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Merge pull request #106 from BjossiAlfreds/blind-rockets
Fixed wrong Tank muzzle flash
This commit is contained in:
commit
2ad53a679f
4 changed files with 62 additions and 85 deletions
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@ -1746,3 +1746,48 @@ monster_jump_finished(edict_t *self)
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return false;
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}
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qboolean
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blind_rocket_ok (edict_t *self, vec3_t start, vec3_t right, vec3_t target, float ofs,
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vec3_t dir)
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{
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trace_t tr;
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vec3_t vec;
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if (!self)
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{
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return false;
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}
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tr = gi.trace(start, vec3_origin, vec3_origin, target, self, MASK_SHOT);
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/* since all traces have the same start point this only needs one check */
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if (tr.startsolid)
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{
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return false;
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}
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if (!tr.allsolid && (tr.fraction >= 0.5f))
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{
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return true;
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}
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VectorMA(target, -ofs, right, vec);
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VectorSubtract(vec, start, dir);
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VectorNormalize(dir);
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tr = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
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if (!tr.allsolid && (tr.fraction >= 0.5f))
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{
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return true;
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}
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VectorMA(target, ofs, right, vec);
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VectorSubtract(vec, start, dir);
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VectorNormalize(dir);
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tr = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
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return !tr.allsolid && (tr.fraction >= 0.5f);
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}
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@ -965,6 +965,8 @@ edict_t *PickCoopTarget(edict_t *self);
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int CountPlayers(void);
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void monster_jump_start(edict_t *self);
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qboolean monster_jump_finished(edict_t *self);
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qboolean blind_rocket_ok (edict_t *self, vec3_t start, vec3_t right,
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vec3_t target, float ofs, vec3_t dir);
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/* g_sphere.c */
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void Defender_Launch(edict_t *self);
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@ -625,58 +625,26 @@ ChickRocket(edict_t *self)
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VectorNormalize(dir);
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trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
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if (blindfire)
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{
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/* blindfire has different fail criteria for the trace */
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if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5)))
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if (!blind_rocket_ok(self, start, right, target, 10.0f, dir))
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{
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monster_fire_rocket(self, start, dir, 50,
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rocketSpeed, MZ2_CHICK_ROCKET_1);
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}
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else
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{
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VectorCopy(target, vec);
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VectorMA(vec, -10, right, vec);
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VectorSubtract(vec, start, dir);
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VectorNormalize(dir);
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trace = gi.trace(start, vec3_origin, vec3_origin, vec,
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self, MASK_SHOT);
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if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5)))
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{
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monster_fire_rocket(self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1);
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}
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else
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{
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/* ok, that failed. try to the right */
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VectorCopy(target, vec);
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VectorMA(vec, 10, right, vec);
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VectorSubtract(vec, start, dir);
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VectorNormalize(dir);
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trace = gi.trace(start, vec3_origin, vec3_origin, vec,
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self, MASK_SHOT);
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if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5)))
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{
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monster_fire_rocket(self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1);
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}
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}
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return;
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}
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}
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else
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{
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trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
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if ((trace.ent == self->enemy) || (trace.ent == world))
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{
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if ((trace.fraction > 0.5) || (trace.ent && trace.ent->client))
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if (((trace.ent != self->enemy) && (trace.ent != world)) ||
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((trace.fraction <= 0.5f) && !trace.ent->client))
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{
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return;
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}
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}
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monster_fire_rocket(self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1);
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}
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}
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}
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}
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void
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@ -547,64 +547,26 @@ TankRocket(edict_t *self)
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VectorNormalize(dir);
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// Blindfire doesn't check target (done in checkattack). Paranoia:
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// Make sure we're not shooting a target right next to us.
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trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
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if (blindfire)
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{
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// Blindfire has different fail criteria for the trace
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if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5)))
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/* blindfire has different fail criteria for the trace */
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if (!blind_rocket_ok(self, start, right, target, 20.0f, dir))
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{
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monster_fire_rocket (self, start, dir, 50, rocketSpeed, flash_number);
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}
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else
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{
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// Try shifting the target to the left a little (to help counter large offset)
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VectorCopy(target, vec);
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VectorMA(vec, -20, right, vec);
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VectorSubtract(vec, start, dir);
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VectorNormalize(dir);
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trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
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if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5)))
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{
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monster_fire_rocket (self, start, dir, 50, rocketSpeed, flash_number);
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}
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else
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{
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// OK, that failed. Try to the right.
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VectorCopy(target, vec);
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VectorMA(vec, 20, right, vec);
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VectorSubtract(vec, start, dir);
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VectorNormalize(dir);
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trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
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if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5)))
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{
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monster_fire_rocket (self, start, dir, 50, rocketSpeed, flash_number);
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}
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else if ((g_showlogic) && (g_showlogic->value))
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{
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gi.dprintf ("tank avoiding blindfire shot\n");
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}
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}
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return;
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}
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}
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else
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{
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trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
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if (trace.ent == self->enemy || trace.ent == world)
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if (((trace.ent != self->enemy) && (trace.ent != world)) ||
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((trace.fraction <= 0.5f) && !trace.ent->client))
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{
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if (trace.fraction > 0.5 || (trace.ent && trace.ent->client))
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{
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monster_fire_rocket (self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1);
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}
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return;
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}
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}
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monster_fire_rocket (self, start, dir, 50, rocketSpeed, flash_number);
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}
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void
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