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- /*
- Copyright (C) 1997-2001 Id Software, Inc.
- This program is free software; you can redistribute it and/or
- modify it under the terms of the GNU General Public License
- as published by the Free Software Foundation; either version 2
- of the License, or (at your option) any later version.
- 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.
- See the GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
- // g_weapon.c
- #include "g_local.h"
- #include "m_player.h"
- static qboolean is_quad;
- static byte is_silenced;
- void weapon_grenade_fire (edict_t *ent, qboolean held);
- void P_ProjectSource (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
- {
- vec3_t _distance;
- VectorCopy (distance, _distance);
- if (client->pers.hand == LEFT_HANDED)
- _distance[1] *= -1;
- else if (client->pers.hand == CENTER_HANDED)
- _distance[1] = 0;
- G_ProjectSource (point, _distance, forward, right, result);
- }
- /*
- ===============
- PlayerNoise
- Each player can have two noise objects associated with it:
- a personal noise (jumping, pain, weapon firing), and a weapon
- target noise (bullet wall impacts)
- Monsters that don't directly see the player can move
- to a noise in hopes of seeing the player from there.
- ===============
- */
- void PlayerNoise(edict_t *who, vec3_t where, int type)
- {
- edict_t *noise;
- if (type == PNOISE_WEAPON)
- {
- if (who->client->silencer_shots)
- {
- who->client->silencer_shots--;
- return;
- }
- }
- if (deathmatch->value)
- return;
- if (who->flags & FL_NOTARGET)
- return;
- if (!who->mynoise)
- {
- noise = G_Spawn();
- noise->classname = "player_noise";
- VectorSet (noise->mins, -8, -8, -8);
- VectorSet (noise->maxs, 8, 8, 8);
- noise->owner = who;
- noise->svflags = SVF_NOCLIENT;
- who->mynoise = noise;
- noise = G_Spawn();
- noise->classname = "player_noise";
- VectorSet (noise->mins, -8, -8, -8);
- VectorSet (noise->maxs, 8, 8, 8);
- noise->owner = who;
- noise->svflags = SVF_NOCLIENT;
- who->mynoise2 = noise;
- }
- if (type == PNOISE_SELF || type == PNOISE_WEAPON)
- {
- noise = who->mynoise;
- level.sound_entity = noise;
- level.sound_entity_framenum = level.framenum;
- }
- else // type == PNOISE_IMPACT
- {
- noise = who->mynoise2;
- level.sound2_entity = noise;
- level.sound2_entity_framenum = level.framenum;
- }
- VectorCopy (where, noise->s.origin);
- VectorSubtract (where, noise->maxs, noise->absmin);
- VectorAdd (where, noise->maxs, noise->absmax);
- noise->teleport_time = level.time;
- gi.linkentity (noise);
- }
- qboolean Pickup_Weapon (edict_t *ent, edict_t *other)
- {
- int index;
- gitem_t *ammo;
- index = ITEM_INDEX(ent->item);
- if ( ( ((int)(dmflags->value) & DF_WEAPONS_STAY) || coop->value)
- && other->client->pers.inventory[index])
- {
- if (!(ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM) ) )
- return false; // leave the weapon for others to pickup
- }
- other->client->pers.inventory[index]++;
- if (!(ent->spawnflags & DROPPED_ITEM) )
- {
- // give them some ammo with it
- ammo = FindItem (ent->item->ammo);
- if ( (int)dmflags->value & DF_INFINITE_AMMO )
- Add_Ammo (other, ammo, 1000);
- else
- Add_Ammo (other, ammo, ammo->quantity);
- if (! (ent->spawnflags & DROPPED_PLAYER_ITEM) )
- {
- if (deathmatch->value)
- {
- if ((int)(dmflags->value) & DF_WEAPONS_STAY)
- ent->flags |= FL_RESPAWN;
- else
- SetRespawn (ent, 30);
- }
- if (coop->value)
- ent->flags |= FL_RESPAWN;
- }
- }
- if (other->client->pers.weapon != ent->item &&
- (other->client->pers.inventory[index] == 1) &&
- ( !deathmatch->value || other->client->pers.weapon == FindItem("blaster") ) )
- other->client->newweapon = ent->item;
- return true;
- }
- /*
- ===============
- ChangeWeapon
- The old weapon has been dropped all the way, so make the new one
- current
- ===============
- */
- void ChangeWeapon (edict_t *ent)
- {
- int i;
- if (ent->client->grenade_time)
- {
- ent->client->grenade_time = level.time;
- ent->client->weapon_sound = 0;
- weapon_grenade_fire (ent, false);
- ent->client->grenade_time = 0;
- }
- ent->client->pers.lastweapon = ent->client->pers.weapon;
- ent->client->pers.weapon = ent->client->newweapon;
- ent->client->newweapon = NULL;
- ent->client->machinegun_shots = 0;
- // set visible model
- if (ent->s.modelindex == 255) {
- if (ent->client->pers.weapon)
- i = ((ent->client->pers.weapon->weapmodel & 0xff) << 8);
- else
- i = 0;
- ent->s.skinnum = (ent - g_edicts - 1) | i;
- }
- if (ent->client->pers.weapon && ent->client->pers.weapon->ammo)
- ent->client->ammo_index = ITEM_INDEX(FindItem(ent->client->pers.weapon->ammo));
- else
- ent->client->ammo_index = 0;
- if (!ent->client->pers.weapon)
- { // dead
- ent->client->ps.gunindex = 0;
- return;
- }
- ent->client->weaponstate = WEAPON_ACTIVATING;
- ent->client->ps.gunframe = 0;
- ent->client->ps.gunindex = gi.modelindex(ent->client->pers.weapon->view_model);
- ent->client->anim_priority = ANIM_PAIN;
- if(ent->client->ps.pmove.pm_flags & PMF_DUCKED)
- {
- ent->s.frame = FRAME_crpain1;
- ent->client->anim_end = FRAME_crpain4;
- }
- else
- {
- ent->s.frame = FRAME_pain301;
- ent->client->anim_end = FRAME_pain304;
-
- }
- }
- /*
- =================
- NoAmmoWeaponChange
- =================
- */
- void NoAmmoWeaponChange (edict_t *ent)
- {
- if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("slugs"))]
- && ent->client->pers.inventory[ITEM_INDEX(FindItem("railgun"))] )
- {
- ent->client->newweapon = FindItem ("railgun");
- return;
- }
- if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("cells"))]
- && ent->client->pers.inventory[ITEM_INDEX(FindItem("hyperblaster"))] )
- {
- ent->client->newweapon = FindItem ("hyperblaster");
- return;
- }
- if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("bullets"))]
- && ent->client->pers.inventory[ITEM_INDEX(FindItem("chaingun"))] )
- {
- ent->client->newweapon = FindItem ("chaingun");
- return;
- }
- if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("bullets"))]
- && ent->client->pers.inventory[ITEM_INDEX(FindItem("machinegun"))] )
- {
- ent->client->newweapon = FindItem ("machinegun");
- return;
- }
- if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("shells"))] > 1
- && ent->client->pers.inventory[ITEM_INDEX(FindItem("super shotgun"))] )
- {
- ent->client->newweapon = FindItem ("super shotgun");
- return;
- }
- if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("shells"))]
- && ent->client->pers.inventory[ITEM_INDEX(FindItem("shotgun"))] )
- {
- ent->client->newweapon = FindItem ("shotgun");
- return;
- }
- ent->client->newweapon = FindItem ("blaster");
- }
- /*
- =================
- Think_Weapon
- Called by ClientBeginServerFrame and ClientThink
- =================
- */
- void Think_Weapon (edict_t *ent)
- {
- // if just died, put the weapon away
- if (ent->health < 1)
- {
- ent->client->newweapon = NULL;
- ChangeWeapon (ent);
- }
- // call active weapon think routine
- if (ent->client->pers.weapon && ent->client->pers.weapon->weaponthink)
- {
- is_quad = (ent->client->quad_framenum > level.framenum);
- if (ent->client->silencer_shots)
- is_silenced = MZ_SILENCED;
- else
- is_silenced = 0;
- ent->client->pers.weapon->weaponthink (ent);
- }
- }
- /*
- ================
- Use_Weapon
- Make the weapon ready if there is ammo
- ================
- */
- void Use_Weapon (edict_t *ent, gitem_t *item)
- {
- int ammo_index;
- gitem_t *ammo_item;
- // see if we're already using it
- if (item == ent->client->pers.weapon)
- return;
- if (item->ammo && !g_select_empty->value && !(item->flags & IT_AMMO))
- {
- ammo_item = FindItem(item->ammo);
- ammo_index = ITEM_INDEX(ammo_item);
- if (!ent->client->pers.inventory[ammo_index])
- {
- gi.cprintf (ent, PRINT_HIGH, "No %s for %s.\n", ammo_item->pickup_name, item->pickup_name);
- return;
- }
- if (ent->client->pers.inventory[ammo_index] < item->quantity)
- {
- gi.cprintf (ent, PRINT_HIGH, "Not enough %s for %s.\n", ammo_item->pickup_name, item->pickup_name);
- return;
- }
- }
- // change to this weapon when down
- ent->client->newweapon = item;
- }
- /*
- ================
- Drop_Weapon
- ================
- */
- void Drop_Weapon (edict_t *ent, gitem_t *item)
- {
- int index;
- if ((int)(dmflags->value) & DF_WEAPONS_STAY)
- return;
- index = ITEM_INDEX(item);
- // see if we're already using it
- if ( ((item == ent->client->pers.weapon) || (item == ent->client->newweapon))&& (ent->client->pers.inventory[index] == 1) )
- {
- gi.cprintf (ent, PRINT_HIGH, "Can't drop current weapon\n");
- return;
- }
- Drop_Item (ent, item);
- ent->client->pers.inventory[index]--;
- }
- /*
- ================
- Weapon_Generic
- A generic function to handle the basics of weapon thinking
- ================
- */
- #define FRAME_FIRE_FIRST (FRAME_ACTIVATE_LAST + 1)
- #define FRAME_IDLE_FIRST (FRAME_FIRE_LAST + 1)
- #define FRAME_DEACTIVATE_FIRST (FRAME_IDLE_LAST + 1)
- static void Weapon_Generic2 (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent))
- {
- int n;
- if(ent->deadflag || ent->s.modelindex != 255) // VWep animations screw up corpses
- {
- return;
- }
- if (ent->client->weaponstate == WEAPON_DROPPING)
- {
- if (ent->client->ps.gunframe == FRAME_DEACTIVATE_LAST)
- {
- ChangeWeapon (ent);
- return;
- }
- else if ((FRAME_DEACTIVATE_LAST - ent->client->ps.gunframe) == 4)
- {
- ent->client->anim_priority = ANIM_REVERSE;
- if(ent->client->ps.pmove.pm_flags & PMF_DUCKED)
- {
- ent->s.frame = FRAME_crpain4+1;
- ent->client->anim_end = FRAME_crpain1;
- }
- else
- {
- ent->s.frame = FRAME_pain304+1;
- ent->client->anim_end = FRAME_pain301;
-
- }
- }
- ent->client->ps.gunframe++;
- return;
- }
- if (ent->client->weaponstate == WEAPON_ACTIVATING)
- {
- if (ent->client->ps.gunframe == FRAME_ACTIVATE_LAST || instantweap->value)
- {
- ent->client->weaponstate = WEAPON_READY;
- ent->client->ps.gunframe = FRAME_IDLE_FIRST;
- return;
- }
- ent->client->ps.gunframe++;
- return;
- }
- if ((ent->client->newweapon) && (ent->client->weaponstate != WEAPON_FIRING))
- {
- ent->client->weaponstate = WEAPON_DROPPING;
- if (instantweap->value) {
- ChangeWeapon(ent);
- return;
- } else
- ent->client->ps.gunframe = FRAME_DEACTIVATE_FIRST;
- if ((FRAME_DEACTIVATE_LAST - FRAME_DEACTIVATE_FIRST) < 4)
- {
- ent->client->anim_priority = ANIM_REVERSE;
- if(ent->client->ps.pmove.pm_flags & PMF_DUCKED)
- {
- ent->s.frame = FRAME_crpain4+1;
- ent->client->anim_end = FRAME_crpain1;
- }
- else
- {
- ent->s.frame = FRAME_pain304+1;
- ent->client->anim_end = FRAME_pain301;
-
- }
- }
- return;
- }
- if (ent->client->weaponstate == WEAPON_READY)
- {
- if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK) )
- {
- ent->client->latched_buttons &= ~BUTTON_ATTACK;
- if ((!ent->client->ammo_index) ||
- ( ent->client->pers.inventory[ent->client->ammo_index] >= ent->client->pers.weapon->quantity))
- {
- ent->client->ps.gunframe = FRAME_FIRE_FIRST;
- ent->client->weaponstate = WEAPON_FIRING;
- // start the animation
- ent->client->anim_priority = ANIM_ATTACK;
- if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
- {
- ent->s.frame = FRAME_crattak1-1;
- ent->client->anim_end = FRAME_crattak9;
- }
- else
- {
- ent->s.frame = FRAME_attack1-1;
- ent->client->anim_end = FRAME_attack8;
- }
- }
- else
- {
- if (level.time >= ent->pain_debounce_time)
- {
- gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
- ent->pain_debounce_time = level.time + 1;
- }
- NoAmmoWeaponChange (ent);
- }
- }
- else
- {
- if (ent->client->ps.gunframe == FRAME_IDLE_LAST)
- {
- ent->client->ps.gunframe = FRAME_IDLE_FIRST;
- return;
- }
- if (pause_frames)
- {
- for (n = 0; pause_frames[n]; n++)
- {
- if (ent->client->ps.gunframe == pause_frames[n])
- {
- if (rand()&15)
- return;
- }
- }
- }
- ent->client->ps.gunframe++;
- return;
- }
- }
- if (ent->client->weaponstate == WEAPON_FIRING)
- {
- for (n = 0; fire_frames[n]; n++)
- {
- if (ent->client->ps.gunframe == fire_frames[n])
- {
- //ZOID
- if (!CTFApplyStrengthSound(ent))
- //ZOID
- if (ent->client->quad_framenum > level.framenum)
- gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0);
- //ZOID
- CTFApplyHasteSound(ent);
- //ZOID
- fire (ent);
- break;
- }
- }
- if (!fire_frames[n])
- ent->client->ps.gunframe++;
- if (ent->client->ps.gunframe == FRAME_IDLE_FIRST+1)
- ent->client->weaponstate = WEAPON_READY;
- }
- }
- //ZOID
- void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent))
- {
- int oldstate = ent->client->weaponstate;
- Weapon_Generic2 (ent, FRAME_ACTIVATE_LAST, FRAME_FIRE_LAST,
- FRAME_IDLE_LAST, FRAME_DEACTIVATE_LAST, pause_frames,
- fire_frames, fire);
- // run the weapon frame again if hasted
- if (stricmp(ent->client->pers.weapon->pickup_name, "Grapple") == 0 &&
- ent->client->weaponstate == WEAPON_FIRING)
- return;
- if ((CTFApplyHaste(ent) ||
- (Q_stricmp(ent->client->pers.weapon->pickup_name, "Grapple") == 0 &&
- ent->client->weaponstate != WEAPON_FIRING))
- && oldstate == ent->client->weaponstate) {
- Weapon_Generic2 (ent, FRAME_ACTIVATE_LAST, FRAME_FIRE_LAST,
- FRAME_IDLE_LAST, FRAME_DEACTIVATE_LAST, pause_frames,
- fire_frames, fire);
- }
- }
- //ZOID
- /*
- ======================================================================
- GRENADE
- ======================================================================
- */
- #define GRENADE_TIMER 3.0
- #define GRENADE_MINSPEED 400
- #define GRENADE_MAXSPEED 800
- void weapon_grenade_fire (edict_t *ent, qboolean held)
- {
- vec3_t offset;
- vec3_t forward, right;
- vec3_t start;
- int damage = 125;
- float timer;
- int speed;
- float radius;
- radius = damage+40;
- if (is_quad)
- damage *= 4;
- VectorSet(offset, 8, 8, ent->viewheight-8);
- AngleVectors (ent->client->v_angle, forward, right, NULL);
- P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
- timer = ent->client->grenade_time - level.time;
- speed = GRENADE_MINSPEED + (GRENADE_TIMER - timer) * ((GRENADE_MAXSPEED - GRENADE_MINSPEED) / GRENADE_TIMER);
- fire_grenade2 (ent, start, forward, damage, speed, timer, radius, held);
- if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
- ent->client->pers.inventory[ent->client->ammo_index]--;
- ent->client->grenade_time = level.time + 1.0;
- if(ent->deadflag || ent->s.modelindex != 255) // VWep animations screw up corpses
- {
- return;
- }
- if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
- {
- ent->client->anim_priority = ANIM_ATTACK;
- ent->s.frame = FRAME_crattak1-1;
- ent->client->anim_end = FRAME_crattak3;
- }
- else
- {
- ent->client->anim_priority = ANIM_REVERSE;
- ent->s.frame = FRAME_wave08;
- ent->client->anim_end = FRAME_wave01;
- }
- }
- void Weapon_Grenade (edict_t *ent)
- {
- if ((ent->client->newweapon) && (ent->client->weaponstate == WEAPON_READY))
- {
- ChangeWeapon (ent);
- return;
- }
- if (ent->client->weaponstate == WEAPON_ACTIVATING)
- {
- ent->client->weaponstate = WEAPON_READY;
- ent->client->ps.gunframe = 16;
- return;
- }
- if (ent->client->weaponstate == WEAPON_READY)
- {
- if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK) )
- {
- ent->client->latched_buttons &= ~BUTTON_ATTACK;
- if (ent->client->pers.inventory[ent->client->ammo_index])
- {
- ent->client->ps.gunframe = 1;
- ent->client->weaponstate = WEAPON_FIRING;
- ent->client->grenade_time = 0;
- }
- else
- {
- if (level.time >= ent->pain_debounce_time)
- {
- gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
- ent->pain_debounce_time = level.time + 1;
- }
- NoAmmoWeaponChange (ent);
- }
- return;
- }
- if ((ent->client->ps.gunframe == 29) || (ent->client->ps.gunframe == 34) || (ent->client->ps.gunframe == 39) || (ent->client->ps.gunframe == 48))
- {
- if (rand()&15)
- return;
- }
- if (++ent->client->ps.gunframe > 48)
- ent->client->ps.gunframe = 16;
- return;
- }
- if (ent->client->weaponstate == WEAPON_FIRING)
- {
- if (ent->client->ps.gunframe == 5)
- gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/hgrena1b.wav"), 1, ATTN_NORM, 0);
- if (ent->client->ps.gunframe == 11)
- {
- if (!ent->client->grenade_time)
- {
- ent->client->grenade_time = level.time + GRENADE_TIMER + 0.2;
- ent->client->weapon_sound = gi.soundindex("weapons/hgrenc1b.wav");
- }
- // they waited too long, detonate it in their hand
- if (!ent->client->grenade_blew_up && level.time >= ent->client->grenade_time)
- {
- ent->client->weapon_sound = 0;
- weapon_grenade_fire (ent, true);
- ent->client->grenade_blew_up = true;
- }
- if (ent->client->buttons & BUTTON_ATTACK)
- return;
- if (ent->client->grenade_blew_up)
- {
- if (level.time >= ent->client->grenade_time)
- {
- ent->client->ps.gunframe = 15;
- ent->client->grenade_blew_up = false;
- }
- else
- {
- return;
- }
- }
- }
- if (ent->client->ps.gunframe == 12)
- {
- ent->client->weapon_sound = 0;
- weapon_grenade_fire (ent, false);
- }
- if ((ent->client->ps.gunframe == 15) && (level.time < ent->client->grenade_time))
- return;
- ent->client->ps.gunframe++;
- if (ent->client->ps.gunframe == 16)
- {
- ent->client->grenade_time = 0;
- ent->client->weaponstate = WEAPON_READY;
- }
- }
- }
- /*
- ======================================================================
- GRENADE LAUNCHER
- ======================================================================
- */
- void weapon_grenadelauncher_fire (edict_t *ent)
- {
- vec3_t offset;
- vec3_t forward, right;
- vec3_t start;
- int damage = 120;
- float radius;
- radius = damage+40;
- if (is_quad)
- damage *= 4;
- VectorSet(offset, 8, 8, ent->viewheight-8);
- AngleVectors (ent->client->v_angle, forward, right, NULL);
- P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
- VectorScale (forward, -2, ent->client->kick_origin);
- ent->client->kick_angles[0] = -1;
- fire_grenade (ent, start, forward, damage, 600, 2.5, radius);
- gi.WriteByte (svc_muzzleflash);
- gi.WriteShort (ent-g_edicts);
- gi.WriteByte (MZ_GRENADE | is_silenced);
- gi.multicast (ent->s.origin, MULTICAST_PVS);
- ent->client->ps.gunframe++;
- PlayerNoise(ent, start, PNOISE_WEAPON);
- if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
- ent->client->pers.inventory[ent->client->ammo_index]--;
- }
- void Weapon_GrenadeLauncher (edict_t *ent)
- {
- static int pause_frames[] = {34, 51, 59, 0};
- static int fire_frames[] = {6, 0};
- Weapon_Generic (ent, 5, 16, 59, 64, pause_frames, fire_frames, weapon_grenadelauncher_fire);
- }
- /*
- ======================================================================
- ROCKET
- ======================================================================
- */
- void Weapon_RocketLauncher_Fire (edict_t *ent)
- {
- vec3_t offset, start;
- vec3_t forward, right;
- int damage;
- float damage_radius;
- int radius_damage;
- damage = 100 + (int)(random() * 20.0);
- radius_damage = 120;
- damage_radius = 120;
- if (is_quad)
- {
- damage *= 4;
- radius_damage *= 4;
- }
- AngleVectors (ent->client->v_angle, forward, right, NULL);
- VectorScale (forward, -2, ent->client->kick_origin);
- ent->client->kick_angles[0] = -1;
- VectorSet(offset, 8, 8, ent->viewheight-8);
- P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
- fire_rocket (ent, start, forward, damage, 650, damage_radius, radius_damage);
- // send muzzle flash
- gi.WriteByte (svc_muzzleflash);
- gi.WriteShort (ent-g_edicts);
- gi.WriteByte (MZ_ROCKET | is_silenced);
- gi.multicast (ent->s.origin, MULTICAST_PVS);
- ent->client->ps.gunframe++;
- PlayerNoise(ent, start, PNOISE_WEAPON);
- if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
- ent->client->pers.inventory[ent->client->ammo_index]--;
- }
- void Weapon_RocketLauncher (edict_t *ent)
- {
- static int pause_frames[] = {25, 33, 42, 50, 0};
- static int fire_frames[] = {5, 0};
- Weapon_Generic (ent, 4, 12, 50, 54, pause_frames, fire_frames, Weapon_RocketLauncher_Fire);
- }
- /*
- ======================================================================
- BLASTER / HYPERBLASTER
- ======================================================================
- */
- void Blaster_Fire (edict_t *ent, vec3_t g_offset, int damage, qboolean hyper, int effect)
- {
- vec3_t forward, right;
- vec3_t start;
- vec3_t offset;
- if (is_quad)
- damage *= 4;
- AngleVectors (ent->client->v_angle, forward, right, NULL);
- VectorSet(offset, 24, 8, ent->viewheight-8);
- VectorAdd (offset, g_offset, offset);
- P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
- VectorScale (forward, -2, ent->client->kick_origin);
- ent->client->kick_angles[0] = -1;
- fire_blaster (ent, start, forward, damage, 1000, effect, hyper);
- // send muzzle flash
- gi.WriteByte (svc_muzzleflash);
- gi.WriteShort (ent-g_edicts);
- if (hyper)
- gi.WriteByte (MZ_HYPERBLASTER | is_silenced);
- else
- gi.WriteByte (MZ_BLASTER | is_silenced);
- gi.multicast (ent->s.origin, MULTICAST_PVS);
- PlayerNoise(ent, start, PNOISE_WEAPON);
- }
- void Weapon_Blaster_Fire (edict_t *ent)
- {
- int damage;
- if (deathmatch->value)
- damage = 15;
- else
- damage = 10;
- Blaster_Fire (ent, vec3_origin, damage, false, EF_BLASTER);
- ent->client->ps.gunframe++;
- }
- void Weapon_Blaster (edict_t *ent)
- {
- static int pause_frames[] = {19, 32, 0};
- static int fire_frames[] = {5, 0};
- Weapon_Generic (ent, 4, 8, 52, 55, pause_frames, fire_frames, Weapon_Blaster_Fire);
- }
- void Weapon_HyperBlaster_Fire (edict_t *ent)
- {
- float rotation;
- vec3_t offset;
- int effect;
- int damage;
- ent->client->weapon_sound = gi.soundindex("weapons/hyprbl1a.wav");
- if (!(ent->client->buttons & BUTTON_ATTACK))
- {
- ent->client->ps.gunframe++;
- }
- else
- {
- if (! ent->client->pers.inventory[ent->client->ammo_index] )
- {
- if (level.time >= ent->pain_debounce_time)
- {
- gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
- ent->pain_debounce_time = level.time + 1;
- }
- NoAmmoWeaponChange (ent);
- }
- else
- {
- rotation = (ent->client->ps.gunframe - 5) * 2*M_PI/6;
- offset[0] = -4 * sin(rotation);
- offset[1] = 0;
- offset[2] = 4 * cos(rotation);
- if ((ent->client->ps.gunframe == 6) || (ent->client->ps.gunframe == 9))
- effect = EF_HYPERBLASTER;
- else
- effect = 0;
- if (deathmatch->value)
- damage = 15;
- else
- damage = 20;
- Blaster_Fire (ent, offset, damage, true, effect);
- if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
- ent->client->pers.inventory[ent->client->ammo_index]--;
- ent->client->anim_priority = ANIM_ATTACK;
- if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
- {
- ent->s.frame = FRAME_crattak1 - 1;
- ent->client->anim_end = FRAME_crattak9;
- }
- else
- {
- ent->s.frame = FRAME_attack1 - 1;
- ent->client->anim_end = FRAME_attack8;
- }
- }
- ent->client->ps.gunframe++;
- if (ent->client->ps.gunframe == 12 && ent->client->pers.inventory[ent->client->ammo_index])
- ent->client->ps.gunframe = 6;
- }
- if (ent->client->ps.gunframe == 12)
- {
- gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/hyprbd1a.wav"), 1, ATTN_NORM, 0);
- ent->client->weapon_sound = 0;
- }
- }
- void Weapon_HyperBlaster (edict_t *ent)
- {
- static int pause_frames[] = {0};
- static int fire_frames[] = {6, 7, 8, 9, 10, 11, 0};
- Weapon_Generic (ent, 5, 20, 49, 53, pause_frames, fire_frames, Weapon_HyperBlaster_Fire);
- }
- /*
- ======================================================================
- MACHINEGUN / CHAINGUN
- ======================================================================
- */
- void Machinegun_Fire (edict_t *ent)
- {
- int i;
- vec3_t start;
- vec3_t forward, right;
- vec3_t angles;
- int damage = 8;
- int kick = 2;
- vec3_t offset;
- if (!(ent->client->buttons & BUTTON_ATTACK))
- {
- ent->client->machinegun_shots = 0;
- ent->client->ps.gunframe++;
- return;
- }
- if (ent->client->ps.gunframe == 5)
- ent->client->ps.gunframe = 4;
- else
- ent->client->ps.gunframe = 5;
- if (ent->client->pers.inventory[ent->client->ammo_index] < 1)
- {
- ent->client->ps.gunframe = 6;
- if (level.time >= ent->pain_debounce_time)
- {
- gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
- ent->pain_debounce_time = level.time + 1;
- }
- NoAmmoWeaponChange (ent);
- return;
- }
- if (is_quad)
- {
- damage *= 4;
- kick *= 4;
- }
- for (i=1 ; i<3 ; i++)
- {
- ent->client->kick_origin[i] = crandom() * 0.35;
- ent->client->kick_angles[i] = crandom() * 0.7;
- }
- ent->client->kick_origin[0] = crandom() * 0.35;
- ent->client->kick_angles[0] = ent->client->machinegun_shots * -1.5;
- // raise the gun as it is firing
- if (!deathmatch->value)
- {
- ent->client->machinegun_shots++;
- if (ent->client->machinegun_shots > 9)
- ent->client->machinegun_shots = 9;
- }
- // get start / end positions
- VectorAdd (ent->client->v_angle, ent->client->kick_angles, angles);
- AngleVectors (angles, forward, right, NULL);
- VectorSet(offset, 0, 8, ent->viewheight-8);
- P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
- fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_MACHINEGUN);
- gi.WriteByte (svc_muzzleflash);
- gi.WriteShort (ent-g_edicts);
- gi.WriteByte (MZ_MACHINEGUN | is_silenced);
- gi.multicast (ent->s.origin, MULTICAST_PVS);
- PlayerNoise(ent, start, PNOISE_WEAPON);
- if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
- ent->client->pers.inventory[ent->client->ammo_index]--;
- ent->client->anim_priority = ANIM_ATTACK;
- if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
- {
- ent->s.frame = FRAME_crattak1 - (int) (random()+0.25);
- ent->client->anim_end = FRAME_crattak9;
- }
- else
- {
- ent->s.frame = FRAME_attack1 - (int) (random()+0.25);
- ent->client->anim_end = FRAME_attack8;
- }
- }
- void Weapon_Machinegun (edict_t *ent)
- {
- static int pause_frames[] = {23, 45, 0};
- static int fire_frames[] = {4, 5, 0};
- Weapon_Generic (ent, 3, 5, 45, 49, pause_frames, fire_frames, Machinegun_Fire);
- }
- void Chaingun_Fire (edict_t *ent)
- {
- int i;
- int shots;
- vec3_t start;
- vec3_t forward, right, up;
- float r, u;
- vec3_t offset;
- int damage;
- int kick = 2;
- if (deathmatch->value)
- damage = 6;
- else
- damage = 8;
- if (ent->client->ps.gunframe == 5)
- gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnu1a.wav"), 1, ATTN_IDLE, 0);
- if ((ent->client->ps.gunframe == 14) && !(ent->client->buttons & BUTTON_ATTACK))
- {
- ent->client->ps.gunframe = 32;
- ent->client->weapon_sound = 0;
- return;
- }
- else if ((ent->client->ps.gunframe == 21) && (ent->client->buttons & BUTTON_ATTACK)
- && ent->client->pers.inventory[ent->client->ammo_index])
- {
- ent->client->ps.gunframe = 15;
- }
- else
- {
- ent->client->ps.gunframe++;
- }
- if (ent->client->ps.gunframe == 22)
- {
- ent->client->weapon_sound = 0;
- gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnd1a.wav"), 1, ATTN_IDLE, 0);
- }
- else
- {
- ent->client->weapon_sound = gi.soundindex("weapons/chngnl1a.wav");
- }
- ent->client->anim_priority = ANIM_ATTACK;
- if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
- {
- ent->s.frame = FRAME_crattak1 - (ent->client->ps.gunframe & 1);
- ent->client->anim_end = FRAME_crattak9;
- }
- else
- {
- ent->s.frame = FRAME_attack1 - (ent->client->ps.gunframe & 1);
- ent->client->anim_end = FRAME_attack8;
- }
- if (ent->client->ps.gunframe <= 9)
- shots = 1;
- else if (ent->client->ps.gunframe <= 14)
- {
- if (ent->client->buttons & BUTTON_ATTACK)
- shots = 2;
- else
- shots = 1;
- }
- else
- shots = 3;
- if (ent->client->pers.inventory[ent->client->ammo_index] < shots)
- shots = ent->client->pers.inventory[ent->client->ammo_index];
- if (!shots)
- {
- if (level.time >= ent->pain_debounce_time)
- {
- gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
- ent->pain_debounce_time = level.time + 1;
- }
- NoAmmoWeaponChange (ent);
- return;
- }
- if (is_quad)
- {
- damage *= 4;
- kick *= 4;
- }
- for (i=0 ; i<3 ; i++)
- {
- ent->client->kick_origin[i] = crandom() * 0.35;
- ent->client->kick_angles[i] = crandom() * 0.7;
- }
- for (i=0 ; i<shots ; i++)
- {
- // get start / end positions
- AngleVectors (ent->client->v_angle, forward, right, up);
- r = 7 + crandom()*4;
- u = crandom()*4;
- VectorSet(offset, 0, r, u + ent->viewheight-8);
- P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
- fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_CHAINGUN);
- }
- // send muzzle flash
- gi.WriteByte (svc_muzzleflash);
- gi.WriteShort (ent-g_edicts);
- gi.WriteByte ((MZ_CHAINGUN1 + shots - 1) | is_silenced);
- gi.multicast (ent->s.origin, MULTICAST_PVS);
- PlayerNoise(ent, start, PNOISE_WEAPON);
- if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
- ent->client->pers.inventory[ent->client->ammo_index] -= shots;
- }
- void Weapon_Chaingun (edict_t *ent)
- {
- static int pause_frames[] = {38, 43, 51, 61, 0};
- static int fire_frames[] = {5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 0};
- Weapon_Generic (ent, 4, 31, 61, 64, pause_frames, fire_frames, Chaingun_Fire);
- }
- /*
- ======================================================================
- SHOTGUN / SUPERSHOTGUN
- ======================================================================
- */
- void weapon_shotgun_fire (edict_t *ent)
- {
- vec3_t start;
- vec3_t forward, right;
- vec3_t offset;
- int damage = 4;
- int kick = 8;
- if (ent->client->ps.gunframe == 9)
- {
- ent->client->ps.gunframe++;
- return;
- }
- AngleVectors (ent->client->v_angle, forward, right, NULL);
- VectorScale (forward, -2, ent->client->kick_origin);
- ent->client->kick_angles[0] = -2;
- VectorSet(offset, 0, 8, ent->viewheight-8);
- P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
- if (is_quad)
- {
- damage *= 4;
- kick *= 4;
- }
- if (deathmatch->value)
- fire_shotgun (ent, start, forward, damage, kick, 500, 500, DEFAULT_DEATHMATCH_SHOTGUN_COUNT, MOD_SHOTGUN);
- else
- fire_shotgun (ent, start, forward, damage, kick, 500, 500, DEFAULT_SHOTGUN_COUNT, MOD_SHOTGUN);
- // send muzzle flash
- gi.WriteByte (svc_muzzleflash);
- gi.WriteShort (ent-g_edicts);
- gi.WriteByte (MZ_SHOTGUN | is_silenced);
- gi.multicast (ent->s.origin, MULTICAST_PVS);
- ent->client->ps.gunframe++;
- PlayerNoise(ent, start, PNOISE_WEAPON);
- if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
- ent->client->pers.inventory[ent->client->ammo_index]--;
- }
- void Weapon_Shotgun (edict_t *ent)
- {
- static int pause_frames[] = {22, 28, 34, 0};
- static int fire_frames[] = {8, 9, 0};
- Weapon_Generic (ent, 7, 18, 36, 39, pause_frames, fire_frames, weapon_shotgun_fire);
- }
- void weapon_supershotgun_fire (edict_t *ent)
- {
- vec3_t start;
- vec3_t forward, right;
- vec3_t offset;
- vec3_t v;
- int damage = 6;
- int kick = 12;
- AngleVectors (ent->client->v_angle, forward, right, NULL);
- VectorScale (forward, -2, ent->client->kick_origin);
- ent->client->kick_angles[0] = -2;
- VectorSet(offset, 0, 8, ent->viewheight-8);
- P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
- if (is_quad)
- {
- damage *= 4;
- kick *= 4;
- }
- v[PITCH] = ent->client->v_angle[PITCH];
- v[YAW] = ent->client->v_angle[YAW] - 5;
- v[ROLL] = ent->client->v_angle[ROLL];
- AngleVectors (v, forward, NULL, NULL);
- fire_shotgun (ent, start, forward, damage, kick, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT/2, MOD_SSHOTGUN);
- v[YAW] = ent->client->v_angle[YAW] + 5;
- AngleVectors (v, forward, NULL, NULL);
- fire_shotgun (ent, start, forward, damage, kick, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT/2, MOD_SSHOTGUN);
- // send muzzle flash
- gi.WriteByte (svc_muzzleflash);
- gi.WriteShort (ent-g_edicts);
- gi.WriteByte (MZ_SSHOTGUN | is_silenced);
- gi.multicast (ent->s.origin, MULTICAST_PVS);
- ent->client->ps.gunframe++;
- PlayerNoise(ent, start, PNOISE_WEAPON);
- if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
- ent->client->pers.inventory[ent->client->ammo_index] -= 2;
- }
- void Weapon_SuperShotgun (edict_t *ent)
- {
- static int pause_frames[] = {29, 42, 57, 0};
- static int fire_frames[] = {7, 0};
- Weapon_Generic (ent, 6, 17, 57, 61, pause_frames, fire_frames, weapon_supershotgun_fire);
- }
- /*
- ======================================================================
- RAILGUN
- ======================================================================
- */
- void weapon_railgun_fire (edict_t *ent)
- {
- vec3_t start;
- vec3_t forward, right;
- vec3_t offset;
- int damage;
- int kick;
- if (deathmatch->value)
- { // normal damage is too extreme in dm
- damage = 100;
- kick = 200;
- }
- else
- {
- damage = 150;
- kick = 250;
- }
- if (is_quad)
- {
- damage *= 4;
- kick *= 4;
- }
- AngleVectors (ent->client->v_angle, forward, right, NULL);
- VectorScale (forward, -3, ent->client->kick_origin);
- ent->client->kick_angles[0] = -3;
- VectorSet(offset, 0, 7, ent->viewheight-8);
- P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
- fire_rail (ent, start, forward, damage, kick);
- // send muzzle flash
- gi.WriteByte (svc_muzzleflash);
- gi.WriteShort (ent-g_edicts);
- gi.WriteByte (MZ_RAILGUN | is_silenced);
- gi.multicast (ent->s.origin, MULTICAST_PVS);
- ent->client->ps.gunframe++;
- PlayerNoise(ent, start, PNOISE_WEAPON);
- if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
- ent->client->pers.inventory[ent->client->ammo_index]--;
- }
- void Weapon_Railgun (edict_t *ent)
- {
- static int pause_frames[] = {56, 0};
- static int fire_frames[] = {4, 0};
- Weapon_Generic (ent, 3, 18, 56, 61, pause_frames, fire_frames, weapon_railgun_fire);
- }
- /*
- ======================================================================
- BFG10K
- ======================================================================
- */
- void weapon_bfg_fire (edict_t *ent)
- {
- vec3_t offset, start;
- vec3_t forward, right;
- int damage;
- float damage_radius = 1000;
- if (deathmatch->value)
- damage = 200;
- else
- damage = 500;
- if (ent->client->ps.gunframe == 9)
- {
- // send muzzle flash
- gi.WriteByte (svc_muzzleflash);
- gi.WriteShort (ent-g_edicts);
- gi.WriteByte (MZ_BFG | is_silenced);
- gi.multicast (ent->s.origin, MULTICAST_PVS);
- ent->client->ps.gunframe++;
- PlayerNoise(ent, start, PNOISE_WEAPON);
- return;
- }
- // cells can go down during windup (from power armor hits), so
- // check again and abort firing if we don't have enough now
- if (ent->client->pers.inventory[ent->client->ammo_index] < 50)
- {
- ent->client->ps.gunframe++;
- return;
- }
- if (is_quad)
- damage *= 4;
- AngleVectors (ent->client->v_angle, forward, right, NULL);
- VectorScale (forward, -2, ent->client->kick_origin);
- // make a big pitch kick with an inverse fall
- ent->client->v_dmg_pitch = -40;
- ent->client->v_dmg_roll = crandom()*8;
- ent->client->v_dmg_time = level.time + DAMAGE_TIME;
- VectorSet(offset, 8, 8, ent->viewheight-8);
- P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
- fire_bfg (ent, start, forward, damage, 400, damage_radius);
- ent->client->ps.gunframe++;
- PlayerNoise(ent, start, PNOISE_WEAPON);
- if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
- ent->client->pers.inventory[ent->client->ammo_index] -= 50;
- }
- void Weapon_BFG (edict_t *ent)
- {
- static int pause_frames[] = {39, 45, 50, 55, 0};
- static int fire_frames[] = {9, 17, 0};
- Weapon_Generic (ent, 8, 32, 55, 58, pause_frames, fire_frames, weapon_bfg_fire);
- }
- //======================================================================
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