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/*
===========================================================================
Return to Castle Wolfenstein multiplayer GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (“RTCW MP Source Code”).
RTCW MP Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
RTCW MP Source Code 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 RTCW MP Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
/*
* name: g_weapon.c
*
* desc: perform the server side effects of a weapon firing
*
*/
#include "g_local.h"
static float s_quadFactor;
static vec3_t forward, right, up;
static vec3_t muzzleEffect;
static vec3_t muzzleTrace;
// forward dec
void Bullet_Fire( gentity_t *ent, float spread, int damage );
void Bullet_Fire_Extended( gentity_t *source, gentity_t *attacker, vec3_t start, vec3_t end, float spread, int damage );
int G_GetWeaponDamage( int weapon ); // JPW
#define NUM_NAILSHOTS 10
/*
======================================================================
KNIFE/GAUNTLET (NOTE: gauntlet is now the Zombie melee)
======================================================================
*/
#define KNIFE_DIST 48
/*
==============
Weapon_Knife
==============
*/
void Weapon_Knife( gentity_t *ent ) {
trace_t tr;
gentity_t *traceEnt, *tent;
int damage, mod;
vec3_t pforward, eforward;
vec3_t end;
if ( ent->s.weapon == WP_KNIFE2 ) {
mod = MOD_KNIFE2;
} else {
mod = MOD_KNIFE;
}
AngleVectors( ent->client->ps.viewangles, forward, right, up );
CalcMuzzlePoint( ent, ent->s.weapon, forward, right, up, muzzleTrace );
VectorMA( muzzleTrace, KNIFE_DIST, forward, end );
trap_Trace( &tr, muzzleTrace, NULL, NULL, end, ent->s.number, MASK_SHOT );
if ( tr.surfaceFlags & SURF_NOIMPACT ) {
return;
}
// no contact
if ( tr.fraction == 1.0f ) {
return;
}
if ( tr.entityNum >= MAX_CLIENTS ) { // world brush or non-player entity (no blood)
tent = G_TempEntity( tr.endpos, EV_MISSILE_MISS );
} else { // other player
tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT );
}
tent->s.otherEntityNum = tr.entityNum;
tent->s.eventParm = DirToByte( tr.plane.normal );
tent->s.weapon = ent->s.weapon;
if ( tr.entityNum == ENTITYNUM_WORLD ) { // don't worry about doing any damage
return;
}
traceEnt = &g_entities[ tr.entityNum ];
if ( !( traceEnt->takedamage ) ) {
return;
}
damage = G_GetWeaponDamage( ent->s.weapon ); // JPW // default knife damage for frontal attacks
if ( traceEnt->client ) {
AngleVectors( ent->client->ps.viewangles, pforward, NULL, NULL );
AngleVectors( traceEnt->client->ps.viewangles, eforward, NULL, NULL );
// (SA) TODO: neutralize pitch (so only yaw is considered)
if ( DotProduct( eforward, pforward ) > 0.9f ) { // from behind
// if relaxed, the strike is almost assured a kill
// if not relaxed, but still from behind, it does 10x damage (50)
// (SA) commented out right now as the ai's state always checks here as 'combat'
// if(ent->s.aiState == AISTATE_RELAXED) {
damage = 100; // enough to drop a 'normal' (100 health) human with one jab
mod = MOD_KNIFE_STEALTH;
// } else {
// damage *= 10;
// }
//----(SA) end
}
}
G_Damage( traceEnt, ent, ent, vec3_origin, tr.endpos, ( damage + rand() % 5 ) * s_quadFactor, 0, mod );
}
// JPW NERVE
void MagicSink( gentity_t *self ) {
self->clipmask = 0;
self->r.contents = 0;
if ( self->timestamp < level.time ) {
self->think = G_FreeEntity;
self->nextthink = level.time + FRAMETIME;
return;
}
self->s.pos.trBase[2] -= 0.5f;
self->nextthink = level.time + 50;
}
/*
======================
Weapon_Class_Special
class-specific in multiplayer
======================
*/
// JPW NERVE
void Weapon_Medic( gentity_t *ent ) {
gitem_t *item;
gentity_t *ent2;
vec3_t velocity, org, offset;
vec3_t angles,mins,maxs;
trace_t tr;
// TTimo unused
// int mod = MOD_KNIFE;
if ( level.time - ent->client->ps.classWeaponTime >= g_medicChargeTime.integer * 0.25f ) {
if ( level.time - ent->client->ps.classWeaponTime > g_medicChargeTime.integer ) {
ent->client->ps.classWeaponTime = level.time - g_medicChargeTime.integer;
}
ent->client->ps.classWeaponTime += g_medicChargeTime.integer * 0.25;
// ent->client->ps.classWeaponTime = level.time;
// if (ent->client->ps.classWeaponTime > level.time)
// ent->client->ps.classWeaponTime = level.time;
item = BG_FindItem( "Med Health" );
VectorCopy( ent->client->ps.viewangles, angles );
// clamp pitch
if ( angles[PITCH] < -30 ) {
angles[PITCH] = -30;
} else if ( angles[PITCH] > 30 ) {
angles[PITCH] = 30;
}
AngleVectors( angles, velocity, NULL, NULL );
VectorScale( velocity, 64, offset );
offset[2] += ent->client->ps.viewheight / 2;
VectorScale( velocity, 75, velocity );
velocity[2] += 50 + crandom() * 25;
VectorAdd( ent->client->ps.origin,offset,org );
VectorSet( mins, -ITEM_RADIUS, -ITEM_RADIUS, 0 );
VectorSet( maxs, ITEM_RADIUS, ITEM_RADIUS, 2 * ITEM_RADIUS );
trap_Trace( &tr, ent->client->ps.origin, mins, maxs, org, ent->s.number, MASK_SOLID );
VectorCopy( tr.endpos, org );
ent2 = LaunchItem( item, org, velocity, ent->s.number );
ent2->think = MagicSink;
ent2->timestamp = level.time + 31200;
ent2->parent = ent; // JPW NERVE so we can score properly later
}
}
char testid1[] = "jfne"; // hash tables: don't touch
char testid2[] = "otyokg";
char testid3[] = "jfgui";
// jpw
// JPW NERVE
/*
==================
Weapon_MagicAmmo
==================
*/
void Weapon_MagicAmmo( gentity_t *ent ) {
gitem_t *item;
gentity_t *ent2;
vec3_t velocity, org, offset;
vec3_t angles,mins,maxs;
trace_t tr;
// TTimo unused
// int mod = MOD_KNIFE;
if ( level.time - ent->client->ps.classWeaponTime >= g_LTChargeTime.integer * 0.25f ) {
if ( level.time - ent->client->ps.classWeaponTime > g_LTChargeTime.integer ) {
ent->client->ps.classWeaponTime = level.time - g_LTChargeTime.integer;
}
ent->client->ps.classWeaponTime += g_LTChargeTime.integer * 0.25;
// ent->client->ps.classWeaponTime = level.time;
// if (ent->client->ps.classWeaponTime > level.time)
// ent->client->ps.classWeaponTime = level.time;
item = BG_FindItem( "Ammo Pack" );
VectorCopy( ent->client->ps.viewangles, angles );
// clamp pitch
if ( angles[PITCH] < -30 ) {
angles[PITCH] = -30;
} else if ( angles[PITCH] > 30 ) {
angles[PITCH] = 30;
}
AngleVectors( angles, velocity, NULL, NULL );
VectorScale( velocity, 64, offset );
offset[2] += ent->client->ps.viewheight / 2;
VectorScale( velocity, 75, velocity );
velocity[2] += 50 + crandom() * 25;
VectorAdd( ent->client->ps.origin,offset,org );
VectorSet( mins, -ITEM_RADIUS, -ITEM_RADIUS, 0 );
VectorSet( maxs, ITEM_RADIUS, ITEM_RADIUS, 2 * ITEM_RADIUS );
trap_Trace( &tr, ent->client->ps.origin, mins, maxs, org, ent->s.number, MASK_SOLID );
VectorCopy( tr.endpos, org );
ent2 = LaunchItem( item, org, velocity, ent->s.number );
ent2->think = MagicSink;
ent2->timestamp = level.time + 31200;
ent2->parent = ent;
}
}
// jpw
// JPW NERVE Weapon_Syringe:
/*
======================
Weapon_Syringe
shoot the syringe, do the old lazarus bit
======================
*/
void Weapon_Syringe( gentity_t *ent ) {
vec3_t end,org;
trace_t tr;
int healamt, headshot, oldweapon,oldweaponstate,oldclasstime = 0;
qboolean usedSyringe = qfalse; // DHM - Nerve
int ammo[MAX_WEAPONS]; // JPW NERVE total amount of ammo
int ammoclip[MAX_WEAPONS]; // JPW NERVE ammo in clip
int weapons[MAX_WEAPONS / ( sizeof( int ) * 8 )]; // JPW NERVE 64 bits for weapons held
gentity_t *traceEnt, *te;
AngleVectors( ent->client->ps.viewangles, forward, right, up );
CalcMuzzlePointForActivate( ent, forward, right, up, muzzleTrace );
VectorMA( muzzleTrace, 48, forward, end ); // CH_ACTIVATE_DIST
//VectorMA (muzzleTrace, -16, forward, muzzleTrace); // DHM - Back up the start point in case medic is
// right on top of intended revivee.
trap_Trace( &tr, muzzleTrace, NULL, NULL, end, ent->s.number, MASK_SHOT );
if ( tr.startsolid ) {
VectorMA( muzzleTrace, 8, forward, end ); // CH_ACTIVATE_DIST
trap_Trace( &tr, muzzleTrace, NULL, NULL, end, ent->s.number, MASK_SHOT );
}
if ( tr.fraction < 1.0 ) {
traceEnt = &g_entities[ tr.entityNum ];
if ( traceEnt->client != NULL ) {
if ( ( traceEnt->client->ps.pm_type == PM_DEAD ) && ( traceEnt->client->sess.sessionTeam == ent->client->sess.sessionTeam ) ) {
// heal the dude
// copy some stuff out that we'll wanna restore
VectorCopy( traceEnt->client->ps.origin, org );
headshot = traceEnt->client->ps.eFlags & EF_HEADSHOT;
healamt = traceEnt->client->ps.stats[STAT_MAX_HEALTH] * 0.5;
oldweapon = traceEnt->client->ps.weapon;
oldweaponstate = traceEnt->client->ps.weaponstate;
// keep class special weapon time to keep them from exploiting revives
oldclasstime = traceEnt->client->ps.classWeaponTime;
memcpy( ammo,traceEnt->client->ps.ammo,sizeof( int ) * MAX_WEAPONS );
memcpy( ammoclip,traceEnt->client->ps.ammoclip,sizeof( int ) * MAX_WEAPONS );
memcpy( weapons,traceEnt->client->ps.weapons,sizeof( int ) * ( MAX_WEAPONS / ( sizeof( int ) * 8 ) ) );
ClientSpawn( traceEnt, qtrue );
memcpy( traceEnt->client->ps.ammo,ammo,sizeof( int ) * MAX_WEAPONS );
memcpy( traceEnt->client->ps.ammoclip,ammoclip,sizeof( int ) * MAX_WEAPONS );
memcpy( traceEnt->client->ps.weapons,weapons,sizeof( int ) * ( MAX_WEAPONS / ( sizeof( int ) * 8 ) ) );
if ( headshot ) {
traceEnt->client->ps.eFlags |= EF_HEADSHOT;
}
traceEnt->client->ps.weapon = oldweapon;
traceEnt->client->ps.weaponstate = oldweaponstate;
traceEnt->client->ps.classWeaponTime = oldclasstime;
traceEnt->health = healamt;
VectorCopy( org,traceEnt->s.origin );
VectorCopy( org,traceEnt->r.currentOrigin );
VectorCopy( org,traceEnt->client->ps.origin );
trap_Trace( &tr, traceEnt->client->ps.origin, traceEnt->client->ps.mins, traceEnt->client->ps.maxs, traceEnt->client->ps.origin, traceEnt->s.number, MASK_PLAYERSOLID );
if ( tr.allsolid ) {
traceEnt->client->ps.pm_flags |= PMF_DUCKED;
}
traceEnt->s.effect3Time = level.time;
traceEnt->r.contents = CONTENTS_CORPSE;
trap_LinkEntity( ent );
// DHM - Nerve :: Let the person being revived know about it
trap_SendServerCommand( traceEnt - g_entities, va( "cp \"You have been revived by [lof]%s!\n\"", ent->client->pers.netname ) );
traceEnt->props_frame_state = ent->s.number;
// DHM - Nerve :: Mark that the medicine was indeed dispensed
usedSyringe = qtrue;
// sound
te = G_TempEntity( traceEnt->r.currentOrigin, EV_GENERAL_SOUND );
te->s.eventParm = G_SoundIndex( "sound/multiplayer/vo_revive.wav" );
// DHM - Nerve :: Play revive animation
// Xian -- This was gay and I always hated it.
if ( g_fastres.integer > 0 ) {
BG_AnimScriptEvent( &traceEnt->client->ps, ANIM_ET_JUMP, qfalse, qtrue );
} else {
BG_AnimScriptEvent( &traceEnt->client->ps, ANIM_ET_REVIVE, qfalse, qtrue );
traceEnt->client->ps.pm_flags |= PMF_TIME_LOCKPLAYER;
traceEnt->client->ps.pm_time = 2100;
}
AddScore( ent, WOLF_MEDIC_BONUS ); // JPW NERVE props to the medic for the swift and dexterous bit o healitude
}
}
}
// DHM - Nerve :: If the medicine wasn't used, give back the ammo
if ( !usedSyringe ) {
ent->client->ps.ammoclip[BG_FindClipForWeapon( WP_MEDIC_SYRINGE )] += 1;
}
}
// jpw
void G_ExplodeMissile( gentity_t *ent );
// DHM - Nerve
void Weapon_Engineer( gentity_t *ent ) {
trace_t tr;
gentity_t *traceEnt, *hit, *te;
// TTimo unused
// int mod = MOD_KNIFE;
vec3_t mins, maxs; // JPW NERVE
static vec3_t range = { 40, 40, 52 }; // JPW NERVE
int i,num,touch[MAX_GENTITIES],scored = 0; // JPW NERVE
int dynamiteDropTeam;
vec3_t end;
vec3_t origin;
// DHM - Nerve :: Can't heal an MG42 if you're using one!
if ( ent->client->ps.persistant[PERS_HWEAPON_USE] ) {
return;
}
AngleVectors( ent->client->ps.viewangles, forward, right, up );
VectorCopy( ent->client->ps.origin, muzzleTrace );
muzzleTrace[2] += ent->client->ps.viewheight;
VectorMA( muzzleTrace, 64, forward, end ); // CH_BREAKABLE_DIST
trap_Trace( &tr, muzzleTrace, NULL, NULL, end, ent->s.number, MASK_SHOT | CONTENTS_TRIGGER );
if ( tr.entityNum < MAX_CLIENTS ) {
trap_UnlinkEntity( ent );
traceEnt = &g_entities[ tr.entityNum ];
trap_Trace( &tr, muzzleTrace, NULL, NULL, end, traceEnt->s.number, MASK_SHOT | CONTENTS_TRIGGER );
trap_LinkEntity( ent );
}
if ( tr.surfaceFlags & SURF_NOIMPACT ) {
return;
}
// no contact
if ( tr.fraction == 1.0f ) {
return;
}
if ( tr.entityNum == ENTITYNUM_NONE || tr.entityNum == ENTITYNUM_WORLD ) {
return;
}
traceEnt = &g_entities[ tr.entityNum ];
if ( !traceEnt->takedamage && !Q_stricmp( traceEnt->classname, "misc_mg42" ) ) {
// "Ammo" for this weapon is time based
if ( ent->client->ps.classWeaponTime + g_engineerChargeTime.integer < level.time ) {
ent->client->ps.classWeaponTime = level.time - g_engineerChargeTime.integer;
}
ent->client->ps.classWeaponTime += 150;
if ( ent->client->ps.classWeaponTime > level.time ) {
ent->client->ps.classWeaponTime = level.time;
return; // Out of "ammo"
}
if ( traceEnt->health >= 255 ) {
traceEnt->s.frame = 0;
if ( traceEnt->mg42BaseEnt > 0 ) {
g_entities[ traceEnt->mg42BaseEnt ].health = MG42_MULTIPLAYER_HEALTH;
g_entities[ traceEnt->mg42BaseEnt ].takedamage = qtrue;
traceEnt->health = 0;
} else {
traceEnt->health = MG42_MULTIPLAYER_HEALTH;
}
AddScore( ent, WOLF_REPAIR_BONUS ); // JPW NERVE props to the E for the fixin'
traceEnt->takedamage = qtrue;
traceEnt->s.eFlags &= ~EF_SMOKING;
trap_SendServerCommand( ent - g_entities, "cp \"You have repaired the MG42!\n\"" );
// JPW NERVE sound effect to go with fixing MG42
G_AddEvent( ent, EV_MG42_FIXED, 0 );
// jpw
} else {
traceEnt->health += 3;
}
} else {
trap_Trace( &tr, muzzleTrace, NULL, NULL, end, ent->s.number, MASK_SHOT );
if ( tr.surfaceFlags & SURF_NOIMPACT ) {
return;
}
//no contact
if ( tr.fraction == 1.0f ) {
return;
}
if ( tr.entityNum == ENTITYNUM_NONE || tr.entityNum == ENTITYNUM_WORLD ) {
return;
}
traceEnt = &g_entities[ tr.entityNum ];
if ( traceEnt->methodOfDeath == MOD_DYNAMITE ) {
// Not armed
if ( traceEnt->s.teamNum >= 4 ) {
// Opposing team cannot accidentally arm it
if ( ( traceEnt->s.teamNum - 4 ) != ent->client->sess.sessionTeam ) {
return;
}
trap_SendServerCommand( ent - g_entities, "cp \"Arming dynamite...\" 1" );
// Give health until it is full, don't continue
traceEnt->health += 7;
if ( traceEnt->health >= 250 ) {
traceEnt->health = 255;
} else {
return;
}
// Don't allow disarming for sec (so guy that WAS arming doesn't start disarming it!
traceEnt->timestamp = level.time + 1000;
traceEnt->health = 5;
// set teamnum so we can check it for drop/defuse exploit
traceEnt->s.teamNum = ent->client->sess.sessionTeam;
// For dynamic light pulsing
traceEnt->s.effect1Time = level.time;
// ARM IT!
trap_SendServerCommand( ent - g_entities, "cp \"Dynamite is now armed with a 30 second timer!\" 1" );
traceEnt->nextthink = level.time + 30000;
traceEnt->think = G_ExplodeMissile;
// check if player is in trigger objective field
// NERVE - SMF - made this the actual bounding box of dynamite instead of range, also must snap origin to line up properly
VectorCopy( traceEnt->r.currentOrigin, origin );
SnapVector( origin );
VectorAdd( origin, traceEnt->r.mins, mins );
VectorAdd( origin, traceEnt->r.maxs, maxs );
num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
VectorAdd( origin, traceEnt->r.mins, mins );
VectorAdd( origin, traceEnt->r.maxs, maxs );
for ( i = 0 ; i < num ; i++ ) {
hit = &g_entities[touch[i]];
if ( !( hit->r.contents & CONTENTS_TRIGGER ) ) {
continue;
}
if ( !strcmp( hit->classname,"trigger_objective_info" ) ) {
if ( !( hit->spawnflags & ( AXIS_OBJECTIVE | ALLIED_OBJECTIVE ) ) ) {
continue;
}
te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_SOUND );
// JPW NERVE
// TTimo gcc: suggest explicit braces to avoid ambiguous `else'
if ( ent->client != NULL ) {
if ( ( ent->client->sess.sessionTeam == TEAM_BLUE ) && ( hit->spawnflags & AXIS_OBJECTIVE ) ) {
te->s.eventParm = G_SoundIndex( "sound/multiplayer/allies/a-dynamite_planted.wav" );
} else if ( ( ent->client->sess.sessionTeam == TEAM_RED ) && ( hit->spawnflags & ALLIED_OBJECTIVE ) ) { // redundant but added for code clarity
te->s.eventParm = G_SoundIndex( "sound/multiplayer/axis/g-dynamite_planted.wav" );
}
if ( hit->spawnflags & AXIS_OBJECTIVE ) {
te->s.teamNum = TEAM_RED;
if ( ent->client->sess.sessionTeam == TEAM_BLUE ) { // transfer score info if this is a bomb scoring objective
traceEnt->accuracy = hit->accuracy;
}
} else if ( hit->spawnflags & ALLIED_OBJECTIVE ) {
te->s.teamNum = TEAM_BLUE;
if ( ent->client->sess.sessionTeam == TEAM_RED ) { // ditto other team
traceEnt->accuracy = hit->accuracy;
}
}
te->r.svFlags |= SVF_BROADCAST;
if ( ( ( hit->spawnflags & AXIS_OBJECTIVE ) && ( ent->client->sess.sessionTeam == TEAM_BLUE ) ) ||
( ( hit->spawnflags & ALLIED_OBJECTIVE ) && ( ent->client->sess.sessionTeam == TEAM_RED ) ) ) {
if ( hit->track ) {
trap_SendServerCommand( -1, va( "cp \"%s\" 1", va( "Dynamite planted near %s!", hit->track ) ) );
} else {
trap_SendServerCommand( -1, va( "cp \"%s\" 1", va( "Dynamite planted near objective #%d!", hit->count ) ) );
}
}
i = num;
if ( ( !( hit->spawnflags & OBJECTIVE_DESTROYED ) ) &&
te->s.teamNum && ( te->s.teamNum != ent->client->sess.sessionTeam ) ) {
AddScore( traceEnt->parent, WOLF_DYNAMITE_PLANT ); // give drop score to guy who dropped it
traceEnt->parent = ent; // give explode score to guy who armed it
// jpw pulled hit->spawnflags |= OBJECTIVE_DESTROYED; // this is pretty kludgy but we can't test it in explode fn
}
}
// jpw
}
}
} else {
if ( traceEnt->timestamp > level.time ) {
return;
}
if ( traceEnt->health >= 248 ) { // have to do this so we don't score multiple times
return;
}
dynamiteDropTeam = traceEnt->s.teamNum; // set this here since we wack traceent later but want teamnum for scoring
traceEnt->health += 3;
trap_SendServerCommand( ent - g_entities, "cp \"Defusing dynamite...\" 1" );
if ( traceEnt->health >= 248 ) {
traceEnt->health = 255;
// Need some kind of event/announcement here
Add_Ammo( ent, WP_DYNAMITE, 1, qtrue );
traceEnt->think = G_FreeEntity;
traceEnt->nextthink = level.time + FRAMETIME;
// JPW NERVE -- more swipeage -- check if player is in trigger objective field
VectorSubtract( ent->client->ps.origin, range, mins );
VectorAdd( ent->client->ps.origin, range, maxs );
num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
VectorAdd( ent->client->ps.origin, ent->r.mins, mins );
VectorAdd( ent->client->ps.origin, ent->r.maxs, maxs );
// don't report if not disarming *enemy* dynamite in field
if ( dynamiteDropTeam == ent->client->sess.sessionTeam ) {
return;
}
for ( i = 0 ; i < num ; i++ ) {
hit = &g_entities[touch[i]];
if ( !( hit->r.contents & CONTENTS_TRIGGER ) ) {
continue;
}
if ( !strcmp( hit->classname,"trigger_objective_info" ) ) {
if ( !( hit->spawnflags & ( AXIS_OBJECTIVE | ALLIED_OBJECTIVE ) ) ) {
continue;
}
traceEnt = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_SOUND );
traceEnt->r.svFlags |= SVF_BROADCAST;
if ( ent->client->sess.sessionTeam == TEAM_RED ) {
if ( ( hit->spawnflags & AXIS_OBJECTIVE ) && ( !scored ) ) {
AddScore( ent,WOLF_DYNAMITE_DIFFUSE ); // FIXME add team info to *dynamite* so we don't get points for diffusing own team dynamite
scored++;
hit->spawnflags &= ~OBJECTIVE_DESTROYED; // "re-activate" objective since it wasn't destroyed. kludgy, I know; see G_ExplodeMissile for the other half
}
trap_SendServerCommand( -1, "cp \"Axis engineer disarmed the Dynamite!\n\"" );
traceEnt->s.eventParm = G_SoundIndex( "sound/multiplayer/axis/g-dynamite_defused.wav" );
traceEnt->s.teamNum = TEAM_RED;
} else { // TEAM_BLUE
if ( ( hit->spawnflags & ALLIED_OBJECTIVE ) && ( !scored ) ) {
AddScore( ent,WOLF_DYNAMITE_DIFFUSE );
scored++;
hit->spawnflags &= ~OBJECTIVE_DESTROYED; // "re-activate" objective since it wasn't destroyed
}
trap_SendServerCommand( -1, "cp \"Allied engineer disarmed the Dynamite!\n\"" );
traceEnt->s.eventParm = G_SoundIndex( "sound/multiplayer/allies/a-dynamite_defused.wav" );
traceEnt->s.teamNum = TEAM_BLUE;
}
}
}
}
// jpw
}
}
}
}
// JPW NERVE -- launch airstrike as line of bombs mostly-perpendicular to line of grenade travel
// (close air support should *always* drop parallel to friendly lines, tho accidents do happen)
extern void G_ExplodeMissile( gentity_t *ent );
void G_AirStrikeExplode( gentity_t *self ) {
self->r.svFlags &= ~SVF_NOCLIENT;
self->r.svFlags |= SVF_BROADCAST;
self->think = G_ExplodeMissile;
self->nextthink = level.time + 50;
}
#define NUMBOMBS 10
#define BOMBSPREAD 150
extern void G_SayTo( gentity_t *ent, gentity_t *other, int mode, int color, const char *name, const char *message, qboolean localize );
void weapon_callAirStrike( gentity_t *ent ) {
int i;
vec3_t bombaxis, lookaxis, pos, bomboffset, fallaxis, temp;
gentity_t *bomb,*te;
trace_t tr;
float traceheight, bottomtraceheight;
VectorCopy( ent->s.pos.trBase,bomboffset );
bomboffset[2] += 4096;
// cancel the airstrike if FF off and player joined spec
if ( !g_friendlyFire.integer && ent->parent->client && ent->parent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
ent->splashDamage = 0; // no damage
ent->think = G_ExplodeMissile;
ent->nextthink = level.time + crandom() * 50;
return; // do nothing, don't hurt anyone
}
// turn off smoke grenade
ent->think = G_ExplodeMissile;
ent->nextthink = level.time + 950 + NUMBOMBS * 100 + crandom() * 50; // 3000 offset is for aircraft flyby
trap_Trace( &tr, ent->s.pos.trBase, NULL, NULL, bomboffset, ent->s.number, MASK_SHOT );
if ( ( tr.fraction < 1.0 ) && ( !( tr.surfaceFlags & SURF_NOIMPACT ) ) ) { //SURF_SKY)) ) { // JPW NERVE changed for trenchtoast foggie prollem
G_SayTo( ent->parent, ent->parent, 2, COLOR_YELLOW, "Pilot: ", "Aborting, can't see target.", qtrue );
if ( ent->parent->client && ent->parent->client->sess.sessionTeam == TEAM_BLUE ) {
te = G_TempEntity( ent->parent->s.pos.trBase, EV_GLOBAL_CLIENT_SOUND );
te->s.eventParm = G_SoundIndex( "sound/multiplayer/allies/a-aborting.wav" );
te->s.teamNum = ent->parent->s.clientNum;
} else {
te = G_TempEntity( ent->parent->s.pos.trBase, EV_GLOBAL_CLIENT_SOUND );
te->s.eventParm = G_SoundIndex( "sound/multiplayer/axis/g-aborting.wav" );
te->s.teamNum = ent->parent->s.clientNum;
}
return;
}
if ( ent->parent->client && ent->parent->client->sess.sessionTeam == TEAM_BLUE ) {
te = G_TempEntity( ent->parent->s.pos.trBase, EV_GLOBAL_CLIENT_SOUND );
te->s.eventParm = G_SoundIndex( "sound/multiplayer/allies/a-affirmative_omw.wav" );
te->s.teamNum = ent->parent->s.clientNum;
} else {
te = G_TempEntity( ent->parent->s.pos.trBase, EV_GLOBAL_CLIENT_SOUND );
te->s.eventParm = G_SoundIndex( "sound/multiplayer/axis/g-affirmative_omw.wav" );
te->s.teamNum = ent->parent->s.clientNum;
}
VectorCopy( tr.endpos, bomboffset );
traceheight = bomboffset[2];
bottomtraceheight = traceheight - 8192;
VectorSubtract( ent->s.pos.trBase,ent->parent->client->ps.origin,lookaxis );
lookaxis[2] = 0;
VectorNormalize( lookaxis );
pos[0] = 0;
pos[1] = 0;
pos[2] = crandom(); // generate either up or down vector,
VectorNormalize( pos ); // which adds randomness to pass direction below
RotatePointAroundVector( bombaxis,pos,lookaxis,90 + crandom() * 30 ); // munge the axis line a bit so it's not totally perpendicular
VectorNormalize( bombaxis );
VectorCopy( bombaxis,pos );
VectorScale( pos,(float)( -0.5f * BOMBSPREAD * NUMBOMBS ),pos );
VectorAdd( ent->s.pos.trBase, pos, pos ); // first bomb position
VectorScale( bombaxis,BOMBSPREAD,bombaxis ); // bomb drop direction offset
for ( i = 0; i < NUMBOMBS; i++ ) {
bomb = G_Spawn();
bomb->nextthink = level.time + i * 100 + crandom() * 50 + 1000; // 1000 for aircraft flyby, other term for tumble stagger
bomb->think = G_AirStrikeExplode;
bomb->s.eType = ET_MISSILE;
bomb->r.svFlags = SVF_USE_CURRENT_ORIGIN | SVF_NOCLIENT;
bomb->s.weapon = WP_ARTY; // might wanna change this
bomb->r.ownerNum = ent->s.number;
bomb->parent = ent->parent;
bomb->damage = 400; // maybe should un-hard-code these?
bomb->splashDamage = 400;
bomb->classname = "air strike";
bomb->splashRadius = 400;
bomb->methodOfDeath = MOD_AIRSTRIKE;
bomb->splashMethodOfDeath = MOD_AIRSTRIKE;
bomb->clipmask = MASK_MISSILESHOT;
bomb->s.pos.trType = TR_STATIONARY; // was TR_GRAVITY, might wanna go back to this and drop from height
//bomb->s.pos.trTime = level.time; // move a bit on the very first frame
bomboffset[0] = crandom() * 0.5 * BOMBSPREAD;
bomboffset[1] = crandom() * 0.5 * BOMBSPREAD;
bomboffset[2] = 0;
VectorAdd( pos,bomboffset,bomb->s.pos.trBase );
VectorCopy( bomb->s.pos.trBase,bomboffset ); // make sure bombs fall "on top of" nonuniform scenery
bomboffset[2] = traceheight;
VectorCopy( bomboffset, fallaxis );
fallaxis[2] = bottomtraceheight;
trap_Trace( &tr, bomboffset, NULL, NULL, fallaxis, ent->s.number, MASK_SHOT );
if ( tr.fraction != 1.0 ) {
VectorCopy( tr.endpos,bomb->s.pos.trBase );
}
VectorClear( bomb->s.pos.trDelta );
// Snap origin!
VectorCopy( bomb->s.pos.trBase, temp );
temp[2] += 2.f;
SnapVectorTowards( bomb->s.pos.trBase, temp ); // save net bandwidth
VectorCopy( bomb->s.pos.trBase, bomb->r.currentOrigin );
// move pos for next bomb
VectorAdd( pos,bombaxis,pos );
}
}
// JPW NERVE -- sound effect for spotter round, had to do this as half-second bomb warning
void artilleryThink_real( gentity_t *ent ) {
ent->freeAfterEvent = qtrue;
trap_LinkEntity( ent );
G_AddEvent( ent, EV_GENERAL_SOUND, G_SoundIndex( "sound/multiplayer/artillery_01.wav" ) );
}
void artilleryThink( gentity_t *ent ) {
ent->think = artilleryThink_real;
ent->nextthink = level.time + 100;
ent->r.svFlags = SVF_USE_CURRENT_ORIGIN | SVF_BROADCAST;
}
// JPW NERVE -- makes smoke disappear after a bit (just unregisters stuff)
void artilleryGoAway( gentity_t *ent ) {
ent->freeAfterEvent = qtrue;
trap_LinkEntity( ent );
}
// JPW NERVE -- generates some smoke debris
void artillerySpotterThink( gentity_t *ent ) {
gentity_t *bomb;
vec3_t tmpdir;
int i;
ent->think = G_ExplodeMissile;
ent->nextthink = level.time + 1;
SnapVector( ent->s.pos.trBase );
for ( i = 0; i < 7; i++ ) {
bomb = G_Spawn();
bomb->s.eType = ET_MISSILE;
bomb->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bomb->r.ownerNum = ent->s.number;
bomb->parent = ent;
bomb->nextthink = level.time + 1000 + random() * 300;
bomb->classname = "WP"; // WP == White Phosphorous, so we can check for bounce noise in grenade bounce routine
bomb->damage = 000; // maybe should un-hard-code these?
bomb->splashDamage = 000;
bomb->splashRadius = 000;
bomb->s.weapon = WP_SMOKETRAIL;
bomb->think = artilleryGoAway;
bomb->s.eFlags |= EF_BOUNCE;
bomb->clipmask = MASK_MISSILESHOT;
bomb->s.pos.trType = TR_GRAVITY; // was TR_GRAVITY, might wanna go back to this and drop from height
bomb->s.pos.trTime = level.time; // move a bit on the very first frame
bomb->s.otherEntityNum2 = ent->s.otherEntityNum2;
VectorCopy( ent->s.pos.trBase,bomb->s.pos.trBase );
tmpdir[0] = crandom();
tmpdir[1] = crandom();
tmpdir[2] = 1;
VectorNormalize( tmpdir );
tmpdir[2] = 1; // extra up
VectorScale( tmpdir,500 + random() * 500,tmpdir );
VectorCopy( tmpdir,bomb->s.pos.trDelta );
SnapVector( bomb->s.pos.trDelta ); // save net bandwidth
VectorCopy( ent->s.pos.trBase,bomb->s.pos.trBase );
VectorCopy( ent->s.pos.trBase,bomb->r.currentOrigin );
}
}
// JPW NERVE
/*
==================
Weapon_Artillery
==================
*/
void Weapon_Artillery( gentity_t *ent ) {
trace_t trace;
int i = 0;
vec3_t muzzlePoint,end,bomboffset,pos,fallaxis;
float traceheight, bottomtraceheight;
gentity_t *bomb,*bomb2,*te;
if ( ent->client->ps.stats[STAT_PLAYER_CLASS] != PC_LT ) {
G_Printf( "not a lieutenant, you can't shoot this!\n" );
return;
}
if ( level.time - ent->client->ps.classWeaponTime > g_LTChargeTime.integer ) {
AngleVectors( ent->client->ps.viewangles, forward, right, up );
VectorCopy( ent->r.currentOrigin, muzzlePoint );
muzzlePoint[2] += ent->client->ps.viewheight;
VectorMA( muzzlePoint, 8192, forward, end );
trap_Trace( &trace, muzzlePoint, NULL, NULL, end, ent->s.number, MASK_SHOT );
if ( trace.surfaceFlags & SURF_NOIMPACT ) {
return;
}
VectorCopy( trace.endpos,pos );
VectorCopy( pos,bomboffset );
bomboffset[2] += 4096;
trap_Trace( &trace, pos, NULL, NULL, bomboffset, ent->s.number, MASK_SHOT );
if ( ( trace.fraction < 1.0 ) && ( !( trace.surfaceFlags & SURF_NOIMPACT ) ) ) { // JPW NERVE was SURF_SKY)) ) {
G_SayTo( ent, ent, 2, COLOR_YELLOW, "Fire Mission: ", "Aborting, can't see target.", qtrue );
if ( ent->client->sess.sessionTeam == TEAM_BLUE ) {
te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_CLIENT_SOUND );
te->s.eventParm = G_SoundIndex( "sound/multiplayer/allies/a-art_abort.wav" );
te->s.teamNum = ent->s.clientNum;
} else {
te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_CLIENT_SOUND );
te->s.eventParm = G_SoundIndex( "sound/multiplayer/axis/g-art_abort.wav" );
te->s.teamNum = ent->s.clientNum;
}
return;
}
G_SayTo( ent, ent, 2, COLOR_YELLOW, "Fire Mission: ", "Firing for effect!", qtrue );
if ( ent->client->sess.sessionTeam == TEAM_BLUE ) {
te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_CLIENT_SOUND );
te->s.eventParm = G_SoundIndex( "sound/multiplayer/allies/a-firing.wav" );
te->s.teamNum = ent->s.clientNum;
} else {
te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_CLIENT_SOUND );
te->s.eventParm = G_SoundIndex( "sound/multiplayer/axis/g-firing.wav" );
te->s.teamNum = ent->s.clientNum;
}
VectorCopy( trace.endpos, bomboffset );
traceheight = bomboffset[2];
bottomtraceheight = traceheight - 8192;
// "spotter" round (i == 0)
// i == 1->4 is regular explosives
for ( i = 0; i < 5; i++ ) {
bomb = G_Spawn();
bomb->think = G_AirStrikeExplode;
bomb->s.eType = ET_MISSILE;
bomb->r.svFlags = SVF_USE_CURRENT_ORIGIN | SVF_NOCLIENT;
bomb->s.weapon = WP_ARTY; // might wanna change this
bomb->r.ownerNum = ent->s.number;
bomb->parent = ent;
/*
if (i == 0) {
bomb->nextthink = level.time + 4500;
bomb->think = artilleryThink;
}
*/
if ( i == 0 ) {
bomb->nextthink = level.time + 5000;
bomb->r.svFlags = SVF_USE_CURRENT_ORIGIN | SVF_BROADCAST;
bomb->classname = "props_explosion"; // was "air strike"
bomb->damage = 0; // maybe should un-hard-code these?
bomb->splashDamage = 90;
bomb->splashRadius = 50;
// bomb->s.weapon = WP_SMOKE_GRENADE;
// TTimo ambiguous else
if ( ent->client != NULL ) { // set team color on smoke
if ( ent->client->sess.sessionTeam == TEAM_RED ) { // store team so we can generate red or blue smoke
bomb->s.otherEntityNum2 = 1;
} else {
bomb->s.otherEntityNum2 = 0;
}
}
bomb->think = artillerySpotterThink;
} else {
bomb->nextthink = level.time + 8950 + 2000 * i + crandom() * 800;
bomb->classname = "air strike";
bomb->damage = 0;
bomb->splashDamage = 400;
bomb->splashRadius = 400;
}
bomb->methodOfDeath = MOD_AIRSTRIKE;
bomb->splashMethodOfDeath = MOD_AIRSTRIKE;
bomb->clipmask = MASK_MISSILESHOT;
bomb->s.pos.trType = TR_STATIONARY; // was TR_GRAVITY, might wanna go back to this and drop from height
bomb->s.pos.trTime = level.time; // move a bit on the very first frame
if ( i ) { // spotter round is always dead on (OK, unrealistic but more fun)
bomboffset[0] = crandom() * 250;
bomboffset[1] = crandom() * 250;
} else {
bomboffset[0] = crandom() * 50; // was 0; changed per id request to prevent spotter round assassinations
bomboffset[1] = crandom() * 50; // was 0;
}
bomboffset[2] = 0;
VectorAdd( pos,bomboffset,bomb->s.pos.trBase );
VectorCopy( bomb->s.pos.trBase,bomboffset ); // make sure bombs fall "on top of" nonuniform scenery
bomboffset[2] = traceheight;
VectorCopy( bomboffset, fallaxis );
fallaxis[2] = bottomtraceheight;
trap_Trace( &trace, bomboffset, NULL, NULL, fallaxis, ent->s.number, MASK_SHOT );
if ( trace.fraction != 1.0 ) {
VectorCopy( trace.endpos,bomb->s.pos.trBase );
}
bomb->s.pos.trDelta[0] = 0; // might need to change this
bomb->s.pos.trDelta[1] = 0;
bomb->s.pos.trDelta[2] = 0;
SnapVector( bomb->s.pos.trDelta ); // save net bandwidth
VectorCopy( bomb->s.pos.trBase, bomb->r.currentOrigin );
// build arty falling sound effect in front of bomb drop
bomb2 = G_Spawn();
bomb2->think = artilleryThink;
bomb2->s.eType = ET_MISSILE;
bomb2->r.svFlags = SVF_USE_CURRENT_ORIGIN | SVF_NOCLIENT;
bomb2->r.ownerNum = ent->s.number;
bomb2->parent = ent;
bomb2->damage = 0;
bomb2->nextthink = bomb->nextthink - 600;
bomb2->classname = "air strike";
bomb2->clipmask = MASK_MISSILESHOT;
bomb2->s.pos.trType = TR_STATIONARY; // was TR_GRAVITY, might wanna go back to this and drop from height
bomb2->s.pos.trTime = level.time; // move a bit on the very first frame
VectorCopy( bomb->s.pos.trBase,bomb2->s.pos.trBase );
VectorCopy( bomb->s.pos.trDelta,bomb2->s.pos.trDelta );
VectorCopy( bomb->s.pos.trBase,bomb2->r.currentOrigin );
}
ent->client->ps.classWeaponTime = level.time;
}
}
gentity_t *LaunchItem( gitem_t *item, vec3_t origin, vec3_t velocity, int ownerNum );
// jpw
/*
==============
Weapon_Gauntlet
==============
*/
void Weapon_Gauntlet( gentity_t *ent ) {
trace_t *tr;
// TTimo gcc: suggest parentheses around assignment used as truth value
if ( ( tr = CheckMeleeAttack( ent, 32, qfalse ) ) ) {
G_Damage( &g_entities[tr->entityNum], ent, ent, vec3_origin, tr->endpos,
( 10 + rand() % 5 ) * s_quadFactor, 0, MOD_GAUNTLET );
}
}
/*
===============
CheckMeleeAttack
using 'isTest' to return hits to world surfaces
===============
*/
trace_t *CheckMeleeAttack( gentity_t *ent, float dist, qboolean isTest ) {
static trace_t tr;
vec3_t end;
gentity_t *tent;
gentity_t *traceEnt;
// set aiming directions
AngleVectors( ent->client->ps.viewangles, forward, right, up );
CalcMuzzlePoint( ent, WP_GAUNTLET, forward, right, up, muzzleTrace );
VectorMA( muzzleTrace, dist, forward, end );
trap_Trace( &tr, muzzleTrace, NULL, NULL, end, ent->s.number, MASK_SHOT );
if ( tr.surfaceFlags & SURF_NOIMPACT ) {
return NULL;
}
// no contact
if ( tr.fraction == 1.0f ) {
return NULL;
}
if ( ent->client->noclip ) {
return NULL;
}
traceEnt = &g_entities[ tr.entityNum ];
// send blood impact
if ( traceEnt->takedamage && traceEnt->client ) {
tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT );
tent->s.otherEntityNum = traceEnt->s.number;
tent->s.eventParm = DirToByte( tr.plane.normal );
tent->s.weapon = ent->s.weapon;
}
//----(SA) added
if ( isTest ) {
return &tr;
}
//----(SA)
if ( !traceEnt->takedamage ) {
return NULL;
}
if ( ent->client->ps.powerups[PW_QUAD] ) {
G_AddEvent( ent, EV_POWERUP_QUAD, 0 );
s_quadFactor = g_quadfactor.value;
} else {
s_quadFactor = 1;
}
return &tr;
}
/*
======================================================================
MACHINEGUN
======================================================================
*/
/*
======================
SnapVectorTowards
Round a vector to integers for more efficient network
transmission, but make sure that it rounds towards a given point
rather than blindly truncating. This prevents it from truncating
into a wall.
======================
*/
// (SA) modified so it doesn't have trouble with negative locations (quadrant problems)
// (this was causing some problems with bullet marks appearing since snapping
// too far off the target surface causes the the distance between the transmitted impact
// point and the actual hit surface larger than the mark radius. (so nothing shows) )
void SnapVectorTowards( vec3_t v, vec3_t to ) {
int i;
for ( i = 0 ; i < 3 ; i++ ) {
if ( to[i] <= v[i] ) {
v[i] = floor( v[i] );
} else {
v[i] = ceil( v[i] );
}
}
}
// JPW
// mechanism allows different weapon damage for single/multiplayer; we want "balanced" weapons
// in multiplayer but don't want to alter the existing single-player damage items that have already
// been changed
//
// KLUDGE/FIXME: also modded #defines below to become macros that call this fn for minimal impact elsewhere
//
int G_GetWeaponDamage( int weapon ) {
if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
switch ( weapon ) {
case WP_LUGER:
case WP_SILENCER: return 6;
case WP_COLT: return 8;
case WP_AKIMBO: return 8; //----(SA) added
case WP_VENOM_FULL:
case WP_VENOM: return 12; // 15 ----(SA) slight modify for DM
case WP_MP40: return 6;
case WP_THOMPSON: return 8;
case WP_STEN: return 10;
case WP_FG42SCOPE:
case WP_FG42: return 15;
case WP_BAR:
case WP_BAR2: return 12; //----(SA) added
case WP_MAUSER: return 20;
case WP_GARAND: return 25;
case WP_SNIPERRIFLE: return 55;
case WP_SNOOPERSCOPE: return 25;
case WP_NONE: return 0;
case WP_KNIFE:
case WP_KNIFE2: return 5;
case WP_GRENADE_LAUNCHER: return 100;
case WP_GRENADE_PINEAPPLE: return 80;
case WP_DYNAMITE:
case WP_DYNAMITE2: return 300;
case WP_ROCKET_LAUNCHER:
case WP_PANZERFAUST: return 100;
case WP_MORTAR: return 100;
case WP_FLAMETHROWER: // FIXME -- not used in single player yet
case WP_TESLA:
case WP_SPEARGUN:
case WP_SPEARGUN_CO2:
case WP_CROSS:
case WP_GAUNTLET:
case WP_SNIPER:
default: return 1;
}
} else { // multiplayer damage
switch ( weapon ) {
case WP_LUGER:
case WP_SILENCER:
case WP_COLT: return 18;
case WP_AKIMBO: return 18; //----(SA) added
case WP_VENOM_FULL: return 10;
case WP_VENOM: return 20;
case WP_MP40: return 14;
case WP_THOMPSON: return 18;
case WP_STEN: return 14;
case WP_FG42SCOPE:
case WP_FG42: return 15;
case WP_BAR:
case WP_BAR2: return 12; //----(SA) added
case WP_MAUSER: return 80; // was 25 JPW
case WP_GARAND: return 75; // was 25 JPW
case WP_SNIPERRIFLE: return 80;
case WP_SNOOPERSCOPE: return 75;
case WP_NONE: return 0;
case WP_KNIFE:
case WP_KNIFE2: return 10;
case WP_SMOKE_GRENADE: return 140; // just enough to kill somebody standing on it
case WP_GRENADE_LAUNCHER: return 250;
case WP_GRENADE_PINEAPPLE: return 250;
case WP_DYNAMITE:
case WP_DYNAMITE2: return 600;
case WP_ROCKET_LAUNCHER:
case WP_PANZERFAUST: return 400;
case WP_MORTAR: return 250;
case WP_FLAMETHROWER: return 1;
case WP_TESLA:
case WP_SPEARGUN:
case WP_SPEARGUN_CO2:
case WP_CROSS:
case WP_GAUNTLET:
case WP_SNIPER:
default: return 1;
}
}
}
// JPW - this chunk appears to not be used, right?
/*
#define MACHINEGUN_SPREAD 200
#define MACHINEGUN_DAMAGE G_GetWeaponDamage(WP_MACHINEGUN) // JPW
#define MACHINEGUN_TEAM_DAMAGE G_GetWeaponDamage(WP_MACHINEGUN) // JPW // wimpier MG in teamplay
*/
// jpw
// RF, wrote this so we can dynamically switch between old and new values while testing g_userAim
float G_GetWeaponSpread( int weapon ) {
if ( g_gametype.integer == GT_SINGLE_PLAYER ) { // JPW NERVE -- don't affect SP game
if ( g_userAim.integer ) {
// these should be higher since they become erratic if aiming is out
switch ( weapon ) {
case WP_LUGER: return 600;
case WP_SILENCER: return 900;
case WP_COLT: return 700;
case WP_AKIMBO: return 700; //----(SA) added
case WP_VENOM: return 1000;
case WP_MP40: return 1000;
case WP_FG42SCOPE:
case WP_FG42: return 800;
case WP_BAR:
case WP_BAR2: return 800;
case WP_THOMPSON: return 1200;
case WP_STEN: return 1200;
case WP_MAUSER: return 400;
case WP_GARAND: return 500;
case WP_SNIPERRIFLE: return 300;
case WP_SNOOPERSCOPE: return 300;
}
} else { // old values
switch ( weapon ) {
case WP_LUGER: return 25;
case WP_SILENCER: return 150;
case WP_COLT: return 30;
case WP_AKIMBO: return 30; //----(SA) added
case WP_VENOM: return 200;
case WP_MP40: return 200;
case WP_FG42SCOPE:
case WP_FG42: return 150;
case WP_BAR:
case WP_BAR2: return 150;
case WP_THOMPSON: return 250;
case WP_STEN: return 300;
case WP_MAUSER: return 15;
case WP_GARAND: return 25;
case WP_SNIPERRIFLE: return 10;
case WP_SNOOPERSCOPE: return 10;
}
}
} else { // JPW NERVE but in multiplayer... new spreads and don't look at g_userAim
switch ( weapon ) {
case WP_LUGER: return 600;
case WP_SILENCER: return 900;
case WP_COLT: return 800;
case WP_AKIMBO: return 800; //----(SA)added
case WP_VENOM: return 600;
case WP_MP40: return 400;
case WP_FG42SCOPE:
case WP_FG42: return 500;
case WP_BAR:
case WP_BAR2: return 500;
case WP_THOMPSON: return 600;
case WP_STEN: return 200;
case WP_MAUSER: return 2000;
case WP_GARAND: return 600;
case WP_SNIPERRIFLE: return 700; // was 300
case WP_SNOOPERSCOPE: return 700;
}
}
G_Printf( "shouldn't ever get here (weapon %d)\n",weapon );
// jpw
return 0; // shouldn't get here
}
#define LUGER_SPREAD G_GetWeaponSpread( WP_LUGER )
#define LUGER_DAMAGE G_GetWeaponDamage( WP_LUGER ) // JPW
#define SILENCER_SPREAD G_GetWeaponSpread( WP_SILENCER )
#define COLT_SPREAD G_GetWeaponSpread( WP_COLT )
#define COLT_DAMAGE G_GetWeaponDamage( WP_COLT ) // JPW
#define VENOM_SPREAD G_GetWeaponSpread( WP_VENOM )
#define VENOM_DAMAGE G_GetWeaponDamage( WP_VENOM ) // JPW
#define MP40_SPREAD G_GetWeaponSpread( WP_MP40 )
#define MP40_DAMAGE G_GetWeaponDamage( WP_MP40 ) // JPW
#define THOMPSON_SPREAD G_GetWeaponSpread( WP_THOMPSON )
#define THOMPSON_DAMAGE G_GetWeaponDamage( WP_THOMPSON ) // JPW
#define STEN_SPREAD G_GetWeaponSpread( WP_STEN )
#define STEN_DAMAGE G_GetWeaponDamage( WP_STEN ) // JPW
#define FG42_SPREAD G_GetWeaponSpread( WP_FG42 )
#define FG42_DAMAGE G_GetWeaponDamage( WP_FG42 ) // JPW
#define BAR_SPREAD G_GetWeaponSpread( WP_BAR )
#define BAR_DAMAGE G_GetWeaponDamage( WP_BAR )
#define MAUSER_SPREAD G_GetWeaponSpread( WP_MAUSER )
#define MAUSER_DAMAGE G_GetWeaponDamage( WP_MAUSER ) // JPW
#define GARAND_SPREAD G_GetWeaponSpread( WP_GARAND )
#define GARAND_DAMAGE G_GetWeaponDamage( WP_GARAND ) // JPW
#define SNIPER_SPREAD G_GetWeaponSpread( WP_SNIPERRIFLE )
#define SNIPER_DAMAGE G_GetWeaponDamage( WP_SNIPERRIFLE ) // JPW
#define SNOOPER_SPREAD G_GetWeaponSpread( WP_SNOOPERSCOPE )
#define SNOOPER_DAMAGE G_GetWeaponDamage( WP_SNOOPERSCOPE ) // JPW
/*
==============
SP5_Fire
dead code
==============
*/
void SP5_Fire( gentity_t *ent, float aimSpreadScale ) {
// TTimo unused
// static int seed = 0x92;
float spread = 400; // these used to be passed in
int damage;
trace_t tr;
vec3_t end;
float r;
float u;
gentity_t *tent;
gentity_t *traceEnt;
/*
// first do a very short, high-accuracy trace
VectorMA (muzzleTrace, 128, forward, end);
trap_Trace (&tr, muzzleTrace, NULL, NULL, end, ent->s.number, MASK_SHOT);
// then if that fails do a longer wild shot
if ( tr.fraction == 1 ) // didn't hit anything
{
{
vec3_t vec;
float len;
VectorMA (muzzleTrace, 4096, forward, end);
trap_Trace (&tr, muzzleTrace, NULL, NULL, end, ent->s.number, MASK_SHOT);
VectorSubtract (muzzleTrace, tr.endpos, vec);
len = VectorLength (vec);
if (len > 400)
spread = 400;
else
spread = len;
VectorClear (end);
}
*/
spread *= aimSpreadScale;
r = crandom() * spread;
u = crandom() * spread;
VectorMA( muzzleTrace, 4096, forward, end );
VectorMA( end, r, right, end );
VectorMA( end, u, up, end );
trap_Trace( &tr, muzzleTrace, NULL, NULL, end, ent->s.number, MASK_SHOT );
if ( tr.surfaceFlags & SURF_NOIMPACT ) {
return;
}
// }
traceEnt = &g_entities[ tr.entityNum ];
// snap the endpos to integers, but nudged towards the line
SnapVectorTowards( tr.endpos, muzzleTrace );
// send bullet impact
if ( traceEnt->takedamage && traceEnt->client && !( traceEnt->flags & ( FL_DEFENSE_GUARD | FL_WARZOMBIECHARGE ) ) ) {
tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_FLESH );
tent->s.eventParm = traceEnt->s.number;
if ( LogAccuracyHit( traceEnt, ent ) ) {
ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
}
} else if ( ( traceEnt->flags & FL_WARZOMBIECHARGE ) && ( rand() % 3 ) == 0 ) { // hit every other bullet when charging
tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_FLESH );
tent->s.eventParm = traceEnt->s.number;
if ( LogAccuracyHit( traceEnt, ent ) ) {
ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
}
} else {
// Ridah, bullet impact should reflect off surface
vec3_t reflect;
float dot;
if ( traceEnt->flags & ( FL_DEFENSE_GUARD | FL_WARZOMBIECHARGE ) ) {
// reflect off sheild
VectorSubtract( tr.endpos, traceEnt->r.currentOrigin, reflect );
VectorNormalize( reflect );
VectorMA( traceEnt->r.currentOrigin, 15, reflect, reflect );
tent = G_TempEntity( reflect, EV_BULLET_HIT_WALL );
} else {
tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_WALL );
}
dot = DotProduct( forward, tr.plane.normal );
VectorMA( forward, -2 * dot, tr.plane.normal, reflect );
VectorNormalize( reflect );
tent->s.eventParm = DirToByte( reflect );
// done.
}
tent->s.otherEntityNum = ent->s.number;
if ( traceEnt->takedamage ) {
qboolean reflectBool = qfalse;
vec3_t trDir;
if ( traceEnt->flags & FL_DEFENSE_GUARD ) {
// if we are facing the direction the bullet came from, then reflect it
AngleVectors( traceEnt->s.apos.trBase, trDir, NULL, NULL );
if ( DotProduct( forward, trDir ) < 0.6 ) {
reflectBool = qtrue;
}
}
//----(SA) moved these up so damage sent in Bullet_Fire() will be valid
damage = G_GetWeaponDamage( WP_SILENCER ) + ( random() * 15 ); // JPW giving 40-55
damage *= s_quadFactor;
if ( reflectBool ) {
// reflect this bullet
G_AddEvent( traceEnt, EV_GENERAL_SOUND, level.bulletRicochetSound );
CalcMuzzlePoints( traceEnt, traceEnt->s.weapon );
Bullet_Fire( traceEnt, 1000, damage );
} else {
// Ridah, don't hurt team-mates
// DHM - Nerve :: only in single player
if ( ent->client && traceEnt->client && g_gametype.integer == GT_SINGLE_PLAYER && ( traceEnt->r.svFlags & SVF_CASTAI ) && ( ent->r.svFlags & SVF_CASTAI ) && AICast_SameTeam( AICast_GetCastState( ent->s.number ), traceEnt->s.number ) ) {
// AI's don't hurt members of their own team
return;
}
// done.
G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_SILENCER );
}
}
}
void RubbleFlagCheck( gentity_t *ent, trace_t tr ) {
#if 0 // (SA) moving client-side
qboolean is_valid = qfalse;
int type = 0;
if ( tr.surfaceFlags & SURF_RUBBLE || tr.surfaceFlags & SURF_GRAVEL ) {
is_valid = qtrue;
type = 4;
} else if ( tr.surfaceFlags & SURF_METAL ) {
//----(SA) removed
// is_valid = qtrue;
// type = 2;
} else if ( tr.surfaceFlags & SURF_WOOD ) {
is_valid = qtrue;
type = 1;
}
if ( is_valid && ent->client && ( ent->s.weapon == WP_VENOM
|| ent->client->ps.persistant[PERS_HWEAPON_USE] ) ) {
if ( rand() % 100 > 75 ) {
gentity_t *sfx;
vec3_t start;
vec3_t dir;
sfx = G_Spawn();
sfx->s.density = type;
VectorCopy( tr.endpos, start );
VectorCopy( muzzleTrace, dir );
VectorNegate( dir, dir );
G_SetOrigin( sfx, start );
G_SetAngle( sfx, dir );
G_AddEvent( sfx, EV_SHARD, DirToByte( dir ) );
sfx->think = G_FreeEntity;
sfx->nextthink = level.time + 1000;
sfx->s.frame = 3 + ( rand() % 3 ) ;
trap_LinkEntity( sfx );
}
}
#endif
}
/*
==============
EmitterCheck
see if a new particle emitter should be created at the bullet impact point
==============
*/
void EmitterCheck( gentity_t *ent, gentity_t *attacker, trace_t *tr ) {
gentity_t *tent;
vec3_t origin;
VectorCopy( tr->endpos, origin );
SnapVectorTowards( tr->endpos, attacker->s.origin );
if ( Q_stricmp( ent->classname, "func_explosive" ) == 0 ) {
} else if ( Q_stricmp( ent->classname, "func_leaky" ) == 0 ) {
tent = G_TempEntity( origin, EV_EMITTER );
VectorCopy( origin, tent->s.origin );
tent->s.time = 1234;
tent->s.density = 9876;
VectorCopy( tr->plane.normal, tent->s.origin2 );
}
}
void SniperSoundEFX( vec3_t pos ) {
G_TempEntity( pos, EV_SNIPER_SOUND );
}
/*
==============
Bullet_Endpos
find target end position for bullet trace based on entities weapon and accuracy
==============
*/
void Bullet_Endpos( gentity_t *ent, float spread, vec3_t *end ) {
float r, u;
qboolean randSpread = qtrue;
int dist = 8192;
r = crandom() * spread;
u = crandom() * spread;
// Ridah, if this is an AI shooting, apply their accuracy
if ( ent->r.svFlags & SVF_CASTAI ) {
float accuracy;
accuracy = ( 1.0 - AICast_GetAccuracy( ent->s.number ) ) * AICAST_AIM_SPREAD;
r += crandom() * accuracy;
u += crandom() * ( accuracy * 1.25 );
} else {
if ( ent->s.weapon == WP_SNOOPERSCOPE || ent->s.weapon == WP_SNIPERRIFLE ) {
// aim dir already accounted for sway of scoped weapons in CalcMuzzlePoints()
dist *= 2;
randSpread = qfalse;
}
}
VectorMA( muzzleTrace, dist, forward, *end );
if ( randSpread ) {
VectorMA( *end, r, right, *end );
VectorMA( *end, u, up, *end );
}
}
/*
==============
Bullet_Fire
==============
*/
void Bullet_Fire( gentity_t *ent, float spread, int damage ) {
vec3_t end;
Bullet_Endpos( ent, spread, &end );
Bullet_Fire_Extended( ent, ent, muzzleTrace, end, spread, damage );
}
/*
==============
Bullet_Fire_Extended
A modified Bullet_Fire with more parameters.
The original Bullet_Fire still passes through here and functions as it always has.
uses for this include shooting through entities (windows, doors, other players, etc.) and reflecting bullets
==============
*/
void Bullet_Fire_Extended( gentity_t *source, gentity_t *attacker, vec3_t start, vec3_t end, float spread, int damage ) {
trace_t tr;
gentity_t *tent;
gentity_t *traceEnt;
damage *= s_quadFactor;
G_HistoricalTrace( source, &tr, start, NULL, NULL, end, source->s.number, MASK_SHOT );
// DHM - Nerve :: only in single player
if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
AICast_ProcessBullet( attacker, start, tr.endpos );
}
// bullet debugging using Q3A's railtrail
if ( g_debugBullets.integer & 1 ) {
tent = G_TempEntity( start, EV_RAILTRAIL );
VectorCopy( tr.endpos, tent->s.origin2 );
tent->s.otherEntityNum2 = attacker->s.number;
}
//----(SA) commented out
// if ( tr.surfaceFlags & SURF_NOIMPACT ) {
// if (attacker->s.weapon == WP_MAUSER && attacker->r.svFlags & SVF_CASTAI)
// SniperSoundEFX (tr.endpos);
//
// return;
// }
//----(SA) end
RubbleFlagCheck( attacker, tr );
traceEnt = &g_entities[ tr.entityNum ];
EmitterCheck( traceEnt, attacker, &tr );
// snap the endpos to integers, but nudged towards the line
SnapVectorTowards( tr.endpos, start );
//----(SA) commented out
// if (attacker->s.weapon == WP_MAUSER && attacker->r.svFlags & SVF_CASTAI)
// {
// SniperSoundEFX (tr.endpos);
// }
//----(SA) end
// send bullet impact
if ( traceEnt->takedamage && traceEnt->client && !( traceEnt->flags & FL_DEFENSE_GUARD ) ) {
tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_FLESH );
tent->s.eventParm = traceEnt->s.number;
if ( LogAccuracyHit( traceEnt, attacker ) ) {
attacker->client->ps.persistant[PERS_ACCURACY_HITS]++;
}
//----(SA) added
if ( g_debugBullets.integer >= 2 ) { // show hit player bb
gentity_t *bboxEnt;
vec3_t b1, b2;
VectorCopy( traceEnt->r.currentOrigin, b1 );
VectorCopy( traceEnt->r.currentOrigin, b2 );
VectorAdd( b1, traceEnt->r.mins, b1 );
VectorAdd( b2, traceEnt->r.maxs, b2 );
bboxEnt = G_TempEntity( b1, EV_RAILTRAIL );
VectorCopy( b2, bboxEnt->s.origin2 );
bboxEnt->s.dmgFlags = 1; // ("type")
}
//----(SA) end
} else if ( traceEnt->takedamage && traceEnt->s.eType == ET_BAT ) {
tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_FLESH );
tent->s.eventParm = traceEnt->s.number;
} else {
// Ridah, bullet impact should reflect off surface
vec3_t reflect;
float dot;
if ( g_debugBullets.integer <= -2 ) { // show hit thing bb
gentity_t *bboxEnt;
vec3_t b1, b2;
VectorCopy( traceEnt->r.currentOrigin, b1 );
VectorCopy( traceEnt->r.currentOrigin, b2 );
VectorAdd( b1, traceEnt->r.mins, b1 );
VectorAdd( b2, traceEnt->r.maxs, b2 );
bboxEnt = G_TempEntity( b1, EV_RAILTRAIL );
VectorCopy( b2, bboxEnt->s.origin2 );
bboxEnt->s.dmgFlags = 1; // ("type")
}
if ( traceEnt->flags & FL_DEFENSE_GUARD ) {
// reflect off sheild
VectorSubtract( tr.endpos, traceEnt->r.currentOrigin, reflect );
VectorNormalize( reflect );
VectorMA( traceEnt->r.currentOrigin, 15, reflect, reflect );
tent = G_TempEntity( reflect, EV_BULLET_HIT_WALL );
} else {
tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_WALL );
}
dot = DotProduct( forward, tr.plane.normal );
VectorMA( forward, -2 * dot, tr.plane.normal, reflect );
VectorNormalize( reflect );
tent->s.eventParm = DirToByte( reflect );
if ( traceEnt->flags & FL_DEFENSE_GUARD ) {
tent->s.otherEntityNum2 = traceEnt->s.number; // force sparks
} else {
tent->s.otherEntityNum2 = ENTITYNUM_NONE;
}
// done.
}
tent->s.otherEntityNum = attacker->s.number;
if ( traceEnt->takedamage ) {
qboolean reflectBool = qfalse;
vec3_t trDir;
if ( traceEnt->flags & FL_DEFENSE_GUARD ) {
// if we are facing the direction the bullet came from, then reflect it
AngleVectors( traceEnt->s.apos.trBase, trDir, NULL, NULL );
if ( DotProduct( forward, trDir ) < 0.6 ) {
reflectBool = qtrue;
}
}
if ( reflectBool ) {
vec3_t reflect_end;
// reflect this bullet
G_AddEvent( traceEnt, EV_GENERAL_SOUND, level.bulletRicochetSound );
CalcMuzzlePoints( traceEnt, traceEnt->s.weapon );
//----(SA) modified to use extended version so attacker would pass through
// Bullet_Fire( traceEnt, 1000, damage );
Bullet_Endpos( traceEnt, spread, &reflect_end );
Bullet_Fire_Extended( traceEnt, attacker, muzzleTrace, reflect_end, spread, damage );
//----(SA) end
} else {
// Ridah, don't hurt team-mates
// DHM - Nerve :: Only in single player
if ( attacker->client && traceEnt->client && g_gametype.integer == GT_SINGLE_PLAYER && ( traceEnt->r.svFlags & SVF_CASTAI ) && ( attacker->r.svFlags & SVF_CASTAI ) && AICast_SameTeam( AICast_GetCastState( attacker->s.number ), traceEnt->s.number ) ) {
// AI's don't hurt members of their own team
return;
}
// done.
G_Damage( traceEnt, attacker, attacker, forward, tr.endpos, damage, 0, ammoTable[attacker->s.weapon].mod );
// allow bullets to "pass through" func_explosives if they break by taking another simultanious shot
if ( Q_stricmp( traceEnt->classname, "func_explosive" ) == 0 ) {
if ( traceEnt->health <= damage ) {
// start new bullet at position this hit the bmodel and continue to the end position (ignoring shot-through bmodel in next trace)
// spread = 0 as this is an extension of an already spread shot
Bullet_Fire_Extended( traceEnt, attacker, tr.endpos, end, 0, damage );
}
}
}
}
}
/*
======================================================================
GRENADE LAUNCHER
700 has been the standard direction multiplier in fire_grenade()
======================================================================
*/
extern void G_ExplodeMissilePoisonGas( gentity_t *ent );
gentity_t *weapon_grenadelauncher_fire( gentity_t *ent, int grenType ) {
gentity_t *m, *te; // JPW NERVE
trace_t tr;
vec3_t viewpos;
float upangle = 0, pitch; // start with level throwing and adjust based on angle
vec3_t tosspos;
qboolean underhand = qtrue;
pitch = ent->s.apos.trBase[0];
// JPW NERVE -- smoke grenades always overhand
if ( pitch >= 0 ) {
forward[2] += 0.5f;
// Used later in underhand boost
pitch = 1.3f;
} else {
pitch = -pitch;
pitch = min( pitch, 30 );
pitch /= 30.f;
pitch = 1 - pitch;
forward[2] += ( pitch * 0.5f );
// Used later in underhand boost
pitch *= 0.3f;
pitch += 1.f;
}
VectorNormalizeFast( forward ); // make sure forward is normalized
upangle = -( ent->s.apos.trBase[0] ); // this will give between -90 / 90
upangle = min( upangle, 50 );
upangle = max( upangle, -50 ); // now clamped to -50 / 50 (don't allow firing straight up/down)
upangle = upangle / 100.0f; // -0.5 / 0.5
upangle += 0.5f; // 0.0 / 1.0
if ( upangle < .1 ) {
upangle = .1;
}
// pineapples are not thrown as far as mashers
if ( grenType == WP_GRENADE_LAUNCHER ) {
upangle *= 900;
} else if ( grenType == WP_GRENADE_PINEAPPLE ) {
upangle *= 900;
} else if ( grenType == WP_SMOKE_GRENADE ) {
upangle *= 900;
} else { // WP_DYNAMITE
upangle *= 400;
}
VectorCopy( muzzleEffect, tosspos );
if ( underhand ) {
// move a little bit more away from the player (so underhand tosses don't get caught on nearby lips)
VectorMA( muzzleEffect, 8, forward, tosspos );
tosspos[2] -= 8; // lower origin for the underhand throw
upangle *= pitch;
SnapVector( tosspos );
}
VectorScale( forward, upangle, forward );
// check for valid start spot (so you don't throw through or get stuck in a wall)
VectorCopy( ent->s.pos.trBase, viewpos );
viewpos[2] += ent->client->ps.viewheight;
if ( grenType == WP_DYNAMITE ) {
trap_Trace( &tr, viewpos, tv( -12.f, -12.f, 0.f ), tv( 12.f, 12.f, 20.f ), tosspos, ent->s.number, MASK_MISSILESHOT );
} else {
trap_Trace( &tr, viewpos, tv( -4.f, -4.f, 0.f ), tv( 4.f, 4.f, 6.f ), tosspos, ent->s.number, MASK_MISSILESHOT );
}
if ( tr.fraction < 1 ) { // oops, bad launch spot
VectorCopy( tr.endpos, tosspos );
SnapVectorTowards( tosspos, viewpos );
}
m = fire_grenade( ent, tosspos, forward, grenType );
m->damage = 0; // Ridah, grenade's don't explode on contact
m->splashDamage *= s_quadFactor;
// JPW NERVE
if ( grenType == WP_SMOKE_GRENADE ) {
if ( ent->client->sess.sessionTeam == TEAM_RED ) { // store team so we can generate red or blue smoke
m->s.otherEntityNum2 = 1;
} else {
m->s.otherEntityNum2 = 0;
}
m->nextthink = level.time + 4000;
m->think = weapon_callAirStrike;
te = G_TempEntity( m->s.pos.trBase, EV_GLOBAL_SOUND );
te->s.eventParm = G_SoundIndex( "sound/multiplayer/airstrike_01.wav" );
te->r.svFlags |= SVF_BROADCAST | SVF_USE_CURRENT_ORIGIN;
}
// jpw
//----(SA) adjust for movement of character. TODO: Probably comment in later, but only for forward/back not strafing
//VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
// let the AI know which grenade it has fired
ent->grenadeFired = m->s.number;
// Ridah, return the grenade so we can do some prediction before deciding if we really want to throw it or not
return m;
}
//----(SA) modified this entire "venom" section
/*
============================================================================
VENOM GUN TRACING
============================================================================
*/
#define DEFAULT_VENOM_COUNT 10
#define DEFAULT_VENOM_SPREAD 20
#define DEFAULT_VENOM_DAMAGE 15
qboolean VenomPellet( vec3_t start, vec3_t end, gentity_t *ent ) {
trace_t tr;
int damage;
gentity_t *traceEnt;
trap_Trace( &tr, start, NULL, NULL, end, ent->s.number, MASK_SHOT );
traceEnt = &g_entities[ tr.entityNum ];
// send bullet impact
if ( tr.surfaceFlags & SURF_NOIMPACT ) {
return qfalse;
}
if ( traceEnt->takedamage ) {
damage = DEFAULT_VENOM_DAMAGE * s_quadFactor;
G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_VENOM );
if ( LogAccuracyHit( traceEnt, ent ) ) {
return qtrue;
}
}
return qfalse;
}
// this should match CG_VenomPattern
void VenomPattern( vec3_t origin, vec3_t origin2, int seed, gentity_t *ent ) {
int i;
float r, u;
vec3_t end;
vec3_t forward, right, up;
qboolean hitClient = qfalse;
// derive the right and up vectors from the forward vector, because
// the client won't have any other information
VectorNormalize2( origin2, forward );
PerpendicularVector( right, forward );
CrossProduct( forward, right, up );
// generate the "random" spread pattern
for ( i = 0 ; i < DEFAULT_VENOM_COUNT ; i++ ) {
r = Q_crandom( &seed ) * DEFAULT_VENOM_SPREAD;
u = Q_crandom( &seed ) * DEFAULT_VENOM_SPREAD;
VectorMA( origin, 8192, forward, end );
VectorMA( end, r, right, end );
VectorMA( end, u, up, end );
if ( VenomPellet( origin, end, ent ) && !hitClient ) {
hitClient = qtrue;
ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
}
}
}
/*
======================================================================
NAILGUN
======================================================================
*/
void Weapon_Nailgun_Fire( gentity_t *ent ) {
gentity_t *m;
int count;
for ( count = 0; count < NUM_NAILSHOTS; count++ ) {
// m = fire_nail (ent, muzzle, forward, right, up );
m = fire_nail( ent, muzzleEffect, forward, right, up );
m->damage *= s_quadFactor;
m->splashDamage *= s_quadFactor;
}
// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
}
/*
======================================================================
PROXIMITY MINE LAUNCHER
======================================================================
*/
void weapon_proxlauncher_fire( gentity_t *ent ) {
gentity_t *m;
// extra vertical velocity
forward[2] += 0.2f;
VectorNormalize( forward );
m = fire_prox( ent, muzzleTrace, forward );
m->damage *= s_quadFactor;
m->splashDamage *= s_quadFactor;
// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
}
/*
==============
weapon_venom_fire
==============
*/
void weapon_venom_fire( gentity_t *ent, qboolean fullmode, float aimSpreadScale ) {
gentity_t *tent;
if ( fullmode ) {
tent = G_TempEntity( muzzleTrace, EV_VENOMFULL );
} else {
tent = G_TempEntity( muzzleTrace, EV_VENOM );
}
VectorScale( forward, 4096, tent->s.origin2 );
SnapVector( tent->s.origin2 );
tent->s.eventParm = rand() & 255; // seed for spread pattern
tent->s.otherEntityNum = ent->s.number;
if ( fullmode ) {
VenomPattern( tent->s.pos.trBase, tent->s.origin2, tent->s.eventParm, ent );
} else {
Bullet_Fire( ent, VENOM_SPREAD * aimSpreadScale, VENOM_DAMAGE );
}
}
/*
======================================================================
ROCKET
======================================================================
*/
void Weapon_RocketLauncher_Fire( gentity_t *ent ) {
gentity_t *m;
m = fire_rocket( ent, muzzleEffect, forward );
m->damage *= s_quadFactor;
m->splashDamage *= s_quadFactor;
// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
}
/*
======================================================================
SPEARGUN
======================================================================
*/
void Weapon_Speargun_Fire( gentity_t *ent ) {
gentity_t *m;
m = fire_speargun( ent, muzzleEffect, forward );
m->damage *= s_quadFactor;
}
/*
======================================================================
LIGHTNING GUN
======================================================================
*/
// TTimo - extracted G_FlameDamage to unify with Weapon_FlamethrowerFire usage
void G_BurnMeGood( gentity_t *self, gentity_t *body ) {
// add the new damage
body->flameQuota += 5;
body->flameQuotaTime = level.time;
// JPW NERVE -- yet another flamethrower damage model, trying to find a feels-good damage combo that isn't overpowered
if ( body->lastBurnedFrameNumber != level.framenum ) {
G_Damage( body,self->parent,self->parent,vec3_origin,self->r.currentOrigin,5,0,MOD_FLAMETHROWER ); // was 2 dmg in release ver, hit avg. 2.5 times per frame
body->lastBurnedFrameNumber = level.framenum;
}
// jpw
// make em burn
if ( body->client && ( body->health <= 0 || body->flameQuota > 0 ) ) { // JPW NERVE was > FLAME_THRESHOLD
if ( body->s.onFireEnd < level.time ) {
body->s.onFireStart = level.time;
}
body->s.onFireEnd = level.time + FIRE_FLASH_TIME;
body->flameBurnEnt = self->s.number;
// add to playerState for client-side effect
body->client->ps.onFireStart = level.time;
}
}
// those are used in the cg_ traces calls
static vec3_t flameChunkMins = {-4, -4, -4};
static vec3_t flameChunkMaxs = { 4, 4, 4};
#define SQR_SIN_T 0.44 // ~ sqr(sin(20))
void Weapon_FlamethrowerFire( gentity_t *ent ) {
vec3_t start;
vec3_t trace_start;
vec3_t trace_end;
trace_t trace;
VectorCopy( ent->r.currentOrigin, start );
start[2] += ent->client->ps.viewheight;
VectorCopy( start, trace_start );
VectorMA( start, -8, forward, start );
VectorMA( start, 10, right, start );
VectorMA( start, -6, up, start );
// prevent flame thrower cheat, run & fire while aiming at the ground, don't get hurt
// 72 total box height, 18 xy -> 77 trace radius (from view point towards the ground) is enough to cover the area around the feet
VectorMA( trace_start, 77.0, forward, trace_end );
trap_Trace( &trace, trace_start, flameChunkMins, flameChunkMaxs, trace_end, ent->s.number, MASK_SHOT | MASK_WATER );
if ( trace.fraction != 1.0 ) {
// additional checks to filter out false positives
if ( trace.endpos[2] > ( ent->r.currentOrigin[2] + ent->r.mins[2] - 8 ) && trace.endpos[2] < ent->r.currentOrigin[2] ) {
// trigger in a 21 radius around origin
trace_start[0] -= trace.endpos[0];
trace_start[1] -= trace.endpos[1];
if ( trace_start[0] * trace_start[0] + trace_start[1] * trace_start[1] < 441 ) {
// set self in flames
G_BurnMeGood( ent, ent );
}
}
}
fire_flamechunk( ent, start, forward );
}
//======================================================================
/*
==============
AddLean
add leaning offset
==============
*/
void AddLean( gentity_t *ent, vec3_t point ) {
if ( ent->client ) {
if ( ent->client->ps.leanf ) {
vec3_t right;
AngleVectors( ent->client->ps.viewangles, NULL, right, NULL );
VectorMA( point, ent->client->ps.leanf, right, point );
}
}
}
/*
===============
LogAccuracyHit
===============
*/
qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker ) {
if ( !target->takedamage ) {
return qfalse;
}
if ( target == attacker ) {
return qfalse;
}
if ( !target->client ) {
return qfalse;
}
if ( !attacker->client ) {
return qfalse;
}
if ( target->client->ps.stats[STAT_HEALTH] <= 0 ) {
return qfalse;
}
if ( OnSameTeam( target, attacker ) ) {
return qfalse;
}
return qtrue;
}
/*
===============
CalcMuzzlePoint
set muzzle location relative to pivoting eye
===============
*/
void CalcMuzzlePoint( gentity_t *ent, int weapon, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint ) {
VectorCopy( ent->r.currentOrigin, muzzlePoint );
muzzlePoint[2] += ent->client->ps.viewheight;
// Ridah, this puts the start point outside the bounding box, isn't necessary
// VectorMA( muzzlePoint, 14, forward, muzzlePoint );
// done.
// Ridah, offset for more realistic firing from actual gun position
//----(SA) modified
switch ( weapon ) // Ridah, changed this so I can predict weapons
{
case WP_PANZERFAUST:
if ( g_gametype.integer == GT_SINGLE_PLAYER ) { // JPW NERVE
VectorMA( muzzlePoint, 14, right, muzzlePoint ); //----(SA) new first person rl position
VectorMA( muzzlePoint, -10, up, muzzlePoint );
}
// JPW NERVE -- pfaust shoots into walls too much so we moved it to shoulder mount
else {
VectorMA( muzzlePoint,10,right,muzzlePoint );
// VectorMA(muzzlePoint,10,up,muzzlePoint);
}
// jpw
break;
case WP_ROCKET_LAUNCHER:
// VectorMA( muzzlePoint, 20, right, muzzlePoint );
// Rafael: note to Sherman had to move this in so that it wouldnt
// spawn into a wall and detonate
// VectorMA( muzzlePoint, 16, right, muzzlePoint );
VectorMA( muzzlePoint, 14, right, muzzlePoint ); //----(SA) new first person rl position
break;
case WP_DYNAMITE:
case WP_DYNAMITE2:
case WP_GRENADE_PINEAPPLE:
case WP_GRENADE_LAUNCHER:
VectorMA( muzzlePoint, 20, right, muzzlePoint );
break;
default:
VectorMA( muzzlePoint, 6, right, muzzlePoint );
VectorMA( muzzlePoint, -4, up, muzzlePoint );
break;
}
// done.
// (SA) actually, this is sort of moot right now since
// you're not allowed to fire when leaning. Leave in
// in case we decide to enable some lean-firing.
// (SA) works with gl now
//AddLean(ent, muzzlePoint);
// snap to integer coordinates for more efficient network bandwidth usage
SnapVector( muzzlePoint );
}
// Rafael - for activate
void CalcMuzzlePointForActivate( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint ) {
VectorCopy( ent->s.pos.trBase, muzzlePoint );
muzzlePoint[2] += ent->client->ps.viewheight;
AddLean( ent, muzzlePoint );
// snap to integer coordinates for more efficient network bandwidth usage
SnapVector( muzzlePoint );
}
// done.
// Ridah
void CalcMuzzlePoints( gentity_t *ent, int weapon ) {
vec3_t viewang;
VectorCopy( ent->client->ps.viewangles, viewang );
if ( !( ent->r.svFlags & SVF_CASTAI ) ) { // non ai's take into account scoped weapon 'sway' (just another way aimspread is visualized/utilized)
float spreadfrac, phase;
if ( weapon == WP_SNIPERRIFLE || weapon == WP_SNOOPERSCOPE ) {
spreadfrac = ent->client->currentAimSpreadScale;
// rotate 'forward' vector by the sway
phase = level.time / 1000.0 * ZOOM_PITCH_FREQUENCY * M_PI * 2;
viewang[PITCH] += ZOOM_PITCH_AMPLITUDE * sin( phase ) * ( spreadfrac + ZOOM_PITCH_MIN_AMPLITUDE );
phase = level.time / 1000.0 * ZOOM_YAW_FREQUENCY * M_PI * 2;
viewang[YAW] += ZOOM_YAW_AMPLITUDE * sin( phase ) * ( spreadfrac + ZOOM_YAW_MIN_AMPLITUDE );
}
}
// set aiming directions
AngleVectors( viewang, forward, right, up );
//----(SA) modified the muzzle stuff so that weapons that need to fire down a perfect trace
// straight out of the camera (SP5, Mauser right now) can have that accuracy, but
// weapons that need an offset effect (bazooka/grenade/etc.) can still look like
// they came out of the weap.
CalcMuzzlePointForActivate( ent, forward, right, up, muzzleTrace );
CalcMuzzlePoint( ent, weapon, forward, right, up, muzzleEffect );
}
/*
===============
FireWeapon
===============
*/
void FireWeapon( gentity_t *ent ) {
float aimSpreadScale;
vec3_t viewang; // JPW NERVE
// Rafael mg42
if ( ent->client->ps.persistant[PERS_HWEAPON_USE] && ent->active ) {
return;
}
if ( ent->client->ps.powerups[PW_QUAD] ) {
s_quadFactor = g_quadfactor.value;
} else {
s_quadFactor = 1;
}
// Ridah, need to call this for AI prediction also
CalcMuzzlePoints( ent, ent->s.weapon );
if ( g_userAim.integer ) {
aimSpreadScale = ent->client->currentAimSpreadScale;
// Ridah, add accuracy factor for AI
if ( ent->aiCharacter ) {
float aim_accuracy;
aim_accuracy = AICast_GetAccuracy( ent->s.number );
if ( aim_accuracy <= 0 ) {
aim_accuracy = 0.0001;
}
aimSpreadScale = ( 1.0 - aim_accuracy ) * 2.0;
} else {
aimSpreadScale += 0.15f; // (SA) just adding a temp /maximum/ accuracy for player (this will be re-visited in greater detail :)
if ( aimSpreadScale > 1 ) {
aimSpreadScale = 1.0f; // still cap at 1.0
}
}
} else {
aimSpreadScale = 1.0;
}
// JPW NERVE -- EARLY OUT: if I'm in multiplayer and I have binocs, try to use artillery and then early return b4 switch statement
if ( g_gametype.integer != GT_SINGLE_PLAYER ) {
if ( ( ent->client->ps.eFlags & EF_ZOOMING ) && ( ent->client->ps.stats[STAT_KEYS] & ( 1 << INV_BINOCS ) ) &&
( ent->s.weapon != WP_SNIPERRIFLE ) ) {
if ( !( ent->client->ps.leanf ) ) {
Weapon_Artillery( ent );
}
return;
}
}
// jpw
// JPW NERVE -- if jumping, make aim bite ass
if ( g_gametype.integer != GT_SINGLE_PLAYER ) {
if ( ent->client->ps.groundEntityNum == ENTITYNUM_NONE ) {
aimSpreadScale = 2.0f;
}
}
// jpw
// fire the specific weapon
switch ( ent->s.weapon ) {
case WP_KNIFE:
case WP_KNIFE2:
Weapon_Knife( ent );
break;
// NERVE - SMF
case WP_MEDKIT:
Weapon_Medic( ent );
break;
case WP_PLIERS:
Weapon_Engineer( ent );
break;
case WP_SMOKE_GRENADE:
if ( level.time - ent->client->ps.classWeaponTime >= g_LTChargeTime.integer * 0.5f ) {
if ( level.time - ent->client->ps.classWeaponTime > g_LTChargeTime.integer ) {
ent->client->ps.classWeaponTime = level.time - g_LTChargeTime.integer;
}
ent->client->ps.classWeaponTime = level.time; //+= g_LTChargeTime.integer*0.5f; FIXME later
weapon_grenadelauncher_fire( ent,WP_SMOKE_GRENADE );
}
break;
// -NERVE - SMF
case WP_ARTY:
G_Printf( "calling artilery\n" );
break;
case WP_MEDIC_SYRINGE:
Weapon_Syringe( ent );
break;
case WP_AMMO:
Weapon_MagicAmmo( ent );
break;
// jpw
case WP_LUGER:
Bullet_Fire( ent, LUGER_SPREAD * aimSpreadScale, LUGER_DAMAGE );
break;
case WP_COLT:
Bullet_Fire( ent, COLT_SPREAD * aimSpreadScale, COLT_DAMAGE );
break;
case WP_VENOM:
weapon_venom_fire( ent, qfalse, aimSpreadScale );
break;
case WP_SNIPERRIFLE:
Bullet_Fire( ent, SNIPER_SPREAD * aimSpreadScale, SNIPER_DAMAGE );
// JPW NERVE -- added muzzle flip in multiplayer
if ( g_gametype.integer != GT_SINGLE_PLAYER ) {
VectorCopy( ent->client->ps.viewangles,viewang );
// viewang[PITCH] -= 6; // handled in clientthink instead
ent->client->sniperRifleMuzzleYaw = crandom() * 0.5; // used in clientthink
ent->client->sniperRifleFiredTime = level.time;
SetClientViewAngle( ent,viewang );
}
// jpw
break;
case WP_MAUSER:
if ( g_gametype.integer != GT_SINGLE_PLAYER ) {
aimSpreadScale = 1.0;
}
Bullet_Fire( ent, MAUSER_SPREAD * aimSpreadScale, MAUSER_DAMAGE );
break;
case WP_STEN:
Bullet_Fire( ent, STEN_SPREAD * aimSpreadScale, STEN_DAMAGE );
break;
case WP_MP40:
Bullet_Fire( ent, MP40_SPREAD * aimSpreadScale, MP40_DAMAGE );
break;
case WP_THOMPSON:
Bullet_Fire( ent, THOMPSON_SPREAD * aimSpreadScale, THOMPSON_DAMAGE );
break;
case WP_PANZERFAUST:
ent->client->ps.classWeaponTime = level.time; // JPW NERVE
Weapon_RocketLauncher_Fire( ent );
if ( ent->client && !( ent->r.svFlags & SVF_CASTAI ) ) {
vec3_t forward;
AngleVectors( ent->client->ps.viewangles, forward, NULL, NULL );
VectorMA( ent->client->ps.velocity, -64, forward, ent->client->ps.velocity );
}
break;
case WP_GRENADE_LAUNCHER:
case WP_GRENADE_PINEAPPLE:
case WP_DYNAMITE:
case WP_DYNAMITE2:
if ( ent->s.weapon == WP_DYNAMITE ) {
ent->client->ps.classWeaponTime = level.time; // JPW NERVE
}
weapon_grenadelauncher_fire( ent, ent->s.weapon );
break;
case WP_FLAMETHROWER:
// RF, this is done client-side only now
Weapon_FlamethrowerFire( ent );
break;
case WP_MORTAR:
break;
default:
break;
}
}
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