//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "ns.h" // Must come before everything else! #include #include #include #include "compat.h" #include "build.h" #include "mmulti.h" #include "common_game.h" #include "actor.h" #include "blood.h" #include "db.h" #include "callback.h" #include "config.h" #include "eventq.h" #include "fx.h" #include "gameutil.h" #include "globals.h" #include "levels.h" #include "loadsave.h" #include "player.h" #include "qav.h" #include "resource.h" #include "seq.h" #include "sfx.h" #include "sound.h" #include "trig.h" #include "triggers.h" #include "view.h" BEGIN_BLD_NS #define kQAVEnd 125 void FirePitchfork(int, PLAYER *pPlayer); void FireSpray(int, PLAYER *pPlayer); void ThrowCan(int, PLAYER *pPlayer); void DropCan(int, PLAYER *pPlayer); void ExplodeCan(int, PLAYER *pPlayer); void ThrowBundle(int, PLAYER *pPlayer); void DropBundle(int, PLAYER *pPlayer); void ExplodeBundle(int, PLAYER *pPlayer); void ThrowProx(int, PLAYER *pPlayer); void DropProx(int, PLAYER *pPlayer); void ThrowRemote(int, PLAYER *pPlayer); void DropRemote(int, PLAYER *pPlayer); void FireRemote(int, PLAYER *pPlayer); void FireShotgun(int nTrigger, PLAYER *pPlayer); void EjectShell(int, PLAYER *pPlayer); void FireTommy(int nTrigger, PLAYER *pPlayer); void FireSpread(int nTrigger, PLAYER *pPlayer); void AltFireSpread(int nTrigger, PLAYER *pPlayer); void AltFireSpread2(int nTrigger, PLAYER *pPlayer); void FireFlare(int nTrigger, PLAYER *pPlayer); void AltFireFlare(int nTrigger, PLAYER *pPlayer); void FireVoodoo(int nTrigger, PLAYER *pPlayer); void AltFireVoodoo(int nTrigger, PLAYER *pPlayer); void DropVoodoo(int nTrigger, PLAYER *pPlayer); void FireTesla(int nTrigger, PLAYER *pPlayer); void AltFireTesla(int nTrigger, PLAYER *pPlayer); void FireNapalm(int nTrigger, PLAYER *pPlayer); void FireNapalm2(int nTrigger, PLAYER *pPlayer); void AltFireNapalm(int nTrigger, PLAYER *pPlayer); void FireLifeLeech(int nTrigger, PLAYER *pPlayer); void AltFireLifeLeech(int nTrigger, PLAYER *pPlayer); void FireBeast(int nTrigger, PLAYER * pPlayer); typedef void(*QAVTypeCast)(int, void *); int nClientFirePitchfork = qavRegisterClient((QAVTypeCast)FirePitchfork); int nClientFireSpray = qavRegisterClient((QAVTypeCast)FireSpray); int nClientThrowCan = qavRegisterClient((QAVTypeCast)ThrowCan); int nClientDropCan = qavRegisterClient((QAVTypeCast)DropCan); int nClientExplodeCan = qavRegisterClient((QAVTypeCast)ExplodeCan); int nClientThrowBundle = qavRegisterClient((QAVTypeCast)ThrowBundle); int nClientDropBundle = qavRegisterClient((QAVTypeCast)DropBundle); int nClientExplodeBundle = qavRegisterClient((QAVTypeCast)ExplodeBundle); int nClientThrowProx = qavRegisterClient((QAVTypeCast)ThrowProx); int nClientDropProx = qavRegisterClient((QAVTypeCast)DropProx); int nClientThrowRemote = qavRegisterClient((QAVTypeCast)ThrowRemote); int nClientDropRemote = qavRegisterClient((QAVTypeCast)DropRemote); int nClientFireRemote = qavRegisterClient((QAVTypeCast)FireRemote); int nClientFireShotgun = qavRegisterClient((QAVTypeCast)FireShotgun); int nClientEjectShell = qavRegisterClient((QAVTypeCast)EjectShell); int nClientFireTommy = qavRegisterClient((QAVTypeCast)FireTommy); int nClientAltFireSpread2 = qavRegisterClient((QAVTypeCast)AltFireSpread2); int nClientFireSpread = qavRegisterClient((QAVTypeCast)FireSpread); int nClientAltFireSpread = qavRegisterClient((QAVTypeCast)AltFireSpread); int nClientFireFlare = qavRegisterClient((QAVTypeCast)FireFlare); int nClientAltFireFlare = qavRegisterClient((QAVTypeCast)AltFireFlare); int nClientFireVoodoo = qavRegisterClient((QAVTypeCast)FireVoodoo); int nClientAltFireVoodoo = qavRegisterClient((QAVTypeCast)AltFireVoodoo); int nClientFireTesla = qavRegisterClient((QAVTypeCast)FireTesla); int nClientAltFireTesla = qavRegisterClient((QAVTypeCast)AltFireTesla); int nClientFireNapalm = qavRegisterClient((QAVTypeCast)FireNapalm); int nClientFireNapalm2 = qavRegisterClient((QAVTypeCast)FireNapalm2); int nClientFireLifeLeech = qavRegisterClient((QAVTypeCast)FireLifeLeech); int nClientFireBeast = qavRegisterClient((QAVTypeCast)FireBeast); int nClientAltFireLifeLeech = qavRegisterClient((QAVTypeCast)AltFireLifeLeech); int nClientDropVoodoo = qavRegisterClient((QAVTypeCast)DropVoodoo); int nClientAltFireNapalm = qavRegisterClient((QAVTypeCast)AltFireNapalm); QAV *weaponQAV[kQAVEnd]; void QAV::PlaySound(int nSound) { sndStartSample(nSound, -1, -1, 0); } void QAV::PlaySound3D(spritetype *pSprite, int nSound, int a3, int a4) { sfxPlay3DSound(pSprite, nSound, a3, a4); } char sub_4B1A4(PLAYER *pPlayer) { switch (pPlayer->curWeapon) { case 7: switch (pPlayer->weaponState) { case 5: case 6: return 1; } break; case 6: switch (pPlayer->weaponState) { case 4: case 5: case 6: return 1; } break; } return 0; } char BannedUnderwater(int nWeapon) { return nWeapon == 7 || nWeapon == 6; } char sub_4B1FC(PLAYER *pPlayer, int a2, int a3, int a4) { if (gInfiniteAmmo) return 1; if (a3 == -1) return 1; if (a2 == 12 && pPlayer->weaponAmmo == 11 && pPlayer->weaponState == 11) return 1; if (a2 == 9 && pPlayer->pXSprite->health > 0) return 1; return pPlayer->ammoCount[a3] >= a4; } char CheckAmmo(PLAYER *pPlayer, int a2, int a3) { if (gInfiniteAmmo) return 1; if (a2 == -1) return 1; if (pPlayer->curWeapon == 12 && pPlayer->weaponAmmo == 11 && pPlayer->weaponState == 11) return 1; if (pPlayer->curWeapon == 9 && pPlayer->pXSprite->health >= (a3<<4)) return 1; return pPlayer->ammoCount[a2] >= a3; } char sub_4B2C8(PLAYER *pPlayer, int a2, int a3) { if (gInfiniteAmmo) return 1; if (a2 == -1) return 1; return pPlayer->ammoCount[a2] >= a3; } void SpawnBulletEject(PLAYER *pPlayer, int a2, int a3) { POSTURE *pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture]; pPlayer->zView = pPlayer->pSprite->z-pPosture->eyeAboveZ; int dz = pPlayer->zWeapon-(pPlayer->zWeapon-pPlayer->zView)/2; fxSpawnEjectingBrass(pPlayer->pSprite, dz, a2, a3); } void SpawnShellEject(PLAYER *pPlayer, int a2, int a3) { POSTURE *pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture]; pPlayer->zView = pPlayer->pSprite->z-pPosture->eyeAboveZ; int t = pPlayer->zWeapon - pPlayer->zView; int dz = pPlayer->zWeapon-t+(t>>2); fxSpawnEjectingShell(pPlayer->pSprite, dz, a2, a3); } void WeaponInit(void) { for (int i = 0; i < kQAVEnd; i++) { DICTNODE *hRes = gSysRes.Lookup(i, "QAV"); if (!hRes) ThrowError("Could not load QAV %d\n", i); weaponQAV[i] = (QAV*)gSysRes.Lock(hRes); weaponQAV[i]->nSprite = -1; } } void WeaponDraw(PLAYER *pPlayer, int a2, int a3, int a4, int a5) { dassert(pPlayer != NULL); if (pPlayer->weaponQav == -1) return; QAV * pQAV = weaponQAV[pPlayer->weaponQav]; int v4; if (pPlayer->weaponTimer == 0) v4 = (int)totalclock % pQAV->at10; else v4 = pQAV->at10 - pPlayer->weaponTimer; pQAV->x = a3; pQAV->y = a4; int flags = 2; int nInv = powerupCheck(pPlayer, kPwUpShadowCloak); if (nInv >= 120 * 8 || (nInv != 0 && ((int)totalclock & 32))) { a2 = -128; flags |= 1; } pQAV->Draw(v4, flags, a2, a5); } void WeaponPlay(PLAYER *pPlayer) { dassert(pPlayer != NULL); if (pPlayer->weaponQav == -1) return; QAV *pQAV = weaponQAV[pPlayer->weaponQav]; pQAV->nSprite = pPlayer->pSprite->index; int nTicks = pQAV->at10 - pPlayer->weaponTimer; pQAV->Play(nTicks-4, nTicks, pPlayer->qavCallback, pPlayer); } void StartQAV(PLAYER *pPlayer, int nWeaponQAV, int a3 = -1, char a4 = 0) { dassert(nWeaponQAV < kQAVEnd); pPlayer->weaponQav = nWeaponQAV; pPlayer->weaponTimer = weaponQAV[nWeaponQAV]->at10; pPlayer->qavCallback = a3; pPlayer->qavLoop = a4; weaponQAV[nWeaponQAV]->Preload(); WeaponPlay(pPlayer); pPlayer->weaponTimer -= 4; } struct WEAPONTRACK { int at0; // x aim speed int at4; // y aim speed int at8; // angle range int atc; int at10; // predict bool bIsProjectile; }; WEAPONTRACK gWeaponTrack[] = { { 0, 0, 0, 0, 0, false }, { 0x6000, 0x6000, 0x71, 0x55, 0x111111, false }, { 0x8000, 0x8000, 0x71, 0x55, 0x2aaaaa, true }, { 0x10000, 0x10000, 0x38, 0x1c, 0, false }, { 0x6000, 0x8000, 0x38, 0x1c, 0, false }, { 0x6000, 0x6000, 0x38, 0x1c, 0x2aaaaa, true }, { 0x6000, 0x6000, 0x71, 0x55, 0, true }, { 0x6000, 0x6000, 0x71, 0x38, 0, true }, { 0x8000, 0x10000, 0x71, 0x55, 0x255555, true }, { 0x10000, 0x10000, 0x71, 0, 0, true }, { 0x10000, 0x10000, 0xaa, 0, 0, false }, { 0x6000, 0x6000, 0x71, 0x55, 0, true }, { 0x6000, 0x6000, 0x71, 0x55, 0, true }, { 0x6000, 0x6000, 0x71, 0x55, 0, false }, }; void UpdateAimVector(PLAYER * pPlayer) { short nSprite; spritetype *pSprite; dassert(pPlayer != NULL); spritetype *pPSprite = pPlayer->pSprite; int x = pPSprite->x; int y = pPSprite->y; int z = pPlayer->zWeapon; Aim aim; aim.dx = Cos(pPSprite->ang)>>16; aim.dy = Sin(pPSprite->ang)>>16; aim.dz = pPlayer->slope; WEAPONTRACK *pWeaponTrack = &gWeaponTrack[pPlayer->curWeapon]; int nTarget = -1; pPlayer->aimTargetsCount = 0; if (gProfile[pPlayer->nPlayer].nAutoAim == 1 || (gProfile[pPlayer->nPlayer].nAutoAim == 2 && !pWeaponTrack->bIsProjectile) || pPlayer->curWeapon == 10 || pPlayer->curWeapon == 9) { int nClosest = 0x7fffffff; for (nSprite = headspritestat[kStatDude]; nSprite >= 0; nSprite = nextspritestat[nSprite]) { pSprite = &sprite[nSprite]; if (pSprite == pPSprite) continue; if (!gGameOptions.bFriendlyFire && IsTargetTeammate(pPlayer, pSprite)) continue; if (pSprite->flags&32) continue; if (!(pSprite->flags&8)) continue; int x2 = pSprite->x; int y2 = pSprite->y; int z2 = pSprite->z; int nDist = approxDist(x2-x, y2-y); if (nDist == 0 || nDist > 51200) continue; if (pWeaponTrack->at10) { int t = divscale(nDist,pWeaponTrack->at10, 12); x2 += (xvel[nSprite]*t)>>12; y2 += (yvel[nSprite]*t)>>12; z2 += (zvel[nSprite]*t)>>8; } int lx = x + mulscale30(Cos(pPSprite->ang), nDist); int ly = y + mulscale30(Sin(pPSprite->ang), nDist); int lz = z + mulscale(pPlayer->slope, nDist, 10); int zRange = mulscale(9460, nDist, 10); int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); if (lz-zRange>bottom || lz+zRangeang+1024)&2047)-1024) > pWeaponTrack->at8) continue; if (pPlayer->aimTargetsCount < 16 && cansee(x,y,z,pPSprite->sectnum,x2,y2,z2,pSprite->sectnum)) pPlayer->aimTargets[pPlayer->aimTargetsCount++] = nSprite; // Inlined? int dz = (lz-z2)>>8; int dy = (ly-y2)>>4; int dx = (lx-x2)>>4; int nDist2 = ksqrt(dx*dx+dy*dy+dz*dz); if (nDist2 >= nClosest) continue; DUDEINFO *pDudeInfo = &dudeInfo[pSprite->type-kDudeBase]; int center = (pSprite->yrepeat*pDudeInfo->aimHeight)<<2; int dzCenter = (z2-center)-z; if (cansee(x, y, z, pPSprite->sectnum, x2, y2, z2, pSprite->sectnum)) { nClosest = nDist2; aim.dx = Cos(angle)>>16; aim.dy = Sin(angle)>>16; aim.dz = divscale(dzCenter, nDist, 10); nTarget = nSprite; } } if (pWeaponTrack->atc > 0) { for (nSprite = headspritestat[kStatThing]; nSprite >= 0; nSprite = nextspritestat[nSprite]) { pSprite = &sprite[nSprite]; if (!gGameOptions.bFriendlyFire && IsTargetTeammate(pPlayer, pSprite)) continue; if (!(pSprite->flags&8)) continue; int x2 = pSprite->x; int y2 = pSprite->y; int z2 = pSprite->z; int dx = x2-x; int dy = y2-y; int dz = z2-z; int nDist = approxDist(dx, dy); if (nDist == 0 || nDist > 51200) continue; int lx = x + mulscale30(Cos(pPSprite->ang), nDist); int ly = y + mulscale30(Sin(pPSprite->ang), nDist); int lz = z + mulscale(pPlayer->slope, nDist, 10); int zRange = mulscale10(9460, nDist); int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); if (lz-zRange>bottom || lz+zRangeang+1024)&2047)-1024) > pWeaponTrack->atc) continue; if (pPlayer->aimTargetsCount < 16 && cansee(x,y,z,pPSprite->sectnum,pSprite->x,pSprite->y,pSprite->z,pSprite->sectnum)) pPlayer->aimTargets[pPlayer->aimTargetsCount++] = nSprite; // Inlined? int dz2 = (lz-z2)>>8; int dy2 = (ly-y2)>>4; int dx2 = (lx-x2)>>4; int nDist2 = ksqrt(dx2*dx2+dy2*dy2+dz2*dz2); if (nDist2 >= nClosest) continue; if (cansee(x, y, z, pPSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum)) { nClosest = nDist2; aim.dx = Cos(angle)>>16; aim.dy = Sin(angle)>>16; aim.dz = divscale(dz, nDist, 10); nTarget = nSprite; } } } } Aim aim2; aim2 = aim; RotateVector((int*)&aim2.dx, (int*)&aim2.dy, -pPSprite->ang); aim2.dz -= pPlayer->slope; pPlayer->relAim.dx = interpolate(pPlayer->relAim.dx, aim2.dx, pWeaponTrack->at0); pPlayer->relAim.dy = interpolate(pPlayer->relAim.dy, aim2.dy, pWeaponTrack->at0); pPlayer->relAim.dz = interpolate(pPlayer->relAim.dz, aim2.dz, pWeaponTrack->at4); pPlayer->aim = pPlayer->relAim; RotateVector((int*)&pPlayer->aim.dx, (int*)&pPlayer->aim.dy, pPSprite->ang); pPlayer->aim.dz += pPlayer->slope; pPlayer->aimTarget = nTarget; } struct t_WeaponModes { int at0; int at4; }; t_WeaponModes weaponModes[] = { { 0, -1 }, { 1, -1 }, { 1, 1 }, { 1, 2 }, { 1, 3 }, { 1, 4 }, { 1, 5 }, { 1, 6 }, { 1, 7 }, { 1, 8 }, { 1, 9 }, { 1, 10 }, { 1, 11 }, { 0, -1 }, }; void WeaponRaise(PLAYER *pPlayer) { dassert(pPlayer != NULL); int prevWeapon = pPlayer->curWeapon; pPlayer->curWeapon = pPlayer->input.newWeapon; pPlayer->input.newWeapon = 0; pPlayer->weaponAmmo = weaponModes[pPlayer->curWeapon].at4; switch (pPlayer->curWeapon) { case 1: // pitchfork pPlayer->weaponState = 0; StartQAV(pPlayer, 0, -1, 0); break; case 7: // spraycan if (pPlayer->weaponState == 2) { pPlayer->weaponState = 3; StartQAV(pPlayer, 8, -1, 0); } else { pPlayer->weaponState = 0; StartQAV(pPlayer, 4, -1, 0); } break; case 6: // dynamite if (gInfiniteAmmo || sub_4B2C8(pPlayer, 5, 1)) { pPlayer->weaponState = 3; if (prevWeapon == 7) StartQAV(pPlayer, 16, -1, 0); else StartQAV(pPlayer, 18, -1, 0); } break; case 11: // proximity if (gInfiniteAmmo || sub_4B2C8(pPlayer, 10, 1)) { pPlayer->weaponState = 7; StartQAV(pPlayer, 25, -1, 0); } break; case 12: // remote if (gInfiniteAmmo || sub_4B2C8(pPlayer, 11, 1)) { pPlayer->weaponState = 10; StartQAV(pPlayer, 31, -1, 0); } else { StartQAV(pPlayer, 32, -1, 0); pPlayer->weaponState = 11; } break; case 3: // sawed off if (powerupCheck(pPlayer, kPwUpTwoGuns)) { if (gInfiniteAmmo || pPlayer->ammoCount[2] >= 4) StartQAV(pPlayer, 59, -1, 0); else StartQAV(pPlayer, 50, -1, 0); if (gInfiniteAmmo || pPlayer->ammoCount[2] >= 4) pPlayer->weaponState = 7; else if (pPlayer->ammoCount[2] > 1) pPlayer->weaponState = 3; else if (pPlayer->ammoCount[2] > 0) pPlayer->weaponState = 2; else pPlayer->weaponState = 1; } else { if (gInfiniteAmmo || pPlayer->ammoCount[2] > 1) pPlayer->weaponState = 3; else if (pPlayer->ammoCount[2] > 0) pPlayer->weaponState = 2; else pPlayer->weaponState = 1; StartQAV(pPlayer, 50, -1, 0); } break; case 4: // tommy gun if (powerupCheck(pPlayer, kPwUpTwoGuns) && sub_4B2C8(pPlayer, 3, 2)) { pPlayer->weaponState = 1; StartQAV(pPlayer, 69, -1, 0); } else { pPlayer->weaponState = 0; StartQAV(pPlayer, 64, -1, 0); } break; case 10: // voodoo if (gInfiniteAmmo || sub_4B2C8(pPlayer, 9, 1)) { pPlayer->weaponState = 2; StartQAV(pPlayer, 100, -1, 0); } break; case 2: // flaregun if (powerupCheck(pPlayer, kPwUpTwoGuns) && sub_4B2C8(pPlayer, 1, 2)) { StartQAV(pPlayer, 45, -1, 0); pPlayer->weaponState = 3; } else { StartQAV(pPlayer, 41, -1, 0); pPlayer->weaponState = 2; } break; case 8: // tesla cannon if (sub_4B2C8(pPlayer, 7, 1)) { pPlayer->weaponState = 2; if (powerupCheck(pPlayer, kPwUpTwoGuns)) StartQAV(pPlayer, 82, -1, 0); else StartQAV(pPlayer, 74, -1, 0); } else { pPlayer->weaponState = 3; StartQAV(pPlayer, 74, -1, 0); } break; case 5: // napalm if (powerupCheck(pPlayer, kPwUpTwoGuns)) { StartQAV(pPlayer, 120, -1, 0); pPlayer->weaponState = 3; } else { StartQAV(pPlayer, 89, -1, 0); pPlayer->weaponState = 2; } break; case 9: // life leech pPlayer->weaponState = 2; StartQAV(pPlayer, 111, -1, 0); break; case 13: // beast pPlayer->weaponState = 2; StartQAV(pPlayer, 93, -1, 0); break; } } void WeaponLower(PLAYER *pPlayer) { dassert(pPlayer != NULL); if (sub_4B1A4(pPlayer)) return; pPlayer->throwPower = 0; int prevState = pPlayer->weaponState; switch (pPlayer->curWeapon) { case 1: StartQAV(pPlayer, 3, -1, 0); break; case 7: sfxKill3DSound(pPlayer->pSprite, -1, 441); switch (prevState) { case 1: StartQAV(pPlayer, 7, -1, 0); break; case 2: pPlayer->weaponState = 1; WeaponRaise(pPlayer); return; case 4: pPlayer->weaponState = 1; StartQAV(pPlayer, 11, -1, 0); pPlayer->input.newWeapon = 0; WeaponLower(pPlayer); break; case 3: if (pPlayer->input.newWeapon == 6) { pPlayer->weaponState = 2; StartQAV(pPlayer, 11, -1, 0); return; } else if (pPlayer->input.newWeapon == 7) { pPlayer->weaponState = 1; StartQAV(pPlayer, 11, -1, 0); pPlayer->input.newWeapon = 0; WeaponLower(pPlayer); } else { pPlayer->weaponState = 1; StartQAV(pPlayer, 11, -1, 0); } break; } break; case 6: switch (prevState) { case 1: StartQAV(pPlayer, 7, -1, 0); break; case 2: WeaponRaise(pPlayer); break; case 3: if (pPlayer->input.newWeapon == 7) { pPlayer->weaponState = 2; StartQAV(pPlayer, 17, -1, 0); } else { StartQAV(pPlayer, 19, -1, 0); } break; default: break; } break; case 11: switch (prevState) { case 7: StartQAV(pPlayer, 26, -1, 0); break; } break; case 12: switch (prevState) { case 10: StartQAV(pPlayer, 34, -1, 0); break; case 11: StartQAV(pPlayer, 35, -1, 0); break; } break; case 3: if (powerupCheck(pPlayer, kPwUpTwoGuns)) StartQAV(pPlayer, 63, -1, 0); else StartQAV(pPlayer, 58, -1, 0); break; case 4: if (powerupCheck(pPlayer, kPwUpTwoGuns) && pPlayer->weaponState == 1) StartQAV(pPlayer, 72, -1, 0); else StartQAV(pPlayer, 68, -1, 0); break; case 2: if (powerupCheck(pPlayer, kPwUpTwoGuns) && pPlayer->weaponState == 3) StartQAV(pPlayer, 49, -1, 0); else StartQAV(pPlayer, 44, -1, 0); break; case 10: StartQAV(pPlayer, 109, -1, 0); break; case 8: if (sub_4B2C8(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns)) StartQAV(pPlayer, 88, -1, 0); else StartQAV(pPlayer, 81, -1, 0); break; case 5: if (powerupCheck(pPlayer, kPwUpTwoGuns)) StartQAV(pPlayer, 124, -1, 0); else StartQAV(pPlayer, 92, -1, 0); break; case 9: StartQAV(pPlayer, 119, -1, 0); break; case 13: StartQAV(pPlayer, 99, -1, 0); break; } pPlayer->curWeapon = 0; pPlayer->qavLoop = 0; } void WeaponUpdateState(PLAYER *pPlayer) { static int lastWeapon = 0; static int lastState = 0; XSPRITE *pXSprite = pPlayer->pXSprite; int va = pPlayer->curWeapon; int vb = pPlayer->weaponState; if (va != lastWeapon || vb != lastState) { lastWeapon = va; lastState = vb; } switch (lastWeapon) { case 1: pPlayer->weaponQav = 1; break; case 7: switch (vb) { case 0: pPlayer->weaponState = 1; StartQAV(pPlayer, 5, -1, 0); break; case 1: if (CheckAmmo(pPlayer, 6, 1)) { pPlayer->weaponState = 3; StartQAV(pPlayer, 8, -1, 0); } else pPlayer->weaponQav = 6; break; case 3: pPlayer->weaponQav = 9; break; case 4: if (CheckAmmo(pPlayer, 6, 1)) { pPlayer->weaponQav = 9; pPlayer->weaponState = 3; } else { pPlayer->weaponState = 1; StartQAV(pPlayer, 11, -1, 0); } sfxKill3DSound(pPlayer->pSprite, -1, 441); break; } break; case 6: switch (vb) { case 1: if (pPlayer->weaponAmmo == 5 && CheckAmmo(pPlayer, 5, 1)) { pPlayer->weaponState = 3; StartQAV(pPlayer, 16, -1, 0); } break; case 0: pPlayer->weaponState = 1; StartQAV(pPlayer, 5, -1, 0); break; case 2: if (pPlayer->ammoCount[5] > 0) { pPlayer->weaponState = 3; StartQAV(pPlayer, 16, -1, 0); } else pPlayer->weaponQav = 6; break; case 3: pPlayer->weaponQav = 20; break; } break; case 11: switch (vb) { case 7: pPlayer->weaponQav = 27; break; case 8: pPlayer->weaponState = 7; StartQAV(pPlayer, 25, -1, 0); break; } break; case 12: switch (vb) { case 10: pPlayer->weaponQav = 36; break; case 11: pPlayer->weaponQav = 37; break; case 12: if (pPlayer->ammoCount[11] > 0) { pPlayer->weaponState = 10; StartQAV(pPlayer, 31, -1, 0); } else pPlayer->weaponState = -1; break; } break; case 3: switch (vb) { case 6: if (powerupCheck(pPlayer, kPwUpTwoGuns) && (gInfiniteAmmo || CheckAmmo(pPlayer, 2, 4))) pPlayer->weaponState = 7; else pPlayer->weaponState = 1; break; case 7: pPlayer->weaponQav = 60; break; case 1: if (CheckAmmo(pPlayer, 2, 1)) { sfxPlay3DSound(pPlayer->pSprite, 410, 3, 2); StartQAV(pPlayer, 57, nClientEjectShell, 0); if (gInfiniteAmmo || pPlayer->ammoCount[2] > 1) pPlayer->weaponState = 3; else pPlayer->weaponState = 2; } else pPlayer->weaponQav = 51; break; case 2: pPlayer->weaponQav = 52; break; case 3: pPlayer->weaponQav = 53; break; } break; case 4: if (powerupCheck(pPlayer, kPwUpTwoGuns) && sub_4B2C8(pPlayer, 3, 2)) { pPlayer->weaponQav = 70; pPlayer->weaponState = 1; } else { pPlayer->weaponQav = 65; pPlayer->weaponState = 0; } break; case 2: if (powerupCheck(pPlayer, kPwUpTwoGuns)) { if (vb == 3 && sub_4B2C8(pPlayer, 1, 2)) pPlayer->weaponQav = 46; else { pPlayer->weaponQav = 42; pPlayer->weaponState = 2; } } else pPlayer->weaponQav = 42; break; case 10: if (pXSprite->height < 256 && klabs(pPlayer->swayHeight) > 768) pPlayer->weaponQav = 102; else pPlayer->weaponQav = 101; break; case 8: switch (vb) { case 2: if (sub_4B2C8(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns)) pPlayer->weaponQav = 83; else pPlayer->weaponQav = 75; break; case 3: pPlayer->weaponQav = 76; break; } break; case 5: switch (vb) { case 3: if (powerupCheck(pPlayer, kPwUpTwoGuns) && (gInfiniteAmmo || CheckAmmo(pPlayer,4, 4))) pPlayer->weaponQav = 121; else pPlayer->weaponQav = 90; break; case 2: pPlayer->weaponQav = 90; break; } break; case 9: switch (vb) { case 2: pPlayer->weaponQav = 112; break; } break; case 13: pPlayer->weaponQav = 94; break; } } void FirePitchfork(int, PLAYER *pPlayer) { Aim *aim = &pPlayer->aim; int r1 = Random2(2000); int r2 = Random2(2000); int r3 = Random2(2000); for (int i = 0; i < 4; i++) actFireVector(pPlayer->pSprite, (2*i-3)*40, pPlayer->zWeapon-pPlayer->pSprite->z, aim->dx+r1, aim->dy+r2, aim->dz+r3, VECTOR_TYPE_0); } void FireSpray(int, PLAYER *pPlayer) { playerFireMissile(pPlayer, 0, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileFlameSpray); UseAmmo(pPlayer, 6, 4); if (CheckAmmo(pPlayer, 6, 1)) sfxPlay3DSound(pPlayer->pSprite, 441, 1, 2); else sfxKill3DSound(pPlayer->pSprite, -1, 441); } void ThrowCan(int, PLAYER *pPlayer) { sfxKill3DSound(pPlayer->pSprite, -1, 441); int nSpeed = mulscale16(pPlayer->throwPower, 0x177777)+0x66666; sfxPlay3DSound(pPlayer->pSprite, 455, 1, 0); spritetype *pSprite = playerFireThing(pPlayer, 0, -9460, kThingArmedSpray, nSpeed); if (pSprite) { sfxPlay3DSound(pSprite, 441, 0, 0); evPost(pSprite->index, 3, pPlayer->fuseTime, kCmdOn, pPlayer->nSprite); int nXSprite = pSprite->extra; XSPRITE *pXSprite = &xsprite[nXSprite]; pXSprite->Impact = 1; UseAmmo(pPlayer, 6, gAmmoItemData[0].count); pPlayer->throwPower = 0; } } void DropCan(int, PLAYER *pPlayer) { sfxKill3DSound(pPlayer->pSprite, -1, 441); spritetype *pSprite = playerFireThing(pPlayer, 0, 0, kThingArmedSpray, 0); if (pSprite) { evPost(pSprite->index, 3, pPlayer->fuseTime, kCmdOn, pPlayer->nSprite); UseAmmo(pPlayer, 6, gAmmoItemData[0].count); } } void ExplodeCan(int, PLAYER *pPlayer) { sfxKill3DSound(pPlayer->pSprite, -1, 441); spritetype *pSprite = playerFireThing(pPlayer, 0, 0, kThingArmedSpray, 0); evPost(pSprite->index, 3, 0, kCmdOn, pPlayer->nSprite); UseAmmo(pPlayer, 6, gAmmoItemData[0].count); StartQAV(pPlayer, 15, -1); pPlayer->curWeapon = 0; pPlayer->throwPower = 0; } void ThrowBundle(int, PLAYER *pPlayer) { sfxKill3DSound(pPlayer->pSprite, 16, -1); int nSpeed = mulscale16(pPlayer->throwPower, 0x177777)+0x66666; sfxPlay3DSound(pPlayer->pSprite, 455, 1, 0); spritetype *pSprite = playerFireThing(pPlayer, 0, -9460, kThingArmedTNTBundle, nSpeed); int nXSprite = pSprite->extra; XSPRITE *pXSprite = &xsprite[nXSprite]; if (pPlayer->fuseTime < 0) pXSprite->Impact = 1; else evPost(pSprite->index, 3, pPlayer->fuseTime, kCmdOn, pPlayer->nSprite); UseAmmo(pPlayer, 5, 1); pPlayer->throwPower = 0; } void DropBundle(int, PLAYER *pPlayer) { sfxKill3DSound(pPlayer->pSprite, 16, -1); spritetype *pSprite = playerFireThing(pPlayer, 0, 0, kThingArmedTNTBundle, 0); evPost(pSprite->index, 3, pPlayer->fuseTime, kCmdOn, pPlayer->nSprite); UseAmmo(pPlayer, 5, 1); } void ExplodeBundle(int, PLAYER *pPlayer) { sfxKill3DSound(pPlayer->pSprite, 16, -1); spritetype *pSprite = playerFireThing(pPlayer, 0, 0, kThingArmedTNTBundle, 0); evPost(pSprite->index, 3, 0, kCmdOn, pPlayer->nSprite); UseAmmo(pPlayer, 5, 1); StartQAV(pPlayer, 24, -1, 0); pPlayer->curWeapon = 0; pPlayer->throwPower = 0; } void ThrowProx(int, PLAYER *pPlayer) { int nSpeed = mulscale16(pPlayer->throwPower, 0x177777)+0x66666; sfxPlay3DSound(pPlayer->pSprite, 455, 1, 0); spritetype *pSprite = playerFireThing(pPlayer, 0, -9460, kThingArmedProxBomb, nSpeed); evPost(pSprite->index, 3, 240, kCmdOn, pPlayer->nSprite); UseAmmo(pPlayer, 10, 1); pPlayer->throwPower = 0; } void DropProx(int, PLAYER *pPlayer) { spritetype *pSprite = playerFireThing(pPlayer, 0, 0, kThingArmedProxBomb, 0); evPost(pSprite->index, 3, 240, kCmdOn, pPlayer->nSprite); UseAmmo(pPlayer, 10, 1); } void ThrowRemote(int, PLAYER *pPlayer) { int nSpeed = mulscale16(pPlayer->throwPower, 0x177777)+0x66666; sfxPlay3DSound(pPlayer->pSprite, 455, 1, 0); spritetype *pSprite = playerFireThing(pPlayer, 0, -9460, kThingArmedRemoteBomb, nSpeed); int nXSprite = pSprite->extra; XSPRITE *pXSprite = &xsprite[nXSprite]; pXSprite->rxID = 90+(pPlayer->pSprite->type-kDudePlayer1); UseAmmo(pPlayer, 11, 1); pPlayer->throwPower = 0; } void DropRemote(int, PLAYER *pPlayer) { spritetype *pSprite = playerFireThing(pPlayer, 0, 0, kThingArmedRemoteBomb, 0); int nXSprite = pSprite->extra; XSPRITE *pXSprite = &xsprite[nXSprite]; pXSprite->rxID = 90+(pPlayer->pSprite->type-kDudePlayer1); UseAmmo(pPlayer, 11, 1); } void FireRemote(int, PLAYER *pPlayer) { evSend(0, 0, 90+(pPlayer->pSprite->type-kDudePlayer1), kCmdOn, pPlayer->nSprite); } #define kMaxShotgunBarrels 4 void FireShotgun(int nTrigger, PLAYER *pPlayer) { dassert(nTrigger > 0 && nTrigger <= kMaxShotgunBarrels); if (nTrigger == 1) { sfxPlay3DSound(pPlayer->pSprite, 411, 2, 0); pPlayer->tiltEffect = 30; pPlayer->visibility = 20; } else { sfxPlay3DSound(pPlayer->pSprite, 412, 2, 0); pPlayer->tiltEffect = 50; pPlayer->visibility = 40; } int n = nTrigger<<4; for (int i = 0; i < n; i++) { int r1, r2, r3; VECTOR_TYPE nType; if (nTrigger == 1) { r1 = Random3(1500); r2 = Random3(1500); r3 = Random3(500); nType = VECTOR_TYPE_1; } else { r1 = Random3(2500); r2 = Random3(2500); r3 = Random3(1500); nType = VECTOR_TYPE_4; } actFireVector(pPlayer->pSprite, 0, pPlayer->zWeapon-pPlayer->pSprite->z, pPlayer->aim.dx+r1, pPlayer->aim.dy+r2, pPlayer->aim.dz+r3, nType); } UseAmmo(pPlayer, pPlayer->weaponAmmo, nTrigger); pPlayer->flashEffect = 1; } void EjectShell(int, PLAYER *pPlayer) { SpawnShellEject(pPlayer, 25, 35); SpawnShellEject(pPlayer, 48, 35); } void FireTommy(int nTrigger, PLAYER *pPlayer) { Aim *aim = &pPlayer->aim; sfxPlay3DSound(pPlayer->pSprite, 431, -1, 0); switch (nTrigger) { case 1: { int r1 = Random3(400); int r2 = Random3(1200); int r3 = Random3(1200); actFireVector(pPlayer->pSprite, 0, pPlayer->zWeapon-pPlayer->pSprite->z, aim->dx+r3, aim->dy+r2, aim->dz+r1, VECTOR_TYPE_5); SpawnBulletEject(pPlayer, -15, -45); pPlayer->visibility = 20; break; } case 2: { int r1 = Random3(400); int r2 = Random3(1200); int r3 = Random3(1200); actFireVector(pPlayer->pSprite, -120, pPlayer->zWeapon-pPlayer->pSprite->z, aim->dx+r3, aim->dy+r2, aim->dz+r1, VECTOR_TYPE_5); SpawnBulletEject(pPlayer, -140, -45); r1 = Random3(400); r2 = Random3(1200); r3 = Random3(1200); actFireVector(pPlayer->pSprite, 120, pPlayer->zWeapon-pPlayer->pSprite->z, aim->dx+r3, aim->dy+r2, aim->dz+r1, VECTOR_TYPE_5); SpawnBulletEject(pPlayer, 140, 45); pPlayer->visibility = 30; break; } } UseAmmo(pPlayer, pPlayer->weaponAmmo, nTrigger); pPlayer->flashEffect = 1; } #define kMaxSpread 14 void FireSpread(int nTrigger, PLAYER *pPlayer) { dassert(nTrigger > 0 && nTrigger <= kMaxSpread); Aim *aim = &pPlayer->aim; int angle = (getangle(aim->dx, aim->dy)+((112*(nTrigger-1))/14-56))&2047; int dx = Cos(angle)>>16; int dy = Sin(angle)>>16; sfxPlay3DSound(pPlayer->pSprite, 431, -1, 0); int r1, r2, r3; r1 = Random3(300); r2 = Random3(600); r3 = Random3(600); actFireVector(pPlayer->pSprite, 0, pPlayer->zWeapon-pPlayer->pSprite->z, dx+r3, dy+r2, aim->dz+r1, VECTOR_TYPE_3); r1 = Random2(90); r2 = Random2(30); SpawnBulletEject(pPlayer, r2, r1); pPlayer->visibility = 20; UseAmmo(pPlayer, pPlayer->weaponAmmo, 1); pPlayer->flashEffect = 1; } void AltFireSpread(int nTrigger, PLAYER *pPlayer) { dassert(nTrigger > 0 && nTrigger <= kMaxSpread); Aim *aim = &pPlayer->aim; int angle = (getangle(aim->dx, aim->dy)+((112*(nTrigger-1))/14-56))&2047; int dx = Cos(angle)>>16; int dy = Sin(angle)>>16; sfxPlay3DSound(pPlayer->pSprite, 431, -1, 0); int r1, r2, r3; r1 = Random3(300); r2 = Random3(600); r3 = Random3(600); actFireVector(pPlayer->pSprite, -120, pPlayer->zWeapon-pPlayer->pSprite->z, dx+r3, dy+r2, aim->dz+r1, VECTOR_TYPE_3); r1 = Random2(45); r2 = Random2(120); SpawnBulletEject(pPlayer, r2, r1); r1 = Random3(300); r2 = Random3(600); r3 = Random3(600); actFireVector(pPlayer->pSprite, 120, pPlayer->zWeapon-pPlayer->pSprite->z, dx+r3, dy+r2, aim->dz+r1, VECTOR_TYPE_3); r1 = Random2(-45); r2 = Random2(-120); SpawnBulletEject(pPlayer, r2, r1); pPlayer->tiltEffect = 20; pPlayer->visibility = 30; UseAmmo(pPlayer, pPlayer->weaponAmmo, 2); pPlayer->flashEffect = 1; } void AltFireSpread2(int nTrigger, PLAYER *pPlayer) { dassert(nTrigger > 0 && nTrigger <= kMaxSpread); Aim *aim = &pPlayer->aim; int angle = (getangle(aim->dx, aim->dy)+((112*(nTrigger-1))/14-56))&2047; int dx = Cos(angle)>>16; int dy = Sin(angle)>>16; sfxPlay3DSound(pPlayer->pSprite, 431, -1, 0); if (powerupCheck(pPlayer, kPwUpTwoGuns) && sub_4B2C8(pPlayer, 3, 2)) { int r1, r2, r3; r1 = Random3(300); r2 = Random3(600); r3 = Random3(600); actFireVector(pPlayer->pSprite, -120, pPlayer->zWeapon-pPlayer->pSprite->z, dx+r3, dy+r2, aim->dz+r1, VECTOR_TYPE_3); r1 = Random2(45); r2 = Random2(120); SpawnBulletEject(pPlayer, r2, r1); r1 = Random3(300); r2 = Random3(600); r3 = Random3(600); actFireVector(pPlayer->pSprite, 120, pPlayer->zWeapon-pPlayer->pSprite->z, dx+r3, dy+r2, aim->dz+r1, VECTOR_TYPE_3); r1 = Random2(-45); r2 = Random2(-120); SpawnBulletEject(pPlayer, r2, r1); pPlayer->tiltEffect = 30; pPlayer->visibility = 45; UseAmmo(pPlayer, pPlayer->weaponAmmo, 2); } else { int r1, r2, r3; r1 = Random3(300); r2 = Random3(600); r3 = Random3(600); actFireVector(pPlayer->pSprite, 0, pPlayer->zWeapon-pPlayer->pSprite->z, dx+r3, dy+r2, aim->dz+r1, VECTOR_TYPE_3); r1 = Random2(90); r2 = Random2(30); SpawnBulletEject(pPlayer, r2, r1); pPlayer->tiltEffect = 20; pPlayer->visibility = 30; UseAmmo(pPlayer, pPlayer->weaponAmmo, 1); } pPlayer->flashEffect = 1; if (!sub_4B2C8(pPlayer, 3, 1)) { WeaponLower(pPlayer); pPlayer->weaponState = -1; } } void FireFlare(int nTrigger, PLAYER *pPlayer) { spritetype *pSprite = pPlayer->pSprite; int offset = 0; switch (nTrigger) { case 2: offset = -120; break; case 3: offset = 120; break; } playerFireMissile(pPlayer, offset, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileFlareRegular); UseAmmo(pPlayer, 1, 1); sfxPlay3DSound(pSprite, 420, 2, 0); pPlayer->visibility = 30; pPlayer->flashEffect = 1; } void AltFireFlare(int nTrigger, PLAYER *pPlayer) { spritetype *pSprite = pPlayer->pSprite; int offset = 0; switch (nTrigger) { case 2: offset = -120; break; case 3: offset = 120; break; } playerFireMissile(pPlayer, offset, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileFlareAlt); UseAmmo(pPlayer, 1, 8); sfxPlay3DSound(pSprite, 420, 2, 0); pPlayer->visibility = 45; pPlayer->flashEffect = 1; } void FireVoodoo(int nTrigger, PLAYER *pPlayer) { nTrigger--; int nSprite = pPlayer->nSprite; spritetype *pSprite = pPlayer->pSprite; if (nTrigger == 4) { actDamageSprite(nSprite, pSprite, DAMAGE_TYPE_2, 1<<4); return; } dassert(pPlayer->voodooTarget >= 0); spritetype *pTarget = &sprite[pPlayer->voodooTarget]; if (!gGameOptions.bFriendlyFire && IsTargetTeammate(pPlayer, pTarget)) return; switch (nTrigger) { case 0: { sfxPlay3DSound(pSprite, 460, 2, 0); fxSpawnBlood(pTarget, 17<<4); int nDamage = actDamageSprite(nSprite, pTarget, DAMAGE_TYPE_5, 17<<4); UseAmmo(pPlayer, 9, nDamage/4); break; } case 1: { sfxPlay3DSound(pSprite, 460, 2, 0); fxSpawnBlood(pTarget, 17<<4); int nDamage = actDamageSprite(nSprite, pTarget, DAMAGE_TYPE_5, 9<<4); if (IsPlayerSprite(pTarget)) WeaponLower(&gPlayer[pTarget->type-kDudePlayer1]); UseAmmo(pPlayer, 9, nDamage/4); break; } case 3: { sfxPlay3DSound(pSprite, 463, 2, 0); fxSpawnBlood(pTarget, 17<<4); int nDamage = actDamageSprite(nSprite, pTarget, DAMAGE_TYPE_5, 49<<4); UseAmmo(pPlayer, 9, nDamage/4); break; } case 2: { sfxPlay3DSound(pSprite, 460, 2, 0); fxSpawnBlood(pTarget, 17<<4); int nDamage = actDamageSprite(nSprite, pTarget, DAMAGE_TYPE_5, 11<<4); if (IsPlayerSprite(pTarget)) { PLAYER *pOtherPlayer = &gPlayer[pTarget->type - kDudePlayer1]; pOtherPlayer->blindEffect = 128; } UseAmmo(pPlayer, 9, nDamage/4); break; } } } void AltFireVoodoo(int nTrigger, PLAYER *pPlayer) { if (nTrigger == 2) { // by NoOne: trying to simulate v1.0x voodoo here. // dunno how exactly it works, but at least it not spend all the ammo on alt fire if (gGameOptions.weaponsV10x && !VanillaMode() && !DemoRecordStatus()) { int nCount = ClipHigh(pPlayer->ammoCount[9], pPlayer->aimTargetsCount); if (nCount > 0) { for (int i = 0; i < pPlayer->aimTargetsCount; i++) { int nTarget = pPlayer->aimTargets[i]; spritetype* pTarget = &sprite[nTarget]; if (!gGameOptions.bFriendlyFire && IsTargetTeammate(pPlayer, pTarget)) continue; int nDist = approxDist(pTarget->x - pPlayer->pSprite->x, pTarget->y - pPlayer->pSprite->y); if (nDist > 0 && nDist < 51200) { int vc = pPlayer->ammoCount[9] >> 3; int v8 = pPlayer->ammoCount[9] << 1; int nDamage = (v8 + Random(vc)) << 4; nDamage = (nDamage * ((51200 - nDist) + 1)) / 51200; nDamage = actDamageSprite(pPlayer->nSprite, pTarget, DAMAGE_TYPE_5, nDamage); if (IsPlayerSprite(pTarget)) { PLAYER* pOtherPlayer = &gPlayer[pTarget->type - kDudePlayer1]; if (!pOtherPlayer->godMode || !powerupCheck(pOtherPlayer, kPwUpDeathMask)) powerupActivate(pOtherPlayer, kPwUpDeliriumShroom); } fxSpawnBlood(pTarget, 0); } } } UseAmmo(pPlayer, 9, 20); pPlayer->weaponState = 0; return; } //int nAmmo = pPlayer->ammCount[9]; int nCount = ClipHigh(pPlayer->ammoCount[9], pPlayer->aimTargetsCount); if (nCount > 0) { int v4 = pPlayer->ammoCount[9] - (pPlayer->ammoCount[9] / nCount) * nCount; for (int i = 0; i < pPlayer->aimTargetsCount; i++) { int nTarget = pPlayer->aimTargets[i]; spritetype* pTarget = &sprite[nTarget]; if (!gGameOptions.bFriendlyFire && IsTargetTeammate(pPlayer, pTarget)) continue; if (v4 > 0) v4--; int nDist = approxDist(pTarget->x - pPlayer->pSprite->x, pTarget->y - pPlayer->pSprite->y); if (nDist > 0 && nDist < 51200) { int vc = pPlayer->ammoCount[9] >> 3; int v8 = pPlayer->ammoCount[9] << 1; int nDamage = (v8 + Random2(vc)) << 4; nDamage = (nDamage * ((51200 - nDist) + 1)) / 51200; nDamage = actDamageSprite(pPlayer->nSprite, pTarget, DAMAGE_TYPE_5, nDamage); UseAmmo(pPlayer, 9, nDamage); if (IsPlayerSprite(pTarget)) { PLAYER* pOtherPlayer = &gPlayer[pTarget->type - kDudePlayer1]; if (!pOtherPlayer->godMode || !powerupCheck(pOtherPlayer, kPwUpDeathMask)) powerupActivate(pOtherPlayer, kPwUpDeliriumShroom); } fxSpawnBlood(pTarget, 0); } } } UseAmmo(pPlayer, 9, pPlayer->ammoCount[9]); pPlayer->hasWeapon[10] = 0; pPlayer->weaponState = -1; } } void DropVoodoo(int nTrigger, PLAYER *pPlayer) { UNREFERENCED_PARAMETER(nTrigger); sfxPlay3DSound(pPlayer->pSprite, 455, 2, 0); spritetype *pSprite = playerFireThing(pPlayer, 0, -4730, kThingVoodooHead, 0xccccc); if (pSprite) { int nXSprite = pSprite->extra; XSPRITE *pXSprite = &xsprite[nXSprite]; pXSprite->data1 = pPlayer->ammoCount[9]; evPost(pSprite->index, 3, 90, kCallbackDropVoodoo); UseAmmo(pPlayer, 6, gAmmoItemData[0].count); UseAmmo(pPlayer, 9, pPlayer->ammoCount[9]); pPlayer->hasWeapon[10] = 0; } } struct TeslaMissile { int at0; // offset int at4; // id int at8; // ammo use int atc; // sound int at10; // light int at14; // weapon flash }; void FireTesla(int nTrigger, PLAYER *pPlayer) { TeslaMissile teslaMissile[6] = { { 0, 306, 1, 470, 20, 1 }, { -140, 306, 1, 470, 30, 1 }, { 140, 306, 1, 470, 30, 1 }, { 0, 302, 35, 471, 40, 1 }, { -140, 302, 35, 471, 50, 1 }, { 140, 302, 35, 471, 50, 1 }, }; if (nTrigger > 0 && nTrigger <= 6) { nTrigger--; spritetype *pSprite = pPlayer->pSprite; TeslaMissile *pMissile = &teslaMissile[nTrigger]; if (!sub_4B2C8(pPlayer, 7, pMissile->at8)) { pMissile = &teslaMissile[0]; if (!sub_4B2C8(pPlayer, 7, pMissile->at8)) { pPlayer->weaponState = -1; pPlayer->weaponQav = 76; pPlayer->flashEffect = 0; return; } } playerFireMissile(pPlayer, pMissile->at0, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, pMissile->at4); UseAmmo(pPlayer, 7, pMissile->at8); sfxPlay3DSound(pSprite, pMissile->atc, 1, 0); pPlayer->visibility = pMissile->at10; pPlayer->flashEffect = pMissile->at14; } } void AltFireTesla(int nTrigger, PLAYER *pPlayer) { UNREFERENCED_PARAMETER(nTrigger); spritetype *pSprite = pPlayer->pSprite; playerFireMissile(pPlayer, 0, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileTeslaAlt); UseAmmo(pPlayer, pPlayer->weaponAmmo, 35); sfxPlay3DSound(pSprite, 471, 2, 0); pPlayer->visibility = 40; pPlayer->flashEffect = 1; } void FireNapalm(int nTrigger, PLAYER *pPlayer) { spritetype *pSprite = pPlayer->pSprite; int offset = 0; switch (nTrigger) { case 2: offset = -50; break; case 3: offset = 50; break; } playerFireMissile(pPlayer, offset, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileFireballNapam); sfxPlay3DSound(pSprite, 480, 2, 0); UseAmmo(pPlayer, 4, 1); pPlayer->flashEffect = 1; } void FireNapalm2(int nTrigger, PLAYER *pPlayer) { UNREFERENCED_PARAMETER(nTrigger); spritetype *pSprite = pPlayer->pSprite; playerFireMissile(pPlayer, -120, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileFireballNapam); playerFireMissile(pPlayer, 120, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileFireballNapam); sfxPlay3DSound(pSprite, 480, 2, 0); UseAmmo(pPlayer, 4, 2); pPlayer->flashEffect = 1; } void AltFireNapalm(int nTrigger, PLAYER *pPlayer) { //UNREFERENCED_PARAMETER(nTrigger); //char UNUSED(bAkimbo) = powerupCheck(pPlayer, kPwUpTwoGuns); int nSpeed = mulscale16(0x8000, 0x177777)+0x66666; spritetype *pMissile = playerFireThing(pPlayer, 0, -4730, kThingNapalmBall, nSpeed); if (pMissile) { XSPRITE *pXSprite = &xsprite[pMissile->extra]; pXSprite->data4 = ClipHigh(pPlayer->ammoCount[4], 12); UseAmmo(pPlayer, 4, pXSprite->data4); seqSpawn(22, 3, pMissile->extra, -1); actBurnSprite(actSpriteIdToOwnerId(pPlayer->pSprite->index), pXSprite, 600); evPost(pMissile->index, 3, 0, kCallbackFXFlameLick); sfxPlay3DSound(pMissile, 480, 2, 0); pPlayer->visibility = 30; pPlayer->flashEffect = 1; } } void FireLifeLeech(int nTrigger, PLAYER *pPlayer) { if (!CheckAmmo(pPlayer, 8, 1)) return; int r1 = Random2(2000); int r2 = Random2(2000); int r3 = Random2(1000); spritetype *pMissile = playerFireMissile(pPlayer, 0, pPlayer->aim.dx+r1, pPlayer->aim.dy+r2, pPlayer->aim.dz+r3, 315); if (pMissile) { XSPRITE *pXSprite = &xsprite[pMissile->extra]; pXSprite->target = pPlayer->aimTarget; pMissile->ang = (nTrigger==2) ? 1024 : 0; } if (sub_4B2C8(pPlayer, 8, 1)) UseAmmo(pPlayer, 8, 1); else actDamageSprite(pPlayer->nSprite, pPlayer->pSprite, DAMAGE_TYPE_5, 16); pPlayer->visibility = ClipHigh(pPlayer->visibility+5, 50); } void AltFireLifeLeech(int nTrigger, PLAYER *pPlayer) { UNREFERENCED_PARAMETER(nTrigger); sfxPlay3DSound(pPlayer->pSprite, 455, 2, 0); spritetype *pMissile = playerFireThing(pPlayer, 0, -4730, kThingDroppedLifeLeech, 0x19999); if (pMissile) { pMissile->cstat |= 4096; XSPRITE *pXSprite = &xsprite[pMissile->extra]; pXSprite->Push = 1; pXSprite->Proximity = 1; pXSprite->DudeLockout = 1; pXSprite->data4 = ClipHigh(pPlayer->ammoCount[4], 12); pXSprite->stateTimer = 1; evPost(pMissile->index, 3, 120, kCallbackLeechStateTimer); if (gGameOptions.nGameType <= 1) { int nAmmo = pPlayer->ammoCount[8]; if (nAmmo < 25 && pPlayer->pXSprite->health > ((25-nAmmo)<<4)) { actDamageSprite(pPlayer->nSprite, pPlayer->pSprite, DAMAGE_TYPE_5, ((25-nAmmo)<<4)); nAmmo = 25; } pXSprite->data3 = nAmmo; UseAmmo(pPlayer, 8, nAmmo); } else { pXSprite->data3 = pPlayer->ammoCount[8]; pPlayer->ammoCount[8] = 0; } pPlayer->hasWeapon[9] = 0; } } void FireBeast(int nTrigger, PLAYER * pPlayer) { UNREFERENCED_PARAMETER(nTrigger); int r1 = Random2(2000); int r2 = Random2(2000); int r3 = Random2(2000); actFireVector(pPlayer->pSprite, 0, pPlayer->zWeapon-pPlayer->pSprite->z, pPlayer->aim.dx+r1, pPlayer->aim.dy+r2, pPlayer->aim.dz+r3, VECTOR_TYPE_9); } char gWeaponUpgrade[][13] = { { 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, { 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, { 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0 }, { 0, 0, 1, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0 }, { 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }, }; char WeaponUpgrade(PLAYER *pPlayer, char newWeapon) { char weapon = pPlayer->curWeapon; if (!sub_4B1A4(pPlayer) && (gProfile[pPlayer->nPlayer].nWeaponSwitch&1) && (gWeaponUpgrade[pPlayer->curWeapon][newWeapon] || (gProfile[pPlayer->nPlayer].nWeaponSwitch&2))) weapon = newWeapon; return weapon; } int OrderNext[] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 1, 1 }; int OrderPrev[] = { 12, 12, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 1 }; char WeaponFindNext(PLAYER *pPlayer, int *a2, char bDir) { int weapon = pPlayer->curWeapon; do { if (bDir) weapon = OrderNext[weapon]; else weapon = OrderPrev[weapon]; if (weaponModes[weapon].at0 && pPlayer->hasWeapon[weapon]) { if (weapon == 9) { if (CheckAmmo(pPlayer, weaponModes[weapon].at4, 1)) break; } else { if (sub_4B2C8(pPlayer, weaponModes[weapon].at4, 1)) break; } } } while (weapon != pPlayer->curWeapon); if (weapon == pPlayer->curWeapon) { if (!weaponModes[weapon].at0 || !CheckAmmo(pPlayer, weaponModes[weapon].at4, 1)) weapon = 1; } if (a2) *a2 = 0; return weapon; } char WeaponFindLoaded(PLAYER *pPlayer, int *a2) { char v4 = 1; int v14 = 0; if (weaponModes[pPlayer->curWeapon].at0 > 1) { for (int i = 0; i < weaponModes[pPlayer->curWeapon].at0; i++) { if (CheckAmmo(pPlayer, weaponModes[pPlayer->curWeapon].at4, 1)) { v14 = i; v4 = pPlayer->curWeapon; break; } } } if (v4 == 1) { int vc = 0; for (int i = 0; i < 14; i++) { int weapon = pPlayer->weaponOrder[vc][i]; if (pPlayer->hasWeapon[weapon]) { for (int j = 0; j < weaponModes[weapon].at0; j++) { if (sub_4B1FC(pPlayer, weapon, weaponModes[weapon].at4, 1)) { if (a2) *a2 = j; return weapon; } } } } } else if (a2) *a2 = v14; return v4; } char sub_4F0E0(PLAYER *pPlayer) { switch (pPlayer->weaponState) { case 5: if (!pPlayer->input.buttonFlags.shoot2) pPlayer->weaponState = 6; return 1; case 6: if (pPlayer->input.buttonFlags.shoot2) { pPlayer->weaponState = 3; pPlayer->fuseTime = pPlayer->weaponTimer; StartQAV(pPlayer, 13, nClientDropCan, 0); } else if (pPlayer->input.buttonFlags.shoot) { pPlayer->weaponState = 7; pPlayer->fuseTime = 0; pPlayer->throwTime = (int)gFrameClock; } return 1; case 7: { pPlayer->throwPower = ClipHigh(divscale16((int)gFrameClock-pPlayer->throwTime,240), 65536); if (!pPlayer->input.buttonFlags.shoot) { if (!pPlayer->fuseTime) pPlayer->fuseTime = pPlayer->weaponTimer; pPlayer->weaponState = 1; StartQAV(pPlayer, 14, nClientThrowCan, 0); } return 1; } } return 0; } char sub_4F200(PLAYER *pPlayer) { switch (pPlayer->weaponState) { case 4: if (!pPlayer->input.buttonFlags.shoot2) pPlayer->weaponState = 5; return 1; case 5: if (pPlayer->input.buttonFlags.shoot2) { pPlayer->weaponState = 1; pPlayer->fuseTime = pPlayer->weaponTimer; StartQAV(pPlayer, 22, nClientDropBundle, 0); } else if (pPlayer->input.buttonFlags.shoot) { pPlayer->weaponState = 6; pPlayer->fuseTime = 0; pPlayer->throwTime = (int)gFrameClock; } return 1; case 6: { pPlayer->throwPower = ClipHigh(divscale16((int)gFrameClock-pPlayer->throwTime,240), 65536); if (!pPlayer->input.buttonFlags.shoot) { if (!pPlayer->fuseTime) pPlayer->fuseTime = pPlayer->weaponTimer; pPlayer->weaponState = 1; StartQAV(pPlayer, 23, nClientThrowBundle, 0); } return 1; } } return 0; } char sub_4F320(PLAYER *pPlayer) { switch (pPlayer->weaponState) { case 9: pPlayer->throwPower = ClipHigh(divscale16((int)gFrameClock-pPlayer->throwTime,240), 65536); pPlayer->weaponTimer = 0; if (!pPlayer->input.buttonFlags.shoot) { pPlayer->weaponState = 8; StartQAV(pPlayer, 29, nClientThrowProx, 0); } break; } return 0; } char sub_4F3A0(PLAYER *pPlayer) { switch (pPlayer->weaponState) { case 13: pPlayer->throwPower = ClipHigh(divscale16((int)gFrameClock-pPlayer->throwTime,240), 65536); if (!pPlayer->input.buttonFlags.shoot) { pPlayer->weaponState = 11; StartQAV(pPlayer, 39, nClientThrowRemote, 0); } break; } return 0; } char sub_4F414(PLAYER *pPlayer) { switch (pPlayer->weaponState) { case 4: pPlayer->weaponState = 6; StartQAV(pPlayer, 114, nClientFireLifeLeech, 1); return 1; case 6: if (!pPlayer->input.buttonFlags.shoot2) { pPlayer->weaponState = 2; StartQAV(pPlayer, 118, -1, 0); return 1; } break; case 8: pPlayer->weaponState = 2; StartQAV(pPlayer, 118, -1, 0); return 1; } return 0; } char sub_4F484(PLAYER *pPlayer) { switch (pPlayer->weaponState) { case 4: pPlayer->weaponState = 5; if (sub_4B2C8(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns)) StartQAV(pPlayer, 84, nClientFireTesla, 1); else StartQAV(pPlayer, 77, nClientFireTesla, 1); return 1; case 5: if (!pPlayer->input.buttonFlags.shoot) { pPlayer->weaponState = 2; if (sub_4B2C8(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns)) StartQAV(pPlayer, 87, -1, 0); else StartQAV(pPlayer, 80, -1, 0); return 1; } break; case 7: pPlayer->weaponState = 2; if (sub_4B2C8(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns)) StartQAV(pPlayer, 87, -1, 0); else StartQAV(pPlayer, 80, -1, 0); return 1; } return 0; } void WeaponProcess(PLAYER *pPlayer) { pPlayer->flashEffect = ClipLow(pPlayer->flashEffect - 1, 0); if (gPlayerCtrl[pPlayer->nPlayer].qavScene.index >= 0 && pPlayer->pXSprite->health > 0) { QAVSCENE* pQavScene = &gPlayerCtrl[pPlayer->nPlayer].qavScene; int nIndex = pQavScene->index; if (sprite[nIndex].extra >= 0) { XSPRITE* pXSprite = &xsprite[sprite[nIndex].extra]; if (pXSprite->waitTime > 0 && --pXSprite->sysData1 <= 0) { if (pXSprite->txID > 0) evSend(nIndex, 3, pXSprite->txID, (COMMAND_ID) pXSprite->command, pQavScene->causedBy); if (pXSprite->locked) trPlayerCtrlStopScene(pXSprite, pPlayer); else evPost(nIndex, 3, 0, (COMMAND_ID) (kCmdNumberic + 4), pQavScene->causedBy); } else { qavScenePlay(pPlayer); pPlayer->weaponTimer = ClipLow(pPlayer->weaponTimer -= 4, 0); } } else { pQavScene->index = pPlayer->sceneQav = -1; pQavScene->qavResrc = NULL; } return; } if (pPlayer->pXSprite->health == 0) { pPlayer->qavLoop = 0; sfxKill3DSound(pPlayer->pSprite, 1, -1); } if (pPlayer->isUnderwater && BannedUnderwater(pPlayer->curWeapon)) { if (sub_4B1A4(pPlayer)) { if (pPlayer->curWeapon == 7) { pPlayer->fuseTime = pPlayer->weaponTimer; DropCan(1, pPlayer); pPlayer->weaponState = 3; } else if (pPlayer->curWeapon == 6) { pPlayer->fuseTime = pPlayer->weaponTimer; DropBundle(1, pPlayer); pPlayer->weaponState = 1; } } WeaponLower(pPlayer); pPlayer->throwPower = 0; } WeaponPlay(pPlayer); UpdateAimVector(pPlayer); pPlayer->weaponTimer -= 4; char bShoot = pPlayer->input.buttonFlags.shoot; char bShoot2 = pPlayer->input.buttonFlags.shoot2; if (pPlayer->qavLoop && pPlayer->pXSprite->health > 0) { if (bShoot && CheckAmmo(pPlayer, pPlayer->weaponAmmo, 1)) { while (pPlayer->weaponTimer <= 0) pPlayer->weaponTimer += weaponQAV[pPlayer->weaponQav]->at10; } else { pPlayer->weaponTimer = 0; pPlayer->qavLoop = 0; } return; } pPlayer->weaponTimer = ClipLow(pPlayer->weaponTimer, 0); switch (pPlayer->curWeapon) { case 7: if (sub_4F0E0(pPlayer)) return; break; case 6: if (sub_4F200(pPlayer)) return; break; case 11: if (sub_4F320(pPlayer)) return; break; case 12: if (sub_4F3A0(pPlayer)) return; break; } if (pPlayer->weaponTimer > 0) return; if (pPlayer->pXSprite->health == 0 || pPlayer->curWeapon == 0) pPlayer->weaponQav = -1; switch (pPlayer->curWeapon) { case 9: if (sub_4F414(pPlayer)) return; break; case 8: if (sub_4F484(pPlayer)) return; break; } if (pPlayer->nextWeapon) { sfxKill3DSound(pPlayer->pSprite, -1, 441); pPlayer->weaponState = 0; pPlayer->input.newWeapon = pPlayer->nextWeapon; pPlayer->nextWeapon = 0; } if (pPlayer->input.keyFlags.nextWeapon) { pPlayer->input.keyFlags.nextWeapon = 0; pPlayer->weaponState = 0; pPlayer->nextWeapon = 0; int t; char weapon = WeaponFindNext(pPlayer, &t, 1); pPlayer->weaponMode[weapon] = t; if (pPlayer->curWeapon) { WeaponLower(pPlayer); pPlayer->nextWeapon = weapon; return; } pPlayer->input.newWeapon = weapon; } if (pPlayer->input.keyFlags.prevWeapon) { pPlayer->input.keyFlags.prevWeapon = 0; pPlayer->weaponState = 0; pPlayer->nextWeapon = 0; int t; char weapon = WeaponFindNext(pPlayer, &t, 0); pPlayer->weaponMode[weapon] = t; if (pPlayer->curWeapon) { WeaponLower(pPlayer); pPlayer->nextWeapon = weapon; return; } pPlayer->input.newWeapon = weapon; } if (pPlayer->weaponState == -1) { pPlayer->weaponState = 0; int t; char weapon = WeaponFindLoaded(pPlayer, &t); pPlayer->weaponMode[weapon] = t; if (pPlayer->curWeapon) { WeaponLower(pPlayer); pPlayer->nextWeapon = weapon; return; } pPlayer->input.newWeapon = weapon; } if (pPlayer->input.newWeapon) { if (pPlayer->input.newWeapon == 6) { if (pPlayer->curWeapon == 6) { if (sub_4B2C8(pPlayer, 10, 1)) pPlayer->input.newWeapon = 11; else if (sub_4B2C8(pPlayer, 11, 1)) pPlayer->input.newWeapon = 12; } else if (pPlayer->curWeapon == 11) { if (sub_4B2C8(pPlayer, 11, 1)) pPlayer->input.newWeapon = 12; else if (sub_4B2C8(pPlayer, 5, 1) && pPlayer->isUnderwater == 0) pPlayer->input.newWeapon = 6; } else if (pPlayer->curWeapon == 12) { if (sub_4B2C8(pPlayer, 5, 1) && pPlayer->isUnderwater == 0) pPlayer->input.newWeapon = 6; else if (sub_4B2C8(pPlayer, 10, 1)) pPlayer->input.newWeapon = 11; } else { if (sub_4B2C8(pPlayer, 5, 1) && pPlayer->isUnderwater == 0) pPlayer->input.newWeapon = 6; else if (sub_4B2C8(pPlayer, 10, 1)) pPlayer->input.newWeapon = 11; else if (sub_4B2C8(pPlayer, 11, 1)) pPlayer->input.newWeapon = 12; } } if (pPlayer->pXSprite->health == 0 || pPlayer->hasWeapon[pPlayer->input.newWeapon] == 0) { pPlayer->input.newWeapon = 0; return; } if (pPlayer->isUnderwater && BannedUnderwater(pPlayer->input.newWeapon) && !sub_4B1A4(pPlayer)) { pPlayer->input.newWeapon = 0; return; } int nWeapon = pPlayer->input.newWeapon; int v4c = weaponModes[nWeapon].at0; if (!pPlayer->curWeapon) { int nAmmoType = weaponModes[nWeapon].at4; if (v4c > 1) { if (CheckAmmo(pPlayer, nAmmoType, 1) || nAmmoType == 11) WeaponRaise(pPlayer); pPlayer->input.newWeapon = 0; } else { if (sub_4B1FC(pPlayer, nWeapon, nAmmoType, 1)) WeaponRaise(pPlayer); else { pPlayer->weaponState = 0; int t; char weapon = WeaponFindLoaded(pPlayer, &t); pPlayer->weaponMode[weapon] = t; if (pPlayer->curWeapon) { WeaponLower(pPlayer); pPlayer->nextWeapon = weapon; return; } pPlayer->input.newWeapon = weapon; } } return; } if (nWeapon == pPlayer->curWeapon && v4c <= 1) { pPlayer->input.newWeapon = 0; return; } int i = 0; if (nWeapon == pPlayer->curWeapon) i = 1; for (; i <= v4c; i++) { int v6c = (pPlayer->weaponMode[nWeapon]+i)%v4c; if (sub_4B1FC(pPlayer, nWeapon, weaponModes[nWeapon].at4, 1)) { WeaponLower(pPlayer); pPlayer->weaponMode[nWeapon] = v6c; return; } } pPlayer->input.newWeapon = 0; return; } if (pPlayer->curWeapon && !CheckAmmo(pPlayer, pPlayer->weaponAmmo, 1) && pPlayer->weaponAmmo != 11) { pPlayer->weaponState = -1; return; } if (bShoot) { switch (pPlayer->curWeapon) { case 1: StartQAV(pPlayer, 2, nClientFirePitchfork, 0); return; case 7: switch (pPlayer->weaponState) { case 3: pPlayer->weaponState = 4; StartQAV(pPlayer, 10, nClientFireSpray, 1); return; } break; case 6: switch (pPlayer->weaponState) { case 3: pPlayer->weaponState = 6; pPlayer->fuseTime = -1; pPlayer->throwTime = (int)gFrameClock; StartQAV(pPlayer, 21, nClientExplodeBundle, 0); return; } break; case 11: switch (pPlayer->weaponState) { case 7: pPlayer->weaponQav = 27; pPlayer->weaponState = 9; pPlayer->throwTime = (int)gFrameClock; return; } break; case 12: switch (pPlayer->weaponState) { case 10: pPlayer->weaponQav = 36; pPlayer->weaponState = 13; pPlayer->throwTime = (int)gFrameClock; return; case 11: pPlayer->weaponState = 12; StartQAV(pPlayer, 40, nClientFireRemote, 0); return; } break; case 3: switch (pPlayer->weaponState) { case 7: pPlayer->weaponState = 6; StartQAV(pPlayer, 61, nClientFireShotgun, 0); return; case 3: pPlayer->weaponState = 2; StartQAV(pPlayer, 54, nClientFireShotgun, 0); return; case 2: pPlayer->weaponState = 1; StartQAV(pPlayer, 55, nClientFireShotgun, 0); return; } break; case 4: if (powerupCheck(pPlayer, kPwUpTwoGuns) && sub_4B2C8(pPlayer, 3, 2)) StartQAV(pPlayer, 71, nClientFireTommy, 1); else StartQAV(pPlayer, 66, nClientFireTommy, 1); return; case 2: if (powerupCheck(pPlayer, kPwUpTwoGuns) && sub_4B2C8(pPlayer, 1, 2)) StartQAV(pPlayer, 48, nClientFireFlare, 0); else StartQAV(pPlayer, 43, nClientFireFlare, 0); return; case 10: { static int nChance[] = { 0xa000, 0xc000, 0xe000, 0x10000 }; int nRand = wrand()*2; int i; for (i = 0; nChance[i] < nRand; i++) { } pPlayer->voodooTarget = pPlayer->aimTarget; if (pPlayer->voodooTarget == -1 || sprite[pPlayer->voodooTarget].statnum != kStatDude) i = 4; StartQAV(pPlayer,103+i, nClientFireVoodoo, 0); return; } case 8: switch (pPlayer->weaponState) { case 2: pPlayer->weaponState = 4; if (sub_4B2C8(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns)) StartQAV(pPlayer, 84, nClientFireTesla, 0); else StartQAV(pPlayer, 77, nClientFireTesla, 0); return; case 5: if (sub_4B2C8(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns)) StartQAV(pPlayer, 84, nClientFireTesla, 0); else StartQAV(pPlayer, 77, nClientFireTesla, 0); return; } break; case 5: if (powerupCheck(pPlayer, kPwUpTwoGuns)) StartQAV(pPlayer, 122, nClientFireNapalm, 0); else StartQAV(pPlayer, 91, nClientFireNapalm, 0); return; case 9: sfxPlay3DSound(pPlayer->pSprite, 494, 2, 0); StartQAV(pPlayer, 116, nClientFireLifeLeech, 0); return; case 13: StartQAV(pPlayer, 95+Random(4), nClientFireBeast, 0); return; } } if (bShoot2) { switch (pPlayer->curWeapon) { case 1: StartQAV(pPlayer, 2, nClientFirePitchfork, 0); return; case 7: switch (pPlayer->weaponState) { case 3: pPlayer->weaponState = 5; StartQAV(pPlayer, 12, nClientExplodeCan, 0); return; } break; case 6: switch (pPlayer->weaponState) { case 3: pPlayer->weaponState = 4; StartQAV(pPlayer, 21, nClientExplodeBundle, 0); return; case 7: pPlayer->weaponState = 8; StartQAV(pPlayer, 28, nClientDropProx, 0); return; case 10: pPlayer->weaponState = 11; StartQAV(pPlayer, 38, nClientDropRemote, 0); return; case 11: if (pPlayer->ammoCount[11] > 0) { pPlayer->weaponState = 10; StartQAV(pPlayer, 30, -1, 0); } return; } break; case 11: switch (pPlayer->weaponState) { case 7: pPlayer->weaponState = 8; StartQAV(pPlayer, 28, nClientDropProx, 0); return; } break; case 12: switch (pPlayer->weaponState) { case 10: pPlayer->weaponState = 11; StartQAV(pPlayer, 38, nClientDropRemote, 0); return; case 11: if (pPlayer->ammoCount[11] > 0) { pPlayer->weaponState = 10; StartQAV(pPlayer, 30, -1, 0); } return; } break; case 3: switch (pPlayer->weaponState) { case 7: pPlayer->weaponState = 6; StartQAV(pPlayer, 62, nClientFireShotgun, 0); return; case 3: pPlayer->weaponState = 1; StartQAV(pPlayer, 56, nClientFireShotgun, 0); return; case 2: pPlayer->weaponState = 1; StartQAV(pPlayer, 55, nClientFireShotgun, 0); return; } break; case 4: if (powerupCheck(pPlayer, kPwUpTwoGuns) && sub_4B2C8(pPlayer, 3, 2)) StartQAV(pPlayer, 73, nClientAltFireSpread2, 0); else StartQAV(pPlayer, 67, nClientAltFireSpread2, 0); return; case 10: sfxPlay3DSound(pPlayer->pSprite, 461, 2, 0); StartQAV(pPlayer, 110, nClientAltFireVoodoo, 0); return; #if 0 case 2: if (powerupCheck(pPlayer, kPwUpTwoGuns) && sub_4B2C8(pPlayer, 1, 2)) StartQAV(pPlayer, 48, nClientFireFlare, 0); else StartQAV(pPlayer, 43, nClientFireFlare, 0); return; #endif case 8: if (sub_4B2C8(pPlayer, 7, 35)) { if (sub_4B2C8(pPlayer, 7, 70) && powerupCheck(pPlayer, kPwUpTwoGuns)) StartQAV(pPlayer, 85, nClientFireTesla, 0); else StartQAV(pPlayer, 78, nClientFireTesla, 0); } else { if (sub_4B2C8(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns)) StartQAV(pPlayer, 84, nClientFireTesla, 0); else StartQAV(pPlayer, 77, nClientFireTesla, 0); } return; case 5: if (powerupCheck(pPlayer, kPwUpTwoGuns)) // by NoOne: allow napalm launcher alt fire act like in v1.0x versions if (gGameOptions.weaponsV10x && !VanillaMode() && !DemoRecordStatus()) StartQAV(pPlayer, 123, nClientFireNapalm2, 0); else StartQAV(pPlayer, 122, nClientAltFireNapalm, 0); else StartQAV(pPlayer, 91, (gGameOptions.weaponsV10x && !VanillaMode() && !DemoRecordStatus()) ? nClientFireNapalm : nClientAltFireNapalm, 0); return; case 2: if (CheckAmmo(pPlayer, 1, 8)) { if (powerupCheck(pPlayer, kPwUpTwoGuns) && sub_4B2C8(pPlayer, 1, 16)) StartQAV(pPlayer, 48, nClientAltFireFlare, 0); else StartQAV(pPlayer, 43, nClientAltFireFlare, 0); } else { if (powerupCheck(pPlayer, kPwUpTwoGuns) && sub_4B2C8(pPlayer, 1, 2)) StartQAV(pPlayer, 48, nClientFireFlare, 0); else StartQAV(pPlayer, 43, nClientFireFlare, 0); } return; case 9: if (gGameOptions.nGameType <= 1 && !sub_4B2C8(pPlayer, 8, 1) && pPlayer->pXSprite->health < (25 << 4)) { sfxPlay3DSound(pPlayer->pSprite, 494, 2, 0); StartQAV(pPlayer, 116, nClientFireLifeLeech, 0); } else { StartQAV(pPlayer, 119, -1, 0); AltFireLifeLeech(1, pPlayer); pPlayer->weaponState = -1; } return; } } WeaponUpdateState(pPlayer); } void sub_51340(spritetype *pMissile, int a2) { char va4[(kMaxSectors+7)>>3]; int x = pMissile->x; int y = pMissile->y; int z = pMissile->z; int nDist = 300; int nSector = pMissile->sectnum; int nOwner = actSpriteOwnerToSpriteId(pMissile); gAffectedSectors[0] = -1; gAffectedXWalls[0] = -1; GetClosestSpriteSectors(nSector, x, y, nDist, gAffectedSectors, va4, gAffectedXWalls); char v4 = 1; int v24 = -1; actHitcodeToData(a2, &gHitInfo, &v24, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL); if (a2 == 3 && v24 >= 0 && sprite[v24].statnum == kStatDude) v4 = 0; for (int nSprite = headspritestat[kStatDude]; nSprite >= 0; nSprite = nextspritestat[nSprite]) { if (nSprite != nOwner || v4) { spritetype *pSprite = &sprite[nSprite]; if (pSprite->flags&32) continue; if (TestBitString(va4, pSprite->sectnum) && CheckProximity(pSprite, x, y, z, nSector, nDist)) { int dx = pMissile->x-pSprite->x; int dy = pMissile->y-pSprite->y; int nDamage = ClipLow((nDist-(ksqrt(dx*dx+dy*dy)>>4)+20)>>1, 10); if (nSprite == nOwner) nDamage /= 2; actDamageSprite(nOwner, pSprite, DAMAGE_TYPE_6, nDamage<<4); } } } for (int nSprite = headspritestat[kStatThing]; nSprite >= 0; nSprite = nextspritestat[nSprite]) { spritetype *pSprite = &sprite[nSprite]; if (pSprite->flags&32) continue; if (TestBitString(va4, pSprite->sectnum) && CheckProximity(pSprite, x, y, z, nSector, nDist)) { XSPRITE *pXSprite = &xsprite[pSprite->extra]; if (!pXSprite->locked) { int dx = pMissile->x-pSprite->x; int dy = pMissile->y-pSprite->y; int nDamage = ClipLow(nDist-(ksqrt(dx*dx+dy*dy)>>4)+20, 20); actDamageSprite(nOwner, pSprite, DAMAGE_TYPE_6, nDamage<<4); } } } } class WeaponLoadSave : public LoadSave { public: virtual void Load(); virtual void Save(); }; void WeaponLoadSave::Load() { } void WeaponLoadSave::Save() { } static WeaponLoadSave *myLoadSave; void WeaponLoadSaveConstruct(void) { myLoadSave = new WeaponLoadSave(); } END_BLD_NS