, GRENADE_VELOCITY, grenade->s.pos.trDelta );
grenade->s.pos.trType = TR_GRAVITY;
grenade->damage = GRENADE_DAMAGE*DMG_VAR*s_quadFactor;
grenade->splashDamage = GRENADE_SPLASH_DAM*s_quadFactor;
grenade->splashRadius = GRENADE_SPLASH_RAD;//*s_quadFactor;
grenade->methodOfDeath = MOD_GRENADE;
grenade->splashMethodOfDeath = MOD_GRENADE_SPLASH;
grenade->s.eType = ET_MISSILE;
//RPG-X: RedTechie - Moved here to stop entities from being sucked up
grenade->r.svFlags = SVF_USE_CURRENT_ORIGIN;
grenade->s.weapon = WP_8;
2011-06-01 12:20:56 +00:00
grenade->r.ownerNum = ent->s.number;
grenade->parent = ent;
VectorSet(grenade->r.mins, -GRENADE_SIZE, -GRENADE_SIZE, -GRENADE_SIZE);
VectorSet(grenade->r.maxs, GRENADE_SIZE, GRENADE_SIZE, GRENADE_SIZE);
grenade->clipmask = MASK_SHOT;
grenade->s.pos.trTime = level.time; // move a bit on the very first frame
VectorCopy( start, grenade->s.pos.trBase );
SnapVector( grenade->s.pos.trBase ); // save net bandwidth
SnapVector( grenade->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, grenade->r.currentOrigin);
VectorCopy( start, grenade->pos2 );
}
}
G_LogWeaponFire(ent->s.number, WP_8);
2011-06-01 12:20:56 +00:00
}else{
G_LogPrintf("RPG-X WARNING: Max entities about to be hit! Restart the server ASAP or suffer a server crash!\n");
trap_SendServerCommand( -1, va("print \"^1RPG-X WARNING: Max entities about to be hit! Restart the server ASAP or suffer a server crash!\n\""));
}
}
/*
----------------------------------------------
TETRION
----------------------------------------------
*/
#define TETRION_SPREAD 275
#define NUM_TETRION_SHOTS 3
#define TETRION_ALT_VELOCITY 500000 //RPG-X: J2J - increased velocity to 1/2 million units/second
#define TETRION_ALT_SIZE 6
#define MAXRANGE_TETRION 5000000 //RPG-X: J2J - increased range to 5 million units
typedef struct tetrionHit_s
{
gentity_t *ent;
vec3_t pos;
} tetrionHit_t;
// provide the center of the circle, a normal out from it (normalized, please), and the radius.
//out will then become a random position on the radius of the circle.
void fxRandCircumferencePos(vec3_t center, vec3_t normal, float radius, vec3_t out)
{
float rnd = flrandom(0, 2*M_PI);
float s = sin(rnd);
float c = cos(rnd);
vec3_t vTemp, radialX, radialY;
vTemp[0]=0;
vTemp[1]=0;
vTemp[2]=-1;
CrossProduct(normal, vTemp, radialX);
CrossProduct(normal, radialX, radialY);
VectorScale(radialX, radius, radialX);
VectorScale(radialY, radius, radialY);
VectorMA(center, s, radialX, out);
VectorMA(out, c, radialY, out);
}
#define NUM_TETRION_BULLETS 3
//---------------------------------------------------------
void FireTetrionBullet( gentity_t *ent, vec3_t start, vec3_t dir )
//---------------------------------------------------------
{
gentity_t *tent = NULL;
trace_t tr;
vec3_t end, lup = {0,0,1}, lright; // , zero = {0,0,0};
int i = 0, j = 0;
qboolean bHitAlready = qfalse;
int numHits = 0;
tetrionHit_t hitEnts[NUM_TETRION_BULLETS];
vec3_t new_start, radial, start2, spreadFwd;
float firingRadius = 6, minDeviation = 0.95, maxDeviation = 1.1;
for (i = 0; i < NUM_TETRION_BULLETS; i++)
{
hitEnts[i].ent = NULL;
}
// create our message-entity with the firing position for an origin
tent = G_TempEntity(muzzle, EV_TETRION);
// stash our firing direction in the message also
VectorCopy(forward, tent->s.angles2);
VectorShort(tent->s.angles2);
// now do the damage. we're going to fake three separate bullets here by doing three
//traces and splitting two or three hits worth of dmg between whatever the traces hit.
CrossProduct(forward, lup, lright);
CrossProduct(lright, forward, up); // get a "real" up
for (i = 0; i < NUM_TETRION_BULLETS; i++)
{
// determine new firing position
fxRandCircumferencePos(start, forward, firingRadius, new_start);
VectorSubtract(new_start, start, radial);
VectorMA(start, 10, forward, start2);
VectorMA(start2, flrandom(minDeviation, maxDeviation), radial, start2);
VectorSubtract(start2, new_start, spreadFwd);
VectorNormalize(spreadFwd);
// determine new end position for this bullet. give the endpoint some spread, too.
VectorMA(new_start, MAXRANGE_TETRION, spreadFwd, end);
trap_Trace ( &tr, new_start, NULL, NULL, end, ent->s.number, MASK_SHOT);
if ((tr.entityNum < MAX_GENTITIES) && (tr.entityNum != ENTITYNUM_WORLD))
{
bHitAlready = qfalse;
for (j = 0; j < numHits; j++)
{
if (hitEnts[j].ent == &g_entities[ tr.entityNum ])
{
// already hit this ent
bHitAlready = qtrue;
break;
}
}
if (!bHitAlready)
{
hitEnts[numHits].ent = &g_entities[ tr.entityNum ];
VectorCopy(tr.endpos, hitEnts[numHits].pos);
numHits++;
}
}
}
if (numHits)
{
// determine damage (2 or 3 bullets)
float totalDmg = (float)(irandom(2,3)*TETRION_DAMAGE*s_quadFactor), dmgPerHit = 0;
dmgPerHit = (int)(totalDmg/(float)numHits);
for (i = 0; i < numHits; i++)
{
if (hitEnts[i].ent->takedamage)
{
G_Damage( hitEnts[i].ent, ent, ent, forward, hitEnts[i].pos, dmgPerHit,
DAMAGE_ARMOR_PIERCING|DAMAGE_NO_KNOCKBACK, MOD_TETRION );
}
// log hit
/*if (ent->client)
{
ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
}*/
}
}
}
//---------------------------------------------------------
void FireTetrionProjectile( gentity_t *ent, vec3_t start, vec3_t dir )
//---------------------------------------------------------
{// Projectile that /*bouncesoff surfaces but does not have gravity
gentity_t *bolt;
bolt = G_Spawn();
bolt->classname = "tetrion_projectile";
bolt->nextthink = level.time + 2000;
bolt->think = G_FreeEntity;
bolt->s.eType = ET_ALT_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
//bolt->s.eFlags |= EF_BOUNCE; //RPG-X: J2J - Dont bounce anymore
//bolt->count = random() > 0.75f ? 3 : 4; //RPG-X: J2J - Number of bounces
//RPG-X: J2J - Not sure about alt size, may need tweaking
VectorSet(bolt->r.mins, -TETRION_ALT_SIZE, -TETRION_ALT_SIZE, -TETRION_ALT_SIZE);
VectorSet(bolt->r.maxs, TETRION_ALT_SIZE, TETRION_ALT_SIZE, TETRION_ALT_SIZE);
bolt->s.weapon = WP_7;
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bolt->r.ownerNum = ent->s.number;
bolt->parent = ent;
bolt->damage = 300; //RPG-X: RedTechie - Use to be TETRION_ALT_DAMAGE*DMG_VAR*s_quadFactor;
bolt->splashDamage = 0;
bolt->splashRadius = 0;
bolt->methodOfDeath = MOD_TETRION_ALT;
bolt->clipmask = CONTENTS_BODY; //MASK_SHOT; MASK_ONLYPLAYER //RPG-X: J2J - Goes through all objects except players and corpses
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
SnapVector( bolt->s.pos.trBase ); // save net bandwidth
VectorScale( dir, TETRION_ALT_VELOCITY, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, bolt->r.currentOrigin);
}
#define MAX_TR_116_DIST 8192
#define MAX_TRACES 24 //Number of traces thru walls we'll do before we give up lol
void WP_FireTR116Bullet( gentity_t *ent, vec3_t start, vec3_t dir ) {
gentity_t *traceEnt;
vec3_t end; //end-point in trace
vec3_t traceFrom;
trace_t tr;
//int i;
VectorCopy( start, traceFrom );
VectorMA( traceFrom, MAX_TR_116_DIST, dir, end ); //set trace end point
trap_Trace( &tr, traceFrom, NULL, NULL, end, ent->s.number, CONTENTS_BODY ); //MASK_SHOT - TiM - Goes thru everything but players
//ent->client->ps.clientNum
/*for ( i = 0; i < MAX_TRACES; i++ ) {
trap_Trace( &tr, traceFrom, NULL, NULL, end, ent->s.number, CONTENTS_BODY ); //MASK_SHOT - TiM - Goes thru everything but players
//Com_Printf( "%i\n", tr.entityNum );
if ( tr.entityNum >= ENTITYNUM_MAX_NORMAL ) {
//cancel for skybox
//if (tr.surfaceFlags & SURF_SKY)
// break;
//Hit the end
//if (tr.fraction == 1.0) {
// Com_Printf( "End reached\n");
// break;
//}
// otherwise continue tracing thru walls
VectorMA (tr.endpos,16,dir,traceFrom);
VectorMA( traceFrom, MAX_TR_116_DIST, dir, end ); //set trace end point
continue;
}
else {
break;
}
}*/
//Com_Printf( "%i\n", tr.entityNum );
if ( tr.entityNum < ENTITYNUM_MAX_NORMAL ) {
traceEnt = &g_entities[ tr.entityNum ];
if ( traceEnt->takedamage ) {
G_Damage( traceEnt, ent, ent, dir, tr.endpos, TETRION_DAMAGE * s_quadFactor, 0, MOD_TETRION_ALT );
}
}
}
//---------------------------------------------------------
void WP_FireTetrionDisruptor( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
//(RPG-X: J2J MOdified to make it look and feel like tr116
//RPG-X: TiM - Modified even furthur
{
vec3_t dir;
vec3_t start;
VectorCopy( forward, dir );
VectorCopy( muzzle, start );
//VectorNormalize (dir);
WP_FireTR116Bullet( ent, start, dir );
if ( alt_fire )
{
//PM_AddEvent( EV_TR116_TRIS );
//ent = G_TempEntity( muzzle, EV_HYPO_PUFF );
//ent->s.eventParm = qfalse;
//FireTetrionProjectile( ent, start, dir ); //Do nothing (server side) with alt fire now.
//RPG-X: J2J - 3 second deley between each shot
//if((level.time - ent->last_tr116_fire) < 300)
// return;
//FireTetrionProjectile( ent, start, dir );
}
else
{
//RPG-X: J2J - 3 second deley between each shot
//if((level.time - ent->last_tr116_fire) < 300)
// return;
//FireTetrionBullet( ent, start, dir ); //This now isnt used
//FireTetrionProjectile( ent, start, dir );
}
G_LogWeaponFire(ent->s.number, WP_7);
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//ent->last_tr116_fire = level.time; //RPG-X: J2J update last fire time
}
/*
----------------------------------------------
QUANTUM BURST
----------------------------------------------
*/
#define QUANTUM_VELOCITY 1300 // not used
#define QUANTUM_SIZE 1 //3 //RPG-X | Marcin | 05/12/2008
#define QUANTUM_ALT_VELOCITY 650 // not used
#define QUANTUM_ALT_THINK_TIME 300
#define QUANTUM_ALT_SEARCH_TIME 100
#define QUANTUM_ALT_SEARCH_DIST 4096
//---------------------------------------------------------
void FireQuantumBurst( gentity_t *ent, vec3_t start, vec3_t dir )
//---------------------------------------------------------
{
gentity_t *bolt;
bolt = G_Spawn();
bolt->classname = "quantum_projectile";
bolt->nextthink = level.time + 6000;
bolt->think = G_FreeEntity;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_9;
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bolt->r.ownerNum = ent->s.number;
bolt->parent = ent;
bolt->damage = QUANTUM_DAMAGE*DMG_VAR*s_quadFactor;
bolt->splashDamage = QUANTUM_SPLASH_DAM*s_quadFactor;
bolt->splashRadius = QUANTUM_SPLASH_RAD;//*s_quadFactor;
bolt->methodOfDeath = MOD_QUANTUM;
bolt->splashMethodOfDeath = MOD_QUANTUM_SPLASH;
bolt->clipmask = MASK_SHOT;
VectorSet(bolt->r.mins, -QUANTUM_SIZE, -QUANTUM_SIZE, -QUANTUM_SIZE);
VectorSet(bolt->r.maxs, QUANTUM_SIZE, QUANTUM_SIZE, QUANTUM_SIZE);
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
SnapVector( bolt->s.pos.trBase ); // save net bandwidth
VectorScale( dir, rpg_photonSpeed.integer, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, bolt->r.currentOrigin);
VectorCopy (start, bolt->pos1);
}
qboolean SearchTarget(gentity_t *ent, vec3_t start, vec3_t end)
{
trace_t tr;
gentity_t *traceEnt;
vec3_t fwd;
trap_Trace (&tr, start, NULL, NULL, end, ent->s.number, MASK_SHOT );
traceEnt = &g_entities[ tr.entityNum ];
// Don't find teleporting borg in Assimilation mode
/*if ( g_pModAssimilation.integer != 0 && traceEnt->client
&& traceEnt->client->sess.sessionClass == PC_BORG
&& traceEnt->s.eFlags == EF_NODRAW )
{
return qfalse;
}*/
if (traceEnt->takedamage && traceEnt->client && !OnSameTeam(traceEnt, &g_entities[ent->r.ownerNum]))
{
ent->target_ent = traceEnt;
VectorSubtract(ent->target_ent->r.currentOrigin, ent->r.currentOrigin, fwd);
VectorNormalize(fwd);
VectorScale(fwd, rpg_altPhotonSpeed.integer, ent->s.pos.trDelta);
VectorCopy(fwd, ent->movedir);
SnapVector(ent->s.pos.trDelta); // save net bandwidth
VectorCopy(ent->r.currentOrigin, ent->s.pos.trBase);
ent->s.pos.trTime = level.time;
ent->nextthink = level.time + QUANTUM_ALT_THINK_TIME;
return qtrue;
}
return qfalse;
}
void WP_QuantumAltThink(gentity_t *ent)
{
vec3_t start, newdir, targetdir, lup={0,0,1}, lright, search;
float dot, dot2;
ent->health--;
if (ent->health<=0)
{
G_FreeEntity(ent);
return;
}
if (ent->target_ent)
{ // Already have a target, start homing.
if (ent->health <= 0 || !ent->inuse /*||
( g_pModAssimilation.integer != 0 && ent->target_ent->client
&& ent->target_ent->client->sess.sessionClass == PC_BORG
&& ent->target_ent->s.eFlags == EF_NODRAW )*/)
{ // No longer target this
ent->target_ent = NULL;
ent->nextthink = level.time + 1000;
ent->health -= 5;
return;
}
VectorSubtract(ent->target_ent->r.currentOrigin, ent->r.currentOrigin, targetdir);
VectorNormalize(targetdir);
// Now the rocket can't do a 180 in space, so we'll limit the turn to about 45 degrees.
dot = DotProduct(targetdir, ent->movedir);
// a dot of 1.0 means right-on-target.
if (dot < 0.0)
{ // Go in the direction opposite, start a 180.
CrossProduct(ent->movedir, lup, lright);
dot2 = DotProduct(targetdir, lright);
if (dot2 > 0)
{ // Turn 45 degrees right.
VectorAdd(ent->movedir, lright, newdir);
}
else
{ // Turn 45 degrees left.
VectorSubtract(ent->movedir, lright, newdir);
}
// Yeah we've adjusted horizontally, but let's split the difference vertically, so we kinda try to move towards it.
newdir[2] = (targetdir[2] + ent->movedir[2]) * 0.5;
VectorNormalize(newdir);
}
else if (dot < 0.7)
{ // Need about one correcting turn. Generate by meeting the target direction "halfway".
// Note, this is less than a 45 degree turn, but it is sufficient. We do this because the rocket may have to go UP.
VectorAdd(ent->movedir, targetdir, newdir);
VectorNormalize(newdir);
}
else
{ // else adjust to right on target.
VectorCopy(targetdir, newdir);
}
VectorScale(newdir, rpg_altPhotonSpeed.integer, ent->s.pos.trDelta);
VectorCopy(newdir, ent->movedir);
SnapVector(ent->s.pos.trDelta); // save net bandwidth
VectorCopy(ent->r.currentOrigin, ent->s.pos.trBase);
SnapVector(ent->s.pos.trBase);
ent->s.pos.trTime = level.time;
// Home at a reduced frequency.
ent->nextthink = level.time + QUANTUM_ALT_THINK_TIME; // Nothing at all spectacular happened, continue.
}
else
{ // Search in front of the missile for targets.
VectorCopy(ent->r.currentOrigin, start);
CrossProduct(ent->movedir, lup, lright);
// Search straight ahead.
VectorMA(start, QUANTUM_ALT_SEARCH_DIST, ent->movedir, search);
// Add some small randomness to the search Z height, to give a bit of variation to where we are searching.
search[2] += flrandom(-QUANTUM_ALT_SEARCH_DIST*0.075, QUANTUM_ALT_SEARCH_DIST*0.075);
if (SearchTarget(ent, start, search))
return;
// Search to the right.
VectorMA(search, QUANTUM_ALT_SEARCH_DIST*0.1, lright, search);
if (SearchTarget(ent, start, search))
return;
// Search to the left.
VectorMA(search, -QUANTUM_ALT_SEARCH_DIST*0.2, lright, search);
if (SearchTarget(ent, start, search))
return;
// Search at a higher rate than correction.
ent->nextthink = level.time + QUANTUM_ALT_SEARCH_TIME; // Nothing at all spectacular happened, continue.
}
return;
}
//---------------------------------------------------------
void FireQuantumBurstAlt( gentity_t *ent, vec3_t start, vec3_t dir )
//---------------------------------------------------------
{
gentity_t *bolt;
bolt = G_Spawn();
bolt->classname = "quantum_alt_projectile";
bolt->nextthink = level.time + 100;
bolt->think = WP_QuantumAltThink;
bolt->health = 25; // 10 seconds.
bolt->s.eType = ET_ALT_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_9;
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bolt->r.ownerNum = ent->s.number;
bolt->parent = ent;
bolt->s.eFlags |= EF_ALT_FIRING;
bolt->damage = QUANTUM_ALT_DAMAGE*DMG_VAR*s_quadFactor;
bolt->splashDamage = QUANTUM_ALT_SPLASH_DAM*s_quadFactor;
bolt->splashRadius = QUANTUM_ALT_SPLASH_RAD;//*s_quadFactor;
bolt->methodOfDeath = MOD_QUANTUM_ALT;
bolt->splashMethodOfDeath = MOD_QUANTUM_ALT_SPLASH;
bolt->clipmask = MASK_SHOT;
VectorSet(bolt->r.mins, -QUANTUM_SIZE, -QUANTUM_SIZE, -QUANTUM_SIZE);
VectorSet(bolt->r.maxs, QUANTUM_SIZE, QUANTUM_SIZE, QUANTUM_SIZE);
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
SnapVector(bolt->s.pos.trBase);
VectorScale( dir, rpg_altPhotonSpeed.integer, bolt->s.pos.trDelta );
VectorCopy(dir, bolt->movedir);
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, bolt->r.currentOrigin);
}
//---------------------------------------------------------
void WP_FireQuantumBurst( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
vec3_t dir, start;
VectorCopy( forward, dir );
VectorCopy( muzzle, start );
if ( alt_fire )
{
FireQuantumBurstAlt( ent, start, dir );
}
else
{
FireQuantumBurst( ent, start, dir );
}
G_LogWeaponFire(ent->s.number, WP_9);
2011-06-01 12:20:56 +00:00
}
/*
----------------------------------------------
DREADNOUGHT
----------------------------------------------
*/
#define MAXRANGE_DREADNOUGHT 2048
//---------------------------------------------------------
void WP_FireDreadnoughtBeam( gentity_t *ent )
//---------------------------------------------------------
{
trace_t tr;
vec3_t end;
gentity_t *traceEnt;
vec3_t start;
qboolean bHit = qfalse;
// Trace once to the right...
VectorMA( muzzle, DREADNOUGHT_WIDTH, right, start);
VectorMA( start, MAXRANGE_DREADNOUGHT, forward, end );
// Find out who we've hit
trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );
traceEnt = &g_entities[ tr.entityNum ];
if ( traceEnt->takedamage)
{
G_Damage( traceEnt, ent, ent, forward, tr.endpos, DREADNOUGHT_DAMAGE*s_quadFactor,
DAMAGE_NOT_ARMOR_PIERCING, MOD_DREADNOUGHT);
bHit = qtrue;
}
// Now trace once to the left...
VectorMA( muzzle, -DREADNOUGHT_WIDTH, right, start);
VectorMA( start, MAXRANGE_DREADNOUGHT, forward, end );
// Find out who we've hit
trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );
traceEnt = &g_entities[ tr.entityNum ];
if ( traceEnt->takedamage)
{
G_Damage( traceEnt, ent, ent, forward, tr.endpos, DREADNOUGHT_DAMAGE*s_quadFactor,
DAMAGE_NOT_ARMOR_PIERCING, MOD_DREADNOUGHT);
bHit = qtrue;
}
if (bHit)
{
// log hit
/*if (ent->client)
{
ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
}*/
}
}
//#define DN_SEARCH_DIST 512
//#define DN_SIDE_DIST 64
//#define DN_RAND_DEV 8
#define DN_SEARCH_DIST 256
#define DN_SIDE_DIST 128
#define DN_RAND_DEV 16
#define DN_ALT_THINK_TIME 100
#define DN_ALT_SIZE 12
void DreadnoughtBurstThink(gentity_t *ent)
{
vec3_t startpos, endpos, perp;
trace_t tr;
gentity_t *traceEnt, *tent;
int source;
vec3_t dest, mins={-DN_ALT_SIZE,-DN_ALT_SIZE,-1}, maxs={DN_ALT_SIZE,DN_ALT_SIZE,1};
float dot;
static qboolean recursion=qfalse;
VectorCopy(ent->s.origin, startpos);
// Search in a 3-way arc in front of it.
VectorMA(startpos, DN_SEARCH_DIST, ent->movedir, endpos);
endpos[0] += flrandom(-DN_RAND_DEV, DN_RAND_DEV);
endpos[1] += flrandom(-DN_RAND_DEV, DN_RAND_DEV);
endpos[2] += flrandom(-DN_RAND_DEV*0.5, DN_RAND_DEV*0.5);
// unlink this entity, so the next trace will go past it
trap_UnlinkEntity(ent);
// link back in any entities we unlinked
if (ent->target_ent)
{
source = ent->target_ent->s.number;
}
else if (ent->r.ownerNum)
{
source = ent->r.ownerNum;
}
else
{
source = ent->s.number;
}
trap_Trace (&tr, startpos, mins, maxs, endpos, source, MASK_SHOT );
traceEnt = &g_entities[ tr.entityNum ];
// did we hit the holdable shield?
if (traceEnt->classname && !Q_stricmp(traceEnt->classname, "holdable_shield"))
{
// Make sure you damage the surface first
G_Damage( traceEnt, ent, &g_entities[ent->r.ownerNum], forward, tr.endpos, ent->damage,
DAMAGE_NOT_ARMOR_PIERCING, MOD_DREADNOUGHT_ALT);
VectorCopy(ent->s.origin, ent->s.origin2);
VectorCopy(endpos, ent->s.origin);
SnapVector(ent->s.origin);
SnapVector(ent->s.origin2);
ent->nextthink = level.time + 100;
// yes. We are done.
ent->think = G_FreeEntity;
tent = G_TempEntity( tr.endpos, EV_DREADNOUGHT_MISS );
// Stash origins, etc. so that the effects can have access to them
VectorCopy( startpos, tent->s.origin2 );
SnapVector(tent->s.origin2);
tent->s.eventParm = DirToByte( tr.plane.normal );
return;
}
if (traceEnt->takedamage)
{
ent->target_ent = traceEnt;
VectorCopy(ent->s.origin, ent->s.origin2);
SnapVector(ent->s.origin);
SnapVector(ent->s.origin2);
VectorCopy(traceEnt->r.currentOrigin, ent->s.origin);
trap_LinkEntity(ent);
VectorNormalize(ent->movedir);
ent->nextthink = level.time + DN_ALT_THINK_TIME;
G_Damage( traceEnt, ent, &g_entities[ent->r.ownerNum], forward, tr.endpos, ent->damage,
DAMAGE_NOT_ARMOR_PIERCING, MOD_DREADNOUGHT_ALT);
// log hit
/*if (ent->client)
{
ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
}*/
return;
}
else
{
if (tr.fraction < 0.02)
{ // Hit a wall...
dot = DotProduct(ent->movedir, tr.plane.normal);
if (dot < -0.6 || dot == 0.0)
{ // Stop.
G_FreeEntity( ent );
tent = G_TempEntity( tr.endpos, EV_DREADNOUGHT_MISS );
// Stash origins, etc. so that the effects can have access to them
VectorCopy( startpos, tent->s.origin2 );
SnapVector(tent->s.origin2);
tent->s.eventParm = DirToByte( tr.plane.normal );
return;
}
else
{
// Bounce off the surface just a little
VectorMA(ent->movedir, -1.25*dot, tr.plane.normal, ent->movedir);
VectorNormalize(ent->movedir);
// Make sure we store a next think time, else the effect could stick around forever...
ent->nextthink = level.time + DN_ALT_THINK_TIME;
if (!recursion)
{ // NOTE RECURSION HERE.
recursion=qtrue;
DreadnoughtBurstThink(ent);
recursion=qfalse;
}
return;
}
}
VectorCopy(tr.endpos, dest);
}
// Didn't hit anything forward. Try some side vectors.
// Get the perp vector (okay, only in 2D) to find a right or left (random)-pointing perpendicular vector to the facing.
if (irandom(0,1))
{ // Right vector
perp[0] = ent->movedir[1];
perp[1] = -ent->movedir[0];
perp[2] = ent->movedir[2];
}
else
{ // Left vector
perp[0] = -ent->movedir[1];
perp[1] = ent->movedir[0];
perp[2] = ent->movedir[2];
}
// Search a random interval from the side arc
VectorMA(endpos, DN_SIDE_DIST, perp, endpos);
endpos[0] += flrandom(-DN_RAND_DEV, DN_RAND_DEV);
endpos[1] += flrandom(-DN_RAND_DEV, DN_RAND_DEV);
endpos[2] += flrandom(-DN_RAND_DEV*0.5, DN_RAND_DEV*0.5);
trap_Trace (&tr, startpos, mins, maxs, endpos, source, MASK_SHOT );
traceEnt = &g_entities[ tr.entityNum ];
// did we hit the holdable shield?
if (traceEnt->classname && !Q_stricmp(traceEnt->classname, "holdable_shield"))
{
// yes. We are done.
VectorCopy(ent->s.origin, ent->s.origin2);
VectorCopy(endpos, ent->s.origin);
SnapVector(ent->s.origin);
SnapVector(ent->s.origin2);
ent->nextthink = level.time + 100;
ent->think = G_FreeEntity;
tent = G_TempEntity( tr.endpos, EV_DREADNOUGHT_MISS );
// Stash origins, etc. so that the effects can have access to them
VectorCopy( startpos, tent->s.origin2 );
SnapVector(tent->s.origin2);
tent->s.eventParm = DirToByte( tr.plane.normal );
return;
}
if (traceEnt->takedamage)
{
ent->target_ent = traceEnt;
VectorCopy(ent->s.origin, ent->s.origin2);
SnapVector(ent->s.origin);
SnapVector(ent->s.origin2);
VectorCopy(traceEnt->r.currentOrigin, ent->s.origin);
trap_LinkEntity(ent);
VectorNormalize(ent->movedir);
ent->nextthink = level.time + DN_ALT_THINK_TIME;
G_Damage( traceEnt, ent, &g_entities[ent->r.ownerNum], forward, tr.endpos, ent->damage,
DAMAGE_NOT_ARMOR_PIERCING, MOD_DREADNOUGHT_ALT);
// log hit
/*if (ent->client)
{
ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
}*/
// NOTE Send this as a hit effect once we have one...
G_Sound( traceEnt, G_SoundIndex( SOUND_DIR "dreadnought/dn_althit.wav"));
return;
}
// Search a random interval in the opposite direction
VectorMA(endpos, -2.0*DN_SIDE_DIST, perp, endpos);
endpos[0] += flrandom(-DN_RAND_DEV, DN_RAND_DEV);
endpos[1] += flrandom(-DN_RAND_DEV, DN_RAND_DEV);
endpos[2] += flrandom(-DN_RAND_DEV*0.5, DN_RAND_DEV*0.5);
trap_Trace (&tr, startpos, mins, maxs, endpos, source, MASK_SHOT );
traceEnt = &g_entities[ tr.entityNum ];
// did we hit the holdable shield?
if (traceEnt->classname && !Q_stricmp(traceEnt->classname, "holdable_shield"))
{
VectorCopy(ent->s.origin, ent->s.origin2);
VectorCopy(endpos, ent->s.origin);
SnapVector(ent->s.origin);
SnapVector(ent->s.origin2);
ent->nextthink = level.time + 100;
// yes. We are done.
ent->think = G_FreeEntity;
tent = G_TempEntity( tr.endpos, EV_DREADNOUGHT_MISS );
// Stash origins, etc. so that the effects can have access to them
VectorCopy( startpos, tent->s.origin2 );
SnapVector(tent->s.origin2);
tent->s.eventParm = DirToByte( tr.plane.normal );
return;
}
if (traceEnt->takedamage)
{
ent->target_ent = traceEnt;
VectorCopy(ent->s.origin, ent->s.origin2);
SnapVector(ent->s.origin);
SnapVector(ent->s.origin2);
VectorCopy(traceEnt->r.currentOrigin, ent->s.origin);
trap_LinkEntity(ent);
VectorNormalize(ent->movedir);
ent->nextthink = level.time + DN_ALT_THINK_TIME;
G_Damage( traceEnt, ent, &g_entities[ent->r.ownerNum], forward, tr.endpos, ent->damage,
DAMAGE_NOT_ARMOR_PIERCING, MOD_DREADNOUGHT_ALT);
// log hit
/*if (ent->client)
{
ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
}*/
return;
}
// We didn't find anything, so move the entity to the middle destination.
ent->target_ent = NULL;
VectorCopy(ent->s.origin, ent->s.origin2);
VectorCopy(dest, ent->s.origin);
VectorCopy(dest, ent->s.pos.trBase);
SnapVector(ent->s.origin2);
trap_LinkEntity(ent);
ent->nextthink = level.time + DN_ALT_THINK_TIME;
return;
}
//---------------------------------------------------------
void WP_FireDreadnoughtBurst( gentity_t *ent )
//---------------------------------------------------------
{
gentity_t *bolt;
vec3_t dir, start;
VectorCopy( forward, dir );
VectorCopy( muzzle, start );
bolt = G_Spawn();
bolt->classname = "dn_projectile";
bolt->nextthink = level.time + 200;
bolt->think = DreadnoughtBurstThink;
bolt->s.eType = ET_ALT_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_13;
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bolt->r.ownerNum = ent->s.number;
bolt->parent = ent;
bolt->damage = DREADNOUGHT_ALTDAMAGE*DMG_VAR*s_quadFactor;
bolt->splashDamage = 0;
bolt->splashRadius = 0;
bolt->methodOfDeath = MOD_DREADNOUGHT_ALT;
bolt->clipmask = MASK_SHOT;
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time;
VectorCopy( start, bolt->s.pos.trBase );
VectorCopy( start, bolt->s.origin);
SnapVector(bolt->s.pos.trBase);
SnapVector(bolt->s.origin);
VectorCopy( forward, bolt->movedir);
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy( start, bolt->r.currentOrigin );
VectorCopy( start, bolt->pos1 );
VectorCopy( start, bolt->pos2 );
DreadnoughtBurstThink(bolt);
}
//---------------------------------------------------------
void WP_FireDreadnought( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
// This was moved out of the FireWeapon switch statement below to keep things more consistent
if ( alt_fire )
{
WP_FireDreadnoughtBurst( ent );
}
else
{
WP_FireDreadnoughtBeam( ent );
}
G_LogWeaponFire(ent->s.number, WP_13);
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}
//======================================================================
#define BORG_PROJECTILE_SIZE 8
#define BORG_PROJ_VELOCITY 1000
void WP_FireBorgTaser( gentity_t *ent )
{
trace_t tr;
vec3_t end, d_dir;
gentity_t *tent = 0;
gentity_t *traceEnt = NULL;
VectorMA (muzzle, MAXRANGE_IMOD, forward, end);
trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );
traceEnt = &g_entities[ tr.entityNum ];
if ( traceEnt->takedamage )
{
LogAccuracyHit( traceEnt, ent );
//For knockback - send them up in air
VectorCopy( forward, d_dir );
if ( d_dir[2] < 0.30f )
{
d_dir[2] = 0.30f;
}
VectorNormalize( d_dir );
G_Damage( traceEnt, ent, ent, forward, tr.endpos, BORG_TASER_DAMAGE * s_quadFactor, 0, MOD_BORG_ALT );
}
VectorMA (muzzle, 2, forward, muzzle);
tent = G_TempEntity( tr.endpos, EV_BORG_ALT_WEAPON );
// Stash origins, etc. so the effect can have access to them
VectorCopy( muzzle, tent->s.origin2 );
SnapVector( tent->s.origin2 ); // save net bandwidth
tent->s.eventParm = DirToByte( tr.plane.normal );
tent->s.weapon = ent->s.weapon;
}
void WP_FireBorgProjectile( gentity_t *ent, vec3_t start )
//---------------------------------------------------------
{
gentity_t *bolt;
bolt = G_Spawn();
bolt->classname = "borg_proj";
bolt->nextthink = level.time + 10000;
bolt->think = G_FreeEntity;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_11;
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bolt->r.ownerNum = ent->s.number;
bolt->parent = ent;
bolt->damage = BORG_PROJ_DAMAGE * DMG_VAR * s_quadFactor;
bolt->splashDamage = 0;
bolt->splashRadius = 0;
bolt->methodOfDeath = MOD_BORG;
bolt->clipmask = MASK_SHOT;
// Set the size of the missile up
VectorSet(bolt->r.maxs, BORG_PROJECTILE_SIZE, BORG_PROJECTILE_SIZE, BORG_PROJECTILE_SIZE);
VectorScale( bolt->r.maxs, -1, bolt->r.mins );
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
SnapVector( bolt->s.pos.trBase ); // save net bandwidth
VectorScale( forward, BORG_PROJ_VELOCITY, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy( start, bolt->r.currentOrigin);
}
void WP_FireBorgWeapon( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
if ( alt_fire )
{
WP_FireBorgTaser( ent );
}
else
{
WP_FireBorgProjectile( ent, muzzle );
}
G_LogWeaponFire( ent->s.number, WP_11 );
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}
/*
===============
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;
}
#define MAX_FORWARD_TRACE 8192
void CorrectForwardVector(gentity_t *ent, vec3_t fwd, vec3_t muzzlePoint, float projsize)
{
trace_t tr;
vec3_t end;
vec3_t eyepoint;
vec3_t mins, maxs;
// Find the eyepoint.
VectorCopy(ent->client->ps.origin, eyepoint);
eyepoint[2] += ent->client->ps.viewheight;
// First we must trace from the eyepoint to the muzzle point, to make sure that we have a legal muzzle point.
if (projsize>0)
{
VectorSet(mins, -projsize, -projsize, -projsize);
VectorSet(maxs, projsize, projsize, projsize);
trap_Trace(&tr, eyepoint, mins, maxs, muzzlePoint, ent->s.number, MASK_SHOT);
}
else
{
trap_Trace(&tr, eyepoint, NULL, NULL, muzzlePoint, ent->s.number, MASK_SHOT);
}
if (tr.fraction < 1.0)
{ // We hit something here... Stomp the muzzlePoint back to the eye...
VectorCopy(eyepoint, muzzlePoint);
// Keep the forward vector where it is, 'cause straight forward from the eyeball is right where we want to be.
}
else
{
// figure out what our crosshairs are on...
VectorMA(eyepoint, MAX_FORWARD_TRACE, forward, end);
trap_Trace (&tr, eyepoint, NULL, NULL, end, ent->s.number, MASK_SHOT );
// ...and have our new forward vector point at it
VectorSubtract(tr.endpos, muzzlePoint, fwd);
VectorNormalize(fwd);
}
}
/*
===============
CalcMuzzlePoint
set muzzle location relative to pivoting eye
===============
*/
// Muzzle point table...
vec3_t WP_MuzzlePoint[WP_NUM_WEAPONS] =
{// Fwd, right, up.
{0, 0, 0 }, // WP_0,
{29, 2, -4 }, // WP_5,
{25, 7, -10 }, // WP_6,
{25, 4, -5 }, // WP_1,
{10, 14, -8 }, // WP_4,
{25, 5, -8 }, // WP_10,
{25, 5, -10 }, // WP_8,
{0, 0, 0 }, // WP_7, //{22, 4.5, -8 }, //TiM : Visual FX aren't necessary now, so just screw it
{5, 6, -6 }, // WP_9,
{29, 2, -4 }, // WP_13,
{29, 2, -4 }, // WP_12,
{29, 2, -4 }, // WP_14
{27, 8, -10 }, // WP_11
{29, 2, -4 }, // WP_2,
{29, 2, -4 }, // WP_3,
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{29, 2, -4 }, // WP_NEUTRINO_PROBE,
// {25, 7, -10 }, // WP_7
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};
float WP_ShotSize[WP_NUM_WEAPONS] =
{
0, // WP_0,
0, // WP_5,
0, // WP_6,
0, // WP_1,
SCAV_SIZE, // WP_4,
STASIS_MAIN_MISSILE_BIG*3, // WP_10,
GRENADE_SIZE, // WP_8,
6, // WP_7,
QUANTUM_SIZE, // WP_9,
0, // WP_13,
0, // WP_12,
0, // WP_14
0, // WP_11
0, // WP_2,
0, // WP_3,
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0, // WP_NEUTRINO_PROBE,
// 0, // WP_7
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};
float WP_ShotAltSize[WP_NUM_WEAPONS] =
{
0, // WP_0,
PHASER_ALT_RADIUS, // WP_5,
0, // WP_6,
0, // WP_1,
SCAV_ALT_SIZE, // WP_4,
STASIS_MAIN_MISSILE_BIG*3, // WP_10,
GRENADE_SIZE, // WP_8,
TETRION_ALT_SIZE, // WP_7,
QUANTUM_SIZE, // WP_9,
0, // WP_13,
0, // WP_12,
0, // WP_14
0, // WP_11
0, // WP_2
0, // WP_3,
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0, // WP_NEUTRINO_PROBE,
// 0, // WP_7
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};
//---------------------------------------------------------
void CalcMuzzlePoint ( gentity_t *ent, vec3_t fwd, vec3_t rt, vec3_t vup, vec3_t muzzlePoint, float projsize)
//---------------------------------------------------------
{
int weapontype;
weapontype = ent->s.weapon;
VectorCopy( ent->s.pos.trBase, muzzlePoint );
#if 1
if (weapontype > WP_0 && weapontype < WP_NUM_WEAPONS)
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{ // Use the table to generate the muzzlepoint;
{ // Crouching. Use the add-to-Z method to adjust vertically.
VectorMA(muzzlePoint, WP_MuzzlePoint[weapontype][0], fwd, muzzlePoint);
VectorMA(muzzlePoint, WP_MuzzlePoint[weapontype][1], rt, muzzlePoint);
if ( ent->client->ps.eFlags & EF_FULL_ROTATE && Q_fabs( ent->client->ps.viewangles[PITCH] > 89.0f ) ) {
muzzlePoint[2] -= 20 + WP_MuzzlePoint[weapontype][2];
}
else
muzzlePoint[2] += ent->client->ps.viewheight + WP_MuzzlePoint[weapontype][2];
// VectorMA(muzzlePoint, ent->client->ps.viewheight + WP_MuzzlePoint[weapontype][2], vup, muzzlePoint);
}
}
#else // Test code
muzzlePoint[2] += ent->client->ps.viewheight;//By eyes
muzzlePoint[2] += g_debugUp.value;
VectorMA( muzzlePoint, g_debugForward.value, fwd, muzzlePoint);
VectorMA( muzzlePoint, g_debugRight.value, rt, muzzlePoint);
#endif
CorrectForwardVector(ent, fwd, muzzlePoint, projsize);
SnapVector( muzzlePoint );
}
//---------------------------------------------------------
RPGX_SiteTOSiteData TransDat[MAX_CLIENTS];
//---------------------------------------------------------
void WP_TricorderScan (gentity_t *ent, qboolean alt_fire)
//---------------------------------------------------------
{
gentity_t *tr_ent;
trace_t tr;
vec3_t mins, maxs, end;
int clientNum = ent->client->ps.clientNum;
if ( rpg_rangetricorder.integer < 32 )
{
return;
}
// Fix - Changed || to && in the below if statement!
if ( /*!g_classData[ent->client->sess.sessionClass].isMarine ent->client->sess.sessionClass != PC_ALPHAOMEGA22 &&*/ (IsAdmin( ent ) == qfalse))//ent->client->sess.sessionClass != PC_ADMIN )
{
return;
}
VectorMA( muzzle, rpg_rangetricorder.integer, forward, end );
VectorSet( maxs, 6, 6, 6 );
VectorScale( maxs, -1, mins );
//TiM: I don't think performing a volume trace here is really needed. It is after all based
//on the player's current view.
//TiM: No, I was wrong! They're better coz it means errant n00bs or bots can't dodge them as easily!
trap_Trace ( &tr, muzzle, mins, maxs, end, ent->s.number, MASK_SHOT );
//trap_Trace ( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );
tr_ent = &g_entities[tr.entityNum];
//BOOKMARK J2J
if ( alt_fire )
{
//RPG-X: J2J - New Transporter Tricorder Code (custom spawn points)
//if( TransDat[clientNum].Used == qfalse )
if ( VectorCompare( vec3_origin, TransDat[clientNum].storedCoord[TPT_TRICORDER].origin ) &&
VectorCompare( vec3_origin, TransDat[clientNum].storedCoord[TPT_TRICORDER].angles ) )
{
//VectorCopy(ent->client->ps.origin, TransDat[clientNum].TransCoord);
//VectorCopy(ent->client->ps.viewangles, TransDat[clientNum].TransCoordRot);
VectorCopy( ent->client->ps.origin, TransDat[clientNum].storedCoord[TPT_TRICORDER].origin );
VectorCopy( ent->client->ps.viewangles, TransDat[clientNum].storedCoord[TPT_TRICORDER].angles );
//TransDat[clientNum].Used = qtrue;
}
if ( tr_ent && tr_ent->client && tr_ent->health > 0 )
{
//gentity_t *tent;
//TiM: If we're already in a transport sequence, don't try another one.
//For starters, this screws up the visual FX, and secondly, I'm betting
//if u actually tried this, you'd atomically disperse the transportee in a very painful way O_o
if ( TransDat[tr_ent->client->ps.clientNum].beamTime > level.time /*&& level.time < tr_ent->client->ps.powerups[PW_QUAD]*/ ) {
trap_SendServerCommand( ent-g_entities, va("chat \"Unable to comply. Subject is already within a transport cycle.\"", Q_COLOR_ESCAPE));
return;
}
trap_SendServerCommand( ent-g_entities, va("chat \"Energizing.\"", Q_COLOR_ESCAPE));
G_InitTransport( tr_ent->client->ps.clientNum, TransDat[clientNum].storedCoord[TPT_TRICORDER].origin,
TransDat[clientNum].storedCoord[TPT_TRICORDER].angles );
// TP_BORG,
// TP_NUM_TP
//TeleportPlayer( tr_ent, TransDat[clientNum].TransCoord, TransDat[clientNum].TransCoordRot, TP_TRI_TP );
//set beam time
//TransDat[tr_ent->client->ps.clientNum].beamTime = level.time + 8000;
//Add client-side visual FX
//Make it last 8 seconds, so it won't end prematurely
//tr_ent->client->ps.powerups[PW_BEAM_OUT] = level.time + 8000;
//FIXME: Might need to add client side beam event here too, along with the powerup...
//tent = G_TempEntity( tr_ent->client->ps.origin, EV_PLAYER_TRANSPORT_OUT );
//tent->s.clientNum = tr_ent->client->ps.clientNum;
//TransDat[tr_ent->client->ps.clientNum].beamer = clientNum;
//VectorCopy( TransDat[clientNum].storedCoord[TPT_TRICORDER].origin,
//TransDat[tr_ent->client->ps.clientNum].currentCoord.origin );
//VectorCopy( TransDat[clientNum].storedCoord[TPT_TRICORDER].angles,
//TransDat[tr_ent->client->ps.clientNum].currentCoord.angles );
return;
}
//If they clicked within 5 seconds ago
if((level.time - TransDat[clientNum].LastClick) <= 5000)
{
VectorCopy( ent->client->ps.origin, TransDat[clientNum].storedCoord[TPT_TRICORDER].origin );
VectorCopy( ent->client->ps.viewangles, TransDat[clientNum].storedCoord[TPT_TRICORDER].angles );
//VectorCopy(ent->client->ps.origin, TransDat[clientNum].TransCoord);
//VectorCopy(ent->client->ps.viewangles, TransDat[clientNum].TransCoordRot);
TransDat[clientNum].LastClick = level.time-5000;
trap_SendServerCommand( ent-g_entities, va("chat \"Location Confirmed.\"", Q_COLOR_ESCAPE));
//trap_SendConsoleCommand( EXEC_APPEND, va("echo Location Confirmed.") );
}
else
{
trap_SendServerCommand( ent-g_entities, va("chat \"Click again to confirm Transporter Location.\"", Q_COLOR_ESCAPE));
//trap_SendConsoleCommand( EXEC_APPEND, va("echo Click again to confirm Transporter Location.") );
TransDat[clientNum].LastClick = level.time;
}
}
/* RPG-X: - J2J ==[TO DELETE]== (if prooven unneeded)
else
{
//RPG-X J2J - This was above the alt fire if block, but hindered the transporter location setting from correctly working
// Moved here just incase it prevents game crashes.
if ( tr.entityNum >= ENTITYNUM_WORLD )
{
return;
}
if ( tr_ent && tr_ent->client && tr_ent->health > 1 )
{
if ( tr_ent->health < tr_ent->client->ps.stats[STAT_MAX_HEALTH] )
{
tr_ent->health = tr_ent->health + 5;
}
}
}
*/
}
void WP_SprayVoyagerHypo( gentity_t *ent, qboolean alt_fire )
{
gentity_t *tr_ent;
trace_t tr;
vec3_t mins, maxs, end;
//vec3_t vright;
gentity_t *t_ent;
playerState_t *tr_entPs;
if ( rpg_rangehypo.integer < 8 )//32
{
return;
}
VectorMA( muzzle, rpg_rangehypo.integer, forward, end );
VectorSet( maxs, 6, 6, 6 ); //6, 6, 6
VectorScale( maxs, -1, mins );
trap_Trace ( &tr, muzzle, mins, maxs, end, ent->s.number, MASK_OPAQUE|CONTENTS_BODY|CONTENTS_ITEM|CONTENTS_CORPSE );//MASK_SHOT
if(rpg_effectsgun.integer == 1 && IsAdmin(ent) && alt_fire == qtrue && ent->s.weapon == WP_12){
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if(RPGEntityCount != ENTITYNUM_MAX_NORMAL-20){
//if ( tr.entityNum >= ENTITYNUM_WORLD ) TiM - Meh. NOTHING stops t3h l33tzor spray
//{
//VectorMA( muzzle, 20, forward, muzzle ); //TiM : Why??
//VectorMA( muzzle, 4, right, muzzle );
t_ent = G_TempEntity( muzzle, EV_HYPO_PUFF );
t_ent->s.eventParm = qfalse; //TiM: Event parm is holding a qboolean value for color of spray
VectorCopy( forward, t_ent->s.angles2 ); //TiM: Holds the directional vector. This is passed to CG so it can be rendered right
//ent->think = steam_think;
//ent->nextthink = level.time + 10000.0;
return;
//}
}else{
G_LogPrintf("RPG-X WARNING: Max entities about to be hit! Restart the server ASAP or suffer a server crash!\n");
trap_SendServerCommand( -1, va("print \"^1RPG-X WARNING: Max entities about to be hit! Restart the server ASAP or suffer a server crash!\n\""));
}
}
tr_ent = &g_entities[tr.entityNum];
//RPG-X: RedTechie - Medics can revive dead people
if( (tr_ent && tr_ent->client) && (tr_ent->health == 1) && (tr_ent->client->ps.pm_type == PM_DEAD)){ // && (tr_ent->r.contents == CONTENTS_CORPSE)
tr_entPs = &tr_ent->client->ps;
if(rpg_medicsrevive.integer == 1 /*&& (IsAdmin(ent) || g_classData[ent->client->sess.sessionClass].isMedical)*/ /*ent->client->sess.sessionClass == PC_MEDICAL*/){
ClientSpawn(tr_ent, 1, qtrue);
//TiM : Hard coded emote. Makes the player play a 'get up' animation :)
//G_MoveBox( tr_ent );
tr_ent->r.contents = CONTENTS_NONE;
tr_entPs->stats[LEGSANIM] = ((tr_entPs->stats[LEGSANIM] & ANIM_TOGGLEBIT) ^ ANIM_TOGGLEBIT ) | BOTH_GET_UP1;
tr_entPs->stats[TORSOANIM] = ((tr_entPs->stats[LEGSANIM] & ANIM_TOGGLEBIT) ^ ANIM_TOGGLEBIT ) | BOTH_GET_UP1;
tr_entPs->stats[EMOTES] |= EMOTE_BOTH | EMOTE_CLAMP_BODY | EMOTE_OVERRIDE_BOTH;
tr_entPs->stats[TORSOTIMER] = 1700;
tr_entPs->stats[LEGSTIMER] = 1700;
tr_entPs->legsAnim = 0;
tr_entPs->torsoAnim = 0;
tr_entPs->torsoTimer = 0;
tr_entPs->legsTimer = 0;
//tr_entPs->stats[STAT_WEAPONS] = ( 1 << WP_0 );
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//tr_entPs->stats[STAT_HOLDABLE_ITEM] = HI_NONE;
}
//RPG-X: RedTechie - Regular functions still work
}else if ( tr_ent && tr_ent->client && tr_ent->health > 0 )
{
tr_entPs = &tr_ent->client->ps;
if ( rpg_rpg.integer > 0 && g_gametype.integer < GT_TEAM )
{
if ( tr_ent->health < tr_entPs->stats[STAT_MAX_HEALTH] )
{
tr_ent->health = tr_entPs->stats[STAT_MAX_HEALTH]; //+20
}
}
else
{
if ( !OnSameTeam(tr_ent, ent) || g_gametype.integer < GT_TEAM )
{
tr_ent->health = 0;
player_die( tr_ent, ent, ent, 100, MOD_KNOCKOUT );
G_LogWeaponFire( ent->s.number, WP_12 );
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}
else if ( OnSameTeam(tr_ent, ent) )
{
if ( tr_ent->health < tr_entPs->stats[STAT_MAX_HEALTH] )
{
tr_ent->health = tr_ent->health + 20;
}
}
}
}
//TiM- else, use it on yourself
else
{
ent->health = ent->client->ps.stats[STAT_MAX_HEALTH];
}
}
void WP_Assimilate( gentity_t *ent, qboolean alt_fire )
{//MCG: hacked this in for now for testing the rules
gentity_t *tr_ent;
trace_t tr;
vec3_t end;
float range;
if ( ent->s.number == borgQueenClientNum )
{
range = 32;
}
else
{
range = 64;
}
VectorMA( muzzle, range, forward, end );
trap_Trace ( &tr, muzzle, vec3_origin, vec3_origin, end, ent->s.number, MASK_SHOT );
if ( tr.entityNum >= ENTITYNUM_WORLD )
{
return;
}
tr_ent = &g_entities[tr.entityNum];
if ( tr_ent && tr_ent->client && tr_ent->health > 0 && ent->client && ent->client->sess.sessionTeam != tr_ent->client->sess.sessionTeam )
{
if ( ent->s.number == borgQueenClientNum )
{//Borg queen assimilates with one hit
tr_ent->health = 0;
player_die( tr_ent, ent, ent, 100, MOD_ASSIMILATE );
//G_Damage( tr_ent, ent, ent, forward, tr.endpos, 50, DAMAGE_NO_ARMOR|DAMAGE_NO_INVULNERABILITY, MOD_ASSIMILATE );
}
else
{
G_Damage( tr_ent, ent, ent, forward, tr.endpos, 10, DAMAGE_NO_ARMOR|DAMAGE_NO_INVULNERABILITY, MOD_ASSIMILATE );
}
}
}
/*
===============
RPG-X Fire Engineer Tool
By: RedTechie
===============
*/
/*void WP_NEUTRINO_PROBE( gentity_t *ent, qboolean alt_fire ){
gentity_t *target; //Target entity
trace_t trace; //Used to trace target
vec3_t src, dest, vf; //Used to find target
if(!ent){
return;
}
//if(ent->parent->client->sess.sessionClass == PC_ADMIN){
if(alt_fire){
return;
}else{
//////////////////////////////////////
//All this code below finds the target entity
VectorCopy( ent->r.currentOrigin, src );
src[2] += ent->client->ps.viewheight;
AngleVectors( ent->client->ps.viewangles, vf, NULL, NULL );
//extend to find end of use trace
VectorMA( src, -6, vf, src );//in case we're inside something?
VectorMA( src, 1340, vf, dest );//128+6
//Trace ahead to find a valid target
trap_Trace( &trace, src, vec3_origin, vec3_origin, dest, ent->s.number, CONTENTS_TRIGGER );
if ( trace.fraction == 1.0f || trace.entityNum < 0 )
{
trap_SendConsoleCommand( EXEC_APPEND, va("echo No target in range to kick.") );
return;
}
target = &g_entities[trace.entityNum];
////////////////////////////////
//lets delete it
if(target){
G_FreeEntity( target );
}
}
//}
}*/
/*
===============
FireWeapon
===============
*/
#define ACCURACY_TRACKING_DELAY 100 // in ms
#define NUM_FAST_WEAPONS 3
void FireWeapon( gentity_t *ent, qboolean alt_fire )
{
float projsize;
int i = 0;
qboolean bFastWeapon = qfalse;
weapon_t fastWeapons[NUM_FAST_WEAPONS] =
{
WP_5,
//WP_7
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};
/*if (ent->client->ps.powerups[PW_QUAD] ) {
s_quadFactor = 3;
} else {*/
s_quadFactor = 1;
//}
// Unghost the player.
//RPG-X: RedTechie N00bs are to stupid to get unghosted by firing
//ent->client->ps.powerups[PW_GHOST] = 0;
// track shots taken for accuracy tracking
for (i = 0; i < NUM_FAST_WEAPONS; i++)
{
if (fastWeapons[i] == ent->s.weapon)
{
bFastWeapon = qtrue;
break;
}
}
if (bFastWeapon && ((level.time - ent->client->pers.teamState.lastFireTime) < ACCURACY_TRACKING_DELAY))
{
// using a weapon with a high rate of fire so try to be a little more forgiving with
//this whole accuracy thing
}
else
{
//ent->client->ps.persistant[PERS_ACCURACY_SHOTS]++;
ent->client->pers.teamState.lastFireTime = level.time;
}
// set aiming directions
AngleVectors (ent->client->ps.viewangles, forward, right, up);
if (alt_fire)
{
projsize = WP_ShotAltSize[ent->s.weapon];
}
else
{
projsize = WP_ShotSize[ent->s.weapon];
}
CalcMuzzlePoint ( ent, forward, right, up, muzzle, projsize);
// fire the specific weapon
switch( ent->s.weapon )
{
// Player weapons
//-----------------
case WP_5:
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WP_FirePhaser( ent, alt_fire );
break;
case WP_6:
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WP_FireCompressionRifle( ent, alt_fire );
break;
case WP_1:
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//WP_FireIMOD(ent, alt_fire);
//G_Printf( "BANG!\n" );
if ( IsAdmin( ent ) && alt_fire )
WP_FireGrenade( ent, qfalse );
break;
case WP_4:
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//WP_FireScavenger( ent, alt_fire );
break;
case WP_10:
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WP_FireDisruptor( ent, alt_fire );
break;
case WP_8:
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WP_FireGrenade( ent, alt_fire );
break;
case WP_7:
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WP_FireTetrionDisruptor( ent, alt_fire );
break;
case WP_13:
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WP_SprayVoyagerHypo( ent, alt_fire );
// WP_FireDreadnought( ent, alt_fire );
break;
case WP_9:
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WP_FireQuantumBurst( ent, alt_fire );
break;
case WP_2:
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WP_TricorderScan( ent, alt_fire );
break;
case WP_3:
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break;
case WP_15:
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//RPG-X:RedTechie - TODO make the thing do something!
//WP_FxGun( ent, alt_fire );
//WP_NEUTRINO_PROBE( ent, alt_fire );
WP_FireHyperspanner(ent, alt_fire);
break;
// case WP_7:
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// WP_FireCompressionRifle( ent, alt_fire );
// WP_FireTR116( ent, alt_fire );
break;
case WP_12:
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WP_SprayVoyagerHypo( ent, alt_fire );
break;
case WP_14:
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// WP_Assimilate( ent, alt_fire );
break;
case WP_11:
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// WP_FireBorgWeapon( ent, alt_fire );
break;
default:
// FIXME G_Error( "Bad ent->s.weapon" );
break;
}
}
#define SEEKER_RADIUS 500
qboolean SeekerAcquiresTarget ( gentity_t *ent, vec3_t pos )
{
vec3_t seekerPos;
float angle;
int entityList[MAX_CLIENTS]; // targets within inital radius
int visibleTargets[MAX_CLIENTS]; // final filtered target list
int numListedEntities;
int i, e;
gentity_t *target;
vec3_t mins, maxs;
// if (!irandom(0,2)) for now, it'll shoot every second it finds a target
{
angle = level.time/100.0f;
seekerPos[0] = ent->r.currentOrigin[0] + 18 * cos(angle);
seekerPos[1] = ent->r.currentOrigin[1] + 18 * sin(angle);
seekerPos[2] = ent->r.currentOrigin[2] + ent->client->ps.viewheight + 8 + (3*cos(level.time/150.0f));
for ( i = 0 ; i < 3 ; i++ )
{
mins[i] = seekerPos[i] - SEEKER_RADIUS;
maxs[i] = seekerPos[i] + SEEKER_RADIUS;
}
// get potential targets within radius
numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
i = 0; // reset counter
for ( e = 0 ; e < numListedEntities ; e++ )
{
target = &g_entities[entityList[ e ]];
// seeker owner not a valid target
if (target == ent)
{
continue;
}
// only players are valid targets
if (!target->classname || strcmp(target->classname, "player"))
{
continue;
}
// teammates not valid targets
if (OnSameTeam(ent, target))
{
continue;
}
// don't shoot at dead things
if (target->health <= 0)
{
continue;
}
//RPG-X: RedTechie - Need to take this out causes bad crashes with entity shooter, shouldent be needed anyway with newer code
//target->beingfiredby = ent;
if( CanDamage (target, seekerPos) ) // visible target, so add it to the list
{
visibleTargets[i++] = entityList[e];
}
}
if (i)
{
// ok, now we know there are i visible targets. Pick one as the seeker's target
ent->enemy = &g_entities[visibleTargets[irandom(0,i-1)]];
VectorCopy(seekerPos, pos);
return qtrue;
}
}
return qfalse;
}
void FireSeeker( gentity_t *owner, gentity_t *target, vec3_t origin)
{
vec3_t dir;
VectorSubtract( target->r.currentOrigin, origin, dir);
VectorNormalize(dir);
// for now I'm just using the scavenger bullet.
FireScavengerBullet( owner, origin, dir );
}
/*
============
Laser Sight Stuff
Laser Sight / Flash Light Functions
============
*/
/*
void Laser_Gen( gentity_t *ent, int type ) {
gentity_t *las;
int oldtype;
//RPG-X: J2J - Makes sure only admin and marine class can access the laser, quits now if they arnt to avoid problems later.
if(type == 1)
{
if ( (ent->client->sess.sessionClass != PC_ALPHAOMEGA22) && (IsAdmin( ent ) == qfalse) )
{
trap_SendServerCommand( ent-g_entities, va("print \"Laser only availible in Marine class!\n\""));
return;
}
}
//Get rid of you?
if ( ent->client->lasersight) {
oldtype = ent->client->lasersight->s.eventParm;
G_FreeEntity( ent->client->lasersight );
ent->client->lasersight = NULL;
if (oldtype == type)
return;
}
las = G_Spawn();
las->nextthink = level.time + 10;
las->think = Laser_Think;
las->r.ownerNum = ent->s.number;
las->parent = ent;
las->s.eType = ET_LASER;
//Lets tell it if flashlight or laser
if (type == 2)
{
las->s.eventParm = 2; //tells CG that it is a flashlight
las->classname = "flashlight";
}
else
{
if ( ent->client->sess.sessionClass != PC_ALPHAOMEGA22 || ent->client->sess.sessionClass != PC_ADMIN)
{
trap_SendServerCommand( ent-g_entities, va("print \"Laser only availible in Marine class!\n\""));
return;
}
las->s.eventParm = 1; //tells CG that it is a laser sight
las->classname = "lasersight";
}
ent->client->lasersight = las;
}
void Laser_Think( gentity_t *self ) {
vec3_t end, start, forward, up;
trace_t tr;
//If Player Dies, You Die -> now thanks to Camouflage!
if (self->parent->client->ps.pm_type == PM_DEAD) {
G_FreeEntity(self);
return;
}
//Set Aiming Directions
AngleVectors(self->parent->client->ps.viewangles, forward, right, up);
CalcMuzzlePoint(self->parent, forward, right, up, start, 12);
VectorMA (start, 8192, forward, end);
//Trace Position
trap_Trace (&tr, start, NULL, NULL, end, self->parent->s.number, MASK_SHOT );
//Did you not hit anything?
if (tr.surfaceFlags & SURF_NOIMPACT || tr.surfaceFlags & SURF_SKY) {
self->nextthink = level.time + 10;
trap_UnlinkEntity(self);
return;
}
//Move you forward to keep you visible
if (tr.fraction != 1) VectorMA(tr.endpos,-4,forward,tr.endpos);
//Set Your position
VectorCopy( tr.endpos, self->r.currentOrigin );
VectorCopy( tr.endpos, self->s.pos.trBase );
vectoangles(tr.plane.normal, self->s.angles);
trap_LinkEntity(self);
//Prep next move
self->nextthink = level.time + 10;
}*/