123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134 |
- // leave this line at the top for all g_xxxx.cpp files...
- #include "g_headers.h"
- #include "g_local.h"
- #include "g_functions.h"
- #include "anims.h"
- #include "wp_saber.h"
- extern Vehicle_t *G_IsRidingVehicle( gentity_t *pEnt );
- //lock the owner into place relative to the cannon pos
- void EWebPositionUser(gentity_t *owner, gentity_t *eweb)
- {
- mdxaBone_t boltMatrix;
- vec3_t p, p2, d;
- trace_t tr;
- qboolean traceOver = qtrue;
- if ( owner->s.number < MAX_CLIENTS )
- {//extra checks
- gi.trace(&tr, owner->currentOrigin, owner->mins, owner->maxs, owner->currentOrigin, owner->s.number, owner->clipmask);
- if ( tr.startsolid || tr.allsolid )
- {//crap, they're already in solid somehow, don't bother tracing over
- traceOver = qfalse;
- }
- }
- if ( traceOver )
- {//trace up
- VectorCopy( owner->currentOrigin, p2 );
- p2[2] += STEPSIZE;
- gi.trace(&tr, owner->currentOrigin, owner->mins, owner->maxs, p2, owner->s.number, owner->clipmask);
- if (!tr.startsolid && !tr.allsolid )
- {
- VectorCopy( tr.endpos, p2 );
- }
- else
- {
- VectorCopy( owner->currentOrigin, p2 );
- }
- }
- //trace over
- gi.G2API_GetBoltMatrix( eweb->ghoul2, 0, eweb->headBolt, &boltMatrix,
- eweb->s.apos.trBase, eweb->currentOrigin,
- (cg.time?cg.time:level.time), NULL, eweb->s.modelScale );
- gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, p );
- gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, d );
- d[2] = 0;
- VectorNormalize( d );
- VectorMA( p, -44.0f, d, p );
- if ( !traceOver )
- {
- VectorCopy( p, tr.endpos );
- tr.allsolid = tr.startsolid = qfalse;
- }
- else
- {
- p[2] = p2[2];
- if ( owner->s.number < MAX_CLIENTS )
- {//extra checks
- //just see if end point is not in solid
- gi.trace(&tr, p, owner->mins, owner->maxs, p, owner->s.number, owner->clipmask);
- if ( tr.startsolid || tr.allsolid )
- {//would be in solid there, so just trace over, I guess?
- gi.trace(&tr, p2, owner->mins, owner->maxs, p, owner->s.number, owner->clipmask);
- }
- }
- else
- {//trace over
- gi.trace(&tr, p2, owner->mins, owner->maxs, p, owner->s.number, owner->clipmask);
- }
- }
- if (!tr.startsolid && !tr.allsolid )
- {
- //trace down
- VectorCopy( tr.endpos, p );
- VectorCopy( p, p2 );
- p2[2] -= STEPSIZE;
- gi.trace(&tr, p, owner->mins, owner->maxs, p2, owner->s.number, owner->clipmask);
- if (!tr.startsolid && !tr.allsolid )//&& tr.fraction == 1.0f)
- { //all clear, we can move there
- vec3_t moveDir;
- float moveDist;
- VectorCopy( tr.endpos, p );
- VectorSubtract( p, eweb->pos4, moveDir );
- moveDist = VectorNormalize( moveDir );
- if ( moveDist > 4.0f )
- {//moved past the threshold from last position
- vec3_t oRight;
- int strafeAnim;
- VectorCopy( p, eweb->pos4 );//update the position
- //find out what direction he moved in
- AngleVectors( owner->currentAngles, NULL, oRight, NULL );
- if ( DotProduct( moveDir, oRight ) > 0 )
- {//moved to his right, play right strafe
- strafeAnim = BOTH_STRAFE_RIGHT1;
- }
- else
- {//moved left, play left strafe
- strafeAnim = BOTH_STRAFE_LEFT1;
- }
- NPC_SetAnim( owner, SETANIM_LEGS, strafeAnim,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
- }
-
- G_SetOrigin(owner, p);
- VectorCopy(p, owner->client->ps.origin);
- gi.linkentity( owner );
- }
- }
- //FIXME: IK the hands to the handles of the gun?
- }
- //===============================================
- //End E-Web
- //===============================================
- //----------------------------------------------------------
- //===============================================
- //Emplaced Gun
- //===============================================
- // spawnflag
- #define EMPLACED_INACTIVE 1
- #define EMPLACED_FACING 2
- #define EMPLACED_VULNERABLE 4
- #define EWEB_INVULNERABLE 4
- #define EMPLACED_PLAYERUSE 8
- /*QUAKED emplaced_eweb (0 0 1) (-12 -12 -24) (12 12 24) INACTIVE FACING INVULNERABLE PLAYERUSE
- INACTIVE cannot be used until used by a target_activate
- FACING - player must be facing relatively in the same direction as the gun in order to use it
- VULNERABLE - allow the gun to take damage
- PLAYERUSE - only the player makes it run its usescript
- count - how much ammo to give this gun ( default 999 )
- health - how much damage the gun can take before it blows ( default 250 )
- delay - ONLY AFFECTS NPCs - time between shots ( default 200 on hardest setting )
- wait - ONLY AFFECTS NPCs - time between bursts ( default 800 on hardest setting )
- splashdamage - how much damage a blowing up gun deals ( default 80 )
- splashradius - radius for exploding damage ( default 128 )
- scripts:
- will run usescript, painscript and deathscript
- */
- //----------------------------------------------------------
- void eweb_pain( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, const vec3_t point, int damage, int mod,int hitLoc )
- {
- if ( self->health <= 0 )
- {
- // play pain effect?
- }
- else
- {
- if ( self->paintarget )
- {
- G_UseTargets2( self, self->activator, self->paintarget );
- }
- // Don't do script if dead
- G_ActivateBehavior( self, BSET_PAIN );
- }
- }
- //----------------------------------------------------------
- void eweb_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod,int dFlags,int hitLoc )
- {
- vec3_t org;
- // turn off any firing animations it may have been doing
- self->s.frame = self->startFrame = self->endFrame = 0;
- self->svFlags &= ~(SVF_ANIMATING|SVF_PLAYER_USABLE);
-
-
- self->health = 0;
- // self->s.weapon = WP_EMPLACED_GUN; // we need to be able to switch back to the old weapon
- self->takedamage = qfalse;
- self->lastEnemy = attacker;
- if ( self->activator && self->activator->client )
- {
- if ( self->activator->NPC )
- {
- vec3_t right;
- // radius damage seems to throw them, but add an extra bit to throw them away from the weapon
- AngleVectors( self->currentAngles, NULL, right, NULL );
- VectorMA( self->activator->client->ps.velocity, 140, right, self->activator->client->ps.velocity );
- self->activator->client->ps.velocity[2] = -100;
- // kill them
- self->activator->health = 0;
- self->activator->client->ps.stats[STAT_HEALTH] = 0;
- }
- // kill the players emplaced ammo, cheesy way to keep the gun from firing
- self->activator->client->ps.ammo[weaponData[WP_EMPLACED_GUN].ammoIndex] = 0;
- }
- self->e_PainFunc = painF_NULL;
- if ( self->target )
- {
- G_UseTargets( self, attacker );
- }
- G_RadiusDamage( self->currentOrigin, self, self->splashDamage, self->splashRadius, self, MOD_UNKNOWN );
- VectorCopy( self->currentOrigin, org );
- org[2] += 20;
- G_PlayEffect( "emplaced/explode", org );
- // Turn the top of the eweb off.
- #define TURN_OFF 0x00000100//G2SURFACEFLAG_NODESCENDANTS
- gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "eweb_damage", TURN_OFF );
- // create some persistent smoke by using a dynamically created fx runner
- gentity_t *ent = G_Spawn();
- if ( ent )
- {
- ent->delay = 200;
- ent->random = 100;
- ent->fxID = G_EffectIndex( "emplaced/dead_smoke" );
- ent->e_ThinkFunc = thinkF_fx_runner_think;
- ent->nextthink = level.time + 50;
- // move up above the gun origin
- VectorCopy( self->currentOrigin, org );
- org[2] += 35;
- G_SetOrigin( ent, org );
- VectorCopy( org, ent->s.origin );
- VectorSet( ent->s.angles, -90, 0, 0 ); // up
- G_SetAngles( ent, ent->s.angles );
- gi.linkentity( ent );
- }
- G_ActivateBehavior( self, BSET_DEATH );
- }
- qboolean eweb_can_be_used( gentity_t *self, gentity_t *other, gentity_t *activator )
- {
- if ( self->health <= 0 )
- {
- // can't use a dead gun.
- return qfalse;
- }
- if ( self->svFlags & SVF_INACTIVE )
- {
- return qfalse; // can't use inactive gun
- }
- if ( !activator->client )
- {
- return qfalse; // only a client can use it.
- }
- if ( self->activator )
- {
- // someone is already in the gun.
- return qfalse;
- }
- if ( other && other->client && G_IsRidingVehicle( other ) )
- {//can't use eweb when on a vehicle
- return qfalse;
- }
- if ( activator && activator->client && G_IsRidingVehicle( activator ) )
- {//can't use eweb when on a vehicle
- return qfalse;
- }
- if ( activator && activator->client && (activator->client->ps.pm_flags&PMF_DUCKED) )
- {//stand up, ya cowardly varmint!
- return qfalse;
- }
- if ( activator && activator->health <= 0 )
- {//dead men ain't got no more use fer guns...
- return qfalse;
- }
- vec3_t fwd1, fwd2;
- vec3_t facingAngles;
- VectorAdd( self->s.angles, self->pos1, facingAngles );
- if ( activator->s.number < MAX_CLIENTS )
- {//player must be facing general direction of the turret head
- // Let's get some direction vectors for the users
- AngleVectors( activator->client->ps.viewangles, fwd1, NULL, NULL );
- fwd1[2] = 0;
- // Get the gun's direction vector
- AngleVectors( facingAngles, fwd2, NULL, NULL );
- fwd2[2] = 0;
- float dot = DotProduct( fwd1, fwd2 );
- // Must be reasonably facing the way the gun points ( 90 degrees or so ), otherwise we don't allow to use it.
- if ( dot < 0.75f )
- {
- return qfalse;
- }
- }
- if ( self->delay + 500 < level.time )
- {
- return qtrue;
- }
- return qfalse;
- }
- void eweb_use( gentity_t *self, gentity_t *other, gentity_t *activator )
- {
- if ( !eweb_can_be_used( self, other, activator ) )
- {
- return;
- }
- int oldWeapon = activator->s.weapon;
- if ( oldWeapon == WP_SABER )
- {
- self->alt_fire = activator->client->ps.SaberActive();
- }
- // swap the users weapon with the emplaced gun and add the ammo the gun has to the player
- activator->client->ps.weapon = self->s.weapon;
- Add_Ammo( activator, WP_EMPLACED_GUN, self->count );
- activator->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_EMPLACED_GUN );
- // Allow us to point from one to the other
- activator->owner = self; // kind of dumb, but when we are locked to the weapon, we are owned by it.
- self->activator = activator;
- G_RemoveWeaponModels( activator );
- extern void ChangeWeapon( gentity_t *ent, int newWeapon );
- if ( activator->NPC )
- {
- ChangeWeapon( activator, WP_EMPLACED_GUN );
- }
- else if ( activator->s.number == 0 )
- {
- // we don't want for it to draw the weapon select stuff
- cg.weaponSelect = WP_EMPLACED_GUN;
- CG_CenterPrint( "@SP_INGAME_EXIT_VIEW", SCREEN_HEIGHT * 0.95 );
- }
- VectorCopy( activator->currentOrigin, self->pos4 );//keep this around so we know when to make them play the strafe anim
- // the gun will track which weapon we used to have
- self->s.weapon = oldWeapon;
- // Lock the player
- activator->client->ps.eFlags |= EF_LOCKED_TO_WEAPON;
- activator->owner = self; // kind of dumb, but when we are locked to the weapon, we are owned by it.
- self->activator = activator;
- self->delay = level.time; // can't disconnect from the thing for half a second
- // Let the gun be considered an enemy
- //Ugh, so much AI code seems to assume enemies are clients, maybe this shouldn't be on, but it's too late in the game to change it now without knowing what side-effects this will have
- self->svFlags |= SVF_NONNPC_ENEMY;
- self->noDamageTeam = activator->client->playerTeam;
- //FIXME: should really wait a bit after spawn and get this just once?
- self->waypoint = NAV::GetNearestNode(self);
- #ifdef _DEBUG
- if ( self->waypoint == -1 )
- {
- gi.Printf( S_COLOR_RED"ERROR: no waypoint for emplaced_gun %s at %s\n", self->targetname, vtos(self->currentOrigin) );
- }
- #endif
- G_Sound( self, G_SoundIndex( "sound/weapons/eweb/eweb_mount.mp3" ));
- #ifdef _IMMERSION
- G_Force( self, G_ForceIndex( "fffx/weapons/emplaced/emplaced_mount", FF_CHANNEL_TOUCH ) );
- #endif // _IMMERSION
- if ( !(self->spawnflags&EMPLACED_PLAYERUSE) || activator->s.number == 0 )
- {//player-only usescript or any usescript
- // Run use script
- G_ActivateBehavior( self, BSET_USE );
- }
- }
- //----------------------------------------------------------
- void SP_emplaced_eweb( gentity_t *ent )
- {
- char name[] = "models/map_objects/hoth/eweb_model.glm";
- ent->svFlags |= SVF_PLAYER_USABLE;
- ent->contents = CONTENTS_BODY;
- if ( ent->spawnflags & EMPLACED_INACTIVE )
- {
- ent->svFlags |= SVF_INACTIVE;
- }
- VectorSet( ent->mins, -12, -12, -24 );
- VectorSet( ent->maxs, 12, 12, 24 );
- ent->takedamage = qtrue;
- if ( ( ent->spawnflags & EWEB_INVULNERABLE ))
- {
- ent->flags |= FL_GODMODE;
- }
- ent->s.radius = 80;
- ent->spawnflags |= 4; // deadsolid
- //ent->e_ThinkFunc = thinkF_NULL;
- ent->e_PainFunc = painF_eweb_pain;
- ent->e_DieFunc = dieF_eweb_die;
- G_EffectIndex( "emplaced/explode" );
- G_EffectIndex( "emplaced/dead_smoke" );
- G_SoundIndex( "sound/weapons/eweb/eweb_aim.wav" );
- G_SoundIndex( "sound/weapons/eweb/eweb_dismount.mp3" );
- //G_SoundIndex( "sound/weapons/eweb/eweb_empty.wav" );
- G_SoundIndex( "sound/weapons/eweb/eweb_fire.wav" );
- G_SoundIndex( "sound/weapons/eweb/eweb_hitplayer.wav" );
- G_SoundIndex( "sound/weapons/eweb/eweb_hitsurface.wav" );
- //G_SoundIndex( "sound/weapons/eweb/eweb_load.wav" );
- G_SoundIndex( "sound/weapons/eweb/eweb_mount.mp3" );
- // Set up our defaults and override with custom amounts as necessary
- G_SpawnInt( "count", "999", &ent->count );
- G_SpawnInt( "health", "250", &ent->health );
- G_SpawnInt( "splashDamage", "40", &ent->splashDamage );
- G_SpawnInt( "splashRadius", "100", &ent->splashRadius );
- G_SpawnFloat( "delay", "200", &ent->random ); // NOTE: spawning into a different field!!
- G_SpawnFloat( "wait", "800", &ent->wait );
- ent->max_health = ent->health;
- ent->dflags |= DAMAGE_CUSTOM_HUD; // dumb, but we draw a custom hud
- ent->s.modelindex = G_ModelIndex( name );
- ent->playerModel = gi.G2API_InitGhoul2Model( ent->ghoul2, name, ent->s.modelindex );
- // Activate our tags and bones
- ent->handLBolt = gi.G2API_AddBolt( &ent->ghoul2[ent->playerModel], "*cannonflash" ); //muzzle bolt
- ent->headBolt = gi.G2API_AddBolt( &ent->ghoul2[ent->playerModel], "cannon_Xrot" ); //for placing the owner relative to rotation
- ent->rootBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "model_root", qtrue );
- ent->lowerLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cannon_Yrot", qtrue );
- ent->upperLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cannon_Xrot", qtrue );
- gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->lowerLumbarBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_X, NEGATIVE_Y, NULL);
- gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->upperLumbarBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_X, NEGATIVE_Y, NULL);
- //gi.G2API_SetBoneAngles( &ent->ghoul2[0], "cannon_Yrot", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL);
- //set the constraints for this guy as an emplaced weapon, and his constraint angles
- //ent->s.origin2[0] = 60.0f; //60 degrees in either direction
- RegisterItem( FindItemForWeapon( WP_EMPLACED_GUN ));
- ent->s.weapon = WP_EMPLACED_GUN;
- G_SetOrigin( ent, ent->s.origin );
- G_SetAngles( ent, ent->s.angles );
- VectorCopy( ent->s.angles, ent->lastAngles );
- // store base angles for later
- VectorClear( ent->pos1 );
- ent->e_UseFunc = useF_eweb_use;
- ent->bounceCount = 1;//to distinguish it from the emplaced gun
- gi.linkentity (ent);
- }
- /*QUAKED emplaced_gun (0 0 1) (-24 -24 0) (24 24 64) INACTIVE x VULNERABLE PLAYERUSE
- INACTIVE cannot be used until used by a target_activate
- VULNERABLE - allow the gun to take damage
- PLAYERUSE - only the player makes it run its usescript
- count - how much ammo to give this gun ( default 999 )
- health - how much damage the gun can take before it blows ( default 250 )
- delay - ONLY AFFECTS NPCs - time between shots ( default 200 on hardest setting )
- wait - ONLY AFFECTS NPCs - time between bursts ( default 800 on hardest setting )
- splashdamage - how much damage a blowing up gun deals ( default 80 )
- splashradius - radius for exploding damage ( default 128 )
- scripts:
- will run usescript, painscript and deathscript
- */
-
- //----------------------------------------------------------
- void emplaced_gun_use( gentity_t *self, gentity_t *other, gentity_t *activator )
- {
- vec3_t fwd1, fwd2;
- if ( self->health <= 0 )
- {
- // can't use a dead gun.
- return;
- }
- if ( self->svFlags & SVF_INACTIVE )
- {
- return; // can't use inactive gun
- }
- if ( !activator->client )
- {
- return; // only a client can use it.
- }
- if ( self->activator )
- {
- // someone is already in the gun.
- return;
- }
- if ( other && other->client && G_IsRidingVehicle( other ) )
- {//can't use eweb when on a vehicle
- return;
- }
- if ( activator && activator->client && G_IsRidingVehicle( activator ) )
- {//can't use eweb when on a vehicle
- return;
- }
- // We'll just let the designers duke this one out....I mean, as to whether they even want to limit such a thing.
- if ( self->spawnflags & EMPLACED_FACING )
- {
- // Let's get some direction vectors for the users
- AngleVectors( activator->client->ps.viewangles, fwd1, NULL, NULL );
- // Get the guns direction vector
- AngleVectors( self->pos1, fwd2, NULL, NULL );
- float dot = DotProduct( fwd1, fwd2 );
- // Must be reasonably facing the way the gun points ( 90 degrees or so ), otherwise we don't allow to use it.
- if ( dot < 0.0f )
- {
- return;
- }
- }
- // don't allow using it again for half a second
- if ( self->delay + 500 < level.time )
- {
- int oldWeapon = activator->s.weapon;
- if ( oldWeapon == WP_SABER )
- {
- self->alt_fire = activator->client->ps.SaberActive();
- }
- // swap the users weapon with the emplaced gun and add the ammo the gun has to the player
- activator->client->ps.weapon = self->s.weapon;
- Add_Ammo( activator, WP_EMPLACED_GUN, self->count );
- activator->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_EMPLACED_GUN );
- // Allow us to point from one to the other
- activator->owner = self; // kind of dumb, but when we are locked to the weapon, we are owned by it.
- self->activator = activator;
- G_RemoveWeaponModels( activator );
- extern void ChangeWeapon( gentity_t *ent, int newWeapon );
- if ( activator->NPC )
- {
- ChangeWeapon( activator, WP_EMPLACED_GUN );
- }
- else if ( activator->s.number == 0 )
- {
- // we don't want for it to draw the weapon select stuff
- cg.weaponSelect = WP_EMPLACED_GUN;
- CG_CenterPrint( "@SP_INGAME_EXIT_VIEW", SCREEN_HEIGHT * 0.95 );
- }
- // Since we move the activator inside of the gun, we reserve a solid spot where they were standing in order to be able to get back out without being in solid
- if ( self->nextTrain )
- {//you never know
- G_FreeEntity( self->nextTrain );
- }
- self->nextTrain = G_Spawn();
- //self->nextTrain->classname = "emp_placeholder";
- self->nextTrain->contents = CONTENTS_MONSTERCLIP|CONTENTS_PLAYERCLIP;//hmm... playerclip too now that we're doing it for NPCs?
- G_SetOrigin( self->nextTrain, activator->client->ps.origin );
- VectorCopy( activator->mins, self->nextTrain->mins );
- VectorCopy( activator->maxs, self->nextTrain->maxs );
- gi.linkentity( self->nextTrain );
- //need to inflate the activator's mins/maxs since the gunsit anim puts them outside of their bbox
- VectorSet( activator->mins, -24, -24, -24 );
- VectorSet( activator->maxs, 24, 24, 40 );
- // Move the activator into the center of the gun. For NPC's the only way the can get out of the gun is to die.
- VectorCopy( self->s.origin, activator->client->ps.origin );
- activator->client->ps.origin[2] += 30; // move them up so they aren't standing in the floor
- gi.linkentity( activator );
- // the gun will track which weapon we used to have
- self->s.weapon = oldWeapon;
- // Lock the player
- activator->client->ps.eFlags |= EF_LOCKED_TO_WEAPON;
- activator->owner = self; // kind of dumb, but when we are locked to the weapon, we are owned by it.
- self->activator = activator;
- self->delay = level.time; // can't disconnect from the thing for half a second
- // Let the gun be considered an enemy
- //Ugh, so much AI code seems to assume enemies are clients, maybe this shouldn't be on, but it's too late in the game to change it now without knowing what side-effects this will have
- self->svFlags |= SVF_NONNPC_ENEMY;
- self->noDamageTeam = activator->client->playerTeam;
- // FIXME: don't do this, we'll try and actually put the player in this beast
- // move the player to the center of the gun
- // activator->contents = 0;
- // VectorCopy( self->currentOrigin, activator->client->ps.origin );
- SetClientViewAngle( activator, self->pos1 );
- //FIXME: should really wait a bit after spawn and get this just once?
- self->waypoint = NAV::GetNearestNode(self);
- #ifdef _DEBUG
- if ( self->waypoint == -1 )
- {
- gi.Printf( S_COLOR_RED"ERROR: no waypoint for emplaced_gun %s at %s\n", self->targetname, vtos(self->currentOrigin) );
- }
- #endif
- G_Sound( self, G_SoundIndex( "sound/weapons/emplaced/emplaced_mount.mp3" ));
- #ifdef _IMMERSION
- G_Force( self, G_ForceIndex( "fffx/weapons/emplaced/emplaced_mount", FF_CHANNEL_TOUCH ) );
- #endif // _IMMERSION
- if ( !(self->spawnflags&EMPLACED_PLAYERUSE) || activator->s.number == 0 )
- {//player-only usescript or any usescript
- // Run use script
- G_ActivateBehavior( self, BSET_USE );
- }
- }
- }
- //----------------------------------------------------------
- void emplaced_gun_pain( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, const vec3_t point, int damage, int mod,int hitLoc )
- {
- if ( self->health <= 0 )
- {
- // play pain effect?
- }
- else
- {
- if ( self->paintarget )
- {
- G_UseTargets2( self, self->activator, self->paintarget );
- }
- // Don't do script if dead
- G_ActivateBehavior( self, BSET_PAIN );
- }
- }
- //----------------------------------------------------------
- void emplaced_blow( gentity_t *ent )
- {
- ent->e_DieFunc = dieF_NULL;
- emplaced_gun_die( ent, ent->lastEnemy, ent->lastEnemy, 0, MOD_UNKNOWN );
- }
- //----------------------------------------------------------
- void emplaced_gun_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod,int dFlags,int hitLoc )
- {
- vec3_t org;
- // turn off any firing animations it may have been doing
- self->s.frame = self->startFrame = self->endFrame = 0;
- self->svFlags &= ~SVF_ANIMATING;
-
- self->health = 0;
- // self->s.weapon = WP_EMPLACED_GUN; // we need to be able to switch back to the old weapon
- self->takedamage = qfalse;
- self->lastEnemy = attacker;
- // we defer explosion so the player has time to get out
- if ( self->e_DieFunc )
- {
- self->e_ThinkFunc = thinkF_emplaced_blow;
- self->nextthink = level.time + 3000; // don't blow for a couple of seconds
- return;
- }
- if ( self->activator && self->activator->client )
- {
- if ( self->activator->NPC )
- {
- vec3_t right;
- // radius damage seems to throw them, but add an extra bit to throw them away from the weapon
- AngleVectors( self->currentAngles, NULL, right, NULL );
- VectorMA( self->activator->client->ps.velocity, 140, right, self->activator->client->ps.velocity );
- self->activator->client->ps.velocity[2] = -100;
- // kill them
- self->activator->health = 0;
- self->activator->client->ps.stats[STAT_HEALTH] = 0;
- }
- // kill the players emplaced ammo, cheesy way to keep the gun from firing
- self->activator->client->ps.ammo[weaponData[WP_EMPLACED_GUN].ammoIndex] = 0;
- }
- self->e_PainFunc = painF_NULL;
- self->e_ThinkFunc = thinkF_NULL;
- if ( self->target )
- {
- G_UseTargets( self, attacker );
- }
- G_RadiusDamage( self->currentOrigin, self, self->splashDamage, self->splashRadius, self, MOD_UNKNOWN );
- // when the gun is dead, add some ugliness to it.
- vec3_t ugly;
- ugly[YAW] = 4;
- ugly[PITCH] = self->lastAngles[PITCH] * 0.8f + crandom() * 6;
- ugly[ROLL] = crandom() * 7;
- gi.G2API_SetBoneAnglesIndex( &self->ghoul2[self->playerModel], self->lowerLumbarBone, ugly, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL );
- VectorCopy( self->currentOrigin, org );
- org[2] += 20;
- G_PlayEffect( "emplaced/explode", org );
- // create some persistent smoke by using a dynamically created fx runner
- gentity_t *ent = G_Spawn();
- if ( ent )
- {
- ent->delay = 200;
- ent->random = 100;
- ent->fxID = G_EffectIndex( "emplaced/dead_smoke" );
- ent->e_ThinkFunc = thinkF_fx_runner_think;
- ent->nextthink = level.time + 50;
- // move up above the gun origin
- VectorCopy( self->currentOrigin, org );
- org[2] += 35;
- G_SetOrigin( ent, org );
- VectorCopy( org, ent->s.origin );
- VectorSet( ent->s.angles, -90, 0, 0 ); // up
- G_SetAngles( ent, ent->s.angles );
- gi.linkentity( ent );
- }
- G_ActivateBehavior( self, BSET_DEATH );
- }
- //----------------------------------------------------------
- void SP_emplaced_gun( gentity_t *ent )
- {
- char name[] = "models/map_objects/imp_mine/turret_chair.glm";
- ent->svFlags |= SVF_PLAYER_USABLE;
- ent->contents = CONTENTS_BODY;//CONTENTS_SHOTCLIP|CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP;//CONTENTS_SOLID;
- if ( ent->spawnflags & EMPLACED_INACTIVE )
- {
- ent->svFlags |= SVF_INACTIVE;
- }
- VectorSet( ent->mins, -30, -30, -5 );
- VectorSet( ent->maxs, 30, 30, 60 );
- ent->takedamage = qtrue;
- if ( !( ent->spawnflags & EMPLACED_VULNERABLE ))
- {
- ent->flags |= FL_GODMODE;
- }
- ent->s.radius = 110;
- ent->spawnflags |= 4; // deadsolid
- //ent->e_ThinkFunc = thinkF_NULL;
- ent->e_PainFunc = painF_emplaced_gun_pain;
- ent->e_DieFunc = dieF_emplaced_gun_die;
- G_EffectIndex( "emplaced/explode" );
- G_EffectIndex( "emplaced/dead_smoke" );
- G_SoundIndex( "sound/weapons/emplaced/emplaced_mount.mp3" );
- G_SoundIndex( "sound/weapons/emplaced/emplaced_dismount.mp3" );
- G_SoundIndex( "sound/weapons/emplaced/emplaced_move_lp.wav" );
- // Set up our defaults and override with custom amounts as necessary
- G_SpawnInt( "count", "999", &ent->count );
- G_SpawnInt( "health", "250", &ent->health );
- G_SpawnInt( "splashDamage", "80", &ent->splashDamage );
- G_SpawnInt( "splashRadius", "128", &ent->splashRadius );
- G_SpawnFloat( "delay", "200", &ent->random ); // NOTE: spawning into a different field!!
- G_SpawnFloat( "wait", "800", &ent->wait );
- ent->max_health = ent->health;
- ent->dflags |= DAMAGE_CUSTOM_HUD; // dumb, but we draw a custom hud
- ent->s.modelindex = G_ModelIndex( name );
- ent->playerModel = gi.G2API_InitGhoul2Model( ent->ghoul2, name, ent->s.modelindex );
- // Activate our tags and bones
- ent->headBolt = gi.G2API_AddBolt( &ent->ghoul2[ent->playerModel], "*seat" );
- ent->handLBolt = gi.G2API_AddBolt( &ent->ghoul2[ent->playerModel], "*flash01" );
- ent->handRBolt = gi.G2API_AddBolt( &ent->ghoul2[ent->playerModel], "*flash02" );
- ent->rootBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "base_bone", qtrue );
- ent->lowerLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "swivel_bone", qtrue );
- gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->lowerLumbarBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL);
- RegisterItem( FindItemForWeapon( WP_EMPLACED_GUN ));
- ent->s.weapon = WP_EMPLACED_GUN;
- G_SetOrigin( ent, ent->s.origin );
- G_SetAngles( ent, ent->s.angles );
- VectorCopy( ent->s.angles, ent->lastAngles );
- // store base angles for later
- VectorCopy( ent->s.angles, ent->pos1 );
- ent->e_UseFunc = useF_emplaced_gun_use;
- ent->bounceCount = 0;//to distinguish it from the eweb
- gi.linkentity (ent);
- }
- //====================================================
- //General Emplaced Weapon Funcs called in g_active.cpp
- //====================================================
- void G_UpdateEmplacedWeaponData( gentity_t *ent )
- {
- if ( ent && ent->owner && ent->health > 0 )
- {
- gentity_t *chair = ent->owner;
- if ( chair->e_UseFunc == useF_emplaced_gun_use )//yeah, crappy way to check this, but...
- {//one that you sit in
- //take the emplaced gun's waypoint as your own
- ent->waypoint = chair->waypoint;
- //update the actual origin of the sitter
- mdxaBone_t boltMatrix;
- vec3_t chairAng = {0, ent->client->ps.viewangles[YAW], 0};
- // Getting the seat bolt here
- gi.G2API_GetBoltMatrix( chair->ghoul2, chair->playerModel, chair->headBolt,
- &boltMatrix, chairAng, chair->currentOrigin, (cg.time?cg.time:level.time),
- NULL, chair->s.modelScale );
- // Storing ent position, bolt position, and bolt axis
- gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, ent->client->ps.origin );
- gi.linkentity( ent );
- }
- else if ( chair->e_UseFunc == useF_eweb_use )//yeah, crappy way to check this, but...
- {//standing at an E-Web
- EWebPositionUser( ent, chair );
- }
- }
- }
- void ExitEmplacedWeapon( gentity_t *ent )
- {
- // requesting to unlock from the weapon
- // We'll leave the gun pointed in the direction it was last facing, though we'll cut out the pitch
- if ( ent->client )
- {
- // if we are the player we will have put down a brush that blocks NPCs so that we have a clear spot to get back out.
- //gentity_t *place = G_Find( NULL, FOFS(classname), "emp_placeholder" );
- if ( ent->health > 0 )
- {//he's still alive, and we have a placeholder, so put him back
- if ( ent->owner->nextTrain )
- {
- // reset the players position
- VectorCopy( ent->owner->nextTrain->currentOrigin, ent->client->ps.origin );
- //reset ent's size to normal
- VectorCopy( ent->owner->nextTrain->mins, ent->mins );
- VectorCopy( ent->owner->nextTrain->maxs, ent->maxs );
- //free the placeholder
- G_FreeEntity( ent->owner->nextTrain );
- //re-link the ent
- gi.linkentity( ent );
- }
- else if ( ent->owner->e_UseFunc == useF_eweb_use )//yeah, crappy way to check this, but...
- {
- // so give 'em a push away from us
- vec3_t backDir, start, end;
- trace_t trace;
- gentity_t *eweb = ent->owner;
- float curRadius = 0.0f;
- float minRadius, maxRadius;
- qboolean safeExit = qfalse;
- VectorSubtract( ent->currentOrigin, eweb->currentOrigin, backDir );
- backDir[2] = 0;
- minRadius = VectorNormalize( backDir )-8.0f;
- maxRadius = (ent->maxs[0]+ent->maxs[1])*0.5f;
- maxRadius += (eweb->maxs[0]+eweb->maxs[1])*0.5f;
- maxRadius *= 1.5f;
- if ( minRadius >= maxRadius - 1.0f )
- {
- maxRadius = minRadius + 8.0f;
- }
- ent->owner = NULL;//so his trace hits me
- for ( curRadius = minRadius; curRadius <= maxRadius; curRadius += 4.0f )
- {
- VectorMA( ent->currentOrigin, curRadius, backDir, start );
- //make sure they're not in the ground
- VectorCopy( start, end );
- start[2] += 18;
- end[2] -= 18;
- gi.trace(&trace, start, ent->mins, ent->maxs, end, ent->s.number, ent->clipmask);
- if ( !trace.allsolid && !trace.startsolid )
- {
- G_SetOrigin( ent, trace.endpos );
- gi.linkentity( ent );
- safeExit = qtrue;
- break;
- }
- }
- //Hmm... otherwise, don't allow them to get off?
- ent->owner = eweb;
- if ( !safeExit )
- {//don't try again for a second
- ent->owner->delay = level.time + 500;
- return;
- }
- }
- }
- else if ( ent->health <= 0 )
- {
- // dead, so give 'em a push out of the chair
- vec3_t dir;
- AngleVectors( ent->owner->s.angles, NULL, dir, NULL );
- if ( rand() & 1 )
- {
- VectorScale( dir, -1, dir );
- }
- VectorMA( ent->client->ps.velocity, 75, dir, ent->client->ps.velocity );
- }
- //don't let them move towards me for a couple frames so they don't step back into me while I'm becoming solid to them
- if ( ent->s.number < MAX_CLIENTS )
- {
- if ( ent->client->ps.pm_time < 100 )
- {
- ent->client->ps.pm_time = 100;
- }
- ent->client->ps.pm_flags |= (PMF_TIME_NOFRICTION|PMF_TIME_KNOCKBACK);
- }
- if ( !ent->owner->bounceCount )
- {//not an EWeb - the overridden bone angles will remember the angle we left it at
- VectorCopy( ent->client->ps.viewangles, ent->owner->s.angles );
- ent->owner->s.angles[PITCH] = 0;
- G_SetAngles( ent->owner, ent->owner->s.angles );
- VectorCopy( ent->owner->s.angles, ent->owner->pos1 );
- }
- }
- // Remove the emplaced gun from our inventory
- ent->client->ps.stats[STAT_WEAPONS] &= ~( 1 << WP_EMPLACED_GUN );
- extern void ChangeWeapon( gentity_t *ent, int newWeapon );
- extern void CG_ChangeWeapon( int num );
- if ( ent->health <= 0 )
- {//when die, don't set weapon back on when ejected from emplaced/eweb
- //empty hands
- ent->client->ps.weapon = WP_NONE;
- if ( ent->NPC )
- {
- ChangeWeapon( ent, ent->client->ps.weapon ); // should be OK actually.
- }
- else
- {
- CG_ChangeWeapon( ent->client->ps.weapon );
- }
- if ( ent->s.number < MAX_CLIENTS )
- {
- gi.cvar_set( "cg_thirdperson", "1" );
- }
- }
- else
- {
- // when we lock or unlock from the the gun, we get our old weapon back
- ent->client->ps.weapon = ent->owner->s.weapon;
- if ( ent->NPC )
- {//BTW, if a saber-using NPC ever gets off of an emplaced gun/eweb, this will not work, look at NPC_ChangeWeapon for the proper way
- ChangeWeapon( ent, ent->client->ps.weapon );
- }
- else
- {
- G_RemoveWeaponModels( ent );
- CG_ChangeWeapon( ent->client->ps.weapon );
- if ( ent->client->ps.weapon == WP_SABER )
- {
- WP_SaberAddG2SaberModels( ent );
- }
- else
- {
- G_CreateG2AttachedWeaponModel( ent, weaponData[ent->client->ps.weapon].weaponMdl, ent->handRBolt, 0 );
- }
- if ( ent->s.number < MAX_CLIENTS )
- {
- if ( ent->client->ps.weapon == WP_SABER )
- {
- gi.cvar_set( "cg_thirdperson", "1" );
- }
- else if ( ent->client->ps.weapon != WP_SABER && cg_gunAutoFirst.integer )
- {
- gi.cvar_set( "cg_thirdperson", "0" );
- }
- }
- }
- if ( ent->client->ps.weapon == WP_SABER )
- {
- if ( ent->owner->alt_fire )
- {
- ent->client->ps.SaberActivate();
- }
- else
- {
- ent->client->ps.SaberDeactivate();
- }
- }
- }
- //set the emplaced gun/eweb's weapon back to the emplaced gun
- ent->owner->s.weapon = WP_EMPLACED_GUN;
- // gi.G2API_DetachG2Model( &ent->ghoul2[ent->playerModel] );
- ent->s.eFlags &= ~EF_LOCKED_TO_WEAPON;
- ent->client->ps.eFlags &= ~EF_LOCKED_TO_WEAPON;
- ent->owner->noDamageTeam = TEAM_FREE;
- ent->owner->svFlags &= ~SVF_NONNPC_ENEMY;
- ent->owner->delay = level.time;
- ent->owner->activator = NULL;
- if ( !ent->NPC )
- {
- // by keeping the owner, a dead npc can be pushed out of the chair without colliding with it
- ent->owner = NULL;
- }
- }
- void RunEmplacedWeapon( gentity_t *ent, usercmd_t **ucmd )
- {
- if (( (*ucmd)->buttons & BUTTON_USE || (*ucmd)->forwardmove < 0 || (*ucmd)->upmove > 0 ) && ent->owner && ent->owner->delay + 500 < level.time )
- {
- ent->owner->s.loopSound = 0;
- if ( ent->owner->e_UseFunc == useF_eweb_use )//yeah, crappy way to check this, but...
- {
- G_Sound( ent, G_SoundIndex( "sound/weapons/eweb/eweb_dismount.mp3" ));
- }
- else
- {
- G_Sound( ent, G_SoundIndex( "sound/weapons/emplaced/emplaced_dismount.mp3" ));
- }
- #ifdef _IMMERSION
- G_Force( ent, G_ForceIndex( "fffx/weapons/emplaced/emplaced_dismount", FF_CHANNEL_TOUCH ) );
- #endif // _IMMERSION
- ExitEmplacedWeapon( ent );
- (*ucmd)->buttons &= ~BUTTON_USE;
- if ( (*ucmd)->upmove > 0 )
- {//don't actually jump
- (*ucmd)->upmove = 0;
- }
- }
- else
- {
- // this is a crappy way to put sounds on a moving eweb....
- if ( ent->owner
- && ent->owner->e_UseFunc == useF_eweb_use )//yeah, crappy way to check this, but...
- {
- if ( !VectorCompare( ent->client->ps.viewangles, ent->owner->movedir ))
- {
- ent->owner->s.loopSound = G_SoundIndex( "sound/weapons/eweb/eweb_aim.wav" );
- ent->owner->fly_sound_debounce_time = level.time;
- }
- else
- {
- if ( ent->owner->fly_sound_debounce_time + 100 <= level.time )
- {
- ent->owner->s.loopSound = 0;
- }
- }
- VectorCopy( ent->client->ps.viewangles, ent->owner->movedir );
- }
- // don't allow movement, weapon switching, and most kinds of button presses
- (*ucmd)->forwardmove = 0;
- (*ucmd)->rightmove = 0;
- (*ucmd)->upmove = 0;
- (*ucmd)->buttons &= (BUTTON_ATTACK|BUTTON_ALT_ATTACK);
- (*ucmd)->weapon = ent->client->ps.weapon; //WP_EMPLACED_GUN;
- if ( ent->health <= 0 )
- {
- ExitEmplacedWeapon( ent );
- }
- }
- }
|