diff options
-rw-r--r-- | src/cgame/cg_ents.c | 92 | ||||
-rw-r--r-- | src/cgame/cg_players.c | 6 | ||||
-rw-r--r-- | src/cgame/cg_playerstate.c | 1 | ||||
-rw-r--r-- | src/cgame/cg_weapons.c | 21 | ||||
-rw-r--r-- | src/game/bg_misc.c | 53 | ||||
-rw-r--r-- | src/game/bg_pmove.c | 3 | ||||
-rw-r--r-- | src/game/bg_public.h | 2 | ||||
-rw-r--r-- | src/game/g_buildable.c | 199 | ||||
-rw-r--r-- | src/game/g_combat.c | 6 | ||||
-rw-r--r-- | src/game/g_local.h | 11 | ||||
-rw-r--r-- | src/game/g_main.c | 30 | ||||
-rw-r--r-- | src/game/g_missile.c | 53 | ||||
-rw-r--r-- | src/game/g_weapon.c | 51 |
13 files changed, 439 insertions, 89 deletions
diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c index 1c36c2f8..57b89fc6 100644 --- a/src/cgame/cg_ents.c +++ b/src/cgame/cg_ents.c @@ -377,10 +377,12 @@ static void CG_Item( centity_t *cent ) { CG_Missile =============== */ -static void CG_Missile( centity_t *cent ) { - refEntity_t ent; - entityState_t *s1; - const weaponInfo_t *weapon; +static void CG_Missile( centity_t *cent ) +{ + refEntity_t ent; + entityState_t *s1; + const weaponInfo_t *weapon; + vec3_t up; s1 = ¢->currentState; if ( s1->weapon > WP_NUM_WEAPONS ) { @@ -421,43 +423,55 @@ static void CG_Missile( centity_t *cent ) { VectorCopy( cent->lerpOrigin, ent.origin); VectorCopy( cent->lerpOrigin, ent.oldorigin); - if( cent->currentState.weapon == WP_PLASMAGUN ) - { - ent.reType = RT_SPRITE; - ent.radius = 16; - ent.rotation = 0; - ent.customShader = cgs.media.plasmaBallShader; - trap_R_AddRefEntityToScene( &ent ); - return; - } - - if( cent->currentState.weapon == WP_FLAMER ) + switch( cent->currentState.weapon ) { - ent.reType = RT_SPRITE; - ent.radius = ( ( cg.time - s1->pos.trTime ) * ( cg.time - s1->pos.trTime ) ) / 9000; - ent.rotation = 0; - ent.customShader = cgs.media.flameShader; - trap_R_AddRefEntityToScene( &ent ); - return; - } - - // flicker between two skins - ent.skinNum = cg.clientFrame & 1; - ent.hModel = weapon->missileModel; - ent.renderfx = weapon->missileRenderfx | RF_NOSHADOW; - - // convert direction of travel into axis - if ( VectorNormalize2( s1->pos.trDelta, ent.axis[0] ) == 0 ) { - ent.axis[0][2] = 1; - } - - // spin as it moves - if ( s1->pos.trType != TR_STATIONARY ) { - RotateAroundDirection( ent.axis, cg.time / 4 ); - } else { - RotateAroundDirection( ent.axis, s1->time ); + case WP_PLASMAGUN: + ent.reType = RT_SPRITE; + ent.radius = 16; + ent.rotation = 0; + ent.customShader = cgs.media.plasmaBallShader; + trap_R_AddRefEntityToScene( &ent ); + return; + break; + + case WP_FLAMER: + ent.reType = RT_SPRITE; + ent.radius = ( ( cg.time - s1->pos.trTime ) * ( cg.time - s1->pos.trTime ) ) / 9000; + ent.rotation = 0; + ent.customShader = cgs.media.flameShader; + trap_R_AddRefEntityToScene( &ent ); + return; + break; + + case WP_SAWBLADE_LAUNCHER: + ent.hModel = weapon->missileModel; + + // convert direction of travel into axis + AngleVectors( s1->angles, NULL, NULL, up ); + if( VectorNormalize2( up, ent.axis[ 0 ] ) == 0 ) + ent.axis[ 0 ][ 2 ] = 1; + + // spin as it moves + RotateAroundDirection( ent.axis, cg.time ); + break; + + default: + // flicker between two skins + ent.skinNum = cg.clientFrame & 1; + ent.hModel = weapon->missileModel; + ent.renderfx = weapon->missileRenderfx | RF_NOSHADOW; + + // convert direction of travel into axis + if ( VectorNormalize2( s1->pos.trDelta, ent.axis[ 0 ] ) == 0 ) + ent.axis[ 0 ][ 2 ] = 1; + + // spin as it moves + if( s1->pos.trType != TR_STATIONARY ) + RotateAroundDirection( ent.axis, cg.time / 4 ); + else + RotateAroundDirection( ent.axis, s1->time ); } - + // add to refresh list, possibly with quad glow CG_AddRefEntityWithPowerups( &ent, s1->powerups, TEAM_FREE ); } diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c index 9cb8c47a..77c01f81 100644 --- a/src/cgame/cg_players.c +++ b/src/cgame/cg_players.c @@ -1753,7 +1753,8 @@ int CG_AmbientLight( vec3_t point ) CG_Player =============== */ -void CG_Player( centity_t *cent ) { +void CG_Player( centity_t *cent ) +{ clientInfo_t *ci; refEntity_t legs; refEntity_t torso; @@ -1932,7 +1933,8 @@ void CG_Player( centity_t *cent ) { // CG_AddPlayerWeapon( &torso, NULL, cent ); - if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_DROIDS ) + if( ( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_DROIDS ) && + ( ( cent->currentState.powerups & 0xFF ) == PTE_HUMANS ) ) trap_R_AddAdditiveLightToScene( cent->lerpOrigin, 64, 0.1, 0.1, 0.4 ); } diff --git a/src/cgame/cg_playerstate.c b/src/cgame/cg_playerstate.c index 032a1841..c31216b2 100644 --- a/src/cgame/cg_playerstate.c +++ b/src/cgame/cg_playerstate.c @@ -55,6 +55,7 @@ void CG_CheckAmmo( void ) { switch ( i ) { case WP_ROCKET_LAUNCHER: + case WP_SAWBLADE_LAUNCHER: case WP_GRENADE_LAUNCHER: case WP_RAILGUN: case WP_SHOTGUN: diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c index a53336f9..7640fb0c 100644 --- a/src/cgame/cg_weapons.c +++ b/src/cgame/cg_weapons.c @@ -549,6 +549,19 @@ void CG_RegisterWeapon( int weaponNum ) { cgs.media.rocketExplosionShader = trap_R_RegisterShader( "rocketExplosion" ); break; + case WP_SAWBLADE_LAUNCHER: + weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/sawblade/sawblade.md3" ); + weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/rocket/rockfly.wav", qfalse ); +/* weaponInfo->missileTrailFunc = CG_RocketTrail; + weaponInfo->missileDlight = 200; + weaponInfo->wiTrailTime = 2000; + weaponInfo->trailRadius = 64; + MAKERGB( weaponInfo->missileDlightColor, 1, 0.75f, 0 ); + MAKERGB( weaponInfo->flashDlightColor, 1, 0.75f, 0 );*/ + weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/rocket/rocklf1a.wav", qfalse ); + /*cgs.media.rocketExplosionShader = trap_R_RegisterShader( "rocketExplosion" );*/ + break; + case WP_GRENADE_LAUNCHER: weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/grenade1.md3" ); weaponInfo->missileTrailFunc = CG_GrenadeTrail; @@ -1625,6 +1638,14 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im lightColor[1] = 0.75; lightColor[2] = 0.0; break; + case WP_SAWBLADE_LAUNCHER: + mod = cgs.media.dishFlashModel; + shader = cgs.media.rocketExplosionShader; + sfx = cgs.media.sfx_rockexp; + mark = cgs.media.burnMarkShader; + radius = 64; + isSprite = qtrue; + break; case WP_RAILGUN: mod = cgs.media.ringFlashModel; shader = cgs.media.railExplosionShader; diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c index e12c315a..ba21ca43 100644 --- a/src/game/bg_misc.c +++ b/src/game/bg_misc.c @@ -434,6 +434,22 @@ gitem_t bg_itemlist[] = "" }, +/*QUAKED weapon_sawbladelauncher (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "weapon_sawbladelauncher", + "sound/misc/w_pkup.wav", + { "models/weapons2/rocketl/rocketl.md3", + 0, 0, 0}, + "icons/iconw_rocket", + "Sawblade Launcher", + 10, + IT_WEAPON, + WP_SAWBLADE_LAUNCHER, + "", + "" + }, + /*QUAKED weapon_plasmagun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended */ { @@ -802,6 +818,22 @@ TA: droid defense item "" //sounds }, +/*QUAKED team_droid_def2 (0 0 1) (-16 -16 -16) (16 16 16) +TA: droid defense item +*/ + { + "team_droid_def2", + "sound/items/holdable.wav", + { "models/bitems/adef1.md3", 0, 0, 0 }, + "icons/teleporter", //icon + "Droid Sawblade Launcher", //pickup + 0, + IT_BUILDABLE, + BA_D_DEF2, + "", //precache + "" //sounds + }, + /*QUAKED team_droid_hivemind (0 0 1) (-16 -16 -16) (16 16 16) TA: droid build limitation item */ @@ -1107,6 +1139,27 @@ buildableAttributes_t bg_buildableList[ ] = qfalse //qboolean reactorTest; }, { + BA_D_DEF2, //int buildNum; + "sawbladel", //char *buildName; + "team_droid_def2", //char *entityName; + { -15, -15, -15 }, //vec3_t mins; + { 15, 15, 15 }, //vec3_t maxs; + 80, //int buildPoints; + 1000, //int health; + 50, //int damage; + 20, //int splashDamage; + 50, //int splashRadius; + MOD_DSPAWN, //int meansOfDeath; + BIT_DROIDS, //int team; + EV_ITEM_GROW, //int spawnEvent; + 100, //int nextthink; + 1500, //int turretFireSpeed; + 500, //int turretRange; + WP_SAWBLADE_LAUNCHER, //weapon_t turretProjType; + 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 c6bc6d07..adccbca6 100644 --- a/src/game/bg_pmove.c +++ b/src/game/bg_pmove.c @@ -2474,6 +2474,9 @@ static void PM_Weapon( void ) case WP_RAILGUN: addTime = 1500; break; + case WP_SAWBLADE_LAUNCHER: + addTime = 1000; + break; case WP_BFG: addTime = 200; break; diff --git a/src/game/bg_public.h b/src/game/bg_public.h index 4e7c3c2b..0860b5e2 100644 --- a/src/game/bg_public.h +++ b/src/game/bg_public.h @@ -331,6 +331,7 @@ typedef enum { WP_SHOTGUN, WP_GRENADE_LAUNCHER, WP_ROCKET_LAUNCHER, + WP_SAWBLADE_LAUNCHER, WP_LIGHTNING, WP_RAILGUN, WP_FLAMER, @@ -381,6 +382,7 @@ typedef enum { BA_D_SPAWN, BA_D_DEF1, + BA_D_DEF2, BA_D_HIVEMIND, BA_H_SPAWN, diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c index d51465f6..9d836776 100644 --- a/src/game/g_buildable.c +++ b/src/game/g_buildable.c @@ -160,6 +160,13 @@ void nullDieFunction( gentity_t *self, gentity_t *inflictor, gentity_t *attacker { } + + + +//================================================================================== + + + /* ================ D_CreepRecede @@ -184,6 +191,13 @@ void D_CreepRecede( gentity_t *self ) } + + +//================================================================================== + + + + /* ================ DSpawn_Melt @@ -253,6 +267,13 @@ void DSpawn_Think( gentity_t *self ) { } + + + +//================================================================================== + + + /* ================ DDef1_Die @@ -307,6 +328,149 @@ void DDef1_Think( gentity_t *self ) self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.clientNum ); } + + + +//================================================================================== + + + +/* +================ +ddef_fireonemeny + +Used by DDef2_Think to fire at enemy +================ +*/ +void ddef_fireonenemy( gentity_t *self, int firespeed ) +{ + vec3_t dirToTarget; + + VectorSubtract( self->enemy->s.pos.trBase, self->s.pos.trBase, dirToTarget ); + VectorNormalize( dirToTarget ); + vectoangles( dirToTarget, self->s.angles2 ); + + //fire at target + FireWeapon( self ); + self->count = level.time + firespeed; +} + +/* +================ +ddef_checktarget + +Used by DDef2_Think to check enemies for validity +================ +*/ +qboolean ddef_checktarget( gentity_t *self, gentity_t *target, int range ) +{ + vec3_t distance; + trace_t trace; + + if( !target ) // Do we have a target? + return qfalse; + if( !target->inuse ) // Does the target still exist? + return qfalse; + if( target == self ) // is the target us? + 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? + 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; + + VectorSubtract( target->r.currentOrigin, self->r.currentOrigin, distance ); + if( VectorLength( distance ) > range ) // is the target within range? + return qfalse; + + trap_Trace( &trace, self->s.pos.trBase, NULL, NULL, target->s.pos.trBase, self->s.number, MASK_SHOT ); + if ( trace.contents & CONTENTS_SOLID ) // can we see the target? + return qfalse; + + return qtrue; +} + +/* +================ +ddef_findenemy + +Used by DDef2_Think to locate enemy gentities +================ +*/ +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++) + { + //if target is not valid keep searching + if( !ddef_checktarget( ent, target, range ) ) + continue; + + //we found a target + ent->enemy = target; + return; + } + + //couldn't find a target + ent->enemy = NULL; +} + +/* +================ +DDef2_Think + +think function for Droid Defense +================ +*/ +void DDef2_Think( gentity_t *self ) +{ + int range = BG_FindRangeForBuildable( self->s.clientNum ); + int firespeed = BG_FindFireSpeedForBuildable( self->s.clientNum ); + + self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.clientNum ); + + //if there is no creep nearby die + if( !findCreep( self ) ) + { + G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); + return; + } + + //if the current target is not valid find a new one + if( !ddef_checktarget( self, self->enemy, range ) ) + ddef_findenemy( self, range ); + + //if a new target cannot be found don't do anything + if( !self->enemy ) + return; + + //if we are pointing at our target and we can fire shoot it + switch( self->s.clientNum ) + { + case BA_D_DEF2: + if( self->count < level.time ) + ddef_fireonenemy( self, firespeed ); + break; + + default: + Com_Printf( S_COLOR_YELLOW "WARNING: Unknown turret type in think\n" ); + break; + } +} + + + +//================================================================================== + + + /* ================ HRpt_Think @@ -342,6 +506,13 @@ void HRpt_Think( gentity_t *self ) self->nextthink = level.time + REFRESH_TIME; } + + + +//================================================================================== + + + /* ================ HMCU_Activate @@ -376,6 +547,13 @@ void HMCU_Think( gentity_t *self ) self->powered = findPower( self ); } + + + +//================================================================================== + + + //TA: the following defense turret code was written by // "fuzzysteve" (fuzzysteve@quakefiles.com) and // Anthony "inolen" Pesch (www.inolen.com) @@ -738,6 +916,13 @@ void HDef_Think( gentity_t *self ) } + + +//================================================================================== + + + + /* ================ HSpawn_blast @@ -799,6 +984,13 @@ void HSpawn_Think( gentity_t *self ) } + + +//================================================================================== + + + + /* ================ itemFits @@ -1029,6 +1221,13 @@ gentity_t *Build_Item( gentity_t *ent, buildable_t buildable, int distance ) { built->think = DDef1_Think; break; + case BA_D_DEF2: + built->die = DDef1_Die; + built->think = DDef2_Think; + built->enemy = NULL; + built->s.weapon = BG_FindProjTypeForBuildable( buildable ); + break; + case BA_D_HIVEMIND: built->die = DSpawn_Die; break; diff --git a/src/game/g_combat.c b/src/game/g_combat.c index 34ab8e16..fb4e073e 100644 --- a/src/game/g_combat.c +++ b/src/game/g_combat.c @@ -1203,14 +1203,14 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, /* asave = CheckArmor (targ, take, dflags); take -= asave;*/ //TA: armour is the chance of deflecting an attack (out of 100) - if( targ->client && targ->client->ps.stats[ STAT_ARMOR ] > 0 ) +/* if( targ->client && targ->client->ps.stats[ STAT_ARMOR ] > 0 ) { //TA: this whole thing is probably a bad idea. Worth a try I guess. float chance = (float)targ->client->ps.stats[ STAT_ARMOR ] / 100.0f; if( crandom( ) > chance ) - take /= ( 1.0f / chance ); - } + take *= chance; + }*/ if( g_debugDamage.integer ) { diff --git a/src/game/g_local.h b/src/game/g_local.h index 3c49ab2f..f4e796ae 100644 --- a/src/game/g_local.h +++ b/src/game/g_local.h @@ -600,13 +600,14 @@ void G_InitDamageLocations( ); // void G_RunMissile( gentity_t *ent ); -gentity_t *fire_blaster (gentity_t *self, vec3_t start, vec3_t aimdir); +gentity_t *fire_blaster( gentity_t *self, vec3_t start, vec3_t aimdir ); 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_bfg (gentity_t *self, vec3_t start, vec3_t dir); -gentity_t *fire_grapple (gentity_t *self, vec3_t start, vec3_t dir); +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_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_main.c b/src/game/g_main.c index 12c39e80..3d5fb1e8 100644 --- a/src/game/g_main.c +++ b/src/game/g_main.c @@ -1854,26 +1854,34 @@ int start, end; // start = trap_Milliseconds(); ent = &g_entities[0]; - for (i=0 ; i<level.num_entities ; i++, ent++) { - if ( !ent->inuse ) { + + for ( i = 0; i < level.num_entities; i++, ent++ ) + { + if( !ent->inuse ) continue; - } // clear events that are too old - if ( level.time - ent->eventTime > EVENT_VALID_MSEC ) { - if ( ent->s.event ) { + if( level.time - ent->eventTime > EVENT_VALID_MSEC ) + { + if( ent->s.event ) + { ent->s.event = 0; // &= EV_EVENT_BITS; - if ( ent->client ) { + if ( ent->client ) + { ent->client->ps.externalEvent = 0; //ent->client->ps.events[0] = 0; //ent->client->ps.events[1] = 0; } } - if ( ent->freeAfterEvent ) { + + if( ent->freeAfterEvent ) + { // tempEntities or dropped items completely go away after their event G_FreeEntity( ent ); continue; - } else if ( ent->unlinkAfterEvent ) { + } + else if( ent->unlinkAfterEvent ) + { // items that will respawn will hide themselves after their pickup event ent->unlinkAfterEvent = qfalse; trap_UnlinkEntity( ent ); @@ -1881,9 +1889,8 @@ start = trap_Milliseconds(); } // temporary entities don't think - if ( ent->freeAfterEvent ) { + if ( ent->freeAfterEvent ) continue; - } //TA: calculate the acceleration of this entity if( ent->evaluateAcceleration ) @@ -1893,7 +1900,8 @@ start = trap_Milliseconds(); continue; } - if ( ent->s.eType == ET_MISSILE ) { + if ( ent->s.eType == ET_MISSILE ) + { G_RunMissile( ent ); continue; } diff --git a/src/game/g_missile.c b/src/game/g_missile.c index 13b05997..b067a58d 100644 --- a/src/game/g_missile.c +++ b/src/game/g_missile.c @@ -81,7 +81,10 @@ void G_ExplodeMissile( gentity_t *ent ) { dir[2] = 1; ent->s.eType = ET_GENERAL; - G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( dir ) ); + + //TA: tired... can't be fucked... hack + if( ent->s.weapon != WP_SAWBLADE_LAUNCHER ) + G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( dir ) ); ent->freeAfterEvent = qtrue; @@ -223,7 +226,8 @@ G_RunMissile ================ */ -void G_RunMissile( gentity_t *ent ) { +void G_RunMissile( gentity_t *ent ) +{ vec3_t origin; trace_t tr; int passent; @@ -286,7 +290,8 @@ fire_flamer ================= */ -gentity_t *fire_flamer (gentity_t *self, vec3_t start, vec3_t dir) { +gentity_t *fire_flamer( gentity_t *self, vec3_t start, vec3_t dir ) +{ gentity_t *bolt; VectorNormalize (dir); @@ -328,7 +333,7 @@ fire_plasma ================= */ -gentity_t *fire_plasma (gentity_t *self, vec3_t start, vec3_t dir) +gentity_t *fire_plasma( gentity_t *self, vec3_t start, vec3_t dir ) { gentity_t *bolt; @@ -358,6 +363,7 @@ gentity_t *fire_plasma (gentity_t *self, vec3_t start, vec3_t dir) SnapVector( bolt->s.pos.trDelta ); // save net bandwidth VectorCopy (start, bolt->r.currentOrigin); + return bolt; } @@ -484,6 +490,45 @@ gentity_t *fire_rocket (gentity_t *self, vec3_t start, vec3_t dir) { /* ================= +fire_sawblade +================= +*/ +gentity_t *fire_sawblade( gentity_t *self, vec3_t start, vec3_t dir ) +{ + gentity_t *bolt; + + VectorNormalize ( dir ); + + bolt = G_Spawn( ); + bolt->classname = "sawblade"; + bolt->nextthink = level.time + 20000; + 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->r.ownerNum = self->s.number; + bolt->parent = self; + bolt->damage = 100; + bolt->splashDamage = 0; + bolt->splashRadius = 0; + bolt->methodOfDeath = MOD_ROCKET; + bolt->splashMethodOfDeath = MOD_ROCKET_SPLASH; + bolt->clipmask = MASK_SHOT; + bolt->target_ent = NULL; + + 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 ); + SnapVector( bolt->s.pos.trDelta ); // save net bandwidth + VectorCopy (start, bolt->r.currentOrigin); + + return bolt; +} + +/* +================= fire_grapple ================= */ diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c index b1f94d7e..7a9c7779 100644 --- a/src/game/g_weapon.c +++ b/src/game/g_weapon.c @@ -29,7 +29,6 @@ #include "g_local.h" -static float s_quadFactor; static vec3_t forward, right, up; static vec3_t muzzle; @@ -102,14 +101,7 @@ qboolean CheckGauntletAttack( gentity_t *ent ) { return qfalse; } - /*if (ent->client->ps.powerups[PW_QUAD] ) { - G_AddEvent( ent, EV_POWERUP_QUAD, 0 ); - s_quadFactor = g_quadfactor.value; - } else*/ { - s_quadFactor = 1; - } - - damage = 50 * s_quadFactor; + damage = 50; G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_GAUNTLET ); @@ -163,8 +155,6 @@ void Bullet_Fire (gentity_t *ent, float spread, int damage, int mod ) { gentity_t *traceEnt; int i, passent; - damage *= s_quadFactor; - r = random() * M_PI * 2.0f; u = sin(r) * crandom() * spread * 16; r = cos(r) * crandom() * spread * 16; @@ -219,8 +209,6 @@ void BFG_Fire ( gentity_t *ent ) { gentity_t *m; m = fire_bfg (ent, muzzle, forward); - m->damage *= s_quadFactor; - m->splashDamage *= s_quadFactor; // VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics } @@ -257,7 +245,7 @@ qboolean ShotgunPellet( vec3_t start, vec3_t end, gentity_t *ent ) { } if ( traceEnt->takedamage) { - damage = DEFAULT_SHOTGUN_DAMAGE * s_quadFactor; + damage = DEFAULT_SHOTGUN_DAMAGE; G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_SHOTGUN); if( LogAccuracyHit( traceEnt, ent ) ) { return qtrue; @@ -330,8 +318,6 @@ void weapon_grenadelauncher_fire (gentity_t *ent) { VectorNormalize( forward ); m = fire_grenade (ent, muzzle, forward); - m->damage *= s_quadFactor; - m->splashDamage *= s_quadFactor; // VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics } @@ -348,8 +334,23 @@ void Weapon_RocketLauncher_Fire (gentity_t *ent) { gentity_t *m; m = fire_rocket (ent, muzzle, forward); - m->damage *= s_quadFactor; - m->splashDamage *= s_quadFactor; + +// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics +} + +/* +====================================================================== + +SAWBLADE + +====================================================================== +*/ + +void Weapon_SawbladeLauncher_Fire( gentity_t *ent ) +{ + gentity_t *m; + + m = fire_sawblade( ent, muzzle, forward ); // VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics } @@ -366,8 +367,6 @@ void Weapon_Plasma_Fire (gentity_t *ent) { gentity_t *m; m = fire_plasma (ent, muzzle, forward); - m->damage *= s_quadFactor; - m->splashDamage *= s_quadFactor; // VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics } @@ -384,8 +383,6 @@ void Weapon_Flamer_Fire (gentity_t *ent) { gentity_t *m; m = fire_flamer (ent, muzzle, forward); - m->damage *= s_quadFactor; - m->splashDamage *= s_quadFactor; // VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics } @@ -418,7 +415,7 @@ void weapon_railgun_fire( gentity_t *ent ) int passent; gentity_t *unlinkedEntities[MAX_RAIL_HITS]; - damage = 100 * s_quadFactor; + damage = 100; VectorMA (muzzle, 8192, forward, end); @@ -531,7 +528,7 @@ void Weapon_LightningFire( gentity_t *ent ) { gentity_t *traceEnt, *tent; int damage, i, passent; - damage = 8 * s_quadFactor; + damage = 8; passent = ent->s.number; for (i = 0; i < 10; i++) { @@ -1007,6 +1004,8 @@ void FireWeapon2( gentity_t *ent ) case WP_RAILGUN: weapon_railgun_fire( ent ); break; + case WP_SAWBLADE_LAUNCHER: + break; case WP_BFG: BFG_Fire( ent ); break; @@ -1020,7 +1019,6 @@ void FireWeapon2( gentity_t *ent ) Weapon_Grab_Fire( ent ); break; case WP_POUNCE: - //Weapon_Claw_Fire( ent ); break; case WP_DBUILD: Weapon_Abuild_Fire( ent ); @@ -1087,6 +1085,9 @@ void FireWeapon( gentity_t *ent ) case WP_RAILGUN: weapon_railgun_fire( ent ); break; + case WP_SAWBLADE_LAUNCHER: + Weapon_SawbladeLauncher_Fire( ent ); + break; case WP_BFG: BFG_Fire( ent ); break; |