yquake2remaster/original/rogue/player/weapon.c

2634 lines
51 KiB
C

/*
* 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 <limits.h>
#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);
}