// Copyright (C) 1999-2000 Id Software, Inc. // // g_weapon.c // perform the server side effects of a weapon firing /* * Portions Copyright (C) 2000-2001 Tim Angus * * This program is free software; you can redistribute it and/or modify it * under the terms of the OSML - Open Source Modification License v1.0 as * described in the file COPYING which is distributed with this source * code. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. */ #include "g_local.h" static vec3_t forward, right, up; static vec3_t muzzle; #define NUM_NAILSHOTS 15 /* ================ G_BounceProjectile ================ */ 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 ); VectorNormalize(newv); VectorMA(impact, 8192, newv, endout); } /* ====================================================================== GAUNTLET ====================================================================== */ void Weapon_Gauntlet( gentity_t *ent ) { } /* =============== CheckGauntletAttack =============== */ qboolean CheckGauntletAttack( gentity_t *ent ) { trace_t tr; vec3_t end; gentity_t *tent; gentity_t *traceEnt; int damage; // set aiming directions AngleVectors (ent->client->ps.viewangles, forward, right, up); CalcMuzzlePoint( ent, forward, right, up, muzzle ); VectorMA (muzzle, 32, forward, end); trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT); if ( tr.surfaceFlags & SURF_NOIMPACT ) { return qfalse; } traceEnt = &g_entities[ tr.entityNum ]; // send blood impact if ( traceEnt->takedamage && traceEnt->client ) { tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT ); tent->s.otherEntityNum = traceEnt->s.number; tent->s.eventParm = DirToByte( tr.plane.normal ); tent->s.weapon = ent->s.weapon; } if ( !traceEnt->takedamage) { return qfalse; } damage = 50; G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_GAUNTLET ); return qtrue; } /* ====================================================================== MACHINEGUN ====================================================================== */ /* ====================== SnapVectorTowards Round a vector to integers for more efficient network transmission, but make sure that it rounds towards a given point rather than blindly truncating. This prevents it from truncating into a wall. ====================== */ 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; } } } #define MACHINEGUN_SPREAD 200 #define MACHINEGUN_DAMAGE 7 #define MACHINEGUN_TEAM_DAMAGE 5 // wimpier MG in teamplay #define CHAINGUN_SPREAD 1200 #define CHAINGUN_DAMAGE 14 void Bullet_Fire( gentity_t *ent, float spread, int damage, int mod ) { trace_t tr; vec3_t end; float r; float u; gentity_t *tent; gentity_t *traceEnt; r = random() * M_PI * 2.0f; u = sin(r) * crandom() * spread * 16; r = cos(r) * crandom() * spread * 16; VectorMA (muzzle, 8192*16, forward, end); VectorMA (end, r, right, end); VectorMA (end, u, up, end); trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT); if( tr.surfaceFlags & SURF_NOIMPACT ) return; traceEnt = &g_entities[ tr.entityNum ]; // snap the endpos to integers, but nudged towards the line SnapVectorTowards( tr.endpos, muzzle ); // send bullet impact if( traceEnt->takedamage && traceEnt->client ) { tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_FLESH ); tent->s.eventParm = traceEnt->s.number; if( LogAccuracyHit( traceEnt, ent ) ) ent->client->accuracy_hits++; } else { tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_WALL ); tent->s.eventParm = DirToByte( tr.plane.normal ); } tent->s.otherEntityNum = ent->s.number; if( traceEnt->takedamage ) { G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_MACHINEGUN); } } /* ====================================================================== MASS DRIVER ====================================================================== */ void massDriverFire( gentity_t *ent ) { trace_t tr; vec3_t end; gentity_t *tent; gentity_t *traceEnt; VectorMA( muzzle, 8192*16, forward, end ); trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT ); if( tr.surfaceFlags & SURF_NOIMPACT ) return; traceEnt = &g_entities[ tr.entityNum ]; // snap the endpos to integers, but nudged towards the line SnapVectorTowards( tr.endpos, muzzle ); // send impact tent = G_TempEntity( tr.endpos, EV_MASS_DRIVER_HIT ); tent->s.eventParm = DirToByte( tr.plane.normal ); if( traceEnt->takedamage ) { G_Damage( traceEnt, ent, ent, forward, tr.endpos, 50, 0, MOD_MACHINEGUN); } } /* ====================================================================== BFG ====================================================================== */ void BFG_Fire ( gentity_t *ent ) { gentity_t *m; m = fire_bfg (ent, muzzle, forward); // VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics } /* ====================================================================== SHOTGUN ====================================================================== */ // DEFAULT_SHOTGUN_SPREAD and DEFAULT_SHOTGUN_COUNT are in bg_public.h, because // client predicts same spreads #define DEFAULT_SHOTGUN_DAMAGE 10 qboolean ShotgunPellet( vec3_t start, vec3_t end, gentity_t *ent ) { trace_t tr; int damage, i, passent; gentity_t *traceEnt; vec3_t tr_start, tr_end; passent = ent->s.number; VectorCopy( start, tr_start ); VectorCopy( end, tr_end ); for (i = 0; i < 10; i++) { trap_Trace (&tr, tr_start, NULL, NULL, tr_end, passent, MASK_SHOT); traceEnt = &g_entities[ tr.entityNum ]; // send bullet impact if ( tr.surfaceFlags & SURF_NOIMPACT ) { return qfalse; } if ( traceEnt->takedamage) { damage = DEFAULT_SHOTGUN_DAMAGE; G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_SHOTGUN); if( LogAccuracyHit( traceEnt, ent ) ) { return qtrue; } } return qfalse; } return qfalse; } // this should match CG_ShotgunPattern void ShotgunPattern( vec3_t origin, vec3_t origin2, int seed, gentity_t *ent ) { int i; float r, u; vec3_t end; vec3_t forward, right, up; int oldScore; qboolean hitClient = qfalse; // derive the right and up vectors from the forward vector, because // the client won't have any other information VectorNormalize2( origin2, forward ); PerpendicularVector( right, forward ); CrossProduct( forward, right, up ); oldScore = ent->client->ps.persistant[PERS_SCORE]; // generate the "random" spread pattern for ( i = 0 ; i < DEFAULT_SHOTGUN_COUNT ; i++ ) { r = Q_crandom( &seed ) * DEFAULT_SHOTGUN_SPREAD * 16; u = Q_crandom( &seed ) * DEFAULT_SHOTGUN_SPREAD * 16; VectorMA( origin, 8192 * 16, forward, end); VectorMA (end, r, right, end); VectorMA (end, u, up, end); if( ShotgunPellet( origin, end, ent ) && !hitClient ) { hitClient = qtrue; ent->client->accuracy_hits++; } } } void weapon_supershotgun_fire (gentity_t *ent) { gentity_t *tent; // send shotgun blast tent = G_TempEntity( muzzle, EV_SHOTGUN ); VectorScale( forward, 4096, tent->s.origin2 ); SnapVector( tent->s.origin2 ); tent->s.eventParm = rand() & 255; // seed for spread pattern tent->s.otherEntityNum = ent->s.number; ShotgunPattern( tent->s.pos.trBase, tent->s.origin2, tent->s.eventParm, ent ); } /* ====================================================================== GRENADE LAUNCHER ====================================================================== */ void weapon_grenadelauncher_fire (gentity_t *ent) { gentity_t *m; // extra vertical velocity forward[2] += 0.2f; VectorNormalize( forward ); m = fire_grenade (ent, muzzle, forward); // VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics } /* ====================================================================== ROCKET ====================================================================== */ void Weapon_RocketLauncher_Fire (gentity_t *ent) { gentity_t *m; m = fire_rocket (ent, muzzle, forward); // VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics } /* ====================================================================== SAWBLADE ====================================================================== */ void Weapon_LockBlobLauncher_Fire( gentity_t *ent ) { gentity_t *m; m = fire_lockblob( ent, muzzle, forward ); // VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics } /* ====================================================================== PLASMAGUN ====================================================================== */ void Weapon_Plasma_Fire (gentity_t *ent) { gentity_t *m; m = fire_plasma (ent, muzzle, forward); // VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics } /* ====================================================================== PULSE RIFLE ====================================================================== */ void Weapon_PulseRifle_Fire (gentity_t *ent) { gentity_t *m; m = fire_pulseRifle( ent, muzzle, forward ); // VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics } /* ====================================================================== FLAME THROWER ====================================================================== */ void Weapon_Flamer_Fire (gentity_t *ent) { gentity_t *m; m = fire_flamer (ent, muzzle, forward); VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics } /* ====================================================================== RAILGUN ====================================================================== */ /* ================= weapon_railgun_fire ================= */ #define MAX_RAIL_HITS 4 void weapon_railgun_fire( gentity_t *ent ) { vec3_t end; trace_t trace; gentity_t *tent; gentity_t *traceEnt; int damage; int i; int hits; int unlinked; int passent; gentity_t *unlinkedEntities[MAX_RAIL_HITS]; damage = 100; VectorMA (muzzle, 8192, forward, end); // trace only against the solids, so the railgun will go through people unlinked = 0; hits = 0; passent = ent->s.number; do { trap_Trace (&trace, muzzle, NULL, NULL, end, passent, MASK_SHOT ); if ( trace.entityNum >= ENTITYNUM_MAX_NORMAL ) break; traceEnt = &g_entities[ trace.entityNum ]; if ( traceEnt->takedamage ) G_Damage( traceEnt, ent, ent, forward, trace.endpos, damage, 0, MOD_RAILGUN ); if ( trace.contents & CONTENTS_SOLID ) break; // we hit something solid enough to stop the beam // unlink this entity, so the next trace will go past it trap_UnlinkEntity( traceEnt ); unlinkedEntities[unlinked] = traceEnt; unlinked++; } while ( unlinked < MAX_RAIL_HITS ); // link back in any entities we unlinked for ( i = 0 ; i < unlinked ; i++ ) trap_LinkEntity( unlinkedEntities[i] ); // the final trace endpos will be the terminal point of the rail trail // snap the endpos to integers to save net bandwidth, but nudged towards the line SnapVectorTowards( trace.endpos, muzzle ); // send railgun beam effect tent = G_TempEntity( trace.endpos, EV_RAILTRAIL ); // 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 ); // no explosion at end if SURF_NOIMPACT, but still make the trail if ( trace.surfaceFlags & SURF_NOIMPACT ) tent->s.eventParm = 255; // don't make the explosion at the end else tent->s.eventParm = DirToByte( trace.plane.normal ); tent->s.clientNum = ent->s.clientNum; } /* ====================================================================== GRAPPLING HOOK ====================================================================== */ void Weapon_GrapplingHook_Fire (gentity_t *ent) { if (!ent->client->fireHeld && !ent->client->hook) fire_grapple (ent, muzzle, forward); ent->client->fireHeld = qtrue; } void Weapon_HookFree (gentity_t *ent) { ent->parent->client->hook = NULL; ent->parent->client->ps.pm_flags &= ~PMF_GRAPPLE_PULL; G_FreeEntity( ent ); } void Weapon_HookThink (gentity_t *ent) { if (ent->enemy) { vec3_t v, oldorigin; VectorCopy(ent->r.currentOrigin, oldorigin); v[0] = ent->enemy->r.currentOrigin[0] + (ent->enemy->r.mins[0] + ent->enemy->r.maxs[0]) * 0.5; v[1] = ent->enemy->r.currentOrigin[1] + (ent->enemy->r.mins[1] + ent->enemy->r.maxs[1]) * 0.5; v[2] = ent->enemy->r.currentOrigin[2] + (ent->enemy->r.mins[2] + ent->enemy->r.maxs[2]) * 0.5; SnapVectorTowards( v, oldorigin ); // save net bandwidth G_SetOrigin( ent, v ); } VectorCopy( ent->r.currentOrigin, ent->parent->client->ps.grapplePoint); } /* ====================================================================== TESLA GENERATOR ====================================================================== */ void Weapon_TeslaFire( gentity_t *ent ) { trace_t tr; vec3_t end; gentity_t *traceEnt, *tent; int damage, i, passent; damage = 8; VectorMA( muzzle, LIGHTNING_RANGE, forward, end ); trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT ); if( tr.entityNum == ENTITYNUM_NONE ) return; traceEnt = &g_entities[ tr.entityNum ]; if( traceEnt->takedamage) { G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_LIGHTNING); } // 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 ); // 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 ); // 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 ); } //====================================================================== /* ====================================================================== BUILD GUN ====================================================================== */ /* =============== Weapon_Cancel_Build =============== */ void Weapon_Cancel_Build( gentity_t *ent ) { ent->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE; } /* =============== Weapon_Build_Fire =============== */ void Weapon_Build_Fire( gentity_t *ent, dynMenu_t menu ) { if( ( ent->client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) > BA_NONE ) { G_ValidateBuild( ent, ent->client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ); ent->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE; return; } G_AddPredictableEvent( ent, EV_MENU, menu ); } /* ====================================================================== VENOM ====================================================================== */ /* =============== CheckVenomAttack =============== */ qboolean CheckVenomAttack( gentity_t *ent ) { trace_t tr; vec3_t end; gentity_t *tent; gentity_t *traceEnt; int damage; // set aiming directions AngleVectors (ent->client->ps.viewangles, forward, right, up); CalcMuzzlePoint( ent, forward, right, up, muzzle ); VectorMA (muzzle, 32, forward, end); trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT); if ( tr.surfaceFlags & SURF_NOIMPACT ) return qfalse; traceEnt = &g_entities[ tr.entityNum ]; if( !traceEnt->takedamage) return qfalse; if( !traceEnt->client ) return qfalse; if( traceEnt->client->ps.stats[ STAT_PTEAM ] == PTE_DROIDS ) return qfalse; // send blood impact if ( traceEnt->takedamage && traceEnt->client ) { tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT ); tent->s.otherEntityNum = traceEnt->s.number; tent->s.eventParm = DirToByte( tr.plane.normal ); tent->s.weapon = ent->s.weapon; } G_Damage( traceEnt, ent, ent, forward, tr.endpos, 5, DAMAGE_NO_KNOCKBACK, MOD_VENOM ); if( traceEnt->client ) { if( !( traceEnt->client->ps.stats[ STAT_STATE ] & SS_POISONED ) ) { traceEnt->client->ps.stats[ STAT_STATE ] |= SS_POISONED; traceEnt->client->lastPoisonTime = level.time; } } return qtrue; } /* =============== Weapon_Venom_Fire =============== */ void Weapon_Venom_Fire( gentity_t *ent ) { } /* ====================================================================== CIRCULAR SAW ====================================================================== */ /* =============== Weapon_Csaw_Fire =============== */ void Weapon_CSaw_Fire( gentity_t *ent ) { trace_t tr; vec3_t end; gentity_t *tent; gentity_t *traceEnt; // set aiming directions AngleVectors (ent->client->ps.viewangles, forward, right, up); CalcMuzzlePoint( ent, forward, right, up, muzzle ); VectorMA( muzzle, 32, forward, end ); trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT ); if ( tr.surfaceFlags & SURF_NOIMPACT ) return; traceEnt = &g_entities[ tr.entityNum ]; // send blood impact if ( traceEnt->takedamage && traceEnt->client ) { tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT ); tent->s.otherEntityNum = traceEnt->s.number; tent->s.eventParm = DirToByte( tr.plane.normal ); tent->s.weapon = ent->s.weapon; } if ( traceEnt->takedamage ) G_Damage( traceEnt, ent, ent, forward, tr.endpos, 5, DAMAGE_NO_KNOCKBACK, MOD_VENOM ); } /* =============== Weapon_Grab_Fire =============== */ void Weapon_Grab_Fire( gentity_t *ent ) { trace_t tr; vec3_t end; gentity_t *tent; gentity_t *traceEnt; int damage; // set aiming directions AngleVectors (ent->client->ps.viewangles, forward, right, up); CalcMuzzlePoint( ent, forward, right, up, muzzle ); VectorMA( muzzle, 32, forward, end ); trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT ); if ( tr.surfaceFlags & SURF_NOIMPACT ) return; traceEnt = &g_entities[ tr.entityNum ]; if( !traceEnt->takedamage ) return; if( !traceEnt->client ) return; if( traceEnt->client->ps.stats[ STAT_PTEAM ] == PTE_DROIDS ) return; if( traceEnt->client ) { //lock client traceEnt->client->ps.stats[ STAT_STATE ] |= SS_GRABBED; traceEnt->client->lastGrabTime = level.time; VectorCopy( traceEnt->client->ps.viewangles, traceEnt->client->ps.grapplePoint ); } } /* =============== CheckGrabAttack =============== */ qboolean CheckGrabAttack( gentity_t *ent ) { trace_t tr; vec3_t end; gentity_t *tent; gentity_t *traceEnt; int damage; // set aiming directions AngleVectors (ent->client->ps.viewangles, forward, right, up); CalcMuzzlePoint( ent, forward, right, up, muzzle ); VectorMA (muzzle, 32, forward, end); trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT); if ( tr.surfaceFlags & SURF_NOIMPACT ) return qfalse; traceEnt = &g_entities[ tr.entityNum ]; if( !traceEnt->takedamage) return qfalse; if( !traceEnt->client ) return qfalse; if( traceEnt->client->ps.stats[ STAT_PTEAM ] == PTE_DROIDS ) return qfalse; return qtrue; } /* ====================================================================== CLAW AND POUNCE ====================================================================== */ /* =============== Weapon_Claw_Fire =============== */ void Weapon_Claw_Fire( gentity_t *ent ) { trace_t tr; vec3_t end; gentity_t *tent; gentity_t *traceEnt; // set aiming directions AngleVectors (ent->client->ps.viewangles, forward, right, up); CalcMuzzlePoint( ent, forward, right, up, muzzle ); VectorMA( muzzle, 32, forward, end ); trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT ); if ( tr.surfaceFlags & SURF_NOIMPACT ) return; traceEnt = &g_entities[ tr.entityNum ]; // send blood impact if ( traceEnt->takedamage && traceEnt->client ) { tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT ); tent->s.otherEntityNum = traceEnt->s.number; tent->s.eventParm = DirToByte( tr.plane.normal ); tent->s.weapon = ent->s.weapon; } if ( traceEnt->takedamage ) G_Damage( traceEnt, ent, ent, forward, tr.endpos, 50, DAMAGE_NO_KNOCKBACK, MOD_VENOM ); } /* =============== CheckPounceAttack =============== */ qboolean CheckPounceAttack( gentity_t *ent ) { trace_t tr; vec3_t end; gentity_t *tent; gentity_t *traceEnt; int damage; if( !ent->client->allowedToPounce ) return qfalse; if( ent->client->ps.groundEntityNum != ENTITYNUM_NONE ) return qfalse; // set aiming directions AngleVectors (ent->client->ps.viewangles, forward, right, up); CalcMuzzlePoint( ent, forward, right, up, muzzle ); VectorMA (muzzle, 48, forward, end); 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 ) return qfalse; traceEnt = &g_entities[ tr.entityNum ]; // send blood impact if ( traceEnt->takedamage && traceEnt->client ) { tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT ); tent->s.otherEntityNum = traceEnt->s.number; tent->s.eventParm = DirToByte( tr.plane.normal ); tent->s.weapon = ent->s.weapon; } if( !traceEnt->takedamage) return qfalse; damage = (int)( (float)ent->client->pouncePayload / ( MAX_POUNCE_SPEED / 100.0f ) ); G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_NO_KNOCKBACK, MOD_VENOM ); ent->client->allowedToPounce = qfalse; return qtrue; } //====================================================================== /* =============== LogAccuracyHit =============== */ 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; /*if( !target->takedamage ) { return qfalse; } if ( target == attacker ) { return qfalse; } if( !target->client ) { return qfalse; } if( !attacker->client ) { return qfalse; } if( target->client->ps.stats[STAT_HEALTH] <= 0 ) { return qfalse; } if ( OnSameTeam( target, attacker ) ) { return qfalse; } return qtrue;*/ } /* =============== 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 ) { VectorCopy( ent->s.pos.trBase, muzzlePoint ); muzzlePoint[2] += ent->client->ps.viewheight; VectorMA( muzzlePoint, 1, forward, muzzlePoint ); // snap to integer coordinates for more efficient network bandwidth usage SnapVector( muzzlePoint ); } /* =============== FireWeapon2 =============== */ void FireWeapon2( 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_GAUNTLET: Weapon_Gauntlet( ent ); break; case WP_TESLAGEN: Weapon_TeslaFire( ent ); break; case WP_SHOTGUN: weapon_supershotgun_fire( ent ); break; case WP_MACHINEGUN: Bullet_Fire( ent, MACHINEGUN_SPREAD, MACHINEGUN_DAMAGE, MOD_MACHINEGUN ); break; case WP_CHAINGUN: Bullet_Fire( ent, CHAINGUN_SPREAD, CHAINGUN_DAMAGE, MOD_CHAINGUN ); break; case WP_GRENADE_LAUNCHER: weapon_grenadelauncher_fire( ent ); break; case WP_ROCKET_LAUNCHER: Weapon_RocketLauncher_Fire( ent ); break; case WP_FLAMER: Weapon_Flamer_Fire( ent ); break; case WP_PLASMAGUN: Weapon_Plasma_Fire( ent ); break; case WP_PULSE_RIFLE: Weapon_PulseRifle_Fire( ent ); break; case WP_RAILGUN: weapon_railgun_fire( ent ); break; case WP_MASS_DRIVER: massDriverFire( ent ); break; case WP_LOCKBLOB_LAUNCHER: break; case WP_BFG: BFG_Fire( ent ); break; case WP_GRAPPLING_HOOK: Weapon_GrapplingHook_Fire( ent ); break; case WP_VENOM: Weapon_Venom_Fire( ent ); break; case WP_GRABANDCSAW: Weapon_Grab_Fire( ent ); break; case WP_POUNCE: break; case WP_DBUILD: Weapon_Cancel_Build( ent ); break; case WP_DBUILD2: Weapon_Cancel_Build( ent ); break; case WP_HBUILD: Weapon_Cancel_Build( ent ); break; case WP_HBUILD2: Weapon_Cancel_Build( ent ); break; default: // FIXME G_Error( "Bad ent->s.weapon" ); break; } } /* =============== FireWeapon =============== */ void FireWeapon( 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->turretAim, forward, right, up ); /*AngleVectors( ent->s.angles2, forward, right, up );*/ VectorCopy( ent->s.pos.trBase, muzzle ); } // fire the specific weapon switch( ent->s.weapon ) { case WP_GAUNTLET: Weapon_Gauntlet( ent ); break; case WP_TESLAGEN: Weapon_TeslaFire( ent ); break; case WP_SHOTGUN: weapon_supershotgun_fire( ent ); break; case WP_MACHINEGUN: Bullet_Fire( ent, MACHINEGUN_SPREAD, MACHINEGUN_DAMAGE, MOD_MACHINEGUN ); break; case WP_CHAINGUN: Bullet_Fire( ent, CHAINGUN_SPREAD, CHAINGUN_DAMAGE, MOD_CHAINGUN ); break; case WP_GRENADE_LAUNCHER: weapon_grenadelauncher_fire( ent ); break; case WP_ROCKET_LAUNCHER: Weapon_RocketLauncher_Fire( ent ); break; case WP_FLAMER: Weapon_Flamer_Fire( ent ); break; case WP_PLASMAGUN: Weapon_Plasma_Fire( ent ); break; case WP_PULSE_RIFLE: Weapon_PulseRifle_Fire( ent ); break; case WP_RAILGUN: weapon_railgun_fire( ent ); break; case WP_MASS_DRIVER: massDriverFire( ent ); break; case WP_LOCKBLOB_LAUNCHER: Weapon_LockBlobLauncher_Fire( ent ); break; case WP_BFG: BFG_Fire( ent ); break; case WP_GRAPPLING_HOOK: Weapon_GrapplingHook_Fire( ent ); break; case WP_VENOM: Weapon_Venom_Fire( ent ); break; case WP_GRABANDCSAW: Weapon_CSaw_Fire( ent ); break; case WP_POUNCE: Weapon_Claw_Fire( ent ); break; case WP_DBUILD: Weapon_Build_Fire( ent, MN_D_BUILD ); break; case WP_DBUILD2: Weapon_Build_Fire( ent, MN_D_BUILD ); break; case WP_HBUILD: Weapon_Build_Fire( ent, MN_H_BUILD ); break; case WP_HBUILD2: Weapon_Build_Fire( ent, MN_H_BUILD ); break; default: // FIXME G_Error( "Bad ent->s.weapon" ); break; } }