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https://github.com/UberGames/RPG-X2.git
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927bd83488
Reformating and optimization … Changes in g_weapons.c: - reformated a lot of comments - reformated some code - removed unused macros, variables, and functions - made all functions and variables static where it was possible
1744 lines
48 KiB
C
1744 lines
48 KiB
C
/* Copyright (C) 1999-2000 Id Software, Inc.
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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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*/
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#include "g_local.h"
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#include "g_weapon.h"
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extern void G_MissileImpact( gentity_t *ent, trace_t *trace);
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#define MAX_BEAM_HITS 4
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#define DMG_VAR (flrandom(0.8,1.2))
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/* Weapon damages are located up here for easy access... */
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extern vmCvar_t rpg_rifleDamage;
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extern vmCvar_t rpg_rifleAltDamage;
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extern vmCvar_t rpg_phaserDamage;
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extern vmCvar_t rpg_disruptorDamage;
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extern vmCvar_t rpg_grenadeDamage;
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extern vmCvar_t rpg_grenadeAltDamage;
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extern vmCvar_t rpg_tr116Damage;
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extern vmCvar_t rpg_photonDamage;
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extern vmCvar_t rpg_photonAltDamage;
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/* Phaser */
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/* I'll keep this comment just because it's funny lol :D */
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/* RPG-X: TiM - Increased to a standard 0.5 second
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* burst - Phenix GOING DOWN - TiM GOING UP we had
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* complaints when this was put down :P */
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#define PHASER_DAMAGE rpg_phaserDamage.integer
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#define PHASER_ALT_RADIUS 80 /* RPG-X: TiM - Increased to a near instant kill */
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/* Compression Rifle */
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#define CRIFLE_DAMAGE rpg_rifleDamage.integer
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#define CRIFLE_MAIN_SPLASH_RADIUS 64
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#define CRIFLE_MAIN_SPLASH_DMG 0
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#define CRIFLE_ALTDAMAGE rpg_rifleAltDamage.integer
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#define CRIFLE_ALT_SPLASH_RADIUS 32
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#define CRIFLE_ALT_SPLASH_DMG 0
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/* Stasis Weapon */
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#define STASIS_DAMAGE rpg_disruptorDamage.integer
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/* Grenade Launcher */
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#define GRENADE_DAMAGE rpg_grenadeDamage.integer
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#define GRENADE_SPLASH_RAD 190
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#define GRENADE_SPLASH_DAM 100
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#define GRENADE_ALT_DAMAGE rpg_grenadeAltDamage.integer
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/* Tetrion Disruptor */
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#define TETRION_DAMAGE rpg_tr116Damage.integer
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/* Quantum Burst */
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#define QUANTUM_DAMAGE rpg_photonDamage.integer
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#define QUANTUM_SPLASH_DAM rpg_photonDamage.integer
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#define QUANTUM_SPLASH_RAD 160
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#define QUANTUM_ALT_DAMAGE rpg_photonAltDamage.integer
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#define QUANTUM_ALT_SPLASH_DAM rpg_photonAltDamage.integer
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#define QUANTUM_ALT_SPLASH_RAD 80
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/**
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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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@param v vector to round
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@param to rounded vector
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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] = (int)v[i];
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} else {
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v[i] = (int)v[i] + 1;
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}
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}
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}
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/*
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----------------------------------------------
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PLAYER WEAPONS
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----------------------------------------------
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*/
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/*
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----------------------------------------------
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HYPERSPANNER
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----------------------------------------------
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*/
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#define HYPERSPANNER_RATE 2
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#define HYPERSPANNER_ALT_RATE 4
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/**
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* \brief Handles weapon fire of the Hyperspanner.
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*
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* Handles weapon fire of the Hyperspanner.
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*
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* @param ent the player
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* @param alt_fire was this alt fire mode?
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*/
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static void WP_FireHyperspanner(gentity_t *ent, qboolean alt_fire) {
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float modifier;
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/* determine the repair rate modifier */
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if(rpg_repairModifier.value < 0) {
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modifier = 1;
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} else {
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modifier = rpg_repairModifier.value;
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}
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/* call G_Repair */
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if(alt_fire) {
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G_Repair(ent, HYPERSPANNER_ALT_RATE * modifier);
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} else {
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G_Repair(ent, HYPERSPANNER_RATE * modifier);
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}
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}
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/*
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----------------------------------------------
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PHASER
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----------------------------------------------
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*/
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#define MAXRANGE_PHASER 2048 /* This is the same as the range MAX_BEAM_RANGE 2048 */
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#define NUM_PHASER_TRACES 3
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#define BEAM_VARIATION 6
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#define PHASER_POINT_BLANK 96
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#define PHASER_POINT_BLANK_FRAC ((float)PHASER_POINT_BLANK / (float)MAXRANGE_PHASER)
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/**
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* \brief Handles weapon fire of the phaser.
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*
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* Handles weapon fire of the phaser.
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*
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* @param ent the player
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* @param alt_fire was this alt fire mode?
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*/
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static void WP_FirePhaser( gentity_t *ent, qboolean alt_fire )
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{
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trace_t tr;
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vec3_t end;
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gentity_t *traceEnt;
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int trEnts[NUM_PHASER_TRACES], i = 0;
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float trEntFraction[NUM_PHASER_TRACES];
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int damage = 0;
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VectorMA (muzzle, MAXRANGE_PHASER, forward, end);
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/* Add a subtle variation to the beam weapon's endpoint */
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for (i = 0; i < 3; i ++ )
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{
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end[i] += crandom() * BEAM_VARIATION;
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}
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for (i = 0; i < NUM_PHASER_TRACES; i++)
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{
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trEnts[i] = -1;
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trEntFraction[i] = 0.0;
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}
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/* Find out who we've hit */
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trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );
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if (tr.entityNum != (MAX_GENTITIES-1))
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{
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trEnts[0] = tr.entityNum;
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trEntFraction[0] = tr.fraction;
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}
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if ( alt_fire && ent->client->ps.ammo[WP_5])
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{ /*
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* Use the ending point of the thin trace to do two more traces,
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* one on either side, for actual damaging effect.
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*/
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vec3_t vUp = {0,0,1}, vRight, start2, end2;
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float halfBeamWidth = PHASER_ALT_RADIUS;
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CrossProduct(forward, vUp, vRight);
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VectorNormalize(vRight);
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VectorMA(muzzle, halfBeamWidth, vRight, start2);
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VectorMA(end, halfBeamWidth, vRight, end2);
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VectorCopy(tr.endpos, end);
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trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, (CONTENTS_PLAYERCLIP|CONTENTS_BODY) );
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if ( (tr.entityNum != (MAX_GENTITIES-1)) &&
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(tr.entityNum != trEnts[0]) )
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{
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trEnts[1] = tr.entityNum;
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trEntFraction[1] = tr.fraction;
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}
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VectorMA(muzzle, -halfBeamWidth, vRight, start2);
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VectorMA(end, -halfBeamWidth, vRight, end2);
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trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, (CONTENTS_PLAYERCLIP|CONTENTS_BODY) );
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if ( (tr.entityNum != (MAX_GENTITIES-1)) &&
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(tr.entityNum != trEnts[0]) &&
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(tr.entityNum != trEnts[1]))
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{
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trEnts[2] = tr.entityNum;
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trEntFraction[2] = tr.fraction;
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}
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}
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for (i = 0; i < NUM_PHASER_TRACES; i++)
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{
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if (-1 == trEnts[i])
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{
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continue;
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}
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traceEnt = &g_entities[ trEnts[i] ];
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if ( traceEnt->takedamage && rpg_phaserdmg.integer != 0 )
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{
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/*damage = (float)PHASER_DAMAGE*DMG_VAR*s_quadFactor;*/ /* No variance on phaser */
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damage = (float)PHASER_DAMAGE;
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if (trEntFraction[i] <= PHASER_POINT_BLANK_FRAC)
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{ /* Point blank! Do up to double damage. */
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damage += damage * (1.0 - (trEntFraction[i]/PHASER_POINT_BLANK_FRAC));
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}
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else
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{ /* Normal range */
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damage -= (int)(trEntFraction[i]*5.0);
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}
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if (!ent->client->ps.ammo[WP_5])
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{
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damage *= .35; /* weak out-of-ammo phaser */
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}
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if (damage > 0)
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{
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if ( alt_fire )
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{
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G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage,
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DAMAGE_NO_KNOCKBACK | DAMAGE_NOT_ARMOR_PIERCING, MOD_PHASER_ALT );
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}
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else
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{
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G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage,
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DAMAGE_NO_KNOCKBACK | DAMAGE_ARMOR_PIERCING, MOD_PHASER );
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}
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}
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}
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}
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}
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/*
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----------------------------------------------
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COMPRESSION RIFLE
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----------------------------------------------
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*/
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#define COMPRESSION_SPREAD 100
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#define MAXRANGE_CRIFLE 8192
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#define CRIFLE_SIZE 1 /* RPG-X | Marcin | 04/12/2008 */
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/**
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* \brief Fires a new compression rifle bullet.
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*
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* Creates a new compression rifle bullet entity.
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*
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* @param ent the player
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* @param start start point
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* @param end end point
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*/
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static void FirePrifleBullet( gentity_t *ent, vec3_t start, vec3_t dir )
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{
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gentity_t *bolt;
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bolt = G_Spawn();
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bolt->classname = "prifle_proj";
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bolt->nextthink = level.time + 10000;
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bolt->think = G_FreeEntity;
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bolt->s.eType = ET_MISSILE;
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bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
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bolt->s.weapon = WP_6;
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bolt->r.ownerNum = ent->s.number;
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bolt->parent = ent;
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/* fixme - remove */
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{
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/* Flags effect as being the full beefy version for the player */
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bolt->count = 0;
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}
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if( rpg_rifledmg.integer != 0 )
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bolt->damage = CRIFLE_DAMAGE*DMG_VAR;
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else
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bolt->damage = 0;
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bolt->splashDamage = 0;
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bolt->splashRadius = 0;
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bolt->methodOfDeath = MOD_CRIFLE;
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bolt->clipmask = MASK_SHOT;
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/* Set the size of the missile up */
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VectorSet(bolt->r.maxs, CRIFLE_SIZE>>1, CRIFLE_SIZE, CRIFLE_SIZE>>1);
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VectorSet(bolt->r.mins, -CRIFLE_SIZE>>1, -CRIFLE_SIZE, -CRIFLE_SIZE>>1);
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bolt->s.pos.trType = TR_LINEAR;
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bolt->s.pos.trTime = level.time - 10; /* move a bit on the very first frame */
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VectorCopy( start, bolt->s.pos.trBase );
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SnapVector( bolt->s.pos.trBase ); /* save net bandwidth */
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VectorScale( dir, rpg_rifleSpeed.integer, bolt->s.pos.trDelta );
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SnapVector( bolt->s.pos.trDelta ); /* save net bandwidth */
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VectorCopy( start, bolt->r.currentOrigin);
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}
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/**
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* \brief Handles weapon fire of the compression rifle.
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*
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* Handles weapon fire of the compression rifle.
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*
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* @param ent the player
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* @param alt_fire was this alt fire mode?
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*/
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static void WP_FireCompressionRifle ( gentity_t *ent, qboolean alt_fire )
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{
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if ( !alt_fire )
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{
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vec3_t dir, angles, temp_ang, temp_org;
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vec3_t start;
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VectorCopy( forward, dir );
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VectorCopy( muzzle, start );
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vectoangles( dir, angles );
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VectorSet( temp_ang, angles[0], angles[1], angles[2] );
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AngleVectors( temp_ang, dir, NULL, NULL );
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/* FIXME: These offsets really don't work like they should */
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VectorMA( start, 0, right, temp_org );
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VectorMA( temp_org, 0, up, temp_org );
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FirePrifleBullet( ent, temp_org, dir ); /* temp_org */
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G_LogWeaponFire(ent->s.number, WP_6);
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}
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else
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{
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trace_t tr;
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vec3_t end;
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gentity_t *traceEnt;
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int damage = 0;
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VectorMA (muzzle, MAXRANGE_PHASER, forward, end);
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/* Find out who we've hit */
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trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );
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if (tr.entityNum == (MAX_GENTITIES-1))
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{
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return;
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}
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traceEnt = &g_entities[ tr.entityNum ];
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if ( traceEnt->takedamage && rpg_phaserdmg.integer != 0 )
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{
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damage = (float)PHASER_DAMAGE;
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if (tr.fraction <= PHASER_POINT_BLANK_FRAC)
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{ /* Point blank! Do up to double damage. */
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damage += damage * (1.0 - (tr.fraction/PHASER_POINT_BLANK_FRAC));
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}
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else
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{ /* Normal range */
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damage -= (int)(tr.fraction*5.0);
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}
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if (damage > 0)
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{
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G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage,
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DAMAGE_NO_KNOCKBACK | DAMAGE_ARMOR_PIERCING, MOD_CRIFLE_ALT ); /* GSIO01: was MOD_PHASER */
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}
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}
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}
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}
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/*
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----------------------------------------------
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SCAVENGER
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----------------------------------------------
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*/
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#define SCAV_SIZE 3
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#define SCAV_ALT_SIZE 6
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/*
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----------------------------------------------
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STASIS
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----------------------------------------------
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*/
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#define STASIS_SPREAD 0.085f /* Roughly equivalent to sin(5 deg).*/
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#define STASIS_MAIN_MISSILE_BIG 1
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#define STASIS_MAIN_MISSILE_SMALL 1
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#define STASIS_ALT_RIGHT_OFS 0.10
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#define STASIS_ALT_UP_OFS 0.02
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#define STASIS_ALT_MUZZLE_OFS 1
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#define MAXRANGE_ALT_STASIS 4096
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/**
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* \brief Fires a disruptor missile.
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*
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* Creates a disruptor bullet entity and sets it up.
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*
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* @param the player
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* @param origin the start point
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* @param dir the direction
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* @param size the size
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*/
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static void FireDisruptorMissile( gentity_t *ent, vec3_t origin, vec3_t dir, int size )
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{
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gentity_t *bolt;
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int boltsize;
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bolt = G_Spawn();
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bolt->classname = "disruptor_projectile";
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bolt->nextthink = level.time + 10000;
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bolt->think = G_FreeEntity;
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bolt->s.eType = ET_MISSILE;
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bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
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bolt->s.weapon = WP_10;
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bolt->r.ownerNum = ent->s.number;
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bolt->parent = ent;
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if ( rpg_stasisdmg.integer != 0 )
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{
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bolt->damage = STASIS_DAMAGE*DMG_VAR;
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}
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else
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{
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bolt->damage = 0;
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}
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bolt->splashDamage = 0;
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bolt->splashRadius = 0;
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bolt->methodOfDeath = MOD_STASIS_ALT; /* GSIO01: was MOD_TETRION_ALT */
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bolt->clipmask = MASK_SHOT;
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/* Set the size of the missile up */
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boltsize=3*size;
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VectorSet(bolt->r.maxs, boltsize>>1, boltsize, boltsize>>1);
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boltsize=-boltsize;
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VectorSet(bolt->r.mins, boltsize>>1, boltsize, boltsize>>1);
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/* There are going to be a couple of different sized projectiles, so store 'em here */
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bolt->count = size;
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/* kef -- need to keep the size in something that'll reach the cgame side */
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bolt->s.time2 = size;
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bolt->s.pos.trType = TR_LINEAR;
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bolt->s.pos.trTime = level.time;
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VectorCopy( origin, bolt->s.pos.trBase );
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SnapVector( bolt->s.pos.trBase ); /* save net bandwidth */
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VectorScale( dir, rpg_disruptorSpeed.integer + ( 50 * size ), bolt->s.pos.trDelta ); /* RPG-X | Marcin | 05/12/2008 */
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SnapVector( bolt->s.pos.trDelta ); /* save net bandwidth */
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VectorCopy (origin, bolt->r.currentOrigin);
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/* Used by trails */
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VectorCopy (origin, bolt->pos1 );
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VectorCopy (origin, bolt->pos2 );
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/* kef -- need to keep the origin in something that'll reach the cgame side */
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VectorCopy(origin, bolt->s.angles2);
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SnapVector( bolt->s.angles2 ); /* save net bandwidth */
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}
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/**
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* \brief Handles firing of the dirsuptor.
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*
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* Handles firing of the disruptor.
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*
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* @ent the player
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* @alt_fire was this alt fire mode?
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*/
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static void WP_FireDisruptor( gentity_t *ent, qboolean alt_fire )
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{
|
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/* This was moved out of the FireWeapon switch statement below to keep things more consistent */
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if ( !alt_fire )
|
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{
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trace_t tr;
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vec3_t end;
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gentity_t *traceEnt;
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//int i = 0;
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int damage = 0;
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VectorMA (muzzle, MAXRANGE_PHASER, forward, end);
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|
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/* Find out who we've hit */
|
|
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;
|
|
|
|
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
|
|
{
|
|
FireDisruptorMissile(ent, muzzle, forward, STASIS_MAIN_MISSILE_BIG);
|
|
}
|
|
|
|
G_LogWeaponFire(ent->s.number, WP_10);
|
|
}
|
|
|
|
/*
|
|
----------------------------------------------
|
|
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
|
|
|
|
/**
|
|
* \brief Exploding a grenade.
|
|
*
|
|
* Handles all damage and visual effects for a exploding grenade.
|
|
*
|
|
* @param ent the grenade
|
|
*/
|
|
static 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 );
|
|
}
|
|
|
|
/**
|
|
* \brief Handles grenade shrapnels.
|
|
*
|
|
* Handles grenade shrapnels.
|
|
*
|
|
* @param ent the grenade
|
|
*/
|
|
void grenadeSpewShrapnel( gentity_t *ent )
|
|
{
|
|
gentity_t *tent = NULL;
|
|
|
|
tent = G_TempEntity( ent->r.currentOrigin, EV_GRENADE_SHRAPNEL_EXPLODE );
|
|
tent->s.eventParm = DirToByte(ent->pos1);
|
|
|
|
// just do radius dmg for altfire
|
|
G_RadiusDamage( ent->r.currentOrigin, ent->parent, ent->splashDamage, ent->splashRadius,
|
|
ent, 0, ent->splashMethodOfDeath );
|
|
|
|
G_FreeEntity(ent);
|
|
}
|
|
|
|
/**
|
|
* \brief Handles firing the grenade launcher.
|
|
*
|
|
* Handles firing the grenade launcher.
|
|
*
|
|
* @param ent the player
|
|
* @param alt_fire was this alt fire mode?
|
|
*/
|
|
static 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;
|
|
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;
|
|
grenade->splashRadius = GRENADE_SPLASH_RAD;
|
|
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->s.pos.trDelta );
|
|
|
|
grenade->damage = GRENADE_ALT_DAMAGE*DMG_VAR;
|
|
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;
|
|
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" );
|
|
te->r.svFlags |= SVF_BROADCAST;
|
|
}
|
|
}
|
|
else {
|
|
tent = G_TempEntity( tr.endpos, EV_EFFECTGUN_SHOOT );
|
|
}
|
|
|
|
tent->s.eFlags |= EF_FIRING;
|
|
|
|
}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;
|
|
grenade->splashDamage = GRENADE_SPLASH_DAM;
|
|
grenade->splashRadius = GRENADE_SPLASH_RAD;
|
|
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;
|
|
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);
|
|
}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_ALT_SIZE 6
|
|
|
|
#define MAX_TR_116_DIST 8192
|
|
#define MAX_TRACES 24 /* Number of traces thru walls we'll do before we give up lol */
|
|
|
|
/**
|
|
* \brief Fire a TR116 bullet.
|
|
*
|
|
* Creates and sets up an TR116 bullet entity.
|
|
*
|
|
* @param ent the player
|
|
* @param start the start point
|
|
* @dir the direction
|
|
*/
|
|
static 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;
|
|
|
|
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 */
|
|
|
|
if ( tr.entityNum < ENTITYNUM_MAX_NORMAL ) {
|
|
|
|
traceEnt = &g_entities[ tr.entityNum ];
|
|
|
|
if ( traceEnt->takedamage ) {
|
|
G_Damage( traceEnt, ent, ent, dir, tr.endpos, TETRION_DAMAGE, 0, MOD_TETRION_ALT );
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* \brief Handles firing of the TR116 rifle.
|
|
*
|
|
* Handles firing of the TR116 rigle.
|
|
*
|
|
* @param ent the player
|
|
* @param alt_fire was this alt fire mode?
|
|
* TODO rename me?
|
|
*/
|
|
static 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 );
|
|
|
|
WP_FireTR116Bullet( ent, start, dir );
|
|
|
|
G_LogWeaponFire(ent->s.number, WP_7);
|
|
}
|
|
|
|
|
|
/*
|
|
----------------------------------------------
|
|
QUANTUM BURST
|
|
----------------------------------------------
|
|
*/
|
|
|
|
#define QUANTUM_SIZE 1
|
|
#define QUANTUM_ALT_THINK_TIME 300
|
|
#define QUANTUM_ALT_SEARCH_TIME 100
|
|
#define QUANTUM_ALT_SEARCH_DIST 4096
|
|
|
|
/**
|
|
* \brief Fires a Quantum Burst.
|
|
*
|
|
* Creates and sets up an Quantum Burst projectile.
|
|
*
|
|
* @param ent the player
|
|
* @param start the start point
|
|
* @param dir the direction
|
|
*/
|
|
static 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;
|
|
bolt->r.ownerNum = ent->s.number;
|
|
bolt->parent = ent;
|
|
|
|
bolt->damage = QUANTUM_DAMAGE*DMG_VAR;
|
|
bolt->splashDamage = QUANTUM_SPLASH_DAM;
|
|
bolt->splashRadius = QUANTUM_SPLASH_RAD;
|
|
|
|
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);
|
|
}
|
|
|
|
/**
|
|
* \brief Search a target for quantum burst alt fire projectile.
|
|
*
|
|
* Search a target for the quantum burst alt fire mode projectile.
|
|
*
|
|
* @param ent the projectile
|
|
* @param start start point
|
|
* @param end end point
|
|
*/
|
|
static 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 ];
|
|
|
|
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;
|
|
}
|
|
|
|
/**
|
|
* \brief Alt quantum burst projectile think functiom.
|
|
*
|
|
* Alt quantum burst projectile think function.
|
|
*
|
|
* @param ent the projectile
|
|
*/
|
|
static 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)
|
|
{ /* 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;
|
|
}
|
|
|
|
/**
|
|
* \brief Fire quantum burst alt fire mode.
|
|
*
|
|
* Fire quantum burst alt fire mode.
|
|
*
|
|
* @param ent the player
|
|
* @param start start point
|
|
* @param dir the direction
|
|
*/
|
|
static 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;
|
|
bolt->r.ownerNum = ent->s.number;
|
|
bolt->parent = ent;
|
|
bolt->s.eFlags |= EF_ALT_FIRING;
|
|
|
|
bolt->damage = QUANTUM_ALT_DAMAGE*DMG_VAR;
|
|
bolt->splashDamage = QUANTUM_ALT_SPLASH_DAM;
|
|
bolt->splashRadius = QUANTUM_ALT_SPLASH_RAD;
|
|
|
|
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);
|
|
}
|
|
|
|
/**
|
|
* \brief Handles firing of the quatum burst.
|
|
*
|
|
* Handles firing of the quantum burst.
|
|
*
|
|
* @param ent the player
|
|
* @param alt_fire was this alt fire mode?
|
|
*/
|
|
static 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);
|
|
}
|
|
|
|
|
|
/**
|
|
* \brief Checks wether accuray for this hit should be logged.
|
|
*
|
|
* @param target the target entity
|
|
* @param attacker the attacker entity
|
|
*/
|
|
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
|
|
|
|
/**
|
|
* \brief Corrects the forward vector.
|
|
*
|
|
* @param ent entity
|
|
* @param fwd the forward vector
|
|
* @param muzzlePoint the muzzle point
|
|
* @param projsize projsize
|
|
*/
|
|
static 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
|
|
===============
|
|
*/
|
|
|
|
/**
|
|
* \brief Muzzle point table...
|
|
*
|
|
* Table containing the muzzle points for all weapons.
|
|
*/
|
|
static 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, */
|
|
{29, 2, -4 }, /* WP_15, */
|
|
/* {25, 7, -10 },*/ /* WP_7 */
|
|
};
|
|
|
|
|
|
/**
|
|
* \brief Shot size table.
|
|
*
|
|
* Table containing the size of each weapons projectiles.
|
|
*/
|
|
static 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, */
|
|
0, /* WP_15, */
|
|
/* 0, */ /* WP_7 */
|
|
};
|
|
|
|
/**
|
|
* \brief Alt shot size table.
|
|
*
|
|
* Table containing the size of each weapons alt projectiles.
|
|
*/
|
|
static 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, */
|
|
0, /* WP_15, */
|
|
/* 0,*/ /* WP_7 */
|
|
};
|
|
|
|
|
|
|
|
/**
|
|
* \brief Calculates the muzzle point.
|
|
*
|
|
* Calculates the muzzle point.
|
|
*
|
|
* @param ent the player
|
|
* @param fwd the forward vector
|
|
* @param rt the right vector
|
|
* @param vup the up vector
|
|
* @param muzzlePoint the muzzle point
|
|
* @param projsize projsize
|
|
*/
|
|
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)
|
|
{ /* 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];
|
|
|
|
/**
|
|
* \brief Handles firing of the Tricorder.
|
|
*
|
|
* Handles firing of the Tricorder.
|
|
*
|
|
* @param ent the player
|
|
* @param alt_fire was this alt fire mode?
|
|
*/
|
|
static 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 ( IsAdmin( ent ) == qfalse )
|
|
{
|
|
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 ) {
|
|
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 ); 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;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* \brief Handles firing of the hypospray.
|
|
*
|
|
* Handles firing of the hypospray.
|
|
*
|
|
* @param ent the player
|
|
* @param alt_fire was this alt fire mode?
|
|
*/
|
|
static void WP_SprayVoyagerHypo( gentity_t *ent, qboolean alt_fire )
|
|
{
|
|
gentity_t *tr_ent;
|
|
trace_t tr;
|
|
vec3_t mins, maxs, end;
|
|
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 );
|
|
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){
|
|
if(RPGEntityCount != ENTITYNUM_MAX_NORMAL-20){
|
|
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 */
|
|
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_entPs = &tr_ent->client->ps;
|
|
if(rpg_medicsrevive.integer == 1){
|
|
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 );*/
|
|
/*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 );
|
|
}
|
|
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];
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
FireWeapon
|
|
===============
|
|
*/
|
|
|
|
#define ACCURACY_TRACKING_DELAY 100 /* in ms */
|
|
#define NUM_FAST_WEAPONS 3
|
|
|
|
/**
|
|
* \brief Fire weapons.
|
|
*
|
|
* Handles weapon firing.
|
|
*
|
|
* @param ent the player
|
|
* @param alt_fire was this alt fire mode?
|
|
*/
|
|
void FireWeapon( gentity_t *ent, qboolean alt_fire )
|
|
{
|
|
float projsize;
|
|
|
|
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:
|
|
WP_FirePhaser( ent, alt_fire );
|
|
break;
|
|
case WP_6:
|
|
WP_FireCompressionRifle( ent, alt_fire );
|
|
break;
|
|
case WP_1:
|
|
if ( IsAdmin( ent ) && alt_fire )
|
|
WP_FireGrenade( ent, qfalse );
|
|
break;
|
|
case WP_4:
|
|
break;
|
|
case WP_10:
|
|
WP_FireDisruptor( ent, alt_fire );
|
|
break;
|
|
case WP_8:
|
|
WP_FireGrenade( ent, alt_fire );
|
|
break;
|
|
case WP_7:
|
|
WP_FireTetrionDisruptor( ent, alt_fire );
|
|
break;
|
|
case WP_13:
|
|
WP_SprayVoyagerHypo( ent, alt_fire );
|
|
break;
|
|
case WP_9:
|
|
WP_FireQuantumBurst( ent, alt_fire );
|
|
break;
|
|
case WP_2:
|
|
WP_TricorderScan( ent, alt_fire );
|
|
break;
|
|
case WP_3:
|
|
break;
|
|
case WP_15:
|
|
WP_FireHyperspanner(ent, alt_fire);
|
|
break;
|
|
case WP_12:
|
|
WP_SprayVoyagerHypo( ent, alt_fire );
|
|
break;
|
|
case WP_14:
|
|
break;
|
|
case WP_11:
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|