#include "g_local.h" /* ================= check_dodge This is a support routine used when a client is firing a non-instant attack weapon. It checks to see if a monster's dodge function should be called. ================= */ static void check_dodge (edict_t *self, vec3_t start, vec3_t dir, int speed) { vec3_t end; vec3_t v; trace_t tr; float eta; // easy mode only ducks one quarter the time if (skill->value == 0) { if (random() > 0.25) return; } VectorMA (start, 8192, dir, end); tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT); if ((tr.ent) && (tr.ent->svflags & SVF_MONSTER) && (tr.ent->health > 0) && (tr.ent->cast_info.dodge) && infront(tr.ent, self)) { VectorSubtract (tr.endpos, start, v); eta = (VectorLength(v) - tr.ent->maxs[0]) / speed; tr.ent->cast_info.dodge (tr.ent, self, eta); } } /* ================= fire_hit Used for all impact (hit/punch/slash) attacks ================= */ qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick) { trace_t tr; vec3_t forward, right, up; vec3_t v; vec3_t point; float range; vec3_t dir; //see if enemy is in range VectorSubtract (self->enemy->s.origin, self->s.origin, dir); range = VectorLength(dir); if (range > aim[0]) return false; if (aim[1] > self->mins[0] && aim[1] < self->maxs[0]) { // the hit is straight on so back the range up to the edge of their bbox range -= self->enemy->maxs[0]; } else { // this is a side hit so adjust the "right" value out to the edge of their bbox if (aim[1] < 0) aim[1] = self->enemy->mins[0]; else aim[1] = self->enemy->maxs[0]; } VectorMA (self->s.origin, range, dir, point); tr = gi.trace (self->s.origin, NULL, NULL, point, self, MASK_SHOT); if (tr.fraction < 1) { if (!tr.ent->takedamage) return false; // if it will hit any client/monster then hit the one we wanted to hit if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client)) tr.ent = self->enemy; } AngleVectors(self->s.angles, forward, right, up); VectorMA (self->s.origin, range, forward, point); VectorMA (point, aim[1], right, point); VectorMA (point, aim[2], up, point); VectorSubtract (point, self->enemy->s.origin, dir); // do the damage T_Damage (tr.ent, self, self, dir, point, vec3_origin, damage, kick/2, DAMAGE_NO_KNOCKBACK, MOD_HIT); if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client)) return false; // do our special form of knockback here VectorMA (self->enemy->absmin, 0.5, self->enemy->size, v); VectorSubtract (v, point, v); VectorNormalize (v); VectorMA (self->enemy->velocity, kick, v, self->enemy->velocity); if (self->enemy->velocity[2] > 0) self->enemy->groundentity = NULL; return true; } void ActorDamageSimpleSkinChangeCheck (edict_t *self, vec3_t hit) { int baseskin, part, subobject; int rval; if (cl_parental_lock->value && !cl_parental_override->value) return; rval = rand()%100; if (rval > 75) { part = PART_HEAD; subobject = 0; } else if (rval > 50) { part = PART_LEGS; subobject = rand()%7; } else { part = PART_BODY; subobject = rand()%7; } if (!self->s.model_parts[part].object_bounds[subobject] && !(self->s.model_parts[part].invisible_objects & (1<art_skins) { baseskin = self->s.model_parts[part].baseskin; if (self->health < (self->max_health * 0.5)) { self->s.model_parts[part].skinnum[subobject] = baseskin + 2; } else if (self->health < (self->max_health * 0.75)) { self->s.model_parts[part].skinnum[subobject] = baseskin + 1; } } } // JOSEPH 14-JAN-99 /* ================= fire_lead This is an internal support routine used for bullet/pellet based weapons. ================= */ void M_ReactToDamage (edict_t *targ, edict_t *attacker, float damage); // JOSEPH static void fire_lead (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int te_impact, int hspread, int vspread, int mod) { trace_t tr, mdx_tr; vec3_t dir; vec3_t forward, right, up; vec3_t end; float r; float u; vec3_t water_start, alpha_start; qboolean water = false; int content_mask = MASK_SHOT | MASK_WATER | MASK_ALPHA; int len; //int NoBulletHole; int pointblank = 0; int nosmoke = 0; static float lastshotgun = 0; vec3_t tempvec; int conweap = 0; PlayerNoise(self, start, PNOISE_WEAPON); tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT ); if (!(tr.fraction < 1.0)) { vectoangles (aimdir, dir); AngleVectors (dir, forward, right, up); if (deathmatch->value && (mod == MOD_PISTOL || mod == MOD_SILENCER)) { r = 0.0; u = 0.0; } else { r = crandom()*hspread; u = crandom()*vspread; } VectorMA (start, 8192, forward, end); VectorMA (end, r, right, end); VectorMA (end, u, up, end); if (gi.pointcontents (start) & MASK_WATER) { water = true; VectorCopy (start, water_start); content_mask &= ~MASK_WATER; } tr = gi.trace (start, NULL, NULL, end, self, content_mask); if (mod == MOD_BLACKJACK) { vec3_t newvec; VectorSubtract(start, tr.endpos, newvec); if (VectorLength(newvec) > 32) return; conweap = 1; } // JOSEPH 19-JAN-99 if ((mod == MOD_BLACKJACK) || (mod == MOD_CROWBAR)) { vec3_t newvec; VectorSubtract(start, tr.endpos, newvec); if (VectorLength(newvec) > 32) return; conweap = 1; } // END JOSEPH // JOSEPH 9-APR-99 if ((tr.surface->flags & SURF_METAL) || (tr.surface->flags & SURF_METAL_L)) { gi.WriteByte (svc_muzzleflash3); gi.WriteShort (self - g_edicts); gi.WriteByte (MZ3_LEADHIT_METAL); gi.multicast (start, MULTICAST_PVS); } else if (tr.surface->flags & SURF_WOOD) { switch (rand()%3) { case 0: gi.sound (self, CHAN_VOICE, gi.soundindex ("weapons/bullethit_wood1.wav"), 1, ATTN_NORM, 0); break; case 1: gi.sound (self, CHAN_VOICE, gi.soundindex ("weapons/bullethit_wood2.wav"), 1, ATTN_NORM, 0); break; case 2: gi.sound (self, CHAN_VOICE, gi.soundindex ("weapons/bullethit_wood3.wav"), 1, ATTN_NORM, 0); break; } } // END JOSEPH // JOSEPH // see if we hit an alpha surface if (((tr.ent) && (tr.ent->s.renderfx2 & RF2_SURF_ALPHA)) || ((tr.contents & MASK_ALPHA))) { if (crandom() < .93) { VectorCopy (tr.endpos, alpha_start); // Skip alpha surface // Ridah, don't need these // VectorSubtract (end, start, dir); // vectoangles (dir, dir); // AngleVectors (dir, forward, right, up); // VectorMA (alpha_start, 8192, forward, end); if (tr.ent->s.renderfx2 & RF2_SURF_ALPHA) { VectorMA (alpha_start, 4*3, aimdir, alpha_start); } else { VectorMA (alpha_start, 4, aimdir, alpha_start); } // re-trace after alpha surface tr = gi.trace (alpha_start, NULL, NULL, end, self, MASK_SHOT); } } // see if we hit water if (tr.contents & MASK_WATER) { int color; water = true; VectorCopy (tr.endpos, water_start); if (!VectorCompare (start, tr.endpos)) { if (tr.contents & CONTENTS_WATER) { if (strcmp(tr.surface->name, "*brwater") == 0) color = SPLASH_BROWN_WATER; else color = SPLASH_BLUE_WATER; } else if (tr.contents & CONTENTS_SLIME) color = SPLASH_SLIME; // JOSEPH 6-JUN-99 else if (tr.contents & CONTENTS_LAVA) color = /*SPLASH_LAVA*/SPLASH_UNKNOWN; // END JOSEPH else color = SPLASH_UNKNOWN; if (color != SPLASH_UNKNOWN) { gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_SPLASH); gi.WriteByte (8); gi.WritePosition (tr.endpos); gi.WriteDir (tr.plane.normal); gi.WriteByte (color); gi.multicast (tr.endpos, MULTICAST_PVS); } // if (color == SPLASH_BLUE_WATER) if (water) { static float last_ripple; if (last_ripple > level.time) last_ripple = 0; if (last_ripple < (level.time - 0.75)) { // Ripple effect SurfaceSpriteEffectRipple( SFX_SPRITE_SURF_RIPPLE, SFX_RIPPLE_WIDTH, SFX_RIPPLE_HEIGHT, tr.ent, tr.endpos, tr.plane.normal ); if (!deathmatch->value) { SurfaceSpriteEffectRipple( SFX_SPRITE_SURF_RIPPLE, SFX_RIPPLE_WIDTH<<1, SFX_RIPPLE_HEIGHT<<1, tr.ent, tr.endpos, tr.plane.normal ); SurfaceSpriteEffectRipple( SFX_SPRITE_SURF_RIPPLE, SFX_RIPPLE_WIDTH>>1, SFX_RIPPLE_HEIGHT>>1, tr.ent, tr.endpos, tr.plane.normal ); } } } // change bullet's course when it enters water VectorSubtract (end, start, dir); vectoangles (dir, dir); AngleVectors (dir, forward, right, up); r = crandom()*hspread*2; u = crandom()*vspread*2; VectorMA (water_start, 8192, forward, end); VectorMA (end, r, right, end); VectorMA (end, u, up, end); } // re-trace ignoring water this time tr = gi.trace (water_start, NULL, NULL, end, self, MASK_SHOT); } } // send gun puff / flash if (!((tr.surface) && (tr.surface->flags & SURF_SKY))) { if (tr.fraction < 1.0) { // gi.dprintf ("hit: %s\n", tr.ent->classname); // Calculate shot distance VectorSubtract (tr.endpos, self->s.origin, tempvec); len = VectorNormalize (tempvec); // On smoke up close if ((te_impact == TE_GUNSHOT) && (len < 96) && (lastshotgun) && (lastshotgun > level.time)) { nosmoke = 1; } else if (te_impact == TE_GUNSHOT) { lastshotgun = level.time + 0.10; } if (tr.ent->takedamage) { // Point blank range shot gives more damage if (len < 64) { damage *= 2; pointblank = 1; } // JOSEPH 18-FEB-99 if ((tr.ent->svflags & SVF_PROP) || (!strcmp(tr.ent->classname,"func_explosive"))) { if (!conweap) { extern int ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce); vec3_t dir; // Ridah, spawn metallic sparks on metal surfaces // JOSEPH 11-JUN-99-B if ((tr.ent->svflags & SVF_PROP) && (tr.ent->surfacetype & (SURF_METAL | SURF_METAL_L))) { te_impact = TE_METAL_SPARKS; ClipVelocity( aimdir, tr.plane.normal, dir, 1.5 ); } else if (tr.surface->flags & (SURF_METAL | SURF_METAL_L)) // END JOSEPH { te_impact = TE_METAL_SPARKS; ClipVelocity( aimdir, tr.plane.normal, dir, 1.5 ); } else { VectorCopy( tr.plane.normal, dir ); } if (!nosmoke) { gi.WriteByte (svc_temp_entity); gi.WriteByte (te_impact); gi.WritePosition (tr.endpos); gi.WriteDir (dir); gi.multicast (tr.endpos, MULTICAST_PVS); } } if (self->client) PlayerNoise(self, tr.endpos, PNOISE_IMPACT); } // END JOSEPH // Ridah, only do MDX bbox check if it's a client firing if (self->client && tr.ent->s.num_parts && (!deathmatch->value || dm_locational_damage->value)) { // either way, react to this attempted hostility // JOSEPH 9-FEB-99 if (!(tr.ent->svflags & SVF_PROP) && tr.ent->svflags & SVF_MONSTER) // either way, react to this attempted hostility M_ReactToDamage (tr.ent, self, damage ); // END JOSEPH { #define MAX_ITERATIONS 10 trace_t ignore; qboolean is_mdx = false; int iterations=10; // FIXME: this is a hack edict_t *ignored[MAX_ITERATIONS]; int num_ignored; ignore = tr; num_ignored = 0; while (iterations--) { mdx_tr = MDX_HitCheck (ignore.ent, self, self, aimdir, ignore.endpos, ignore.plane.normal, damage, kick, DAMAGE_BULLET, mod, end); if (mdx_tr.ent->flags & FL_MDXBBOX) // we hit an mdx_bbox { is_mdx = true; VectorCopy (mdx_tr.endpos, tr.endpos); break; } else if (mdx_tr.ent->takedamage && mdx_tr.ent->s.num_parts) // we missed the mdx_bbox but hit another mdx { is_mdx = true; ignore = mdx_tr; // ignore this entity from now on ignored[num_ignored++] = mdx_tr.ent; gi.unlinkentity( mdx_tr.ent ); } else if (mdx_tr.ent->takedamage) // we hit an md2 { is_mdx = false; VectorCopy (mdx_tr.endpos, tr.endpos); VectorCopy (mdx_tr.plane.normal, tr.plane.normal); tr.ent = mdx_tr.ent; break; } // JOSEPH 5-FEB-99-B else if (tr.ent->svflags & SVF_PROP) { // Ridah, 25-may-99, Fixes Episode 5/6 invulnerable rats & crates bug. Old code commented out. /* is_mdx = true; VectorCopy (mdx_tr.endpos, tr.endpos); break; */ is_mdx = false; break; } // END JOSEPH else { // we missed VectorCopy (mdx_tr.endpos, tr.endpos); VectorCopy (mdx_tr.plane.normal, tr.plane.normal); // set all the ignored entities back for (iterations = 0; iterations < num_ignored; iterations++) gi.linkentity( ignored[iterations] ); goto bolt; } } // set all the ignored entities back for (iterations = 0; iterations < num_ignored; iterations++) gi.linkentity( ignored[iterations] ); if (is_mdx) { // Ridah, 18-mar-99, changed this, was causing damage to the wrong entity when dead bodies are close (gibs were spawning on wrong body) T_DamageMDX (ignore.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, mod, mdx_tr.ent->count, mdx_tr.ent->dmg); // Head shot blood on close wall // JOSEPH 25-JAN-99 if ((mdx_tr.ent->count == PART_HEAD) && (!(tr.ent->svflags & SVF_PROP))) // END JOSEPH { trace_t tr2; vec3_t newstart, newdir, newend, travelvec; VectorCopy (tr.endpos, newstart); VectorSubtract (end, start, newdir); vectoangles (newdir, newdir); AngleVectors (newdir, forward, NULL, NULL); do { VectorMA (newstart, 8192, forward, newend); VectorMA (newstart, 4, forward, newstart); tr2 = gi.trace (newstart, NULL, NULL, newend, self, MASK_SHOT); } while (tr2.ent == tr.ent); VectorSubtract(newstart, tr2.endpos, travelvec); len = VectorNormalize(travelvec); // JOSEPH 8-JUN-99 if ((len < 100.0) && (!tr2.ent->takedamage) && (!((((int)(dmflags->value)) & DF_NO_FRIENDLY_FIRE))) && ((strncmp (tr2.surface->name, "sky", 3) != 0))) // END JOSEPH { if (pointblank) { SurfaceSpriteEffect(SFX_SPRITE_SURF_BLOOD1, SFX_BLOOD_WIDTH*4, SFX_BLOOD_HEIGHT*4, tr2.ent, tr2.endpos, tr2.plane.normal ); } else { char rnd; rnd = (char)(1 + rand()%4); SurfaceSpriteEffect(SFX_SPRITE_SURF_BLOOD1, (unsigned char)(SFX_BLOOD_WIDTH*rnd), (unsigned char)(SFX_BLOOD_HEIGHT*rnd), tr2.ent, tr2.endpos, tr2.plane.normal ); } } } } else T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, mod); } } else { qboolean check_skin_change = false; if (self->svflags & SVF_MONSTER && tr.ent->svflags & SVF_MONSTER && self->cast_group != tr.ent->cast_group && tr.ent->cast_group != 1) { // Tweak: do more damage when AI shooting AI, more realistic damage *= 2; if (tr.ent->gender && !tr.ent->client) { check_skin_change = true; } } T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, mod); if (check_skin_change) { ActorDamageSimpleSkinChangeCheck (tr.ent, tr.endpos); } } // if (tr.ent->svflags & SVF_MONSTER) // { // add some momentum // tr.ent->velocity[2] += kick*3; // } } else { bolt: // JOSEPH if ((strncmp (tr.surface->name, "sky", 3) != 0) /*|| NoBulletHole*/) { if (!conweap) { extern int ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce); vec3_t dir; // Ridah, spawn metallic sparks on metal surfaces if (tr.surface->flags & (SURF_METAL | SURF_METAL_L)) { te_impact = TE_METAL_SPARKS; ClipVelocity( aimdir, tr.plane.normal, dir, 1.5 ); } else { VectorCopy( tr.plane.normal, dir ); } if (deathmatch->value && te_impact == TE_GUNSHOT) { te_impact = TE_GUNSHOT_VISIBLE; ClipVelocity( aimdir, tr.plane.normal, dir, 1.5 ); } if (!nosmoke) { gi.WriteByte (svc_temp_entity); gi.WriteByte (te_impact); gi.WritePosition (tr.endpos); gi.WriteDir (dir); gi.multicast (tr.endpos, MULTICAST_PVS); } } if (self->client) PlayerNoise(self, tr.endpos, PNOISE_IMPACT); // Ridah, surface sprites if (!(self->svflags & SVF_PROP) && !deathmatch->value && !water) // Ridah, had to remove this in deathmatch, since it's bandwidth hungry { SurfaceSpriteEffect( SFX_SPRITE_SURF_BULLET1, SFX_BULLET_WIDTH * 5, SFX_BULLET_HEIGHT * 5, tr.ent, tr.endpos, tr.plane.normal ); } // SurfaceSpriteEffect( SFX_SPRITE_SURF_BLOOD1, SFX_BLOOD_WIDTH, SFX_BLOOD_HEIGHT, // tr.ent, tr.endpos, tr.plane.normal ); // done. } } } } // if went through water, determine where the end and make a bubble trail if (water) { vec3_t pos; VectorSubtract (tr.endpos, water_start, dir); VectorNormalize (dir); VectorMA (tr.endpos, -2, dir, pos); if (gi.pointcontents (pos) & MASK_WATER) VectorCopy (pos, tr.endpos); else tr = gi.trace (pos, NULL, NULL, water_start, tr.ent, MASK_WATER); VectorAdd (water_start, tr.endpos, pos); VectorScale (pos, 0.5, pos); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_BUBBLETRAIL); gi.WritePosition (water_start); gi.WritePosition (tr.endpos); gi.multicast (pos, MULTICAST_PVS); } } // END JOSEPH /* ================= fire_bullet Fires a single round. Used for machinegun and chaingun. Would be fine for pistols, rifles, etc.... ================= */ void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod) { fire_lead (self, start, aimdir, damage, kick, TE_GUNSHOT, hspread, vspread, mod); } /* ================= fire_shotgun Shoots shotgun pellets. Used by shotgun and super shotgun. ================= */ void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod) { int i; for (i = 0; i < count; i++) // fire_lead (self, start, aimdir, damage, kick, TE_SHOTGUN, hspread, vspread, mod); fire_lead (self, start, aimdir, damage, kick, TE_GUNSHOT, hspread, vspread, mod); } /* ================= fire_blaster Fires a single blaster bolt. Used by the blaster and hyper blaster. ================= */ void blaster_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) { int mod; if (other == self->owner) return; if (surf && (surf->flags & SURF_SKY)) { G_FreeEdict (self); return; } if (self->owner->client) PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT); if (other->takedamage) { if (self->spawnflags & 1) mod = MOD_HYPERBLASTER; else mod = MOD_BLASTER; T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, mod); } else { gi.WriteByte (svc_temp_entity); // RAFAEL //if (self->s.effects & TE_BLUEHYPERBLASTER) // gi.WriteByte (TE_BLUEHYPERBLASTER); //else gi.WriteByte (TE_BLASTER); gi.WritePosition (self->s.origin); if (!plane) gi.WriteDir (vec3_origin); else gi.WriteDir (plane->normal); gi.multicast (self->s.origin, MULTICAST_PVS); } G_FreeEdict (self); } void fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect, qboolean hyper) { edict_t *bolt; trace_t tr; VectorNormalize (dir); bolt = G_Spawn(); bolt->svflags = SVF_DEADMONSTER; // yes, I know it looks weird that projectiles are deadmonsters // what this means is that when prediction is used against the object // (blaster/hyperblaster shots), the player won't be solid clipped against // the object. Right now trying to run into a firing hyperblaster // is very jerky since you are predicted 'against' the shots. VectorCopy (start, bolt->s.origin); VectorCopy (start, bolt->s.old_origin); vectoangles (dir, bolt->s.angles); VectorScale (dir, speed, bolt->velocity); bolt->movetype = MOVETYPE_FLYMISSILE; bolt->clipmask = MASK_SHOT; bolt->solid = SOLID_BBOX; bolt->s.effects |= effect; VectorClear (bolt->mins); VectorClear (bolt->maxs); bolt->s.modelindex = gi.modelindex ("models/objects/laser/tris.md2"); bolt->s.sound = gi.soundindex ("misc/lasfly.wav"); bolt->owner = self; bolt->touch = blaster_touch; bolt->nextthink = level.time + 2; bolt->think = G_FreeEdict; bolt->dmg = damage; bolt->classname = "bolt"; if (hyper) bolt->spawnflags = 1; gi.linkentity (bolt); if (self->client) check_dodge (self, bolt->s.origin, dir, speed); tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT); if (tr.fraction < 1.0) { VectorMA (bolt->s.origin, -10, dir, bolt->s.origin); bolt->touch (bolt, tr.ent, NULL, NULL); } } // RAFAEL void fire_blueblaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect) { edict_t *bolt; trace_t tr; VectorNormalize (dir); bolt = G_Spawn (); VectorCopy (start, bolt->s.origin); VectorCopy (start, bolt->s.old_origin); vectoangles (dir, bolt->s.angles); VectorScale (dir, speed, bolt->velocity); bolt->movetype = MOVETYPE_FLYMISSILE; bolt->clipmask = MASK_SHOT; bolt->solid = SOLID_BBOX; bolt->s.effects |= effect; VectorClear (bolt->mins); VectorClear (bolt->maxs); bolt->s.modelindex = gi.modelindex ("models/objects/blaser/tris.md2"); bolt->s.sound = gi.soundindex ("misc/lasfly.wav"); bolt->owner = self; bolt->touch = blaster_touch; bolt->nextthink = level.time + 2; bolt->think = G_FreeEdict; bolt->dmg = damage; bolt->classname = "bolt"; gi.linkentity (bolt); if (self->client) check_dodge (self, bolt->s.origin, dir, speed); tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT); if (tr.fraction < 1.0) { VectorMA (bolt->s.origin, -10, dir, bolt->s.origin); bolt->touch (bolt, tr.ent, NULL, NULL); } } /* // JOSEPH void fire_fire (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect, qboolean hyper) { //fire_fire (ent, start, forward, damage, 50, EF_BLASTER, false); VectorNormalize (dir); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_SFXFIREGO); gi.WritePosition (start); // gi.WriteDir (dir); gi.multicast (start, MULTICAST_PVS); } //END JOSEPH */ // JOSEPH 20-JAN-99 /* ================= Grenade_Explode ================= */ /*static void Grenade_Explode (edict_t *ent) { vec3_t origin; int mod; if (ent->owner->client) PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT); //FIXME: if we are onground then raise our Z just a bit since we are a point? if (ent->enemy) { float points; vec3_t v; vec3_t dir; VectorAdd (ent->enemy->mins, ent->enemy->maxs, v); VectorMA (ent->enemy->s.origin, 0.5, v, v); VectorSubtract (ent->s.origin, v, v); points = ent->dmg - 0.5 * VectorLength (v); VectorSubtract (ent->enemy->s.origin, ent->s.origin, dir); if (ent->spawnflags & 1) mod = MOD_HANDGRENADE; else mod = MOD_GRENADE; T_Damage (ent->enemy, ent, ent->owner, dir, ent->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod); } if (ent->spawnflags & 2) mod = MOD_HELD_GRENADE; else if (ent->spawnflags & 1) mod = MOD_HG_SPLASH; else mod = MOD_G_SPLASH; T_RadiusDamage(ent, ent->owner, ent->dmg, ent->enemy, ent->dmg_radius, mod); VectorMA (ent->s.origin, -0.02, ent->velocity, origin); gi.WriteByte (svc_temp_entity); if (ent->waterlevel) { if (ent->groundentity) gi.WriteByte (TE_GRENADE_EXPLOSION_WATER); else gi.WriteByte (TE_ROCKET_EXPLOSION_WATER); } else { if (ent->groundentity) gi.WriteByte (TE_GRENADE_EXPLOSION); else gi.WriteByte (TE_ROCKET_EXPLOSION); } gi.WritePosition (origin); gi.multicast (ent->s.origin, MULTICAST_PHS); G_FreeEdict (ent); }*/ static void Grenade_Explode (edict_t *ent) { vec3_t origin, vec; int mod; trace_t tr; if (ent->owner->client) PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT); if (ent->enemy == ent->owner) ent->enemy = NULL; //FIXME: if we are onground then raise our Z just a bit since we are a point? /* if (ent->enemy) { float points; vec3_t v; vec3_t dir; VectorAdd (ent->enemy->mins, ent->enemy->maxs, v); VectorMA (ent->enemy->s.origin, 0.5, v, v); VectorSubtract (ent->s.origin, v, v); points = ent->dmg - 0.5 * VectorLength (v); VectorSubtract (ent->enemy->s.origin, ent->s.origin, dir); if (ent->spawnflags & 1) mod = MOD_HANDGRENADE; else mod = MOD_GRENADE; T_Damage (ent->enemy, ent, ent->owner, dir, ent->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod); } */ if (ent->spawnflags & 2) mod = MOD_HELD_GRENADE; else if (ent->spawnflags & 1) mod = MOD_HG_SPLASH; else mod = MOD_G_SPLASH; T_RadiusDamage(ent, ent->owner, ent->dmg, ent->enemy, ent->dmg_radius, mod); VectorMA (ent->s.origin, -0.02, ent->velocity, origin); // Ridah, trace a line to this "origin" to make sure it isn't in a solid (in which case the explosion won't show) if (!VectorCompare( ent->velocity, vec3_origin)) { tr = gi.trace( ent->s.origin, NULL, NULL, origin, ent, MASK_SOLID ); if (tr.fraction < 1) VectorCopy(ent->s.origin, origin); } gi.WriteByte (svc_temp_entity); if (!ent->enemy) { VectorClear( vec ); vec[2] = 1; } else { VectorSubtract( ent->s.origin, ent->enemy->s.origin, vec ); VectorNormalize( vec ); } if (ent->waterlevel) { gi.WriteByte (TE_CONCUSSION_EXPLOSION_WATER); } else { gi.WriteByte (TE_CONCUSSION_EXPLOSION_BIG); } gi.WritePosition (origin); gi.WriteDir( vec ); gi.WriteByte( (int)(ent->dmg) ); gi.multicast (ent->s.origin, MULTICAST_PHS); G_FreeEdict (ent); } // END JOSEPH // JOSEPH static void Grenade_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf) { if (other == ent->owner) return; if (other->takedamage) return; if (surf && (surf->flags & SURF_SKY)) { G_FreeEdict (ent); return; } if (surf && (surf->flags & SURF_ALPHA)) { // Grenade gets stuck in alpha surface if (!(crandom() < .85)) { ent->gravity = 0; VectorClear (ent->velocity); VectorClear (ent->avelocity); return; } } if (!other->takedamage) { VectorSet (ent->avelocity, crandom()*1000, crandom()*1000, crandom()*1000); if ((rand()%100) > 66) gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenade_launcher/grenade bounce1.wav"), 1, ATTN_NORM, 0); else if ((rand()%100) > 50) gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenade_launcher/grenade bounce2.wav"), 1, ATTN_NORM, 0); else gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenade_launcher/grenade bounce3.wav"), 1, ATTN_NORM, 0); // Ridah, Grenade Avoidance: notify AI of our existance AI_AvoidDangerousEntity( ent ); // done. return; } ent->enemy = other; Grenade_Explode (ent); } // END JOSEPH void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius) { edict_t *grenade; vec3_t dir; vec3_t forward, right, up; vectoangles (aimdir, dir); AngleVectors (dir, forward, right, up); grenade = G_Spawn(); VectorCopy (start, grenade->s.origin); VectorScale (aimdir, speed, grenade->velocity); VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity); VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity); VectorSet (grenade->avelocity, 150*(-1 + 2*(rand()%2)), 150*crandom(), 800); VectorCopy( dir, grenade->s.angles ); // grenade->movetype = MOVETYPE_TOSS_SLIDE;//MOVETYPE_BOUNCE; // the movetype_toss_slide is crashing the game grenade->movetype = MOVETYPE_BOUNCE; grenade->clipmask = MASK_SHOT; grenade->solid = SOLID_BBOX; grenade->s.effects |= EF_GRENADE; VectorClear (grenade->mins); VectorClear (grenade->maxs); // JOSEPH 30-APR-99 grenade->s.modelindex = gi.modelindex ("models/weapons/grenade/tris.md2"); // END JOSEPH grenade->owner = self; grenade->touch = Grenade_Touch; grenade->nextthink = level.time + timer; grenade->think = Grenade_Explode; grenade->dmg = damage; grenade->dmg_radius = damage_radius; grenade->classname = "grenade"; grenade->s.renderfx2 |= RF2_NOSHADOW; grenade->s.renderfx |= RF_REFL_MAP; // END JOSEPH // Ridah, Grenade Avoidance: notify AI of our existance /* { trace_t tr; VectorMA( grenade->s.origin, 800, forward, dir ); tr = gi.trace( grenade->s.origin, NULL, NULL, dir, self, MASK_SHOT ); VectorCopy( grenade->s.origin, dir ); VectorCopy( tr.endpos, grenade->s.origin ); VectorMA( grenade->s.origin, -16, forward, grenade->s.origin ); */ AI_AvoidDangerousEntity( self/*grenade*/ ); /* VectorCopy( dir, grenade->s.origin ); } */ // done. gi.linkentity (grenade); } // JOSEPH 19-MAY-99 void fire_dynamite (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius) { edict_t *grenade; vec3_t dir; vec3_t forward, right, up; vectoangles (aimdir, dir); AngleVectors (dir, forward, right, up); grenade = G_Spawn(); VectorCopy (start, grenade->s.origin); VectorScale (aimdir, speed, grenade->velocity); VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity); VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity); // the movetype_toss_slide is crashing the game grenade->movetype = MOVETYPE_BOUNCE; grenade->clipmask = MASK_SHOT; grenade->solid = SOLID_BBOX; grenade->s.effects |= EF_GRENADE; VectorClear (grenade->mins); VectorClear (grenade->maxs); grenade->s.modelindex = gi.modelindex ("models/props/dynomite/tris.md2"); grenade->owner = self; grenade->touch = Grenade_Touch; grenade->nextthink = level.time + timer; grenade->think = Grenade_Explode; grenade->dmg = damage; grenade->dmg_radius = damage_radius; grenade->classname = "grenade"; grenade->s.renderfx2 |= RF2_NOSHADOW; grenade->s.renderfx |= RF_REFL_MAP; AI_AvoidDangerousEntity( self); gi.linkentity (grenade); } // END JOSEPH void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held) { edict_t *grenade; vec3_t dir; vec3_t forward, right, up; vectoangles (aimdir, dir); AngleVectors (dir, forward, right, up); grenade = G_Spawn(); VectorCopy (start, grenade->s.origin); VectorScale (aimdir, speed, grenade->velocity); VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity); VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity); VectorSet (grenade->avelocity, 300, 300, 300); grenade->movetype = MOVETYPE_BOUNCE; grenade->clipmask = MASK_SHOT; grenade->solid = SOLID_BBOX; grenade->s.effects |= EF_GRENADE; VectorClear (grenade->mins); VectorClear (grenade->maxs); grenade->s.modelindex = gi.modelindex ("models/objects/grenade2/tris.md2"); grenade->owner = self; grenade->touch = Grenade_Touch; grenade->nextthink = level.time + timer; grenade->think = Grenade_Explode; grenade->dmg = damage; grenade->dmg_radius = damage_radius; grenade->classname = "hgrenade"; if (held) grenade->spawnflags = 3; else grenade->spawnflags = 1; grenade->s.sound = gi.soundindex("weapons/grenade_launcher/hgrenc1b.wav"); if (timer <= 0.0) Grenade_Explode (grenade); else { gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/grenade_launcher/hgrent1a.wav"), 1, ATTN_NORM, 0); gi.linkentity (grenade); } } /* ================= fire_rocket ================= */ void rocket_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf) { vec3_t origin, vec; if (other == ent->owner) return; if (surf && (surf->flags & SURF_SKY)) { G_FreeEdict (ent); return; } if (ent->owner->client) PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT); // calculate position for the explosion entity VectorMA (ent->s.origin, -0.02, ent->velocity, origin); if (other->takedamage) { T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, ent->dmg, 0, MOD_ROCKET); } else { /* // don't throw any debris in net games if (!deathmatch->value && !coop->value) { if ((surf) && !(surf->flags & (SURF_WARP|SURF_TRANS33|SURF_TRANS66|SURF_FLOWING))) { n = rand() % 5; while(n--) ThrowDebris (ent, "models/props/glass/glass2.md2", 2, ent->s.origin); } } */ } T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_R_SPLASH); gi.WriteByte (svc_temp_entity); if (other->takedamage || !plane) { VectorSubtract( ent->s.origin, other->s.origin, vec ); VectorNormalize( vec ); } else { VectorCopy( plane->normal, vec ); } if (ent->waterlevel) { gi.WriteByte (TE_CONCUSSION_EXPLOSION_WATER); } else { gi.WriteByte (TE_CONCUSSION_EXPLOSION); } gi.WritePosition (origin); gi.WriteDir( vec ); gi.WriteByte( (int)(ent->dmg / 2) ); gi.multicast (ent->s.origin, MULTICAST_PHS); /* gi.WriteByte (svc_temp_entity); if (ent->waterlevel) gi.WriteByte (TE_ROCKET_EXPLOSION_WATER); else gi.WriteByte (TE_ROCKET_EXPLOSION); gi.WritePosition (origin); gi.multicast (ent->s.origin, MULTICAST_PHS); */ G_FreeEdict (ent); } void rocket_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point, int mdx_part, int mdx_subobject) { self->takedamage = DAMAGE_NO; rocket_touch( self, self, NULL, NULL ); } void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage) { edict_t *rocket; rocket = G_Spawn(); VectorCopy (start, rocket->s.origin); VectorCopy (dir, rocket->movedir); vectoangles (dir, rocket->s.angles); VectorScale (dir, speed, rocket->velocity); rocket->movetype = MOVETYPE_FLYMISSILE; rocket->clipmask = MASK_SHOT; rocket->solid = SOLID_BBOX; rocket->s.effects |= EF_ROCKET; VectorClear (rocket->mins); VectorClear (rocket->maxs); // JOSEPH 24-FEB-99 rocket->s.modelindex = gi.modelindex ("models/weapons/shella/tris.md2"); rocket->s.renderfx2 |= RF2_NOSHADOW; // END JOSEPH rocket->owner = self; rocket->touch = rocket_touch; rocket->nextthink = level.time + 8000/speed; rocket->think = G_FreeEdict; rocket->dmg = damage; rocket->radius_dmg = radius_damage; rocket->dmg_radius = damage_radius; // JOSEPH 29-MAR-99 //rocket->s.sound = gi.soundindex ("weapons/bazooka/rockfly.wav"); // END JOSEPH rocket->classname = "rocket"; rocket->health = 10; rocket->takedamage = DAMAGE_YES; rocket->die = rocket_die; PlayerNoise(self, start, PNOISE_WEAPON); // gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/bazooka/baz_fire.wav"), 1, ATTN_NORM, 0); if (self->client) check_dodge (self, rocket->s.origin, dir, speed); gi.linkentity (rocket); } /* ================= fire_rail ================= */ void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick) { vec3_t from; vec3_t end; trace_t tr; edict_t *ignore; int mask; qboolean water; VectorMA (start, 8192, aimdir, end); VectorCopy (start, from); ignore = self; water = false; mask = MASK_SHOT|CONTENTS_SLIME|CONTENTS_LAVA; while (ignore) { tr = gi.trace (from, NULL, NULL, end, ignore, mask); if (tr.contents & (CONTENTS_SLIME|CONTENTS_LAVA)) { mask &= ~(CONTENTS_SLIME|CONTENTS_LAVA); water = true; } else { if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client)) ignore = tr.ent; else ignore = NULL; if ((tr.ent != self) && (tr.ent->takedamage)) T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, 0, MOD_RAILGUN); } VectorCopy (tr.endpos, from); } // send gun puff / flash gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_RAILTRAIL); gi.WritePosition (start); gi.WritePosition (tr.endpos); gi.WriteDir (tr.plane.normal); gi.multicast (self->s.origin, MULTICAST_PHS); if (self->client) PlayerNoise(self, tr.endpos, PNOISE_IMPACT); } /* ================= fire_bfg ================= */ void bfg_explode (edict_t *self) { edict_t *ent; float points; vec3_t v; float dist; if (self->s.frame == 0) { // the BFG effect ent = NULL; while ((ent = findradius(ent, self->s.origin, self->dmg_radius)) != NULL) { if (!ent->takedamage) continue; if (ent == self->owner) continue; if (!CanDamage (ent, self)) continue; if (!CanDamage (ent, self->owner)) continue; VectorAdd (ent->mins, ent->maxs, v); VectorMA (ent->s.origin, 0.5, v, v); VectorSubtract (self->s.origin, v, v); dist = VectorLength(v); points = self->radius_dmg * (1.0 - sqrt(dist/self->dmg_radius)); if (ent == self->owner) points = points * 0.5; gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_BFG_EXPLOSION); gi.WritePosition (ent->s.origin); gi.multicast (ent->s.origin, MULTICAST_PHS); T_Damage (ent, self, self->owner, self->velocity, ent->s.origin, vec3_origin, (int)points, 0, DAMAGE_ENERGY, MOD_BFG_EFFECT); } } self->nextthink = level.time + FRAMETIME; self->s.frame++; if (self->s.frame == 5) self->think = G_FreeEdict; } void bfg_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) { if (other == self->owner) return; if (surf && (surf->flags & SURF_SKY)) { G_FreeEdict (self); return; } if (self->owner->client) PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT); // core explosion - prevents firing it into the wall/floor if (other->takedamage) T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, 200, 0, 0, MOD_BFG_BLAST); T_RadiusDamage(self, self->owner, 200, other, 100, MOD_BFG_BLAST); gi.sound (self, CHAN_VOICE, gi.soundindex ("weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0); self->solid = SOLID_NOT; self->touch = NULL; VectorMA (self->s.origin, -1 * FRAMETIME, self->velocity, self->s.origin); VectorClear (self->velocity); self->s.modelindex = gi.modelindex ("sprites/s_bfg3.sp2"); self->s.frame = 0; self->s.sound = 0; self->s.effects &= ~EF_ANIM_ALLFAST; self->think = bfg_explode; self->nextthink = level.time + FRAMETIME; self->enemy = other; gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_BFG_BIGEXPLOSION); gi.WritePosition (self->s.origin); gi.multicast (self->s.origin, MULTICAST_PVS); } void bfg_think (edict_t *self) { edict_t *ent; edict_t *ignore; vec3_t point; vec3_t dir; vec3_t start; vec3_t end; int dmg; trace_t tr; if (deathmatch->value) dmg = 5; else dmg = 10; ent = NULL; while ((ent = findradius(ent, self->s.origin, 256)) != NULL) { if (ent == self) continue; if (ent == self->owner) continue; if (!ent->takedamage) continue; if (!(ent->svflags & SVF_MONSTER) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0)) continue; VectorMA (ent->absmin, 0.5, ent->size, point); VectorSubtract (point, self->s.origin, dir); VectorNormalize (dir); ignore = self; VectorCopy (self->s.origin, start); VectorMA (start, 2048, dir, end); while(1) { tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER); if (!tr.ent) break; // hurt it if we can if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER) && (tr.ent != self->owner)) T_Damage (tr.ent, self, self->owner, dir, tr.endpos, vec3_origin, dmg, 1, DAMAGE_ENERGY, MOD_BFG_LASER); // if we hit something that's not a monster or player we're done if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client)) { gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_LASER_SPARKS); gi.WriteByte (4); gi.WritePosition (tr.endpos); gi.WriteDir (tr.plane.normal); gi.WriteByte (self->s.skinnum); gi.multicast (tr.endpos, MULTICAST_PVS); break; } ignore = tr.ent; VectorCopy (tr.endpos, start); } gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_BFG_LASER); gi.WritePosition (self->s.origin); gi.WritePosition (tr.endpos); gi.multicast (self->s.origin, MULTICAST_PHS); } self->nextthink = level.time + FRAMETIME; } void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius) { edict_t *bfg; bfg = G_Spawn(); VectorCopy (start, bfg->s.origin); VectorCopy (dir, bfg->movedir); vectoangles (dir, bfg->s.angles); VectorScale (dir, speed, bfg->velocity); bfg->movetype = MOVETYPE_FLYMISSILE; bfg->clipmask = MASK_SHOT; bfg->solid = SOLID_BBOX; bfg->s.effects |= EF_BFG | EF_ANIM_ALLFAST; VectorClear (bfg->mins); VectorClear (bfg->maxs); bfg->s.modelindex = gi.modelindex ("sprites/s_bfg1.sp2"); bfg->owner = self; bfg->touch = bfg_touch; bfg->nextthink = level.time + 8000/speed; bfg->think = G_FreeEdict; bfg->radius_dmg = damage; bfg->dmg_radius = damage_radius; bfg->classname = "bfg blast"; bfg->s.sound = gi.soundindex ("weapons/bfg__l1a.wav"); bfg->think = bfg_think; bfg->nextthink = level.time + FRAMETIME; bfg->teammaster = bfg; bfg->teamchain = NULL; if (self->client) check_dodge (self, bfg->s.origin, dir, speed); gi.linkentity (bfg); } // RAFAEL /* fire_ionripper */ void ionripper_sparks (edict_t *self) { gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_WELDING_SPARKS); gi.WriteByte (0); gi.WritePosition (self->s.origin); gi.WriteDir (vec3_origin); gi.WriteByte (0xe4 + (rand()&3)); gi.multicast (self->s.origin, MULTICAST_PVS); G_FreeEdict (self); } // RAFAEL void ionripper_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) { if (other == self->owner) return; if (surf && (surf->flags & SURF_SKY)) { G_FreeEdict (self); return; } if (self->owner->client) PlayerNoise (self->owner, self->s.origin, PNOISE_IMPACT); if (other->takedamage) { T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, MOD_RIPPER); } else { return; } G_FreeEdict (self); } /* // RAFAEL void fire_ionripper (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect) { edict_t *ion; trace_t tr; VectorNormalize (dir); ion = G_Spawn (); VectorCopy (start, ion->s.origin); VectorCopy (start, ion->s.old_origin); vectoangles (dir, ion->s.angles); VectorScale (dir, speed, ion->velocity); ion->movetype = MOVETYPE_WALLBOUNCE; ion->clipmask = MASK_SHOT; ion->solid = SOLID_BBOX; ion->s.effects |= effect; ion->s.renderfx |= RF_FULLBRIGHT; VectorClear (ion->mins); VectorClear (ion->maxs); ion->s.modelindex = gi.modelindex ("models/objects/boomrang/tris.md2"); ion->s.sound = gi.soundindex ("misc/lasfly.wav"); ion->owner = self; ion->touch = ionripper_touch; ion->nextthink = level.time + 3; ion->think = ionripper_sparks; ion->dmg = damage; ion->dmg_radius = 100; gi.linkentity (ion); if (self->client) check_dodge (self, ion->s.origin, dir, speed); tr = gi.trace (self->s.origin, NULL, NULL, ion->s.origin, ion, MASK_SHOT); if (tr.fraction < 1.0) { VectorMA (ion->s.origin, -10, dir, ion->s.origin); ion->touch (ion, tr.ent, NULL, NULL); } } */ // RAFAEL /* fire_heat */ void heat_think (edict_t *self) { edict_t *target = NULL; edict_t *aquire = NULL; vec3_t vec; vec3_t oldang; int len; int oldlen = 0; VectorClear (vec); // aquire new target while (( target = findradius (target, self->s.origin, 1024)) != NULL) { if (self->owner == target) continue; // JOSEPH 14-MAY-99 if (!(target->svflags & SVF_MONSTER)) continue; // END JOSEPH if (!target->client) continue; if (target->health <= 0) continue; if (!visible (self, target)) continue; // if we need to reduce the tracking cone /* { vec3_t vec; float dot; vec3_t forward; AngleVectors (self->s.angles, forward, NULL, NULL); VectorSubtract (target->s.origin, self->s.origin, vec); VectorNormalize (vec); dot = DotProduct (vec, forward); if (dot > 0.6) continue; } */ if (!infront (self, target)) continue; VectorSubtract (self->s.origin, target->s.origin, vec); len = VectorLength (vec); if (aquire == NULL || len < oldlen) { aquire = target; self->target_ent = aquire; oldlen = len; } } if (aquire != NULL) { VectorCopy (self->s.angles, oldang); VectorSubtract (aquire->s.origin, self->s.origin, vec); vectoangles (vec, self->s.angles); VectorNormalize (vec); VectorCopy (vec, self->movedir); VectorScale (vec, 500, self->velocity); } self->nextthink = level.time + 0.1; } // RAFAEL void fire_heat (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage) { edict_t *heat; heat = G_Spawn(); VectorCopy (start, heat->s.origin); VectorCopy (dir, heat->movedir); vectoangles (dir, heat->s.angles); VectorScale (dir, speed, heat->velocity); heat->movetype = MOVETYPE_FLYMISSILE; heat->clipmask = MASK_SHOT; heat->solid = SOLID_BBOX; heat->s.effects |= EF_ROCKET; VectorClear (heat->mins); VectorClear (heat->maxs); heat->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2"); heat->owner = self; heat->touch = rocket_touch; heat->nextthink = level.time + 0.1; heat->think = heat_think; heat->dmg = damage; heat->radius_dmg = radius_damage; heat->dmg_radius = damage_radius; // JOSEPH 29-MAR-99 //heat->s.sound = gi.soundindex ("weapons/rocket_launcher/rockfly.wav"); // END JOSEPH if (self->client) check_dodge (self, heat->s.origin, dir, speed); gi.linkentity (heat); } // RAFAEL /* fire_plasma */ void plasma_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf) { vec3_t origin; if (other == ent->owner) return; if (surf && (surf->flags & SURF_SKY)) { G_FreeEdict (ent); return; } if (ent->owner->client) PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT); // calculate position for the explosion entity VectorMA (ent->s.origin, -0.02, ent->velocity, origin); if (other->takedamage) { T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_PHALANX); } T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_PHALANX); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_PLASMA_EXPLOSION); gi.WritePosition (origin); gi.multicast (ent->s.origin, MULTICAST_PVS); G_FreeEdict (ent); } // RAFAEL void fire_plasma (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage) { edict_t *plasma; plasma = G_Spawn(); VectorCopy (start, plasma->s.origin); VectorCopy (dir, plasma->movedir); vectoangles (dir, plasma->s.angles); VectorScale (dir, speed, plasma->velocity); plasma->movetype = MOVETYPE_FLYMISSILE; plasma->clipmask = MASK_SHOT; plasma->solid = SOLID_BBOX; VectorClear (plasma->mins); VectorClear (plasma->maxs); plasma->owner = self; plasma->touch = plasma_touch; plasma->nextthink = level.time + 8000/speed; plasma->think = G_FreeEdict; plasma->dmg = damage; plasma->radius_dmg = radius_damage; plasma->dmg_radius = damage_radius; // JOSEPH 29-MAR-99 //plasma->s.sound = gi.soundindex ("weapons/rocket_launcher/rockfly.wav"); // END JOSEPH plasma->s.modelindex = gi.modelindex ("sprites/s_photon.sp2"); plasma->s.effects |= EF_PLASMA | EF_ANIM_ALLFAST; if (self->client) check_dodge (self, plasma->s.origin, dir, speed); gi.linkentity (plasma); } // RAFAEL extern void SP_item_foodcube (edict_t *best); // RAFAEL static void Trap_Think (edict_t *ent) { edict_t *target = NULL; edict_t *best = NULL; vec3_t vec; int len, i; int oldlen = 8000; vec3_t forward, right, up; if (ent->timestamp < level.time) { BecomeExplosion1(ent); // note to self // cause explosion damage??? return; } ent->nextthink = level.time + 0.1; if (!ent->groundentity) return; // ok lets do the blood effect if (ent->s.frame > 4) { if (ent->s.frame == 5) { if (ent->wait == 64) gi.sound(ent, CHAN_VOICE, gi.soundindex ("weapons/trapdown.wav"), 1, ATTN_IDLE, 0); ent->wait -= 2; ent->delay += level.time; for (i=0; i<3; i++) { best = G_Spawn(); if (strcmp (ent->enemy->classname, "monster_gekk") == 0) { best->s.modelindex = gi.modelindex ("models/objects/gekkgib/torso/tris.md2"); best->s.effects |= TE_GREENBLOOD; } else if (ent->mass > 200) { best->s.modelindex = gi.modelindex ("models/objects/gibs/chest/tris.md2"); best->s.effects |= TE_BLOOD; } else { best->s.modelindex = gi.modelindex ("models/objects/gibs/sm_meat/tris.md2"); best->s.effects |= TE_BLOOD; } AngleVectors (ent->s.angles, forward, right, up); RotatePointAroundVector( vec, up, right, ((360.0/3)* i)+ent->delay); VectorMA (vec, ent->wait/2, vec, vec); VectorAdd(vec, ent->s.origin, vec); VectorAdd(vec, forward, best->s.origin); best->s.origin[2] = ent->s.origin[2] + ent->wait; VectorCopy (ent->s.angles, best->s.angles); best->solid = SOLID_NOT; best->s.effects |= EF_GIB; best->takedamage = DAMAGE_YES; best->movetype = MOVETYPE_TOSS; best->svflags |= SVF_MONSTER; best->deadflag = DEAD_DEAD; VectorClear (best->mins); VectorClear (best->maxs); best->watertype = gi.pointcontents(best->s.origin); if (best->watertype & MASK_WATER) best->waterlevel = 1; best->nextthink = level.time + 0.1; best->think = G_FreeEdict; gi.linkentity (best); } if (ent->wait < 19) ent->s.frame ++; return; } ent->s.frame ++; if (ent->s.frame == 8) { ent->nextthink = level.time + 1.0; ent->think = G_FreeEdict; best = G_Spawn (); SP_item_foodcube (best); VectorCopy (ent->s.origin, best->s.origin); best->s.origin[2]+= 16; best->velocity[2] = 400; best->count = ent->mass; gi.linkentity (best); return; } return; } ent->s.effects &= ~EF_TRAP; if (ent->s.frame >= 4) { ent->s.effects |= EF_TRAP; VectorClear (ent->mins); VectorClear (ent->maxs); } if (ent->s.frame < 4) ent->s.frame++; while ((target = findradius(target, ent->s.origin, 256)) != NULL) { if (target == ent) continue; if (!(target->svflags & SVF_MONSTER) && !target->client) continue; if (target == ent->owner) continue; if (target->health <= 0) continue; if (!visible (ent, target)) continue; if (!best) { best = target; continue; } VectorSubtract (ent->s.origin, target->s.origin, vec); len = VectorLength (vec); if (len < oldlen) { oldlen = len; best = target; } } // pull the enemy in if (best) { vec3_t forward; if (best->groundentity) { best->s.origin[2] += 1; best->groundentity = NULL; } VectorSubtract (ent->s.origin, best->s.origin, vec); len = VectorLength (vec); if (best->client) { VectorNormalize (vec); VectorMA (best->velocity, 250, vec, best->velocity); } else { best->ideal_yaw = vectoyaw(vec); M_ChangeYaw (best); AngleVectors (best->s.angles, forward, NULL, NULL); VectorScale (forward, 256, best->velocity); } gi.sound(ent, CHAN_VOICE, gi.soundindex ("weapons/trapsuck.wav"), 1, ATTN_IDLE, 0); if (len < 32) { if (best->mass < 400) { T_Damage (best, ent, ent, vec3_origin, best->s.origin, vec3_origin, 100000, 1, 0, MOD_TRAP); ent->enemy = best; ent->wait = 64; VectorCopy (ent->s.origin, ent->s.old_origin); ent->timestamp = level.time + 30; ent->mass = best->mass/4; // ok spawn the food cube ent->s.frame = 5; } else { BecomeExplosion1(ent); // note to self // cause explosion damage??? return; } } } } // RAFAEL void fire_trap (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held) { edict_t *trap; vec3_t dir; vec3_t forward, right, up; vectoangles (aimdir, dir); AngleVectors (dir, forward, right, up); trap = G_Spawn(); VectorCopy (start, trap->s.origin); VectorScale (aimdir, speed, trap->velocity); VectorMA (trap->velocity, 200 + crandom() * 10.0, up, trap->velocity); VectorMA (trap->velocity, crandom() * 10.0, right, trap->velocity); VectorSet (trap->avelocity, 0, 300, 0); trap->movetype = MOVETYPE_BOUNCE; trap->clipmask = MASK_SHOT; trap->solid = SOLID_BBOX; // VectorClear (trap->mins); // VectorClear (trap->maxs); VectorSet (trap->mins, -4, -4, 0); VectorSet (trap->maxs, 4, 4, 8); trap->s.modelindex = gi.modelindex ("models/weapons/z_trap/tris.md2"); trap->owner = self; trap->nextthink = level.time + 1.0; trap->think = Trap_Think; trap->dmg = damage; trap->dmg_radius = damage_radius; trap->classname = "htrap"; // RAFAEL 16-APR-98 trap->s.sound = gi.soundindex ("weapons/traploop.wav"); // END 16-APR-98 if (held) trap->spawnflags = 3; else trap->spawnflags = 1; if (timer <= 0.0) Grenade_Explode (trap); else { // gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/trapdown.wav"), 1, ATTN_NORM, 0); gi.linkentity (trap); } trap->timestamp = level.time + 30; } //---------------------------------------------------------------------------------------------------- // Flame-Thrower // copied from CL_FlameEffects() #define FLAME_SPEED 750.0 // increase to make it longer #define FLAME_INC 0.6 // decrease to spawn more flame sprites (more overlapping) #define FLAME_RAND_SIZE 0.3 // range from 0.0 -> 2.0 #define FLAME_RAND_ALPHA 0.3 // range from 0.0 -> 2.0 #define FLAME_START_OFFSET 24.0 #define FLAME_LIFETIME 0.8 #define FLAME_BLUE_LENGTH 42.0 static vec3_t jmins = {-16, -16, 0}; static vec3_t jmaxs = { 16, 16, 24}; void FlameJunc_Think( edict_t *self ) { vec3_t oldorg; trace_t tr; VectorCopy( self->s.origin, oldorg ); // move it VectorMA( self->s.origin, FRAMETIME, self->velocity, self->s.origin ); tr = gi.trace( oldorg, jmins, jmaxs, self->s.origin, NULL, MASK_SOLID ); if (tr.fraction < 1) { // copied from ClipVelocity() #define STOP_EPSILON 0.1 float backoff; float change; int i; // go through alpha surfaces if (tr.contents & MASK_ALPHA) { vec3_t start, unitvel; float maxdist, dist; if (tr.startsolid) maxdist = VectorLength( self->velocity ) * FRAMETIME; else maxdist = VectorLength( self->velocity ) * (1 - tr.fraction) * FRAMETIME; VectorNormalize2( self->velocity, unitvel ); VectorCopy( tr.endpos, start ); dist = 4; VectorMA( start, dist, unitvel, start ); tr.startsolid = 1; // to get us started while ((dist < maxdist) && tr.startsolid && (tr.contents & MASK_ALPHA)) { tr = gi.trace ( start, jmins, jmaxs, self->s.origin, NULL, MASK_SOLID ); dist += 4; VectorMA( start, 4, unitvel, start ); } if (dist >= maxdist || tr.fraction == 1) { tr.fraction = 1; goto skip_clip; } } backoff = DotProduct (self->velocity, tr.plane.normal) * 1.5; //slide for (i=0 ; i<3 ; i++) { change = tr.plane.normal[i]*backoff; self->velocity[i] = self->velocity[i] - change; if (self->velocity[i] > -STOP_EPSILON && self->velocity[i] < STOP_EPSILON) self->velocity[i] = 0; } VectorCopy( tr.endpos, self->s.origin ); VectorMA( self->s.origin, 4, tr.plane.normal, self->s.origin ); VectorNormalize2( self->velocity, self->last_step_pos ); if (!self->acc) { // slow it down VectorScale( self->velocity, 0.5, self->velocity ); } self->acc = true; if (strstr(tr.surface->name, "wood")) // spawn some smoke { static vec3_t last_pos; static float last_time; vec3_t sm_pos; // so we don't spawn too many sprites over each other if (last_time > (level.time - 0.5)) { if (VectorDistance( last_pos, tr.endpos ) < (32 * (deathmatch->value+1))) goto skip_smoke; } last_time = level.time; VectorCopy( tr.endpos, last_pos ); VectorMA( tr.endpos, 16, tr.plane.normal, sm_pos ); sm_pos[2] -= 12; gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_SFXSMOKE); gi.WritePosition (sm_pos); gi.WriteByte (48); gi.WriteByte (0); gi.multicast (tr.endpos, MULTICAST_PVS); } skip_smoke:; } skip_clip: //NAV_DrawLine( self->s.old_origin, self->s.origin ); // Now do the damage // if (self->biketime < level.time) { T_RadiusDamage( self, self->owner, self->dmg * (deathmatch->value ? 3 : 1), NULL, 128, MOD_FLAMETHROWER ); self->biketime = level.time; } if (self->timestamp <= level.time) { G_FreeEdict( self ); return; } self->nextthink = level.time + 0.1; } // JOSEPH 23-OCT-98 void fire_flamethrower (edict_t *self, vec3_t start, vec3_t forward, int damage, int kick, int mod) { trace_t tr; vec3_t end, xforward, xright, xup, dir; vec3_t org, oldorg; // float r, u; edict_t *junc; static vec3_t mins = {-2, -2, -4}; static vec3_t maxs = { 2, 2, 4}; if (self->waterlevel > 1) { // gi.dprintf( "SOUND TODO: Flamethrower under water\n" ); return; } vectoangles (forward, dir); AngleVectors (dir, xforward, xright, xup); // find the start position (using same as CL_FlameEffects() ) VectorCopy( self->s.origin, org ); org[2] -= 32; VectorMA ( org, FLAME_START_OFFSET, forward, org ); VectorMA ( org, 7, xright, org ); org[2] += 64.5; VectorMA ( org, -5.5, xup, org ); VectorCopy( org, start ); VectorMA( start, 8, xup, start ); VectorMA ( start, (FLAME_SPEED*FLAME_LIFETIME), xforward, end ); tr = gi.trace (start, mins, maxs, end, self, MASK_SOLID); PlayerNoise(self, start, PNOISE_WEAPON); if (!(self->svflags & SVF_MONSTER)) { if (tr.startsolid || tr.fraction * FLAME_SPEED * FLAME_LIFETIME < 32) // hurt self { if (tr.ent->takedamage) T_Damage (tr.ent, self, self, forward, self->s.origin, vec3_origin, damage, kick, 10, mod); T_Damage (self, self, self, forward, self->s.origin, vec3_origin, damage, kick, 10, mod); gi.sound (self, CHAN_BODY, gi.soundindex ("world/fire.wav"), 1, ATTN_NORM, 0); return; } } // Spawn a junction junc = G_Spawn(); VectorMA( org, 0, forward, junc->s.origin ); VectorMA( junc->s.origin, -4, xup, junc->s.origin ); VectorMA( junc->s.origin, 3, xright, junc->s.origin ); VectorScale( forward, FLAME_SPEED, junc->velocity ); VectorCopy( forward, junc->last_step_pos ); // last_step_pos is unit vel // move it to the fadein position VectorCopy( junc->s.origin, oldorg ); VectorMA( junc->s.origin, (FLAME_BLUE_LENGTH/FLAME_SPEED) * 2.5, junc->velocity, junc->s.origin ); // trace the spawning location tr = gi.trace ( oldorg, jmins, jmaxs, junc->s.origin, self, MASK_SOLID ); VectorCopy( tr.endpos, junc->s.origin ); junc->dmg = damage; junc->acc = 0; // hit wall flag junc->biketime = 0; junc->owner = self; VectorCopy( junc->s.origin, junc->s.old_origin ); junc->timestamp = level.time + FLAME_LIFETIME; junc->think = FlameJunc_Think; junc->nextthink = level.time + 0.1; if (self->svflags & SVF_MONSTER) { if (self->enemy) { { float dist; vec3_t vec; VectorSubtract (self->s.origin, self->enemy->s.origin, vec); dist = VectorLength (vec); if (dist < 64) T_Damage (self->enemy, self, self, forward, self->s.origin, vec3_origin, 2, kick, 10, mod); } } } /* if (!tr.ent->takedamage && (tr.fraction > 0.1)) { trace_t tr; vec3_t mins, maxs; vec3_t temp; VectorSet (mins, -16,-16,-16); VectorSet (maxs, 16,16,16); VectorCopy (self->s.origin, temp); temp[2] += 36; tr = gi.trace (temp, mins, maxs, end, self, MASK_SHOT); if (strstr(tr.surface->name, "wood")) // spawn some smoke { static vec3_t last_pos; static float last_time; // so we don't spawn too many sprites over each other if (last_time > (level.time - 0.5)) { if (VectorDistance( last_pos, tr.endpos ) < 32) goto skip_smoke; } last_time = level.time; VectorCopy( tr.endpos, last_pos ); VectorMA( tr.endpos, 16, tr.plane.normal, sm_pos ); sm_pos[2] -= 12; gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_SFXSMOKE); gi.WritePosition (sm_pos); // gi.WriteDir (tr.ent->s.angles); gi.WriteByte (48); gi.WriteByte (0); gi.multicast (tr.endpos, MULTICAST_PVS); } skip_smoke: return; } else { gi.sound (self, CHAN_VOICE, gi.soundindex ("weapons/flame_thrower/flame_thr.wav"), 1, ATTN_NORM, 0); } if (tr.ent->health <= 0) return; // Ridah, no need to do area-based damage with Flamethrower (uses CPU and isn't as precise as a bullet is anyway) T_Damage (tr.ent, self, self, forward, tr.endpos, tr.plane.normal, damage, kick, 10, mod); if (tr.ent->svflags & SVF_MONSTER) { if (tr.ent->cast_info.catch_fire) tr.ent->cast_info.catch_fire( tr.ent, self ); if (tr.ent->onfiretime < -20) { tr.ent->onfiretime = 1; if (!(strcmp (tr.ent->classname, "cast_bitch"))) gi.sound(tr.ent, CHAN_VOICE, gi.soundindex("actors/bitch/death.wav"), 1, ATTN_NORM, 0); else gi.sound(tr.ent, CHAN_VOICE, gi.soundindex("actors/flamedeath2.wav"), 1, ATTN_NORM, 0); } if (tr.ent->onfiretime > 0) { if (self->client || self->svflags & SVF_MONSTER) tr.ent->onfireent = self; else tr.ent->onfireent = NULL; tr.ent->onfiretime = 100; } else { tr.ent->onfiretime -= 5; } } */ } // END JOSEPH static qboolean fire_concussion (edict_t *self, vec3_t start, vec3_t aimdir, float dist, int damage, int kick, int te_impact, int hspread, int vspread, int mod) { trace_t tr, mdx_tr; vec3_t dir; vec3_t forward, right, up; vec3_t end; float r; float u; vec3_t water_start/*, alpha_start*/; qboolean water = false; // JOSEPH 10-JUN-99 qboolean water2 = false; // END JOSEPH int content_mask = MASK_SHOT | MASK_WATER | MASK_ALPHA; int len; //int NoBulletHole; int pointblank = 0; // vec3_t tempvec; int conweap = 0; qboolean is_mdx = false; tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT ); if (!(tr.fraction < 1.0)) { vectoangles (aimdir, dir); AngleVectors (dir, forward, right, up); r = crandom()*hspread; u = fabs(crandom()*vspread); VectorMA (start, dist, forward, end); VectorMA (end, r, right, end); VectorMA (end, u, up, end); if (gi.pointcontents (start) & MASK_WATER) { water = true; VectorCopy (start, water_start); content_mask &= ~MASK_WATER; } tr = gi.trace (start, NULL, NULL, end, self, content_mask); if (mod == MOD_BLACKJACK) { conweap = 1; if (tr.ent->client) { if (infront( tr.ent, self )) tr.ent->client->kick_angles[0] = -damage; else /// hit from behind tr.ent->client->kick_angles[0] = damage; } } // JOSEPH 19-JAN-99 if ((mod == MOD_BLACKJACK) || (mod == MOD_CROWBAR)) { conweap = 1; if (tr.ent->client) { if (infront( tr.ent, self )) tr.ent->client->kick_angles[0] = -damage; else /// hit from behind tr.ent->client->kick_angles[0] = damage; } } // END JOSEPH // see if we hit water if (tr.contents & MASK_WATER) { int color; water = true; VectorCopy (tr.endpos, water_start); if (!VectorCompare (start, tr.endpos)) { // JOSEPH 10-JUN-99 water2 = true; // END JOSEPH if (tr.contents & CONTENTS_WATER) { if (strcmp(tr.surface->name, "*brwater") == 0) color = SPLASH_BROWN_WATER; else color = SPLASH_BLUE_WATER; } else if (tr.contents & CONTENTS_SLIME) color = SPLASH_SLIME; else if (tr.contents & CONTENTS_LAVA) color = SPLASH_LAVA; else color = SPLASH_UNKNOWN; if (color != SPLASH_UNKNOWN) { gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_SPLASH); gi.WriteByte (8); gi.WritePosition (tr.endpos); gi.WriteDir (tr.plane.normal); gi.WriteByte (color); gi.multicast (tr.endpos, MULTICAST_PVS); } if (color == SPLASH_BLUE_WATER) { // Ripple effect SurfaceSpriteEffect( SFX_SPRITE_SURF_RIPPLE, SFX_RIPPLE_WIDTH, SFX_RIPPLE_HEIGHT, tr.ent, tr.endpos, tr.plane.normal ); SurfaceSpriteEffect( SFX_SPRITE_SURF_RIPPLE, SFX_RIPPLE_WIDTH<<1, SFX_RIPPLE_HEIGHT<<1, tr.ent, tr.endpos, tr.plane.normal ); SurfaceSpriteEffect( SFX_SPRITE_SURF_RIPPLE, SFX_RIPPLE_WIDTH>>1, SFX_RIPPLE_HEIGHT>>1, tr.ent, tr.endpos, tr.plane.normal ); } } } } // send gun puff / flash if (!((tr.surface) && (tr.surface->flags & SURF_SKY))) { if (tr.fraction < 1.0) { // JOSEPH 4-DEC-98 if (tr.ent->svflags & SVF_MONSTER || tr.ent->client) { } else if (mod != MOD_DOGBITE) { // JOSEPH 6-MAY-99 if (tr.ent->svflags & SVF_PROP) { tr.surface->flags = tr.ent->surfacetype; } // END JOSEPH // JOSEPH 10-JUN-99 if (water2) { gi.sound (self, CHAN_AUTO, gi.soundindex ("actors/player/male/watr_in.wav"), 1, ATTN_NORM, 0); } else if (tr.surface->flags & SURF_CONCRETE) // END JOSEPH { gi.sound (self, CHAN_AUTO, gi.soundindex ("weapons/melee/pipehitcement.wav"), 1, ATTN_NORM, 0); } else if (tr.surface->flags & SURF_FABRIC) { gi.sound (self, CHAN_AUTO, gi.soundindex ("weapons/melee/pipehitbody.wav"), 1, ATTN_NORM, 0); } else if (tr.surface->flags & SURF_GRAVEL) { gi.sound (self, CHAN_AUTO, gi.soundindex ("weapons/melee/pipehitgravel.wav"), 1, ATTN_NORM, 0); } else if (tr.surface->flags & SURF_METAL) { gi.sound (self, CHAN_AUTO, gi.soundindex ("weapons/melee/pipehittin.wav"), 1, ATTN_NORM, 0); } else if (tr.surface->flags & SURF_METAL_L) { gi.sound (self, CHAN_AUTO, gi.soundindex ("weapons/melee/pipehittin.wav"), 1, ATTN_NORM, 0); } else if (tr.surface->flags & SURF_SNOW) { gi.sound (self, CHAN_AUTO, gi.soundindex ("weapons/melee/pipehittin.wav"), 1, ATTN_NORM, 0); } else if (tr.surface->flags & SURF_TILE) { gi.sound (self, CHAN_AUTO, gi.soundindex ("weapons/melee/pipehittile.wav"), 1, ATTN_NORM, 0); } else if (tr.surface->flags & SURF_WOOD) { gi.sound (self, CHAN_AUTO, gi.soundindex ("weapons/melee/pipehitwood.wav"), 1, ATTN_NORM, 0); } else { gi.sound (self, CHAN_VOICE, gi.soundindex ("weapons/melee/pipehitcement.wav"), 1, ATTN_NORM, 0); } PlayerNoise(self, start, PNOISE_WEAPON); } // END JOSEPH // NAV_DrawLine(start, tr.endpos); // gi.dprintf ("hit: %s\n", tr.ent->classname); if (tr.ent->takedamage) { // Point blank range shot gives more damage /* VectorSubtract (tr.endpos, self->s.origin, tempvec); len = VectorNormalize (tempvec); if (len < 64) { damage *= 2; pointblank = 1; } */ // JOSEPH 11-APR-99 if ((tr.ent->svflags & SVF_PROP) || (!strcmp(tr.ent->classname,"func_explosive"))) { extern int ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce); vec3_t dir; VectorCopy( tr.plane.normal, dir ); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_IMPACT_CONCUSSION); gi.WritePosition (tr.endpos); gi.WriteDir (dir); gi.multicast (tr.endpos, MULTICAST_PVS); if (self->client) PlayerNoise(self, tr.endpos, PNOISE_IMPACT); } // END JOSEPH // RAFAEL 7-30-98 if (tr.ent->s.num_parts && !(tr.ent->client) && !(self->svflags & SVF_MONSTER)) { // either way, react to this attempted hostility // JOSEPH 9-FEB-99 if (!(tr.ent->svflags & SVF_PROP)) M_ReactToDamage (tr.ent, self, damage ); // END JOSEPH { trace_t ignore; int max_iterations=1; ignore = tr; while (max_iterations--) { mdx_tr = MDX_HitCheck (ignore.ent, self, self, aimdir, ignore.endpos, ignore.plane.normal, damage, kick, DAMAGE_BULLET, mod, end); if (mdx_tr.ent->flags & FL_MDXBBOX) // we hit an mdx_bbox { is_mdx = true; break; } else if (mdx_tr.ent->takedamage && mdx_tr.ent->s.num_parts) // we missed the mdx_bbox but hit another mdx { is_mdx = true; ignore = mdx_tr; } else if (mdx_tr.ent->takedamage) // we hit an md2 { is_mdx = false; VectorCopy (mdx_tr.endpos, tr.endpos); VectorCopy (mdx_tr.plane.normal, tr.plane.normal); tr.ent = mdx_tr.ent; break; } // JOSEPH 5-FEB-99-B else if (tr.ent->svflags & SVF_PROP) { // this should fix the box episode 5/6 bug is_mdx = false; break; } // END JOSEPH else { // we missed VectorCopy (mdx_tr.endpos, tr.endpos); VectorCopy (mdx_tr.plane.normal, tr.plane.normal); goto bolt; } } if (is_mdx) { T_DamageMDX (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, mod, mdx_tr.ent->count, mdx_tr.ent->dmg); gi.WriteByte (svc_muzzleflash); gi.WriteShort (self-g_edicts); gi.WriteByte (MZ_BLACKJACK_HIT); gi.multicast (self->s.origin, MULTICAST_PVS); // Head shot blood on close wall // JOSEPH 25-JAN-99 if ((mdx_tr.ent->count == PART_HEAD) && (!(tr.ent->svflags & SVF_PROP))) // END JOSEPH { trace_t tr2; vec3_t newstart, newdir, newend, travelvec; VectorCopy (tr.endpos, newstart); VectorSubtract (end, start, newdir); vectoangles (newdir, newdir); AngleVectors (newdir, forward, NULL, NULL); do { VectorMA (newstart, 8192, forward, newend); VectorMA (newstart, 4, forward, newstart); tr2 = gi.trace (newstart, NULL, NULL, newend, self, MASK_SHOT); } while (tr2.ent == tr.ent); VectorSubtract(newstart, tr2.endpos, travelvec); len = VectorNormalize(travelvec); // this should be flaged not all concussion weapons will do this if ((len < 100.0) && (!tr2.ent->takedamage) && ((strncmp (tr2.surface->name, "sky", 3) != 0))) { if (pointblank) { SurfaceSpriteEffect(SFX_SPRITE_SURF_BLOOD1, SFX_BLOOD_WIDTH*4, SFX_BLOOD_HEIGHT*4, tr2.ent, tr2.endpos, tr2.plane.normal ); } else { SurfaceSpriteEffect(SFX_SPRITE_SURF_BLOOD1, SFX_BLOOD_WIDTH, SFX_BLOOD_HEIGHT, tr2.ent, tr2.endpos, tr2.plane.normal ); } } // JOSEPH 4-DEC-98 gi.sound (self, CHAN_AUTO, gi.soundindex ("weapons/melee/pipehithead.wav"), 1, ATTN_NORM, 0); } else { gi.sound (self, CHAN_AUTO, gi.soundindex ("weapons/melee/pipehitbody.wav"), 1, ATTN_NORM, 0); } // END JOSEPH } else T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, mod); } } else { qboolean check_skin_change = false; if (self->svflags & SVF_MONSTER && tr.ent->svflags & SVF_MONSTER && self->cast_group != tr.ent->cast_group) { // Tweak: do more damage when AI shooting AI, more realistic damage *= 2; if (tr.ent->gender && !tr.ent->client) { check_skin_change = true; } } T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, mod); if (check_skin_change) { ActorDamageSimpleSkinChangeCheck (tr.ent, tr.endpos); } if ((tr.ent->svflags & SVF_MONSTER || tr.ent->client)) { if (mod != MOD_DOGBITE) gi.sound (self, CHAN_AUTO, gi.soundindex ("weapons/melee/pipehitbody.wav"), 1, ATTN_NORM, 0); // Ridah, 7-5-99, commented out for demo // else // gi.dprintf( "SOUND TODO: dog bite (flesh sound, not voice)\n" ); } } } else { bolt: // JOSEPH if ((strncmp (tr.surface->name, "sky", 3) != 0) /*|| NoBulletHole*/) { // JOSEPH 2-APR-99 if (!is_mdx) { gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_IMPACT_CONCUSSION); gi.WritePosition (tr.endpos); gi.WriteDir (tr.plane.normal); gi.multicast (tr.endpos, MULTICAST_PVS); } // END JOSEPH if (self->client) PlayerNoise(self, tr.endpos, PNOISE_IMPACT); // Ridah, surface sprites // SurfaceSpriteEffect( SFX_SPRITE_SURF_BULLET1, SFX_BULLET_WIDTH * 5, SFX_BULLET_HEIGHT * 5, // tr.ent, tr.endpos, tr.plane.normal ); // SurfaceSpriteEffect( SFX_SPRITE_SURF_BLOOD1, SFX_BLOOD_WIDTH, SFX_BLOOD_HEIGHT, // tr.ent, tr.endpos, tr.plane.normal ); // we should leave a mark if it was the tire iron // done. } } } } // concussion can't possibly go through water rem out for now // if went through water, determine where the end and make a bubble trail /* if (water) { vec3_t pos; VectorSubtract (tr.endpos, water_start, dir); VectorNormalize (dir); VectorMA (tr.endpos, -2, dir, pos); if (gi.pointcontents (pos) & MASK_WATER) VectorCopy (pos, tr.endpos); else tr = gi.trace (pos, NULL, NULL, water_start, tr.ent, MASK_WATER); VectorAdd (water_start, tr.endpos, pos); VectorScale (pos, 0.5, pos); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_BUBBLETRAIL); gi.WritePosition (water_start); gi.WritePosition (tr.endpos); gi.multicast (pos, MULTICAST_PVS); } */ if (is_mdx) return true; else return false; } /* ================= fire_dogbite ================ */ qboolean fire_dogbite (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int mod) { qboolean rval; if (self->client) rval = fire_concussion (self, start, aimdir, 40, damage, kick, TE_GUNSHOT, 0, 0, mod); else rval = fire_concussion (self, start, aimdir, 40, damage, kick, TE_GUNSHOT, 0, 0, mod); return (rval); } // JOSEPH 30-APR-99 /* ================= fire_rat ================ */ void fire_rat (edict_t *self, vec3_t start, vec3_t aimdir, int damage) { fire_concussion (self, start, aimdir, 40, damage, 1, TE_GUNSHOT, 0, 0, MOD_DOGBITE); } // END JOSEPH /* ================= fire_blackjack ================ */ qboolean fire_blackjack (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int mod) { qboolean rval; if (self->client) rval = fire_concussion (self, start, aimdir, 48, damage, kick, TE_GUNSHOT, 0, 0, mod); else rval = fire_concussion (self, start, aimdir, 48, damage, kick, TE_GUNSHOT, 0, 0, mod); return (rval); } // JOSEPH 19-JAN-99 /* ================= fire_crowbar ================ */ qboolean fire_crowbar (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int mod) { qboolean rval; float dist=48; if (deathmatch->value) // Ridah, give it more range in deathmatch dist *= 1.5; if (self->client) rval = fire_concussion (self, start, aimdir, dist, damage, kick, TE_GUNSHOT, 0, 0, mod); else rval = fire_concussion (self, start, aimdir, dist, damage, kick, TE_GUNSHOT, 0, 0, mod); return (rval); } // END JOSEPH