From 6bb515a5e3e75f210fc522ccb97bba3030a60a29 Mon Sep 17 00:00:00 2001 From: Yamagi Burmeister Date: Wed, 29 Jan 2014 19:57:43 +0100 Subject: [PATCH] Cleanup weapon.c and add sanity checks --- src/player/weapon.c | 2136 ++++++++++++++++++++++++++----------------- 1 file changed, 1289 insertions(+), 847 deletions(-) diff --git a/src/player/weapon.c b/src/player/weapon.c index 4b56eb9..137b058 100644 --- a/src/player/weapon.c +++ b/src/player/weapon.c @@ -1,35 +1,49 @@ -// g_weapon.c - #include "../header/local.h" #include "../monster/misc/player.h" + +#define FRAME_FIRE_FIRST (FRAME_ACTIVATE_LAST + 1) +#define FRAME_IDLE_FIRST (FRAME_FIRE_LAST + 1) +#define FRAME_DEACTIVATE_FIRST (FRAME_IDLE_LAST + 1) + +#define GRENADE_TIMER 3.0 +#define GRENADE_MINSPEED 400 +#define GRENADE_MAXSPEED 800 + +#define CHAINFIST_REACH 64 + +#define HEATBEAM_DM_DMG 15 +#define HEATBEAM_SP_DMG 15 + +static qboolean is_quad; +static byte damage_multiplier; +static byte is_silenced; +void weapon_grenade_fire(edict_t *ent, qboolean held); -static qboolean is_quad; -static byte is_silenced; - -//PGM -static byte damage_multiplier; -//PGM - -void weapon_grenade_fire (edict_t *ent, qboolean held); - -//======== -//ROGUE -byte P_DamageModifier(edict_t *ent) +byte +P_DamageModifier(edict_t *ent) { is_quad = 0; damage_multiplier = 1; - - if(ent->client->quad_framenum > level.framenum) + + if (!ent) + { + return 0; + } + + if (ent->client->quad_framenum > level.framenum) { damage_multiplier *= 4; is_quad = 1; - // if we're quad and DF_NO_STACK_DOUBLE is on, return now. - if(((int)(dmflags->value) & DF_NO_STACK_DOUBLE)) + /* if we're quad and DF_NO_STACK_DOUBLE is on, return now. */ + if (((int)(dmflags->value) & DF_NO_STACK_DOUBLE)) + { return damage_multiplier; + } } - if(ent->client->double_framenum > level.framenum) + + if (ent->client->double_framenum > level.framenum) { if ((deathmatch->value) || (damage_multiplier == 1)) { @@ -37,53 +51,78 @@ byte P_DamageModifier(edict_t *ent) is_quad = 1; } } - + return damage_multiplier; } -//ROGUE -//======== -void P_ProjectSource (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result) +void +P_ProjectSource(gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, + vec3_t right, vec3_t result) { - vec3_t _distance; + vec3_t _distance; + + if (!client) + { + return; + } + + VectorCopy(distance, _distance); - VectorCopy (distance, _distance); if (client->pers.hand == LEFT_HANDED) + { _distance[1] *= -1; + } else if (client->pers.hand == CENTER_HANDED) + { _distance[1] = 0; - G_ProjectSource (point, _distance, forward, right, result); + } + + G_ProjectSource(point, _distance, forward, right, result); } -void P_ProjectSource2 (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, - vec3_t right, vec3_t up, vec3_t result) +void +P_ProjectSource2(gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, + vec3_t right, vec3_t up, vec3_t result) { - vec3_t _distance; + vec3_t _distance; + + if (!client) + { + return; + } + + VectorCopy(distance, _distance); - VectorCopy (distance, _distance); if (client->pers.hand == LEFT_HANDED) + { _distance[1] *= -1; + } else if (client->pers.hand == CENTER_HANDED) + { _distance[1] = 0; - G_ProjectSource2 (point, _distance, forward, right, up, result); + } + + G_ProjectSource2(point, _distance, forward, right, up, result); } /* -=============== -PlayerNoise - -Each player can have two noise objects associated with it: -a personal noise (jumping, pain, weapon firing), and a weapon -target noise (bullet wall impacts) - -Monsters that don't directly see the player can move -to a noise in hopes of seeing the player from there. -=============== -*/ -void PlayerNoise(edict_t *who, vec3_t where, int type) + * Each player can have two noise objects associated with it: + * a personal noise (jumping, pain, weapon firing), and a weapon + * target noise (bullet wall impacts) + * + * Monsters that don't directly see the player can move + * to a noise in hopes of seeing the player from there. + */ +void +PlayerNoise(edict_t *who, vec3_t where, int type) { - edict_t *noise; - + edict_t *noise; + + if (!who) + { + return; + } + if (type == PNOISE_WEAPON) { if (who->client->silencer_shots) @@ -94,10 +133,14 @@ void PlayerNoise(edict_t *who, vec3_t where, int type) } if (deathmatch->value) + { return; + } if (who->flags & FL_NOTARGET) + { return; + } if (who->flags & FL_DISGUISED) { @@ -107,118 +150,140 @@ void PlayerNoise(edict_t *who, vec3_t where, int type) level.disguise_violation_framenum = level.framenum + 5; } else + { return; + } } if (!who->mynoise) { noise = G_Spawn(); noise->classname = "player_noise"; - VectorSet (noise->mins, -8, -8, -8); - VectorSet (noise->maxs, 8, 8, 8); + VectorSet(noise->mins, -8, -8, -8); + VectorSet(noise->maxs, 8, 8, 8); noise->owner = who; noise->svflags = SVF_NOCLIENT; who->mynoise = noise; noise = G_Spawn(); noise->classname = "player_noise"; - VectorSet (noise->mins, -8, -8, -8); - VectorSet (noise->maxs, 8, 8, 8); + VectorSet(noise->mins, -8, -8, -8); + VectorSet(noise->maxs, 8, 8, 8); noise->owner = who; noise->svflags = SVF_NOCLIENT; who->mynoise2 = noise; } - if (type == PNOISE_SELF || type == PNOISE_WEAPON) + if ((type == PNOISE_SELF) || (type == PNOISE_WEAPON)) { noise = who->mynoise; level.sound_entity = noise; level.sound_entity_framenum = level.framenum; } - else // type == PNOISE_IMPACT + else { noise = who->mynoise2; level.sound2_entity = noise; level.sound2_entity_framenum = level.framenum; } - VectorCopy (where, noise->s.origin); - VectorSubtract (where, noise->maxs, noise->absmin); - VectorAdd (where, noise->maxs, noise->absmax); + VectorCopy(where, noise->s.origin); + VectorSubtract(where, noise->maxs, noise->absmin); + VectorAdd(where, noise->maxs, noise->absmax); noise->teleport_time = level.time; - gi.linkentity (noise); + gi.linkentity(noise); } - -qboolean Pickup_Weapon (edict_t *ent, edict_t *other) +qboolean +Pickup_Weapon(edict_t *ent, edict_t *other) { - int index; - gitem_t *ammo; - + int index; + gitem_t *ammo; + + if (!ent || !other) + { + return false; + } + index = ITEM_INDEX(ent->item); - if ( ( ((int)(dmflags->value) & DF_WEAPONS_STAY) || coop->value) - && other->client->pers.inventory[index]) + if ((((int)(dmflags->value) & DF_WEAPONS_STAY) || coop->value) && other->client->pers.inventory[index]) { - if (!(ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM) ) ) - return false; // leave the weapon for others to pickup + if (!(ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM))) + { + return false; /* leave the weapon for others to pickup */ + } } other->client->pers.inventory[index]++; - if (!(ent->spawnflags & DROPPED_ITEM) ) + if (!(ent->spawnflags & DROPPED_ITEM)) { - // give them some ammo with it - // PGM -- IF APPROPRIATE! - if(ent->item->ammo) //PGM + /* give them some ammo with it */ + if (ent->item->ammo) { - ammo = FindItem (ent->item->ammo); - if ( (int)dmflags->value & DF_INFINITE_AMMO ) - Add_Ammo (other, ammo, 1000); + ammo = FindItem(ent->item->ammo); + + if ((int)dmflags->value & DF_INFINITE_AMMO) + { + Add_Ammo(other, ammo, 1000); + } else - Add_Ammo (other, ammo, ammo->quantity); + { + Add_Ammo(other, ammo, ammo->quantity); + } } - if (! (ent->spawnflags & DROPPED_PLAYER_ITEM) ) + if (!(ent->spawnflags & DROPPED_PLAYER_ITEM)) { if (deathmatch->value) { if ((int)(dmflags->value) & DF_WEAPONS_STAY) + { ent->flags |= FL_RESPAWN; + } else - SetRespawn (ent, 30); + { + SetRespawn(ent, 30); + } } + if (coop->value) + { ent->flags |= FL_RESPAWN; + } } } - if (other->client->pers.weapon != ent->item && + if ((other->client->pers.weapon != ent->item) && (other->client->pers.inventory[index] == 1) && - ( !deathmatch->value || other->client->pers.weapon == FindItem("blaster") ) ) + (!deathmatch->value || (other->client->pers.weapon == FindItem("blaster")))) + { other->client->newweapon = ent->item; + } return true; } - /* -=============== -ChangeWeapon - -The old weapon has been dropped all the way, so make the new one -current -=============== -*/ -void ChangeWeapon (edict_t *ent) + * The old weapon has been dropped all the + * way, so make the new one current + */ +void +ChangeWeapon(edict_t *ent) { int i; - + + if (!ent) + { + return; + } + if (ent->client->grenade_time) { ent->client->grenade_time = level.time; ent->client->weapon_sound = 0; - weapon_grenade_fire (ent, false); + weapon_grenade_fire(ent, false); ent->client->grenade_time = 0; } @@ -227,23 +292,33 @@ void ChangeWeapon (edict_t *ent) ent->client->newweapon = NULL; ent->client->machinegun_shots = 0; - // set visible model + /* set visible model */ if (ent->s.modelindex == 255) { if (ent->client->pers.weapon) + { i = ((ent->client->pers.weapon->weapmodel & 0xff) << 8); + } else + { i = 0; + } + ent->s.skinnum = (ent - g_edicts - 1) | i; } if (ent->client->pers.weapon && ent->client->pers.weapon->ammo) + { ent->client->ammo_index = ITEM_INDEX(FindItem(ent->client->pers.weapon->ammo)); + } else + { ent->client->ammo_index = 0; + } if (!ent->client->pers.weapon) - { // dead + { + /* dead */ ent->client->ps.gunindex = 0; return; } @@ -253,123 +328,134 @@ void ChangeWeapon (edict_t *ent) ent->client->ps.gunindex = gi.modelindex(ent->client->pers.weapon->view_model); ent->client->anim_priority = ANIM_PAIN; - if(ent->client->ps.pmove.pm_flags & PMF_DUCKED) + + if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) { - ent->s.frame = FRAME_crpain1; - ent->client->anim_end = FRAME_crpain4; + ent->s.frame = FRAME_crpain1; + ent->client->anim_end = FRAME_crpain4; } else { - ent->s.frame = FRAME_pain301; - ent->client->anim_end = FRAME_pain304; - + ent->s.frame = FRAME_pain301; + ent->client->anim_end = FRAME_pain304; } } -/* -================= -NoAmmoWeaponChange -================= -*/ +void +NoAmmoWeaponChange(edict_t *ent) +{ + if (!ent) + { + return; + } + + if (ent->client->pers.inventory[ITEM_INDEX(FindItem("slugs"))] && + ent->client->pers.inventory[ITEM_INDEX(FindItem("railgun"))]) + { + ent->client->newweapon = FindItem("railgun"); + return; + } -// PMM - added rogue weapons to the list + if ((ent->client->pers.inventory[ITEM_INDEX(FindItem("cells"))] >= 2) && + ent->client->pers.inventory[ITEM_INDEX(FindItem("Plasma Beam"))]) + { + ent->client->newweapon = FindItem("Plasma Beam"); + return; + } -void NoAmmoWeaponChange (edict_t *ent) -{ - if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("slugs"))] - && ent->client->pers.inventory[ITEM_INDEX(FindItem("railgun"))] ) + if (ent->client->pers.inventory[ITEM_INDEX(FindItem("flechettes"))] && + ent->client->pers.inventory[ITEM_INDEX(FindItem("etf rifle"))]) { - ent->client->newweapon = FindItem ("railgun"); + ent->client->newweapon = FindItem("etf rifle"); return; } - // ROGUE - if ( (ent->client->pers.inventory[ITEM_INDEX(FindItem("cells"))] >= 2) - && ent->client->pers.inventory[ITEM_INDEX(FindItem("Plasma Beam"))] ) + + if (ent->client->pers.inventory[ITEM_INDEX(FindItem("bullets"))] && + ent->client->pers.inventory[ITEM_INDEX(FindItem("chaingun"))]) { - ent->client->newweapon = FindItem ("Plasma Beam"); + ent->client->newweapon = FindItem("chaingun"); return; } - // ROGUE - if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("flechettes"))] - && ent->client->pers.inventory[ITEM_INDEX(FindItem("etf rifle"))] ) + + if (ent->client->pers.inventory[ITEM_INDEX(FindItem("bullets"))] && + ent->client->pers.inventory[ITEM_INDEX(FindItem("machinegun"))]) { - ent->client->newweapon = FindItem ("etf rifle"); + ent->client->newweapon = FindItem("machinegun"); return; } - // -ROGUE - if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("bullets"))] - && ent->client->pers.inventory[ITEM_INDEX(FindItem("chaingun"))] ) + + if ((ent->client->pers.inventory[ITEM_INDEX(FindItem("shells"))] > 1) && + ent->client->pers.inventory[ITEM_INDEX(FindItem("super shotgun"))]) { - ent->client->newweapon = FindItem ("chaingun"); + ent->client->newweapon = FindItem("super shotgun"); return; } - if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("bullets"))] - && ent->client->pers.inventory[ITEM_INDEX(FindItem("machinegun"))] ) + + if (ent->client->pers.inventory[ITEM_INDEX(FindItem("shells"))] && + ent->client->pers.inventory[ITEM_INDEX(FindItem("shotgun"))]) { - ent->client->newweapon = FindItem ("machinegun"); + ent->client->newweapon = FindItem("shotgun"); return; } - if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("shells"))] > 1 - && ent->client->pers.inventory[ITEM_INDEX(FindItem("super shotgun"))] ) - { - ent->client->newweapon = FindItem ("super shotgun"); - return; - } - if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("shells"))] - && ent->client->pers.inventory[ITEM_INDEX(FindItem("shotgun"))] ) - { - ent->client->newweapon = FindItem ("shotgun"); - return; - } - ent->client->newweapon = FindItem ("blaster"); + + ent->client->newweapon = FindItem("blaster"); } /* -================= -Think_Weapon - -Called by ClientBeginServerFrame and ClientThink -================= -*/ -void Think_Weapon (edict_t *ent) -{ - // if just died, put the weapon away + * Called by ClientBeginServerFrame and ClientThink + */ +void +Think_Weapon(edict_t *ent) +{ + if (!ent) + { + return; + } + + /* if just died, put the weapon away */ if (ent->health < 1) { ent->client->newweapon = NULL; - ChangeWeapon (ent); + ChangeWeapon(ent); } - // call active weapon think routine + /* call active weapon think routine */ if (ent->client->pers.weapon && ent->client->pers.weapon->weaponthink) { - //PGM - P_DamageModifier(ent); - //PGM + P_DamageModifier(ent); + if (ent->client->silencer_shots) + { is_silenced = MZ_SILENCED; + } else + { is_silenced = 0; - ent->client->pers.weapon->weaponthink (ent); + } + + ent->client->pers.weapon->weaponthink(ent); } } - /* -================ -Use_Weapon - -Make the weapon ready if there is ammo -================ -*/ -void Use_Weapon (edict_t *ent, gitem_t *item) + * Make the weapon ready if there is ammo + */ +void +Use_Weapon(edict_t *ent, gitem_t *item) { - int ammo_index; - gitem_t *ammo_item; - - // see if we're already using it - if (item == ent->client->pers.weapon) + int ammo_index; + gitem_t *ammo_item; + + if (!ent || !item) + { return; + } + + /* see if we're already using it */ + if (item == ent->client->pers.weapon) + { + return; + } if (item->ammo && !g_select_empty->value && !(item->flags & IT_AMMO)) { @@ -378,64 +464,68 @@ void Use_Weapon (edict_t *ent, gitem_t *item) if (!ent->client->pers.inventory[ammo_index]) { - gi.cprintf (ent, PRINT_HIGH, "No %s for %s.\n", ammo_item->pickup_name, item->pickup_name); + gi.cprintf(ent, PRINT_HIGH, "No %s for %s.\n", ammo_item->pickup_name, item->pickup_name); return; } if (ent->client->pers.inventory[ammo_index] < item->quantity) { - gi.cprintf (ent, PRINT_HIGH, "Not enough %s for %s.\n", ammo_item->pickup_name, item->pickup_name); + gi.cprintf(ent, PRINT_HIGH, "Not enough %s for %s.\n", + ammo_item->pickup_name, item->pickup_name); return; } } - // change to this weapon when down + /* change to this weapon when down */ ent->client->newweapon = item; } - - -/* -================ -Drop_Weapon -================ -*/ -void Drop_Weapon (edict_t *ent, gitem_t *item) +void +Drop_Weapon(edict_t *ent, gitem_t *item) { - int index; - - if ((int)(dmflags->value) & DF_WEAPONS_STAY) - return; - - index = ITEM_INDEX(item); - // see if we're already using it - if ( ((item == ent->client->pers.weapon) || (item == ent->client->newweapon))&& (ent->client->pers.inventory[index] == 1) ) + int index; + + if (!ent || !item) + { + return; + } + + if ((int)(dmflags->value) & DF_WEAPONS_STAY) { - gi.cprintf (ent, PRINT_HIGH, "Can't drop current weapon\n"); return; } - Drop_Item (ent, item); + index = ITEM_INDEX(item); + + /* see if we're already using it */ + if (((item == ent->client->pers.weapon) || + (item == ent->client->newweapon)) && + (ent->client->pers.inventory[index] == 1)) + { + gi.cprintf(ent, PRINT_HIGH, "Can't drop current weapon\n"); + return; + } + + Drop_Item(ent, item); ent->client->pers.inventory[index]--; } - /* -================ -Weapon_Generic + * A generic function to handle the basics of weapon thinking + */ -A generic function to handle the basics of weapon thinking -================ -*/ -#define FRAME_FIRE_FIRST (FRAME_ACTIVATE_LAST + 1) -#define FRAME_IDLE_FIRST (FRAME_FIRE_LAST + 1) -#define FRAME_DEACTIVATE_FIRST (FRAME_IDLE_LAST + 1) - -void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent)) +void +Weapon_Generic(edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, + int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent)) { - int n; - - if(ent->deadflag || ent->s.modelindex != 255) // VWep animations screw up corpses + int n; + + if (!ent || !pause_frames || !fire) + { + return; + } + + if (ent->deadflag || (ent->s.modelindex != 255)) /* VWep animations screw up corpses */ { return; } @@ -444,22 +534,22 @@ void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, { if (ent->client->ps.gunframe == FRAME_DEACTIVATE_LAST) { - ChangeWeapon (ent); + ChangeWeapon(ent); return; } else if ((FRAME_DEACTIVATE_LAST - ent->client->ps.gunframe) == 4) { ent->client->anim_priority = ANIM_REVERSE; - if(ent->client->ps.pmove.pm_flags & PMF_DUCKED) + + if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) { - ent->s.frame = FRAME_crpain4+1; + ent->s.frame = FRAME_crpain4 + 1; ent->client->anim_end = FRAME_crpain1; } else { - ent->s.frame = FRAME_pain304+1; + ent->s.frame = FRAME_pain304 + 1; ent->client->anim_end = FRAME_pain301; - } } @@ -488,42 +578,47 @@ void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, if ((FRAME_DEACTIVATE_LAST - FRAME_DEACTIVATE_FIRST) < 4) { ent->client->anim_priority = ANIM_REVERSE; - if(ent->client->ps.pmove.pm_flags & PMF_DUCKED) + + if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) { - ent->s.frame = FRAME_crpain4+1; + ent->s.frame = FRAME_crpain4 + 1; ent->client->anim_end = FRAME_crpain1; } else { - ent->s.frame = FRAME_pain304+1; + ent->s.frame = FRAME_pain304 + 1; ent->client->anim_end = FRAME_pain301; - } } + return; } if (ent->client->weaponstate == WEAPON_READY) { - if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK) ) + if (((ent->client->latched_buttons | + ent->client->buttons) & BUTTON_ATTACK)) { ent->client->latched_buttons &= ~BUTTON_ATTACK; - if ((!ent->client->ammo_index) || - ( ent->client->pers.inventory[ent->client->ammo_index] >= ent->client->pers.weapon->quantity)) + + if ((!ent->client->ammo_index) || + (ent->client->pers.inventory[ent->client->ammo_index] >= + ent->client->pers.weapon->quantity)) { ent->client->ps.gunframe = FRAME_FIRE_FIRST; ent->client->weaponstate = WEAPON_FIRING; - // start the animation + /* start the animation */ ent->client->anim_priority = ANIM_ATTACK; + if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) { - ent->s.frame = FRAME_crattak1-1; + ent->s.frame = FRAME_crattak1 - 1; ent->client->anim_end = FRAME_crattak9; } else { - ent->s.frame = FRAME_attack1-1; + ent->s.frame = FRAME_attack1 - 1; ent->client->anim_end = FRAME_attack8; } } @@ -534,7 +629,8 @@ void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0); ent->pain_debounce_time = level.time + 1; } - NoAmmoWeaponChange (ent); + + NoAmmoWeaponChange(ent); } } else @@ -551,8 +647,10 @@ void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, { if (ent->client->ps.gunframe == pause_frames[n]) { - if (rand()&15) + if (rand() & 15) + { return; + } } } } @@ -568,102 +666,120 @@ void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, { if (ent->client->ps.gunframe == fire_frames[n]) { - // FIXME - double should use different sound if (ent->client->quad_framenum > level.framenum) + { gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0); + } else if (ent->client->double_framenum > level.framenum) + { gi.sound(ent, CHAN_ITEM, gi.soundindex("misc/ddamage3.wav"), 1, ATTN_NORM, 0); + } - fire (ent); + fire(ent); break; } } if (!fire_frames[n]) + { ent->client->ps.gunframe++; + } - if (ent->client->ps.gunframe == FRAME_IDLE_FIRST+1) + if (ent->client->ps.gunframe == FRAME_IDLE_FIRST + 1) + { ent->client->weaponstate = WEAPON_READY; + } } } - /* -====================================================================== + * ====================================================================== + * + * GRENADE + * + * ====================================================================== + */ -GRENADE - -====================================================================== -*/ - -#define GRENADE_TIMER 3.0 -#define GRENADE_MINSPEED 400 -#define GRENADE_MAXSPEED 800 - -void weapon_grenade_fire (edict_t *ent, qboolean held) +void +weapon_grenade_fire(edict_t *ent, qboolean held) { - vec3_t offset; - vec3_t forward, right, up; - vec3_t start; - int damage = 125; - float timer; - int speed; - float radius; + vec3_t offset; + vec3_t forward, right, up; + vec3_t start; + int damage = 125; + float timer; + int speed; + float radius; + + if (!ent) + { + return; + } + + radius = damage + 40; - radius = damage+40; if (is_quad) - damage *= damage_multiplier; // PGM + { + damage *= damage_multiplier; + } + + AngleVectors(ent->client->v_angle, forward, right, up); - AngleVectors (ent->client->v_angle, forward, right, up); if (ent->client->pers.weapon->tag == AMMO_TESLA) { - VectorSet(offset, 0, -4, ent->viewheight-22); + VectorSet(offset, 0, -4, ent->viewheight - 22); } else { - VectorSet(offset, 2, 6, ent->viewheight-14); + VectorSet(offset, 2, 6, ent->viewheight - 14); } - P_ProjectSource2 (ent->client, ent->s.origin, offset, forward, right, up, start); + + P_ProjectSource2(ent->client, ent->s.origin, offset, + forward, right, up, start); timer = ent->client->grenade_time - level.time; speed = GRENADE_MINSPEED + (GRENADE_TIMER - timer) * ((GRENADE_MAXSPEED - GRENADE_MINSPEED) / GRENADE_TIMER); - if (speed > GRENADE_MAXSPEED) - speed = GRENADE_MAXSPEED; - // ============ - // PGM - switch(ent->client->pers.weapon->tag) + if (speed > GRENADE_MAXSPEED) + { + speed = GRENADE_MAXSPEED; + } + + switch (ent->client->pers.weapon->tag) { case AMMO_GRENADES: - fire_grenade2 (ent, start, forward, damage, speed, timer, radius, held); + fire_grenade2(ent, start, forward, damage, speed, + timer, radius, held); break; case AMMO_TESLA: - fire_tesla (ent, start, forward, damage_multiplier, speed); + fire_tesla(ent, start, forward, damage_multiplier, speed); break; default: - fire_prox (ent, start, forward, damage_multiplier, speed); + fire_prox(ent, start, forward, damage_multiplier, speed); break; } - // PGM - // ============ - if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) + if (!((int)dmflags->value & DF_INFINITE_AMMO)) + { ent->client->pers.inventory[ent->client->ammo_index]--; + } ent->client->grenade_time = level.time + 1.0; - if(ent->deadflag || ent->s.modelindex != 255) // VWep animations screw up corpses + if (ent->deadflag || (ent->s.modelindex != 255)) /* VWep animations screw up corpses */ { return; } if (ent->health <= 0) + { return; + } if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) { ent->client->anim_priority = ANIM_ATTACK; - ent->s.frame = FRAME_crattak1-1; + ent->s.frame = FRAME_crattak1 - 1; ent->client->anim_end = FRAME_crattak3; } else @@ -675,19 +791,21 @@ void weapon_grenade_fire (edict_t *ent, qboolean held) } -#define FRAME_IDLE_FIRST (FRAME_FIRE_LAST + 1) - -//void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent)) -// 15 48 5 11 12 29,34,39,48 -void Throw_Generic (edict_t *ent, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_THROW_SOUND, - int FRAME_THROW_HOLD, int FRAME_THROW_FIRE, int *pause_frames, int EXPLODE, - void (*fire)(edict_t *ent, qboolean held)) +void +Throw_Generic(edict_t *ent, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_THROW_SOUND, + int FRAME_THROW_HOLD, int FRAME_THROW_FIRE, int *pause_frames, int EXPLODE, + void (*fire)(edict_t *ent, qboolean held)) { int n; - + + if (!ent || !pause_frames || !fire) + { + return; + } + if ((ent->client->newweapon) && (ent->client->weaponstate == WEAPON_READY)) { - ChangeWeapon (ent); + ChangeWeapon(ent); return; } @@ -700,9 +818,10 @@ void Throw_Generic (edict_t *ent, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int if (ent->client->weaponstate == WEAPON_READY) { - if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK) ) + if (((ent->client->latched_buttons | ent->client->buttons) & BUTTON_ATTACK)) { ent->client->latched_buttons &= ~BUTTON_ATTACK; + if (ent->client->pers.inventory[ent->client->ammo_index]) { ent->client->ps.gunframe = 1; @@ -716,8 +835,10 @@ void Throw_Generic (edict_t *ent, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0); ent->pain_debounce_time = level.time + 1; } - NoAmmoWeaponChange (ent); + + NoAmmoWeaponChange(ent); } + return; } @@ -733,8 +854,10 @@ void Throw_Generic (edict_t *ent, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int { if (ent->client->ps.gunframe == pause_frames[n]) { - if (rand()&15) + if (rand() & 15) + { return; + } } } } @@ -746,14 +869,17 @@ void Throw_Generic (edict_t *ent, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int if (ent->client->weaponstate == WEAPON_FIRING) { if (ent->client->ps.gunframe == FRAME_THROW_SOUND) + { gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/hgrena1b.wav"), 1, ATTN_NORM, 0); + } if (ent->client->ps.gunframe == FRAME_THROW_HOLD) { if (!ent->client->grenade_time) { ent->client->grenade_time = level.time + GRENADE_TIMER + 0.2; - switch(ent->client->pers.weapon->tag) + + switch (ent->client->pers.weapon->tag) { case AMMO_GRENADES: ent->client->weapon_sound = gi.soundindex("weapons/hgrenc1b.wav"); @@ -761,16 +887,19 @@ void Throw_Generic (edict_t *ent, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int } } - // they waited too long, detonate it in their hand - if (EXPLODE && !ent->client->grenade_blew_up && level.time >= ent->client->grenade_time) + /* they waited too long, detonate it in their hand */ + if (EXPLODE && !ent->client->grenade_blew_up && + (level.time >= ent->client->grenade_time)) { ent->client->weapon_sound = 0; - fire (ent, true); + fire(ent, true); ent->client->grenade_blew_up = true; } if (ent->client->buttons & BUTTON_ATTACK) + { return; + } if (ent->client->grenade_blew_up) { @@ -789,11 +918,14 @@ void Throw_Generic (edict_t *ent, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int if (ent->client->ps.gunframe == FRAME_THROW_FIRE) { ent->client->weapon_sound = 0; - fire (ent, true); + fire(ent, true); } - if ((ent->client->ps.gunframe == FRAME_FIRE_LAST) && (level.time < ent->client->grenade_time)) + if ((ent->client->ps.gunframe == FRAME_FIRE_LAST) && + (level.time < ent->client->grenade_time)) + { return; + } ent->client->ps.gunframe++; @@ -805,57 +937,78 @@ void Throw_Generic (edict_t *ent, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int } } -void Weapon_Grenade (edict_t *ent) +void +Weapon_Grenade(edict_t *ent) { - static int pause_frames[] = {29,34,39,48,0}; - - Throw_Generic (ent, 15, 48, 5, 11, 12, pause_frames, GRENADE_TIMER, weapon_grenade_fire); + static int pause_frames[] = {29, 34, 39, 48, 0}; + + if (!ent) + { + return; + } + + Throw_Generic(ent, 15, 48, 5, 11, 12, pause_frames, + GRENADE_TIMER, weapon_grenade_fire); } -void Weapon_Prox (edict_t *ent) +void +Weapon_Prox(edict_t *ent) { - static int pause_frames[] = {22, 29, 0}; - - Throw_Generic (ent, 7, 27, 99, 2, 4, pause_frames, 0, weapon_grenade_fire); + static int pause_frames[] = {22, 29, 0}; + + if (!ent) + { + return; + } + + Throw_Generic(ent, 7, 27, 99, 2, 4, pause_frames, 0, weapon_grenade_fire); } -void Weapon_Tesla (edict_t *ent) +void +Weapon_Tesla(edict_t *ent) { - static int pause_frames[] = {21, 0}; - + static int pause_frames[] = {21, 0}; + + if (!ent) + { + return; + } + if ((ent->client->ps.gunframe > 1) && (ent->client->ps.gunframe < 9)) { - ent->client->ps.gunindex = gi.modelindex ("models/weapons/v_tesla2/tris.md2"); + ent->client->ps.gunindex = gi.modelindex("models/weapons/v_tesla2/tris.md2"); } else { - ent->client->ps.gunindex = gi.modelindex ("models/weapons/v_tesla/tris.md2"); + ent->client->ps.gunindex = gi.modelindex("models/weapons/v_tesla/tris.md2"); } - Throw_Generic (ent, 8, 32, 99, 1, 2, pause_frames, 0, weapon_grenade_fire); + Throw_Generic(ent, 8, 32, 99, 1, 2, pause_frames, 0, weapon_grenade_fire); } - - /* -====================================================================== + * ====================================================================== + * + * GRENADE LAUNCHER + * + * ====================================================================== + */ -GRENADE LAUNCHER - -====================================================================== -*/ - -void weapon_grenadelauncher_fire (edict_t *ent) +void +weapon_grenadelauncher_fire(edict_t *ent) { - vec3_t offset; - vec3_t forward, right; - vec3_t start; - int damage; // PGM - float radius; - - // ===== - // PGM - switch(ent->client->pers.weapon->tag) + vec3_t offset; + vec3_t forward, right; + vec3_t start; + int damage; + float radius; + + if (!ent) + { + return; + } + + switch (ent->client->pers.weapon->tag) { case AMMO_PROX: damage = 90; @@ -864,195 +1017,253 @@ void weapon_grenadelauncher_fire (edict_t *ent) damage = 120; break; } - // PGM - // ===== - radius = damage+40; + radius = damage + 40; + if (is_quad) - damage *= damage_multiplier; //pgm + { + damage *= damage_multiplier; + } - VectorSet(offset, 8, 8, ent->viewheight-8); - AngleVectors (ent->client->v_angle, forward, right, NULL); - P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); + VectorSet(offset, 8, 8, ent->viewheight - 8); + AngleVectors(ent->client->v_angle, forward, right, NULL); + P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start); - VectorScale (forward, -2, ent->client->kick_origin); + VectorScale(forward, -2, ent->client->kick_origin); ent->client->kick_angles[0] = -1; - // fire_grenade (ent, start, forward, damage, 600, 2.5, radius); - // ===== - // PGM - switch(ent->client->pers.weapon->tag) + switch (ent->client->pers.weapon->tag) { case AMMO_PROX: - fire_prox (ent, start, forward, damage_multiplier, 600); + fire_prox(ent, start, forward, damage_multiplier, 600); break; default: - fire_grenade (ent, start, forward, damage, 600, 2.5, radius); + fire_grenade(ent, start, forward, damage, 600, 2.5, radius); break; } - // PGM - // ===== gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent-g_edicts); - gi.WriteByte (MZ_GRENADE | is_silenced); - gi.multicast (ent->s.origin, MULTICAST_PVS); + gi.WriteByte(MZ_GRENADE | is_silenced); + gi.multicast(ent->s.origin, MULTICAST_PVS); ent->client->ps.gunframe++; PlayerNoise(ent, start, PNOISE_WEAPON); - if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) + if (!((int)dmflags->value & DF_INFINITE_AMMO)) + { ent->client->pers.inventory[ent->client->ammo_index]--; + } } -void Weapon_GrenadeLauncher (edict_t *ent) +void +Weapon_GrenadeLauncher(edict_t *ent) { - static int pause_frames[] = {34, 51, 59, 0}; - static int fire_frames[] = {6, 0}; - - Weapon_Generic (ent, 5, 16, 59, 64, pause_frames, fire_frames, weapon_grenadelauncher_fire); + static int pause_frames[] = {34, 51, 59, 0}; + static int fire_frames[] = {6, 0}; + + if (!ent) + { + return; + } + + Weapon_Generic(ent, 5, 16, 59, 64, pause_frames, + fire_frames, weapon_grenadelauncher_fire); } -//========== -//PGM -void Weapon_ProxLauncher (edict_t *ent) +void +Weapon_ProxLauncher(edict_t *ent) { - static int pause_frames[] = {34, 51, 59, 0}; - static int fire_frames[] = {6, 0}; - - Weapon_Generic (ent, 5, 16, 59, 64, pause_frames, fire_frames, weapon_grenadelauncher_fire); + static int pause_frames[] = {34, 51, 59, 0}; + static int fire_frames[] = {6, 0}; + + if (!ent) + { + return; + } + + Weapon_Generic(ent, 5, 16, 59, 64, pause_frames, + fire_frames, weapon_grenadelauncher_fire); } -//PGM -//========== /* -====================================================================== + * ====================================================================== + * + * ROCKET + * + * ====================================================================== + */ -ROCKET - -====================================================================== -*/ - -void Weapon_RocketLauncher_Fire (edict_t *ent) +void +Weapon_RocketLauncher_Fire(edict_t *ent) { - vec3_t offset, start; - vec3_t forward, right; - int damage; - float damage_radius; - int radius_damage; - + vec3_t offset, start; + vec3_t forward, right; + int damage; + float damage_radius; + int radius_damage; + + if (!ent) + { + return; + } + damage = 100 + (int)(random() * 20.0); radius_damage = 120; damage_radius = 120; + if (is_quad) { - //PGM damage *= damage_multiplier; radius_damage *= damage_multiplier; - //PGM } - AngleVectors (ent->client->v_angle, forward, right, NULL); + AngleVectors(ent->client->v_angle, forward, right, NULL); - VectorScale (forward, -2, ent->client->kick_origin); + VectorScale(forward, -2, ent->client->kick_origin); ent->client->kick_angles[0] = -1; - VectorSet(offset, 8, 8, ent->viewheight-8); - P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); - fire_rocket (ent, start, forward, damage, 650, damage_radius, radius_damage); + VectorSet(offset, 8, 8, ent->viewheight - 8); + P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start); + fire_rocket(ent, start, forward, damage, 650, damage_radius, radius_damage); - // send muzzle flash - gi.WriteByte (svc_muzzleflash); - gi.WriteShort (ent-g_edicts); - gi.WriteByte (MZ_ROCKET | is_silenced); - gi.multicast (ent->s.origin, MULTICAST_PVS); + /* send muzzle flash */ + gi.WriteByte(svc_muzzleflash); + gi.WriteShort(ent - g_edicts); + gi.WriteByte(MZ_ROCKET | is_silenced); + gi.multicast(ent->s.origin, MULTICAST_PVS); ent->client->ps.gunframe++; PlayerNoise(ent, start, PNOISE_WEAPON); - if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) + if (!((int)dmflags->value & DF_INFINITE_AMMO)) + { ent->client->pers.inventory[ent->client->ammo_index]--; + } } -void Weapon_RocketLauncher (edict_t *ent) +void +Weapon_RocketLauncher(edict_t *ent) { - static int pause_frames[] = {25, 33, 42, 50, 0}; - static int fire_frames[] = {5, 0}; - - Weapon_Generic (ent, 4, 12, 50, 54, pause_frames, fire_frames, Weapon_RocketLauncher_Fire); + static int pause_frames[] = {25, 33, 42, 50, 0}; + static int fire_frames[] = {5, 0}; + + if (!ent) + { + return; + } + + Weapon_Generic(ent, 4, 12, 50, 54, pause_frames, + fire_frames, Weapon_RocketLauncher_Fire); } - /* -====================================================================== + * ====================================================================== + * + * BLASTER / HYPERBLASTER + * + * ====================================================================== + */ -BLASTER / HYPERBLASTER - -====================================================================== -*/ - -void Blaster_Fire (edict_t *ent, vec3_t g_offset, int damage, qboolean hyper, int effect) +void +Blaster_Fire(edict_t *ent, vec3_t g_offset, int damage, + qboolean hyper, int effect) { - vec3_t forward, right; - vec3_t start; - vec3_t offset; - + vec3_t forward, right; + vec3_t start; + vec3_t offset; + + if (!ent) + { + return; + } + if (is_quad) - damage *= damage_multiplier; //pgm + { + damage *= damage_multiplier; + } - AngleVectors (ent->client->v_angle, forward, right, NULL); - VectorSet(offset, 24, 8, ent->viewheight-8); - VectorAdd (offset, g_offset, offset); - P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); + AngleVectors(ent->client->v_angle, forward, right, NULL); + VectorSet(offset, 24, 8, ent->viewheight - 8); + VectorAdd(offset, g_offset, offset); + P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start); - VectorScale (forward, -2, ent->client->kick_origin); + VectorScale(forward, -2, ent->client->kick_origin); ent->client->kick_angles[0] = -1; - fire_blaster (ent, start, forward, damage, 1000, effect, hyper); + fire_blaster(ent, start, forward, damage, 1000, effect, hyper); + + /* send muzzle flash */ + gi.WriteByte(svc_muzzleflash); + gi.WriteShort(ent - g_edicts); - // send muzzle flash - gi.WriteByte (svc_muzzleflash); - gi.WriteShort (ent-g_edicts); if (hyper) - gi.WriteByte (MZ_HYPERBLASTER | is_silenced); + { + gi.WriteByte(MZ_HYPERBLASTER | is_silenced); + } else - gi.WriteByte (MZ_BLASTER | is_silenced); - gi.multicast (ent->s.origin, MULTICAST_PVS); + { + gi.WriteByte(MZ_BLASTER | is_silenced); + } + + gi.multicast(ent->s.origin, MULTICAST_PVS); PlayerNoise(ent, start, PNOISE_WEAPON); } - -void Weapon_Blaster_Fire (edict_t *ent) +void +Weapon_Blaster_Fire(edict_t *ent) { - int damage; - + int damage; + + if (!ent) + { + return; + } + if (deathmatch->value) + { damage = 15; + } else + { damage = 10; - Blaster_Fire (ent, vec3_origin, damage, false, EF_BLASTER); + } + + Blaster_Fire(ent, vec3_origin, damage, false, EF_BLASTER); ent->client->ps.gunframe++; } -void Weapon_Blaster (edict_t *ent) +void +Weapon_Blaster(edict_t *ent) { - static int pause_frames[] = {19, 32, 0}; - static int fire_frames[] = {5, 0}; - - Weapon_Generic (ent, 4, 8, 52, 55, pause_frames, fire_frames, Weapon_Blaster_Fire); + static int pause_frames[] = {19, 32, 0}; + static int fire_frames[] = {5, 0}; + + if (!ent) + { + return; + } + + Weapon_Generic(ent, 4, 8, 52, 55, pause_frames, + fire_frames, Weapon_Blaster_Fire); } - -void Weapon_HyperBlaster_Fire (edict_t *ent) +void +Weapon_HyperBlaster_Fire(edict_t *ent) { - float rotation; - vec3_t offset; - int effect; - int damage; - + float rotation; + vec3_t offset; + int effect; + int damage; + + if (!ent) + { + return; + } + ent->client->weapon_sound = gi.soundindex("weapons/hyprbl1a.wav"); if (!(ent->client->buttons & BUTTON_ATTACK)) @@ -1061,35 +1272,51 @@ void Weapon_HyperBlaster_Fire (edict_t *ent) } else { - if (! ent->client->pers.inventory[ent->client->ammo_index] ) + if (!ent->client->pers.inventory[ent->client->ammo_index]) { if (level.time >= ent->pain_debounce_time) { gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0); ent->pain_debounce_time = level.time + 1; } - NoAmmoWeaponChange (ent); + + NoAmmoWeaponChange(ent); } else { - rotation = (ent->client->ps.gunframe - 5) * 2*M_PI/6; + rotation = (ent->client->ps.gunframe - 5) * 2 * M_PI / 6; offset[0] = -4 * sin(rotation); offset[1] = 0; offset[2] = 4 * cos(rotation); - if ((ent->client->ps.gunframe == 6) || (ent->client->ps.gunframe == 9)) + if ((ent->client->ps.gunframe == 6) || + (ent->client->ps.gunframe == 9)) + { effect = EF_HYPERBLASTER; + } else + { effect = 0; + } + if (deathmatch->value) + { damage = 15; + } else + { damage = 20; - Blaster_Fire (ent, offset, damage, true, effect); - if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) + } + + Blaster_Fire(ent, offset, damage, true, effect); + + if (!((int)dmflags->value & DF_INFINITE_AMMO)) + { ent->client->pers.inventory[ent->client->ammo_index]--; + } ent->client->anim_priority = ANIM_ATTACK; + if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) { ent->s.frame = FRAME_crattak1 - 1; @@ -1103,8 +1330,12 @@ void Weapon_HyperBlaster_Fire (edict_t *ent) } ent->client->ps.gunframe++; - if (ent->client->ps.gunframe == 12 && ent->client->pers.inventory[ent->client->ammo_index]) + + if ((ent->client->ps.gunframe == 12) && + ent->client->pers.inventory[ent->client->ammo_index]) + { ent->client->ps.gunframe = 6; + } } if (ent->client->ps.gunframe == 12) @@ -1112,35 +1343,47 @@ void Weapon_HyperBlaster_Fire (edict_t *ent) gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/hyprbd1a.wav"), 1, ATTN_NORM, 0); ent->client->weapon_sound = 0; } - } -void Weapon_HyperBlaster (edict_t *ent) +void +Weapon_HyperBlaster(edict_t *ent) { - static int pause_frames[] = {0}; - static int fire_frames[] = {6, 7, 8, 9, 10, 11, 0}; - - Weapon_Generic (ent, 5, 20, 49, 53, pause_frames, fire_frames, Weapon_HyperBlaster_Fire); + static int pause_frames[] = {0}; + static int fire_frames[] = {6, 7, 8, 9, 10, 11, 0}; + + if (!ent) + { + return; + } + + Weapon_Generic(ent, 5, 20, 49, 53, pause_frames, + fire_frames, Weapon_HyperBlaster_Fire); } /* -====================================================================== + * ====================================================================== + * + * MACHINEGUN / CHAINGUN + * + * ====================================================================== + */ -MACHINEGUN / CHAINGUN - -====================================================================== -*/ - -void Machinegun_Fire (edict_t *ent) +void +Machinegun_Fire(edict_t *ent) { - int i; - vec3_t start; - vec3_t forward, right; - vec3_t angles; - int damage = 8; - int kick = 2; - vec3_t offset; - + int i; + vec3_t start; + vec3_t forward, right; + vec3_t angles; + int damage = 8; + int kick = 2; + vec3_t offset; + + if (!ent) + { + return; + } + if (!(ent->client->buttons & BUTTON_ATTACK)) { ent->client->machinegun_shots = 0; @@ -1149,19 +1392,25 @@ void Machinegun_Fire (edict_t *ent) } if (ent->client->ps.gunframe == 5) + { ent->client->ps.gunframe = 4; + } else + { ent->client->ps.gunframe = 5; + } if (ent->client->pers.inventory[ent->client->ammo_index] < 1) { ent->client->ps.gunframe = 6; + if (level.time >= ent->pain_debounce_time) { gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0); ent->pain_debounce_time = level.time + 1; } - NoAmmoWeaponChange (ent); + + NoAmmoWeaponChange(ent); return; } @@ -1171,87 +1420,116 @@ void Machinegun_Fire (edict_t *ent) kick *= damage_multiplier; } - for (i=1 ; i<3 ; i++) + for (i = 1; i < 3; i++) { ent->client->kick_origin[i] = crandom() * 0.35; ent->client->kick_angles[i] = crandom() * 0.7; } + ent->client->kick_origin[0] = crandom() * 0.35; ent->client->kick_angles[0] = ent->client->machinegun_shots * -1.5; - // raise the gun as it is firing + /* raise the gun as it is firing */ if (!deathmatch->value) { ent->client->machinegun_shots++; + if (ent->client->machinegun_shots > 9) + { ent->client->machinegun_shots = 9; + } } - // get start / end positions - VectorAdd (ent->client->v_angle, ent->client->kick_angles, angles); - AngleVectors (angles, forward, right, NULL); - VectorSet(offset, 0, 8, ent->viewheight-8); - P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); - fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_MACHINEGUN); + /* get start / end positions */ + VectorAdd(ent->client->v_angle, ent->client->kick_angles, angles); + AngleVectors(angles, forward, right, NULL); + VectorSet(offset, 0, 8, ent->viewheight - 8); + P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start); + fire_bullet(ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, + DEFAULT_BULLET_VSPREAD, MOD_MACHINEGUN); - gi.WriteByte (svc_muzzleflash); - gi.WriteShort (ent-g_edicts); - gi.WriteByte (MZ_MACHINEGUN | is_silenced); - gi.multicast (ent->s.origin, MULTICAST_PVS); + gi.WriteByte(svc_muzzleflash); + gi.WriteShort(ent - g_edicts); + gi.WriteByte(MZ_MACHINEGUN | is_silenced); + gi.multicast(ent->s.origin, MULTICAST_PVS); PlayerNoise(ent, start, PNOISE_WEAPON); - if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) + if (!((int)dmflags->value & DF_INFINITE_AMMO)) + { ent->client->pers.inventory[ent->client->ammo_index]--; + } ent->client->anim_priority = ANIM_ATTACK; + if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) { - ent->s.frame = FRAME_crattak1 - (int) (random()+0.25); + ent->s.frame = FRAME_crattak1 - (int)(random() + 0.25); ent->client->anim_end = FRAME_crattak9; } else { - ent->s.frame = FRAME_attack1 - (int) (random()+0.25); + ent->s.frame = FRAME_attack1 - (int)(random() + 0.25); ent->client->anim_end = FRAME_attack8; } } -void Weapon_Machinegun (edict_t *ent) +void +Weapon_Machinegun(edict_t *ent) { - static int pause_frames[] = {23, 45, 0}; - static int fire_frames[] = {4, 5, 0}; - - Weapon_Generic (ent, 3, 5, 45, 49, pause_frames, fire_frames, Machinegun_Fire); + static int pause_frames[] = {23, 45, 0}; + static int fire_frames[] = {4, 5, 0}; + + if (!ent) + { + return; + } + + Weapon_Generic(ent, 3, 5, 45, 49, pause_frames, fire_frames, + Machinegun_Fire); } -void Chaingun_Fire (edict_t *ent) +void +Chaingun_Fire(edict_t *ent) { - int i; - int shots; - vec3_t start; - vec3_t forward, right, up; - float r, u; - vec3_t offset; - int damage; - int kick = 2; - + int i; + int shots; + vec3_t start; + vec3_t forward, right, up; + float r, u; + vec3_t offset; + int damage; + int kick = 2; + + if (!ent) + { + return; + } + if (deathmatch->value) + { damage = 6; + } else + { damage = 8; + } if (ent->client->ps.gunframe == 5) + { gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnu1a.wav"), 1, ATTN_IDLE, 0); + } - if ((ent->client->ps.gunframe == 14) && !(ent->client->buttons & BUTTON_ATTACK)) + if ((ent->client->ps.gunframe == 14) && + !(ent->client->buttons & BUTTON_ATTACK)) { ent->client->ps.gunframe = 32; ent->client->weapon_sound = 0; return; } - else if ((ent->client->ps.gunframe == 21) && (ent->client->buttons & BUTTON_ATTACK) - && ent->client->pers.inventory[ent->client->ammo_index]) + else if ((ent->client->ps.gunframe == 21) && + (ent->client->buttons & BUTTON_ATTACK) && + ent->client->pers.inventory[ent->client->ammo_index]) { ent->client->ps.gunframe = 15; } @@ -1271,6 +1549,7 @@ void Chaingun_Fire (edict_t *ent) } ent->client->anim_priority = ANIM_ATTACK; + if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) { ent->s.frame = FRAME_crattak1 - (ent->client->ps.gunframe & 1); @@ -1283,19 +1562,29 @@ void Chaingun_Fire (edict_t *ent) } if (ent->client->ps.gunframe <= 9) + { shots = 1; + } else if (ent->client->ps.gunframe <= 14) { if (ent->client->buttons & BUTTON_ATTACK) + { shots = 2; + } else + { shots = 1; + } } else + { shots = 3; + } if (ent->client->pers.inventory[ent->client->ammo_index] < shots) + { shots = ent->client->pers.inventory[ent->client->ammo_index]; + } if (!shots) { @@ -1304,7 +1593,8 @@ void Chaingun_Fire (edict_t *ent) gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0); ent->pain_debounce_time = level.time + 1; } - NoAmmoWeaponChange (ent); + + NoAmmoWeaponChange(ent); return; } @@ -1314,75 +1604,89 @@ void Chaingun_Fire (edict_t *ent) kick *= damage_multiplier; } - for (i=0 ; i<3 ; i++) + for (i = 0; i < 3; i++) { ent->client->kick_origin[i] = crandom() * 0.35; ent->client->kick_angles[i] = crandom() * 0.7; } - for (i=0 ; iclient->v_angle, forward, right, up); - r = 7 + crandom()*4; - u = crandom()*4; - VectorSet(offset, 0, r, u + ent->viewheight-8); - P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); + /* get start / end positions */ + AngleVectors(ent->client->v_angle, forward, right, up); + r = 7 + crandom() * 4; + u = crandom() * 4; + VectorSet(offset, 0, r, u + ent->viewheight - 8); + P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start); - fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_CHAINGUN); + fire_bullet(ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, + DEFAULT_BULLET_VSPREAD, MOD_CHAINGUN); } - // send muzzle flash - gi.WriteByte (svc_muzzleflash); - gi.WriteShort (ent-g_edicts); - gi.WriteByte ((MZ_CHAINGUN1 + shots - 1) | is_silenced); - gi.multicast (ent->s.origin, MULTICAST_PVS); + /* send muzzle flash */ + gi.WriteByte(svc_muzzleflash); + gi.WriteShort(ent - g_edicts); + gi.WriteByte((MZ_CHAINGUN1 + shots - 1) | is_silenced); + gi.multicast(ent->s.origin, MULTICAST_PVS); PlayerNoise(ent, start, PNOISE_WEAPON); - if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) + if (!((int)dmflags->value & DF_INFINITE_AMMO)) + { ent->client->pers.inventory[ent->client->ammo_index] -= shots; + } } - -void Weapon_Chaingun (edict_t *ent) +void +Weapon_Chaingun(edict_t *ent) { - static int pause_frames[] = {38, 43, 51, 61, 0}; - static int fire_frames[] = {5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 0}; - - Weapon_Generic (ent, 4, 31, 61, 64, pause_frames, fire_frames, Chaingun_Fire); + static int pause_frames[] = {38, 43, 51, 61, 0}; + static int fire_frames[] = {5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 0}; + + if (!ent) + { + return; + } + + Weapon_Generic(ent, 4, 31, 61, 64, pause_frames, fire_frames, + Chaingun_Fire); } - /* -====================================================================== + * ====================================================================== + * + * SHOTGUN / SUPERSHOTGUN + * + * ====================================================================== + */ -SHOTGUN / SUPERSHOTGUN - -====================================================================== -*/ - -void weapon_shotgun_fire (edict_t *ent) +void +weapon_shotgun_fire(edict_t *ent) { - vec3_t start; - vec3_t forward, right; - vec3_t offset; - int damage = 4; - int kick = 8; - + vec3_t start; + vec3_t forward, right; + vec3_t offset; + int damage = 4; + int kick = 8; + + if (!ent) + { + return; + } + if (ent->client->ps.gunframe == 9) { ent->client->ps.gunframe++; return; } - AngleVectors (ent->client->v_angle, forward, right, NULL); + AngleVectors(ent->client->v_angle, forward, right, NULL); - VectorScale (forward, -2, ent->client->kick_origin); + VectorScale(forward, -2, ent->client->kick_origin); ent->client->kick_angles[0] = -2; - VectorSet(offset, 0, 8, ent->viewheight-8); - P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); + VectorSet(offset, 0, 8, ent->viewheight - 8); + P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start); if (is_quad) { @@ -1391,48 +1695,68 @@ void weapon_shotgun_fire (edict_t *ent) } if (deathmatch->value) - fire_shotgun (ent, start, forward, damage, kick, 500, 500, DEFAULT_DEATHMATCH_SHOTGUN_COUNT, MOD_SHOTGUN); + { + fire_shotgun(ent, start, forward, damage, kick, 500, 500, + DEFAULT_DEATHMATCH_SHOTGUN_COUNT, MOD_SHOTGUN); + } else - fire_shotgun (ent, start, forward, damage, kick, 500, 500, DEFAULT_SHOTGUN_COUNT, MOD_SHOTGUN); + { + fire_shotgun(ent, start, forward, damage, kick, 500, 500, + DEFAULT_SHOTGUN_COUNT, MOD_SHOTGUN); + } - // send muzzle flash - gi.WriteByte (svc_muzzleflash); - gi.WriteShort (ent-g_edicts); - gi.WriteByte (MZ_SHOTGUN | is_silenced); - gi.multicast (ent->s.origin, MULTICAST_PVS); + /* send muzzle flash */ + gi.WriteByte(svc_muzzleflash); + gi.WriteShort(ent - g_edicts); + gi.WriteByte(MZ_SHOTGUN | is_silenced); + gi.multicast(ent->s.origin, MULTICAST_PVS); ent->client->ps.gunframe++; PlayerNoise(ent, start, PNOISE_WEAPON); - if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) + if (!((int)dmflags->value & DF_INFINITE_AMMO)) + { ent->client->pers.inventory[ent->client->ammo_index]--; + } } -void Weapon_Shotgun (edict_t *ent) +void +Weapon_Shotgun(edict_t *ent) { - static int pause_frames[] = {22, 28, 34, 0}; - static int fire_frames[] = {8, 9, 0}; - - Weapon_Generic (ent, 7, 18, 36, 39, pause_frames, fire_frames, weapon_shotgun_fire); + static int pause_frames[] = {22, 28, 34, 0}; + static int fire_frames[] = {8, 9, 0}; + + if (!ent) + { + return; + } + + Weapon_Generic(ent, 7, 18, 36, 39, pause_frames, + fire_frames, weapon_shotgun_fire); } - -void weapon_supershotgun_fire (edict_t *ent) +void +weapon_supershotgun_fire(edict_t *ent) { - vec3_t start; - vec3_t forward, right; - vec3_t offset; - vec3_t v; - int damage = 6; - int kick = 12; + vec3_t start; + vec3_t forward, right; + vec3_t offset; + vec3_t v; + int damage = 6; + int kick = 12; + + if (!ent) + { + return; + } + + AngleVectors(ent->client->v_angle, forward, right, NULL); - AngleVectors (ent->client->v_angle, forward, right, NULL); - - VectorScale (forward, -2, ent->client->kick_origin); + VectorScale(forward, -2, ent->client->kick_origin); ent->client->kick_angles[0] = -2; - VectorSet(offset, 0, 8, ent->viewheight-8); - P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); + VectorSet(offset, 0, 8, ent->viewheight - 8); + P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start); if (is_quad) { @@ -1441,55 +1765,71 @@ void weapon_supershotgun_fire (edict_t *ent) } v[PITCH] = ent->client->v_angle[PITCH]; - v[YAW] = ent->client->v_angle[YAW] - 5; - v[ROLL] = ent->client->v_angle[ROLL]; - AngleVectors (v, forward, NULL, NULL); - fire_shotgun (ent, start, forward, damage, kick, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT/2, MOD_SSHOTGUN); - v[YAW] = ent->client->v_angle[YAW] + 5; - AngleVectors (v, forward, NULL, NULL); - fire_shotgun (ent, start, forward, damage, kick, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT/2, MOD_SSHOTGUN); + v[YAW] = ent->client->v_angle[YAW] - 5; + v[ROLL] = ent->client->v_angle[ROLL]; + AngleVectors(v, forward, NULL, NULL); + fire_shotgun(ent, start, forward, damage, kick, DEFAULT_SHOTGUN_HSPREAD, + DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT / 2, MOD_SSHOTGUN); + v[YAW] = ent->client->v_angle[YAW] + 5; + AngleVectors(v, forward, NULL, NULL); + fire_shotgun(ent, start, forward, damage, kick, DEFAULT_SHOTGUN_HSPREAD, + DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT / 2, MOD_SSHOTGUN); - // send muzzle flash - gi.WriteByte (svc_muzzleflash); - gi.WriteShort (ent-g_edicts); - gi.WriteByte (MZ_SSHOTGUN | is_silenced); - gi.multicast (ent->s.origin, MULTICAST_PVS); + /* send muzzle flash */ + gi.WriteByte(svc_muzzleflash); + gi.WriteShort(ent - g_edicts); + gi.WriteByte(MZ_SSHOTGUN | is_silenced); + gi.multicast(ent->s.origin, MULTICAST_PVS); ent->client->ps.gunframe++; PlayerNoise(ent, start, PNOISE_WEAPON); - if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) + if (!((int)dmflags->value & DF_INFINITE_AMMO)) + { ent->client->pers.inventory[ent->client->ammo_index] -= 2; + } } -void Weapon_SuperShotgun (edict_t *ent) +void +Weapon_SuperShotgun(edict_t *ent) { - static int pause_frames[] = {29, 42, 57, 0}; - static int fire_frames[] = {7, 0}; - - Weapon_Generic (ent, 6, 17, 57, 61, pause_frames, fire_frames, weapon_supershotgun_fire); + static int pause_frames[] = {29, 42, 57, 0}; + static int fire_frames[] = {7, 0}; + + if (!ent) + { + return; + } + + Weapon_Generic(ent, 6, 17, 57, 61, pause_frames, + fire_frames, weapon_supershotgun_fire); } - - /* -====================================================================== + * ====================================================================== + * + * RAILGUN + * + * ====================================================================== + */ -RAILGUN - -====================================================================== -*/ - -void weapon_railgun_fire (edict_t *ent) +void +weapon_railgun_fire(edict_t *ent) { - vec3_t start; - vec3_t forward, right; - vec3_t offset; - int damage; - int kick; - + vec3_t start; + vec3_t forward, right; + vec3_t offset; + int damage; + int kick; + + if (!ent) + { + return; + } + if (deathmatch->value) - { // normal damage is too extreme in dm + { + /* normal damage is too extreme in dm */ damage = 100; kick = 200; } @@ -1505,65 +1845,82 @@ void weapon_railgun_fire (edict_t *ent) kick *= damage_multiplier; } - AngleVectors (ent->client->v_angle, forward, right, NULL); + AngleVectors(ent->client->v_angle, forward, right, NULL); - VectorScale (forward, -3, ent->client->kick_origin); + VectorScale(forward, -3, ent->client->kick_origin); ent->client->kick_angles[0] = -3; - VectorSet(offset, 0, 7, ent->viewheight-8); - P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); - fire_rail (ent, start, forward, damage, kick); + VectorSet(offset, 0, 7, ent->viewheight - 8); + P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start); + fire_rail(ent, start, forward, damage, kick); - // send muzzle flash - gi.WriteByte (svc_muzzleflash); - gi.WriteShort (ent-g_edicts); - gi.WriteByte (MZ_RAILGUN | is_silenced); - gi.multicast (ent->s.origin, MULTICAST_PVS); + /* send muzzle flash */ + gi.WriteByte(svc_muzzleflash); + gi.WriteShort(ent - g_edicts); + gi.WriteByte(MZ_RAILGUN | is_silenced); + gi.multicast(ent->s.origin, MULTICAST_PVS); ent->client->ps.gunframe++; PlayerNoise(ent, start, PNOISE_WEAPON); - if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) + if (!((int)dmflags->value & DF_INFINITE_AMMO)) + { ent->client->pers.inventory[ent->client->ammo_index]--; + } } - -void Weapon_Railgun (edict_t *ent) +void +Weapon_Railgun(edict_t *ent) { - static int pause_frames[] = {56, 0}; - static int fire_frames[] = {4, 0}; - - Weapon_Generic (ent, 3, 18, 56, 61, pause_frames, fire_frames, weapon_railgun_fire); + static int pause_frames[] = {56, 0}; + static int fire_frames[] = {4, 0}; + + if (!ent) + { + return; + } + + Weapon_Generic(ent, 3, 18, 56, 61, pause_frames, + fire_frames, weapon_railgun_fire); } - /* -====================================================================== + * ====================================================================== + * + * BFG10K + * + * ====================================================================== + */ -BFG10K - -====================================================================== -*/ - -void weapon_bfg_fire (edict_t *ent) +void +weapon_bfg_fire(edict_t *ent) { - vec3_t offset, start; - vec3_t forward, right; - int damage; - float damage_radius = 1000; - + vec3_t offset, start; + vec3_t forward, right; + int damage; + float damage_radius = 1000; + + if (!ent) + { + return; + } + if (deathmatch->value) + { damage = 200; + } else + { damage = 500; + } if (ent->client->ps.gunframe == 9) { - // send muzzle flash - gi.WriteByte (svc_muzzleflash); - gi.WriteShort (ent-g_edicts); - gi.WriteByte (MZ_BFG | is_silenced); - gi.multicast (ent->s.origin, MULTICAST_PVS); + /* send muzzle flash */ + gi.WriteByte(svc_muzzleflash); + gi.WriteShort(ent - g_edicts); + gi.WriteByte(MZ_BFG | is_silenced); + gi.multicast(ent->s.origin, MULTICAST_PVS); ent->client->ps.gunframe++; @@ -1571,8 +1928,8 @@ void weapon_bfg_fire (edict_t *ent) return; } - // cells can go down during windup (from power armor hits), so - // check again and abort firing if we don't have enough now + /* cells can go down during windup (from power armor hits), so + check again and abort firing if we don't have enough now */ if (ent->client->pers.inventory[ent->client->ammo_index] < 50) { ent->client->ps.gunframe++; @@ -1580,73 +1937,87 @@ void weapon_bfg_fire (edict_t *ent) } if (is_quad) + { damage *= damage_multiplier; + } - AngleVectors (ent->client->v_angle, forward, right, NULL); + AngleVectors(ent->client->v_angle, forward, right, NULL); - VectorScale (forward, -2, ent->client->kick_origin); + VectorScale(forward, -2, ent->client->kick_origin); - // make a big pitch kick with an inverse fall + /* make a big pitch kick with an inverse fall */ ent->client->v_dmg_pitch = -40; - ent->client->v_dmg_roll = crandom()*8; + ent->client->v_dmg_roll = crandom() * 8; ent->client->v_dmg_time = level.time + DAMAGE_TIME; - VectorSet(offset, 8, 8, ent->viewheight-8); - P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); - fire_bfg (ent, start, forward, damage, 400, damage_radius); + VectorSet(offset, 8, 8, ent->viewheight - 8); + P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start); + fire_bfg(ent, start, forward, damage, 400, damage_radius); ent->client->ps.gunframe++; PlayerNoise(ent, start, PNOISE_WEAPON); - if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) + if (!((int)dmflags->value & DF_INFINITE_AMMO)) + { ent->client->pers.inventory[ent->client->ammo_index] -= 50; + } } -void Weapon_BFG (edict_t *ent) +void +Weapon_BFG(edict_t *ent) { - static int pause_frames[] = {39, 45, 50, 55, 0}; - static int fire_frames[] = {9, 17, 0}; - - Weapon_Generic (ent, 8, 32, 55, 58, pause_frames, fire_frames, weapon_bfg_fire); + static int pause_frames[] = {39, 45, 50, 55, 0}; + static int fire_frames[] = {9, 17, 0}; + + if (!ent) + { + return; + } + + Weapon_Generic(ent, 8, 32, 55, 58, pause_frames, + fire_frames, weapon_bfg_fire); } +/* CHAINFIST */ -//====================================================================== -// ROGUE MODS BELOW -//====================================================================== - - -// -// CHAINFIST -// -#define CHAINFIST_REACH 64 - -void weapon_chainfist_fire (edict_t *ent) +void +weapon_chainfist_fire(edict_t *ent) { - vec3_t offset; - vec3_t forward, right, up; - vec3_t start; - int damage; - + vec3_t offset; + vec3_t forward, right, up; + vec3_t start; + int damage; + + if (!ent) + { + return; + } + damage = 15; - if(deathmatch->value) + + if (deathmatch->value) + { damage = 30; + } if (is_quad) + { damage *= damage_multiplier; + } - AngleVectors (ent->client->v_angle, forward, right, up); + AngleVectors(ent->client->v_angle, forward, right, up); - // kick back - VectorScale (forward, -2, ent->client->kick_origin); + /* kick back */ + VectorScale(forward, -2, ent->client->kick_origin); ent->client->kick_angles[0] = -1; - // set start point - VectorSet(offset, 0, 8, ent->viewheight-4); - P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); + /* set start point */ + VectorSet(offset, 0, 8, ent->viewheight - 4); + P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start); - fire_player_melee (ent, start, forward, CHAINFIST_REACH, damage, 100, 1, MOD_CHAINFIST); + fire_player_melee(ent, start, forward, CHAINFIST_REACH, damage, + 100, 1, MOD_CHAINFIST); PlayerNoise(ent, start, PNOISE_WEAPON); @@ -1654,73 +2025,86 @@ void weapon_chainfist_fire (edict_t *ent) ent->client->pers.inventory[ent->client->ammo_index] -= ent->client->pers.weapon->quantity; } -// this spits out some smoke from the motor. it's a two-stroke, you know. -void chainfist_smoke (edict_t *ent) +/* + * this spits out some smoke from the motor. it's a two-stroke, you know. + */ +void +chainfist_smoke(edict_t *ent) { - vec3_t tempVec, forward, right, up; - vec3_t offset; - + vec3_t tempVec, forward, right, up; + vec3_t offset; + + if (!ent) + { + return; + } + AngleVectors(ent->client->v_angle, forward, right, up); - VectorSet(offset, 8, 8, ent->viewheight -4); - P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, tempVec); + VectorSet(offset, 8, 8, ent->viewheight - 4); + P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, tempVec); - gi.WriteByte (svc_temp_entity); - gi.WriteByte (TE_CHAINFIST_SMOKE); - gi.WritePosition (tempVec); - gi.unicast (ent, 0); + gi.WriteByte(svc_temp_entity); + gi.WriteByte(TE_CHAINFIST_SMOKE); + gi.WritePosition(tempVec); + gi.unicast(ent, 0); } -#define HOLD_FRAMES 0 - -void Weapon_ChainFist (edict_t *ent) +void +Weapon_ChainFist(edict_t *ent) { - static int pause_frames[] = {0}; - static int fire_frames[] = {8, 9, 16, 17, 18, 30, 31, 0}; + static int pause_frames[] = {0}; + static int fire_frames[] = {8, 9, 16, 17, 18, 30, 31, 0}; + + /* these are caches for the sound index. there's probably a better way to do this. */ + float chance; + int last_sequence; - // these are caches for the sound index. there's probably a better way to do this. - float chance; - int last_sequence; - last_sequence = 0; - if(ent->client->ps.gunframe == 13 || - ent->client->ps.gunframe == 23) // end of attack, go idle + if ((ent->client->ps.gunframe == 13) || + (ent->client->ps.gunframe == 23)) /* end of attack, go idle */ + { ent->client->ps.gunframe = 32; - -#if HOLD_FRAMES - else if(ent->client->ps.gunframe == 9 && ((ent->client->buttons) & BUTTON_ATTACK)) - ent->client->ps.gunframe = 7; - else if(ent->client->ps.gunframe == 18 && ((ent->client->buttons) & BUTTON_ATTACK)) - ent->client->ps.gunframe = 16; -#endif - - // holds for idle sequence - else if(ent->client->ps.gunframe == 42 && (rand()&7)) - { - if((ent->client->pers.hand != CENTER_HANDED) && random() < 0.4) - chainfist_smoke(ent); } - else if(ent->client->ps.gunframe == 51 && (rand()&7)) + + /* holds for idle sequence */ + else if ((ent->client->ps.gunframe == 42) && (rand() & 7)) { - if((ent->client->pers.hand != CENTER_HANDED) && random() < 0.4) + if ((ent->client->pers.hand != CENTER_HANDED) && (random() < 0.4)) + { chainfist_smoke(ent); - } - - // set the appropriate weapon sound. - if(ent->client->weaponstate == WEAPON_FIRING) - ent->client->weapon_sound = gi.soundindex("weapons/sawhit.wav"); - else if(ent->client->weaponstate == WEAPON_DROPPING) - ent->client->weapon_sound = 0; - else - ent->client->weapon_sound = gi.soundindex("weapons/sawidle.wav"); - - Weapon_Generic (ent, 4, 32, 57, 60, pause_frames, fire_frames, weapon_chainfist_fire); - - if((ent->client->buttons) & BUTTON_ATTACK) + } + } + else if ((ent->client->ps.gunframe == 51) && (rand() & 7)) { - if(ent->client->ps.gunframe == 13 || - ent->client->ps.gunframe == 23 || - ent->client->ps.gunframe == 32) + if ((ent->client->pers.hand != CENTER_HANDED) && (random() < 0.4)) + { + chainfist_smoke(ent); + } + } + + /* set the appropriate weapon sound. */ + if (ent->client->weaponstate == WEAPON_FIRING) + { + ent->client->weapon_sound = gi.soundindex("weapons/sawhit.wav"); + } + else if (ent->client->weaponstate == WEAPON_DROPPING) + { + ent->client->weapon_sound = 0; + } + else + { + ent->client->weapon_sound = gi.soundindex("weapons/sawidle.wav"); + } + + Weapon_Generic(ent, 4, 32, 57, 60, pause_frames, + fire_frames, weapon_chainfist_fire); + + if ((ent->client->buttons) & BUTTON_ATTACK) + { + if ((ent->client->ps.gunframe == 13) || + (ent->client->ps.gunframe == 23) || + (ent->client->ps.gunframe == 32)) { last_sequence = ent->client->ps.gunframe; ent->client->ps.gunframe = 6; @@ -1730,90 +2114,114 @@ void Weapon_ChainFist (edict_t *ent) if (ent->client->ps.gunframe == 6) { chance = random(); - if(last_sequence == 13) // if we just did sequence 1, do 2 or 3. - chance -= 0.34; - else if(last_sequence == 23) // if we just did sequence 2, do 1 or 3 - chance += 0.33; - else if(last_sequence == 32) // if we just did sequence 3, do 1 or 2 + + if (last_sequence == 13) /* if we just did sequence 1, do 2 or 3. */ { - if(chance >= 0.33) + chance -= 0.34; + } + else if (last_sequence == 23) /* if we just did sequence 2, do 1 or 3 */ + { + chance += 0.33; + } + else if (last_sequence == 32) /* if we just did sequence 3, do 1 or 2 */ + { + if (chance >= 0.33) + { chance += 0.34; + } } - if(chance < 0.33) + if (chance < 0.33) + { ent->client->ps.gunframe = 14; - else if(chance < 0.66) + } + else if (chance < 0.66) + { ent->client->ps.gunframe = 24; + } } - } -// -// Disintegrator -// +/* Disintegrator */ -void weapon_tracker_fire (edict_t *self) +void +weapon_tracker_fire(edict_t *self) { - vec3_t forward, right; - vec3_t start; - vec3_t end; - vec3_t offset; - edict_t *enemy; - trace_t tr; - int damage; - vec3_t mins, maxs; - - // PMM - felt a little high at 25 - if(deathmatch->value) + vec3_t forward, right; + vec3_t start; + vec3_t end; + vec3_t offset; + edict_t *enemy; + trace_t tr; + int damage; + vec3_t mins, maxs; + + if (!self) + { + return; + } + + if (deathmatch->value) + { damage = 30; + } else + { damage = 45; + } if (is_quad) - damage *= damage_multiplier; //pgm + { + damage *= damage_multiplier; + } VectorSet(mins, -16, -16, -16); VectorSet(maxs, 16, 16, 16); - AngleVectors (self->client->v_angle, forward, right, NULL); - VectorSet(offset, 24, 8, self->viewheight-8); - P_ProjectSource (self->client, self->s.origin, offset, forward, right, start); + AngleVectors(self->client->v_angle, forward, right, NULL); + VectorSet(offset, 24, 8, self->viewheight - 8); + P_ProjectSource(self->client, self->s.origin, offset, forward, right, start); - // FIXME - can we shorten this? do we need to? - VectorMA (start, 8192, forward, end); + VectorMA(start, 8192, forward, end); enemy = NULL; - //PMM - doing two traces .. one point and one box. - tr = gi.trace (start, vec3_origin, vec3_origin, end, self, MASK_SHOT); - if(tr.ent != world) + tr = gi.trace(start, vec3_origin, vec3_origin, end, self, MASK_SHOT); + + if (tr.ent != world) { - if(tr.ent->svflags & SVF_MONSTER || tr.ent->client || tr.ent->svflags & SVF_DAMAGEABLE) + if (tr.ent->svflags & SVF_MONSTER || tr.ent->client || tr.ent->svflags & SVF_DAMAGEABLE) { - if(tr.ent->health > 0) + if (tr.ent->health > 0) + { enemy = tr.ent; + } } } else { - tr = gi.trace (start, mins, maxs, end, self, MASK_SHOT); - if(tr.ent != world) + tr = gi.trace(start, mins, maxs, end, self, MASK_SHOT); + + if (tr.ent != world) { - if(tr.ent->svflags & SVF_MONSTER || tr.ent->client || tr.ent->svflags & SVF_DAMAGEABLE) + if (tr.ent->svflags & SVF_MONSTER || tr.ent->client || + tr.ent->svflags & SVF_DAMAGEABLE) { - if(tr.ent->health > 0) + if (tr.ent->health > 0) + { enemy = tr.ent; + } } } } - VectorScale (forward, -2, self->client->kick_origin); + VectorScale(forward, -2, self->client->kick_origin); self->client->kick_angles[0] = -1; - fire_tracker (self, start, forward, damage, 1000, enemy); + fire_tracker(self, start, forward, damage, 1000, enemy); - // send muzzle flash - gi.WriteByte (svc_muzzleflash); - gi.WriteShort (self-g_edicts); - gi.WriteByte (MZ_TRACKER); - gi.multicast (self->s.origin, MULTICAST_PVS); + /* send muzzle flash */ + gi.WriteByte(svc_muzzleflash); + gi.WriteShort(self - g_edicts); + gi.WriteByte(MZ_TRACKER); + gi.multicast(self->s.origin, MULTICAST_PVS); PlayerNoise(self, start, PNOISE_WEAPON); @@ -1821,41 +2229,51 @@ void weapon_tracker_fire (edict_t *self) self->client->pers.inventory[self->client->ammo_index] -= self->client->pers.weapon->quantity; } -void Weapon_Disintegrator (edict_t *ent) +void +Weapon_Disintegrator(edict_t *ent) { - static int pause_frames[] = {14, 19, 23, 0}; -// static int fire_frames[] = {7, 0}; - static int fire_frames[] = {5, 0}; + static int pause_frames[] = {14, 19, 23, 0}; + static int fire_frames[] = {5, 0}; - Weapon_Generic (ent, 4, 9, 29, 34, pause_frames, fire_frames, weapon_tracker_fire); + Weapon_Generic(ent, 4, 9, 29, 34, pause_frames, + fire_frames, weapon_tracker_fire); } /* -====================================================================== - -ETF RIFLE - -====================================================================== -*/ -void weapon_etf_rifle_fire (edict_t *ent) + * ====================================================================== + * + * ETF RIFLE + * + * ====================================================================== + */ +void +weapon_etf_rifle_fire(edict_t *ent) { - vec3_t forward, right, up; - vec3_t start, tempPt; - int damage; - int kick = 3; - int i; - vec3_t offset; - - if(deathmatch->value) - damage = 10; - else - damage = 10; - - // PGM - adjusted to use the quantity entry in the weapon structure. - if(ent->client->pers.inventory[ent->client->ammo_index] < ent->client->pers.weapon->quantity) + vec3_t forward, right, up; + vec3_t start, tempPt; + int damage; + int kick = 3; + int i; + vec3_t offset; + + if (!ent) { - VectorClear (ent->client->kick_origin); - VectorClear (ent->client->kick_angles); + return; + } + + if (deathmatch->value) + { + damage = 10; + } + else + { + damage = 10; + } + + if (ent->client->pers.inventory[ent->client->ammo_index] < ent->client->pers.weapon->quantity) + { + VectorClear(ent->client->kick_origin); + VectorClear(ent->client->kick_angles); ent->client->ps.gunframe = 8; if (level.time >= ent->pain_debounce_time) @@ -1863,7 +2281,8 @@ void weapon_etf_rifle_fire (edict_t *ent) gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0); ent->pain_debounce_time = level.time + 1; } - NoAmmoWeaponChange (ent); + + NoAmmoWeaponChange(ent); return; } @@ -1873,37 +2292,34 @@ void weapon_etf_rifle_fire (edict_t *ent) kick *= damage_multiplier; } - for(i=0;i<3;i++) + for (i = 0; i < 3; i++) { ent->client->kick_origin[i] = crandom() * 0.85; ent->client->kick_angles[i] = crandom() * 0.85; } - // get start / end positions - AngleVectors (ent->client->v_angle, forward, right, up); + /* get start / end positions */ + AngleVectors(ent->client->v_angle, forward, right, up); - // FIXME - set correct frames for different offsets. - - if(ent->client->ps.gunframe == 6) // right barrel + if (ent->client->ps.gunframe == 6) /* right barrel */ { -// gi.dprintf("right\n"); VectorSet(offset, 15, 8, -8); } - else // left barrel + else /* left barrel */ { VectorSet(offset, 15, 6, -8); } - - VectorCopy (ent->s.origin, tempPt); - tempPt[2] += ent->viewheight; - P_ProjectSource2 (ent->client, tempPt, offset, forward, right, up, start); - fire_flechette (ent, start, forward, damage, 750, kick); - // send muzzle flash - gi.WriteByte (svc_muzzleflash); - gi.WriteShort (ent-g_edicts); - gi.WriteByte (MZ_ETF_RIFLE); - gi.multicast (ent->s.origin, MULTICAST_PVS); + VectorCopy(ent->s.origin, tempPt); + tempPt[2] += ent->viewheight; + P_ProjectSource2(ent->client, tempPt, offset, forward, right, up, start); + fire_flechette(ent, start, forward, damage, 750, kick); + + /* send muzzle flash */ + gi.WriteByte(svc_muzzleflash); + gi.WriteShort(ent - g_edicts); + gi.WriteByte(MZ_ETF_RIFLE); + gi.multicast(ent->s.origin, MULTICAST_PVS); PlayerNoise(ent, start, PNOISE_WEAPON); @@ -1911,6 +2327,7 @@ void weapon_etf_rifle_fire (edict_t *ent) ent->client->pers.inventory[ent->client->ammo_index] -= ent->client->pers.weapon->quantity; ent->client->anim_priority = ANIM_ATTACK; + if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) { ent->s.frame = FRAME_crattak1 - 1; @@ -1921,54 +2338,71 @@ void weapon_etf_rifle_fire (edict_t *ent) ent->s.frame = FRAME_attack1 - 1; ent->client->anim_end = FRAME_attack8; } - } -void Weapon_ETF_Rifle (edict_t *ent) +void +Weapon_ETF_Rifle(edict_t *ent) { - static int pause_frames[] = {18, 28, 0}; - static int fire_frames[] = {6, 7, 0}; + static int pause_frames[] = {18, 28, 0}; + static int fire_frames[] = {6, 7, 0}; + + if (!ent) + { + return; + } + if (ent->client->weaponstate == WEAPON_FIRING) { if (ent->client->pers.inventory[ent->client->ammo_index] <= 0) + { ent->client->ps.gunframe = 8; + } } - Weapon_Generic (ent, 4, 7, 37, 41, pause_frames, fire_frames, weapon_etf_rifle_fire); + Weapon_Generic(ent, 4, 7, 37, 41, pause_frames, + fire_frames, weapon_etf_rifle_fire); - if(ent->client->ps.gunframe == 8 && (ent->client->buttons & BUTTON_ATTACK)) + if ((ent->client->ps.gunframe == 8) && + (ent->client->buttons & BUTTON_ATTACK)) + { ent->client->ps.gunframe = 6; - -// gi.dprintf("etf rifle %d\n", ent->client->ps.gunframe); + } } -// pgm - this now uses ent->client->pers.weapon->quantity like all the other weapons -//#define HEATBEAM_AMMO_USE 2 -#define HEATBEAM_DM_DMG 15 -#define HEATBEAM_SP_DMG 15 - -void Heatbeam_Fire (edict_t *ent) +void +Heatbeam_Fire(edict_t *ent) { - vec3_t start; - vec3_t forward, right, up; - vec3_t offset; - int damage; - int kick; - - // for comparison, the hyperblaster is 15/20 - // jim requested more damage, so try 15/15 --- PGM 07/23/98 + vec3_t start; + vec3_t forward, right, up; + vec3_t offset; + int damage; + int kick; + + if (!ent) + { + return; + } + if (deathmatch->value) + { damage = HEATBEAM_DM_DMG; + } else + { damage = HEATBEAM_SP_DMG; + } - if (deathmatch->value) // really knock 'em around in deathmatch + if (deathmatch->value) /* really knock 'em around in deathmatch */ + { kick = 75; + } else + { kick = 30; + } ent->client->ps.gunframe++; - ent->client->ps.gunindex = gi.modelindex ("models/weapons/v_beamer2/tris.md2"); + ent->client->ps.gunindex = gi.modelindex("models/weapons/v_beamer2/tris.md2"); if (is_quad) { @@ -1976,34 +2410,36 @@ void Heatbeam_Fire (edict_t *ent) kick *= damage_multiplier; } - VectorClear (ent->client->kick_origin); - VectorClear (ent->client->kick_angles); + VectorClear(ent->client->kick_origin); + VectorClear(ent->client->kick_angles); - // get start / end positions - AngleVectors (ent->client->v_angle, forward, right, up); + /* get start / end positions */ + AngleVectors(ent->client->v_angle, forward, right, up); - // This offset is the "view" offset for the beam start (used by trace) - - VectorSet(offset, 7, 2, ent->viewheight-3); - P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); + /* This offset is the "view" offset for the beam start (used by trace) */ + VectorSet(offset, 7, 2, ent->viewheight - 3); + P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start); - // This offset is the entity offset + /* This offset is the entity offset */ VectorSet(offset, 2, 7, -3); - fire_heat (ent, start, forward, offset, damage, kick, false); + fire_heat(ent, start, forward, offset, damage, kick, false); - // send muzzle flash - gi.WriteByte (svc_muzzleflash); - gi.WriteShort (ent-g_edicts); - gi.WriteByte (MZ_HEATBEAM | is_silenced); - gi.multicast (ent->s.origin, MULTICAST_PVS); + /* send muzzle flash */ + gi.WriteByte(svc_muzzleflash); + gi.WriteShort(ent - g_edicts); + gi.WriteByte(MZ_HEATBEAM | is_silenced); + gi.multicast(ent->s.origin, MULTICAST_PVS); PlayerNoise(ent, start, PNOISE_WEAPON); - if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) + if (!((int)dmflags->value & DF_INFINITE_AMMO)) + { ent->client->pers.inventory[ent->client->ammo_index] -= ent->client->pers.weapon->quantity; + } ent->client->anim_priority = ANIM_ATTACK; + if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) { ent->s.frame = FRAME_crattak1 - 1; @@ -2014,41 +2450,47 @@ void Heatbeam_Fire (edict_t *ent) ent->s.frame = FRAME_attack1 - 1; ent->client->anim_end = FRAME_attack8; } - } -void Weapon_Heatbeam (edict_t *ent) +void +Weapon_Heatbeam(edict_t *ent) { - static int pause_frames[] = {35, 0}; - static int fire_frames[] = {9, 10, 11, 12, 0}; - + static int pause_frames[] = {35, 0}; + static int fire_frames[] = {9, 10, 11, 12, 0}; + + if (!ent) + { + return; + } + if (ent->client->weaponstate == WEAPON_FIRING) { - ent->client->weapon_sound = gi.soundindex ("weapons/bfg__l1a.wav"); - if ((ent->client->pers.inventory[ent->client->ammo_index] >= 2) && ((ent->client->buttons) & BUTTON_ATTACK)) + ent->client->weapon_sound = gi.soundindex("weapons/bfg__l1a.wav"); + + if ((ent->client->pers.inventory[ent->client->ammo_index] >= 2) && + ((ent->client->buttons) & BUTTON_ATTACK)) { - if(ent->client->ps.gunframe >= 13) + if (ent->client->ps.gunframe >= 13) { ent->client->ps.gunframe = 9; - ent->client->ps.gunindex = gi.modelindex ("models/weapons/v_beamer2/tris.md2"); + ent->client->ps.gunindex = gi.modelindex("models/weapons/v_beamer2/tris.md2"); } else { - ent->client->ps.gunindex = gi.modelindex ("models/weapons/v_beamer2/tris.md2"); + ent->client->ps.gunindex = gi.modelindex("models/weapons/v_beamer2/tris.md2"); } } else { ent->client->ps.gunframe = 13; - ent->client->ps.gunindex = gi.modelindex ("models/weapons/v_beamer/tris.md2"); + ent->client->ps.gunindex = gi.modelindex("models/weapons/v_beamer/tris.md2"); } } else { - ent->client->ps.gunindex = gi.modelindex ("models/weapons/v_beamer/tris.md2"); + ent->client->ps.gunindex = gi.modelindex("models/weapons/v_beamer/tris.md2"); ent->client->weapon_sound = 0; } - Weapon_Generic (ent, 8, 12, 39, 44, pause_frames, fire_frames, Heatbeam_Fire); + Weapon_Generic(ent, 8, 12, 39, 44, pause_frames, fire_frames, Heatbeam_Fire); } -