diff --git a/src/game/baseq2/p_view.c b/src/game/baseq2/p_view.c index d33a6c84..01935c1b 100644 --- a/src/game/baseq2/p_view.c +++ b/src/game/baseq2/p_view.c @@ -1,3 +1,29 @@ +/* + * Copyright (C) 1997-2001 Id Software, Inc. + * + * This program is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation; either version 2 of the License, or (at + * your option) any later version. + * + * This program is distributed in the hope that it will be useful, but + * WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + * + * See the GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA + * 02111-1307, USA. + * + * ======================================================================= + * + * The "camera" through which the player looks into the game. + * + * ======================================================================= + */ + #include "g_local.h" #include "m_player.h" diff --git a/src/game/baseq2/p_weapon.c b/src/game/baseq2/p_weapon.c index b3099381..09ded740 100644 --- a/src/game/baseq2/p_weapon.c +++ b/src/game/baseq2/p_weapon.c @@ -1,64 +1,88 @@ /* -Copyright (C) 1997-2001 Id Software, Inc. - -This program is free software; you can redistribute it and/or -modify it under the terms of the GNU General Public License -as published by the Free Software Foundation; either version 2 -of the License, or (at your option) any later version. - -This program is distributed in the hope that it will be useful, -but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. - -See the GNU General Public License for more details. - -You should have received a copy of the GNU General Public License -along with this program; if not, write to the Free Software -Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. - -*/ -// g_weapon.c + * Copyright (C) 1997-2001 Id Software, Inc. + * + * This program is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation; either version 2 of the License, or (at + * your option) any later version. + * + * This program is distributed in the hope that it will be useful, but + * WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + * + * See the GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA + * 02111-1307, USA. + * + * ======================================================================= + * + * Player weapons. + * + * ======================================================================= + */ #include "g_local.h" #include "m_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 + +static qboolean is_quad; +static byte is_silenced; +void weapon_grenade_fire(edict_t *ent, qboolean held); -static qboolean is_quad; -static byte is_silenced; - - -void weapon_grenade_fire (edict_t *ent, qboolean held); - - -static 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); } - /* -=============== -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) @@ -69,117 +93,143 @@ void PlayerNoise(edict_t *who, vec3_t where, int type) } if (deathmatch->value) + { return; + } if (who->flags & FL_NOTARGET) + { 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 - ammo = FindItem (ent->item->ammo); - if ( (int)dmflags->value & DF_INFINITE_AMMO ) - Add_Ammo (other, ammo, 1000); - else - Add_Ammo (other, ammo, ammo->quantity); + /* give them some ammo with it */ + ammo = FindItem(ent->item->ammo); - if (! (ent->spawnflags & DROPPED_PLAYER_ITEM) ) + if ((int)dmflags->value & DF_INFINITE_AMMO) + { + Add_Ammo(other, ammo, 1000); + } + else + { + Add_Ammo(other, ammo, ammo->quantity); + } + + 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; } @@ -188,134 +238,160 @@ void ChangeWeapon (edict_t *ent) ent->client->newweapon = NULL; ent->client->machinegun_shots = 0; - // set visible model - if (ent->s.modelindex == 255) { + /* 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)); + { + 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; } ent->client->weaponstate = WEAPON_ACTIVATING; ent->client->ps.gunframe = 0; - ent->client->ps.gunindex = gi.modelindex(ent->client->pers.weapon->view_model); + 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) +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("slugs"))] && + ent->client->pers.inventory[ITEM_INDEX(FindItem("railgun"))]) { - ent->client->newweapon = FindItem ("railgun"); + ent->client->newweapon = FindItem("railgun"); return; } - if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("cells"))] - && ent->client->pers.inventory[ITEM_INDEX(FindItem("hyperblaster"))] ) + + if (ent->client->pers.inventory[ITEM_INDEX(FindItem("cells"))] && + ent->client->pers.inventory[ITEM_INDEX(FindItem("hyperblaster"))]) { - ent->client->newweapon = FindItem ("hyperblaster"); + ent->client->newweapon = FindItem("hyperblaster"); return; } - 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("bullets"))] && + ent->client->pers.inventory[ITEM_INDEX(FindItem("chaingun"))]) { - ent->client->newweapon = 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"))] ) + + if (ent->client->pers.inventory[ITEM_INDEX(FindItem("bullets"))] && + ent->client->pers.inventory[ITEM_INDEX(FindItem("machinegun"))]) { - ent->client->newweapon = 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"))] ) + + 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"); + ent->client->newweapon = FindItem("super shotgun"); return; } - if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("shells"))] - && ent->client->pers.inventory[ITEM_INDEX(FindItem("shotgun"))] ) + + if (ent->client->pers.inventory[ITEM_INDEX(FindItem("shells"))] && + ent->client->pers.inventory[ITEM_INDEX(FindItem("shotgun"))]) { - ent->client->newweapon = 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) { is_quad = (ent->client->quad_framenum > level.framenum); + 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)) { @@ -324,64 +400,70 @@ 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 -================ -*/ -#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)) + * 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; - - if(ent->deadflag || ent->s.modelindex != 255) // VWep animations screw up corpses + int n; + + if (!ent || !fire_frames || !fire) + { + return; + } + + if (ent->deadflag || (ent->s.modelindex != 255)) /* VWep animations screw up corpses */ { return; } @@ -390,22 +472,22 @@ 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; - } } @@ -434,42 +516,47 @@ 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; } } @@ -477,10 +564,12 @@ void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, { if (level.time >= ent->pain_debounce_time) { - gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0); + 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 @@ -497,8 +586,10 @@ 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; + } } } } @@ -515,73 +606,85 @@ void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, 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); + { + gi.sound(ent, CHAN_ITEM, gi.soundindex( + "items/damage3.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; - vec3_t start; - int damage = 125; - float timer; - int speed; - float radius; + vec3_t offset; + vec3_t forward, right; + 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 *= 4; + } - 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); timer = ent->client->grenade_time - level.time; - speed = GRENADE_MINSPEED + (GRENADE_TIMER - timer) * ((GRENADE_MAXSPEED - GRENADE_MINSPEED) / GRENADE_TIMER); - fire_grenade2 (ent, start, forward, damage, speed, timer, radius, held); + speed = GRENADE_MINSPEED + (GRENADE_TIMER - timer) * + ((GRENADE_MAXSPEED - GRENADE_MINSPEED) / GRENADE_TIMER); + fire_grenade2(ent, start, forward, damage, speed, timer, radius, held); - 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 @@ -592,11 +695,17 @@ void weapon_grenade_fire (edict_t *ent, qboolean held) } } -void Weapon_Grenade (edict_t *ent) -{ +void +Weapon_Grenade(edict_t *ent) +{ + if (!ent) + { + return; + } + if ((ent->client->newweapon) && (ent->client->weaponstate == WEAPON_READY)) { - ChangeWeapon (ent); + ChangeWeapon(ent); return; } @@ -609,9 +718,11 @@ void Weapon_Grenade (edict_t *ent) 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; @@ -622,48 +733,66 @@ void Weapon_Grenade (edict_t *ent) { if (level.time >= ent->pain_debounce_time) { - gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0); + 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; } - if ((ent->client->ps.gunframe == 29) || (ent->client->ps.gunframe == 34) || (ent->client->ps.gunframe == 39) || (ent->client->ps.gunframe == 48)) + if ((ent->client->ps.gunframe == 29) || + (ent->client->ps.gunframe == 34) || + (ent->client->ps.gunframe == 39) || + (ent->client->ps.gunframe == 48)) { - if (rand()&15) + if (rand() & 15) + { return; + } } if (++ent->client->ps.gunframe > 48) + { ent->client->ps.gunframe = 16; + } + return; } if (ent->client->weaponstate == WEAPON_FIRING) { if (ent->client->ps.gunframe == 5) - gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/hgrena1b.wav"), 1, ATTN_NORM, 0); + { + gi.sound(ent, CHAN_WEAPON, gi.soundindex( + "weapons/hgrena1b.wav"), 1, ATTN_NORM, 0); + } if (ent->client->ps.gunframe == 11) { if (!ent->client->grenade_time) { ent->client->grenade_time = level.time + GRENADE_TIMER + 0.2; - ent->client->weapon_sound = gi.soundindex("weapons/hgrenc1b.wav"); + ent->client->weapon_sound = gi.soundindex( + "weapons/hgrenc1b.wav"); } - // they waited too long, detonate it in their hand - if (!ent->client->grenade_blew_up && level.time >= ent->client->grenade_time) + /* they waited too long, detonate it in their hand */ + if (!ent->client->grenade_blew_up && + (level.time >= ent->client->grenade_time)) { ent->client->weapon_sound = 0; - weapon_grenade_fire (ent, true); + weapon_grenade_fire(ent, true); ent->client->grenade_blew_up = true; } if (ent->client->buttons & BUTTON_ATTACK) + { return; + } if (ent->client->grenade_blew_up) { @@ -682,11 +811,14 @@ void Weapon_Grenade (edict_t *ent) if (ent->client->ps.gunframe == 12) { ent->client->weapon_sound = 0; - weapon_grenade_fire (ent, false); + weapon_grenade_fire(ent, false); } - if ((ent->client->ps.gunframe == 15) && (level.time < ent->client->grenade_time)) + if ((ent->client->ps.gunframe == 15) && + (level.time < ent->client->grenade_time)) + { return; + } ent->client->ps.gunframe++; @@ -698,180 +830,229 @@ void Weapon_Grenade (edict_t *ent) } } -/* -====================================================================== +/* ====================================================================== */ -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 = 120; - float radius; + vec3_t offset; + vec3_t forward, right; + vec3_t start; + int damage = 120; + float radius; + + if (!ent) + { + return; + } + + radius = damage + 40; - radius = damage+40; if (is_quad) + { damage *= 4; + } - 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); + fire_grenade(ent, start, forward, damage, 600, 2.5, radius); - gi.WriteByte (svc_muzzleflash); - gi.WriteShort (ent-g_edicts); - gi.WriteByte (MZ_GRENADE | is_silenced); - gi.multicast (ent->s.origin, MULTICAST_PVS); + 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 ) ) + 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}; + 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); + Weapon_Generic(ent, 5, 16, 59, 64, pause_frames, + fire_frames, weapon_grenadelauncher_fire); } -/* -====================================================================== +/* ====================================================================== */ + +/* 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) { damage *= 4; radius_damage *= 4; } - 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}; + 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); + 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 *= 4; - 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); + 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); 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)) @@ -880,35 +1061,52 @@ 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); + 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; @@ -922,44 +1120,57 @@ 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) { - gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/hyprbd1a.wav"), 1, ATTN_NORM, 0); + 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; @@ -968,19 +1179,26 @@ 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); + 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; } @@ -990,87 +1208,117 @@ void Machinegun_Fire (edict_t *ent) kick *= 4; } - 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); + { + 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; } @@ -1082,7 +1330,8 @@ void Chaingun_Fire (edict_t *ent) 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); + gi.sound(ent, CHAN_AUTO, gi.soundindex( + "weapons/chngnd1a.wav"), 1, ATTN_IDLE, 0); } else { @@ -1090,6 +1339,7 @@ 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); @@ -1102,28 +1352,40 @@ 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) { if (level.time >= ent->pain_debounce_time) { - gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0); + 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; } @@ -1133,75 +1395,86 @@ void Chaingun_Fire (edict_t *ent) kick *= 4; } - 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) { @@ -1210,48 +1483,70 @@ 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) { @@ -1260,55 +1555,69 @@ 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; } @@ -1324,65 +1633,78 @@ void weapon_railgun_fire (edict_t *ent) kick *= 4; } - 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++; @@ -1390,8 +1712,8 @@ 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++; @@ -1399,34 +1721,45 @@ void weapon_bfg_fire (edict_t *ent) } if (is_quad) + { damage *= 4; + } - 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); }