rpg-x2/game/g_weapon.c
Walter Julius Hennecke caaa5786b1 Removed old unused code from g_weapon.c
Backup copy of the code in /old_code/g_weapon.c.
2012-03-19 11:45:50 +01:00

2008 lines
58 KiB
C

// 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])
{ // 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])
{
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
{
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;
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);
}
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
}
}
}
}
/*
----------------------------------------------
SCAVENGER
----------------------------------------------
*/
#define SCAV_SIZE 3
#define SCAV_ALT_SIZE 6
/*
----------------------------------------------
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;
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);
}
/*
----------------------------------------------
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;
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;
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
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 );
G_LogWeaponFire(ent->s.number, WP_7);
//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;
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;
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);
}
/*
===============
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,
{29, 2, -4 }, // WP_NEUTRINO_PROBE,
// {25, 7, -10 }, // WP_7
};
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_NEUTRINO_PROBE,
// 0, // WP_7
};
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_NEUTRINO_PROBE,
// 0, // WP_7
};
//---------------------------------------------------------
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];
//---------------------------------------------------------
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){
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 );
//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
void FireWeapon( gentity_t *ent, qboolean alt_fire )
{
float projsize;
s_quadFactor = 1;
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;
}
}
/*
============
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;
}*/