/* Copyright (C) 1999-2000 Id Software, Inc. * * g_weapon.c * perform the server side effects of a weapon firing */ #include "g_local.h" #include "g_weapon.h" extern void G_MissileImpact( gentity_t *ent, trace_t *trace); #define MAX_BEAM_HITS 4 #define DMG_VAR (flrandom(0.8,1.2)) /* Weapon damages are located up here for easy access... */ extern vmCvar_t rpg_rifleDamage; extern vmCvar_t rpg_rifleAltDamage; extern vmCvar_t rpg_phaserDamage; extern vmCvar_t rpg_disruptorDamage; extern vmCvar_t rpg_grenadeDamage; extern vmCvar_t rpg_grenadeAltDamage; extern vmCvar_t rpg_tr116Damage; extern vmCvar_t rpg_photonDamage; extern vmCvar_t rpg_photonAltDamage; /* Phaser */ /* I'll keep this comment just because it's funny lol :D */ /* 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 */ #define PHASER_DAMAGE rpg_phaserDamage.integer #define PHASER_ALT_RADIUS 80 /* RPG-X: TiM - Increased to a near instant kill */ /* Compression Rifle */ #define CRIFLE_DAMAGE rpg_rifleDamage.integer #define CRIFLE_MAIN_SPLASH_RADIUS 64 #define CRIFLE_MAIN_SPLASH_DMG 0 #define CRIFLE_ALTDAMAGE rpg_rifleAltDamage.integer #define CRIFLE_ALT_SPLASH_RADIUS 32 #define CRIFLE_ALT_SPLASH_DMG 0 /* Stasis Weapon */ #define STASIS_DAMAGE rpg_disruptorDamage.integer /* Grenade Launcher */ #define GRENADE_DAMAGE rpg_grenadeDamage.integer #define GRENADE_SPLASH_RAD 190 #define GRENADE_SPLASH_DAM 100 #define GRENADE_ALT_DAMAGE rpg_grenadeAltDamage.integer /* Tetrion Disruptor */ #define TETRION_DAMAGE rpg_tr116Damage.integer /* Quantum Burst */ #define QUANTUM_DAMAGE rpg_photonDamage.integer #define QUANTUM_SPLASH_DAM rpg_photonDamage.integer #define QUANTUM_SPLASH_RAD 160 #define QUANTUM_ALT_DAMAGE rpg_photonAltDamage.integer #define QUANTUM_ALT_SPLASH_DAM rpg_photonAltDamage.integer #define QUANTUM_ALT_SPLASH_RAD 80 /** 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. @param v vector to round @param to rounded vector */ 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 ---------------------------------------------- */ /* ---------------------------------------------- HYPERSPANNER ---------------------------------------------- */ #define HYPERSPANNER_RATE 2 #define HYPERSPANNER_ALT_RATE 4 /** * \brief Handles weapon fire of the Hyperspanner. * * Handles weapon fire of the Hyperspanner. * * @param ent the player * @param alt_fire was this alt fire mode? */ static void WP_FireHyperspanner(gentity_t *ent, qboolean alt_fire) { float modifier; gentity_t *validEnts[MAX_GENTITIES]; int count = 0; int i, nearest = -1; float nearestd = 65000; vec3_t dVec, end; vec3_t mins = { -40, -40, -40 }, maxs = { 40, 40, 40 }; char* classnames[] = { "func_breakable", "misc_model_breakable" }; /* find all vlaid entities in range */ count = G_RadiusListOfTypes(classnames, 2, ent->r.currentOrigin, 512, NULL, validEnts); //G_Printf("Found %d possible candidates\n", count); if(count) { trace_t tr; for(i = 0; i < count; i++) { // TODO: fix problems with small distance VectorSubtract(ent->r.currentOrigin, validEnts[i]->s.origin, dVec); VectorMA(validEnts[i]->s.origin, 1024, dVec, end); //G_Printf("Checking entity: %d\n", i); trap_Trace(&tr, validEnts[i]->s.origin, mins, maxs, end, validEnts[i]->s.number, MASK_SHOT); if(tr.entityNum != ent->s.number) { continue; } //G_Printf("Nothing is blocking view ...\n"); VectorSubtract(ent->r.currentOrigin, validEnts[i]->s.origin, dVec); if(VectorLength(dVec) < nearestd) { nearest = validEnts[i]->s.number; nearestd = VectorLength(dVec); //G_Printf("New nearest Entity is %d with a distance of %d\n", nearest, nearestd); } } } else { return; } if(nearest == -1) { return; } /* determine the repair rate modifier */ if(rpg_repairModifier.value < 0) { modifier = 1; } else { modifier = rpg_repairModifier.value; } /* call G_Repair */ if(alt_fire) { G_Repair(ent, &g_entities[nearest], HYPERSPANNER_ALT_RATE * modifier); } else { G_Repair(ent, &g_entities[nearest], HYPERSPANNER_RATE * modifier); } } /* ---------------------------------------------- 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) /** * \brief Handles weapon fire of the phaser. * * Handles weapon fire of the phaser. * * @param ent the player * @param alt_fire was this alt fire mode? */ static 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 */ 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; CrossProduct(forward, vUp, vRight); VectorNormalize(vRight); 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; } 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_dmgFlags.integer & 1) ) { /*damage = (float)PHASER_DAMAGE*DMG_VAR*s_quadFactor;*/ /* No variance on phaser */ damage = (float)PHASER_DAMAGE; 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 ) { 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 /* RPG-X | Marcin | 04/12/2008 */ /** * \brief Fires a new compression rifle bullet. * * Creates a new compression rifle bullet entity. * * @param ent the player * @param start start point * @param end end point */ static 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_dmgFlags.integer & 2) bolt->damage = CRIFLE_DAMAGE*DMG_VAR; 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; /* 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); } /** * \brief Handles weapon fire of the compression rifle. * * Handles weapon fire of the compression rifle. * * @param ent the player * @param alt_fire was this alt fire mode? */ static void WP_FireCompressionRifle ( gentity_t *ent, qboolean alt_fire ) { if ( !alt_fire ) { vec3_t dir, angles, temp_ang, temp_org; vec3_t start; VectorCopy( forward, dir ); VectorCopy( muzzle, start ); vectoangles( dir, angles ); VectorSet( temp_ang, angles[0], angles[1], angles[2] ); AngleVectors( temp_ang, dir, NULL, NULL ); /* FIXME: These offsets really don't work like they should */ VectorMA( start, 0, right, temp_org ); VectorMA( temp_org, 0, 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 damage = 0; VectorMA (muzzle, MAXRANGE_PHASER, forward, end); /* 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_dmgFlags.integer & 2) ) { 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_CRIFLE_ALT ); /* GSIO01: was MOD_PHASER */ } } } } /* ---------------------------------------------- SCAVENGER ---------------------------------------------- */ #define SCAV_SIZE 3 #define SCAV_ALT_SIZE 6 /* ---------------------------------------------- STASIS ---------------------------------------------- */ #define STASIS_SPREAD 0.085f /* Roughly equivalent to sin(5 deg).*/ #define STASIS_MAIN_MISSILE_BIG 1 #define STASIS_MAIN_MISSILE_SMALL 1 #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 /** * \brief Fires a disruptor missile. * * Creates a disruptor bullet entity and sets it up. * * @param the player * @param origin the start point * @param dir the direction * @param size the size */ static 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_dmgFlags.integer & 32 ) { bolt->damage = STASIS_DAMAGE*DMG_VAR; } 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); /* 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 */ } /** * \brief Handles firing of the dirsuptor. * * Handles firing of the disruptor. * * @ent the player * @alt_fire was this alt fire mode? */ static 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 */ 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_dmgFlags.integer & 32) ) { 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; VectorSet( pos, ent->r.currentOrigin[0], ent->r.currentOrigin[1], ent->r.currentOrigin[2] + 8 ); 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"; if(rpg_dmgFlags.integer & 8) { grenade->splashDamage = GRENADE_SPLASH_DAM*2; grenade->splashRadius = GRENADE_SPLASH_RAD*2; } else { grenade->splashDamage = 0; grenade->splashRadius = 0; } 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"; if(rpg_dmgFlags.integer & 8) { grenade->splashDamage = GRENADE_SPLASH_DAM; grenade->splashRadius = GRENADE_SPLASH_RAD; } else { grenade->splashDamage = 0; grenade->splashRadius = 0; } 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 = (rpg_dmgFlags.integer & 8) ? (GRENADE_ALT_DAMAGE*DMG_VAR) : (grenade->damage = 0); 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; if(rpg_dmgFlags.integer & 8) { grenade->damage = GRENADE_DAMAGE*DMG_VAR; grenade->splashDamage = GRENADE_SPLASH_DAM; grenade->splashRadius = GRENADE_SPLASH_RAD; } else { grenade->damage = 0; grenade->splashDamage = 0; grenade->splashRadius = 0; } 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 && (rpg_dmgFlags.integer & 4)) { 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; if(rpg_dmgFlags.integer & 16) { bolt->damage = QUANTUM_DAMAGE*DMG_VAR; bolt->splashDamage = QUANTUM_SPLASH_DAM; bolt->splashRadius = QUANTUM_SPLASH_RAD; } else { bolt->damage = 0; bolt->splashDamage = 0; bolt->splashRadius = 0; } 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; if(rpg_dmgFlags.integer & 16) { bolt->damage = QUANTUM_ALT_DAMAGE*DMG_VAR; bolt->splashDamage = QUANTUM_ALT_SPLASH_DAM; bolt->splashRadius = QUANTUM_ALT_SPLASH_RAD; } else { bolt->damage = 0; bolt->splashDamage = 0; bolt->splashRadius = 0; } 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, "chat \"Unable to comply. Subject is already within a transport cycle.\""); return; } trap_SendServerCommand( ent-g_entities, "chat \"Energizing.\""); 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, "chat \"Location Confirmed.\""); /*trap_SendConsoleCommand( EXEC_APPEND, va("echo Location Confirmed.") );*/ } else { trap_SendServerCommand( ent-g_entities, "chat \"Click again to confirm Transporter Location.\""); /*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; } }