summaryrefslogtreecommitdiff
path: root/src
diff options
context:
space:
mode:
authorTim Angus <tim@ngus.net>2002-01-09 15:19:20 +0000
committerTim Angus <tim@ngus.net>2002-01-09 15:19:20 +0000
commit3e4618de385abe5747751c36690c96e9f36c6480 (patch)
tree8263de0c68aa4927b2d742a5a2d51d6e8fc106df /src
parentab77b5a66d9261cf338dbcb9b551b629375a4f25 (diff)
A bunch of stuff
Diffstat (limited to 'src')
-rw-r--r--src/cgame/cg_consolecmds.c1
-rw-r--r--src/cgame/cg_ents.c32
-rw-r--r--src/cgame/cg_weapons.c6
-rw-r--r--src/game/bg_misc.c24
-rw-r--r--src/game/bg_pmove.c1
-rw-r--r--src/game/bg_public.h3
-rw-r--r--src/game/g_active.c2
-rw-r--r--src/game/g_client.c49
-rw-r--r--src/game/g_cmds.c25
-rw-r--r--src/game/g_combat.c13
-rw-r--r--src/game/g_local.h2
-rw-r--r--src/game/g_missile.c6
-rw-r--r--src/game/g_weapon.c309
13 files changed, 279 insertions, 194 deletions
diff --git a/src/cgame/cg_consolecmds.c b/src/cgame/cg_consolecmds.c
index 697796de..63e095df 100644
--- a/src/cgame/cg_consolecmds.c
+++ b/src/cgame/cg_consolecmds.c
@@ -324,6 +324,7 @@ void CG_InitConsoleCommands( void ) {
trap_AddCommand ("sell");
trap_AddCommand ("deposit");
trap_AddCommand ("withdraw");
+ trap_AddCommand ("spawnbody");
trap_AddCommand ("itemact");
trap_AddCommand ("itemdeact");
trap_AddCommand ("itemtoggle");
diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c
index a7e95e1c..8cc0fe1b 100644
--- a/src/cgame/cg_ents.c
+++ b/src/cgame/cg_ents.c
@@ -289,20 +289,21 @@ static void CG_Missile( centity_t *cent )
break;
case WP_FLAMER:
- fraction = ( ( cg.time - s1->pos.trTime ) / FIREBALL_LIFETIME );
-
- if( fraction > 1.0f )
- fraction = 1.0f;
+ {
+ fraction = ( ( cg.time - s1->pos.trTime ) / FIREBALL_LIFETIME );
- ent.reType = RT_SPRITE;
- ent.radius = fraction * 32;
- ent.shaderTime = s1->pos.trTime / 1000.0f;
- ent.rotation = 0;
-
- index = (int)( fraction * 31 );
- ent.customShader = cgs.media.flameShader[ index ];
- trap_R_AddRefEntityToScene( &ent );
- return;
+ if( fraction > 1.0f )
+ fraction = 1.0f;
+
+ ent.reType = RT_SPRITE;
+ ent.radius = fraction * 32;
+ ent.rotation = s1->generic1;
+
+ index = (int)( fraction * 31 );
+ ent.customShader = cgs.media.flameShader[ index ];
+ trap_R_AddRefEntityToScene( &ent );
+ return;
+ }
break;
default:
@@ -910,7 +911,7 @@ void CG_AddPacketEntities( void ) {
cgIP.numAlienClients = 0;
cgIP.numHumanClients = 0;
- for ( num = 0 ; num < cg.snap->numEntities ; num++ )
+ for( num = 0 ; num < cg.snap->numEntities ; num++ )
{
cent = &cg_entities[ cg.snap->entities[ num ].number ];
@@ -953,7 +954,8 @@ void CG_AddPacketEntities( void ) {
//Com_Printf( "%d %d\n", cgIP.numAlienClients, cgIP.numHumanClients );
// add each entity sent over by the server
- for ( num = 0 ; num < cg.snap->numEntities ; num++ ) {
+ for( num = 0; num < cg.snap->numEntities; num++ )
+ {
cent = &cg_entities[ cg.snap->entities[ num ].number ];
CG_AddCEntity( cent );
}
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c
index 1df76a89..089df54f 100644
--- a/src/cgame/cg_weapons.c
+++ b/src/cgame/cg_weapons.c
@@ -650,6 +650,8 @@ void CG_RegisterWeapon( int weaponNum )
switch( weaponNum )
{
case WP_TESLAGEN:
+ case WP_AREA_ZAP:
+ case WP_DIRECT_ZAP:
MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/melee/fsthum.wav", qfalse );
weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/lightning/lg_hum.wav", qfalse );
@@ -1741,6 +1743,8 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im
{
default:
case WP_TESLAGEN:
+ case WP_AREA_ZAP:
+ case WP_DIRECT_ZAP:
mod = cgs.media.lightningExplosionModel;
shader = cgs.media.lightningShader;
sfx = cgs.media.sfx_lghit;
@@ -1754,7 +1758,7 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im
isSprite = qtrue;
break;
case WP_FLAMER:
- sfx = cgs.media.sfx_lghit;
+ sfx = cgs.media.sfx_plasmaexp;
mark = cgs.media.burnMarkShader;
radius = 32;
break;
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c
index a7c21ba7..506bf599 100644
--- a/src/game/bg_misc.c
+++ b/src/game/bg_misc.c
@@ -1960,7 +1960,7 @@ weaponAttributes_t bg_weapons[ ] =
0, //int clips;
0, //int maxClips;
qfalse, //int infiniteAmmo;
- 40, //int repeatRate;
+ 20, //int repeatRate;
0, //int reloadTime;
qfalse, //qboolean hasAltMode;
qfalse, //qboolean synced;
@@ -2160,7 +2160,7 @@ weaponAttributes_t bg_weapons[ ] =
0, //int clips;
0, //int maxClips;
qtrue, //int infiniteAmmo;
- 500, //int repeatRate;
+ 1500, //int repeatRate;
0, //int reloadTime;
qfalse, //qboolean hasAltMode;
qfalse, //qboolean synced;
@@ -2168,6 +2168,26 @@ weaponAttributes_t bg_weapons[ ] =
WUT_ALIENS //WUTeam_t team;
},
{
+ WP_DIRECT_ZAP, //int weaponNum;
+ 100, //int price;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ SLOT_WEAPON, //int slots;
+ "directzap", //char *weaponName;
+ "Directed Zap", //char *weaponHumanName;
+ { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
+ "icons/iconw_gauntlet",
+ 0, //int quan;
+ 0, //int clips;
+ 0, //int maxClips;
+ qtrue, //int infiniteAmmo;
+ 1500, //int repeatRate;
+ 0, //int reloadTime;
+ qtrue, //qboolean hasAltMode;
+ qfalse, //qboolean synced;
+ qfalse, //qboolean purchasable;
+ WUT_ALIENS //WUTeam_t team;
+ },
+ {
WP_POUNCE, //int weaponNum;
100, //int price;
( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c
index c0ba5e82..42281d8d 100644
--- a/src/game/bg_pmove.c
+++ b/src/game/bg_pmove.c
@@ -2487,7 +2487,6 @@ void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd )
ps->delta_angles[ i ] -= ANGLE2SHORT( fabs( diff ) * 0.05f );
}
}
-
}
diff --git a/src/game/bg_public.h b/src/game/bg_public.h
index dbeb7e43..42e92464 100644
--- a/src/game/bg_public.h
+++ b/src/game/bg_public.h
@@ -32,7 +32,7 @@
#define ITEM_RADIUS 15 // item sizes are needed for client side pickup detection
-#define LIGHTNING_RANGE 768
+#define LIGHTNING_RANGE 1024
#define SCORE_NOT_PRESENT -9999 // for the CS_SCORES[12] when only one player is present
@@ -338,6 +338,7 @@ typedef enum
WP_GRAB_CLAW,
WP_POUNCE,
WP_AREA_ZAP,
+ WP_DIRECT_ZAP,
WP_MASS_DRIVER,
WP_PULSE_RIFLE,
diff --git a/src/game/g_active.c b/src/game/g_active.c
index 871db488..0767afe5 100644
--- a/src/game/g_active.c
+++ b/src/game/g_active.c
@@ -842,7 +842,7 @@ void ClientThink_real( gentity_t *ent ) {
client->ps.pm_type = PM_NORMAL;
if( client->ps.stats[ STAT_STATE ] & SS_GRABBED &&
- client->lastGrabTime + 500 < level.time )
+ client->lastGrabTime + BG_FindRepeatRateForWeapon( WP_GRAB_CLAW ) + 100 < level.time )
client->ps.stats[ STAT_STATE ] &= ~SS_GRABBED;
if( client->ps.stats[ STAT_STATE ] & SS_BLOBLOCKED &&
diff --git a/src/game/g_client.c b/src/game/g_client.c
index 806af002..5decc90b 100644
--- a/src/game/g_client.c
+++ b/src/game/g_client.c
@@ -679,13 +679,12 @@ void SpawnCorpse( gentity_t *ent )
VectorCopy( ent->r.currentOrigin, origin );
- trap_UnlinkEntity (ent);
+ /*trap_UnlinkEntity( ent );*/
// if client is in a nodrop area, don't leave the body
- contents = trap_PointContents( ent->s.origin, -1 );
- if ( contents & CONTENTS_NODROP ) {
+ contents = trap_PointContents( origin, -1 );
+ if( contents & CONTENTS_NODROP )
return;
- }
body = G_Spawn( );
@@ -727,20 +726,21 @@ void SpawnCorpse( gentity_t *ent )
body->use = useBody;
- switch ( body->s.legsAnim & ~ANIM_TOGGLEBIT ) {
- case BOTH_DEATH1:
- case BOTH_DEAD1:
- body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD1;
- break;
- case BOTH_DEATH2:
- case BOTH_DEAD2:
- body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD2;
- break;
- case BOTH_DEATH3:
- case BOTH_DEAD3:
- default:
- body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD3;
- break;
+ switch( body->s.legsAnim & ~ANIM_TOGGLEBIT )
+ {
+ case BOTH_DEATH1:
+ case BOTH_DEAD1:
+ body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD1;
+ break;
+ case BOTH_DEATH2:
+ case BOTH_DEAD2:
+ body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD2;
+ break;
+ case BOTH_DEATH3:
+ case BOTH_DEAD3:
+ default:
+ body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD3;
+ break;
}
body->takedamage = qfalse;
@@ -751,8 +751,8 @@ void SpawnCorpse( gentity_t *ent )
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;
+ body->health = ent->health = ent->client->ps.stats[ STAT_HEALTH ];
+ ent->health = ent->client->ps.stats[ STAT_HEALTH ] = GIB_HEALTH - 1;
//change body dimensions
BG_FindBBoxForClass( ent->client->ps.stats[ STAT_PCLASS ], NULL, NULL, NULL, body->r.mins, body->r.maxs );
@@ -770,7 +770,6 @@ void SpawnCorpse( gentity_t *ent )
VectorCopy ( body->s.pos.trBase, body->r.currentOrigin );
trap_LinkEntity( body );
-
}
//======================================================================
@@ -1487,13 +1486,13 @@ void ClientSpawn( gentity_t *ent, gentity_t *spawn )
break;
case PCL_A_O_LEV3:
- BG_packWeapon( WP_VENOM, client->ps.stats );
- BG_packAmmoArray( WP_VENOM, client->ps.ammo, client->ps.powerups, 0, 0, 0 );
+ BG_packWeapon( WP_AREA_ZAP, client->ps.stats );
+ BG_packAmmoArray( WP_AREA_ZAP, client->ps.ammo, client->ps.powerups, 0, 0, 0 );
break;
case PCL_A_O_LEV3_UPG:
- BG_packWeapon( WP_VENOM, client->ps.stats );
- BG_packAmmoArray( WP_VENOM, client->ps.ammo, client->ps.powerups, 0, 0, 0 );
+ BG_packWeapon( WP_DIRECT_ZAP, client->ps.stats );
+ BG_packAmmoArray( WP_DIRECT_ZAP, client->ps.ammo, client->ps.powerups, 0, 0, 0 );
break;
case PCL_A_O_LEV4:
diff --git a/src/game/g_cmds.c b/src/game/g_cmds.c
index 10680949..d0c53d91 100644
--- a/src/game/g_cmds.c
+++ b/src/game/g_cmds.c
@@ -2250,6 +2250,29 @@ void Cmd_Boost_f( gentity_t *ent )
/*
=================
+Cmd_Spawnbody_f
+=================
+*/
+void Cmd_Spawnbody_f( gentity_t *ent )
+{
+ gentity_t *dummy = G_Spawn( );
+ vec3_t forward;
+
+ AngleVectors( ent->client->ps.viewangles, forward, NULL, NULL );
+ VectorMA( ent->client->ps.origin, 128.0f, forward, dummy->r.currentOrigin );
+
+ dummy->client->ps.stats[ STAT_PTEAM ] = PTE_HUMANS;
+ dummy->client->ps.stats[ STAT_PCLASS ] = PCL_H_BASE;
+
+ dummy->client->lasthurt_client = dummy->client->ps.clientNum = -1;
+
+ SpawnCorpse( dummy );
+
+ G_FreeEntity( dummy );
+}
+
+/*
+=================
ClientCommand
=================
*/
@@ -2377,6 +2400,8 @@ void ClientCommand( int clientNum ) {
Cmd_SetViewpos_f( ent );
else if (Q_stricmp (cmd, "stats") == 0)
Cmd_Stats_f( ent );
+ else if (Q_stricmp (cmd, "spawnbody") == 0)
+ Cmd_Spawnbody_f( ent );
else
trap_SendServerCommand( clientNum, va("print \"unknown cmd %s\n\"", cmd ) );
}
diff --git a/src/game/g_combat.c b/src/game/g_combat.c
index e0f0e0ea..391a4800 100644
--- a/src/game/g_combat.c
+++ b/src/game/g_combat.c
@@ -1076,13 +1076,6 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
return;
}
- //TA: handicaps.. WTF is all that about? If someone is shit they deserve to die.
- // reduce damage by the attacker's handicap value
- // unless they are rocket jumping
- /*if ( attacker->client && attacker != targ ) {
- damage = damage * attacker->client->ps.stats[STAT_MAX_HEALTH] / 100;
- }*/
-
client = targ->client;
if( client )
@@ -1385,9 +1378,6 @@ qboolean G_SelectiveRadiusDamage ( vec3_t origin, gentity_t *attacker, float dam
points = damage * ( 1.0 - dist / radius );
if( CanDamage (ent, origin) ) {
- if( LogAccuracyHit( ent, attacker ) ) {
- hitClient = qtrue;
- }
VectorSubtract (ent->r.currentOrigin, origin, dir);
// push the center of mass higher than the origin so players
// get knocked into the air more
@@ -1455,9 +1445,6 @@ qboolean G_RadiusDamage ( vec3_t origin, gentity_t *attacker, float damage, floa
points = damage * ( 1.0 - dist / radius );
if( CanDamage (ent, origin) ) {
- if( LogAccuracyHit( ent, attacker ) ) {
- hitClient = qtrue;
- }
VectorSubtract (ent->r.currentOrigin, origin, dir);
// push the center of mass higher than the origin so players
// get knocked into the air more
diff --git a/src/game/g_local.h b/src/game/g_local.h
index aeba3c64..ff58b36f 100644
--- a/src/game/g_local.h
+++ b/src/game/g_local.h
@@ -348,6 +348,8 @@ struct gclient_s {
qboolean allowedToPounce;
vec3_t hovelOrigin; //TA: player origin before entering hovel
+
+ int lastFlameBall; //TA: s.number of the last flame ball fired
};
#define MAX_LOCDAMAGE_TEXT 8192
diff --git a/src/game/g_missile.c b/src/game/g_missile.c
index 03478674..f715bf21 100644
--- a/src/game/g_missile.c
+++ b/src/game/g_missile.c
@@ -115,10 +115,6 @@ void G_MissileImpact( gentity_t *ent, trace_t *trace ) {
if ( ent->damage ) {
vec3_t velocity;
- if( LogAccuracyHit( other, &g_entities[ent->r.ownerNum] ) ) {
- g_entities[ent->r.ownerNum].client->accuracy_hits++;
- hitClient = qtrue;
- }
BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity );
if ( VectorLength( velocity ) == 0 ) {
velocity[2] = 1; // stepped on a grenade
@@ -258,6 +254,8 @@ gentity_t *fire_flamer( gentity_t *self, vec3_t start, vec3_t dir )
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_FLAMER;
bolt->r.ownerNum = self->s.number;
+ //random rotation for the flame sprite
+ bolt->s.generic1 = rand( ) % 360;
bolt->parent = self;
bolt->damage = 60;
bolt->splashDamage = 65;
diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c
index e0dec309..f08ae2fe 100644
--- a/src/game/g_weapon.c
+++ b/src/game/g_weapon.c
@@ -28,27 +28,20 @@ static vec3_t muzzle;
G_BounceProjectile
================
*/
-void G_BounceProjectile( vec3_t start, vec3_t impact, vec3_t dir, vec3_t endout ) {
+void G_BounceProjectile( vec3_t start, vec3_t impact, vec3_t dir, vec3_t endout )
+{
vec3_t v, newv;
float dot;
VectorSubtract( impact, start, v );
dot = DotProduct( v, dir );
- VectorMA( v, -2*dot, dir, newv );
+ VectorMA( v, -2 * dot, dir, newv );
VectorNormalize(newv);
VectorMA(impact, 8192, newv, endout);
}
/*
-======================================================================
-
-MACHINEGUN
-
-======================================================================
-*/
-
-/*
======================
SnapVectorTowards
@@ -58,18 +51,27 @@ rather than blindly truncating. This prevents it from truncating
into a wall.
======================
*/
-void SnapVectorTowards( vec3_t v, vec3_t to ) {
+void SnapVectorTowards( vec3_t v, vec3_t to )
+{
int i;
- for ( i = 0 ; i < 3 ; i++ ) {
- if ( to[i] <= v[i] ) {
- v[i] = (int)v[i];
- } else {
- v[i] = (int)v[i] + 1;
- }
+ for( i = 0 ; i < 3 ; i++ )
+ {
+ if( to[ i ] <= v[ i ] )
+ v[ i ] = (int)v[ i ];
+ else
+ v[ i ] = (int)v[ i ] + 1;
}
}
+/*
+======================================================================
+
+MACHINEGUN
+
+======================================================================
+*/
+
#define MACHINEGUN_SPREAD 200
#define MACHINEGUN_DAMAGE 7
#define MACHINEGUN_TEAM_DAMAGE 5 // wimpier MG in teamplay
@@ -77,7 +79,7 @@ void SnapVectorTowards( vec3_t v, vec3_t to ) {
#define CHAINGUN_SPREAD 1200
#define CHAINGUN_DAMAGE 14
-void Bullet_Fire( gentity_t *ent, float spread, int damage, int mod )
+void bulletFire( gentity_t *ent, float spread, int damage, int mod )
{
trace_t tr;
vec3_t end;
@@ -107,8 +109,6 @@ void Bullet_Fire( gentity_t *ent, float spread, int damage, int mod )
{
tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_FLESH );
tent->s.eventParm = traceEnt->s.number;
- if( LogAccuracyHit( traceEnt, ent ) )
- ent->client->accuracy_hits++;
}
else
{
@@ -139,7 +139,7 @@ void massDriverFire( gentity_t *ent )
gentity_t *tent;
gentity_t *traceEnt;
- VectorMA( muzzle, 8192*16, forward, end );
+ VectorMA( muzzle, 8192 * 16, forward, end );
trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );
if( tr.surfaceFlags & SURF_NOIMPACT )
@@ -169,7 +169,7 @@ LOCKBLOB
======================================================================
*/
-void Weapon_LockBlobLauncher_Fire( gentity_t *ent )
+void lockBlobLauncherFire( gentity_t *ent )
{
gentity_t *m;
@@ -186,7 +186,8 @@ PLASMAGUN
======================================================================
*/
-void Weapon_Plasma_Fire (gentity_t *ent) {
+void plasmaFire( gentity_t *ent )
+{
gentity_t *m;
m = fire_plasma (ent, muzzle, forward);
@@ -202,7 +203,7 @@ PULSE RIFLE
======================================================================
*/
-void Weapon_PulseRifle_Fire (gentity_t *ent)
+void pulseRifleFire( gentity_t *ent )
{
gentity_t *m;
@@ -219,10 +220,11 @@ FLAME THROWER
======================================================================
*/
-void Weapon_Flamer_Fire (gentity_t *ent) {
+void flamerFire( gentity_t *ent )
+{
gentity_t *m;
- m = fire_flamer (ent, muzzle, forward);
+ m = fire_flamer( ent, muzzle, forward );
VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
}
@@ -236,7 +238,7 @@ TESLA GENERATOR
*/
-void Weapon_TeslaFire( gentity_t *ent )
+void teslaFire( gentity_t *ent )
{
trace_t tr;
vec3_t end;
@@ -266,9 +268,6 @@ void Weapon_TeslaFire( gentity_t *ent )
// send railgun beam effect
tent = G_TempEntity( tr.endpos, EV_TESLATRAIL );
- // set player number for custom colors on the railtrail
- tent->s.clientNum = ent->s.clientNum;
-
VectorCopy( muzzle, tent->s.origin2 );
// move origin a bit to come closer to the drawn gun muzzle
VectorMA( tent->s.origin2, 16, up, tent->s.origin2 );
@@ -291,23 +290,12 @@ BUILD GUN
======================================================================
*/
-
-/*
-===============
-Weapon_Cancel_Build
-===============
-*/
-void Weapon_Cancel_Build( gentity_t *ent )
+void cancelBuildFire( gentity_t *ent )
{
ent->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE;
}
-/*
-===============
-Weapon_Build_Fire
-===============
-*/
-void Weapon_Build_Fire( gentity_t *ent, dynMenu_t menu )
+void buildFire( gentity_t *ent, dynMenu_t menu )
{
if( ( ent->client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) > BA_NONE )
{
@@ -384,15 +372,6 @@ qboolean CheckVenomAttack( gentity_t *ent )
}
/*
-===============
-Weapon_Venom_Fire
-===============
-*/
-void Weapon_Venom_Fire( gentity_t *ent )
-{
-}
-
-/*
======================================================================
GRAB AND CLAW
@@ -400,12 +379,7 @@ GRAB AND CLAW
======================================================================
*/
-/*
-===============
-Weapon_GClaw_Fire
-===============
-*/
-void Weapon_GClaw_Fire( gentity_t *ent )
+void gClawFire( gentity_t *ent )
{
trace_t tr;
vec3_t end;
@@ -413,7 +387,7 @@ void Weapon_GClaw_Fire( gentity_t *ent )
gentity_t *traceEnt;
// set aiming directions
- AngleVectors (ent->client->ps.viewangles, forward, right, up);
+ AngleVectors( ent->client->ps.viewangles, forward, right, up );
CalcMuzzlePoint( ent, forward, right, up, muzzle );
@@ -438,12 +412,7 @@ void Weapon_GClaw_Fire( gentity_t *ent )
G_Damage( traceEnt, ent, ent, forward, tr.endpos, 5, DAMAGE_NO_KNOCKBACK, MOD_VENOM );
}
-/*
-===============
-Weapon_Grab_Fire
-===============
-*/
-void Weapon_Grab_Fire( gentity_t *ent )
+void grabFire( gentity_t *ent )
{
trace_t tr;
vec3_t end;
@@ -476,7 +445,9 @@ 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 );
+
+ if( !( traceEnt->client->ps.stats[ STAT_STATE ] & SS_GRABBED ) )
+ VectorCopy( traceEnt->client->ps.viewangles, traceEnt->client->ps.grapplePoint );
}
}
@@ -526,10 +497,10 @@ CLAW AND POUNCE
/*
===============
-Weapon_Claw_Fire
+clawFire
===============
*/
-void Weapon_Claw_Fire( gentity_t *ent )
+void clawFire( gentity_t *ent )
{
trace_t tr;
vec3_t end;
@@ -582,25 +553,25 @@ qboolean CheckPounceAttack( gentity_t *ent )
return qfalse;
// set aiming directions
- AngleVectors (ent->client->ps.viewangles, forward, right, up);
+ AngleVectors( ent->client->ps.viewangles, forward, right, up );
CalcMuzzlePoint( ent, forward, right, up, muzzle );
- VectorMA (muzzle, 48, forward, end);
+ VectorMA( muzzle, 48, forward, end );
- trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT);
+ trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );
//miss
if( tr.fraction >= 1.0 )
return qfalse;
- if ( tr.surfaceFlags & SURF_NOIMPACT )
+ if( tr.surfaceFlags & SURF_NOIMPACT )
return qfalse;
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;
@@ -620,45 +591,119 @@ qboolean CheckPounceAttack( gentity_t *ent )
return qtrue;
}
-//======================================================================
+/*
+======================================================================
+
+ZAP
+
+======================================================================
+*/
+
+#define AREAZAP_DAMAGE 500.0f
/*
===============
-LogAccuracyHit
+areaZapFire
===============
*/
-qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker )
-{
- //TA: theres a crash bug in here somewhere, but i'm too lazy to find it hence,
- return qfalse;
+void areaZapFire( gentity_t *ent )
+{
+ int entityList[ MAX_GENTITIES ];
+ int targetList[ MAX_GENTITIES ];
+ vec3_t range = { 200, 200, 200 };
+ vec3_t mins, maxs, dir;
+ int i, num, numTargets = 0;
+ gentity_t *enemy;
+ gentity_t *tent;
+ trace_t tr;
+ int damage;
+
+ VectorAdd( muzzle, range, maxs );
+ VectorSubtract( muzzle, range, mins );
- /*if( !target->takedamage ) {
- return qfalse;
- }
+ //do some damage
+ num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
+ for( i = 0; i < num; i++ )
+ {
+ enemy = &g_entities[ entityList[ i ] ];
+
+ if( ( enemy->client && enemy->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) ||
+ ( enemy->s.eType == ET_BUILDABLE && BG_FindTeamForBuildable( enemy->s.modelindex ) == BIT_HUMANS ) )
+ {
+ trap_Trace( &tr, muzzle, NULL, NULL, enemy->s.origin, ent->s.number, MASK_SHOT );
+
+ //can't see target from here
+ if( tr.entityNum == ENTITYNUM_WORLD )
+ continue;
- if ( target == attacker ) {
- return qfalse;
+ targetList[ numTargets++ ] = entityList[ i ];
+ }
}
- if( !target->client ) {
- return qfalse;
- }
+ damage = (int)( AREAZAP_DAMAGE / (float)numTargets );
+ for( i = 0; i < numTargets; i++ )
+ {
+ enemy = &g_entities[ targetList[ i ] ];
- if( !attacker->client ) {
- return qfalse;
- }
+ VectorSubtract( enemy->s.origin, muzzle, dir );
+ VectorNormalize( dir );
+
+ G_Damage( enemy, ent, ent, dir, tr.endpos,
+ damage, DAMAGE_NO_KNOCKBACK, MOD_LIGHTNING );
+
+ // snap the endpos to integers to save net bandwidth, but nudged towards the line
+ SnapVectorTowards( tr.endpos, muzzle );
- if( target->client->ps.stats[STAT_HEALTH] <= 0 ) {
- return qfalse;
+ // send railgun beam effect
+ tent = G_TempEntity( enemy->s.pos.trBase, EV_TESLATRAIL );
+
+ VectorCopy( muzzle, tent->s.origin2 );
}
+}
- if ( OnSameTeam( target, attacker ) ) {
- return qfalse;
+/*
+===============
+directZapFire
+===============
+*/
+void directZapFire( gentity_t *ent )
+{
+ trace_t tr;
+ vec3_t end;
+ gentity_t *traceEnt, *tent;
+ int damage, i, passent;
+
+ damage = 100;
+
+ VectorMA( muzzle, LIGHTNING_RANGE, forward, end );
+
+ trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );
+
+ if( tr.entityNum != ENTITYNUM_NONE )
+ traceEnt = &g_entities[ tr.entityNum ];
+
+ if( traceEnt->takedamage )
+ {
+ G_Damage( traceEnt, ent, ent, forward, tr.endpos,
+ damage, 0, MOD_LIGHTNING);
}
- return qtrue;*/
+ // snap the endpos to integers to save net bandwidth, but nudged towards the line
+ SnapVectorTowards( tr.endpos, muzzle );
+
+ // send railgun beam effect
+ tent = G_TempEntity( tr.endpos, EV_TESLATRAIL );
+
+ VectorCopy( muzzle, tent->s.origin2 );
+
+ // no explosion at end if SURF_NOIMPACT, but still make the trail
+ if( tr.surfaceFlags & SURF_NOIMPACT )
+ tent->s.eventParm = 255; // don't make the explosion at the end
+ else
+ tent->s.eventParm = DirToByte( tr.plane.normal );
}
+//======================================================================
/*
===============
@@ -667,10 +712,12 @@ CalcMuzzlePoint
set muzzle location relative to pivoting eye
===============
*/
-void CalcMuzzlePoint( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint ) {
+void CalcMuzzlePoint( 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;
+ muzzlePoint[ 2 ] += ent->client->ps.viewheight;
VectorMA( muzzlePoint, 1, forward, muzzlePoint );
+ VectorMA( muzzlePoint, 1, right, muzzlePoint );
// snap to integer coordinates for more efficient network bandwidth usage
SnapVector( muzzlePoint );
}
@@ -685,7 +732,7 @@ void FireWeapon2( gentity_t *ent )
if( ent->client )
{
// set aiming directions
- AngleVectors (ent->client->ps.viewangles, forward, right, up);
+ AngleVectors( ent->client->ps.viewangles, forward, right, up );
CalcMuzzlePoint( ent, forward, right, up, muzzle );
}
else
@@ -698,47 +745,43 @@ void FireWeapon2( gentity_t *ent )
switch( ent->s.weapon )
{
case WP_TESLAGEN:
- Weapon_TeslaFire( ent );
+ teslaFire( ent );
break;
case WP_MACHINEGUN:
- Bullet_Fire( ent, MACHINEGUN_SPREAD, MACHINEGUN_DAMAGE, MOD_MACHINEGUN );
+ bulletFire( ent, MACHINEGUN_SPREAD, MACHINEGUN_DAMAGE, MOD_MACHINEGUN );
break;
case WP_CHAINGUN:
- Bullet_Fire( ent, CHAINGUN_SPREAD, CHAINGUN_DAMAGE, MOD_CHAINGUN );
+ bulletFire( ent, CHAINGUN_SPREAD, CHAINGUN_DAMAGE, MOD_CHAINGUN );
break;
case WP_FLAMER:
- Weapon_Flamer_Fire( ent );
+ flamerFire( ent );
break;
case WP_PLASMAGUN:
- Weapon_Plasma_Fire( ent );
+ plasmaFire( ent );
break;
case WP_PULSE_RIFLE:
- Weapon_PulseRifle_Fire( ent );
+ pulseRifleFire( ent );
break;
case WP_MASS_DRIVER:
massDriverFire( ent );
break;
case WP_LOCKBLOB_LAUNCHER:
break;
- case WP_VENOM:
- Weapon_Venom_Fire( ent );
- break;
case WP_GRAB_CLAW:
- Weapon_Grab_Fire( ent );
+ grabFire( ent );
+ break;
+ case WP_AREA_ZAP:
+ case WP_DIRECT_ZAP:
+ areaZapFire( ent );
break;
+ case WP_VENOM:
case WP_POUNCE:
break;
case WP_ABUILD:
- Weapon_Cancel_Build( ent );
- break;
case WP_ABUILD2:
- Weapon_Cancel_Build( ent );
- break;
case WP_HBUILD:
- Weapon_Cancel_Build( ent );
- break;
case WP_HBUILD2:
- Weapon_Cancel_Build( ent );
+ cancelBuildFire( ent );
break;
default:
// FIXME G_Error( "Bad ent->s.weapon" );
@@ -756,13 +799,12 @@ void FireWeapon( gentity_t *ent )
if( ent->client )
{
// set aiming directions
- AngleVectors (ent->client->ps.viewangles, forward, right, up);
+ AngleVectors( ent->client->ps.viewangles, forward, right, up );
CalcMuzzlePoint( ent, forward, right, up, muzzle );
}
else
{
AngleVectors( ent->turretAim, forward, right, up );
- /*AngleVectors( ent->s.angles2, forward, right, up );*/
VectorCopy( ent->s.pos.trBase, muzzle );
}
@@ -770,49 +812,54 @@ void FireWeapon( gentity_t *ent )
switch( ent->s.weapon )
{
case WP_TESLAGEN:
- Weapon_TeslaFire( ent );
+ teslaFire( ent );
break;
case WP_MACHINEGUN:
- Bullet_Fire( ent, MACHINEGUN_SPREAD, MACHINEGUN_DAMAGE, MOD_MACHINEGUN );
+ bulletFire( ent, MACHINEGUN_SPREAD, MACHINEGUN_DAMAGE, MOD_MACHINEGUN );
break;
case WP_CHAINGUN:
- Bullet_Fire( ent, CHAINGUN_SPREAD, CHAINGUN_DAMAGE, MOD_CHAINGUN );
+ bulletFire( ent, CHAINGUN_SPREAD, CHAINGUN_DAMAGE, MOD_CHAINGUN );
break;
case WP_FLAMER:
- Weapon_Flamer_Fire( ent );
+ flamerFire( ent );
break;
case WP_PLASMAGUN:
- Weapon_Plasma_Fire( ent );
+ plasmaFire( ent );
break;
case WP_PULSE_RIFLE:
- Weapon_PulseRifle_Fire( ent );
+ pulseRifleFire( ent );
break;
case WP_MASS_DRIVER:
massDriverFire( ent );
break;
case WP_LOCKBLOB_LAUNCHER:
- Weapon_LockBlobLauncher_Fire( ent );
+ lockBlobLauncherFire( ent );
break;
case WP_VENOM:
- Weapon_Venom_Fire( ent );
break;
case WP_GRAB_CLAW:
- Weapon_GClaw_Fire( ent );
+ gClawFire( ent );
break;
case WP_POUNCE:
- Weapon_Claw_Fire( ent );
+ clawFire( ent );
+ break;
+ case WP_AREA_ZAP:
+ areaZapFire( ent );
+ break;
+ case WP_DIRECT_ZAP:
+ directZapFire( ent );
break;
case WP_ABUILD:
- Weapon_Build_Fire( ent, MN_A_BUILD );
+ buildFire( ent, MN_A_BUILD );
break;
case WP_ABUILD2:
- Weapon_Build_Fire( ent, MN_A_BUILD );
+ buildFire( ent, MN_A_BUILD );
break;
case WP_HBUILD:
- Weapon_Build_Fire( ent, MN_H_BUILD );
+ buildFire( ent, MN_H_BUILD );
break;
case WP_HBUILD2:
- Weapon_Build_Fire( ent, MN_H_BUILD );
+ buildFire( ent, MN_H_BUILD );
break;
default:
// FIXME G_Error( "Bad ent->s.weapon" );