kingpin-sdk/gamesrc/G_WEAPON.C
2000-03-27 00:00:00 +00:00

3035 lines
77 KiB
C

#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<<subobject)))
{
gi.dprintf ("invalid request\n");
return;
}
// gi.dprintf ("part: %d subobject: %d\n", part, subobject);
if (self->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