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authorTim Angus <tim@ngus.net>2004-01-25 04:52:23 +0000
committerTim Angus <tim@ngus.net>2004-01-25 04:52:23 +0000
commit4bb84115f10466cf6aa9295830f37ff20238dd6c (patch)
tree846ef6822fcf1462ae139f4ee502c917193670a3 /src/game
parent7dcfcac2a6de7e2976990b8620f660ad7af959a9 (diff)
* Fixed two serious particle system bugs
* Created a general buildable think function * Fixed the post armoury weapon selection for real * Balance tweaks * A pile of other crap
Diffstat (limited to 'src/game')
-rw-r--r--src/game/bg_misc.c6
-rw-r--r--src/game/bg_pmove.c22
-rw-r--r--src/game/g_buildable.c64
-rw-r--r--src/game/g_client.c6
-rw-r--r--src/game/g_cmds.c9
-rw-r--r--src/game/g_combat.c3
-rw-r--r--src/game/g_local.h1
-rw-r--r--src/game/g_main.c8
-rw-r--r--src/game/g_physics.c46
-rw-r--r--src/game/g_spawn.c8
-rw-r--r--src/game/g_weapon.c6
-rw-r--r--src/game/tremulous.h22
12 files changed, 109 insertions, 92 deletions
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c
index ee3fdf7f..413ab89f 100644
--- a/src/game/bg_misc.c
+++ b/src/game/bg_misc.c
@@ -1776,14 +1776,14 @@ classAttributes_t bg_classList[ ] =
"default", //char *skinname;
2.0f, //float shadowScale;
"alien_general_hud", //char *hudname;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S3 ), //int stages
{ -30, -30, -20 }, //vec3_t mins;
{ 30, 30, 20 }, //vec3_t maxs;
{ 30, 30, 20 }, //vec3_t crouchmaxs;
{ -15, -15, -4 }, //vec3_t deadmins;
{ 15, 15, 4 }, //vec3_t deadmaxs;
0.0f, //float zOffset
- 50, 50, //int viewheight, crouchviewheight;
+ 35, 35, //int viewheight, crouchviewheight;
BMOFO_HEALTH, //int health;
0.0f, //float fallDamage;
BMOFO_REGEN, //int regenRate;
@@ -3794,7 +3794,7 @@ upgradeAttributes_t bg_upgrades[ ] =
{
UP_HELMET, //int upgradeNum;
HELMET_PRICE, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S2 )|( 1 << S3 ), //int stages
SLOT_HEAD, //int slots;
"helmet", //char *upgradeName;
"Helmet", //char *upgradeHumanName;
diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c
index 4f8fe643..bfc47a22 100644
--- a/src/game/bg_pmove.c
+++ b/src/game/bg_pmove.c
@@ -1955,10 +1955,10 @@ static void PM_GroundClimbTrace( void )
}
}
- if ( trace.fraction >= 1.0f )
+ if( trace.fraction >= 1.0f )
{
// if the trace didn't hit anything, we are in free fall
- PM_GroundTraceMissed();
+ PM_GroundTraceMissed( );
pml.groundPlane = qfalse;
pml.walking = qfalse;
pm->ps->eFlags &= ~EF_WALLCLIMB;
@@ -1974,7 +1974,7 @@ static void PM_GroundClimbTrace( void )
pml.walking = qtrue;
// hitting solid ground will end a waterjump
- if (pm->ps->pm_flags & PMF_TIME_WATERJUMP)
+ if( pm->ps->pm_flags & PMF_TIME_WATERJUMP )
{
pm->ps->pm_flags &= ~(PMF_TIME_WATERJUMP | PMF_TIME_LAND);
pm->ps->pm_time = 0;
@@ -2033,7 +2033,7 @@ static void PM_GroundTrace( void )
point[ 0 ] = pm->ps->origin[ 0 ];
point[ 1 ] = pm->ps->origin[ 1 ];
- point[ 2 ] = pm->ps->origin[ 2 ] - 0.25;
+ point[ 2 ] = pm->ps->origin[ 2 ] - 0.25f;
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask );
@@ -2048,7 +2048,7 @@ static void PM_GroundTrace( void )
VectorCopy( refNormal, pm->ps->grapplePoint );
// if the trace didn't hit anything, we are in free fall
- if( trace.fraction == 1.0 )
+ if( trace.fraction == 1.0f )
{
PM_GroundTraceMissed( );
pml.groundPlane = qfalse;
@@ -2090,7 +2090,7 @@ static void PM_GroundTrace( void )
}
// check if getting thrown off the ground
- if( pm->ps->velocity[ 2 ] > 0 && DotProduct( pm->ps->velocity, trace.plane.normal ) > 10 )
+ if( pm->ps->velocity[ 2 ] > 0.0f && DotProduct( pm->ps->velocity, trace.plane.normal ) > 10.0f )
{
if( pm->debugLevel )
Com_Printf( "%i:kickoff\n", c_pmove );
@@ -2646,10 +2646,6 @@ static void PM_Weapon( void )
if( pm->ps->weaponTime > 0 )
pm->ps->weaponTime -= pml.msec;
- //TA: if we haven't got the weapon
- if( !BG_gotWeapon( pm->ps->weapon, pm->ps->stats ) && pm->ps->weapon != WP_NONE )
- PM_BeginWeaponChange( WP_NONE );
-
// check for weapon change
// can't change if weapon is firing, but can change
// again if lowering or raising
@@ -2683,6 +2679,7 @@ static void PM_Weapon( void )
else
pm->ps->pm_flags &= ~PMF_USE_ITEM_HELD;
+ //something external thinks a weapon change is necessary
if( pm->ps->weapon != pm->cmd.weapon && pm->ps->pm_flags & PMF_WEAPON_SWITCH )
{
pm->ps->pm_flags &= ~PMF_WEAPON_SWITCH;
@@ -3141,7 +3138,7 @@ PmoveSingle
*/
void trap_SnapVector( float *v );
-void PmoveSingle (pmove_t *pmove)
+void PmoveSingle( pmove_t *pmove )
{
int ammo, clips, maxclips;
@@ -3158,9 +3155,8 @@ void PmoveSingle (pmove_t *pmove)
pm->watertype = 0;
pm->waterlevel = 0;
- /*if ( pm->ps->stats[STAT_HEALTH] <= 0 ) {
+ if( pm->ps->stats[ STAT_HEALTH ] <= 0 )
pm->tracemask &= ~CONTENTS_BODY; // corpses can fly through bodies
- }*/
// make sure walking button is clear if they are running, to avoid
// proxy no-footsteps cheats
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c
index 10662feb..e0b59fa5 100644
--- a/src/game/g_buildable.c
+++ b/src/game/g_buildable.c
@@ -1653,6 +1653,12 @@ qboolean HMGTurret_CheckTarget( gentity_t *self, gentity_t *target, qboolean ign
trace_t trace;
gentity_t *traceEnt;
+ if( !target )
+ return qfalse;
+
+ if( !target->client )
+ return qfalse;
+
if( target->client->ps.stats[ STAT_STATE ] & SS_HOVELING )
return qfalse;
@@ -1982,6 +1988,64 @@ void HSpawn_Think( gentity_t *self )
+/*
+===============
+G_BuildableThink
+
+General think function for buildables
+===============
+*/
+void G_BuildableThink( gentity_t *ent, int msec )
+{
+ int bHealth = BG_FindHealthForBuildable( ent->s.modelindex );
+ int bRegen = BG_FindRegenRateForBuildable( ent->s.modelindex );
+
+ //pack health, power and dcc
+
+ //toggle spawned flag for buildables
+ if( !ent->spawned )
+ {
+ if( ent->buildTime + BG_FindBuildTimeForBuildable( ent->s.modelindex ) < level.time )
+ {
+ ent->takedamage = qtrue;
+ ent->spawned = qtrue;
+ }
+ }
+
+ ent->s.generic1 = (int)( ( (float)ent->health / (float)bHealth ) * B_HEALTH_SCALE );
+
+ if( ent->s.generic1 < 0 )
+ ent->s.generic1 = 0;
+
+ if( ent->powered )
+ ent->s.generic1 |= B_POWERED_TOGGLEBIT;
+
+ if( ent->dcced )
+ ent->s.generic1 |= B_DCCED_TOGGLEBIT;
+
+ if( ent->spawned )
+ ent->s.generic1 |= B_SPAWNED_TOGGLEBIT;
+
+ ent->time1000 += msec;
+
+ if( ent->time1000 >= 1000 )
+ {
+ ent->time1000 -= 1000;
+
+ //regenerate health
+ if( ent->health > 0 && ent->health < bHealth && bRegen )
+ {
+ ent->health += bRegen;
+
+ if( ent->health > bHealth )
+ ent->health = bHealth;
+ }
+ }
+
+ //fall back on normal physics routines
+ G_Physics( ent, msec );
+}
+
/*
===============
diff --git a/src/game/g_client.c b/src/game/g_client.c
index f6394d41..f2f83d63 100644
--- a/src/game/g_client.c
+++ b/src/game/g_client.c
@@ -649,12 +649,6 @@ void SpawnCorpse( gentity_t *ent )
body->takedamage = qfalse;
- //make the make player entity disappear
- ent->takedamage = qfalse;
- ent->s.eType = ET_INVISIBLE;
- ent->r.contents = 0;
- ent->s.solid = 0;
- ent->r.s.solid = 0;
body->health = ent->health = ent->client->ps.stats[ STAT_HEALTH ];
ent->health = ent->client->ps.stats[ STAT_HEALTH ] = GIB_HEALTH - 1;
diff --git a/src/game/g_cmds.c b/src/game/g_cmds.c
index c63eee1a..4144b28b 100644
--- a/src/game/g_cmds.c
+++ b/src/game/g_cmds.c
@@ -1346,8 +1346,7 @@ void Cmd_Buy_f( gentity_t *ent )
//force a weapon change
ent->client->ps.pm_flags |= PMF_WEAPON_SWITCH;
- ent->client->ps.weapon = weapon;
- trap_SendServerCommand( ent->client->ps.clientNum, va( "weaponswitch %d", weapon ) );
+ trap_SendServerCommand( ent-g_entities, va( "weaponswitch %d", weapon ) );
//set build delay/pounce etc to 0
ent->client->ps.stats[ STAT_MISC ] = 0;
@@ -1494,7 +1493,11 @@ void Cmd_Sell_f( gentity_t *ent )
//if we have this weapon selected, force a new selection
if( weapon == ent->client->ps.weapon )
- G_AddEvent( ent, EV_NEXT_WEAPON, ent->client->ps.clientNum );
+ {
+ //force a weapon change
+ ent->client->ps.pm_flags |= PMF_WEAPON_SWITCH;
+ trap_SendServerCommand( ent-g_entities, va( "weaponswitch %d", WP_BLASTER ) );
+ }
}
else if( upgrade != UP_NONE )
{
diff --git a/src/game/g_combat.c b/src/game/g_combat.c
index 265ee182..847d8988 100644
--- a/src/game/g_combat.c
+++ b/src/game/g_combat.c
@@ -297,8 +297,7 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
self->s.weapon = WP_NONE;
/*self->s.powerups = 0;*/ //TA: class is encoded into powerups in trem
- self->r.contents = CONTENTS_BODY;
- //self->r.contents = CONTENTS_CORPSE;
+ self->r.contents = CONTENTS_CORPSE;
self->s.angles[ PITCH ] = 0;
self->s.angles[ ROLL ] = 0;
diff --git a/src/game/g_local.h b/src/game/g_local.h
index 9ca44a71..fef66751 100644
--- a/src/game/g_local.h
+++ b/src/game/g_local.h
@@ -576,6 +576,7 @@ typedef enum
qboolean AHovel_Blocked( gentity_t *hovel, gentity_t *player, qboolean provideExit );
gentity_t *G_CheckSpawnPoint( vec3_t origin, vec3_t normal, buildable_t spawn, vec3_t spawnOrigin );
+void G_BuildableThink( gentity_t *ent, int msec );
qboolean G_BuildableRange( vec3_t origin, float r, buildable_t buildable );
itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance, vec3_t origin );
gentity_t *G_buildItem( gentity_t *builder, buildable_t buildable, vec3_t origin, vec3_t angles );
diff --git a/src/game/g_main.c b/src/game/g_main.c
index e6e981a3..9f77e610 100644
--- a/src/game/g_main.c
+++ b/src/game/g_main.c
@@ -1606,7 +1606,13 @@ void G_RunFrame( int levelTime )
continue;
}
- if( ent->s.eType == ET_BUILDABLE || ent->s.eType == ET_CORPSE || ent->physicsObject )
+ if( ent->s.eType == ET_BUILDABLE )
+ {
+ G_BuildableThink( ent, msec );
+ continue;
+ }
+
+ if( ent->s.eType == ET_CORPSE || ent->physicsObject )
{
G_Physics( ent, msec );
continue;
diff --git a/src/game/g_physics.c b/src/game/g_physics.c
index e5e69b19..a1183ad4 100644
--- a/src/game/g_physics.c
+++ b/src/game/g_physics.c
@@ -81,52 +81,6 @@ void G_Physics( gentity_t *ent, int msec )
trace_t tr;
int contents;
int mask;
- int bHealth = BG_FindHealthForBuildable( ent->s.modelindex );
- int bRegen = BG_FindRegenRateForBuildable( ent->s.modelindex );
-
- //pack health, power and dcc
- if( ent->s.eType == ET_BUILDABLE )
- {
- //toggle spawned flag for buildables
- if( !ent->spawned )
- {
- if( ent->buildTime + BG_FindBuildTimeForBuildable( ent->s.modelindex ) < level.time )
- {
- ent->takedamage = qtrue;
- ent->spawned = qtrue;
- }
- }
-
- ent->s.generic1 = (int)( ( (float)ent->health / (float)bHealth ) * B_HEALTH_SCALE );
-
- if( ent->s.generic1 < 0 )
- ent->s.generic1 = 0;
-
- if( ent->powered )
- ent->s.generic1 |= B_POWERED_TOGGLEBIT;
-
- if( ent->dcced )
- ent->s.generic1 |= B_DCCED_TOGGLEBIT;
-
- if( ent->spawned )
- ent->s.generic1 |= B_SPAWNED_TOGGLEBIT;
-
- ent->time1000 += msec;
-
- if( ent->time1000 >= 1000 )
- {
- ent->time1000 -= 1000;
-
- //regenerate health
- if( ent->health < bHealth && bRegen )
- {
- ent->health += bRegen;
-
- if( ent->health > bHealth )
- ent->health = bHealth;
- }
- }
- }
// if groundentity has been set to -1, it may have been pushed off an edge
if( ent->s.groundEntityNum == -1 )
diff --git a/src/game/g_spawn.c b/src/game/g_spawn.c
index 00d618c3..71ecaed8 100644
--- a/src/game/g_spawn.c
+++ b/src/game/g_spawn.c
@@ -605,10 +605,10 @@ void SP_worldspawn( void )
G_SpawnString( "humanMaxStage", "2", &s );
trap_Cvar_Set( "g_humanMaxStage", s );
- G_SpawnString( "humanStage2Threshold", "50", &s );
+ G_SpawnString( "humanStage2Threshold", "15", &s );
trap_Cvar_Set( "g_humanStage2Threshold", s );
- G_SpawnString( "humanStage3Threshold", "100", &s );
+ G_SpawnString( "humanStage3Threshold", "30", &s );
trap_Cvar_Set( "g_humanStage3Threshold", s );
G_SpawnString( "alienBuildPoints", "1000", &s );
@@ -617,10 +617,10 @@ void SP_worldspawn( void )
G_SpawnString( "alienMaxStage", "2", &s );
trap_Cvar_Set( "g_alienMaxStage", s );
- G_SpawnString( "alienStage2Threshold", "50", &s );
+ G_SpawnString( "alienStage2Threshold", "15", &s );
trap_Cvar_Set( "g_alienStage2Threshold", s );
- G_SpawnString( "alienStage3Threshold", "100", &s );
+ G_SpawnString( "alienStage3Threshold", "30", &s );
trap_Cvar_Set( "g_alienStage3Threshold", s );
G_SpawnString( "enableDust", "0", &s );
diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c
index dc2c6b38..e5130a43 100644
--- a/src/game/g_weapon.c
+++ b/src/game/g_weapon.c
@@ -425,13 +425,13 @@ void painSawFire( gentity_t *ent )
VectorMA( muzzle, PAINSAW_RANGE, forward, end );
trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );
- if ( tr.surfaceFlags & SURF_NOIMPACT )
+ if( tr.surfaceFlags & SURF_NOIMPACT )
return;
traceEnt = &g_entities[ tr.entityNum ];
// send blood impact
- if ( traceEnt->takedamage && traceEnt->client )
+ if( traceEnt->takedamage && traceEnt->client )
{
tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT );
tent->s.otherEntityNum = traceEnt->s.number;
@@ -440,7 +440,7 @@ void painSawFire( gentity_t *ent )
tent->s.generic1 = ent->s.generic1; //weaponMode
}
- if ( traceEnt->takedamage )
+ if( traceEnt->takedamage )
G_Damage( traceEnt, ent, ent, forward, tr.endpos, PAINSAW_DAMAGE, DAMAGE_NO_KNOCKBACK, MOD_PAINSAW );
}
diff --git a/src/game/tremulous.h b/src/game/tremulous.h
index 9e9c0534..b8454759 100644
--- a/src/game/tremulous.h
+++ b/src/game/tremulous.h
@@ -22,7 +22,7 @@
*
*/
-#define ALIEN_WDMG_MODIFIER 1.0f
+#define ALIEN_WDMG_MODIFIER 0.8f
#define ADM(d) ((int)((float)d*ALIEN_WDMG_MODIFIER))
#define ABUILDER_BUILD_REPEAT 500
@@ -31,14 +31,14 @@
#define ABUILDER_CLAW_REPEAT 1000
#define ABUILDER_BASE_DELAY 9000
#define ABUILDER_ADV_DELAY 4000
-#define ABUILDER_BLOB_DMG ADM(20)
+#define ABUILDER_BLOB_DMG ADM(5)
#define ABUILDER_BLOB_REPEAT 1000
#define ABUILDER_BLOB_SPEED 800.0f
#define ABUILDER_BLOB_SPEED_MOD 0.5f
#define ABUILDER_BLOB_TIME 5000
#define SOLDIER_BITE_DMG ADM(60)
-#define SOLDIER_BITE_RANGE 96.0f
+#define SOLDIER_BITE_RANGE 64.0f
#define SOLDIER_BITE_REPEAT 500
#define HYDRA_CLAW_DMG ADM(40)
@@ -103,7 +103,7 @@
#define ALIEN_HLTH_MODIFIER 1.0f
#define AHM(h) ((int)((float)h*ALIEN_HLTH_MODIFIER))
-#define ALIEN_VALUE_MODIFIER 3.0f
+#define ALIEN_VALUE_MODIFIER 4.0f
#define AVM(h) ((int)((float)h*ALIEN_VALUE_MODIFIER))
#define ABUILDER_SPEED 0.8f
@@ -201,7 +201,7 @@
#define BARRICADE_BP 80
#define BARRICADE_BT 10000
-#define BARRICADE_HEALTH ABHM(500)
+#define BARRICADE_HEALTH ABHM(350)
#define BARRICADE_REGEN 15
#define BARRICADE_SPLASHDAMAGE 50
#define BARRICADE_SPLASHRADIUS 50
@@ -363,10 +363,10 @@
#define LCANNON_REPEAT 500
#define LCANNON_CHARGEREPEAT 1000
#define LCANNON_RELOAD 2000
-#define LCANNON_DAMAGE HDM(200)
-#define LCANNON_SECONDARY_DAMAGE HDM(20)
+#define LCANNON_DAMAGE HDM(500)
+#define LCANNON_SECONDARY_DAMAGE HDM(50)
#define LCANNON_SPEED 250
-#define LCANNON_CHARGE_TIME 2000
+#define LCANNON_CHARGE_TIME 1000
#define LASGUN_PRICE 200
#define LASGUN_AMMO 300
@@ -377,7 +377,7 @@
#define PAINSAW_PRICE 100
#define PAINSAW_REPEAT 75
#define PAINSAW_DAMAGE HDM(5)
-#define PAINSAW_RANGE 32
+#define PAINSAW_RANGE 48.0f
#define HBUILD_PRICE 0
#define HBUILD_REPEAT 1000
@@ -514,8 +514,8 @@
#define HUMAN_BACK_MODIFIER 0.7f
#define HUMAN_SIDE_MODIFIER 0.8f
-#define STAMINA_STOP_RESTORE 20
-#define STAMINA_WALK_RESTORE 10
+#define STAMINA_STOP_RESTORE 25
+#define STAMINA_WALK_RESTORE 15
#define STAMINA_SPRINT_TAKE 8
#define STAMINA_LARMOUR_TAKE 4