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//
// Ported + rewritten ioq3 item-drop.
//
// blowFish
//
#include "g_local.h"
#define DISABLE_TOUCH_TIME 1000
#define MISSILE_PRESTEP_TIME 50
//
// Pickup Weapon
//
// ent - The "weapon" being picked up
// other - The client who picked it up
//
void Pickup_Weapon (gentity_t *ent, gentity_t *other)
{
int w = ent->s.modelindex;
if ( w == WP_NONE )
return;
other->client->ps.stats[ STAT_WEAPON ] = w;
other->client->ps.ammo = ent->item.ammo;
other->client->ps.clips = ent->item.clips;
G_ForceWeaponChange( other, w );
}
//
// Touch Weapon
//
// ent - The "weapon" being picked up
// other - The client who picked it up
//
void Touch_Weapon (gentity_t *ent, gentity_t *other, trace_t *trace)
{
if( !other->client
|| other->client->pers.teamSelection == TEAM_NONE
|| other->client->pers.teamSelection == TEAM_ALIENS )
return;
if( (other->client->lastDropTime + DISABLE_TOUCH_TIME) > level.time)
return;
if ( other->health < 1 )
return;
Pickup_Weapon(ent, other);
// dropped items will not respawn
if ( ent->flags & FL_DROPPED_ITEM )
{
ent->freeAfterEvent = qtrue;
}
ent->r.svFlags |= SVF_NOCLIENT;
ent->s.eFlags |= EF_NODRAW;
ent->r.contents = 0;
trap_LinkEntity( ent );
}
#define ITEM_RADIUS 15
//
// Launch Weapon
//
// Spawn a weapon and toss it into the world.
//
gentity_t *LaunchWeapon (gentity_t* client, weapon_t weap, vec3_t origin, vec3_t velocity)
{
gentity_t *dropped;
dropped = G_Spawn();
dropped->s.eType = ET_WEAPON_DROP;
dropped->s.modelindex = weap; // store weapon number in modelindex
dropped->s.modelindex2 = 1; // This is non-zero is it's a dropped item
dropped->classname = BG_Weapon(weap)->name;
VectorSet (dropped->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, -ITEM_RADIUS);
VectorSet (dropped->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS);
dropped->r.contents = CONTENTS_TRIGGER;
dropped->item.ammo = client->client->ps.ammo;
dropped->item.clips = client->client->ps.clips;
dropped->touch = Touch_Weapon;
G_SetOrigin( dropped, origin );
dropped->s.pos.trType = TR_GRAVITY;
dropped->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME;
VectorCopy( velocity, dropped->s.pos.trDelta );
dropped->s.eFlags |= EF_BOUNCE_HALF;
dropped->think = G_FreeEntity;
dropped->nextthink = level.time + 30000;
dropped->flags = FL_DROPPED_ITEM;
trap_LinkEntity (dropped);
return dropped;
}
//
// Drop Weapon
//
// Spawns an weapon and tosses it forward
//
gentity_t *G_DropWeapon (gentity_t *ent, weapon_t w, float angle)
{
vec3_t velocity;
vec3_t angles;
// set aiming directions
VectorCopy( ent->s.apos.trBase, angles );
angles[YAW] += angle;
angles[PITCH] = 0; // always forward
AngleVectors( angles, velocity, NULL, NULL );
VectorScale( velocity, 150, velocity );
velocity[2] += 200 + crandom() * 50;
ent->client->lastDropTime = level.time;
return LaunchWeapon( ent, w, ent->s.pos.trBase, velocity );
}
//
// Run Weapon Drops
//
void G_RunWeaponDrop (gentity_t *ent)
{
vec3_t origin;
trace_t tr;
int contents;
int mask;
// if its groundentity has been set to none, it may have been pushed off an edge
if ( ent->s.groundEntityNum == ENTITYNUM_NONE )
{
if ( ent->s.pos.trType != TR_GRAVITY )
{
ent->s.pos.trType = TR_GRAVITY;
ent->s.pos.trTime = level.time;
}
}
if ( ent->s.pos.trType == TR_STATIONARY )
{
// check think function
G_RunThink( ent );
return;
}
// get current position
BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
// trace a line from the previous position to the current position
if ( ent->clipmask )
{
mask = ent->clipmask;
}
else
{
mask = MASK_PLAYERSOLID & ~CONTENTS_BODY;
}
trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin,
ent->r.ownerNum, mask );
VectorCopy( tr.endpos, ent->r.currentOrigin );
if ( tr.startsolid )
{
tr.fraction = 0;
}
trap_LinkEntity( ent ); // FIXME: avoid this for stationary?
// check think function
G_RunThink( ent );
if ( tr.fraction == 1 )
{
return;
}
// if it is in a nodrop volume, remove it
contents = trap_PointContents( ent->r.currentOrigin, -1 );
if ( contents & CONTENTS_NODROP )
{
G_FreeEntity( ent );
return;
}
G_BounceMissile( ent, &tr );
}
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