/* * Copyright (c) ZeniMax Media Inc. * Licensed under the GNU General Public License 2.0. */ /* ======================================================================= * * Player weapons. * * ======================================================================= */ #include "../header/local.h" #include "../monster/misc/player.h" #include #define PLAYER_NOISE_SELF 0 #define PLAYER_NOISE_IMPACT 1 #define FRAME_FIRE_FIRST (FRAME_ACTIVATE_LAST + 1) #define FRAME_IDLE_FIRST (FRAME_FIRE_LAST + 1) #define FRAME_DEACTIVATE_FIRST (FRAME_IDLE_LAST + 1) #define GRENADE_TIMER 3.0 #define GRENADE_MINSPEED 400 #define GRENADE_MAXSPEED 800 #define CHAINFIST_REACH 64 #define HEATBEAM_DM_DMG 15 #define HEATBEAM_SP_DMG 15 static qboolean is_quad; static byte damage_multiplier; static byte is_silenced; void weapon_grenade_fire(edict_t *ent, qboolean held); byte P_DamageModifier(edict_t *ent) { is_quad = 0; damage_multiplier = 1; if (!ent) { return 0; } if (ent->client->quad_framenum > level.framenum) { damage_multiplier *= 4; is_quad = 1; /* if we're quad and DF_NO_STACK_DOUBLE is on, return now. */ if (((int)(dmflags->value) & DF_NO_STACK_DOUBLE)) { return damage_multiplier; } } if (ent->client->double_framenum > level.framenum) { if ((deathmatch->value) || (damage_multiplier == 1)) { damage_multiplier *= 2; is_quad = 1; } } return damage_multiplier; } void P_ProjectSource(edict_t *ent, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result) { gclient_t *client = ent->client; float *point = ent->s.origin; vec3_t _distance; if (!client) { return; } 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); // Berserker: fix - now the projectile hits exactly where the scope is pointing. if (aimfix->value) { vec3_t start, end; VectorSet(start, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] + ent->viewheight); VectorMA(start, 8192, forward, end); trace_t tr = gi.trace(start, NULL, NULL, end, ent, MASK_SHOT); if (tr.fraction < 1) { VectorSubtract(tr.endpos, result, forward); VectorNormalize(forward); } } } void P_ProjectSource2(edict_t *ent, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t up, vec3_t result) { gclient_t *client = ent->client; vec3_t _distance; if (!client) { return; } VectorCopy(distance, _distance); if (client->pers.hand == LEFT_HANDED) { _distance[1] *= -1; } else if (client->pers.hand == CENTER_HANDED) { _distance[1] = 0; } G_ProjectSource2(point, _distance, forward, right, up, result); // Berserker: fix - now the projectile hits exactly where the scope is pointing. if (aimfix->value) { vec3_t start, end; VectorSet(start, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] + ent->viewheight); VectorMA(start, 8192, forward, end); trace_t tr = gi.trace(start, NULL, NULL, end, ent, MASK_SHOT); if (tr.fraction < 1) { VectorSubtract(tr.endpos, result, forward); VectorNormalize(forward); } } } /* * 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. */ static edict_t * PlayerNoise_Spawn(edict_t *who, int type) { edict_t *noise; if (!who) { return NULL; } noise = G_SpawnOptional(); if (!noise) { return NULL; } noise->classname = "player_noise"; noise->spawnflags = type; VectorSet (noise->mins, -8, -8, -8); VectorSet (noise->maxs, 8, 8, 8); noise->owner = who; noise->svflags = SVF_NOCLIENT; return noise; } static void PlayerNoise_Verify(edict_t *who) { edict_t *e; edict_t *n1; edict_t *n2; if (!who) { return; } n1 = who->mynoise; n2 = who->mynoise2; if (n1 && !n1->inuse) { n1 = NULL; } if (n2 && !n2->inuse) { n2 = NULL; } if (n1 && n2) { return; } for (e = g_edicts + 1 + game.maxclients; e < &g_edicts[globals.num_edicts]; e++) { if (!e->inuse || strcmp(e->classname, "player_noise") != 0) { continue; } if (e->owner && e->owner != who) { continue; } e->owner = who; if (!n2 && (e->spawnflags == PLAYER_NOISE_IMPACT || n1)) { n2 = e; } else { n1 = e; } if (n1 && n2) { break; } } if (!n1) { n1 = PlayerNoise_Spawn(who, PLAYER_NOISE_SELF); } if (!n2) { n2 = PlayerNoise_Spawn(who, PLAYER_NOISE_IMPACT); } who->mynoise = n1; who->mynoise2 = n2; } void PlayerNoise(edict_t *who, vec3_t where, int type) { edict_t *noise; if (!who || !who->client) { return; } if (type == PNOISE_WEAPON) { if (who->client->silencer_shots) { who->client->silencer_shots--; return; } } if (deathmatch->value) { return; } if (who->flags & FL_NOTARGET) { return; } if (who->flags & FL_DISGUISED) { if (type == PNOISE_WEAPON) { level.disguise_violator = who; level.disguise_violation_framenum = level.framenum + 5; } else { return; } } PlayerNoise_Verify(who); if ((type == PNOISE_SELF) || (type == PNOISE_WEAPON)) { if (level.framenum <= (level.sound_entity_framenum + 3)) { return; } if (!who->mynoise) { return; } noise = who->mynoise; level.sound_entity = noise; level.sound_entity_framenum = level.framenum; } else { if (level.framenum <= (level.sound2_entity_framenum + 3)) { return; } if (!who->mynoise2) { return; } 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); noise->last_sound_time = level.time; gi.linkentity(noise); } qboolean Pickup_Weapon(edict_t *ent, edict_t *other) { 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 (!(ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM)) && (!coop_pickup_weapons->value || (ent->flags & FL_COOP_TAKEN))) { return false; /* leave the weapon for others to pickup */ } } other->client->pers.inventory[index]++; if (!(ent->spawnflags & DROPPED_ITEM)) { /* give them some ammo with it */ if (ent->item->ammo) { ammo = FindItem(ent->item->ammo); if ((int)dmflags->value & DF_INFINITE_AMMO) { Add_Ammo(other, ammo, 1000); } 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); } } if (coop->value) { ent->flags |= FL_RESPAWN; ent->flags |= FL_COOP_TAKEN; } } } if ((other->client->pers.weapon != ent->item) && (other->client->pers.inventory[index] == 1) && (!deathmatch->value || (other->client->pers.weapon == FindItem("blaster")))) { other->client->newweapon = ent->item; } 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); } } /* * 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; } } /* * 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; 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; if (!ent || !fire) { return; } if (ent->deadflag || (ent->s.modelindex != 255)) /* VWep animations screw up corpses */ { return; } if (ent->client->weaponstate == WEAPON_DROPPING) { if (ent->client->ps.gunframe >= FRAME_DEACTIVATE_LAST - change_speed + 1) { ChangeWeapon(ent); return; } else if ( (FRAME_DEACTIVATE_LAST - FRAME_DEACTIVATE_FIRST) >= (4 * change_speed) ) { 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) ) ) { Change_Weap_Animation(ent); } } ent->client->ps.gunframe += change_speed; return; } if (ent->client->weaponstate == WEAPON_ACTIVATING) { if (ent->client->ps.gunframe >= FRAME_ACTIVATE_LAST - change_speed + 1) { ent->client->weaponstate = WEAPON_READY; ent->client->ps.gunframe = FRAME_IDLE_FIRST; return; } ent->client->ps.gunframe += change_speed; return; } if ((ent->client->newweapon) && (ent->client->weaponstate != WEAPON_FIRING)) { ent->client->weaponstate = WEAPON_DROPPING; ent->client->ps.gunframe = FRAME_DEACTIVATE_FIRST; if ( (FRAME_DEACTIVATE_LAST - FRAME_DEACTIVATE_FIRST) < (4 * change_speed) ) { Change_Weap_Animation(ent); } 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); }