diff options
author | Tim Angus <tim@ngus.net> | 2001-09-15 03:42:41 +0000 |
---|---|---|
committer | Tim Angus <tim@ngus.net> | 2001-09-15 03:42:41 +0000 |
commit | cab6cb5c4a989b11e6f45b74f87d84a961235984 (patch) | |
tree | fa10bd39de3cfbad896ad63a260b3d07c164bdb3 /src/game | |
parent | 5e95698bb34a46c68bae1f5f1c089bf794e5a43d (diff) |
Trapper buildable. Other fixes/tweaks
Diffstat (limited to 'src/game')
-rw-r--r-- | src/game/bg_misc.c | 51 | ||||
-rw-r--r-- | src/game/bg_pmove.c | 73 | ||||
-rw-r--r-- | src/game/bg_public.h | 18 | ||||
-rw-r--r-- | src/game/g_active.c | 10 | ||||
-rw-r--r-- | src/game/g_buildable.c | 89 | ||||
-rw-r--r-- | src/game/g_combat.c | 4 | ||||
-rw-r--r-- | src/game/g_local.h | 3 | ||||
-rw-r--r-- | src/game/g_missile.c | 30 | ||||
-rw-r--r-- | src/game/g_weapon.c | 11 |
9 files changed, 201 insertions, 88 deletions
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c index 0d5c5c7e..431f433f 100644 --- a/src/game/bg_misc.c +++ b/src/game/bg_misc.c @@ -469,15 +469,14 @@ gitem_t bg_itemlist[] = /*QUAKED weapon_sawbladelauncher (.3 .3 1) (-16 -16 -16) (16 16 16) suspended */ { - "weapon_sawbladelauncher", + "weapon_lockbloblauncher", "sound/misc/w_pkup.wav", - { "models/weapons2/rocketl/rocketl.md3", - 0, 0, 0}, + { 0, 0, 0, 0}, "icons/iconw_rocket", - "Sawblade Launcher", + "Lockblob Launcher", 10, IT_WEAPON, - WP_SAWBLADE_LAUNCHER, + WP_LOCKBLOB_LAUNCHER, "", "" }, @@ -866,6 +865,22 @@ TA: droid defense item "" //sounds }, +/*QUAKED team_droid_trapper (0 0 1) (-16 -16 -16) (16 16 16) +TA: droid defense item +*/ + { + "team_droid_trapper", + "sound/items/holdable.wav", + { "models/buildables/trapper/trapper.md3", 0, 0, 0 }, + "icons/teleporter", //icon + "Trapper", //pickup + 0, + IT_BUILDABLE, + BA_D_TRAPPER, + "", //precache + "" //sounds + }, + /*QUAKED team_droid_hivemind (0 0 1) (-16 -16 -16) (16 16 16) TA: droid build limitation item */ @@ -1271,6 +1286,32 @@ buildableAttributes_t bg_buildableList[ ] = qfalse //qboolean reactorTest; }, { + BA_D_TRAPPER, //int buildNum; + "trapper", //char *buildName; + "team_droid_trapper", //char *entityName; + { -15, -15, -15 }, //vec3_t mins; + { 15, 15, 15 }, //vec3_t maxs; + TR_GRAVITY, //trType_t traj; + 0.0, //float bounce; + 80, //int buildPoints; + 1000, //int health; + 50, //int damage; + 20, //int splashDamage; + 50, //int splashRadius; + MOD_DSPAWN, //int meansOfDeath; + BIT_DROIDS, //int team; + ( 1 << WP_DBUILD )|( 1 << WP_DBUILD2 ), //weapon_t buildWeapon; + BANIM_IDLE1, //int idleAnim; + 1000, //int nextthink; + 0, //int turretFireSpeed; + 400, //int turretRange; + WP_LOCKBLOB_LAUNCHER, //weapon_t turretProjType; + 0.707f, //float minNormal; + qfalse, //qboolean invertNormal; + qtrue, //qboolean creepTest; + qfalse //qboolean reactorTest; + }, + { BA_D_HIVEMIND, //int buildNum; "hivemind", //char *buildName; "team_droid_hivemind", //char *entityName; diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c index 1e722df4..d9d66ceb 100644 --- a/src/game/bg_pmove.c +++ b/src/game/bg_pmove.c @@ -1612,7 +1612,8 @@ static void PM_GroundTrace( void ) { pm->ps->legsAnim &= ~ANIM_WALLCLIMBING; //make sure that the surfNormal is reset to the ground - VectorCopy( refNormal, pm->ps->grapplePoint ); + if( BG_ClassHasAbility( pm->ps->stats[ STAT_PCLASS ], SCA_WALLCLIMBER ) ) + VectorCopy( refNormal, pm->ps->grapplePoint ); point[0] = pm->ps->origin[0]; point[1] = pm->ps->origin[1]; @@ -1626,22 +1627,17 @@ static void PM_GroundTrace( void ) { pml.groundTrace = trace; // do something corrective if the trace starts in a solid... - if ( trace.allsolid ) { - if ( !PM_CorrectAllSolid(&trace) ) + if( trace.allsolid ) + if( !PM_CorrectAllSolid(&trace) ) return; - } // if the trace didn't hit anything, we are in free fall - if ( trace.fraction == 1.0 ) { + if( trace.fraction == 1.0 ) + { PM_GroundTraceMissed(); pml.groundPlane = qfalse; pml.walking = qfalse; - pm->ps->stats[ STAT_STATE ] &= ~SS_WALLCLIMBINGCEILING; - - //we get very bizarre effects if we don't do this :0 - VectorCopy( refNormal, pm->ps->grapplePoint ); - return; } @@ -2342,7 +2338,7 @@ static void PM_Weapon( void ) case WP_RAILGUN: addTime = 1500; break; - case WP_SAWBLADE_LAUNCHER: + case WP_LOCKBLOB_LAUNCHER: addTime = 1000; break; case WP_BFG: @@ -2443,7 +2439,8 @@ This can be used as another entry point when only the viewangles are being updated instead of a full move ================ */ -void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd ) { +void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd ) +{ short temp[3]; int i; vec3_t surfNormal, xNormal; @@ -2456,29 +2453,29 @@ void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd ) { if( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPINTERMISSION ) return; // no view changes at all - //TA: FIXME: perhaps do something a little more interesting here later - //i.e. allow a little view angle change to reflect struggling/stretching ...? - if( ps->pm_type == PM_GRABBED ) - return; - if( ps->pm_type != PM_SPECTATOR && ps->stats[STAT_HEALTH] <= 0 ) return; // no view changes at all // circularly clamp the angles with deltas - for (i=0 ; i<3 ; i++) { - temp[i] = cmd->angles[i] + ps->delta_angles[i]; + for( i = 0; i < 3; i++ ) + { + temp[ i ] = cmd->angles[ i ] + ps->delta_angles[ i ]; - if ( i == PITCH ) { + if( i == PITCH ) + { // don't let the player look up or down more than 90 degrees - if ( temp[i] > 16000 ) { - ps->delta_angles[i] = 16000 - cmd->angles[i]; - temp[i] = 16000; - } else if ( temp[i] < -16000 ) { - ps->delta_angles[i] = -16000 - cmd->angles[i]; - temp[i] = -16000; + if( temp[ i ] > 16000 ) + { + ps->delta_angles[ i ] = 16000 - cmd->angles[ i ]; + temp[ i ] = 16000; + } + else if( temp[ i ] < -16000 ) + { + ps->delta_angles[ i ] = -16000 - cmd->angles[ i ]; + temp[ i ] = -16000; } } - tempang[i] = SHORT2ANGLE( temp[i] ); + tempang[ i ] = SHORT2ANGLE( temp[ i ] ); } //convert viewangles -> axis @@ -2536,8 +2533,28 @@ void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd ) { } //actually set the viewangles - for ( i = 0; i < 3; i++ ) + for( i = 0; i < 3; i++ ) ps->viewangles[ i ] = tempang[ i ]; + + //pull the view into the lock point + if( ps->pm_type == PM_GRABBED ) + { + for( i = 0; i < 3; i++ ) + { + float diff = AngleSubtract( ps->viewangles[ i ], ps->grapplePoint[ i ] ); + + while( diff > 180.0f ) + diff -= 360.0f; + while( diff < -180.0f ) + diff += 360.0f; + + if( diff < 0 ) + ps->delta_angles[ i ] += ANGLE2SHORT( fabs( diff ) * 0.05f ); + else if( diff > 0 ) + ps->delta_angles[ i ] -= ANGLE2SHORT( fabs( diff ) * 0.05f ); + } + } + } diff --git a/src/game/bg_public.h b/src/game/bg_public.h index 7af74969..6f8454c2 100644 --- a/src/game/bg_public.h +++ b/src/game/bg_public.h @@ -250,7 +250,8 @@ typedef enum { #define SS_SPEEDBOOST 16 #define SS_INFESTING 32 #define SS_GRABBED 64 -#define SS_POISONED 128 +#define SS_BLOBLOCKED 128 +#define SS_POISONED 256 // player_state->persistant[] indexes @@ -326,7 +327,8 @@ typedef enum { HI_NUM_HOLDABLE } holdable_t; -typedef enum { +typedef enum +{ WP_NONE, WP_GAUNTLET, @@ -335,7 +337,7 @@ typedef enum { WP_SHOTGUN, WP_GRENADE_LAUNCHER, WP_ROCKET_LAUNCHER, - WP_SAWBLADE_LAUNCHER, + WP_LOCKBLOB_LAUNCHER, WP_LIGHTNING, WP_RAILGUN, WP_FLAMER, @@ -359,7 +361,8 @@ typedef enum { WP_NUM_WEAPONS } weapon_t; -typedef enum { +typedef enum +{ UP_NONE, UP_TORCH, @@ -387,13 +390,16 @@ typedef enum { #define SLOT_WEAPON 32 #define SLOT_SIDEARM 64 -typedef enum { +typedef enum +{ BA_NONE, BA_D_SPAWN, + BA_D_HIVEMIND, + BA_D_BARRICADE, BA_D_ACIDTUBE, - BA_D_HIVEMIND, + BA_D_TRAPPER, BA_H_SPAWN, diff --git a/src/game/g_active.c b/src/game/g_active.c index 2a9e27fb..95b638b3 100644 --- a/src/game/g_active.c +++ b/src/game/g_active.c @@ -814,14 +814,20 @@ void ClientThink_real( gentity_t *ent ) { client->ps.pm_type = PM_DEAD; else if( client->ps.stats[ STAT_STATE ] & SS_INFESTING ) client->ps.pm_type = PM_FREEZE; - else if( client->ps.stats[ STAT_STATE ] & SS_GRABBED ) + else if( client->ps.stats[ STAT_STATE ] & SS_BLOBLOCKED || + client->ps.stats[ STAT_STATE ] & SS_GRABBED ) client->ps.pm_type = PM_GRABBED; else client->ps.pm_type = PM_NORMAL; - if( client->ps.stats[ STAT_STATE ] & SS_GRABBED && client->lastGrabTime + 500 < level.time ) + if( client->ps.stats[ STAT_STATE ] & SS_GRABBED && + client->lastGrabTime + 500 < level.time ) client->ps.stats[ STAT_STATE ] &= ~SS_GRABBED; + if( client->ps.stats[ STAT_STATE ] & SS_BLOBLOCKED && + client->lastLockTime + 5000 < level.time ) + client->ps.stats[ STAT_STATE ] &= ~SS_BLOBLOCKED; + client->ps.gravity = g_gravity.value; // set speed diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c index bb578210..09630f5b 100644 --- a/src/game/g_buildable.c +++ b/src/game/g_buildable.c @@ -381,13 +381,20 @@ void DSpawn_Think( gentity_t *self ) displacement = ( self->r.maxs[ 2 ] + MAX_ALIEN_BBOX ) * M_ROOT3 + 1.0f; VectorMA( origin, displacement, self->s.origin2, origin ); - trap_Trace( &tr, origin, mins, maxs, origin, self->s.number, MASK_SHOT ); - ent = &g_entities[ tr.entityNum ]; - - if( ent->s.eType == ET_BUILDABLE || ent->s.number == ENTITYNUM_WORLD ) + //only suicide if at rest + if( self->s.groundEntityNum ) { - G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); - return; + trap_Trace( &tr, origin, mins, maxs, origin, self->s.number, MASK_SHOT ); + ent = &g_entities[ tr.entityNum ]; + + if( ent->s.eType == ET_BUILDABLE || ent->s.number == ENTITYNUM_WORLD ) + { + G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); + return; + } + + if( ent->s.eType == ET_CORPSE ) + G_FreeEntity( ent ); //quietly remove } self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.clientNum ); @@ -583,6 +590,7 @@ void DAcidTube_Think( gentity_t *self ) //================================================================================== +#define BLOB_PROJSPEED 500 /* ================ @@ -594,8 +602,29 @@ Used by DDef2_Think to fire at enemy void ddef_fireonenemy( gentity_t *self, int firespeed ) { vec3_t dirToTarget; + vec3_t target; + vec3_t halfAcceleration, thirdJerk; + float distanceToTarget = BG_FindRangeForBuildable( self->s.clientNum ); + int i; - VectorSubtract( self->enemy->s.pos.trBase, self->s.pos.trBase, dirToTarget ); + VectorScale( self->enemy->acceleration, 1.0f / 2.0f, halfAcceleration ); + VectorScale( self->enemy->jerk, 1.0f / 3.0f, thirdJerk ); + + //O( time ) - worst case O( time ) = 250 iterations + for( i = 0; ( i * BLOB_PROJSPEED ) / 1000.0f < distanceToTarget; i++ ) + { + float time = (float)i / 1000.0f; + + VectorMA( self->enemy->s.pos.trBase, time, self->enemy->s.pos.trDelta, + dirToTarget ); + VectorMA( dirToTarget, time * time, halfAcceleration, dirToTarget ); + VectorMA( dirToTarget, time * time * time, thirdJerk, dirToTarget ); + VectorSubtract( dirToTarget, self->s.pos.trBase, dirToTarget ); + distanceToTarget = VectorLength( dirToTarget ); + + distanceToTarget -= self->enemy->r.maxs[ 0 ]; + } + VectorNormalize( dirToTarget ); vectoangles( dirToTarget, self->s.angles2 ); @@ -625,12 +654,14 @@ qboolean ddef_checktarget( gentity_t *self, gentity_t *target, int range ) return qfalse; if( !target->client ) // is the target a bot or player? return qfalse; - if( target->client->ps.stats[ STAT_PTEAM ] == PTE_DROIDS ) // is the target one of us? + if( target->client->ps.stats[ STAT_PTEAM ] == PTE_DROIDS ) // one of us? return qfalse; if( target->client->sess.sessionTeam == TEAM_SPECTATOR ) // is the target alive? return qfalse; if( target->health <= 0 ) // is the target still alive? return qfalse; + if( target->client->ps.stats[ STAT_STATE ] & SS_BLOBLOCKED ) // locked? + return qfalse; VectorSubtract( target->r.currentOrigin, self->r.currentOrigin, distance ); if( VectorLength( distance ) > range ) // is the target within range? @@ -654,10 +685,8 @@ void ddef_findenemy( gentity_t *ent, int range ) { gentity_t *target; - target = g_entities; - //iterate through entities - for (; target < &g_entities[ level.num_entities ]; target++) + for( target = g_entities; target < &g_entities[ level.num_entities ]; target++ ) { //if target is not valid keep searching if( !ddef_checktarget( ent, target, range ) ) @@ -674,12 +703,12 @@ void ddef_findenemy( gentity_t *ent, int range ) /* ================ -DDef2_Think +DTrapper_Think think function for Droid Defense ================ */ -void DDef2_Think( gentity_t *self ) +void DTrapper_Think( gentity_t *self ) { int range = BG_FindRangeForBuildable( self->s.clientNum ); int firespeed = BG_FindFireSpeedForBuildable( self->s.clientNum ); @@ -1426,6 +1455,7 @@ void HSpawn_Think( gentity_t *self ) vec3_t mins, maxs, origin; gentity_t *ent; trace_t tr; + vec3_t up = { 0, 0, 1 }; BG_FindBBoxForClass( PCL_H_BASE, mins, maxs, NULL, NULL, NULL ); @@ -1435,13 +1465,20 @@ void HSpawn_Think( gentity_t *self ) //make sure we have power self->powered = findPower( self ); - trap_Trace( &tr, origin, mins, maxs, origin, self->s.number, MASK_SHOT ); - ent = &g_entities[ tr.entityNum ]; - - if( ent->s.eType == ET_BUILDABLE || ent->s.number == ENTITYNUM_WORLD ) + //only suicide if at rest + if( self->s.groundEntityNum ) { - G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); - return; + trap_Trace( &tr, origin, mins, maxs, origin, self->s.number, MASK_SHOT ); + ent = &g_entities[ tr.entityNum ]; + + if( ent->s.eType == ET_BUILDABLE || ent->s.number == ENTITYNUM_WORLD ) + { + G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); + return; + } + + if( ent->s.eType == ET_CORPSE ) + G_FreeEntity( ent ); //quietly remove } self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.clientNum ); @@ -1705,13 +1742,11 @@ gentity_t *G_buildItem( gentity_t *ent, buildable_t buildable, int distance, flo built->pain = DSpawn_Pain; break; -/* case BA_D_DEF2: - built->die = DDef1_Die; - built->think = DDef2_Think; + case BA_D_TRAPPER: + built->die = DBarricade_Die; + built->think = DTrapper_Think; built->pain = DSpawn_Pain; - built->enemy = NULL; - built->s.weapon = BG_FindProjTypeForBuildable( buildable ); - break;*/ + break; case BA_D_HIVEMIND: built->die = DSpawn_Die; @@ -1728,8 +1763,6 @@ gentity_t *G_buildItem( gentity_t *ent, buildable_t buildable, int distance, flo case BA_H_DEF3: built->die = HSpawn_Die; built->think = HDef_Think; - built->enemy = NULL; - built->s.weapon = BG_FindProjTypeForBuildable( buildable ); break; case BA_H_MCU: @@ -1779,6 +1812,8 @@ gentity_t *G_buildItem( gentity_t *ent, buildable_t buildable, int distance, flo built->s.number = built - g_entities; built->r.contents = CONTENTS_BODY; built->clipmask = MASK_PLAYERSOLID; + built->enemy = NULL; + built->s.weapon = BG_FindProjTypeForBuildable( buildable ); if( ent->client ) built->builtBy = ent->client->ps.clientNum; diff --git a/src/game/g_combat.c b/src/game/g_combat.c index bf36808a..fb4e073e 100644 --- a/src/game/g_combat.c +++ b/src/game/g_combat.c @@ -873,13 +873,9 @@ float G_CalcDamageModifier( vec3_t point, gentity_t *targ, gentity_t *attacker, clientHeight = targ->r.maxs[ 2 ] - targ->r.mins[ 2 ]; if( targ->client->ps.stats[ STAT_STATE ] & SS_WALLCLIMBING ) - { VectorCopy( targ->client->ps.grapplePoint, normal ); - } else - { VectorSet( normal, 0, 0, 1 ); - } VectorMA( targ->r.currentOrigin, targ->r.mins[ 2 ], normal, floor ); VectorSubtract( point, floor, pMINUSfloor ); diff --git a/src/game/g_local.h b/src/game/g_local.h index 74653277..f70ade0b 100644 --- a/src/game/g_local.h +++ b/src/game/g_local.h @@ -348,6 +348,7 @@ struct gclient_s { int lastPoisonTime; int lastGrabTime; //TA: yuck yuck hack urgh + int lastLockTime; //TA: " " int pouncePayload; //TA: amount of damage pounce attack will do qboolean allowedToPounce; @@ -616,7 +617,7 @@ gentity_t *fire_flamer( gentity_t *self, vec3_t start, vec3_t aimdir ); gentity_t *fire_plasma( gentity_t *self, vec3_t start, vec3_t aimdir ); gentity_t *fire_grenade( gentity_t *self, vec3_t start, vec3_t aimdir ); gentity_t *fire_rocket( gentity_t *self, vec3_t start, vec3_t dir ); -gentity_t *fire_sawblade( gentity_t *self, vec3_t start, vec3_t dir ); +gentity_t *fire_lockblob( gentity_t *self, vec3_t start, vec3_t dir ); gentity_t *fire_bfg( gentity_t *self, vec3_t start, vec3_t dir ); gentity_t *fire_grapple( gentity_t *self, vec3_t start, vec3_t dir ); diff --git a/src/game/g_missile.c b/src/game/g_missile.c index 819f19e6..46fe9239 100644 --- a/src/game/g_missile.c +++ b/src/game/g_missile.c @@ -83,7 +83,7 @@ void G_ExplodeMissile( gentity_t *ent ) { ent->s.eType = ET_GENERAL; //TA: tired... can't be fucked... hack - if( ent->s.weapon != WP_SAWBLADE_LAUNCHER ) + if( ent->s.weapon != WP_LOCKBLOB_LAUNCHER ) G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( dir ) ); ent->freeAfterEvent = qtrue; @@ -140,7 +140,8 @@ void G_MissileImpact( gentity_t *ent, trace_t *trace ) { } } - if (!strcmp(ent->classname, "hook")) { + if( !strcmp( ent->classname, "hook" ) ) + { gentity_t *nent; vec3_t v; @@ -185,6 +186,16 @@ void G_MissileImpact( gentity_t *ent, trace_t *trace ) { return; } + if( !strcmp( ent->classname, "lockblob" ) ) + { + if( other->client && other->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + other->client->ps.stats[ STAT_STATE ] |= SS_BLOBLOCKED; + other->client->lastLockTime = level.time; + VectorCopy( other->client->ps.viewangles, other->client->ps.grapplePoint ); + } + } + // is it cheaper in bandwidth to just remove this ent and create a new // one, rather than changing the missile into the explosion? @@ -490,26 +501,25 @@ gentity_t *fire_rocket (gentity_t *self, vec3_t start, vec3_t dir) { /* ================= -fire_sawblade +fire_lockblob ================= */ -gentity_t *fire_sawblade( gentity_t *self, vec3_t start, vec3_t dir ) +gentity_t *fire_lockblob( gentity_t *self, vec3_t start, vec3_t dir ) { gentity_t *bolt; VectorNormalize ( dir ); bolt = G_Spawn( ); - bolt->classname = "sawblade"; - bolt->nextthink = level.time + 5000; + bolt->classname = "lockblob"; + bolt->nextthink = level.time + 15000; bolt->think = G_ExplodeMissile; bolt->s.eType = ET_MISSILE; bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; - bolt->s.eFlags = EF_BOUNCE; - bolt->s.weapon = WP_SAWBLADE_LAUNCHER; + bolt->s.weapon = WP_LOCKBLOB_LAUNCHER; bolt->r.ownerNum = self->s.number; bolt->parent = self; - bolt->damage = 100; + bolt->damage = 0; bolt->splashDamage = 0; bolt->splashRadius = 0; bolt->methodOfDeath = MOD_ROCKET; @@ -520,7 +530,7 @@ gentity_t *fire_sawblade( gentity_t *self, vec3_t start, vec3_t dir ) bolt->s.pos.trType = TR_LINEAR; bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame VectorCopy( start, bolt->s.pos.trBase ); - VectorScale( dir, 1000, bolt->s.pos.trDelta ); + VectorScale( dir, 500, bolt->s.pos.trDelta ); SnapVector( bolt->s.pos.trDelta ); // save net bandwidth VectorCopy (start, bolt->r.currentOrigin); diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c index 3e2e2caa..85a9b59d 100644 --- a/src/game/g_weapon.c +++ b/src/game/g_weapon.c @@ -346,11 +346,11 @@ SAWBLADE ====================================================================== */ -void Weapon_SawbladeLauncher_Fire( gentity_t *ent ) +void Weapon_LockBlobLauncher_Fire( gentity_t *ent ) { gentity_t *m; - m = fire_sawblade( ent, muzzle, forward ); + m = fire_lockblob( ent, muzzle, forward ); // VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics } @@ -774,6 +774,7 @@ void Weapon_Grab_Fire( gentity_t *ent ) //lock client traceEnt->client->ps.stats[ STAT_STATE ] |= SS_GRABBED; traceEnt->client->lastGrabTime = level.time; + VectorCopy( traceEnt->client->ps.viewangles, traceEnt->client->ps.grapplePoint ); } } @@ -1024,7 +1025,7 @@ void FireWeapon2( gentity_t *ent ) case WP_RAILGUN: weapon_railgun_fire( ent ); break; - case WP_SAWBLADE_LAUNCHER: + case WP_LOCKBLOB_LAUNCHER: break; case WP_BFG: BFG_Fire( ent ); @@ -1111,8 +1112,8 @@ void FireWeapon( gentity_t *ent ) case WP_RAILGUN: weapon_railgun_fire( ent ); break; - case WP_SAWBLADE_LAUNCHER: - Weapon_SawbladeLauncher_Fire( ent ); + case WP_LOCKBLOB_LAUNCHER: + Weapon_LockBlobLauncher_Fire( ent ); break; case WP_BFG: BFG_Fire( ent ); |