raze/source/games/blood/src/weapon.cpp
Christoph Oelckers dd2ea96d6c turn players into DObjects and fix several bugs with bad memory access.
* DObjects may not be memset to 0.
* There was still code trying to retrieve the player index with pointer artithmetic. With an array of pointers this does not work.
2023-10-02 21:03:59 +02:00

3052 lines
78 KiB
C++

//-------------------------------------------------------------------------
/*
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 <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "build.h"
#include "blood.h"
#include "bloodactor.h"
BEGIN_BLD_NS
void FirePitchfork(int, DBloodPlayer* pPlayer);
void FireSpray(int, DBloodPlayer* pPlayer);
void ThrowCan(int, DBloodPlayer* pPlayer);
void DropCan(int, DBloodPlayer* pPlayer);
void ExplodeCan(int, DBloodPlayer* pPlayer);
void ThrowBundle(int, DBloodPlayer* pPlayer);
void DropBundle(int, DBloodPlayer* pPlayer);
void ExplodeBundle(int, DBloodPlayer* pPlayer);
void ThrowProx(int, DBloodPlayer* pPlayer);
void DropProx(int, DBloodPlayer* pPlayer);
void ThrowRemote(int, DBloodPlayer* pPlayer);
void DropRemote(int, DBloodPlayer* pPlayer);
void FireRemote(int, DBloodPlayer* pPlayer);
void FireShotgun(int nTrigger, DBloodPlayer* pPlayer);
void EjectShell(int, DBloodPlayer* pPlayer);
void FireTommy(int nTrigger, DBloodPlayer* pPlayer);
void FireSpread(int nTrigger, DBloodPlayer* pPlayer);
void AltFireSpread(int nTrigger, DBloodPlayer* pPlayer);
void AltFireSpread2(int nTrigger, DBloodPlayer* pPlayer);
void FireFlare(int nTrigger, DBloodPlayer* pPlayer);
void AltFireFlare(int nTrigger, DBloodPlayer* pPlayer);
void FireVoodoo(int nTrigger, DBloodPlayer* pPlayer);
void AltFireVoodoo(int nTrigger, DBloodPlayer* pPlayer);
void DropVoodoo(int nTrigger, DBloodPlayer* pPlayer);
void FireTesla(int nTrigger, DBloodPlayer* pPlayer);
void AltFireTesla(int nTrigger, DBloodPlayer* pPlayer);
void FireNapalm(int nTrigger, DBloodPlayer* pPlayer);
void FireNapalm2(int nTrigger, DBloodPlayer* pPlayer);
void AltFireNapalm(int nTrigger, DBloodPlayer* pPlayer);
void FireLifeLeech(int nTrigger, DBloodPlayer* pPlayer);
void AltFireLifeLeech(int nTrigger, DBloodPlayer* pPlayer);
void FireBeast(int nTrigger, DBloodPlayer* pPlayer);
typedef void(*QAVTypeCast)(int, void*);
void (*qavClientCallback[])(int, void*) =
{
(QAVTypeCast)FirePitchfork,
(QAVTypeCast)FireSpray,
(QAVTypeCast)ThrowCan,
(QAVTypeCast)DropCan,
(QAVTypeCast)ExplodeCan,
(QAVTypeCast)ThrowBundle,
(QAVTypeCast)DropBundle,
(QAVTypeCast)ExplodeBundle,
(QAVTypeCast)ThrowProx,
(QAVTypeCast)DropProx,
(QAVTypeCast)ThrowRemote,
(QAVTypeCast)DropRemote,
(QAVTypeCast)FireRemote,
(QAVTypeCast)FireShotgun,
(QAVTypeCast)EjectShell,
(QAVTypeCast)FireTommy,
(QAVTypeCast)AltFireSpread2,
(QAVTypeCast)FireSpread,
(QAVTypeCast)AltFireSpread,
(QAVTypeCast)FireFlare,
(QAVTypeCast)AltFireFlare,
(QAVTypeCast)FireVoodoo,
(QAVTypeCast)AltFireVoodoo,
(QAVTypeCast)FireTesla,
(QAVTypeCast)AltFireTesla,
(QAVTypeCast)FireNapalm,
(QAVTypeCast)FireNapalm2,
(QAVTypeCast)FireLifeLeech,
(QAVTypeCast)FireBeast,
(QAVTypeCast)AltFireLifeLeech,
(QAVTypeCast)DropVoodoo,
(QAVTypeCast)AltFireNapalm,
};
enum
{
nClientFirePitchfork,
nClientFireSpray,
nClientThrowCan,
nClientDropCan,
nClientExplodeCan,
nClientThrowBundle,
nClientDropBundle,
nClientExplodeBundle,
nClientThrowProx,
nClientDropProx,
nClientThrowRemote,
nClientDropRemote,
nClientFireRemote,
nClientFireShotgun,
nClientEjectShell,
nClientFireTommy,
nClientAltFireSpread2,
nClientFireSpread,
nClientAltFireSpread,
nClientFireFlare,
nClientAltFireFlare,
nClientFireVoodoo,
nClientAltFireVoodoo,
nClientFireTesla,
nClientAltFireTesla,
nClientFireNapalm,
nClientFireNapalm2,
nClientFireLifeLeech,
nClientFireBeast,
nClientAltFireLifeLeech,
nClientDropVoodoo,
nClientAltFireNapalm,
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
double getThrowPower(DBloodPlayer* pPlayer)
{
return pPlayer->throwPower * 23.46666 + 6.4;
}
void setThrowPower(DBloodPlayer* pPlayer)
{
pPlayer->throwPower = min((PlayClock - pPlayer->throwTime) / 240., 1.);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool checkLitSprayOrTNT(DBloodPlayer* pPlayer)
{
switch (pPlayer->curWeapon)
{
case kWeapSpraycan:
switch (pPlayer->weaponState)
{
case 5:
case 6:
return 1;
case 7:
if (VanillaMode())
return 0;
return 1;
}
break;
case kWeapDynamite:
switch (pPlayer->weaponState)
{
case 4:
case 5:
case 6:
return 1;
}
break;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static bool BannedUnderwater(int nWeapon)
{
return nWeapon == kWeapSpraycan || nWeapon == kWeapDynamite;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static bool CheckWeaponAmmo(DBloodPlayer* pPlayer, int weapon, int ammotype, int count)
{
if (gInfiniteAmmo)
return 1;
if (ammotype == -1)
return 1;
if (weapon == kWeapRemote && pPlayer->weaponAmmo == 11 && pPlayer->weaponState == 11)
return 1;
if (weapon == kWeapLifeLeech && pPlayer->GetActor()->xspr.health > 0)
return 1;
return pPlayer->ammoCount[ammotype] >= count;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static bool CheckAmmo(DBloodPlayer* pPlayer, int ammotype, int count)
{
if (gInfiniteAmmo)
return 1;
if (ammotype == -1)
return 1;
if (pPlayer->curWeapon == kWeapRemote && pPlayer->weaponAmmo == 11 && pPlayer->weaponState == 11)
return 1;
if (pPlayer->curWeapon == kWeapLifeLeech && pPlayer->GetActor()->xspr.health >= unsigned(count << 4))
return 1;
return pPlayer->ammoCount[ammotype] >= count;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static bool checkAmmo2(const DBloodPlayer* pPlayer, int ammotype, int amount)
{
if (gInfiniteAmmo)
return 1;
if (ammotype == -1)
return 1;
return pPlayer->ammoCount[ammotype] >= amount;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SpawnBulletEject(DBloodPlayer* pPlayer, double dist, int rdist)
{
POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture];
pPlayer->zView = pPlayer->GetActor()->spr.pos.Z - pPosture->eyeAboveZ;
double dz = pPlayer->zWeapon - (pPlayer->zWeapon - pPlayer->zView) * 0.5;
fxSpawnEjectingBrass(pPlayer->GetActor(), dz, dist, rdist);
}
void SpawnShellEject(DBloodPlayer* pPlayer, double dist, int rdist)
{
POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture];
pPlayer->zView = pPlayer->GetActor()->spr.pos.Z - pPosture->eyeAboveZ;
double t = pPlayer->zWeapon - pPlayer->zView;
double dz = pPlayer->zWeapon - t + (t * 0.25);
fxSpawnEjectingShell(pPlayer->GetActor(), dz, dist, rdist);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void WeaponInit(void)
{
auto doInit = [](const int base)
{
for (int i = base; i < (kQAVEnd + base); i++)
{
auto pQAV = getQAV(i);
if (!pQAV)
I_Error("Could not load QAV %d\n", i);
}
};
doInit(0);
doInit(10000);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void WeaponPrecache()
{
auto doPrecache = [](const int base)
{
for (int i = base; i < (kQAVEnd + base); i++)
{
auto pQAV = getQAV(i);
if (pQAV)
pQAV->Precache();
}
};
doPrecache(0);
doPrecache(10000);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void WeaponDraw(DBloodPlayer* pPlayer, int shade, double xpos, double ypos, int palnum, DAngle angle)
{
assert(pPlayer != NULL);
if (pPlayer->weaponQav == kQAVNone)
return;
auto pQAV = getQAV(pPlayer->weaponQav);
int duration;
double interpfrac;
qavProcessTimer(pPlayer, pQAV, &duration, &interpfrac, pPlayer->weaponState == -1, pPlayer->curWeapon == kWeapShotgun && pPlayer->weaponState == 7);
pQAV->x = xpos;
pQAV->y = ypos;
int flags = 2;
int nInv = powerupCheck(pPlayer, kPwUpShadowCloak);
if (nInv >= 120 * 8 || (nInv != 0 && (PlayClock & 32)))
{
shade = -128;
flags |= 1;
}
pQAV->Draw(duration, flags, shade, palnum, true, interpfrac, angle);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void WeaponPlay(DBloodPlayer* pPlayer)
{
assert(pPlayer != NULL);
if (pPlayer->weaponQav == kQAVNone)
return;
auto pQAV = getQAV(pPlayer->weaponQav);
int nTicks = pQAV->duration - pPlayer->weaponTimer;
pQAV->Play(nTicks - 4, nTicks, pPlayer->qavCallback, pPlayer);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void StartQAV(DBloodPlayer* pPlayer, int nWeaponQAV, int callback = -1, bool looped = false)
{
assert(nWeaponQAV < kQAVEnd);
auto res_id = qavGetCorrectID(nWeaponQAV);
auto pQAV = getQAV(res_id);
pPlayer->weaponQav = res_id;
pPlayer->weaponTimer = pQAV->duration;
pPlayer->qavCallback = callback;
pPlayer->qavLoop = looped;
pPlayer->qavLastTick = I_GetTime(pQAV->ticrate);
pPlayer->qavTimer = pQAV->duration;
//pQAV->Preload();
WeaponPlay(pPlayer);
pPlayer->weaponTimer -= 4;
}
static void SetQAV(DBloodPlayer* pPlayer, int nWeaponQAV)
{
assert(nWeaponQAV < kQAVEnd);
pPlayer->weaponQav = qavGetCorrectID(nWeaponQAV);
pPlayer->qavTimer = 0;
pPlayer->qavLastTick = 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
struct WEAPONTRACK
{
int aimSpeedHorz;
int aimSpeedVert;
int angleRange;
int thingAngle;
int seeker;
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(DBloodPlayer* pPlayer)
{
assert(pPlayer != NULL);
auto plActor = pPlayer->GetActor();
DVector3 pos(plActor->spr.pos.XY(), pPlayer->zWeapon);
DVector3 Aim(plActor->spr.Angles.Yaw.ToVector(), pPlayer->slope);
WEAPONTRACK* pWeaponTrack = &gWeaponTrack[pPlayer->curWeapon];
DBloodActor* targetactor = nullptr;
pPlayer->aimTargetsCount = 0;
int autoaim = Autoaim(pPlayer->pnum);
if (autoaim == 1 || (autoaim == 2 && !pWeaponTrack->bIsProjectile) || pPlayer->curWeapon == kWeapVoodooDoll || pPlayer->curWeapon == kWeapLifeLeech)
{
double nClosest = 0x7fffffff;
BloodStatIterator it(kStatDude);
while (auto actor = it.Next())
{
if (plActor == actor)
continue;
if (!gGameOptions.bFriendlyFire && IsTargetTeammate(pPlayer, actor))
continue;
if (actor->spr.flags & 32)
continue;
if (!(actor->spr.flags & 8))
continue;
auto pos2 = actor->spr.pos;
double nDist = (pos2.XY() - pos.XY()).Length();
if (nDist == 0 || nDist > 3200)
continue;
if (pWeaponTrack->seeker)
{
double t = nDist * 4096 / pWeaponTrack->seeker;
pos2 += actor->vel * t;
}
DVector3 lpos = pos + DVector3(plActor->spr.Angles.Yaw.ToVector(), pPlayer->slope) * nDist;
double zRange = nDist * (9460 / 16384.);
double top, bottom;
GetActorExtents(actor, &top, &bottom);
if (lpos.Z - zRange > bottom || lpos.Z + zRange < top)
continue;
DAngle angle = (pos2 - pos).Angle();
DAngle deltaangle = absangle(angle, plActor->spr.Angles.Yaw);
if (deltaangle > DAngle::fromBuild(pWeaponTrack->angleRange))
continue;
if (pPlayer->aimTargetsCount < 16 && cansee(pos, plActor->sector(), pos2, actor->sector()))
pPlayer->aimTargets[pPlayer->aimTargetsCount++] = actor;
double nDist2 = (lpos - pos2).Length();
if (nDist2 >= nClosest)
continue;
DUDEINFO* pDudeInfo = getDudeInfo(actor);
if (cansee(pos, plActor->sector(), pos2, actor->sector()))
{
double center = (actor->spr.scale.Y * pDudeInfo->aimHeight);
double dzCenter = (pos2.Z - center) - pos.Z;
nClosest = nDist2;
Aim.XY() = angle.ToVector();
Aim.Z = dzCenter / nDist;
targetactor = actor;
}
}
if (pWeaponTrack->thingAngle > 0)
{
BloodStatIterator itr(kStatThing);
while (auto actor = itr.Next())
{
if (!gGameOptions.bFriendlyFire && IsTargetTeammate(pPlayer, actor))
continue;
if (!(actor->spr.flags & 8))
continue;
auto pos2 = actor->spr.pos;
auto dv = pos2 - pos;
double nDist = dv.Length();
if (nDist == 0 || nDist > 3200)
continue;
DVector3 lpos = pos + DVector3(plActor->spr.Angles.Yaw.ToVector(), pPlayer->slope) * nDist;
double zRange = nDist * (9460 / 16384.);
double top, bottom;
GetActorExtents(actor, &top, &bottom);
if (lpos.Z - zRange > bottom || lpos.Z + zRange < top)
continue;
DAngle angle = dv.Angle();
DAngle deltaangle = absangle(angle, plActor->spr.Angles.Yaw);
if (deltaangle > DAngle::fromBuild(pWeaponTrack->thingAngle))
continue;
if (pPlayer->aimTargetsCount < 16 && cansee(pos, plActor->sector(), pos2, actor->sector()))
pPlayer->aimTargets[pPlayer->aimTargetsCount++] = actor;
double nDist2 = (lpos - pos2).Length();
if (nDist2 >= nClosest)
continue;
if (cansee(pos, plActor->sector(), pos2, actor->sector()))
{
nClosest = nDist2;
Aim.XY() = angle.ToVector();
Aim.Z = dv.Z / nDist;
targetactor = actor;
}
}
}
}
DVector3 Aim2(Aim);
Aim2.XY() = Aim2.XY().Rotated(-plActor->spr.Angles.Yaw);
Aim2.Z -= pPlayer->slope;
pPlayer->relAim.X = interpolatedvalue(pPlayer->relAim.X, Aim2.X, FixedToFloat(pWeaponTrack->aimSpeedHorz));
pPlayer->relAim.Y = interpolatedvalue(pPlayer->relAim.Y, Aim2.Y, FixedToFloat(pWeaponTrack->aimSpeedHorz));
pPlayer->relAim.Z = interpolatedvalue(pPlayer->relAim.Z, Aim2.Z, FixedToFloat(pWeaponTrack->aimSpeedVert));
pPlayer->aim = pPlayer->relAim;
pPlayer->aim.XY() = pPlayer->aim.XY().Rotated(plActor->spr.Angles.Yaw);
pPlayer->aim.Z += pPlayer->slope;
pPlayer->aimTarget = targetactor;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
struct t_WeaponModes
{
int update;
int ammoType;
};
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(DBloodPlayer* pPlayer)
{
assert(pPlayer != NULL);
int prevWeapon = pPlayer->curWeapon;
pPlayer->curWeapon = pPlayer->newWeapon;
pPlayer->newWeapon = kWeapNone;
pPlayer->weaponAmmo = weaponModes[pPlayer->curWeapon].ammoType;
switch (pPlayer->curWeapon)
{
case kWeapPitchFork:
pPlayer->weaponState = 0;
StartQAV(pPlayer, kQAVFORKUP);
break;
case kWeapSpraycan:
if (pPlayer->weaponState == 2)
{
pPlayer->weaponState = 3;
StartQAV(pPlayer, kQAVCANPREF);
}
else
{
pPlayer->weaponState = 0;
StartQAV(pPlayer, kQAVLITEOPEN);
}
break;
case kWeapDynamite:
if (gInfiniteAmmo || checkAmmo2(pPlayer, 5, 1))
{
pPlayer->weaponState = 3;
if (prevWeapon == kWeapSpraycan)
StartQAV(pPlayer, kQAVBUNUP);
else
StartQAV(pPlayer, kQAVBUNUP2);
}
break;
case kWeapProximity:
if (gInfiniteAmmo || checkAmmo2(pPlayer, 10, 1))
{
pPlayer->weaponState = 7;
StartQAV(pPlayer, kQAVPROXUP);
}
break;
case kWeapRemote:
if (gInfiniteAmmo || checkAmmo2(pPlayer, 11, 1))
{
pPlayer->weaponState = 10;
StartQAV(pPlayer, kQAVREMUP2);
}
else
{
StartQAV(pPlayer, kQAVREMUP3);
pPlayer->weaponState = 11;
}
break;
case kWeapShotgun:
if (powerupCheck(pPlayer, kPwUpTwoGuns))
{
if (gInfiniteAmmo || pPlayer->ammoCount[2] >= 4)
StartQAV(pPlayer, kQAV2SHOTUP);
else
StartQAV(pPlayer, kQAVSHOTUP);
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, kQAVSHOTUP);
}
break;
case kWeapTommyGun:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2))
{
pPlayer->weaponState = 1;
StartQAV(pPlayer, kQAV2TOMUP);
}
else
{
pPlayer->weaponState = 0;
StartQAV(pPlayer, kQAVTOMUP);
}
break;
case kWeapVoodooDoll:
if (gInfiniteAmmo || checkAmmo2(pPlayer, 9, 1))
{
pPlayer->weaponState = 2;
StartQAV(pPlayer, kQAVVDUP);
}
break;
case kWeapFlareGun:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 2))
{
StartQAV(pPlayer, kQAVFLAR2UP);
pPlayer->weaponState = 3;
}
else
{
StartQAV(pPlayer, kQAVFLARUP);
pPlayer->weaponState = 2;
}
break;
case kWeapTeslaCannon:
if (checkAmmo2(pPlayer, 7, 1))
{
pPlayer->weaponState = 2;
if (powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, kQAV2SGUNUP);
else
StartQAV(pPlayer, kQAVSGUNUP);
}
else
{
pPlayer->weaponState = 3;
StartQAV(pPlayer, kQAVSGUNUP);
}
break;
case kWeapNapalm:
if (powerupCheck(pPlayer, kPwUpTwoGuns))
{
StartQAV(pPlayer, kQAV2NAPUP);
pPlayer->weaponState = 3;
}
else
{
StartQAV(pPlayer, kQAVNAPUP);
pPlayer->weaponState = 2;
}
break;
case kWeapLifeLeech:
pPlayer->weaponState = 2;
StartQAV(pPlayer, kQAVSTAFUP);
break;
case kWeapBeast:
pPlayer->weaponState = 2;
StartQAV(pPlayer, kQAVBSTUP);
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void WeaponLower(DBloodPlayer* pPlayer)
{
assert(pPlayer != NULL);
if (checkLitSprayOrTNT(pPlayer))
return;
pPlayer->throwPower = 0;
int prevState = pPlayer->weaponState;
switch (pPlayer->curWeapon)
{
case kWeapPitchFork:
StartQAV(pPlayer, kQAVFORKDOWN);
break;
case kWeapSpraycan:
sfxKill3DSound(pPlayer->GetActor(), -1, 441);
switch (prevState)
{
case 1:
if (VanillaMode())
{
StartQAV(pPlayer, kQAVLITECLO2);
}
else
{
if (pPlayer->newWeapon == kWeapDynamite) // do not put away lighter if TNT was selected while throwing a spray can
{
pPlayer->weaponState = 2;
StartQAV(pPlayer, kQAVCANDOWN);
WeaponRaise(pPlayer);
return;
}
}
break;
case 2:
pPlayer->weaponState = 1;
WeaponRaise(pPlayer);
return;
case 4:
pPlayer->weaponState = 1;
StartQAV(pPlayer, kQAVCANDOWN);
if (VanillaMode())
{
pPlayer->newWeapon = kWeapNone;
WeaponLower(pPlayer);
}
else
{
if (pPlayer->newWeapon == kWeapDynamite)
{
pPlayer->weaponState = 2;
StartQAV(pPlayer, kQAVCANDOWN);
return;
}
else
{
WeaponLower(pPlayer);
}
}
break;
case 3:
if (pPlayer->newWeapon == kWeapDynamite)
{
pPlayer->weaponState = 2;
StartQAV(pPlayer, kQAVCANDOWN);
return;
}
else if (pPlayer->newWeapon == kWeapSpraycan)
{
pPlayer->weaponState = 1;
StartQAV(pPlayer, kQAVCANDOWN);
pPlayer->newWeapon = kWeapNone;
WeaponLower(pPlayer);
}
else
{
pPlayer->weaponState = 1;
StartQAV(pPlayer, kQAVCANDOWN);
}
break;
case 7: // throwing ignited alt fire spray
if (VanillaMode() || (pPlayer->newWeapon != 0))
break;
pPlayer->weaponState = 1;
StartQAV(pPlayer, kQAVCANDOWN);
break;
}
break;
case kWeapDynamite:
switch (prevState)
{
case 1:
if (VanillaMode())
{
StartQAV(pPlayer, kQAVLITECLO2);
}
else
{
if (pPlayer->newWeapon == kWeapSpraycan) // do not put away lighter if TNT was selected while throwing a spray can
{
pPlayer->weaponState = 2;
StartQAV(pPlayer, kQAVCANDOWN);
WeaponRaise(pPlayer);
return;
}
}
break;
case 2:
WeaponRaise(pPlayer);
break;
case 3:
if (pPlayer->newWeapon == kWeapSpraycan)
{
pPlayer->weaponState = 2;
StartQAV(pPlayer, kQAVBUNDOWN);
}
else
{
pPlayer->weaponState = 1;
StartQAV(pPlayer, kQAVBUNDOWN2);
}
break;
default:
break;
}
break;
case kWeapProximity:
switch (prevState)
{
case 7:
StartQAV(pPlayer, kQAVPROXDOWN);
break;
}
break;
case kWeapRemote:
switch (prevState)
{
case 10:
StartQAV(pPlayer, kQAVREMDOWN2);
break;
case 11:
StartQAV(pPlayer, kQAVREMDOWN3);
break;
}
break;
case kWeapShotgun:
if (powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, kQAV2SHOTDWN);
else
StartQAV(pPlayer, kQAVSHOTDOWN);
break;
case kWeapTommyGun:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && pPlayer->weaponState == 1)
StartQAV(pPlayer, kQAV2TOMDOWN);
else
StartQAV(pPlayer, kQAVTOMDOWN);
break;
case kWeapFlareGun:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && pPlayer->weaponState == 3)
StartQAV(pPlayer, kQAVFLAR2DWN);
else
StartQAV(pPlayer, kQAVFLARDOWN);
break;
case kWeapVoodooDoll:
StartQAV(pPlayer, kQAVVDDOWN);
break;
case kWeapTeslaCannon:
if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, kQAV2SGUNDWN);
else
StartQAV(pPlayer, kQAVSGUNDOWN);
break;
case kWeapNapalm:
if (powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, kQAV2NAPDOWN);
else
StartQAV(pPlayer, kQAVNAPDOWN);
break;
case kWeapLifeLeech:
StartQAV(pPlayer, kQAVSTAFDOWN);
break;
case kWeapBeast:
StartQAV(pPlayer, kQAVBSTDOWN);
break;
}
pPlayer->curWeapon = kWeapNone;
pPlayer->qavLoop = 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void WeaponUpdateState(DBloodPlayer* pPlayer)
{
static int lastWeapon = 0;
static int lastState = 0;
int va = pPlayer->curWeapon;
int vb = pPlayer->weaponState;
if (va != lastWeapon || vb != lastState)
{
lastWeapon = va;
lastState = vb;
}
switch (lastWeapon)
{
case kWeapPitchFork:
SetQAV(pPlayer, kQAVFORKIDLE);
break;
case kWeapSpraycan:
switch (vb)
{
case 0:
pPlayer->weaponState = 1;
StartQAV(pPlayer, kQAVLITEFLAM);
break;
case 1:
if (CheckAmmo(pPlayer, 6, 1))
{
pPlayer->weaponState = 3;
StartQAV(pPlayer, kQAVCANPREF);
}
else
SetQAV(pPlayer, kQAVLITEIDLE);
break;
case 3:
SetQAV(pPlayer, kQAVCANIDLE);
break;
case 4:
if (CheckAmmo(pPlayer, 6, 1))
{
SetQAV(pPlayer, kQAVCANIDLE);
pPlayer->weaponState = 3;
}
else
{
pPlayer->weaponState = 1;
StartQAV(pPlayer, kQAVCANDOWN);
}
sfxKill3DSound(pPlayer->GetActor(), -1, 441);
break;
}
break;
case kWeapDynamite:
switch (vb)
{
case 1:
if (pPlayer->weaponAmmo == 5 && CheckAmmo(pPlayer, 5, 1))
{
pPlayer->weaponState = 3;
StartQAV(pPlayer, kQAVBUNUP);
}
break;
case 0:
pPlayer->weaponState = 1;
StartQAV(pPlayer, kQAVLITEFLAM);
break;
case 2:
if (pPlayer->ammoCount[5] > 0)
{
pPlayer->weaponState = 3;
StartQAV(pPlayer, kQAVBUNUP);
}
else
SetQAV(pPlayer, kQAVLITEIDLE);
break;
case 3:
SetQAV(pPlayer, kQAVBUNIDLE);
break;
}
break;
case kWeapProximity:
switch (vb)
{
case 7:
SetQAV(pPlayer, kQAVPROXIDLE);
break;
case 8:
pPlayer->weaponState = 7;
StartQAV(pPlayer, kQAVPROXUP);
break;
}
break;
case kWeapRemote:
switch (vb)
{
case 10:
SetQAV(pPlayer, kQAVREMIDLE1);
break;
case 11:
SetQAV(pPlayer, kQAVREMIDLE2);
break;
case 12:
if (pPlayer->ammoCount[11] > 0)
{
pPlayer->weaponState = 10;
StartQAV(pPlayer, kQAVREMUP2);
}
else
pPlayer->weaponState = -1;
break;
}
break;
case kWeapShotgun:
switch (vb)
{
case 6:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && (gInfiniteAmmo || CheckAmmo(pPlayer, 2, 4)))
pPlayer->weaponState = 7;
else
pPlayer->weaponState = 1;
break;
case 7:
SetQAV(pPlayer, kQAV2SHOTI);
break;
case 1:
if (CheckAmmo(pPlayer, 2, 1))
{
sfxPlay3DSound(pPlayer->GetActor(), 410, 3, 2);
StartQAV(pPlayer, kQAVSHOTL1, nClientEjectShell);
if (gInfiniteAmmo || pPlayer->ammoCount[2] > 1)
pPlayer->weaponState = 3;
else
pPlayer->weaponState = 2;
}
else
SetQAV(pPlayer, kQAVSHOTI3);
break;
case 2:
SetQAV(pPlayer, kQAVSHOTI2);
break;
case 3:
SetQAV(pPlayer, kQAVSHOTI1);
break;
}
break;
case kWeapTommyGun:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2))
{
SetQAV(pPlayer, kQAV2TOMIDLE);
pPlayer->weaponState = 1;
}
else
{
SetQAV(pPlayer, kQAVTOMIDLE);
pPlayer->weaponState = 0;
}
break;
case kWeapFlareGun:
if (powerupCheck(pPlayer, kPwUpTwoGuns))
{
if (vb == 3 && checkAmmo2(pPlayer, 1, 2))
SetQAV(pPlayer, kQAVFLAR2I);
else
{
SetQAV(pPlayer, kQAVFLARIDLE);
pPlayer->weaponState = 2;
}
}
else
SetQAV(pPlayer, kQAVFLARIDLE);
break;
case kWeapVoodooDoll:
if (pPlayer->GetActor()->xspr.height < 256 && pPlayer->swayHeight != 0)
StartQAV(pPlayer, kQAVVDIDLE2);
else
SetQAV(pPlayer, kQAVVDIDLE1);
break;
case kWeapTeslaCannon:
switch (vb)
{
case 2:
if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
SetQAV(pPlayer, kQAV2SGUNIDL);
else
SetQAV(pPlayer, kQAVSGUNIDL1);
break;
case 3:
SetQAV(pPlayer, kQAVSGUNIDL2);
break;
}
break;
case kWeapNapalm:
switch (vb)
{
case 3:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && (gInfiniteAmmo || CheckAmmo(pPlayer, 4, 4)))
SetQAV(pPlayer, kQAV2NAPIDLE);
else
SetQAV(pPlayer, kQAVNAPIDLE);
break;
case 2:
SetQAV(pPlayer, kQAVNAPIDLE);
break;
}
break;
case kWeapLifeLeech:
switch (vb)
{
case 2:
SetQAV(pPlayer, kQAVSTAFIDL1);
break;
}
break;
case kWeapBeast:
SetQAV(pPlayer, kQAVBSTIDLE);
break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void FirePitchfork(int, DBloodPlayer* pPlayer)
{
DBloodActor* actor = pPlayer->GetActor();
double r1 = Random2F(2000, 14);
double r2 = Random2F(2000, 14);
double r3 = Random2F(2000, 14);
for (int i = 0; i < 4; i++)
actFireVector(actor, (2 * i - 3) * 2.5, pPlayer->zWeapon - pPlayer->GetActor()->spr.pos.Z, pPlayer->aim + DVector3(r1, r2, r3), kVectorTine);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void FireSpray(int, DBloodPlayer* pPlayer)
{
playerFireMissile(pPlayer, 0, pPlayer->aim, kMissileFlameSpray);
UseAmmo(pPlayer, 6, 4);
if (CheckAmmo(pPlayer, 6, 1))
sfxPlay3DSound(pPlayer->GetActor(), 441, 1, 2);
else
sfxKill3DSound(pPlayer->GetActor(), -1, 441);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void ThrowCan(int, DBloodPlayer* pPlayer)
{
sfxKill3DSound(pPlayer->GetActor(), -1, 441);
double nSpeed = getThrowPower(pPlayer);
sfxPlay3DSound(pPlayer->GetActor(), 455, 1, 0);
auto spawned = playerFireThing(pPlayer, 0, -9460 / 65536., kThingArmedSpray, nSpeed);
if (spawned)
{
sfxPlay3DSound(spawned, 441, 0, 0);
spawned->spr.shade = -128;
evPostActor(spawned, pPlayer->fuseTime, kCmdOn, pPlayer->GetActor());
spawned->xspr.Impact = 1;
UseAmmo(pPlayer, 6, gAmmoItemData[0].count);
pPlayer->throwPower = 0;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DropCan(int, DBloodPlayer* pPlayer)
{
sfxKill3DSound(pPlayer->GetActor(), -1, 441);
auto spawned = playerFireThing(pPlayer, 0, 0, kThingArmedSpray, 0);
if (spawned)
{
evPostActor(spawned, pPlayer->fuseTime, kCmdOn, pPlayer->GetActor());
UseAmmo(pPlayer, 6, gAmmoItemData[0].count);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void ExplodeCan(int, DBloodPlayer* pPlayer)
{
sfxKill3DSound(pPlayer->GetActor(), -1, 441);
auto spawned = playerFireThing(pPlayer, 0, 0, kThingArmedSpray, 0);
if (spawned)
{
evPostActor(spawned, 0, kCmdOn, pPlayer->GetActor());
UseAmmo(pPlayer, 6, gAmmoItemData[0].count);
StartQAV(pPlayer, kQAVCANBOOM);
pPlayer->curWeapon = kWeapNone;
pPlayer->throwPower = 0;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void ThrowBundle(int, DBloodPlayer* pPlayer)
{
sfxKill3DSound(pPlayer->GetActor(), 16, -1);
double nSpeed = getThrowPower(pPlayer);
sfxPlay3DSound(pPlayer->GetActor(), 455, 1, 0);
auto spawned = playerFireThing(pPlayer, 0, -9460 / 65536., kThingArmedTNTBundle, nSpeed);
if (spawned)
{
if (pPlayer->fuseTime < 0)
spawned->xspr.Impact = 1;
else
evPostActor(spawned, pPlayer->fuseTime, kCmdOn, pPlayer->GetActor());
UseAmmo(pPlayer, 5, 1);
pPlayer->throwPower = 0;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DropBundle(int, DBloodPlayer* pPlayer)
{
sfxKill3DSound(pPlayer->GetActor(), 16, -1);
auto spawned = playerFireThing(pPlayer, 0, 0, kThingArmedTNTBundle, 0);
if (spawned)
{
evPostActor(spawned, pPlayer->fuseTime, kCmdOn, pPlayer->GetActor());
UseAmmo(pPlayer, 5, 1);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void ExplodeBundle(int, DBloodPlayer* pPlayer)
{
sfxKill3DSound(pPlayer->GetActor(), 16, -1);
auto spawned = playerFireThing(pPlayer, 0, 0, kThingArmedTNTBundle, 0);
if (spawned)
{
evPostActor(spawned, 0, kCmdOn, pPlayer->GetActor());
UseAmmo(pPlayer, 5, 1);
StartQAV(pPlayer, kQAVDYNEXPLO);
pPlayer->curWeapon = kWeapNone;
pPlayer->throwPower = 0;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void ThrowProx(int, DBloodPlayer* pPlayer)
{
double nSpeed = getThrowPower(pPlayer);
sfxPlay3DSound(pPlayer->GetActor(), 455, 1, 0);
auto spawned = playerFireThing(pPlayer, 0, -9460 / 65536., kThingArmedProxBomb, nSpeed);
if (spawned)
{
evPostActor(spawned, 240, kCmdOn, pPlayer->GetActor());
UseAmmo(pPlayer, 10, 1);
pPlayer->throwPower = 0;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DropProx(int, DBloodPlayer* pPlayer)
{
auto spawned = playerFireThing(pPlayer, 0, 0, kThingArmedProxBomb, 0);
if (spawned)
{
evPostActor(spawned, 240, kCmdOn, pPlayer->GetActor());
UseAmmo(pPlayer, 10, 1);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void ThrowRemote(int, DBloodPlayer* pPlayer)
{
double nSpeed = getThrowPower(pPlayer);
sfxPlay3DSound(pPlayer->GetActor(), 455, 1, 0);
auto spawned = playerFireThing(pPlayer, 0, -9460 / 65536., kThingArmedRemoteBomb, nSpeed);
if (spawned)
{
spawned->xspr.rxID = 90 + (pPlayer->GetActor()->GetType() - kDudePlayer1);
UseAmmo(pPlayer, 11, 1);
pPlayer->throwPower = 0;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DropRemote(int, DBloodPlayer* pPlayer)
{
auto spawned = playerFireThing(pPlayer, 0, 0, kThingArmedRemoteBomb, 0);
if (spawned)
{
spawned->xspr.rxID = 90 + (pPlayer->GetActor()->GetType() - kDudePlayer1);
UseAmmo(pPlayer, 11, 1);
}
}
void FireRemote(int, DBloodPlayer* pPlayer)
{
evSendGame(90 + (pPlayer->GetActor()->GetType() - kDudePlayer1), kCmdOn);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
enum { kMaxShotgunBarrels = 4 };
void FireShotgun(int nTrigger, DBloodPlayer* pPlayer)
{
DBloodActor* actor = pPlayer->GetActor();
assert(nTrigger > 0 && nTrigger <= kMaxShotgunBarrels);
if (nTrigger == 1)
{
sfxPlay3DSound(pPlayer->GetActor(), 411, 2, 0);
pPlayer->tiltEffect = 30;
pPlayer->visibility = 20;
}
else
{
sfxPlay3DSound(pPlayer->GetActor(), 412, 2, 0);
pPlayer->tiltEffect = 50;
pPlayer->visibility = 40;
}
int n = nTrigger << 4;
for (int i = 0; i < n; i++)
{
double r1, r2, r3;
VECTOR_TYPE nType;
if (nTrigger == 1)
{
r1 = Random3F(1500, 14);
r2 = Random3F(1500, 14);
r3 = Random3F(500, 14);
nType = kVectorShell;
}
else
{
r1 = Random3F(2500, 14);
r2 = Random3F(2500, 14);
r3 = Random3F(1500, 14);
nType = kVectorShellAP;
}
actFireVector(actor, 0, pPlayer->zWeapon - pPlayer->GetActor()->spr.pos.Z, pPlayer->aim + DVector3(r1, r2, r3), nType);
}
UseAmmo(pPlayer, pPlayer->weaponAmmo, nTrigger);
pPlayer->flashEffect = 1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void EjectShell(int, DBloodPlayer* pPlayer)
{
SpawnShellEject(pPlayer, 25 / 16., 35);
SpawnShellEject(pPlayer, 3, 35);
}
void FireTommy(int nTrigger, DBloodPlayer* pPlayer)
{
DBloodActor* actor = pPlayer->GetActor();
sfxPlay3DSound(pPlayer->GetActor(), 431, -1, 0);
switch (nTrigger)
{
case 1:
{
double r1 = Random3F(400, 14);
double r2 = Random3F(1200, 14);
double r3 = Random3F(1200, 14);
actFireVector(actor, 0, pPlayer->zWeapon - pPlayer->GetActor()->spr.pos.Z, pPlayer->aim + DVector3(r3, r2, r1), kVectorTommyRegular);
SpawnBulletEject(pPlayer, -15 / 16., -45);
pPlayer->visibility = 20;
break;
}
case 2:
{
double r1 = Random3F(400, 14);
double r2 = Random3F(1200, 14);
double r3 = Random3F(1200, 14);
actFireVector(actor, -7.5, pPlayer->zWeapon - pPlayer->GetActor()->spr.pos.Z, pPlayer->aim + DVector3(r3, r2, r1), kVectorTommyRegular);
SpawnBulletEject(pPlayer, -140 / 16., -45);
r1 = Random3(400);
r2 = Random3(1200);
r3 = Random3(1200);
actFireVector(actor, 7.5, pPlayer->zWeapon - pPlayer->GetActor()->spr.pos.Z, pPlayer->aim + DVector3(r3, r2, r1), kVectorTommyRegular);
SpawnBulletEject(pPlayer, 140 / 16., 45);
pPlayer->visibility = 30;
break;
}
}
UseAmmo(pPlayer, pPlayer->weaponAmmo, nTrigger);
pPlayer->flashEffect = 1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
enum { kMaxSpread = 14 };
static constexpr DAngle DAngle10 = DAngle::fromDeg(10);
static constexpr DAngle DAngle20 = DAngle::fromDeg(20);
void FireSpread(int nTrigger, DBloodPlayer* pPlayer)
{
DBloodActor* actor = pPlayer->GetActor();
assert(nTrigger > 0 && nTrigger <= kMaxSpread);
DVector3 aim = pPlayer->aim;
DAngle angle = ((aim.XY()).Angle() + ((DAngle20 * (nTrigger - 1)) / kMaxSpread - DAngle10));
DVector3 dv = DVector3(angle.ToVector(), aim.Z);
sfxPlay3DSound(pPlayer->GetActor(), 431, -1, 0);
double r1, r2, r3;
r1 = Random3F(300, 14);
r2 = Random3F(600, 14);
r3 = Random3F(600, 14);
actFireVector(actor, 0, pPlayer->zWeapon - pPlayer->GetActor()->spr.pos.Z, dv + DVector3(r3, r2, r1), kVectorTommyAP);
int ri = Random2(90);
r2 = Random2F(30, 4);
SpawnBulletEject(pPlayer, r2, ri);
pPlayer->visibility = 20;
UseAmmo(pPlayer, pPlayer->weaponAmmo, 1);
pPlayer->flashEffect = 1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void AltFireSpread(int nTrigger, DBloodPlayer* pPlayer)
{
DBloodActor* actor = pPlayer->GetActor();
assert(nTrigger > 0 && nTrigger <= kMaxSpread);
DVector3 aim = pPlayer->aim;
DAngle angle = ((aim.XY()).Angle() + ((DAngle20 * (nTrigger - 1)) / kMaxSpread - DAngle10));
DVector3 dv = DVector3(angle.ToVector(), aim.Z);
sfxPlay3DSound(pPlayer->GetActor(), 431, -1, 0);
double r1, r2, r3;
r1 = Random3F(300, 14);
r2 = Random3F(600, 14);
r3 = Random3F(600, 14);
actFireVector(actor, -7.5, pPlayer->zWeapon - pPlayer->GetActor()->spr.pos.Z, dv + DVector3(r3, r2, r1), kVectorTommyAP);
int ri = Random2(45);
r2 = Random2F(120, 4);
SpawnBulletEject(pPlayer, r2, ri);
r1 = Random3F(300, 14);
r2 = Random3F(600, 14);
r3 = Random3F(600, 14);
actFireVector(actor, 7.5, pPlayer->zWeapon - pPlayer->GetActor()->spr.pos.Z, dv + DVector3(r3, r2, r1), kVectorTommyAP);
ri = Random2(-45);
r2 = Random2F(-120, 4);
SpawnBulletEject(pPlayer, r2, ri);
pPlayer->tiltEffect = 20;
pPlayer->visibility = 30;
UseAmmo(pPlayer, pPlayer->weaponAmmo, 2);
pPlayer->flashEffect = 1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void AltFireSpread2(int nTrigger, DBloodPlayer* pPlayer)
{
DBloodActor* actor = pPlayer->GetActor();
assert(nTrigger > 0 && nTrigger <= kMaxSpread);
DVector3 aim = pPlayer->aim;
DAngle angle = ((aim.XY()).Angle() + ((DAngle20 * (nTrigger - 1)) / kMaxSpread - DAngle10));
DVector3 dv = DVector3(angle.ToVector(), aim.Z);
sfxPlay3DSound(pPlayer->GetActor(), 431, -1, 0);
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2))
{
double r1, r2, r3;
r1 = Random3F(300, 14);
r2 = Random3F(600, 14);
r3 = Random3F(600, 14);
actFireVector(actor, -7.5, pPlayer->zWeapon - pPlayer->GetActor()->spr.pos.Z, dv + DVector3(r3, r2, r1), kVectorTommyAP);
int ri = Random2(45);
r2 = Random2F(120, 4);
SpawnBulletEject(pPlayer, r2, ri);
r1 = Random3F(300, 14);
r2 = Random3F(600, 14);
r3 = Random3F(600, 14);
actFireVector(actor, 7.5, pPlayer->zWeapon - pPlayer->GetActor()->spr.pos.Z, dv + DVector3(r3, r2, r1), kVectorTommyAP);
ri = Random2(-45);
r2 = Random2F(-120, 4);
SpawnBulletEject(pPlayer, r2, ri);
pPlayer->tiltEffect = 30;
pPlayer->visibility = 45;
UseAmmo(pPlayer, pPlayer->weaponAmmo, 2);
}
else
{
double r1, r2, r3;
r1 = Random3F(300, 14);
r2 = Random3F(600, 14);
r3 = Random3F(600, 14);
actFireVector(actor, 0, pPlayer->zWeapon - pPlayer->GetActor()->spr.pos.Z, dv + DVector3(r3, r2, r1), kVectorTommyAP);
int ri = Random2(90);
r2 = Random2F(30, 4);
SpawnBulletEject(pPlayer, r2, ri);
pPlayer->tiltEffect = 20;
pPlayer->visibility = 30;
UseAmmo(pPlayer, pPlayer->weaponAmmo, 1);
}
pPlayer->flashEffect = 1;
if (!checkAmmo2(pPlayer, 3, 1))
{
WeaponLower(pPlayer);
pPlayer->weaponState = -1;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void FireFlare(int nTrigger, DBloodPlayer* pPlayer)
{
auto plActor = pPlayer->GetActor();
double offset = 0;
switch (nTrigger)
{
case 2:
offset = -7.5;
break;
case 3:
offset = 7.5;
break;
}
playerFireMissile(pPlayer, offset, pPlayer->aim, kMissileFlareRegular);
UseAmmo(pPlayer, 1, 1);
sfxPlay3DSound(pPlayer->GetActor(), 420, 2, 0);
pPlayer->visibility = 30;
pPlayer->flashEffect = 1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void AltFireFlare(int nTrigger, DBloodPlayer* pPlayer)
{
auto plActor = pPlayer->GetActor();
double offset = 0;
switch (nTrigger)
{
case 2:
offset = -7.5;
break;
case 3:
offset = 7.5;
break;
}
playerFireMissile(pPlayer, offset, pPlayer->aim, kMissileFlareAlt);
UseAmmo(pPlayer, 1, 8);
sfxPlay3DSound(pPlayer->GetActor(), 420, 2, 0);
pPlayer->visibility = 45;
pPlayer->flashEffect = 1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void FireVoodoo(int nTrigger, DBloodPlayer* pPlayer)
{
nTrigger--;
DBloodActor* actor = pPlayer->GetActor();
auto plActor = pPlayer->GetActor();
if (nTrigger == 4)
{
actDamageSprite(actor, actor, kDamageBullet, 1 << 4);
return;
}
DBloodActor* targetactor = pPlayer->voodooTarget;
if (!targetactor) return;
if (!gGameOptions.bFriendlyFire && IsTargetTeammate(pPlayer, targetactor))
return;
switch (nTrigger)
{
case 0:
{
sfxPlay3DSound(actor, 460, 2, 0);
fxSpawnBlood(targetactor, 17 << 4);
int nDamage = actDamageSprite(actor, targetactor, kDamageSpirit, 17 << 4);
UseAmmo(pPlayer, 9, nDamage / 4);
break;
}
case 1:
{
sfxPlay3DSound(actor, 460, 2, 0);
fxSpawnBlood(targetactor, 17 << 4);
int nDamage = actDamageSprite(actor, targetactor, kDamageSpirit, 9 << 4);
if (targetactor->IsPlayerActor())
WeaponLower(getPlayer(targetactor));
UseAmmo(pPlayer, 9, nDamage / 4);
break;
}
case 3:
{
sfxPlay3DSound(actor, 463, 2, 0);
fxSpawnBlood(targetactor, 17 << 4);
int nDamage = actDamageSprite(actor, targetactor, kDamageSpirit, 49 << 4);
UseAmmo(pPlayer, 9, nDamage / 4);
break;
}
case 2:
{
sfxPlay3DSound(actor, 460, 2, 0);
fxSpawnBlood(targetactor, 17 << 4);
int nDamage = actDamageSprite(actor, targetactor, kDamageSpirit, 11 << 4);
if (targetactor->IsPlayerActor())
{
auto pOtherPlayer = getPlayer(targetactor);
pOtherPlayer->blindEffect = 128;
}
UseAmmo(pPlayer, 9, nDamage / 4);
break;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void AltFireVoodoo(int nTrigger, DBloodPlayer* pPlayer)
{
DBloodActor* actor = pPlayer->GetActor();
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()) {
int nCount = ClipHigh(pPlayer->ammoCount[9], pPlayer->aimTargetsCount);
if (nCount > 0)
{
for (int i = 0; i < pPlayer->aimTargetsCount; i++)
{
DBloodActor* targetactor = pPlayer->aimTargets[i];
if (!targetactor) continue;
if (!gGameOptions.bFriendlyFire && IsTargetTeammate(pPlayer, targetactor))
continue;
double nDist = (targetactor->spr.pos.XY() - pPlayer->GetActor()->spr.pos.XY()).Length();
if (nDist > 0 && nDist < 3200)
{
int vc = pPlayer->ammoCount[9] >> 3;
int v8 = pPlayer->ammoCount[9] << 1;
int nDamage = (v8 + Random(vc)) << 4;
nDamage = int((nDamage * ((3200 - nDist) + 1/16.)) / 3200);
nDamage = actDamageSprite(actor, targetactor, kDamageSpirit, nDamage);
if (targetactor->IsPlayerActor())
{
auto pOtherPlayer = getPlayer(targetactor);
if (!pOtherPlayer->godMode || !powerupCheck(pOtherPlayer, kPwUpDeathMask))
powerupActivate(pOtherPlayer, kPwUpDeliriumShroom);
}
fxSpawnBlood(targetactor, 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++)
{
DBloodActor* targetactor = pPlayer->aimTargets[i];
if (!targetactor) continue;
if (!gGameOptions.bFriendlyFire && IsTargetTeammate(pPlayer, targetactor))
continue;
if (v4 > 0)
v4--;
double nDist = (targetactor->spr.pos.XY() - pPlayer->GetActor()->spr.pos.XY()).Length();
if (nDist > 0 && nDist < 3200)
{
int vc = pPlayer->ammoCount[9] >> 3;
int v8 = pPlayer->ammoCount[9] << 1;
int nDamage = (v8 + Random2(vc)) << 4;
nDamage = int((nDamage * ((3200 - nDist) + 1/16.)) / 3200);
nDamage = actDamageSprite(actor, targetactor, kDamageSpirit, nDamage);
UseAmmo(pPlayer, 9, nDamage);
if (targetactor->IsPlayerActor())
{
auto pOtherPlayer = getPlayer(targetactor);
if (!pOtherPlayer->godMode || !powerupCheck(pOtherPlayer, kPwUpDeathMask))
powerupActivate(pOtherPlayer, kPwUpDeliriumShroom);
}
fxSpawnBlood(targetactor, 0);
}
}
}
UseAmmo(pPlayer, 9, pPlayer->ammoCount[9]);
pPlayer->hasWeapon[kWeapVoodooDoll] = 0;
pPlayer->weaponState = -1;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DropVoodoo(int, DBloodPlayer* pPlayer)
{
sfxPlay3DSound(pPlayer->GetActor(), 455, 2, 0);
auto spawned = playerFireThing(pPlayer, 0, -4730 / 65536., kThingVoodooHead, 12.8);
if (spawned)
{
spawned->xspr.data1 = pPlayer->ammoCount[9];
evPostActor(spawned, 90, kCallbackDropVoodoo);
UseAmmo(pPlayer, 6, gAmmoItemData[0].count);
UseAmmo(pPlayer, 9, pPlayer->ammoCount[9]);
pPlayer->hasWeapon[kWeapVoodooDoll] = 0;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
struct TeslaMissile
{
float offset; // offset
int id; // id
int ammouse; // ammo use
int sound; // sound
int light; // light
int flash; // weapon flash
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void FireTesla(int nTrigger, DBloodPlayer* pPlayer)
{
TeslaMissile teslaMissile[6] =
{
{ 0, 306, 1, 470, 20, 1 },
{ -8.75f, 306, 1, 470, 30, 1 },
{ 8.75f, 306, 1, 470, 30, 1 },
{ 0, 302, 35, 471, 40, 1 },
{ -8.75f, 302, 35, 471, 50, 1 },
{ 8.75f, 302, 35, 471, 50, 1 },
};
if (nTrigger > 0 && nTrigger <= 6)
{
nTrigger--;
auto plActor = pPlayer->GetActor();
TeslaMissile* pMissile = &teslaMissile[nTrigger];
if (!checkAmmo2(pPlayer, 7, pMissile->ammouse))
{
pMissile = &teslaMissile[0];
if (!checkAmmo2(pPlayer, 7, pMissile->ammouse))
{
pPlayer->weaponState = -1;
SetQAV(pPlayer, kQAVSGUNIDL2);
pPlayer->flashEffect = 0;
return;
}
}
playerFireMissile(pPlayer, pMissile->offset, pPlayer->aim, pMissile->id);
UseAmmo(pPlayer, pPlayer->weaponAmmo, pMissile->ammouse);
sfxPlay3DSound(pPlayer->GetActor(), pMissile->sound, 1, 0);
pPlayer->visibility = pMissile->light;
pPlayer->flashEffect = pMissile->flash;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void AltFireTesla(int, DBloodPlayer* pPlayer)
{
auto plActor = pPlayer->GetActor();
playerFireMissile(pPlayer, 0., pPlayer->aim, kMissileTeslaAlt);
UseAmmo(pPlayer, pPlayer->weaponAmmo, 35);
sfxPlay3DSound(pPlayer->GetActor(), 471, 2, 0);
pPlayer->visibility = 40;
pPlayer->flashEffect = 1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void FireNapalm(int nTrigger, DBloodPlayer* pPlayer)
{
auto plActor = pPlayer->GetActor();
double offset = 0;
switch (nTrigger)
{
case 2:
offset = -3.125;
break;
case 3:
offset = 3.125;
break;
}
playerFireMissile(pPlayer, offset, pPlayer->aim, kMissileFireballNapalm);
sfxPlay3DSound(pPlayer->GetActor(), 480, 2, 0);
UseAmmo(pPlayer, 4, 1);
pPlayer->flashEffect = 1;
}
void FireNapalm2(int, DBloodPlayer* pPlayer)
{
auto plActor = pPlayer->GetActor();
playerFireMissile(pPlayer, -7.5, pPlayer->aim, kMissileFireballNapalm);
playerFireMissile(pPlayer, 7.5, pPlayer->aim, kMissileFireballNapalm);
sfxPlay3DSound(pPlayer->GetActor(), 480, 2, 0);
UseAmmo(pPlayer, 4, 2);
pPlayer->flashEffect = 1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void AltFireNapalm(int, DBloodPlayer* pPlayer)
{
auto missile = playerFireThing(pPlayer, 0, -4730 / 65536., kThingNapalmBall, 18.13333);
if (missile)
{
missile->xspr.data4 = ClipHigh(pPlayer->ammoCount[4], 12);
UseAmmo(pPlayer, 4, missile->xspr.data4);
seqSpawn(22, missile, -1);
actBurnSprite(pPlayer->GetActor(), missile, 600);
evPostActor(missile, 0, kCallbackFXFlameLick);
sfxPlay3DSound(missile, 480, 2, 0);
pPlayer->visibility = 30;
pPlayer->flashEffect = 1;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void FireLifeLeech(int nTrigger, DBloodPlayer* pPlayer)
{
if (!CheckAmmo(pPlayer, 8, 1))
return;
double r1 = Random2F(2000, 14);
double r2 = Random2F(2000, 14);
double r3 = Random2F(1000, 14);
DBloodActor* actor = pPlayer->GetActor();
auto missileActor = playerFireMissile(pPlayer, 0, pPlayer->aim + DVector3(r1, r2, r3), 315);
if (missileActor)
{
missileActor->SetTarget(pPlayer->aimTarget);
missileActor->spr.Angles.Yaw = ((nTrigger == 2) ? DAngle180 : nullAngle);
}
if (checkAmmo2(pPlayer, 8, 1))
UseAmmo(pPlayer, 8, 1);
else
actDamageSprite(actor, actor, kDamageSpirit, 16);
pPlayer->visibility = ClipHigh(pPlayer->visibility + 5, 50);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void AltFireLifeLeech(int, DBloodPlayer* pPlayer)
{
DBloodActor* actor = pPlayer->GetActor();
sfxPlay3DSound(pPlayer->GetActor(), 455, 2, 0);
auto missile = playerFireThing(pPlayer, 0, -4730 / 65536., kThingDroppedLifeLeech, 1.6);
if (missile)
{
missile->spr.cstat |= CSTAT_SPRITE_BLOOD_BIT1;
missile->xspr.Push = 1;
missile->xspr.Proximity = 1;
missile->xspr.DudeLockout = 1;
missile->xspr.stateTimer = 1;
evPostActor(missile, 120, kCallbackLeechStateTimer);
if (gGameOptions.nGameType <= 1)
{
int nAmmo = pPlayer->ammoCount[8];
if (nAmmo < 25 && pPlayer->GetActor()->xspr.health > unsigned((25 - nAmmo) << 4))
{
actDamageSprite(actor, actor, kDamageSpirit, ((25 - nAmmo) << 4));
nAmmo = 25;
}
missile->xspr.data3 = nAmmo;
UseAmmo(pPlayer, 8, nAmmo);
}
else
{
missile->xspr.data3 = pPlayer->ammoCount[8];
pPlayer->ammoCount[8] = 0;
}
pPlayer->hasWeapon[kWeapLifeLeech] = 0;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void FireBeast(int, DBloodPlayer* pPlayer)
{
DBloodActor* actor = pPlayer->GetActor();
double r1 = Random2F(2000, 14);
double r2 = Random2F(2000, 14);
double r3 = Random2F(2000, 14);
actFireVector(actor, 0, pPlayer->zWeapon - pPlayer->GetActor()->spr.pos.Z, pPlayer->aim + DVector3(r1, r2, r3), kVectorBeastSlash);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static const uint8_t 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 },
};
int WeaponUpgrade(DBloodPlayer* pPlayer, int newWeapon)
{
int weaponswitch = WeaponSwitch(pPlayer->pnum);
int weapon = pPlayer->curWeapon;
if (!checkLitSprayOrTNT(pPlayer) && (weaponswitch & 1) && (gWeaponUpgrade[pPlayer->curWeapon][newWeapon] || (weaponswitch & 2)))
weapon = newWeapon;
return weapon;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static const int OrderNext[] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 1, 1 };
static const int OrderPrev[] = { 12, 12, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 1 };
static int WeaponFindNext(DBloodPlayer* pPlayer, int* a2, int bDir)
{
int weapon = pPlayer->curWeapon;
do
{
if (bDir)
weapon = OrderNext[weapon];
else
weapon = OrderPrev[weapon];
if (weaponModes[weapon].update && pPlayer->hasWeapon[weapon])
{
if (weapon == kWeapLifeLeech)
{
if (CheckAmmo(pPlayer, weaponModes[weapon].ammoType, 1))
break;
}
else
{
if (checkAmmo2(pPlayer, weaponModes[weapon].ammoType, 1))
break;
}
}
} while (weapon != pPlayer->curWeapon);
if (weapon == pPlayer->curWeapon)
{
if (!weaponModes[weapon].update || !CheckAmmo(pPlayer, weaponModes[weapon].ammoType, 1))
weapon = kWeapPitchFork;
}
if (a2)
*a2 = 0;
return weapon;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static int WeaponFindLoaded(DBloodPlayer* pPlayer, int* a2)
{
int v4 = 1;
int v14 = 0;
if (weaponModes[pPlayer->curWeapon].update > 1)
{
for (int i = 0; i < weaponModes[pPlayer->curWeapon].update; i++)
{
if (CheckAmmo(pPlayer, weaponModes[pPlayer->curWeapon].ammoType, 1))
{
v14 = i;
v4 = pPlayer->curWeapon;
break;
}
}
}
if (v4 == kWeapPitchFork)
{
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].update; j++)
{
if (CheckWeaponAmmo(pPlayer, weapon, weaponModes[weapon].ammoType, 1))
{
if (a2)
*a2 = j;
return weapon;
}
}
}
}
}
if (a2)
*a2 = v14;
return v4;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int processSprayCan(DBloodPlayer* pPlayer)
{
const char bUseShootAsThrow = !VanillaMode() && (pPlayer->cmd.ucmd.actions & SB_FIRE);
switch (pPlayer->weaponState)
{
case 5:
if (!(pPlayer->cmd.ucmd.actions & SB_ALTFIRE) || bUseShootAsThrow)
pPlayer->weaponState = 6;
return 1;
case 6:
if ((pPlayer->cmd.ucmd.actions & SB_ALTFIRE) && !bUseShootAsThrow)
{
pPlayer->weaponState = 3;
pPlayer->fuseTime = pPlayer->weaponTimer;
StartQAV(pPlayer, kQAVCANDROP, nClientDropCan);
}
else if (pPlayer->cmd.ucmd.actions & SB_FIRE)
{
pPlayer->weaponState = 7;
pPlayer->fuseTime = 0;
pPlayer->throwTime = PlayClock;
}
return 1;
case 7:
{
setThrowPower(pPlayer);
if (!(pPlayer->cmd.ucmd.actions & SB_FIRE))
{
if (!pPlayer->fuseTime)
pPlayer->fuseTime = pPlayer->weaponTimer;
pPlayer->weaponState = 1;
StartQAV(pPlayer, kQAVCANTHRO, nClientThrowCan);
}
return 1;
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static bool processTNT(DBloodPlayer* pPlayer)
{
const char bUseShootAsThrow = !VanillaMode() && (pPlayer->cmd.ucmd.actions & SB_FIRE);
switch (pPlayer->weaponState)
{
case 4:
if (!(pPlayer->cmd.ucmd.actions & SB_ALTFIRE) || bUseShootAsThrow)
pPlayer->weaponState = 5;
return 1;
case 5:
if ((pPlayer->cmd.ucmd.actions & SB_ALTFIRE) && !bUseShootAsThrow)
{
pPlayer->weaponState = 1;
pPlayer->fuseTime = pPlayer->weaponTimer;
StartQAV(pPlayer, kQAVBUNDROP, nClientDropBundle);
}
else if (pPlayer->cmd.ucmd.actions & SB_FIRE)
{
pPlayer->weaponState = 6;
pPlayer->fuseTime = 0;
pPlayer->throwTime = PlayClock;
}
return 1;
case 6:
{
setThrowPower(pPlayer);
if (!(pPlayer->cmd.ucmd.actions & SB_FIRE))
{
if (!pPlayer->fuseTime)
pPlayer->fuseTime = pPlayer->weaponTimer;
pPlayer->weaponState = 1;
StartQAV(pPlayer, kQAVBUNTHRO, nClientThrowBundle);
}
return 1;
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static bool processProxy(DBloodPlayer* pPlayer)
{
switch (pPlayer->weaponState)
{
case 9:
setThrowPower(pPlayer);
pPlayer->weaponTimer = 0;
pPlayer->qavTimer = 0;
if (!(pPlayer->cmd.ucmd.actions & SB_FIRE))
{
pPlayer->weaponState = 8;
StartQAV(pPlayer, kQAVPROXTHRO, nClientThrowProx);
}
return true;
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static bool processRemote(DBloodPlayer* pPlayer)
{
switch (pPlayer->weaponState)
{
case 13:
setThrowPower(pPlayer);
if (!(pPlayer->cmd.ucmd.actions & SB_FIRE))
{
pPlayer->weaponState = 11;
StartQAV(pPlayer, kQAVREMTHRO, nClientThrowRemote);
}
return true;
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static bool processLeech(DBloodPlayer* pPlayer)
{
switch (pPlayer->weaponState)
{
case 4:
pPlayer->weaponState = 6;
StartQAV(pPlayer, kQAVSTAFIRE1, nClientFireLifeLeech, 1);
return 1;
case 6:
if (!(pPlayer->cmd.ucmd.actions & SB_ALTFIRE))
{
pPlayer->weaponState = 2;
StartQAV(pPlayer, kQAVSTAFPOST);
return 1;
}
break;
case 8:
pPlayer->weaponState = 2;
StartQAV(pPlayer, kQAVSTAFPOST);
return 1;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static bool processTesla(DBloodPlayer* pPlayer)
{
switch (pPlayer->weaponState)
{
case 4:
pPlayer->weaponState = 5;
if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, kQAV2SGUNFIR, nClientFireTesla, 1);
else
StartQAV(pPlayer, kQAVSGUNFIR1, nClientFireTesla, 1);
return 1;
case 5:
if (!(pPlayer->cmd.ucmd.actions & SB_FIRE))
{
pPlayer->weaponState = 2;
if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, kQAV2SGUNPST);
else
StartQAV(pPlayer, kQAVSGUNPOST);
return 1;
}
break;
case 7:
pPlayer->weaponState = 2;
if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, kQAV2SGUNPST);
else
StartQAV(pPlayer, kQAVSGUNPOST);
return 1;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void WeaponProcess(DBloodPlayer* pPlayer) {
pPlayer->flashEffect = ClipLow(pPlayer->flashEffect - 1, 0);
#ifdef NOONE_EXTENSIONS
if (gPlayerCtrl[pPlayer->pnum].qavScene.initiator != nullptr && pPlayer->GetActor()->xspr.health > 0) {
playerQavSceneProcess(pPlayer, &gPlayerCtrl[pPlayer->pnum].qavScene);
UpdateAimVector(pPlayer);
return;
}
#endif
int newweap = pPlayer->cmd.ucmd.getNewWeapon();
if (newweap > 0 && newweap <= WeaponSel_MaxBlood) pPlayer->newWeapon = newweap;
if (pPlayer->GetActor()->xspr.health == 0)
{
pPlayer->qavLoop = 0;
sfxKill3DSound(pPlayer->GetActor(), 1, -1);
}
if (pPlayer->isUnderwater && BannedUnderwater(pPlayer->curWeapon))
{
if (checkLitSprayOrTNT(pPlayer))
{
if (pPlayer->curWeapon == kWeapSpraycan)
{
pPlayer->fuseTime = pPlayer->weaponTimer;
DropCan(1, pPlayer);
pPlayer->weaponState = 3;
}
else if (pPlayer->curWeapon == kWeapDynamite)
{
pPlayer->fuseTime = pPlayer->weaponTimer;
DropBundle(1, pPlayer);
pPlayer->weaponState = 3;
}
}
WeaponLower(pPlayer);
pPlayer->throwPower = 0;
}
WeaponPlay(pPlayer);
UpdateAimVector(pPlayer);
pPlayer->weaponTimer -= 4;
bool bShoot = pPlayer->cmd.ucmd.actions & SB_FIRE;
bool bShoot2 = pPlayer->cmd.ucmd.actions & SB_ALTFIRE;
const int prevNewWeaponVal = pPlayer->cmd.ucmd.getNewWeapon(); // used to fix scroll issue for banned weapons
if ((bShoot || bShoot2 || prevNewWeaponVal) && pPlayer->weaponQav == qavGetCorrectID(kQAVVDIDLE2)) pPlayer->weaponTimer = 0;
if (pPlayer->qavLoop && pPlayer->GetActor()->xspr.health > 0)
{
if (bShoot && CheckAmmo(pPlayer, pPlayer->weaponAmmo, 1))
{
auto pQAV = getQAV(pPlayer->weaponQav);
while (pPlayer->weaponTimer <= 0)
{
pPlayer->weaponTimer += pQAV->duration;
pPlayer->qavTimer += pQAV->duration;
}
}
else
{
pPlayer->weaponTimer = 0;
pPlayer->qavTimer = 0;
pPlayer->qavLoop = 0;
}
return;
}
pPlayer->weaponTimer = ClipLow(pPlayer->weaponTimer, 0);
switch (pPlayer->curWeapon)
{
case kWeapSpraycan:
if (processSprayCan(pPlayer))
return;
break;
case kWeapDynamite:
if (processTNT(pPlayer))
return;
break;
case kWeapProximity:
if (processProxy(pPlayer))
return;
break;
case kWeapRemote:
if (processRemote(pPlayer))
return;
break;
}
if (pPlayer->weaponTimer > 0)
return;
if (pPlayer->GetActor()->xspr.health == 0 || pPlayer->curWeapon == kWeapNone)
pPlayer->weaponQav = kQAVNone;
switch (pPlayer->curWeapon)
{
case kWeapLifeLeech:
if (processLeech(pPlayer))
return;
break;
case kWeapTeslaCannon:
if (processTesla(pPlayer))
return;
break;
}
if (VanillaMode())
{
if (pPlayer->nextWeapon)
{
sfxKill3DSound(pPlayer->GetActor(), -1, 441);
pPlayer->weaponState = 0;
pPlayer->newWeapon = pPlayer->nextWeapon;
pPlayer->nextWeapon = kWeapNone;
}
}
if (pPlayer->cmd.ucmd.getNewWeapon() == WeaponSel_Next)
{
pPlayer->cmd.ucmd.setNewWeapon(kWeapNone);
if (VanillaMode())
{
pPlayer->weaponState = 0;
}
pPlayer->nextWeapon = kWeapNone;
int t;
int weapon = WeaponFindNext(pPlayer, &t, 1);
pPlayer->weaponMode[weapon] = t;
if (VanillaMode())
{
if (pPlayer->curWeapon)
{
WeaponLower(pPlayer);
pPlayer->nextWeapon = weapon;
return;
}
}
pPlayer->newWeapon = weapon;
}
else if (pPlayer->cmd.ucmd.getNewWeapon() == WeaponSel_Prev)
{
pPlayer->cmd.ucmd.setNewWeapon(kWeapNone);
if (VanillaMode())
{
pPlayer->weaponState = 0;
}
pPlayer->nextWeapon = kWeapNone;
int t;
int weapon = WeaponFindNext(pPlayer, &t, 0);
pPlayer->weaponMode[weapon] = t;
if (VanillaMode())
{
if (pPlayer->curWeapon)
{
WeaponLower(pPlayer);
pPlayer->nextWeapon = weapon;
return;
}
}
pPlayer->newWeapon = weapon;
}
else if (pPlayer->cmd.ucmd.getNewWeapon() == WeaponSel_Alt)
{
int weapon;
switch (pPlayer->curWeapon)
{
case kWeapDynamite:
weapon = kWeapProximity;
break;
case kWeapProximity:
weapon = kWeapRemote;
break;
case kWeapRemote:
weapon = kWeapDynamite;
break;
default:
return;
}
pPlayer->cmd.ucmd.setNewWeapon(kWeapNone);
pPlayer->weaponState = 0;
pPlayer->nextWeapon = kWeapNone;
int t = 0;
pPlayer->weaponMode[weapon] = t;
if (pPlayer->curWeapon)
{
WeaponLower(pPlayer);
pPlayer->nextWeapon = weapon;
return;
}
pPlayer->newWeapon = weapon;
}
if (!VanillaMode())
{
if (pPlayer->nextWeapon)
{
sfxKill3DSound(pPlayer->GetActor(), -1, 441);
pPlayer->newWeapon = pPlayer->nextWeapon;
pPlayer->nextWeapon = kWeapNone;
}
}
if (pPlayer->weaponState == -1)
{
pPlayer->weaponState = 0;
int t;
int weapon = WeaponFindLoaded(pPlayer, &t);
pPlayer->weaponMode[weapon] = t;
if (pPlayer->curWeapon)
{
WeaponLower(pPlayer);
pPlayer->nextWeapon = weapon;
return;
}
pPlayer->newWeapon = weapon;
}
if (pPlayer->newWeapon)
{
if (pPlayer->isUnderwater && BannedUnderwater(pPlayer->newWeapon) && !checkLitSprayOrTNT(pPlayer) && !VanillaMode()) // skip banned weapons when underwater and using next/prev weapon key inputs
{
if (prevNewWeaponVal == WeaponSel_Next || prevNewWeaponVal == WeaponSel_Prev) // if player switched weapons
{
int saveweapon = pPlayer->curWeapon;
pPlayer->curWeapon = pPlayer->newWeapon; // set current banned weapon to curweapon so WeaponFindNext() can find the next weapon
for (int i = 0; i < 3; i++) // attempt twice to find a new weapon
{
pPlayer->curWeapon = WeaponFindNext(pPlayer, NULL, (char)(prevNewWeaponVal == WeaponSel_Next));
if (!BannedUnderwater(pPlayer->curWeapon)) // if new weapon is not a banned weapon, set to new current weapon
{
pPlayer->newWeapon = pPlayer->curWeapon;
pPlayer->weaponMode[pPlayer->newWeapon] = 0;
break;
}
}
pPlayer->curWeapon = saveweapon;
}
}
if (pPlayer->newWeapon == kWeapDynamite)
{
if (pPlayer->curWeapon == kWeapDynamite)
{
if (checkAmmo2(pPlayer, 10, 1))
pPlayer->newWeapon = kWeapProximity;
else if (checkAmmo2(pPlayer, 11, 1))
pPlayer->newWeapon = kWeapRemote;
}
else if (pPlayer->curWeapon == kWeapProximity)
{
if (checkAmmo2(pPlayer, 11, 1))
pPlayer->newWeapon = kWeapRemote;
else if (checkAmmo2(pPlayer, 5, 1) && pPlayer->isUnderwater == 0)
pPlayer->newWeapon = kWeapDynamite;
}
else if (pPlayer->curWeapon == kWeapRemote)
{
if (checkAmmo2(pPlayer, 5, 1) && pPlayer->isUnderwater == 0)
pPlayer->newWeapon = kWeapDynamite;
else if (checkAmmo2(pPlayer, 10, 1))
pPlayer->newWeapon = kWeapProximity;
}
else
{
if (checkAmmo2(pPlayer, 5, 1) && pPlayer->isUnderwater == 0)
pPlayer->newWeapon = kWeapDynamite;
else if (checkAmmo2(pPlayer, 10, 1))
pPlayer->newWeapon = kWeapProximity;
else if (checkAmmo2(pPlayer, 11, 1))
pPlayer->newWeapon = kWeapRemote;
}
}
else if ((pPlayer->newWeapon == kWeapSpraycan) && !VanillaMode())
{
if ((pPlayer->curWeapon == kWeapSpraycan) && (pPlayer->weaponState == 2)) // fix spray can state glitch when switching from spray to tnt and back quickly
{
pPlayer->weaponState = 1;
pPlayer->newWeapon = kWeapNone;
return;
}
}
if (pPlayer->GetActor()->xspr.health == 0 || pPlayer->hasWeapon[pPlayer->newWeapon] == 0)
{
pPlayer->newWeapon = kWeapNone;
return;
}
if (pPlayer->isUnderwater && BannedUnderwater(pPlayer->newWeapon) && !checkLitSprayOrTNT(pPlayer))
{
pPlayer->newWeapon = kWeapNone;
return;
}
int nWeapon = pPlayer->newWeapon;
int v4c = weaponModes[nWeapon].update;
if (!pPlayer->curWeapon)
{
int nAmmoType = weaponModes[nWeapon].ammoType;
if (v4c > 1)
{
if (CheckAmmo(pPlayer, nAmmoType, 1) || nAmmoType == 11)
WeaponRaise(pPlayer);
pPlayer->newWeapon = kWeapNone;
}
else
{
if (CheckWeaponAmmo(pPlayer, nWeapon, nAmmoType, 1))
WeaponRaise(pPlayer);
else
{
pPlayer->weaponState = 0;
int t;
int weapon = WeaponFindLoaded(pPlayer, &t);
pPlayer->weaponMode[weapon] = t;
if (pPlayer->curWeapon)
{
WeaponLower(pPlayer);
pPlayer->nextWeapon = weapon;
return;
}
pPlayer->newWeapon = weapon;
}
}
return;
}
if (nWeapon == pPlayer->curWeapon && v4c <= 1)
{
pPlayer->newWeapon = kWeapNone;
return;
}
int i = 0;
if (nWeapon == pPlayer->curWeapon)
i = 1;
for (; i <= v4c; i++)
{
int v6c = (pPlayer->weaponMode[nWeapon] + i) % v4c;
if (CheckWeaponAmmo(pPlayer, nWeapon, weaponModes[nWeapon].ammoType, 1))
{
WeaponLower(pPlayer);
pPlayer->weaponMode[nWeapon] = v6c;
return;
}
}
pPlayer->newWeapon = kWeapNone;
return;
}
if (pPlayer->curWeapon && !CheckAmmo(pPlayer, pPlayer->weaponAmmo, 1) && pPlayer->weaponAmmo != 11)
{
pPlayer->weaponState = -1;
return;
}
if (bShoot)
{
switch (pPlayer->curWeapon)
{
case kWeapPitchFork:
StartQAV(pPlayer, kQAVPFORK, nClientFirePitchfork);
return;
case kWeapSpraycan:
switch (pPlayer->weaponState)
{
case 3:
pPlayer->weaponState = 4;
StartQAV(pPlayer, kQAVCANFIRE, nClientFireSpray, 1);
return;
}
break;
case kWeapDynamite:
switch (pPlayer->weaponState)
{
case 3:
pPlayer->weaponState = 6;
pPlayer->fuseTime = -1;
pPlayer->throwTime = PlayClock;
StartQAV(pPlayer, kQAVBUNFUSE, nClientExplodeBundle);
return;
}
break;
case kWeapProximity:
switch (pPlayer->weaponState)
{
case 7:
SetQAV(pPlayer, kQAVPROXIDLE);
pPlayer->weaponState = 9;
pPlayer->throwTime = PlayClock;
return;
}
break;
case kWeapRemote:
switch (pPlayer->weaponState)
{
case 10:
SetQAV(pPlayer, kQAVREMIDLE1);
pPlayer->weaponState = 13;
pPlayer->throwTime = PlayClock;
return;
case 11:
pPlayer->weaponState = 12;
StartQAV(pPlayer, kQAVREMFIRE, nClientFireRemote);
return;
}
break;
case kWeapShotgun:
switch (pPlayer->weaponState)
{
case 7:
pPlayer->weaponState = 6;
StartQAV(pPlayer, kQAV2SHOTF2, nClientFireShotgun);
return;
case 3:
pPlayer->weaponState = 2;
StartQAV(pPlayer, kQAVSHOTF1, nClientFireShotgun);
return;
case 2:
pPlayer->weaponState = 1;
StartQAV(pPlayer, kQAVSHOTF2, nClientFireShotgun);
return;
}
break;
case kWeapTommyGun:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2))
StartQAV(pPlayer, kQAV2TOMFIRE, nClientFireTommy, 1);
else
StartQAV(pPlayer, kQAVTOMFIRE, nClientFireTommy, 1);
return;
case kWeapFlareGun:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 2))
StartQAV(pPlayer, kQAVFLAR2FIR, nClientFireFlare);
else
StartQAV(pPlayer, kQAVFLARFIR2, nClientFireFlare);
return;
case kWeapVoodooDoll:
{
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 == nullptr || pPlayer->voodooTarget->spr.statnum != kStatDude)
i = 4;
StartQAV(pPlayer, kQAVVDFIRE1 + i, nClientFireVoodoo);
return;
}
case kWeapTeslaCannon:
switch (pPlayer->weaponState)
{
case 2:
pPlayer->weaponState = 4;
if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, kQAV2SGUNFIR, nClientFireTesla);
else
StartQAV(pPlayer, kQAVSGUNFIR1, nClientFireTesla);
return;
case 5:
if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, kQAV2SGUNFIR, nClientFireTesla);
else
StartQAV(pPlayer, kQAVSGUNFIR1, nClientFireTesla);
return;
}
break;
case kWeapNapalm:
if (powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, kQAV2NAPFIRE, nClientFireNapalm);
else
StartQAV(pPlayer, kQAVNAPFIRE, nClientFireNapalm);
return;
case kWeapLifeLeech:
sfxPlay3DSound(pPlayer->GetActor(), 494, 2, 0);
StartQAV(pPlayer, kQAVSTAFIRE4, nClientFireLifeLeech);
return;
case kWeapBeast:
StartQAV(pPlayer, kQAVBSTATAK1 + Random(4), nClientFireBeast);
return;
}
}
if (bShoot2)
{
switch (pPlayer->curWeapon)
{
case kWeapPitchFork:
StartQAV(pPlayer, kQAVPFORK, nClientFirePitchfork);
return;
case kWeapSpraycan:
switch (pPlayer->weaponState)
{
case 3:
pPlayer->weaponState = 5;
StartQAV(pPlayer, kQAVCANFIRE2, nClientExplodeCan);
return;
}
break;
case kWeapDynamite:
switch (pPlayer->weaponState)
{
case 3:
pPlayer->weaponState = 4;
StartQAV(pPlayer, kQAVBUNFUSE, nClientExplodeBundle);
return;
case 7:
pPlayer->weaponState = 8;
StartQAV(pPlayer, kQAVPROXDROP, nClientDropProx);
return;
case 10:
pPlayer->weaponState = 11;
StartQAV(pPlayer, kQAVREMDROP, nClientDropRemote);
return;
case 11:
if (pPlayer->ammoCount[11] > 0)
{
pPlayer->weaponState = 10;
StartQAV(pPlayer, kQAVREMUP1);
}
return;
}
break;
case kWeapProximity:
switch (pPlayer->weaponState)
{
case 7:
pPlayer->weaponState = 8;
StartQAV(pPlayer, kQAVPROXDROP, nClientDropProx);
return;
}
break;
case kWeapRemote:
switch (pPlayer->weaponState)
{
case 10:
pPlayer->weaponState = 11;
StartQAV(pPlayer, kQAVREMDROP, nClientDropRemote);
return;
case 11:
if (pPlayer->ammoCount[11] > 0)
{
pPlayer->weaponState = 10;
StartQAV(pPlayer, kQAVREMUP1);
}
return;
}
break;
case kWeapShotgun:
switch (pPlayer->weaponState)
{
case 7:
pPlayer->weaponState = 6;
StartQAV(pPlayer, kQAV2SHOTFIR, nClientFireShotgun);
return;
case 3:
pPlayer->weaponState = 1;
StartQAV(pPlayer, kQAVSHOTF3, nClientFireShotgun);
return;
case 2:
pPlayer->weaponState = 1;
StartQAV(pPlayer, kQAVSHOTF2, nClientFireShotgun);
return;
}
break;
case kWeapTommyGun:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2))
StartQAV(pPlayer, kQAV2TOMALT, nClientAltFireSpread2);
else
StartQAV(pPlayer, kQAVTOMSPRED, nClientAltFireSpread2);
return;
case kWeapVoodooDoll:
sfxPlay3DSound(pPlayer->GetActor(), 461, 2, 0);
StartQAV(pPlayer, kQAVVDSPEL1, nClientAltFireVoodoo);
return;
#if 0
case kWeapFlareGun:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 2))
StartQAV(pPlayer, kQAVFLAR2FIR, nClientFireFlare, 0);
else
StartQAV(pPlayer, kQAVFLARFIR2, nClientFireFlare, 0);
return;
#endif
case kWeapTeslaCannon:
if (checkAmmo2(pPlayer, 7, 35))
{
if (checkAmmo2(pPlayer, 7, 70) && powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, kQAV2SGUNALT, nClientFireTesla);
else
StartQAV(pPlayer, kQAVSGUNFIR4, nClientFireTesla);
}
else
{
if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, kQAV2SGUNFIR, nClientFireTesla);
else
StartQAV(pPlayer, kQAVSGUNFIR1, nClientFireTesla);
}
return;
case kWeapNapalm:
if (powerupCheck(pPlayer, kPwUpTwoGuns))
// by NoOne: allow napalm launcher alt fire act like in v1.0x versions
if (gGameOptions.weaponsV10x && !VanillaMode()) StartQAV(pPlayer, kQAV2NAPFIR2, nClientFireNapalm2);
else StartQAV(pPlayer, kQAV2NAPFIRE, nClientAltFireNapalm);
else
StartQAV(pPlayer, kQAVNAPFIRE, (gGameOptions.weaponsV10x && !VanillaMode()) ? nClientFireNapalm : nClientAltFireNapalm);
return;
case kWeapFlareGun:
if (CheckAmmo(pPlayer, 1, 8))
{
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 16))
StartQAV(pPlayer, kQAVFLAR2FIR, nClientAltFireFlare);
else
StartQAV(pPlayer, kQAVFLARFIR2, nClientAltFireFlare);
}
else
{
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 2))
StartQAV(pPlayer, kQAVFLAR2FIR, nClientFireFlare);
else
StartQAV(pPlayer, kQAVFLARFIR2, nClientFireFlare);
}
return;
case kWeapLifeLeech:
if (gGameOptions.nGameType <= 1 && !checkAmmo2(pPlayer, 8, 1) && pPlayer->GetActor()->xspr.health < (25 << 4))
{
sfxPlay3DSound(pPlayer->GetActor(), 494, 2, 0);
StartQAV(pPlayer, kQAVSTAFIRE4, nClientFireLifeLeech);
}
else
{
StartQAV(pPlayer, kQAVSTAFDOWN);
AltFireLifeLeech(1, pPlayer);
pPlayer->weaponState = -1;
}
return;
}
}
WeaponUpdateState(pPlayer);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void teslaHit(DBloodActor* missileactor, int a2)
{
auto mpos = missileactor->spr.pos;
int nDist = 300;
auto pSector = missileactor->sector();
auto owneractor = missileactor->GetOwner();
const bool newSectCheckMethod = !cl_bloodvanillaexplosions && !VanillaMode(); // use new sector checking logic
auto sectorMap = GetClosestSpriteSectors(pSector, mpos.XY(), nDist, nullptr, newSectCheckMethod);
bool v4 = true;
DBloodActor* actor = nullptr;
actHitcodeToData(a2, &gHitInfo, &actor);
if (a2 == 3 && actor && actor->spr.statnum == kStatDude)
v4 = false;
BloodStatIterator it(kStatDude);
while (auto hitactor = it.Next())
{
if (hitactor != owneractor || v4)
{
if (hitactor->spr.flags & 32)
continue;
if (CheckSector(sectorMap, hitactor) && CheckProximity(hitactor, mpos, pSector, nDist))
{
int length = int((missileactor->spr.pos.XY() - hitactor->spr.pos.XY()).Length());
int nDamage = ClipLow((nDist - length + 20) >> 1, 10);
if (hitactor == owneractor)
nDamage /= 2;
actDamageSprite(owneractor, hitactor, kDamageTesla, nDamage << 4);
}
}
}
it.Reset(kStatThing);
while (auto hitactor = it.Next())
{
if (hitactor->spr.flags & 32)
continue;
if (CheckSector(sectorMap, hitactor) && CheckProximity(hitactor, mpos, pSector, nDist))
{
if (!hitactor->xspr.locked)
{
int length = int((missileactor->spr.pos.XY() - hitactor->spr.pos.XY()).Length());
int nDamage = ClipLow(nDist - length + 20, 20);
actDamageSprite(owneractor, hitactor, kDamageTesla, nDamage << 4);
}
}
}
}
END_BLD_NS