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/*
===========================================================================
Return to Castle Wolfenstein single player GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein single player GPL Source Code (“RTCW SP Source Code”).
RTCW SP 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 SP 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 SP Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW SP 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 SP 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 weapon_zombiespit( gentity_t *ent );
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 recursion );
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;
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;
}
// RF, no knife damage for big guys
switch ( traceEnt->aiCharacter ) {
case AICHAR_PROTOSOLDIER:
case AICHAR_SUPERSOLDIER:
case AICHAR_HEINRICH:
return;
}
damage = G_GetWeaponDamage( ent->s.weapon ); // JPW // default knife damage for frontal attacks
if ( traceEnt->client ) {
if ( ent->client->ps.serverCursorHint == HINT_KNIFE ) {
// 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
/*
======================
Weapon_Class_Special
class-specific in multiplayer
======================
*/
// JPW NERVE
void Weapon_Medic( gentity_t *ent ) {
vec3_t velocity, org, offset;
vec3_t angles;
trace_t tr;
gentity_t *traceEnt;
int healamt, headshot;
vec3_t end;
AngleVectors( ent->client->ps.viewangles, forward, right, up );
CalcMuzzlePointForActivate( ent, forward, right, up, muzzleTrace );
VectorMA( muzzleTrace, 30, 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 ) ) {
if ( level.time - ent->client->ps.classWeaponTime > g_medicChargeTime.integer ) {
ent->client->ps.classWeaponTime = level.time - g_medicChargeTime.integer;
}
ent->client->ps.classWeaponTime += 125;
traceEnt->client->medicHealAmt++;
if ( ent->client->ps.classWeaponTime > level.time ) { // heal the dude
// copy some stuff out that we'll wanna restore
VectorCopy( traceEnt->client->ps.origin, org );
healamt = traceEnt->client->medicHealAmt;
headshot = traceEnt->client->ps.eFlags & EF_HEADSHOT;
ClientSpawn( traceEnt );
if ( healamt > 80 ) {
healamt = 80;
}
if ( healamt < 10 ) {
healamt = 10;
}
if ( headshot ) {
traceEnt->client->ps.eFlags |= EF_HEADSHOT;
}
traceEnt->health = healamt;
VectorCopy( org,traceEnt->s.origin );
VectorCopy( org,traceEnt->r.currentOrigin );
VectorCopy( org,traceEnt->client->ps.origin );
}
}
}
} else { // throw out health pack
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;
VectorCopy( ent->client->ps.viewangles, angles );
angles[PITCH] = 0; // always forward
AngleVectors( angles, velocity, NULL, NULL );
VectorScale( velocity, 75, offset );
VectorScale( velocity, 50, velocity );
velocity[2] += 50 + crandom() * 50;
VectorAdd( ent->client->ps.origin,offset,org );
}
}
}
// jpw
// DHM - Nerve
void Weapon_Engineer( gentity_t *ent ) {
trace_t tr;
gentity_t *traceEnt;
// int mod = MOD_KNIFE;
vec3_t end;
AngleVectors( ent->client->ps.viewangles, forward, right, up );
CalcMuzzlePointForActivate( ent, forward, right, up, muzzleTrace );
VectorMA( muzzleTrace, 96, forward, end ); // CH_ACTIVATE_DIST
trap_Trace( &tr, muzzleTrace, NULL, NULL, end, ent->s.number, MASK_SHOT | CONTENTS_TRIGGER );
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 ) {
traceEnt->health += 3;
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
if ( ent->client->sess.sessionTeam == TEAM_RED ) {
trap_SendServerCommand( -1, "cp \"Axis engineer disarmed a det charge!\n\"" );
} else {
trap_SendServerCommand( -1, "cp \"Allied engineer disarmed a det charge!\n\"" );
}
// jpw
}
} else 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 = 100;
g_entities[ traceEnt->mg42BaseEnt ].takedamage = qtrue;
traceEnt->health = 0;
} else {
traceEnt->health = 100;
}
traceEnt->takedamage = qtrue;
trap_SendServerCommand( ent - g_entities, "cp \"You have repaired the MG42!\n\"" );
} else {
traceEnt->health += 3;
}
}
}
// 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)
void G_ExplodeMissile( gentity_t *ent );
#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 );
void weapon_callAirStrike( gentity_t *ent ) {
int i;
vec3_t bombaxis, lookaxis, pos, bomboffset, fallaxis;
gentity_t *bomb;
trace_t tr;
float traceheight, bottomtraceheight;
VectorCopy( ent->s.pos.trBase,bomboffset );
bomboffset[2] += 4096;
// turn off smoke grenade
ent->think = G_ExplodeMissile;
ent->nextthink = level.time + 1000 + 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_SKY ) ) ) {
G_SayTo( ent->parent, ent->parent, 2, COLOR_YELLOW, "Pilot: ", "Can't see target, aborting bomb run" );
return;
}
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
// add an aircraft (looks suspiciously like a rocket right now) (but doesn't work)
/*
bomb = G_Spawn();
bomb->nextthink = level.time + 26000;
bomb->think = G_ExplodeMissile;
bomb->s.eType = ET_MISSILE;
bomb->r.svFlags = SVF_USE_CURRENT_ORIGIN | SVF_BROADCAST;
bomb->s.weapon = WP_GRENADE_LAUNCHER; // 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 = "fighterbomber";
bomb->splashRadius = 400;
bomb->methodOfDeath = MOD_DYNAMITE; // FIXME add MOD for air strike
bomb->splashMethodOfDeath = MOD_DYNAMITE_SPLASH;
bomb->clipmask = MASK_MISSILESHOT;
bomb->s.pos.trType = TR_STATIONARY; // TR_LINEAR;
bomb->s.pos.trTime = level.time;
VectorCopy(ent->s.pos.trBase, bomb->s.pos.trBase);
bomb->s.pos.trBase[2] += 200;
bomb->s.modelindex = G_ModelIndex( "models/mapobjects/vehicles/m109.md3" );
*/
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_ExplodeMissile;
bomb->s.eType = ET_MISSILE;
bomb->r.svFlags = SVF_USE_CURRENT_ORIGIN | SVF_BROADCAST;
bomb->s.weapon = WP_GRENADE_LAUNCHER; // 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 );
}
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 );
// move pos for next bomb
VectorAdd( pos,bombaxis,pos );
}
}
gentity_t *LaunchItem( gitem_t *item, vec3_t origin, vec3_t velocity );
void Weapon_Class_Special( gentity_t *ent ) {
switch ( ent->client->ps.stats[STAT_PLAYER_CLASS] ) {
case PC_SOLDIER:
G_Printf( "shooting soldier\n" );
break;
case PC_MEDIC:
Weapon_Medic( ent );
break;
case PC_ENGINEER:
//G_Printf("shooting engineer\n");
//ent->client->ps.classWeaponTime = level.time;
Weapon_Engineer( ent );
break;
case PC_LT:
if ( level.time - ent->client->ps.classWeaponTime > g_LTChargeTime.integer ) {
weapon_grenadelauncher_fire( ent,WP_GRENADE_SMOKE );
ent->client->ps.classWeaponTime = level.time;
}
break;
}
}
// jpw
/*
==============
Weapon_Gauntlet
==============
*/
void Weapon_Gauntlet( gentity_t *ent ) {
trace_t *tr;
tr = CheckMeleeAttack( ent, 32, qfalse );
if ( tr ) {
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: 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_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: return 5;
case WP_GRENADE_LAUNCHER: return 100;
case WP_GRENADE_PINEAPPLE: return 80;
case WP_DYNAMITE: return 400;
case WP_PANZERFAUST: return 200; // (SA) was 100
case WP_MORTAR: return 100;
case WP_FLAMETHROWER: // FIXME -- not used in single player yet
case WP_TESLA:
case WP_GAUNTLET:
case WP_SNIPER:
default: return 1;
}
} else { // multiplayer damage
switch ( weapon ) {
case WP_LUGER:
case WP_SILENCER: return 14;
case WP_COLT: return 18;
case WP_AKIMBO: return 18; //----(SA) added
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_MAUSER: return 25;
case WP_GARAND: return 25;
case WP_SNIPERRIFLE: return 80;
case WP_SNOOPERSCOPE: return 75;
case WP_NONE: return 0;
case WP_KNIFE: return 10;
case WP_GRENADE_SMOKE: return 100;
case WP_GRENADE_LAUNCHER: return 200;
case WP_GRENADE_PINEAPPLE: return 200;
case WP_DYNAMITE: return 600;
case WP_PANZERFAUST: return 400;
case WP_MORTAR: return 100;
case WP_FLAMETHROWER: return 1;
case WP_TESLA:
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: return 300;
case WP_FG42: 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: return 10;
case WP_FG42: 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_THOMPSON: return 600;
case WP_STEN: return 200;
case WP_MAUSER: return 700;
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 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
==============
*/
/*
==============
Cross_Fire
==============
*/
void Cross_Fire( gentity_t *ent ) {
// (SA) temporarily use the zombie spit effect to check working state
weapon_zombiespit( ent );
}
/*
==============
Tesla_Fire
==============
*/
void Tesla_Fire( gentity_t *ent ) {
// TODO: Find all targets in the client's view frame, and lock onto them all, applying damage
// and telling all clients to draw the appropriate effects.
//G_Printf("TODO: Tesla damage/effects\n" );
}
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;
if ( !ent->emitNum ) { // no emitters left for this entity.
return;
}
VectorCopy( tr->endpos, origin );
SnapVectorTowards( tr->endpos, attacker->s.origin ); // make sure it's out of the wall
// why were these stricmp's?...
if ( ent->s.eType == ET_EXPLOSIVE ) {
} else if ( ent->s.eType == ET_LEAKY ) {
tent = G_TempEntity( origin, EV_EMITTER );
VectorCopy( origin, tent->s.origin );
tent->s.time = ent->emitTime;
tent->s.density = ent->emitPressure; // 'pressure'
tent->s.teamNum = ent->emitID; // 'type'
VectorCopy( tr->plane.normal, tent->s.origin2 );
}
ent->emitNum--;
}
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 || ent->s.weapon == WP_FG42SCOPE ) {
// 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, 0 );
}
/*
==============
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, int recursion ) {
trace_t tr;
gentity_t *tent;
gentity_t *traceEnt;
int dflags = 0; // flag if source==attacker, meaning it wasn't shot directly, but was reflected went through an entity that allows bullets to pass through
qboolean reflectBullet = qfalse;
// RF, abort if too many recursions.. there must be a real solution for this, but for now this is the safest
// fix I can find
if ( recursion > 12 ) {
return;
}
damage *= s_quadFactor;
if ( source != attacker ) {
dflags = DAMAGE_PASSTHRU;
}
// (SA) changed so player could shoot his own dynamite.
// (SA) whoops, but that broke bullets going through explosives...
trap_Trace( &tr, start, NULL, NULL, end, source->s.number, MASK_SHOT );
// trap_Trace (&tr, start, NULL, NULL, end, ENTITYNUM_NONE, 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;
}
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 );
// should we reflect this bullet?
if ( traceEnt->flags & FL_DEFENSE_GUARD ) {
reflectBullet = qtrue;
} else if ( traceEnt->flags & FL_DEFENSE_CROUCH ) {
if ( rand() % 3 < 2 ) {
reflectBullet = qtrue;
}
}
// send bullet impact
if ( traceEnt->takedamage && traceEnt->client && !reflectBullet ) {
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 ( reflectBullet ) {
// 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 ( reflectBullet ) {
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 ( reflectBullet ) {
// 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, 2800, &reflect_end ); // make it inaccurate
Bullet_Fire_Extended( traceEnt, attacker, muzzleTrace, reflect_end, spread, damage, recursion + 1 );
//----(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, dflags, ammoTable[attacker->s.weapon].mod );
// allow bullets to "pass through" func_explosives if they break by taking another simultanious shot
// start new bullet at position this hit and continue to the end position (ignoring shot-through ent in next trace)
// spread = 0 as this is an extension of an already spread shot (so just go straight through)
if ( Q_stricmp( traceEnt->classname, "func_explosive" ) == 0 ) {
if ( traceEnt->health <= 0 ) {
Bullet_Fire_Extended( traceEnt, attacker, tr.endpos, end, 0, damage, recursion + 1 );
}
} else if ( traceEnt->client ) {
if ( traceEnt->health <= 0 ) {
Bullet_Fire_Extended( traceEnt, attacker, tr.endpos, end, 0, damage / 2, recursion + 1 ); // halve the damage each player it goes through
}
}
}
}
}
/*
======================================================================
GRENADE LAUNCHER
700 has been the standard direction multiplier in fire_grenade()
======================================================================
*/
extern void G_ExplodeMissilePoisonGas( gentity_t *ent );
gentity_t *weapon_crowbar_throw( gentity_t *ent ) {
gentity_t *m;
m = fire_crowbar( ent, muzzleEffect, forward );
m->damage *= s_quadFactor;
m->splashDamage *= s_quadFactor;
return m;
}
gentity_t *weapon_grenadelauncher_fire( gentity_t *ent, int grenType ) {
gentity_t *m, *te; // JPW NERVE
float upangle = 0; // start with level throwing and adjust based on angle
vec3_t tosspos;
qboolean underhand = 0;
if ( ( ent->s.apos.trBase[0] > 0 ) && ( grenType != WP_GRENADE_SMOKE ) ) { // JPW NERVE -- smoke grenades always overhand
underhand = qtrue;
}
if ( underhand ) {
forward[2] = 0; // start the toss level for underhand
} else {
forward[2] += 0.2; // extra vertical velocity for overhand
}
VectorNormalize( 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 *= 800; // 0.0 / 800.0
} else if ( grenType == WP_GRENADE_PINEAPPLE ) {
// JPW NERVE
if ( g_gametype.integer != GT_SINGLE_PLAYER ) {
upangle *= 800;
} else {
// jpw
upangle *= 600; // 0.0 / 600.0
}
}
// JPW NERVE
else if ( grenType == WP_GRENADE_SMOKE ) { // smoke grenades *really* get chucked
upangle *= 800;
}
// jpw
else { // WP_DYNAMITE
upangle *= 400; // 0.0 / 100.0
}
/*
if(ent->aiCharacter)
{
VectorScale(forward, 700, forward); //----(SA) 700 is the default grenade throw they are already used to
m = fire_grenade (ent, muzzleTrace, forward); //----(SA) temp to make AI's throw grenades at their actual target
}
else
*/
{
VectorCopy( muzzleEffect, tosspos );
if ( underhand ) {
VectorMA( muzzleEffect, 15, forward, tosspos ); // move a little bit more away from the player (so underhand tosses don't get caught on nearby lips)
tosspos[2] -= 24; // lower origin for the underhand throw
upangle *= 1.3; // a little more force to counter the lower position / lack of additional lift
}
VectorScale( forward, upangle, forward );
{
// check for valid start spot (so you don't throw through or get stuck in a wall)
trace_t tr;
vec3_t viewpos;
VectorCopy( ent->s.pos.trBase, viewpos );
viewpos[2] += ent->client->ps.viewheight;
trap_Trace( &tr, viewpos, NULL, NULL, tosspos, ent->s.number, MASK_SHOT );
if ( tr.fraction < 1 ) { // oops, bad launch spot
VectorCopy( tr.endpos, tosspos );
}
}
m = fire_grenade( ent, tosspos, forward, grenType );
}
//m->damage *= s_quadFactor;
m->damage = 0; // Ridah, grenade's don't explode on contact
m->splashDamage *= s_quadFactor;
if ( ent->aiCharacter == AICHAR_VENOM ) { // poison gas grenade
m->think = G_ExplodeMissilePoisonGas;
m->s.density = 1;
}
// JPW NERVE
if ( grenType == WP_GRENADE_SMOKE ) {
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/scenaric/forest/me109_flight.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;
}
/*
=====================
Zombie spit
=====================
*/
void weapon_zombiespit( gentity_t *ent ) {
return;
#if 0 //RF, HARD disable
gentity_t *m;
m = fire_zombiespit( ent, muzzleTrace, forward );
m->damage *= s_quadFactor;
m->splashDamage *= s_quadFactor;
if ( m ) {
G_AddEvent( ent, EV_GENERAL_SOUND, G_SoundIndex( "sound/Loogie/spit.wav" ) );
}
#endif
}
/*
=====================
Zombie spirit
=====================
*/
void weapon_zombiespirit( gentity_t *ent, gentity_t *missile ) {
gentity_t *m;
m = fire_zombiespirit( ent, missile, muzzleTrace, forward );
m->damage *= s_quadFactor;
m->splashDamage *= s_quadFactor;
if ( m ) {
G_AddEvent( ent, EV_GENERAL_SOUND, G_SoundIndex( "zombieAttackPlayer" ) );
}
}
//----(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]++;
}
}
}
/*
==============
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
{
int dam;
dam = VENOM_DAMAGE;
if ( ent->aiCharacter ) { // venom guys are /vicious/
dam *= 0.5f;
}
Bullet_Fire( ent, VENOM_SPREAD * aimSpreadScale, dam );
}
}
/*
======================================================================
ROCKET
======================================================================
*/
void Weapon_RocketLauncher_Fire( gentity_t *ent, float aimSpreadScale ) {
// trace_t tr;
float r, u;
vec3_t dir, launchpos; //, viewpos, wallDir;
gentity_t *m;
// get a little bit of randomness and apply it back to the direction
if ( !ent->aiCharacter ) {
r = crandom() * aimSpreadScale;
u = crandom() * aimSpreadScale;
VectorScale( forward, 16, dir );
VectorMA( dir, r, right, dir );
VectorMA( dir, u, up, dir );
VectorNormalize( dir );
VectorCopy( muzzleEffect, launchpos );
// check for valid start spot (so you don't lose it in a wall)
// (doesn't ever happen)
// VectorCopy( ent->s.pos.trBase, viewpos );
// viewpos[2] += ent->client->ps.viewheight;
// trap_Trace (&tr, viewpos, NULL, NULL, muzzleEffect, ent->s.number, MASK_SHOT);
// if(tr.fraction < 1) { // oops, bad launch spot
/// VectorCopy(tr.endpos, launchpos);
// VectorSubtract(tr.endpos, viewpos, wallDir);
// VectorNormalize(wallDir);
// VectorMA(tr.endpos, -5, wallDir, launchpos);
// }
m = fire_rocket( ent, launchpos, dir );
// add kick-back
VectorMA( ent->client->ps.velocity, -64, forward, ent->client->ps.velocity );
} else {
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
}
/*
======================================================================
LIGHTNING GUN
======================================================================
*/
// RF, not used anymore for Flamethrower (still need it for tesla?)
void Weapon_LightningFire( gentity_t *ent ) {
trace_t tr;
vec3_t end;
gentity_t *traceEnt;
int damage;
damage = 5 * s_quadFactor;
VectorMA( muzzleTrace, LIGHTNING_RANGE, forward, end );
trap_Trace( &tr, muzzleTrace, NULL, NULL, end, ent->s.number, MASK_SHOT );
if ( tr.entityNum == ENTITYNUM_NONE ) {
return;
}
traceEnt = &g_entities[ tr.entityNum ];
/*
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;
if( LogAccuracyHit( traceEnt, ent ) ) {
ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
}
} else if ( !( tr.surfaceFlags & SURF_NOIMPACT ) ) {
tent = G_TempEntity( tr.endpos, EV_MISSILE_MISS );
tent->s.eventParm = DirToByte( tr.plane.normal );
}
*/
if ( traceEnt->takedamage && !AICast_NoFlameDamage( traceEnt->s.number ) ) {
#define FLAME_THRESHOLD 50
// RF, only do damage once they start burning
//if (traceEnt->health > 0) // don't explode from flamethrower
// G_Damage( traceEnt, ent, ent, forward, tr.endpos, 1, 0, MOD_LIGHTNING);
// now check the damageQuota to see if we should play a pain animation
// first reduce the current damageQuota with time
if ( traceEnt->flameQuotaTime && traceEnt->flameQuota > 0 ) {
traceEnt->flameQuota -= (int)( ( (float)( level.time - traceEnt->flameQuotaTime ) / 1000 ) * (float)damage / 2.0 );
if ( traceEnt->flameQuota < 0 ) {
traceEnt->flameQuota = 0;
}
}
// add the new damage
traceEnt->flameQuota += damage;
traceEnt->flameQuotaTime = level.time;
// Ridah, make em burn
if ( traceEnt->client && ( traceEnt->health <= 0 || traceEnt->flameQuota > FLAME_THRESHOLD ) ) {
if ( traceEnt->s.onFireEnd < level.time ) {
traceEnt->s.onFireStart = level.time;
}
if ( traceEnt->health <= 0 || !( traceEnt->r.svFlags & SVF_CASTAI ) || ( g_gametype.integer != GT_SINGLE_PLAYER ) ) {
if ( traceEnt->r.svFlags & SVF_CASTAI ) {
traceEnt->s.onFireEnd = level.time + 6000;
} else {
traceEnt->s.onFireEnd = level.time + FIRE_FLASH_TIME;
}
} else {
traceEnt->s.onFireEnd = level.time + 99999; // make sure it goes for longer than they need to die
}
traceEnt->flameBurnEnt = ent->s.number;
// add to playerState for client-side effect
traceEnt->client->ps.onFireStart = level.time;
}
}
}
//======================================================================
/*
==============
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:
// VectorMA( muzzlePoint, 14, right, muzzlePoint ); //----(SA) new first person rl position
VectorMA( muzzlePoint, 10, right, muzzlePoint ); //----(SA) new first person rl position
VectorMA( muzzlePoint, -10, up, muzzlePoint );
break;
// case WP_ROCKET_LAUNCHER:
// VectorMA( muzzlePoint, 14, right, muzzlePoint ); //----(SA) new first person rl position
// break;
case WP_DYNAMITE:
case WP_GRENADE_PINEAPPLE:
case WP_GRENADE_LAUNCHER:
VectorMA( muzzlePoint, 20, right, muzzlePoint );
break;
case WP_AKIMBO: // left side rather than right
VectorMA( muzzlePoint, -6, right, muzzlePoint );
VectorMA( muzzlePoint, -4, up, muzzlePoint );
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.
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 );
// (SA) /\ only used server-side, so leaving the accuracy in is fine (and means things that show a cursorhint will be hit when activated)
// (there were differing views of activatable stuff between cursorhint and activatable)
}
// 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 || weapon == WP_FG42SCOPE ) {
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->active)
// return;
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;
}
// track shots taken for accuracy tracking. Grapple is not a weapon and gauntet is just not tracked
//----(SA) removing old weapon references
// if( ent->s.weapon != WP_GRAPPLING_HOOK && ent->s.weapon != WP_GAUNTLET ) {
// ent->client->ps.persistant[PERS_ACCURACY_SHOTS]++;
// }
// 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 {
// /maximum/ accuracy for player for a given weapon
switch ( ent->s.weapon ) {
case WP_LUGER:
case WP_SILENCER:
case WP_COLT:
case WP_AKIMBO:
aimSpreadScale += 0.4f;
break;
case WP_PANZERFAUST:
aimSpreadScale += 0.3f; // it's calculated a different way, so this keeps the accuracy never perfect, but never rediculously wild either
break;
default:
aimSpreadScale += 0.15f;
break;
}
if ( aimSpreadScale > 1 ) {
aimSpreadScale = 1.0f; // still cap at 1.0
}
}
} else {
aimSpreadScale = 1.0;
}
// fire the specific weapon
switch ( ent->s.weapon ) {
case WP_KNIFE:
Weapon_Knife( ent );
break;
// JPW NERVE
case WP_CLASS_SPECIAL:
Weapon_Class_Special( ent );
break;
// jpw
break;
case WP_LUGER:
Bullet_Fire( ent, LUGER_SPREAD * aimSpreadScale, LUGER_DAMAGE );
break;
case WP_SILENCER:
Bullet_Fire( ent, SILENCER_SPREAD * aimSpreadScale, LUGER_DAMAGE );
break;
case WP_AKIMBO: //----(SA) added
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 ( !ent->aiCharacter ) {
// 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->sniperRifleMuzzlePitch = 0.8f;
ent->client->sniperRifleFiredTime = level.time;
SetClientViewAngle( ent,viewang );
}
// jpw
break;
case WP_SNOOPERSCOPE:
Bullet_Fire( ent, SNOOPER_SPREAD * aimSpreadScale, SNOOPER_DAMAGE );
// JPW NERVE -- added muzzle flip in multiplayer
if ( !ent->aiCharacter ) {
// if (g_gametype.integer != GT_SINGLE_PLAYER) {
VectorCopy( ent->client->ps.viewangles,viewang );
ent->client->sniperRifleMuzzleYaw = crandom() * 0.5; // used in clientthink
ent->client->sniperRifleMuzzlePitch = 0.9f;
ent->client->sniperRifleFiredTime = level.time;
SetClientViewAngle( ent,viewang );
}
// jpw
break;
case WP_MAUSER:
Bullet_Fire( ent, MAUSER_SPREAD * aimSpreadScale, MAUSER_DAMAGE );
break;
case WP_GARAND:
Bullet_Fire( ent, GARAND_SPREAD * aimSpreadScale, GARAND_DAMAGE );
break;
//----(SA) added
case WP_FG42SCOPE:
if ( !ent->aiCharacter ) {
// if (g_gametype.integer != GT_SINGLE_PLAYER) {
VectorCopy( ent->client->ps.viewangles,viewang );
// ent->client->sniperRifleMuzzleYaw = crandom()*0.04; // used in clientthink
ent->client->sniperRifleMuzzleYaw = 0;
ent->client->sniperRifleMuzzlePitch = 0.07f;
ent->client->sniperRifleFiredTime = level.time;
SetClientViewAngle( ent,viewang );
}
case WP_FG42:
Bullet_Fire( ent, FG42_SPREAD * aimSpreadScale, FG42_DAMAGE );
break;
//----(SA) end
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, aimSpreadScale );
break;
case WP_GRENADE_LAUNCHER:
case WP_GRENADE_PINEAPPLE:
case WP_DYNAMITE:
// weapon_grenadelauncher_fire( ent, ent->s.weapon );
//RF- disabled this since it's broken (do we still want it?)
//if (ent->aiName && !Q_strncmp(ent->aiName, "mechanic", 8) && !AICast_HasFiredWeapon(ent->s.number, ent->s.weapon))
// weapon_crowbar_throw (ent);
//else
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_LightningFire( ent );
break;
case WP_TESLA:
if ( g_gametype.integer == GT_SINGLE_PLAYER ) { // JPW NERVE
Tesla_Fire( ent );
}
// push the player back a bit
if ( !ent->aiCharacter ) {
vec3_t forward, vangle;
VectorCopy( ent->client->ps.viewangles, vangle );
vangle[PITCH] = 0; // nullify pitch so you can't lightning jump
AngleVectors( vangle, forward, NULL, NULL );
// make it less if in the air
if ( ent->s.groundEntityNum == ENTITYNUM_NONE ) {
VectorMA( ent->client->ps.velocity, -32, forward, ent->client->ps.velocity );
} else {
VectorMA( ent->client->ps.velocity, -100, forward, ent->client->ps.velocity );
}
}
break;
case WP_GAUNTLET:
Weapon_Gauntlet( ent );
break;
case WP_MONSTER_ATTACK1:
switch ( ent->aiCharacter ) {
case AICHAR_WARZOMBIE:
break;
case AICHAR_ZOMBIE:
// temp just to show it works
// G_Printf("ptoo\n");
weapon_zombiespit( ent );
break;
default:
//G_Printf( "FireWeapon: unknown ai weapon: %s attack1\n", ent->classname );
// ??? bug ???
break;
}
case WP_MORTAR:
break;
default:
// FIXME G_Error( "Bad ent->s.weapon" );
break;
}
// Ridah
// DHM - Nerve :: Only in single player
if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
AICast_RecordWeaponFire( ent );
}
}
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