/* =========================================================================== Return to Castle Wolfenstein multiplayer GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (“RTCW MP Source Code”). RTCW MP Source Code 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 3 of the License, or (at your option) any later version. RTCW MP Source Code 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 RTCW MP Source Code. If not, see . In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "g_local.h" #define MISSILE_PRESTEP_TIME 50 extern void gas_think( gentity_t *gas ); extern void gas_touch( gentity_t *gas, gentity_t *other, trace_t *trace ); extern void SP_target_smoke( gentity_t *ent ); void G_ExplodeMissilePoisonGas( gentity_t *ent ); void M_think( gentity_t *ent ); // JPW NERVE // think func for below void Shaker_think( gentity_t *ent ) { vec3_t vec; // muzzlebounce, JPW NERVE no longer used gentity_t *player; float len, radius = ent->splashDamage, bounceamt; int i; char cmd[64]; //DAJ /* JPW NERVE used for trigger_concussive_dust, currently not working vec3_t mins, maxs; // JPW NERVE static vec3_t range; // JPW NERVE int num,touch[MAX_GENTITIES],scored=0; // JPW NERVE gentity_t *hit, *dirtshake; // JPW NERVE */ // NERVE - SMF - we only want to call this once now // if (level.time > ent->delay) ent->think = G_FreeEntity; ent->nextthink = level.time + FRAMETIME; /* // JPW NERVE check if we're close to trigger_concussive_dust fields range[0] = radius/1.41f; // not exactly right, since we're doing a box trap for a radius, but wtf, range[1] = radius/1.41f; // this is all eye candy anyway range[2] = radius/1.41f; VectorAdd(ent->s.origin,range,maxs); VectorSubtract(ent->s.origin,range,mins); num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES ); // get a list of possibles for ( i=0 ; is.eType & ET_CONCUSSIVE_TRIGGER) { // add a tempent to shake some shit loose dirtshake = G_Spawn(); dirtshake->nextthink = level.time + radius; // 1000 for aircraft flyby, other term for tumble stagger VectorAdd(hit->r.maxs,hit->r.mins,vec); VectorScale(vec,0.5f,vec); VectorCopy(vec,dirtshake->s.pos.trBase); VectorCopy(vec,dirtshake->s.origin); VectorSubtract(vec,ent->s.origin,vec); dirtshake->nextthink = level.time + 5000;//(radius - VectorLength(vec)); // closer the explosion, the longer the dirtshake G_Printf("radius=%f dist=%f\n",radius,VectorLength(vec)); dirtshake->think = G_FreeEntity; dirtshake->s.eType = ET_CONCUSSIVE_TRIGGER + ET_EVENTS; dirtshake->s.eFlags |= EF_SMOKINGBLACK; VectorCopy(hit->r.maxs, dirtshake->r.maxs); VectorCopy(hit->r.mins, dirtshake->r.mins); dirtshake->s.pos.trType = TR_STATIONARY; dirtshake->clipmask = 0; dirtshake->r.svFlags &= ~SVF_NOCLIENT; SnapVector(dirtshake->r.maxs); SnapVector(dirtshake->r.mins); SnapVector(dirtshake->s.pos.trDelta); } } */ for ( i = 0; i < level.maxclients; i++ ) { // skip if not connected if ( level.clients[i].pers.connected != CON_CONNECTED ) { continue; } // skip if in limbo if ( level.clients[i].ps.pm_flags & PMF_LIMBO ) { continue; } // skip if not on same team if ( level.clients[i].sess.sessionTeam == TEAM_SPECTATOR ) { continue; } // found a live one player = &g_entities[i]; VectorSubtract( player->r.currentOrigin, ent->s.origin, vec ); len = VectorLength( vec ); if ( len > radius ) { // largest bomb blast = 600 continue; } // NERVE - SMF - client side camera shake //DAJ BUGFIX va() not doing %f's correctly bounceamt = min( 1.0f, 1.0f - ( len / radius ) ); sprintf( cmd, "shake %.4f", bounceamt ); //DAJ trap_SendServerCommand( player->s.clientNum, cmd ); //DAJ BUGFIX trap_SendServerCommand( player->s.clientNum, va( "shake %f", &bounceamt)); } } // jpw // JPW NERVE /* ============= Ground_Shaker like concussive_fx but means it ============= */ void Ground_Shaker( vec3_t origin, float range ) { gentity_t *concussive; concussive = G_Spawn(); VectorCopy( origin, concussive->s.origin ); concussive->think = Shaker_think; concussive->nextthink = level.time + FRAMETIME; concussive->splashDamage = range; concussive->delay = level.time + 200; // NERVE - SMF - changed from 1000 to 200 return; } // jpw /* ================ G_BounceMissile ================ */ void G_BounceMissile( gentity_t *ent, trace_t *trace ) { vec3_t velocity; float dot; int hitTime; // Arnout: removed this for MP as well (was already gone from SP) /* // Ridah, if we are a grenade, and we have hit an AI that is waiting to catch us, give them a grenade, and delete ourselves if ((ent->splashMethodOfDeath == MOD_GRENADE_SPLASH) && (g_entities[trace->entityNum].flags & FL_AI_GRENADE_KICK) && (trace->endpos[2] > g_entities[trace->entityNum].r.currentOrigin[2])) { g_entities[trace->entityNum].grenadeExplodeTime = ent->nextthink; g_entities[trace->entityNum].flags &= ~FL_AI_GRENADE_KICK; Add_Ammo( &g_entities[trace->entityNum], WP_GRENADE_LAUNCHER, 1, qfalse ); //----(SA) modified G_FreeEntity( ent ); return; } */ // reflect the velocity on the trace plane hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction; BG_EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity ); dot = DotProduct( velocity, trace->plane.normal ); VectorMA( velocity, -2 * dot, trace->plane.normal, ent->s.pos.trDelta ); // RF, record this for mover pushing if ( trace->plane.normal[2] > 0.2 /*&& VectorLength( ent->s.pos.trDelta ) < 40*/ ) { ent->s.groundEntityNum = trace->entityNum; } if ( ent->s.eFlags & EF_BOUNCE_HALF ) { if ( ent->s.eFlags & EF_BOUNCE ) { // both flags marked, do a third type of bounce VectorScale( ent->s.pos.trDelta, 0.35, ent->s.pos.trDelta ); } else { VectorScale( ent->s.pos.trDelta, 0.65, ent->s.pos.trDelta ); } // check for stop if ( trace->plane.normal[2] > 0.2 && VectorLength( ent->s.pos.trDelta ) < 40 ) { //----(SA) make the world the owner of the dynamite, so the player can shoot it after it stops moving if ( ent->s.weapon == WP_DYNAMITE || ent->s.weapon == WP_DYNAMITE2 ) { ent->r.ownerNum = ENTITYNUM_WORLD; } //----(SA) end G_SetOrigin( ent, trace->endpos ); return; } } SnapVector( ent->s.pos.trDelta ); VectorAdd( ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin ); VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase ); SnapVector( ent->s.pos.trBase ); ent->s.pos.trTime = level.time; } /* ================ G_MissileImpact impactDamage is how much damage the impact will do to func_explosives ================ */ void G_MissileImpact( gentity_t *ent, trace_t *trace, int impactDamage ) { gentity_t *other; qboolean hitClient = qfalse; vec3_t velocity; int etype; other = &g_entities[trace->entityNum]; // handle func_explosives if ( other->classname && Q_stricmp( other->classname, "func_explosive" ) == 0 ) { // the damage is sufficient to "break" the ent (health == 0 is non-breakable) if ( other->health && impactDamage >= other->health ) { // check for other->takedamage needs to be inside the health check since it is // likely that, if successfully destroyed by the missile, in the next runmissile() // update takedamage would be set to '0' and the func_explosive would not be // removed yet, causing a bounce. if ( other->takedamage ) { BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity ); G_Damage( other, ent, &g_entities[ent->r.ownerNum], velocity, ent->s.origin, impactDamage, 0, ent->methodOfDeath ); } // its possible of the func_explosive not to die from this and it // should reflect the missile or explode it not vanish into oblivion if ( other->health <= 0 ) { return; } } } // check for bounce if ( !other->takedamage && ( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) { G_BounceMissile( ent, trace ); // JPW NERVE -- spotter White Phosphorous rounds shouldn't bounce noise if ( !Q_stricmp( ent->classname,"WP" ) ) { return; } // jpw if ( !Q_stricmp( ent->classname, "flamebarrel" ) ) { G_AddEvent( ent, EV_FLAMEBARREL_BOUNCE, 0 ); } else { G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 ); } return; } if ( other->takedamage && ent->s.density == 1 ) { G_ExplodeMissilePoisonGas( ent ); return; } // impact damage if ( other->takedamage ) { if ( ent->damage ) { if ( LogAccuracyHit( other, &g_entities[ent->r.ownerNum] ) ) { if ( g_entities[ent->r.ownerNum].client ) { g_entities[ent->r.ownerNum].client->ps.persistant[PERS_ACCURACY_HITS]++; } hitClient = qtrue; } BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity ); if ( VectorLength( velocity ) == 0 ) { velocity[2] = 1; // stepped on a grenade } G_Damage( other, ent, &g_entities[ent->r.ownerNum], velocity, ent->s.origin, ent->damage, 0, ent->methodOfDeath ); } else // if no damage value, then this is a splash damage grenade only { G_BounceMissile( ent, trace ); return; } } // is it cheaper in bandwidth to just remove this ent and create a new // one, rather than changing the missile into the explosion? if ( other->takedamage && other->client ) { G_AddEvent( ent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) ); ent->s.otherEntityNum = other->s.number; } else { // Ridah, try projecting it in the direction it came from, for better decals vec3_t dir; BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, dir ); BG_GetMarkDir( dir, trace->plane.normal, dir ); G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( dir ) ); } ent->freeAfterEvent = qtrue; // change over to a normal entity right at the point of impact etype = ent->s.eType; ent->s.eType = ET_GENERAL; SnapVectorTowards( trace->endpos, ent->s.pos.trBase ); // save net bandwidth G_SetOrigin( ent, trace->endpos ); // splash damage (doesn't apply to person directly hit) if ( ent->splashDamage ) { if ( G_RadiusDamage( trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius, other, ent->splashMethodOfDeath ) ) { if ( !hitClient && g_entities[ent->r.ownerNum].client ) { g_entities[ent->r.ownerNum].client->ps.persistant[PERS_ACCURACY_HITS]++; } } } trap_LinkEntity( ent ); } /* ============== Concussive_think ============== */ void Concussive_think( gentity_t *ent ) { gentity_t *player; vec3_t dir; vec3_t kvel; float grav = 24; vec3_t vec; float len; if ( level.time > ent->delay ) { ent->think = G_FreeEntity; } ent->nextthink = level.time + FRAMETIME; if ( g_gametype.integer == GT_SINGLE_PLAYER ) { // JPW NERVE -- in multiplayer this should be handled by ground_shaker player = AICast_FindEntityForName( "player" ); if ( !player ) { return; } VectorSubtract( player->r.currentOrigin, ent->s.origin, vec ); len = VectorLength( vec ); // G_Printf ("len = %5.3f\n", len); if ( len > 512 ) { return; } VectorSet( dir, 0, 0, 1 ); VectorScale( dir, grav, kvel ); VectorAdd( player->client->ps.velocity, kvel, player->client->ps.velocity ); if ( !player->client->ps.pm_time ) { int t; t = grav * 2; if ( t < 50 ) { t = 50; } if ( t > 200 ) { t = 200; } player->client->ps.pm_time = t; player->client->ps.pm_flags |= PMF_TIME_KNOCKBACK; } } } /* ============== Concussive_fx shake the player caused by explosives (grenades/dynamite/etc.) ============== */ //void Concussive_fx (gentity_t *ent) void Concussive_fx( vec3_t origin ) { // gentity_t *tent; // gentity_t *player; gentity_t *concussive; concussive = G_Spawn(); // VectorCopy (ent->s.origin, concussive->s.origin); VectorCopy( origin, concussive->s.origin ); concussive->think = Concussive_think; concussive->nextthink = level.time + FRAMETIME; concussive->delay = level.time + 500; return; // Grenade and bomb flinching event /* player = AICast_FindEntityForName( "player" ); if (!player) return; if ( trap_InPVS (player->r.currentOrigin, ent->s.origin) ) { tent = G_TempEntity (ent->s.origin, EV_CONCUSSIVE); VectorCopy (ent->s.origin, tent->s.origin); tent->s.density = player->s.number; // G_Printf ("sending concussive event\n"); } */ } /* ============== M_think ============== */ void M_think( gentity_t *ent ) { gentity_t *tent; ent->count++; // if (ent->count == 1) // Concussive_fx (ent); //----(SA) moved to G_ExplodeMissile() if ( ent->count == ent->health ) { ent->think = G_FreeEntity; } tent = G_TempEntity( ent->s.origin, EV_SMOKE ); VectorCopy( ent->s.origin, tent->s.origin ); if ( ent->s.density == 1 ) { tent->s.origin[2] += 16; } else { // tent->s.origin[2]+=32; // Note to self Maxx said to lower the spawn loc for the smoke 16 units tent->s.origin[2] += 16; } tent->s.time = 3000; tent->s.time2 = 100; tent->s.density = 0; if ( ent->s.density == 1 ) { tent->s.angles2[0] = 16; } else { // Note to self Maxx changed this to 24 tent->s.angles2[0] = 24; } tent->s.angles2[1] = 96; tent->s.angles2[2] = 50; ent->nextthink = level.time + FRAMETIME; } /* ================ G_ExplodeMissile Explode a missile without an impact ================ */ void G_ExplodeMissile( gentity_t *ent ) { vec3_t dir; vec3_t origin; qboolean small = qfalse; qboolean zombiespit = qfalse; int etype; BG_EvaluateTrajectory( &ent->s.pos, level.time, origin ); SnapVector( origin ); G_SetOrigin( ent, origin ); // we don't have a valid direction, so just point straight up dir[0] = dir[1] = 0; dir[2] = 1; etype = ent->s.eType; ent->s.eType = ET_GENERAL; if ( !Q_stricmp( ent->classname, "props_explosion" ) ) { G_AddEvent( ent, EV_MISSILE_MISS_SMALL, DirToByte( dir ) ); small = qtrue; } // JPW NERVE else if ( !Q_stricmp( ent->classname, "air strike" ) ) { G_AddEvent( ent, EV_MISSILE_MISS_LARGE, DirToByte( dir ) ); small = qfalse; } // jpw else if ( !Q_stricmp( ent->classname, "props_explosion_large" ) ) { G_AddEvent( ent, EV_MISSILE_MISS_LARGE, DirToByte( dir ) ); small = qfalse; } else if ( !Q_stricmp( ent->classname, "zombiespit" ) ) { G_AddEvent( ent, EV_SPIT_MISS, DirToByte( dir ) ); zombiespit = qtrue; } else if ( !Q_stricmp( ent->classname, "flamebarrel" ) ) { ent->freeAfterEvent = qtrue; trap_LinkEntity( ent ); return; } else { G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( dir ) ); } ent->freeAfterEvent = qtrue; // splash damage if ( ent->splashDamage ) { if ( G_RadiusDamage( ent->r.currentOrigin, ent->parent, ent->splashDamage, ent->splashRadius, ent, ent->splashMethodOfDeath ) ) { //----(SA) if ( g_entities[ent->r.ownerNum].client ) { g_entities[ent->r.ownerNum].client->ps.persistant[PERS_ACCURACY_HITS]++; } } } trap_LinkEntity( ent ); if ( etype == ET_MISSILE ) { // DHM - Nerve :: ... in single player anyway if ( g_gametype.integer == GT_SINGLE_PLAYER ) { if ( ent->s.weapon == WP_VENOM_FULL ) { // no default impact smoke zombiespit = qtrue; } else if ( ent->s.weapon == WP_DYNAMITE || ent->s.weapon == WP_DYNAMITE2 ) { // // shot heard round the world... gentity_t *player; player = AICast_FindEntityForName( "player" ); Concussive_fx( player->r.currentOrigin ); } } // JPW NERVE -- big nasty dynamite scoring section else { if ( g_gametype.integer >= GT_WOLF ) { if ( ent->s.weapon == WP_DYNAMITE ) { // do some scoring // check if dynamite is in trigger_objective_info field vec3_t mins, maxs; //static vec3_t range = { 18, 18, 18 }; // NOTE can use this to massage throw distance outside trigger field // TTimo unused int i,num,touch[MAX_GENTITIES]; gentity_t *hit; // NERVE - SMF - made this the actual bounding box of dynamite instead of range VectorAdd( ent->r.currentOrigin, ent->r.mins, mins ); VectorAdd( ent->r.currentOrigin, ent->r.maxs, maxs ); num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES ); VectorAdd( ent->r.currentOrigin, ent->r.mins, mins ); VectorAdd( ent->r.currentOrigin, ent->r.maxs, maxs ); for ( i = 0 ; i < num ; i++ ) { hit = &g_entities[touch[i]]; if ( !hit->target ) { continue; } if ( !( hit->r.contents & CONTENTS_TRIGGER ) ) { continue; } if ( !strcmp( hit->classname,"trigger_objective_info" ) ) { if ( !( hit->spawnflags & ( AXIS_OBJECTIVE | ALLIED_OBJECTIVE ) ) ) { continue; } if ( ( ( hit->spawnflags & AXIS_OBJECTIVE ) && ( ent->s.teamNum == TEAM_BLUE ) ) || ( ( hit->spawnflags & ALLIED_OBJECTIVE ) && ( ent->s.teamNum == TEAM_RED ) ) ) { G_UseTargets( hit,ent ); hit->think = G_FreeEntity; hit->nextthink = level.time + FRAMETIME; if ( ent->parent->client ) { if ( ent->s.teamNum == ent->parent->client->sess.sessionTeam ) { // make sure player hasn't changed teams -- per atvi req AddScore( ent->parent, hit->accuracy ); // set from map, see g_trigger } } } } } } } // give big weapons the shakey shakey if ( ent->s.weapon == WP_DYNAMITE || ent->s.weapon == WP_PANZERFAUST || ent->s.weapon == WP_GRENADE_LAUNCHER || ent->s.weapon == WP_GRENADE_PINEAPPLE || ent->s.weapon == WP_ROCKET_LAUNCHER || ent->s.weapon == WP_MORTAR || ent->s.weapon == WP_ARTY ) { Ground_Shaker( ent->r.currentOrigin, ent->splashDamage * 4 ); } return; } // jpw } if ( !zombiespit ) { gentity_t *Msmoke; Msmoke = G_Spawn(); VectorCopy( ent->r.currentOrigin, Msmoke->s.origin ); if ( small ) { Msmoke->s.density = 1; } Msmoke->think = M_think; Msmoke->nextthink = level.time + FRAMETIME; if ( ent->parent && !Q_stricmp( ent->parent->classname, "props_flamebarrel" ) ) { Msmoke->health = 10; } else { Msmoke->health = 5; } Concussive_fx( Msmoke->s.origin ); } } /* ================ G_MissileDie ================ */ void G_MissileDie( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) { if ( inflictor == self ) { return; } self->takedamage = qfalse; self->think = G_ExplodeMissile; self->nextthink = level.time + 10; } /* ================ G_ExplodeMissilePoisonGas Explode a missile without an impact ================ */ void G_ExplodeMissilePoisonGas( gentity_t *ent ) { vec3_t dir; vec3_t origin; BG_EvaluateTrajectory( &ent->s.pos, level.time, origin ); SnapVector( origin ); G_SetOrigin( ent, origin ); // we don't have a valid direction, so just point straight up dir[0] = dir[1] = 0; dir[2] = 1; ent->freeAfterEvent = qtrue; { gentity_t *gas; gas = G_Spawn(); gas->think = gas_think; gas->nextthink = level.time + FRAMETIME; gas->r.contents = CONTENTS_TRIGGER; gas->touch = gas_touch; gas->health = 100; G_SetOrigin( gas, origin ); trap_LinkEntity( gas ); } } /* ================ G_RunMissile ================ */ void G_RunMissile( gentity_t *ent ) { vec3_t origin; trace_t tr; int impactDamage; // Ridah, make AI aware of this danger // DHM - Nerve :: Only in single player if ( g_gametype.integer == GT_SINGLE_PLAYER ) { AICast_CheckDangerousEntity( ent, DANGER_MISSILE, ent->splashRadius, 0.1, 0.99, qtrue ); } // get current position BG_EvaluateTrajectory( &ent->s.pos, level.time, origin ); if ( ( ent->clipmask & CONTENTS_BODY ) && ( ent->s.weapon == WP_DYNAMITE || ent->s.weapon == WP_ARTY || ent->s.weapon == WP_GRENADE_LAUNCHER || ent->s.weapon == WP_GRENADE_PINEAPPLE ) ) { if ( !ent->s.pos.trDelta[0] && !ent->s.pos.trDelta[1] && !ent->s.pos.trDelta[2] ) { ent->clipmask &= ~CONTENTS_BODY; } } // trace a line from the previous position to the current position, // ignoring interactions with the missile owner trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, ent->r.ownerNum, ent->clipmask ); VectorCopy( tr.endpos, ent->r.currentOrigin ); if ( tr.startsolid ) { tr.fraction = 0; } trap_LinkEntity( ent ); if ( tr.fraction != 1 ) { // never explode or bounce on sky if ( tr.surfaceFlags & SURF_NOIMPACT ) { // If grapple, reset owner if ( ent->parent && ent->parent->client && ent->parent->client->hook == ent ) { ent->parent->client->hook = NULL; } G_FreeEntity( ent ); return; } if ( ent->s.weapon == WP_ROCKET_LAUNCHER || ent->s.weapon == WP_PANZERFAUST ) { impactDamage = 999; // goes through pretty much any func_explosives } else { impactDamage = 20; // "grenade"/"dynamite" // probably adjust this based on velocity } G_MissileImpact( ent, &tr, impactDamage ); if ( ent->s.eType != ET_MISSILE ) { // JPW NERVE if ( g_gametype.integer != GT_SINGLE_PLAYER ) { Ground_Shaker( ent->r.currentOrigin, ent->splashDamage * 4 ); } // jpw return; // exploded } } // check think function after bouncing G_RunThink( ent ); } /* ================ G_PredictBounceMissile ================ */ void G_PredictBounceMissile( gentity_t *ent, trajectory_t *pos, trace_t *trace, int time ) { vec3_t velocity, origin; float dot; int hitTime; BG_EvaluateTrajectory( pos, time, origin ); // reflect the velocity on the trace plane hitTime = time; BG_EvaluateTrajectoryDelta( pos, hitTime, velocity ); dot = DotProduct( velocity, trace->plane.normal ); VectorMA( velocity, -2 * dot, trace->plane.normal, pos->trDelta ); if ( ent->s.eFlags & EF_BOUNCE_HALF ) { if ( ent->s.eFlags & EF_BOUNCE ) { // both flags marked, do a third type of bounce VectorScale( pos->trDelta, 0.35, pos->trDelta ); } else { VectorScale( pos->trDelta, 0.65, pos->trDelta ); } // check for stop if ( trace->plane.normal[2] > 0.2 && VectorLength( pos->trDelta ) < 40 ) { VectorCopy( trace->endpos, pos->trBase ); return; } } VectorAdd( origin, trace->plane.normal, pos->trBase ); pos->trTime = time; } /* ================ G_PredictMissile selfNum is the character that is checking to see what the missile is going to do returns qfalse if the missile won't explode, otherwise it'll return the time is it expected to explode ================ */ int G_PredictMissile( gentity_t *ent, int duration, vec3_t endPos, qboolean allowBounce ) { vec3_t origin; trace_t tr; int time; trajectory_t pos; vec3_t org; gentity_t backupEnt; pos = ent->s.pos; BG_EvaluateTrajectory( &pos, level.time, org ); backupEnt = *ent; for ( time = level.time + FRAMETIME; time < level.time + duration; time += FRAMETIME ) { // get current position BG_EvaluateTrajectory( &pos, time, origin ); // trace a line from the previous position to the current position, // ignoring interactions with the missile owner trap_Trace( &tr, org, ent->r.mins, ent->r.maxs, origin, ent->r.ownerNum, ent->clipmask ); VectorCopy( tr.endpos, org ); if ( tr.startsolid ) { *ent = backupEnt; return qfalse; } if ( tr.fraction != 1 ) { // never explode or bounce on sky if ( tr.surfaceFlags & SURF_NOIMPACT ) { *ent = backupEnt; return qfalse; } if ( allowBounce && ( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) { G_PredictBounceMissile( ent, &pos, &tr, time - FRAMETIME + (int)( (float)FRAMETIME * tr.fraction ) ); pos.trTime = time; continue; } // exploded, so drop out of loop break; } } /* if (!allowBounce && tr.fraction < 1 && tr.entityNum > level.maxclients) { // go back a bit in time, so we can catch it in the air time -= 200; if (time < level.time + FRAMETIME) time = level.time + FRAMETIME; BG_EvaluateTrajectory( &pos, time, org ); } */ // get current position VectorCopy( org, endPos ); // set the entity data back *ent = backupEnt; // if ( allowBounce && ( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) { return ent->nextthink; } else { // it will probably explode before it times out return time; } } //============================================================================= // DHM - Nerve :: Server side Flamethrower //============================================================================= // copied from cg_flamethrower.c #define FLAME_START_SIZE 1.0 #define FLAME_START_MAX_SIZE 100.0 // when the flame is spawned, it should endevour to reach this size #define FLAME_START_SPEED 1200.0 // speed of flame as it leaves the nozzle #define FLAME_MIN_SPEED 60.0 // these are calculated (don't change) #define FLAME_LENGTH ( FLAMETHROWER_RANGE + 50.0 ) // NOTE: only modify the range, since this should always reflect that range #define FLAME_LIFETIME (int)( ( FLAME_LENGTH / FLAME_START_SPEED ) * 1000 ) // life duration in milliseconds #define FLAME_FRICTION_PER_SEC ( 2.0f * FLAME_START_SPEED ) #define GET_FLAME_SIZE_SPEED( x ) ( ( (float)x / FLAME_LIFETIME ) / 0.3 ) // x is the current sizeMax #define FLAME_THRESHOLD 50 void G_FlameDamage( gentity_t *self ) { gentity_t *body; int entityList[MAX_GENTITIES]; int i, e, numListedEntities; float radius, boxradius, dist; vec3_t mins, maxs, point, v; trace_t tr; radius = self->speed; boxradius = 1.41421356 * radius; // radius * sqrt(2) for bounding box enlargement for ( i = 0 ; i < 3 ; i++ ) { mins[i] = self->r.currentOrigin[i] - boxradius; maxs[i] = self->r.currentOrigin[i] + boxradius; } numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for ( e = 0 ; e < numListedEntities ; e++ ) { body = &g_entities[entityList[ e ]]; if ( !body->takedamage ) { continue; } // JPW NERVE don't catch fire if invulnerable or same team in no FF if ( body->client ) { if ( body->client->ps.powerups[PW_INVULNERABLE] >= level.time ) { body->flameQuota = 0; body->s.onFireEnd = level.time - 1; continue; } if ( !( g_friendlyFire.integer ) && OnSameTeam( body,self->parent ) ) { continue; } } // jpw // JPW NERVE don't catch fire if under water or invulnerable if ( body->waterlevel >= 3 ) { body->flameQuota = 0; body->s.onFireEnd = level.time - 1; continue; } // jpw if ( !body->r.bmodel ) { VectorCopy( body->r.currentOrigin, point ); if ( body->client ) { point[2] += body->client->ps.viewheight; } VectorSubtract( point, self->r.currentOrigin, v ); } else { for ( i = 0 ; i < 3 ; i++ ) { if ( self->s.origin[i] < body->r.absmin[i] ) { v[i] = body->r.absmin[i] - self->r.currentOrigin[i]; } else if ( self->r.currentOrigin[i] > body->r.absmax[i] ) { v[i] = self->r.currentOrigin[i] - body->r.absmax[i]; } else { v[i] = 0; } } } dist = VectorLength( v ); // The person who shot the flame only burns when within 1/2 the radius if ( body->s.number == self->r.ownerNum && dist >= ( radius * 0.5 ) ) { continue; } if ( dist >= radius ) { continue; } // Non-clients that take damage get damaged here if ( !body->client ) { if ( body->health > 0 ) { G_Damage( body, self->parent, self->parent, vec3_origin, self->r.currentOrigin, 2, 0, MOD_FLAMETHROWER ); } continue; } // JPW NERVE -- do a trace to see if there's a wall btwn. body & flame centroid -- prevents damage through walls trap_Trace( &tr, self->r.currentOrigin, NULL, NULL, point, body->s.number, MASK_SHOT ); if ( tr.fraction < 1.0 ) { continue; } // jpw // now check the damageQuota to see if we should play a pain animation // first reduce the current damageQuota with time if ( body->flameQuotaTime && body->flameQuota > 0 ) { body->flameQuota -= (int)( ( (float)( level.time - body->flameQuotaTime ) / 1000 ) * 2.5f ); if ( body->flameQuota < 0 ) { body->flameQuota = 0; } } G_BurnMeGood( self, body ); } } void G_RunFlamechunk( gentity_t *ent ) { vec3_t vel, add; vec3_t neworg; trace_t tr; float speed, dot; // Adust the current speed of the chunk if ( level.time - ent->timestamp > 50 ) { VectorCopy( ent->s.pos.trDelta, vel ); speed = VectorNormalize( vel ); speed -= ( 50.f / 1000.f ) * FLAME_FRICTION_PER_SEC; if ( speed < FLAME_MIN_SPEED ) { speed = FLAME_MIN_SPEED; } VectorScale( vel, speed, ent->s.pos.trDelta ); } else { speed = FLAME_START_SPEED; } // Move the chunk VectorScale( ent->s.pos.trDelta, 50.f / 1000.f, add ); VectorAdd( ent->r.currentOrigin, add, neworg ); trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, neworg, ent->r.ownerNum, MASK_SHOT | MASK_WATER ); // JPW NERVE if ( tr.startsolid ) { VectorCopy( vec3_origin, ent->s.pos.trDelta ); } else if ( tr.fraction != 1.0f && !( tr.surfaceFlags & SURF_NOIMPACT ) ) { VectorCopy( tr.endpos, ent->r.currentOrigin ); dot = DotProduct( vel, tr.plane.normal ); VectorMA( vel, -2 * dot, tr.plane.normal, vel ); VectorNormalize( vel ); speed *= 0.5 * ( 0.25 + 0.75 * ( ( dot + 1.0 ) * 0.5 ) ); VectorScale( vel, speed, ent->s.pos.trDelta ); } else { VectorCopy( neworg, ent->r.currentOrigin ); } // Do damage to nearby entities, every 100ms if ( ent->flameQuotaTime <= level.time ) { ent->flameQuotaTime = level.time + 100; G_FlameDamage( ent ); } // Show debugging bbox if ( g_debugBullets.integer > 3 ) { gentity_t *bboxEnt; float size = ent->speed / 2; vec3_t b1, b2; vec3_t temp; VectorSet( temp, -size, -size, -size ); VectorCopy( ent->r.currentOrigin, b1 ); VectorCopy( ent->r.currentOrigin, b2 ); VectorAdd( b1, temp, b1 ); VectorSet( temp, size, size, size ); VectorAdd( b2, temp, b2 ); bboxEnt = G_TempEntity( b1, EV_RAILTRAIL ); VectorCopy( b2, bboxEnt->s.origin2 ); bboxEnt->s.dmgFlags = 1; // ("type") } // Adjust the size if ( ent->speed < FLAME_START_MAX_SIZE ) { ent->speed += 10.f; if ( ent->speed > FLAME_START_MAX_SIZE ) { ent->speed = FLAME_START_MAX_SIZE; } } // Remove after 2 seconds if ( level.time - ent->timestamp > ( FLAME_LIFETIME - 150 ) ) { // JPW NERVE increased to 350 from 250 to match visuals better G_FreeEntity( ent ); return; } G_RunThink( ent ); } /* ================= fire_flamechunk ================= */ gentity_t *fire_flamechunk( gentity_t *self, vec3_t start, vec3_t dir ) { gentity_t *bolt; // Only spawn every other frame if ( self->count2 ) { self->count2--; return NULL; } self->count2 = 1; VectorNormalize( dir ); bolt = G_Spawn(); bolt->classname = "flamechunk"; bolt->timestamp = level.time; bolt->flameQuotaTime = level.time + 50; bolt->s.eType = ET_FLAMETHROWER_CHUNK; bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN | SVF_NOCLIENT; bolt->s.weapon = self->s.weapon; bolt->r.ownerNum = self->s.number; bolt->parent = self; bolt->methodOfDeath = MOD_FLAMETHROWER; bolt->clipmask = MASK_MISSILESHOT; bolt->s.pos.trType = TR_DECCELERATE; bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame bolt->s.pos.trDuration = 800; // 'speed' will be the current size radius of the chunk bolt->speed = FLAME_START_SIZE; VectorSet( bolt->r.mins, -4, -4, -4 ); VectorSet( bolt->r.maxs, 4, 4, 4 ); VectorCopy( start, bolt->s.pos.trBase ); VectorScale( dir, FLAME_START_SPEED, bolt->s.pos.trDelta ); SnapVector( bolt->s.pos.trDelta ); // save net bandwidth VectorCopy( start, bolt->r.currentOrigin ); return bolt; } //============================================================================= //----(SA) removed unused quake3 weapons. int G_GetWeaponDamage( int weapon ); // JPW NERVE void DynaSink( gentity_t *self ) { self->clipmask = 0; self->r.contents = 0; if ( self->timestamp < level.time ) { self->think = G_FreeEntity; self->nextthink = level.time + FRAMETIME; return; } self->s.pos.trBase[2] -= 0.5f; self->nextthink = level.time + 50; } /* ================= fire_grenade NOTE!!!! NOTE!!!!! This accepts a /non-normalized/ direction vector to allow specification of how hard it's thrown. Please scale the vector before calling. ================= */ gentity_t *fire_grenade( gentity_t *self, vec3_t start, vec3_t dir, int grenadeWPID ) { gentity_t *bolt; qboolean noExplode = qfalse; bolt = G_Spawn(); // no self->client for shooter_grenade's if ( self->client && self->client->ps.grenadeTimeLeft ) { // TTimo // was: if( g_gametype.integer < GT_WOLF && grenadeWPID == WP_DYNAMITE || grenadeWPID == WP_DYNAMITE2) { // gcc: suggest parentheses around && within || if ( g_gametype.integer < GT_WOLF && ( grenadeWPID == WP_DYNAMITE || grenadeWPID == WP_DYNAMITE2 ) ) { // remove any fraction of a 5 second 'click' self->client->ps.grenadeTimeLeft *= 5; self->client->ps.grenadeTimeLeft -= ( self->client->ps.grenadeTimeLeft % 5000 ); self->client->ps.grenadeTimeLeft += 5000; if ( self->client->ps.grenadeTimeLeft < 5000 ) { // allow dropping of dynamite that won't explode (for shooting) noExplode = qtrue; } } if ( !noExplode ) { bolt->nextthink = level.time + self->client->ps.grenadeTimeLeft; } } else { bolt->nextthink = level.time + 2500; } // TTimo // was: if( g_gametype.integer >= GT_WOLF && grenadeWPID == WP_DYNAMITE || grenadeWPID == WP_DYNAMITE2 ) { // gcc: suggest parentheses around && within || if ( g_gametype.integer >= GT_WOLF && ( grenadeWPID == WP_DYNAMITE || grenadeWPID == WP_DYNAMITE2 ) ) { noExplode = qtrue; bolt->nextthink = level.time + 15000; bolt->think = DynaSink; bolt->timestamp = level.time + 16500; } // no self->client for shooter_grenade's if ( self->client ) { self->client->ps.grenadeTimeLeft = 0; // reset grenade timer } if ( !noExplode ) { bolt->think = G_ExplodeMissile; } bolt->s.eType = ET_MISSILE; bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN | SVF_BROADCAST; bolt->s.weapon = grenadeWPID; bolt->r.ownerNum = self->s.number; bolt->parent = self; // JPW NERVE -- commented out bolt->damage and bolt->splashdamage, override with G_GetWeaponDamage() // so it works with different netgame balance. didn't uncomment bolt->damage on dynamite 'cause its so *special* bolt->damage = G_GetWeaponDamage( grenadeWPID ); // overridden for dynamite bolt->splashDamage = G_GetWeaponDamage( grenadeWPID ); // jpw switch ( grenadeWPID ) { case WP_GRENADE_LAUNCHER: bolt->classname = "grenade"; // bolt->damage = 100; // bolt->splashDamage = 100; if ( g_gametype.integer >= GT_WOLF ) { bolt->splashRadius = 300; } else { bolt->splashRadius = 150; } bolt->methodOfDeath = MOD_GRENADE; bolt->splashMethodOfDeath = MOD_GRENADE_SPLASH; bolt->s.eFlags = EF_BOUNCE_HALF | EF_BOUNCE; break; case WP_GRENADE_PINEAPPLE: bolt->classname = "grenade"; // bolt->damage = 80; // bolt->splashDamage = 80; bolt->splashRadius = 300; bolt->methodOfDeath = MOD_GRENADE; bolt->splashMethodOfDeath = MOD_GRENADE_SPLASH; bolt->s.eFlags = EF_BOUNCE_HALF | EF_BOUNCE; break; // JPW NERVE case WP_SMOKE_GRENADE: bolt->classname = "grenade"; bolt->s.eFlags = EF_BOUNCE_HALF | EF_BOUNCE; break; // jpw case WP_DYNAMITE: case WP_DYNAMITE2: bolt->accuracy = 0; // JPW NERVE sets to score below if dynamite is in trigger_objective_info & it's an objective trap_SendServerCommand( self - g_entities, "cp \"Dynamite is set, but NOT armed!\"" ); // differentiate non-armed dynamite with non-pulsing dlight bolt->s.teamNum = self->client->sess.sessionTeam + 4; bolt->classname = "dynamite"; bolt->damage = 0; // bolt->splashDamage = 300; bolt->splashRadius = 400; bolt->methodOfDeath = MOD_DYNAMITE; bolt->splashMethodOfDeath = MOD_DYNAMITE_SPLASH; bolt->s.eFlags = ( EF_BOUNCE | EF_BOUNCE_HALF ); // EF_BOUNCE_HEAVY; // dynamite is shootable // JPW NERVE only in single player if ( g_gametype.integer == GT_SINGLE_PLAYER ) { bolt->health = 5; bolt->takedamage = qtrue; bolt->die = G_MissileDie; } else { bolt->health = 5; bolt->takedamage = qfalse; } // jpw bolt->r.contents = CONTENTS_CORPSE; // (player can walk through) // nope - this causes the dynamite to impact on the players bb when he throws it. // will try setting it when it settles // bolt->r.ownerNum = ENTITYNUM_WORLD; // (SA) make the world the owner of the dynamite, so the player can shoot it without modifying the bullet code to ignore players id for hits // small target cube VectorSet( bolt->r.mins, -12, -12, 0 ); VectorCopy( bolt->r.mins, bolt->r.absmin ); VectorSet( bolt->r.maxs, 12, 12, 20 ); VectorCopy( bolt->r.maxs, bolt->r.absmax ); break; } // JPW NERVE -- blast radius proportional to damage if ( g_gametype.integer != GT_SINGLE_PLAYER ) { bolt->splashRadius = G_GetWeaponDamage( grenadeWPID ); } // jpw bolt->clipmask = MASK_MISSILESHOT; bolt->s.pos.trType = TR_GRAVITY; bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame VectorCopy( start, bolt->s.pos.trBase ); VectorCopy( dir, bolt->s.pos.trDelta ); SnapVector( bolt->s.pos.trDelta ); // save net bandwidth VectorCopy( start, bolt->r.currentOrigin ); return bolt; } //============================================================================= /* ============== fire_speargun ============== */ #define SPEAR_WATERSPEED 400 #define SPEAR_AIRSPEED 700 gentity_t *fire_speargun( gentity_t *self, vec3_t start, vec3_t dir ) { gentity_t *bolt; VectorNormalize( dir ); bolt = G_Spawn(); bolt->classname = "spear"; bolt->nextthink = level.time + 10000; bolt->think = G_ExplodeMissile; bolt->s.eType = ET_MISSILE; bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; bolt->s.weapon = WP_SPEARGUN; bolt->r.ownerNum = self->s.number; bolt->parent = self; bolt->damage = 15; // (SA) spear damage here bolt->splashDamage = 0; bolt->methodOfDeath = MOD_SPEARGUN; bolt->clipmask = MASK_MISSILESHOT; bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame VectorCopy( start, bolt->s.pos.trBase ); // (SA) Kind of a cheap hack to make the speargun worthless out of the water // This'll probably change to something better if ( ( trap_PointContents( start, -1 ) & CONTENTS_WATER ) ) { bolt->s.pos.trType = TR_LINEAR; VectorScale( dir, SPEAR_WATERSPEED, bolt->s.pos.trDelta ); } else { bolt->s.pos.trType = TR_GRAVITY_LOW; VectorScale( dir, SPEAR_AIRSPEED, bolt->s.pos.trDelta ); } SnapVector( bolt->s.pos.trDelta ); // save net bandwidth VectorCopy( start, bolt->r.currentOrigin ); return bolt; } /* ================= fire_rocket ================= */ gentity_t *fire_rocket( gentity_t *self, vec3_t start, vec3_t dir ) { gentity_t *bolt; VectorNormalize( dir ); bolt = G_Spawn(); bolt->classname = "rocket"; bolt->nextthink = level.time + 20000; // push it out a little bolt->think = G_ExplodeMissile; bolt->s.eType = ET_MISSILE; bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN | SVF_BROADCAST; //DHM - Nerve :: Use the correct weapon in multiplayer if ( g_gametype.integer == GT_SINGLE_PLAYER ) { bolt->s.weapon = WP_ROCKET_LAUNCHER; } else { bolt->s.weapon = self->s.weapon; } bolt->r.ownerNum = self->s.number; bolt->parent = self; bolt->damage = G_GetWeaponDamage( WP_ROCKET_LAUNCHER ); // JPW NERVE bolt->splashDamage = G_GetWeaponDamage( WP_ROCKET_LAUNCHER ); // JPW NERVE // JPW NERVE if ( g_gametype.integer != GT_SINGLE_PLAYER ) { bolt->splashRadius = G_GetWeaponDamage( WP_ROCKET_LAUNCHER ); } else { bolt->splashRadius = 120; } // jpw bolt->methodOfDeath = MOD_ROCKET; bolt->splashMethodOfDeath = MOD_ROCKET_SPLASH; // bolt->clipmask = MASK_SHOT; bolt->clipmask = MASK_MISSILESHOT; bolt->s.pos.trType = TR_LINEAR; bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame VectorCopy( start, bolt->s.pos.trBase ); // JPW NERVE if ( g_gametype.integer != GT_SINGLE_PLAYER ) { VectorScale( dir,2500,bolt->s.pos.trDelta ); } else { VectorScale( dir, 900, bolt->s.pos.trDelta ); } // jpw SnapVector( bolt->s.pos.trDelta ); // save net bandwidth VectorCopy( start, bolt->r.currentOrigin ); return bolt; } // Rafael flamebarrel /* ====================== fire_flamebarrel ====================== */ gentity_t *fire_flamebarrel( gentity_t *self, vec3_t start, vec3_t dir ) { gentity_t *bolt; VectorNormalize( dir ); bolt = G_Spawn(); bolt->classname = "flamebarrel"; bolt->nextthink = level.time + 3000; bolt->think = G_ExplodeMissile; bolt->s.eType = ET_FLAMEBARREL; bolt->s.eFlags = EF_BOUNCE_HALF; bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; bolt->s.weapon = WP_ROCKET_LAUNCHER; bolt->r.ownerNum = self->s.number; bolt->parent = self; bolt->damage = 100; bolt->splashDamage = 20; bolt->splashRadius = 60; bolt->s.eFlags |= EF_SMOKINGBLACK; bolt->methodOfDeath = MOD_ROCKET; bolt->splashMethodOfDeath = MOD_ROCKET_SPLASH; bolt->clipmask = MASK_MISSILESHOT; bolt->s.pos.trType = TR_GRAVITY; bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame VectorCopy( start, bolt->s.pos.trBase ); VectorScale( dir, 900 + ( crandom() * 100 ), bolt->s.pos.trDelta ); SnapVector( bolt->s.pos.trDelta ); // save net bandwidth VectorCopy( start, bolt->r.currentOrigin ); return bolt; } // Rafael sniper /* ================= fire_lead ================= */ void fire_lead( gentity_t *self, vec3_t start, vec3_t dir, int damage ) { trace_t tr; vec3_t end; gentity_t *tent; gentity_t *traceEnt; vec3_t forward, right, up; vec3_t angles; float r, u; qboolean anti_tank_enable = qfalse; r = crandom() * self->random; u = crandom() * self->random; vectoangles( dir, angles ); AngleVectors( angles, forward, right, up ); VectorMA( start, 8192, forward, end ); VectorMA( end, r, right, end ); VectorMA( end, u, up, end ); trap_Trace( &tr, start, NULL, NULL, end, self->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, start ); // send bullet impact if ( traceEnt->takedamage && traceEnt->client ) { tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_FLESH ); tent->s.eventParm = traceEnt->s.number; } else { // Ridah, bullet impact should reflect off surface vec3_t reflect; float dot; tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_WALL ); dot = DotProduct( forward, tr.plane.normal ); VectorMA( forward, -2 * dot, tr.plane.normal, reflect ); VectorNormalize( reflect ); tent->s.eventParm = DirToByte( reflect ); // done. } tent->s.otherEntityNum = self->s.number; if ( traceEnt->takedamage ) { if ( self->s.weapon == WP_SNIPER && traceEnt->s.eType == ET_MOVER && traceEnt->aiName[0] ) { anti_tank_enable = qtrue; } if ( anti_tank_enable ) { self->s.weapon = WP_ROCKET_LAUNCHER; } G_Damage( traceEnt, self, self, forward, tr.endpos, damage, 0, MOD_MACHINEGUN ); if ( anti_tank_enable ) { self->s.weapon = WP_SNIPER; } } } // Rafael sniper // visible /* ============== visible ============== */ qboolean visible( gentity_t *self, gentity_t *other ) { // vec3_t spot1; // vec3_t spot2; trace_t tr; gentity_t *traceEnt; trap_Trace( &tr, self->r.currentOrigin, NULL, NULL, other->r.currentOrigin, self->s.number, MASK_SHOT ); traceEnt = &g_entities[ tr.entityNum ]; if ( traceEnt == other ) { return qtrue; } return qfalse; } /* ============== fire_mortar dir is a non-normalized direction/power vector ============== */ gentity_t *fire_mortar( gentity_t *self, vec3_t start, vec3_t dir ) { gentity_t *bolt; // VectorNormalize (dir); if ( self->spawnflags ) { gentity_t *tent; tent = G_TempEntity( self->s.pos.trBase, EV_MORTAREFX ); tent->s.density = self->spawnflags; // send smoke and muzzle flash flags VectorCopy( self->s.pos.trBase, tent->s.origin ); VectorCopy( self->s.apos.trBase, tent->s.angles ); } bolt = G_Spawn(); bolt->classname = "mortar"; bolt->nextthink = level.time + 20000; // push it out a little bolt->think = G_ExplodeMissile; bolt->s.eType = ET_MISSILE; bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN | SVF_BROADCAST; // broadcast sound. not multiplayer friendly, but for mortars it should be okay // bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; bolt->s.weapon = WP_MORTAR; bolt->r.ownerNum = self->s.number; bolt->parent = self; bolt->damage = G_GetWeaponDamage( WP_MORTAR ); // JPW NERVE bolt->splashDamage = G_GetWeaponDamage( WP_MORTAR ); // JPW NERVE bolt->splashRadius = 120; bolt->methodOfDeath = MOD_MORTAR; bolt->splashMethodOfDeath = MOD_MORTAR_SPLASH; bolt->clipmask = MASK_MISSILESHOT; bolt->s.pos.trType = TR_GRAVITY; bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame VectorCopy( start, bolt->s.pos.trBase ); // VectorScale( dir, 900, bolt->s.pos.trDelta ); VectorCopy( dir, bolt->s.pos.trDelta ); SnapVector( bolt->s.pos.trDelta ); // save net bandwidth VectorCopy( start, bolt->r.currentOrigin ); return bolt; } /* ================= fire_nail ================= */ #define NAILGUN_SPREAD 1000 gentity_t *fire_nail( gentity_t *self, vec3_t start, vec3_t forward, vec3_t right, vec3_t up ) { gentity_t *bolt; vec3_t dir; vec3_t end; float r, u, scale; bolt = G_Spawn(); bolt->classname = "nail"; bolt->nextthink = level.time + 10000; bolt->think = G_ExplodeMissile; bolt->s.eType = ET_MISSILE; bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; // bolt->s.weapon = WP_NAILGUN; bolt->s.weapon = WP_VENOM_FULL; bolt->r.ownerNum = self->s.number; bolt->parent = self; bolt->damage = G_GetWeaponDamage( WP_VENOM_FULL ); // bolt->methodOfDeath = MOD_NAIL; bolt->methodOfDeath = MOD_VENOM_FULL; bolt->clipmask = MASK_SHOT; bolt->target_ent = NULL; bolt->s.pos.trType = TR_LINEAR; bolt->s.pos.trTime = level.time; VectorCopy( start, bolt->s.pos.trBase ); r = random() * M_PI * 2.0f; u = sin( r ) * crandom() * NAILGUN_SPREAD * 16; r = cos( r ) * crandom() * NAILGUN_SPREAD * 16; VectorMA( start, 8192 * 16, forward, end ); VectorMA( end, r, right, end ); VectorMA( end, u, up, end ); VectorSubtract( end, start, dir ); VectorNormalize( dir ); // JPW NERVE if ( g_gametype.integer == GT_SINGLE_PLAYER ) { scale = 555 + random() * 1800; } else { scale = 1200 + random() * 2500; } // jpw VectorScale( dir, scale, bolt->s.pos.trDelta ); SnapVector( bolt->s.pos.trDelta ); VectorCopy( start, bolt->r.currentOrigin ); return bolt; } /* ================= fire_prox ================= */ gentity_t *fire_prox( gentity_t *self, vec3_t start, vec3_t dir ) { gentity_t *bolt; VectorNormalize( dir ); bolt = G_Spawn(); bolt->classname = "prox mine"; bolt->nextthink = level.time + 3000; bolt->think = G_ExplodeMissile; bolt->s.eType = ET_MISSILE; bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; // bolt->s.weapon = WP_PROX_LAUNCHER; bolt->s.eFlags = 0; bolt->r.ownerNum = self->s.number; bolt->parent = self; bolt->damage = 0; bolt->splashDamage = 100; bolt->splashRadius = 150; // bolt->methodOfDeath = MOD_PROXIMITY_MINE; // bolt->splashMethodOfDeath = MOD_PROXIMITY_MINE; bolt->clipmask = MASK_SHOT; bolt->target_ent = NULL; // count is used to check if the prox mine left the player bbox // if count == 1 then the prox mine left the player bbox and can attack to it bolt->count = 0; //FIXME: we prolly wanna abuse another field // bolt->s.generic1 = self->client->sess.sessionTeam; bolt->s.pos.trType = TR_GRAVITY; bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame VectorCopy( start, bolt->s.pos.trBase ); VectorScale( dir, 700, bolt->s.pos.trDelta ); SnapVector( bolt->s.pos.trDelta ); // save net bandwidth VectorCopy( start, bolt->r.currentOrigin ); return bolt; }