diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/cgame/cg_event.c | 4 | ||||
-rw-r--r-- | src/cgame/cg_view.c | 3 | ||||
-rw-r--r-- | src/cgame/cg_weapons.c | 5 | ||||
-rw-r--r-- | src/game/bg_misc.c | 23 | ||||
-rw-r--r-- | src/game/bg_pmove.c | 14 | ||||
-rw-r--r-- | src/game/bg_public.h | 3 | ||||
-rw-r--r-- | src/game/g_active.c | 18 | ||||
-rw-r--r-- | src/game/g_client.c | 4 | ||||
-rw-r--r-- | src/game/g_local.h | 3 | ||||
-rw-r--r-- | src/game/g_missile.c | 47 | ||||
-rw-r--r-- | src/game/g_weapon.c | 42 |
11 files changed, 155 insertions, 11 deletions
diff --git a/src/cgame/cg_event.c b/src/cgame/cg_event.c index 4ae78987..6dc12f29 100644 --- a/src/cgame/cg_event.c +++ b/src/cgame/cg_event.c @@ -818,6 +818,10 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) DEBUGNAME("EV_FIRE_WEAPON2"); CG_FireWeapon( cent ); //FIXME:?? break; + case EV_FIRE_WEAPON3: + DEBUGNAME("EV_FIRE_WEAPON3"); + CG_FireWeapon( cent ); //FIXME:?? + break; case EV_FIRE_WEAPONBOTH: DEBUGNAME("EV_FIRE_WEAPONBOTH"); CG_FireWeapon( cent ); //FIXME:?? diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c index 6d434eab..2d56f353 100644 --- a/src/cgame/cg_view.c +++ b/src/cgame/cg_view.c @@ -428,7 +428,8 @@ static void CG_OffsetFirstPersonView( void ) { } //provide some feedback for pouncing - if( cg.predictedPlayerState.weapon == WP_POUNCE ) + if( cg.predictedPlayerState.weapon == WP_POUNCE || + cg.predictedPlayerState.weapon == WP_POUNCE_UPG ) { if( cg.predictedPlayerState.stats[ STAT_MISC ] > 0 ) { diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c index d8441016..91dc841e 100644 --- a/src/cgame/cg_weapons.c +++ b/src/cgame/cg_weapons.c @@ -708,7 +708,6 @@ void CG_RegisterWeapon( int weaponNum ) break; case WP_LOCKBLOB_LAUNCHER: - weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/trapper/trapper.md3" ); /* weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/rocket/rockfly.wav", qfalse ); weaponInfo->missileTrailFunc = CG_RocketTrail; weaponInfo->missileDlight = 200; @@ -716,6 +715,7 @@ void CG_RegisterWeapon( int weaponNum ) weaponInfo->trailRadius = 64; MAKERGB( weaponInfo->missileDlightColor, 1, 0.75f, 0 ); MAKERGB( weaponInfo->flashDlightColor, 1, 0.75f, 0 );*/ + weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/grenade1.md3" ); weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/rocket/rocklf1a.wav", qfalse ); /*cgs.media.rocketExplosionShader = trap_R_RegisterShader( "rocketExplosion" );*/ break; @@ -775,8 +775,10 @@ void CG_RegisterWeapon( int weaponNum ) break; case WP_POUNCE: + case WP_POUNCE_UPG: MAKERGB( weaponInfo->flashDlightColor, 0, 0, 0 ); weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav", qfalse ); + weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/grenade1.md3" ); break; case WP_ABUILD: @@ -1902,6 +1904,7 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im radius = 24; break; case WP_LOCKBLOB_LAUNCHER: + case WP_POUNCE_UPG: sfx = cgs.media.gibBounce1Sound; mark = cgs.media.greenBloodMarkShader; radius = 64; diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c index 3f60271b..3ff59a77 100644 --- a/src/game/bg_misc.c +++ b/src/game/bg_misc.c @@ -2435,6 +2435,28 @@ weaponAttributes_t bg_weapons[ ] = WUT_ALIENS //WUTeam_t team; }, { + WP_POUNCE_UPG, //int weaponNum; + 100, //int price; + ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages + SLOT_WEAPON, //int slots; + "pounce_upgrade", //char *weaponName; + "Claw and pounce (upgrade)", //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; + qfalse, //int usesEnergy; + 750, //int repeatRate; + 0, //int reloadTime; + qfalse, //qboolean hasAltMode; + qfalse, //qboolean synced; + qfalse, //qboolean purchasable; + 0, //int buildDelay; + WUT_ALIENS //WUTeam_t team; + }, + { WP_LOCKBLOB_LAUNCHER, //int weaponNum; 100, //int price; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages @@ -3371,6 +3393,7 @@ char *eventnames[] = { "EV_NEXT_WEAPON", "EV_FIRE_WEAPON", "EV_FIRE_WEAPON2", + "EV_FIRE_WEAPON3", "EV_FIRE_WEAPONBOTH", "EV_USE_ITEM0", diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c index 40399dd7..642f2129 100644 --- a/src/game/bg_pmove.c +++ b/src/game/bg_pmove.c @@ -404,7 +404,7 @@ static qboolean PM_CheckPounce( void ) { vec3_t forward; - if( pm->ps->weapon != WP_POUNCE ) + if( pm->ps->weapon != WP_POUNCE && pm->ps->weapon != WP_POUNCE_UPG ) return qfalse; if( pm->cmd.buttons & BUTTON_ATTACK2 ) @@ -446,7 +446,7 @@ static qboolean PM_CheckJump( void ) return qfalse; //can't jump and pounce charge at the same time - if( pm->ps->weapon == WP_POUNCE && pm->ps->stats[ STAT_MISC ] > 0 ) + if( ( pm->ps->weapon == WP_POUNCE || pm->ps->weapon == WP_POUNCE_UPG ) && pm->ps->stats[ STAT_MISC ] > 0 ) return qfalse; if( ( pm->ps->stats[ STAT_PTEAM ] == PTE_HUMANS ) && @@ -2137,6 +2137,7 @@ static void PM_Weapon( void ) int ammo, clips, maxclips; qboolean attack1 = qfalse; qboolean attack2 = qfalse; + qboolean attack3 = qfalse; // don't allow attack until all buttons are up if ( pm->ps->pm_flags & PMF_RESPAWNED ) @@ -2274,11 +2275,15 @@ static void PM_Weapon( void ) break; case WP_POUNCE: + case WP_POUNCE_UPG: //pouncing has primary secondary AND autohit procedures attack1 = pm->cmd.buttons & BUTTON_ATTACK; attack2 = pm->cmd.buttons & BUTTON_ATTACK2; + + if( pm->ps->weapon == WP_POUNCE_UPG ) + attack3 = pm->cmd.buttons & BUTTON_USE_HOLDABLE; - if( !pm->autoWeaponHit[ pm->ps->weapon ] && !attack1 && !attack2 ) + if( !pm->autoWeaponHit[ pm->ps->weapon ] && !attack1 && !attack2 && !attack3 ) { pm->ps->weaponTime = 0; pm->ps->weaponstate = WEAPON_READY; @@ -2317,6 +2322,8 @@ static void PM_Weapon( void ) } //TA: fire events for non auto weapons + if( attack3 ) + PM_AddEvent( EV_FIRE_WEAPON3 ); if( attack2 ) { if( BG_WeaponHasAltMode( pm->ps->weapon ) ) @@ -2346,6 +2353,7 @@ static void PM_Weapon( void ) break; case WP_POUNCE: + case WP_POUNCE_UPG: PM_AddEvent( EV_FIRE_WEAPON2 ); break; diff --git a/src/game/bg_public.h b/src/game/bg_public.h index 2d59fe82..bd1953ff 100644 --- a/src/game/bg_public.h +++ b/src/game/bg_public.h @@ -247,6 +247,7 @@ typedef enum { #define SS_POISONED 0x00000080 #define SS_HOVELING 0x00000100 #define SS_BOOSTED 0x00000200 +#define SS_SLOWLOCKED 0x00000400 #define SB_VALID_TOGGLEBIT 0x00004000 @@ -339,6 +340,7 @@ typedef enum WP_VENOM, WP_GRAB_CLAW, WP_POUNCE, + WP_POUNCE_UPG, WP_AREA_ZAP, WP_DIRECT_ZAP, WP_MASS_DRIVER, @@ -507,6 +509,7 @@ typedef enum { EV_NEXT_WEAPON, EV_FIRE_WEAPON, EV_FIRE_WEAPON2, + EV_FIRE_WEAPON3, EV_FIRE_WEAPONBOTH, EV_USE_ITEM0, diff --git a/src/game/g_active.c b/src/game/g_active.c index f1d77c97..2276962a 100644 --- a/src/game/g_active.c +++ b/src/game/g_active.c @@ -472,7 +472,7 @@ void ClientTimerActions( gentity_t *ent, int msec ) } //client is charging up for a pounce - if( client->ps.weapon == WP_POUNCE ) + if( client->ps.weapon == WP_POUNCE || client->ps.weapon == WP_POUNCE_UPG ) { if( client->ps.stats[ STAT_MISC ] < MAX_POUNCE_SPEED && ucmd->buttons & BUTTON_ATTACK2 ) { @@ -632,6 +632,10 @@ void ClientEvents( gentity_t *ent, int oldEventSequence ) { FireWeapon2( ent ); break; + case EV_FIRE_WEAPON3: + FireWeapon3( ent ); + break; + case EV_FIRE_WEAPONBOTH: FireWeapon( ent ); FireWeapon2( ent ); @@ -896,9 +900,14 @@ void ClientThink_real( gentity_t *ent ) { client->ps.speed = g_speed.value * BG_FindSpeedForClass( client->ps.stats[ STAT_PCLASS ] ); //TA: slow player if charging up for a pounce - if( client->ps.weapon == WP_POUNCE && ucmd->buttons & BUTTON_ATTACK2 ) + if( ( client->ps.weapon == WP_POUNCE || client->ps.weapon == WP_POUNCE_UPG ) && + ucmd->buttons & BUTTON_ATTACK2 ) client->ps.speed *= 0.75; + //TA: slow the player if slow locked + if( client->ps.stats[ STAT_STATE ] & SS_SLOWLOCKED ) + client->ps.speed *= 0.5; + //TA: slow player if standing in creep for ( i = 1, creepNode = g_entities + i; i < level.num_entities; i++, creepNode++ ) { @@ -976,12 +985,13 @@ void ClientThink_real( gentity_t *ent ) { { case WP_VENOM: if( client->ps.weaponTime <= 0 ) - pm.autoWeaponHit[ WP_VENOM ] = CheckVenomAttack( ent ); + pm.autoWeaponHit[ client->ps.weapon ] = CheckVenomAttack( ent ); break; case WP_POUNCE: + case WP_POUNCE_UPG: if( client->ps.weaponTime <= 0 ) - pm.autoWeaponHit[ WP_POUNCE ] = CheckPounceAttack( ent ); + pm.autoWeaponHit[ client->ps.weapon ] = CheckPounceAttack( ent ); break; default: diff --git a/src/game/g_client.c b/src/game/g_client.c index 8642a06c..7e28ca62 100644 --- a/src/game/g_client.c +++ b/src/game/g_client.c @@ -1469,8 +1469,8 @@ void ClientSpawn( gentity_t *ent, gentity_t *spawn ) break; case PCL_A_O_LEV2_UPG: - BG_packWeapon( WP_POUNCE, client->ps.stats ); - BG_packAmmoArray( WP_POUNCE, client->ps.ammo, client->ps.powerups, 0, 0, 0 ); + BG_packWeapon( WP_POUNCE_UPG, client->ps.stats ); + BG_packAmmoArray( WP_POUNCE_UPG, client->ps.ammo, client->ps.powerups, 0, 0, 0 ); break; case PCL_A_O_LEV3: diff --git a/src/game/g_local.h b/src/game/g_local.h index 4967751a..7f52515a 100644 --- a/src/game/g_local.h +++ b/src/game/g_local.h @@ -343,6 +343,7 @@ struct gclient_s { int lastPoisonTime; int lastGrabTime; //TA: yuck yuck hack urgh int lastLockTime; //TA: " " + int lastSlowTime; //TA: " " int lastBoostedTime; int pouncePayload; //TA: amount of damage pounce attack will do @@ -631,6 +632,7 @@ 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_lockblob( gentity_t *self, vec3_t start, vec3_t dir ); gentity_t *fire_paraLockBlob( gentity_t *self, vec3_t start, vec3_t dir ); +gentity_t *fire_slowBlob( 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 ); @@ -703,6 +705,7 @@ qboolean G_FilterPacket (char *from); // void FireWeapon( gentity_t *ent ); void FireWeapon2( gentity_t *ent ); +void FireWeapon3( gentity_t *ent ); // // p_hud.c diff --git a/src/game/g_missile.c b/src/game/g_missile.c index b885a628..94381fdc 100644 --- a/src/game/g_missile.c +++ b/src/game/g_missile.c @@ -134,6 +134,15 @@ void G_MissileImpact( gentity_t *ent, trace_t *trace ) { VectorCopy( other->client->ps.viewangles, other->client->ps.grapplePoint ); } } + else if( !strcmp( ent->classname, "slowblob" ) ) + { + if( other->client && other->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + other->client->ps.stats[ STAT_STATE ] |= SS_SLOWLOCKED; + other->client->lastSlowTime = 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? @@ -445,6 +454,44 @@ gentity_t *fire_lockblob( gentity_t *self, vec3_t start, vec3_t dir ) /* ================= +fire_SlowBlob +================= +*/ +gentity_t *fire_slowBlob( gentity_t *self, vec3_t start, vec3_t dir ) +{ + gentity_t *bolt; + + VectorNormalize ( dir ); + + bolt = G_Spawn( ); + bolt->classname = "slowblob"; + bolt->nextthink = level.time + 15000; + bolt->think = G_ExplodeMissile; + bolt->s.eType = ET_MISSILE; + bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; + bolt->s.weapon = WP_POUNCE_UPG; + bolt->r.ownerNum = self->s.number; + bolt->parent = self; + bolt->damage = 20; + 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_GRAVITY; + 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, 800, bolt->s.pos.trDelta ); + SnapVector( bolt->s.pos.trDelta ); // save net bandwidth + VectorCopy (start, bolt->r.currentOrigin); + + return bolt; +} + +/* +================= fire_paraLockBlob ================= */ diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c index 29800953..12509b90 100644 --- a/src/game/g_weapon.c +++ b/src/game/g_weapon.c @@ -723,6 +723,15 @@ qboolean CheckPounceAttack( gentity_t *ent ) return qtrue; } +void slowBlobFire( gentity_t *ent ) +{ + gentity_t *m; + + m = fire_slowBlob( ent, muzzle, forward ); + +// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics +} + /* ====================================================================== @@ -890,6 +899,37 @@ void CalcMuzzlePoint( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, v /* =============== +FireWeapon3 +=============== +*/ +void FireWeapon3( gentity_t *ent ) +{ + if( ent->client ) + { + // set aiming directions + AngleVectors( ent->client->ps.viewangles, forward, right, up ); + CalcMuzzlePoint( ent, forward, right, up, muzzle ); + } + else + { + AngleVectors( ent->s.angles2, forward, right, up ); + VectorCopy( ent->s.pos.trBase, muzzle ); + } + + // fire the specific weapon + switch( ent->s.weapon ) + { + case WP_POUNCE_UPG: + slowBlobFire( ent ); + break; + + default: + break; + } +} + +/* +=============== FireWeapon2 =============== */ @@ -942,6 +982,7 @@ void FireWeapon2( gentity_t *ent ) break; case WP_VENOM: case WP_POUNCE: + case WP_POUNCE_UPG: break; case WP_LUCIFER_CANON: LCChargeFire( ent, qtrue ); @@ -1014,6 +1055,7 @@ void FireWeapon( gentity_t *ent ) gClawFire( ent ); break; case WP_POUNCE: + case WP_POUNCE_UPG: clawFire( ent ); break; case WP_AREA_ZAP: |