2023-10-17 15:47:50 +00:00
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/*
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* Copyright (c) ZeniMax Media Inc.
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* Licensed under the GNU General Public License 2.0.
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2023-10-18 20:21:14 +00:00
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*/
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2023-10-17 15:47:50 +00:00
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/* =======================================================================
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*
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* Player weapons.
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*
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* =======================================================================
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*/
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#include "../header/local.h"
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#include "../monster/misc/player.h"
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2023-10-18 20:21:14 +00:00
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#include <limits.h>
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2023-10-17 15:47:50 +00:00
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#define PLAYER_NOISE_SELF 0
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#define PLAYER_NOISE_IMPACT 1
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#define FRAME_FIRE_FIRST (FRAME_ACTIVATE_LAST + 1)
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#define FRAME_IDLE_FIRST (FRAME_FIRE_LAST + 1)
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#define FRAME_DEACTIVATE_FIRST (FRAME_IDLE_LAST + 1)
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#define GRENADE_TIMER 3.0
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#define GRENADE_MINSPEED 400
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#define GRENADE_MAXSPEED 800
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#define CHAINFIST_REACH 64
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#define HEATBEAM_DM_DMG 15
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#define HEATBEAM_SP_DMG 15
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static qboolean is_quad;
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static byte damage_multiplier;
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static byte is_silenced;
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void weapon_grenade_fire(edict_t *ent, qboolean held);
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byte
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P_DamageModifier(edict_t *ent)
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{
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is_quad = 0;
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damage_multiplier = 1;
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if (!ent)
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{
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return 0;
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}
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if (ent->client->quad_framenum > level.framenum)
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{
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damage_multiplier *= 4;
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is_quad = 1;
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/* if we're quad and DF_NO_STACK_DOUBLE is on, return now. */
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if (((int)(dmflags->value) & DF_NO_STACK_DOUBLE))
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{
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return damage_multiplier;
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}
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}
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if (ent->client->double_framenum > level.framenum)
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{
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if ((deathmatch->value) || (damage_multiplier == 1))
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{
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damage_multiplier *= 2;
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is_quad = 1;
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}
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}
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return damage_multiplier;
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}
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void
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P_ProjectSource(edict_t *ent, vec3_t distance, vec3_t forward,
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vec3_t right, vec3_t result)
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{
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gclient_t *client = ent->client;
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float *point = ent->s.origin;
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vec3_t _distance;
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if (!client)
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{
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return;
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}
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VectorCopy(distance, _distance);
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if (client->pers.hand == LEFT_HANDED)
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{
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_distance[1] *= -1;
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}
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else if (client->pers.hand == CENTER_HANDED)
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{
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_distance[1] = 0;
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}
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G_ProjectSource(point, _distance, forward, right, result);
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// Berserker: fix - now the projectile hits exactly where the scope is pointing.
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if (aimfix->value)
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{
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vec3_t start, end;
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VectorSet(start, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] + ent->viewheight);
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VectorMA(start, 8192, forward, end);
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trace_t tr = gi.trace(start, NULL, NULL, end, ent, MASK_SHOT);
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if (tr.fraction < 1)
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{
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VectorSubtract(tr.endpos, result, forward);
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VectorNormalize(forward);
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}
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}
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}
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void
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P_ProjectSource2(edict_t *ent, vec3_t point, vec3_t distance, vec3_t forward,
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vec3_t right, vec3_t up, vec3_t result)
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{
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gclient_t *client = ent->client;
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vec3_t _distance;
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if (!client)
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{
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return;
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}
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VectorCopy(distance, _distance);
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if (client->pers.hand == LEFT_HANDED)
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{
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_distance[1] *= -1;
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}
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else if (client->pers.hand == CENTER_HANDED)
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{
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_distance[1] = 0;
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}
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G_ProjectSource2(point, _distance, forward, right, up, result);
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// Berserker: fix - now the projectile hits exactly where the scope is pointing.
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if (aimfix->value)
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{
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vec3_t start, end;
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VectorSet(start, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] + ent->viewheight);
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VectorMA(start, 8192, forward, end);
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trace_t tr = gi.trace(start, NULL, NULL, end, ent, MASK_SHOT);
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if (tr.fraction < 1)
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{
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VectorSubtract(tr.endpos, result, forward);
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VectorNormalize(forward);
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}
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}
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}
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/*
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* Each player can have two noise objects associated with it:
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* a personal noise (jumping, pain, weapon firing), and a weapon
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* target noise (bullet wall impacts)
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*
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* Monsters that don't directly see the player can move
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* to a noise in hopes of seeing the player from there.
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*/
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static edict_t *
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PlayerNoise_Spawn(edict_t *who, int type)
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{
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edict_t *noise;
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if (!who)
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{
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return NULL;
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}
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noise = G_SpawnOptional();
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if (!noise)
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{
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return NULL;
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}
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noise->classname = "player_noise";
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noise->spawnflags = type;
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VectorSet (noise->mins, -8, -8, -8);
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VectorSet (noise->maxs, 8, 8, 8);
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noise->owner = who;
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noise->svflags = SVF_NOCLIENT;
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return noise;
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}
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static void
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PlayerNoise_Verify(edict_t *who)
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{
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edict_t *e;
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edict_t *n1;
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edict_t *n2;
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if (!who)
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{
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return;
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}
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n1 = who->mynoise;
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n2 = who->mynoise2;
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if (n1 && !n1->inuse)
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{
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n1 = NULL;
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}
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if (n2 && !n2->inuse)
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{
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n2 = NULL;
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}
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if (n1 && n2)
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{
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return;
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}
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for (e = g_edicts + 1 + game.maxclients; e < &g_edicts[globals.num_edicts]; e++)
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{
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if (!e->inuse || strcmp(e->classname, "player_noise") != 0)
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{
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continue;
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}
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if (e->owner && e->owner != who)
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{
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continue;
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}
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e->owner = who;
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if (!n2 && (e->spawnflags == PLAYER_NOISE_IMPACT || n1))
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{
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n2 = e;
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}
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else
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{
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n1 = e;
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}
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if (n1 && n2)
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{
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break;
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}
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}
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if (!n1)
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{
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n1 = PlayerNoise_Spawn(who, PLAYER_NOISE_SELF);
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}
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if (!n2)
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{
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n2 = PlayerNoise_Spawn(who, PLAYER_NOISE_IMPACT);
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}
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who->mynoise = n1;
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who->mynoise2 = n2;
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}
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void
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PlayerNoise(edict_t *who, vec3_t where, int type)
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{
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edict_t *noise;
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if (!who || !who->client)
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{
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return;
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}
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if (type == PNOISE_WEAPON)
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{
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if (who->client->silencer_shots)
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{
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who->client->silencer_shots--;
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return;
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}
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}
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if (deathmatch->value)
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{
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return;
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}
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if (who->flags & FL_NOTARGET)
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{
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return;
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}
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if (who->flags & FL_DISGUISED)
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{
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if (type == PNOISE_WEAPON)
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{
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level.disguise_violator = who;
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level.disguise_violation_framenum = level.framenum + 5;
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}
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else
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{
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return;
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}
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}
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PlayerNoise_Verify(who);
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if ((type == PNOISE_SELF) || (type == PNOISE_WEAPON))
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{
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if (level.framenum <= (level.sound_entity_framenum + 3))
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{
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return;
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}
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if (!who->mynoise)
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{
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return;
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}
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noise = who->mynoise;
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level.sound_entity = noise;
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level.sound_entity_framenum = level.framenum;
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}
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else
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{
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if (level.framenum <= (level.sound2_entity_framenum + 3))
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{
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return;
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}
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if (!who->mynoise2)
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{
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return;
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}
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noise = who->mynoise2;
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level.sound2_entity = noise;
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level.sound2_entity_framenum = level.framenum;
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}
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VectorCopy(where, noise->s.origin);
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VectorSubtract(where, noise->maxs, noise->absmin);
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VectorAdd(where, noise->maxs, noise->absmax);
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noise->last_sound_time = level.time;
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gi.linkentity(noise);
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}
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qboolean
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Pickup_Weapon(edict_t *ent, edict_t *other)
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{
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int index;
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gitem_t *ammo;
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if (!ent || !other)
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{
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return false;
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}
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index = ITEM_INDEX(ent->item);
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if ((((int)(dmflags->value) & DF_WEAPONS_STAY) || coop->value) && other->client->pers.inventory[index])
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{
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if (!(ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM)) &&
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(!coop_pickup_weapons->value || (ent->flags & FL_COOP_TAKEN)))
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{
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return false; /* leave the weapon for others to pickup */
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}
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}
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other->client->pers.inventory[index]++;
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if (!(ent->spawnflags & DROPPED_ITEM))
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{
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/* give them some ammo with it */
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if (ent->item->ammo)
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{
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ammo = FindItem(ent->item->ammo);
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if ((int)dmflags->value & DF_INFINITE_AMMO)
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{
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Add_Ammo(other, ammo, 1000);
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}
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else
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{
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Add_Ammo(other, ammo, ammo->quantity);
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}
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}
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if (!(ent->spawnflags & DROPPED_PLAYER_ITEM))
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{
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if (deathmatch->value)
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{
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if ((int)(dmflags->value) & DF_WEAPONS_STAY)
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{
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ent->flags |= FL_RESPAWN;
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}
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else
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{
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SetRespawn(ent, 30);
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}
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}
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if (coop->value)
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{
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ent->flags |= FL_RESPAWN;
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ent->flags |= FL_COOP_TAKEN;
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}
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}
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}
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if ((other->client->pers.weapon != ent->item) &&
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(other->client->pers.inventory[index] == 1) &&
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(!deathmatch->value || (other->client->pers.weapon == FindItem("blaster"))))
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{
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other->client->newweapon = ent->item;
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}
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|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
* 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);
|
|
|
|
ent->client->grenade_time = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
ent->client->pers.lastweapon = ent->client->pers.weapon;
|
|
|
|
ent->client->pers.weapon = ent->client->newweapon;
|
|
|
|
ent->client->newweapon = NULL;
|
|
|
|
ent->client->machinegun_shots = 0;
|
|
|
|
|
|
|
|
/* 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 */
|
|
|
|
ent->client->ps.gunindex = 0;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
ent->client->weaponstate = WEAPON_ACTIVATING;
|
|
|
|
ent->client->ps.gunframe = 0;
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
ent->s.frame = FRAME_crpain1;
|
|
|
|
ent->client->anim_end = FRAME_crpain4;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ent->s.frame = FRAME_pain301;
|
|
|
|
ent->client->anim_end = FRAME_pain304;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ent->client->pers.inventory[ITEM_INDEX(FindItem("flechettes"))] &&
|
|
|
|
ent->client->pers.inventory[ITEM_INDEX(FindItem("etf rifle"))])
|
|
|
|
{
|
|
|
|
ent->client->newweapon = FindItem("etf rifle");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ent->client->pers.inventory[ITEM_INDEX(FindItem("bullets"))] &&
|
|
|
|
ent->client->pers.inventory[ITEM_INDEX(FindItem("chaingun"))])
|
|
|
|
{
|
|
|
|
ent->client->newweapon = FindItem("chaingun");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ent->client->pers.inventory[ITEM_INDEX(FindItem("bullets"))] &&
|
|
|
|
ent->client->pers.inventory[ITEM_INDEX(FindItem("machinegun"))])
|
|
|
|
{
|
|
|
|
ent->client->newweapon = FindItem("machinegun");
|
|
|
|
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");
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
* 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);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* call active weapon think routine */
|
|
|
|
if (ent->client->pers.weapon && ent->client->pers.weapon->weaponthink)
|
|
|
|
{
|
|
|
|
P_DamageModifier(ent);
|
|
|
|
|
|
|
|
if (ent->client->silencer_shots)
|
|
|
|
{
|
|
|
|
is_silenced = MZ_SILENCED;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
is_silenced = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
ent->client->pers.weapon->weaponthink(ent);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2023-10-18 20:21:14 +00:00
|
|
|
/*
|
|
|
|
* Client (player) animation for changing weapon
|
|
|
|
*/
|
|
|
|
static void
|
|
|
|
Change_Weap_Animation(edict_t *ent)
|
|
|
|
{
|
|
|
|
if (!ent)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
ent->client->anim_priority = ANIM_REVERSE;
|
|
|
|
|
|
|
|
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
|
|
|
|
{
|
|
|
|
ent->s.frame = FRAME_crpain4 + 1;
|
|
|
|
ent->client->anim_end = FRAME_crpain1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ent->s.frame = FRAME_pain304 + 1;
|
|
|
|
ent->client->anim_end = FRAME_pain301;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2023-10-17 15:47:50 +00:00
|
|
|
/*
|
|
|
|
* Make the weapon ready if there is ammo
|
|
|
|
*/
|
|
|
|
void
|
|
|
|
Use_Weapon(edict_t *ent, gitem_t *item)
|
|
|
|
{
|
|
|
|
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))
|
|
|
|
{
|
|
|
|
ammo_item = FindItem(item->ammo);
|
|
|
|
ammo_index = ITEM_INDEX(ammo_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);
|
|
|
|
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);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* change to this weapon when down */
|
|
|
|
ent->client->newweapon = item;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
Drop_Weapon(edict_t *ent, gitem_t *item)
|
|
|
|
{
|
|
|
|
int index;
|
|
|
|
|
|
|
|
if (!ent || !item)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
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))
|
|
|
|
{
|
|
|
|
gi.cprintf(ent, PRINT_HIGH, "Can't drop current weapon\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
Drop_Item(ent, item);
|
|
|
|
ent->client->pers.inventory[index]--;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
* A generic function to handle the basics of weapon thinking
|
|
|
|
*/
|
|
|
|
|
|
|
|
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;
|
2023-10-18 20:21:14 +00:00
|
|
|
const unsigned short int change_speed = (g_swap_speed->value > 1)?
|
|
|
|
(g_swap_speed->value < USHRT_MAX)? (unsigned short int)g_swap_speed->value : 1
|
|
|
|
: 1;
|
2023-10-17 15:47:50 +00:00
|
|
|
|
|
|
|
if (!ent || !fire)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ent->deadflag || (ent->s.modelindex != 255)) /* VWep animations screw up corpses */
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ent->client->weaponstate == WEAPON_DROPPING)
|
|
|
|
{
|
2023-10-18 20:21:14 +00:00
|
|
|
if (ent->client->ps.gunframe >= FRAME_DEACTIVATE_LAST - change_speed + 1)
|
2023-10-17 15:47:50 +00:00
|
|
|
{
|
|
|
|
ChangeWeapon(ent);
|
|
|
|
return;
|
|
|
|
}
|
2023-10-18 20:21:14 +00:00
|
|
|
else if ( (FRAME_DEACTIVATE_LAST - FRAME_DEACTIVATE_FIRST) >= (4 * change_speed) )
|
2023-10-17 15:47:50 +00:00
|
|
|
{
|
2023-10-18 20:21:14 +00:00
|
|
|
unsigned short int remainder = FRAME_DEACTIVATE_LAST - ent->client->ps.gunframe;
|
|
|
|
// "if (remainder == 4)" at change_speed == 1
|
|
|
|
if ( ( remainder <= (4 * change_speed) )
|
|
|
|
&& ( remainder > (3 * change_speed) ) )
|
2023-10-17 15:47:50 +00:00
|
|
|
{
|
2023-10-18 20:21:14 +00:00
|
|
|
Change_Weap_Animation(ent);
|
2023-10-17 15:47:50 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2023-10-18 20:21:14 +00:00
|
|
|
ent->client->ps.gunframe += change_speed;
|
2023-10-17 15:47:50 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ent->client->weaponstate == WEAPON_ACTIVATING)
|
|
|
|
{
|
2023-10-18 20:21:14 +00:00
|
|
|
if (ent->client->ps.gunframe >= FRAME_ACTIVATE_LAST - change_speed + 1)
|
2023-10-17 15:47:50 +00:00
|
|
|
{
|
|
|
|
ent->client->weaponstate = WEAPON_READY;
|
|
|
|
ent->client->ps.gunframe = FRAME_IDLE_FIRST;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2023-10-18 20:21:14 +00:00
|
|
|
ent->client->ps.gunframe += change_speed;
|
2023-10-17 15:47:50 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((ent->client->newweapon) && (ent->client->weaponstate != WEAPON_FIRING))
|
|
|
|
{
|
|
|
|
ent->client->weaponstate = WEAPON_DROPPING;
|
|
|
|
ent->client->ps.gunframe = FRAME_DEACTIVATE_FIRST;
|
|
|
|
|
2023-10-18 20:21:14 +00:00
|
|
|
if ( (FRAME_DEACTIVATE_LAST - FRAME_DEACTIVATE_FIRST) < (4 * change_speed) )
|
2023-10-17 15:47:50 +00:00
|
|
|
{
|
2023-10-18 20:21:14 +00:00
|
|
|
Change_Weap_Animation(ent);
|
2023-10-17 15:47:50 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ent->client->weaponstate == WEAPON_READY)
|
|
|
|
{
|
|
|
|
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))
|
|
|
|
{
|
|
|
|
ent->client->ps.gunframe = FRAME_FIRE_FIRST;
|
|
|
|
ent->client->weaponstate = WEAPON_FIRING;
|
|
|
|
|
|
|
|
/* 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->client->anim_end = FRAME_crattak9;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ent->s.frame = FRAME_attack1 - 1;
|
|
|
|
ent->client->anim_end = FRAME_attack8;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (ent->client->ps.gunframe == FRAME_IDLE_LAST)
|
|
|
|
{
|
|
|
|
ent->client->ps.gunframe = FRAME_IDLE_FIRST;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pause_frames)
|
|
|
|
{
|
|
|
|
for (n = 0; pause_frames[n]; n++)
|
|
|
|
{
|
|
|
|
if (ent->client->ps.gunframe == pause_frames[n])
|
|
|
|
{
|
|
|
|
if (rand() & 15)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
ent->client->ps.gunframe++;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ent->client->weaponstate == WEAPON_FIRING)
|
|
|
|
{
|
|
|
|
for (n = 0; fire_frames[n]; n++)
|
|
|
|
{
|
|
|
|
if (ent->client->ps.gunframe == fire_frames[n])
|
|
|
|
{
|
|
|
|
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);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!fire_frames[n])
|
|
|
|
{
|
|
|
|
ent->client->ps.gunframe++;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ent->client->ps.gunframe == FRAME_IDLE_FIRST + 1)
|
|
|
|
{
|
|
|
|
ent->client->weaponstate = WEAPON_READY;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
* ======================================================================
|
|
|
|
*
|
|
|
|
* GRENADE
|
|
|
|
*
|
|
|
|
* ======================================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
if (!ent)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
radius = damage + 40;
|
|
|
|
|
|
|
|
if (is_quad)
|
|
|
|
{
|
|
|
|
damage *= damage_multiplier;
|
|
|
|
|
|
|
|
if (damage_multiplier >= 4)
|
|
|
|
{
|
|
|
|
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0);
|
|
|
|
}
|
|
|
|
else if (damage_multiplier == 2)
|
|
|
|
{
|
|
|
|
gi.sound(ent, CHAN_ITEM, gi.soundindex("misc/ddamage3.wav"), 1, ATTN_NORM, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
AngleVectors(ent->client->v_angle, forward, right, up);
|
|
|
|
|
|
|
|
if (ent->client->pers.weapon->tag == AMMO_TESLA)
|
|
|
|
{
|
|
|
|
VectorSet(offset, 0, -4, ent->viewheight - 22);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
VectorSet(offset, 2, 6, ent->viewheight - 14);
|
|
|
|
}
|
|
|
|
|
|
|
|
P_ProjectSource2(ent, 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;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (ent->client->pers.weapon->tag)
|
|
|
|
{
|
|
|
|
case AMMO_GRENADES:
|
|
|
|
fire_grenade2(ent, start, forward, damage, speed,
|
|
|
|
timer, radius, held);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
fire_tesla(ent, start, forward, damage_multiplier, speed);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
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 */
|
|
|
|
{
|
|
|
|
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->client->anim_end = FRAME_crattak3;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ent->client->anim_priority = ANIM_REVERSE;
|
|
|
|
ent->s.frame = FRAME_wave08;
|
|
|
|
ent->client->anim_end = FRAME_wave01;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
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);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ent->client->weaponstate == WEAPON_ACTIVATING)
|
|
|
|
{
|
|
|
|
ent->client->weaponstate = WEAPON_READY;
|
|
|
|
ent->client->ps.gunframe = FRAME_IDLE_FIRST;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ent->client->weaponstate == WEAPON_READY)
|
|
|
|
{
|
|
|
|
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;
|
|
|
|
ent->client->weaponstate = WEAPON_FIRING;
|
|
|
|
ent->client->grenade_time = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ent->client->ps.gunframe == FRAME_IDLE_LAST)
|
|
|
|
{
|
|
|
|
ent->client->ps.gunframe = FRAME_IDLE_FIRST;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pause_frames)
|
|
|
|
{
|
|
|
|
for (n = 0; pause_frames[n]; n++)
|
|
|
|
{
|
|
|
|
if (ent->client->ps.gunframe == pause_frames[n])
|
|
|
|
{
|
|
|
|
if (rand() & 15)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
ent->client->ps.gunframe++;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
case AMMO_GRENADES:
|
|
|
|
ent->client->weapon_sound = gi.soundindex("weapons/hgrenc1b.wav");
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* 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);
|
|
|
|
ent->client->grenade_blew_up = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ent->client->buttons & BUTTON_ATTACK)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ent->client->grenade_blew_up)
|
|
|
|
{
|
|
|
|
if (level.time >= ent->client->grenade_time)
|
|
|
|
{
|
|
|
|
ent->client->ps.gunframe = FRAME_FIRE_LAST;
|
|
|
|
ent->client->grenade_blew_up = false;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ent->client->ps.gunframe == FRAME_THROW_FIRE)
|
|
|
|
{
|
|
|
|
ent->client->weapon_sound = 0;
|
|
|
|
fire(ent, true);
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((ent->client->ps.gunframe == FRAME_FIRE_LAST) &&
|
|
|
|
(level.time < ent->client->grenade_time))
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
ent->client->ps.gunframe++;
|
|
|
|
|
|
|
|
if (ent->client->ps.gunframe == FRAME_IDLE_FIRST)
|
|
|
|
{
|
|
|
|
ent->client->grenade_time = 0;
|
|
|
|
ent->client->weaponstate = WEAPON_READY;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
Weapon_Grenade(edict_t *ent)
|
|
|
|
{
|
|
|
|
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_Tesla(edict_t *ent)
|
|
|
|
{
|
|
|
|
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");
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
* ======================================================================
|
|
|
|
*
|
|
|
|
* GRENADE LAUNCHER
|
|
|
|
*
|
|
|
|
* ======================================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
void
|
|
|
|
weapon_grenadelauncher_fire(edict_t *ent)
|
|
|
|
{
|
|
|
|
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;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
damage = 120;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
radius = damage + 40;
|
|
|
|
|
|
|
|
if (is_quad)
|
|
|
|
{
|
|
|
|
damage *= damage_multiplier;
|
|
|
|
}
|
|
|
|
|
|
|
|
VectorSet(offset, 8, 8, ent->viewheight - 8);
|
|
|
|
AngleVectors(ent->client->v_angle, forward, right, NULL);
|
|
|
|
P_ProjectSource(ent, offset, forward, right, start);
|
|
|
|
|
|
|
|
VectorScale(forward, -2, ent->client->kick_origin);
|
|
|
|
ent->client->kick_angles[0] = -1;
|
|
|
|
|
|
|
|
switch (ent->client->pers.weapon->tag)
|
|
|
|
{
|
|
|
|
case AMMO_PROX:
|
|
|
|
fire_prox(ent, start, forward, damage_multiplier, 600);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
fire_grenade(ent, start, forward, damage, 600, 2.5, radius);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
gi.WriteByte (svc_muzzleflash);
|
|
|
|
gi.WriteShort (ent-g_edicts);
|
|
|
|
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))
|
|
|
|
{
|
|
|
|
ent->client->pers.inventory[ent->client->ammo_index]--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
Weapon_GrenadeLauncher(edict_t *ent)
|
|
|
|
{
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
Weapon_ProxLauncher(edict_t *ent)
|
|
|
|
{
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
* ======================================================================
|
|
|
|
*
|
|
|
|
* ROCKET
|
|
|
|
*
|
|
|
|
* ======================================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
void
|
|
|
|
Weapon_RocketLauncher_Fire(edict_t *ent)
|
|
|
|
{
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
damage *= damage_multiplier;
|
|
|
|
radius_damage *= damage_multiplier;
|
|
|
|
}
|
|
|
|
|
|
|
|
AngleVectors(ent->client->v_angle, forward, right, NULL);
|
|
|
|
|
|
|
|
VectorScale(forward, -2, ent->client->kick_origin);
|
|
|
|
ent->client->kick_angles[0] = -1;
|
|
|
|
|
|
|
|
VectorSet(offset, 8, 8, ent->viewheight - 8);
|
|
|
|
P_ProjectSource(ent, 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);
|
|
|
|
|
|
|
|
ent->client->ps.gunframe++;
|
|
|
|
|
|
|
|
PlayerNoise(ent, start, PNOISE_WEAPON);
|
|
|
|
|
|
|
|
if (!((int)dmflags->value & DF_INFINITE_AMMO))
|
|
|
|
{
|
|
|
|
ent->client->pers.inventory[ent->client->ammo_index]--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
Weapon_RocketLauncher(edict_t *ent)
|
|
|
|
{
|
|
|
|
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
|
|
|
|
*
|
|
|
|
* ======================================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
if (!ent)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (is_quad)
|
|
|
|
{
|
|
|
|
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, offset, forward, right, start);
|
|
|
|
|
|
|
|
VectorScale(forward, -2, ent->client->kick_origin);
|
|
|
|
ent->client->kick_angles[0] = -1;
|
|
|
|
|
|
|
|
fire_blaster(ent, start, forward, damage, 1000, effect, hyper);
|
|
|
|
|
|
|
|
/* send muzzle flash */
|
|
|
|
gi.WriteByte(svc_muzzleflash);
|
|
|
|
gi.WriteShort(ent - g_edicts);
|
|
|
|
|
|
|
|
if (hyper)
|
|
|
|
{
|
|
|
|
gi.WriteByte(MZ_HYPERBLASTER | is_silenced);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
int damage;
|
|
|
|
|
|
|
|
if (!ent)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (deathmatch->value)
|
|
|
|
{
|
|
|
|
damage = 15;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
damage = 10;
|
|
|
|
}
|
|
|
|
|
|
|
|
Blaster_Fire(ent, vec3_origin, damage, false, EF_BLASTER);
|
|
|
|
ent->client->ps.gunframe++;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
Weapon_Blaster(edict_t *ent)
|
|
|
|
{
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
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))
|
|
|
|
{
|
|
|
|
ent->client->ps.gunframe++;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
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))
|
|
|
|
{
|
|
|
|
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))
|
|
|
|
{
|
|
|
|
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;
|
|
|
|
ent->client->anim_end = FRAME_crattak9;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ent->s.frame = FRAME_attack1 - 1;
|
|
|
|
ent->client->anim_end = FRAME_attack8;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
ent->client->ps.gunframe++;
|
|
|
|
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
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
|
|
|
|
*
|
|
|
|
* ======================================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
if (!ent)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!(ent->client->buttons & BUTTON_ATTACK))
|
|
|
|
{
|
|
|
|
ent->client->machinegun_shots = 0;
|
|
|
|
ent->client->ps.gunframe++;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
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);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (is_quad)
|
|
|
|
{
|
|
|
|
damage *= damage_multiplier;
|
|
|
|
kick *= damage_multiplier;
|
|
|
|
}
|
|
|
|
|
|
|
|
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 */
|
|
|
|
if (!(deathmatch->value || g_machinegun_norecoil->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, 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);
|
|
|
|
|
|
|
|
PlayerNoise(ent, start, PNOISE_WEAPON);
|
|
|
|
|
|
|
|
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->client->anim_end = FRAME_crattak9;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ent->s.frame = FRAME_attack1 - (int)(random() + 0.25);
|
|
|
|
ent->client->anim_end = FRAME_attack8;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
Weapon_Machinegun(edict_t *ent)
|
|
|
|
{
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
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))
|
|
|
|
{
|
|
|
|
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])
|
|
|
|
{
|
|
|
|
ent->client->ps.gunframe = 15;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ent->client->ps.gunframe++;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ent->client->ps.gunframe == 22)
|
|
|
|
{
|
|
|
|
ent->client->weapon_sound = 0;
|
|
|
|
gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnd1a.wav"), 1, ATTN_IDLE, 0);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ent->client->weapon_sound = gi.soundindex("weapons/chngnl1a.wav");
|
|
|
|
}
|
|
|
|
|
|
|
|
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);
|
|
|
|
ent->client->anim_end = FRAME_crattak9;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ent->s.frame = FRAME_attack1 - (ent->client->ps.gunframe & 1);
|
|
|
|
ent->client->anim_end = FRAME_attack8;
|
|
|
|
}
|
|
|
|
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
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);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (is_quad)
|
|
|
|
{
|
|
|
|
damage *= damage_multiplier;
|
|
|
|
kick *= damage_multiplier;
|
|
|
|
}
|
|
|
|
|
|
|
|
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; i < shots; i++)
|
|
|
|
{
|
|
|
|
/* 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, offset, forward, right, start);
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
PlayerNoise(ent, start, PNOISE_WEAPON);
|
|
|
|
|
|
|
|
if (!((int)dmflags->value & DF_INFINITE_AMMO))
|
|
|
|
{
|
|
|
|
ent->client->pers.inventory[ent->client->ammo_index] -= shots;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
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};
|
|
|
|
|
|
|
|
if (!ent)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
Weapon_Generic(ent, 4, 31, 61, 64, pause_frames, fire_frames,
|
|
|
|
Chaingun_Fire);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
* ======================================================================
|
|
|
|
*
|
|
|
|
* SHOTGUN / SUPERSHOTGUN
|
|
|
|
*
|
|
|
|
* ======================================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
void
|
|
|
|
weapon_shotgun_fire(edict_t *ent)
|
|
|
|
{
|
|
|
|
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);
|
|
|
|
|
|
|
|
VectorScale(forward, -2, ent->client->kick_origin);
|
|
|
|
ent->client->kick_angles[0] = -2;
|
|
|
|
|
|
|
|
VectorSet(offset, 0, 8, ent->viewheight - 8);
|
|
|
|
P_ProjectSource(ent, offset, forward, right, start);
|
|
|
|
|
|
|
|
if (is_quad)
|
|
|
|
{
|
|
|
|
damage *= damage_multiplier;
|
|
|
|
kick *= damage_multiplier;
|
|
|
|
}
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
ent->client->ps.gunframe++;
|
|
|
|
PlayerNoise(ent, start, PNOISE_WEAPON);
|
|
|
|
|
|
|
|
if (!((int)dmflags->value & DF_INFINITE_AMMO))
|
|
|
|
{
|
|
|
|
ent->client->pers.inventory[ent->client->ammo_index]--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
Weapon_Shotgun(edict_t *ent)
|
|
|
|
{
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
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);
|
|
|
|
|
|
|
|
VectorScale(forward, -2, ent->client->kick_origin);
|
|
|
|
ent->client->kick_angles[0] = -2;
|
|
|
|
|
|
|
|
VectorSet(offset, 0, 8, ent->viewheight - 8);
|
|
|
|
P_ProjectSource(ent, offset, forward, right, start);
|
|
|
|
|
|
|
|
if (is_quad)
|
|
|
|
{
|
|
|
|
damage *= damage_multiplier;
|
|
|
|
kick *= damage_multiplier;
|
|
|
|
}
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
/* 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))
|
|
|
|
{
|
|
|
|
ent->client->pers.inventory[ent->client->ammo_index] -= 2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
Weapon_SuperShotgun(edict_t *ent)
|
|
|
|
{
|
|
|
|
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
|
|
|
|
*
|
|
|
|
* ======================================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
void
|
|
|
|
weapon_railgun_fire(edict_t *ent)
|
|
|
|
{
|
|
|
|
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 */
|
|
|
|
damage = 100;
|
|
|
|
kick = 200;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
damage = 150;
|
|
|
|
kick = 250;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (is_quad)
|
|
|
|
{
|
|
|
|
damage *= damage_multiplier;
|
|
|
|
kick *= damage_multiplier;
|
|
|
|
}
|
|
|
|
|
|
|
|
AngleVectors(ent->client->v_angle, forward, right, NULL);
|
|
|
|
|
|
|
|
VectorScale(forward, -3, ent->client->kick_origin);
|
|
|
|
ent->client->kick_angles[0] = -3;
|
|
|
|
|
|
|
|
VectorSet(offset, 0, 7, ent->viewheight - 8);
|
|
|
|
P_ProjectSource(ent, 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);
|
|
|
|
|
|
|
|
ent->client->ps.gunframe++;
|
|
|
|
PlayerNoise(ent, start, PNOISE_WEAPON);
|
|
|
|
|
|
|
|
if (!((int)dmflags->value & DF_INFINITE_AMMO))
|
|
|
|
{
|
|
|
|
ent->client->pers.inventory[ent->client->ammo_index]--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
Weapon_Railgun(edict_t *ent)
|
|
|
|
{
|
|
|
|
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
|
|
|
|
*
|
|
|
|
* ======================================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
void
|
|
|
|
weapon_bfg_fire(edict_t *ent)
|
|
|
|
{
|
|
|
|
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);
|
|
|
|
|
|
|
|
ent->client->ps.gunframe++;
|
|
|
|
|
|
|
|
PlayerNoise(ent, start, PNOISE_WEAPON);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* 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++;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (is_quad)
|
|
|
|
{
|
|
|
|
damage *= damage_multiplier;
|
|
|
|
}
|
|
|
|
|
|
|
|
AngleVectors(ent->client->v_angle, forward, right, NULL);
|
|
|
|
|
|
|
|
VectorScale(forward, -2, ent->client->kick_origin);
|
|
|
|
|
|
|
|
/* 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_time = level.time + DAMAGE_TIME;
|
|
|
|
|
|
|
|
VectorSet(offset, 8, 8, ent->viewheight - 8);
|
|
|
|
P_ProjectSource(ent, 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))
|
|
|
|
{
|
|
|
|
ent->client->pers.inventory[ent->client->ammo_index] -= 50;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
Weapon_BFG(edict_t *ent)
|
|
|
|
{
|
|
|
|
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 */
|
|
|
|
|
|
|
|
void
|
|
|
|
weapon_chainfist_fire(edict_t *ent)
|
|
|
|
{
|
|
|
|
vec3_t offset;
|
|
|
|
vec3_t forward, right, up;
|
|
|
|
vec3_t start;
|
|
|
|
int damage;
|
|
|
|
|
|
|
|
if (!ent)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
damage = 15;
|
|
|
|
|
|
|
|
if (deathmatch->value)
|
|
|
|
{
|
|
|
|
damage = 30;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (is_quad)
|
|
|
|
{
|
|
|
|
damage *= damage_multiplier;
|
|
|
|
}
|
|
|
|
|
|
|
|
AngleVectors(ent->client->v_angle, forward, right, up);
|
|
|
|
|
|
|
|
/* 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, offset, forward, right, start);
|
|
|
|
|
|
|
|
fire_player_melee(ent, start, forward, CHAINFIST_REACH, damage,
|
|
|
|
100, 1, MOD_CHAINFIST);
|
|
|
|
|
|
|
|
PlayerNoise(ent, start, PNOISE_WEAPON);
|
|
|
|
|
|
|
|
ent->client->ps.gunframe++;
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
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, offset, forward, right, tempVec);
|
|
|
|
|
|
|
|
gi.WriteByte(svc_temp_entity);
|
|
|
|
gi.WriteByte(TE_CHAINFIST_SMOKE);
|
|
|
|
gi.WritePosition(tempVec);
|
|
|
|
gi.unicast(ent, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
Weapon_ChainFist(edict_t *ent)
|
|
|
|
{
|
|
|
|
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;
|
|
|
|
|
|
|
|
last_sequence = 0;
|
|
|
|
|
|
|
|
if ((ent->client->ps.gunframe == 13) ||
|
|
|
|
(ent->client->ps.gunframe == 23)) /* end of attack, go idle */
|
|
|
|
{
|
|
|
|
ent->client->ps.gunframe = 32;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* 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))
|
|
|
|
{
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
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 (chance >= 0.33)
|
|
|
|
{
|
|
|
|
chance += 0.34;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (chance < 0.33)
|
|
|
|
{
|
|
|
|
ent->client->ps.gunframe = 14;
|
|
|
|
}
|
|
|
|
else if (chance < 0.66)
|
|
|
|
{
|
|
|
|
ent->client->ps.gunframe = 24;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Disintegrator */
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
if (!self)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (deathmatch->value)
|
|
|
|
{
|
|
|
|
damage = 30;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
damage = 45;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (is_quad)
|
|
|
|
{
|
|
|
|
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, offset, forward, right, start);
|
|
|
|
|
|
|
|
VectorMA(start, 8192, forward, end);
|
|
|
|
enemy = NULL;
|
|
|
|
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->health > 0)
|
|
|
|
{
|
|
|
|
enemy = tr.ent;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
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->health > 0)
|
|
|
|
{
|
|
|
|
enemy = tr.ent;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
VectorScale(forward, -2, self->client->kick_origin);
|
|
|
|
self->client->kick_angles[0] = -1;
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
PlayerNoise(self, start, PNOISE_WEAPON);
|
|
|
|
|
|
|
|
self->client->ps.gunframe++;
|
|
|
|
self->client->pers.inventory[self->client->ammo_index] -= self->client->pers.weapon->quantity;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
Weapon_Disintegrator(edict_t *ent)
|
|
|
|
{
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
* ======================================================================
|
|
|
|
*
|
|
|
|
* ETF RIFLE
|
|
|
|
*
|
|
|
|
* ======================================================================
|
|
|
|
*/
|
|
|
|
void
|
|
|
|
weapon_etf_rifle_fire(edict_t *ent)
|
|
|
|
{
|
|
|
|
vec3_t forward, right, up;
|
|
|
|
vec3_t start, tempPt;
|
|
|
|
int damage = 10;
|
|
|
|
int kick = 3;
|
|
|
|
int i;
|
|
|
|
vec3_t offset;
|
|
|
|
|
|
|
|
if (!ent)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
|
|
|
|
ent->pain_debounce_time = level.time + 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
NoAmmoWeaponChange(ent);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (is_quad)
|
|
|
|
{
|
|
|
|
damage *= damage_multiplier;
|
|
|
|
kick *= damage_multiplier;
|
|
|
|
}
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
if (ent->client->ps.gunframe == 6) /* right barrel */
|
|
|
|
{
|
|
|
|
VectorSet(offset, 15, 8, -8);
|
|
|
|
}
|
|
|
|
else /* left barrel */
|
|
|
|
{
|
|
|
|
VectorSet(offset, 15, 6, -8);
|
|
|
|
}
|
|
|
|
|
|
|
|
VectorCopy(ent->s.origin, tempPt);
|
|
|
|
tempPt[2] += ent->viewheight;
|
|
|
|
P_ProjectSource2(ent, 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);
|
|
|
|
|
|
|
|
ent->client->ps.gunframe++;
|
|
|
|
|
|
|
|
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;
|
|
|
|
ent->client->anim_end = FRAME_crattak9;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ent->s.frame = FRAME_attack1 - 1;
|
|
|
|
ent->client->anim_end = FRAME_attack8;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
Weapon_ETF_Rifle(edict_t *ent)
|
|
|
|
{
|
|
|
|
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);
|
|
|
|
|
|
|
|
if ((ent->client->ps.gunframe == 8) &&
|
|
|
|
(ent->client->buttons & BUTTON_ATTACK))
|
|
|
|
{
|
|
|
|
ent->client->ps.gunframe = 6;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
Heatbeam_Fire(edict_t *ent)
|
|
|
|
{
|
|
|
|
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;
|
|
|
|
kick = 75; /* really knock 'em around in deathmatch */
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
damage = HEATBEAM_SP_DMG;
|
|
|
|
kick = 30;
|
|
|
|
}
|
|
|
|
|
|
|
|
ent->client->ps.gunframe++;
|
|
|
|
ent->client->ps.gunindex = gi.modelindex("models/weapons/v_beamer2/tris.md2");
|
|
|
|
|
|
|
|
if (is_quad)
|
|
|
|
{
|
|
|
|
damage *= damage_multiplier;
|
|
|
|
kick *= damage_multiplier;
|
|
|
|
}
|
|
|
|
|
|
|
|
VectorClear(ent->client->kick_origin);
|
|
|
|
VectorClear(ent->client->kick_angles);
|
|
|
|
|
|
|
|
/* 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, offset, forward, right, start);
|
|
|
|
|
|
|
|
/* This offset is the entity offset */
|
|
|
|
VectorSet(offset, 2, 7, -3);
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
PlayerNoise(ent, start, PNOISE_WEAPON);
|
|
|
|
|
|
|
|
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;
|
|
|
|
ent->client->anim_end = FRAME_crattak9;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ent->s.frame = FRAME_attack1 - 1;
|
|
|
|
ent->client->anim_end = FRAME_attack8;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
Weapon_Heatbeam(edict_t *ent)
|
|
|
|
{
|
|
|
|
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))
|
|
|
|
{
|
|
|
|
if (ent->client->ps.gunframe >= 13)
|
|
|
|
{
|
|
|
|
ent->client->ps.gunframe = 9;
|
|
|
|
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");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ent->client->ps.gunframe = 13;
|
|
|
|
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->weapon_sound = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
Weapon_Generic(ent, 8, 12, 39, 44, pause_frames, fire_frames, Heatbeam_Fire);
|
|
|
|
}
|