// g_weapon.c #include "g_local.h" #include "m_player.h" #define MUZZLEON 1 #define ROTSHOTMULT 1 #define BFG_ROCKET_AMMO 20 #define BFG_LASER_AMMO 20 #define BFG_FRAME_LEAP 8 static qboolean is_quad; static byte is_silenced; void weapon_grenade_fire (edict_t *ent, qboolean held); static 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); } void flashThink (edict_t *ent) { vec3_t start, forward, right; edict_t *flash; if (ent->owner && ent->owner->health>0) { if (ent->owner->client) { if (ent->owner->client->chasetoggle) { AngleVectors (ent->owner->s.angles, forward, right, NULL); G_ProjectSource (ent->owner->s.origin, ent->end_pt, forward, right, start); VectorCopy(ent->owner->s.angles, ent->s.angles); } else { AngleVectors (ent->owner->client->v_angle, forward, right, NULL); P_ProjectSource (ent->owner->client, ent->owner->s.origin, ent->end_pt, forward, right, start); VectorCopy(ent->owner->client->v_angle, ent->s.angles); } } else { AngleVectors (ent->owner->s.angles, forward, right, NULL); G_ProjectSource (ent->owner->s.origin, ent->end_pt, forward, right, start); VectorCopy(ent->owner->s.angles, ent->s.angles); } VectorCopy (start, ent->s.origin); ent->s.angles[2] = ent->random; } else { G_FreeEdict(ent); return; } ent->s.frame++; ent->s.skinnum++; if (ent->s.frame==0) { ent->s.modelindex = gi.modelindex ("models/objects/muzzleflash/tris.md2"); VectorCopy (ent->s.origin, ent->s.old_origin); } else if (ent->s.frame==1) { ent->s.frame++; ent->s.skinnum++; } gi.linkentity (ent); if (ent->s.skinnum>2) G_FreeEdict(ent); } void MuzzleEffect (edict_t *ent, vec3_t start, vec3_t forward, vec3_t offset) { if (!MUZZLEON) return; if (!sv_waterlevel->value) { if (ent->waterlevel<2 || !ent->client) { if (!sv_serversideonly->value && sv_mzlmodel->value) { edict_t *mzlflash; mzlflash = G_Spawn(); mzlflash->svflags = SVF_DEADMONSTER; if (ent->client && !ent->client->chasetoggle) vectoangles(forward, mzlflash->s.angles); else VectorCopy (ent->s.angles, mzlflash->s.angles); mzlflash->s.angles[2] = mzlflash->random = random()*360; VectorCopy (start, mzlflash->s.origin); VectorCopy (start, mzlflash->s.old_origin); VectorCopy (offset, mzlflash->end_pt); mzlflash->movetype = MOVETYPE_NONE; mzlflash->clipmask = MASK_SHOT; mzlflash->solid = SOLID_NOT; mzlflash->s.effects = EF_SPHERETRANS; mzlflash->s.renderfx = RF_FULLBRIGHT; VectorClear (mzlflash->mins); VectorClear (mzlflash->maxs); mzlflash->s.frame = -2; mzlflash->s.skinnum = -2; mzlflash->thinklinked = flashThink; mzlflash->classname = "mzlflash"; mzlflash->owner = ent; if (SPClient == ent) mzlflash->s.renderfx |= RF_DEPTHHACK; gi.linkentity (mzlflash); if (ent->client && ent->client->ps.pmove.pm_flags & PMF_NO_PREDICTION) { mzlflash->s.frame = 0; mzlflash->s.skinnum = 0; } } else { if (ent->client) { gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_CHAINFIST_SMOKE); gi.WritePosition (start); gi.unicast (ent, 0); } } } else { gi.WriteByte (svc_temp_entity); gi.WriteByte (SPLASH_UNKNOWN); gi.WritePosition (start); gi.WriteDir (forward); gi.multicast (start, MULTICAST_PVS); } } } void AddKick (edict_t *ent, vec3_t forward, int amt) { if ((ent->client->jets)||(ent->waterlevel&&ent->client->goggles)||sv_waterlevel->value) ent->client->lastSpeed-=amt*50; else if (!(ent->client->ps.pmove.pm_flags & PMF_DUCKED)) { vec3_t forward2; VectorCopy(forward,forward2); VectorNormalize (forward2); VectorScale(forward2,((int)((amt*-1)*50)),forward2); ent->velocity[0]+=forward2[0]; ent->velocity[1]+=forward2[1]; ent->velocity[2]+=forward2[2]*(0.5); } } /* =============== 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; int banned = sv_banned_weapons->value; // int i; gitem_t *ammo; gitem_t *addWeap; index = ITEM_INDEX(ent->item); if ( ( ((int)(dmflags->value) & DF_WEAPONS_STAY) ) && other->client->pers.inventory[index]) { if (!(ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM) ) ) return false; // leave the weapon for others to pickup } if (other->client->pers.inventory[index] && coop->value) return false; 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 (strcmp(ent->item->classname, "weapon_bfg") == 0 ) { if (!(banned&NO_BFGLASER)) Add_Ammo (other, FindItem("Cells"), 50); if (!(banned&NO_ROCKETBFG)) Add_Ammo (other, FindItem("Rockets"), 50); } else if (strcmp(ent->item->classname, "weapon_railgun") == 0 ) { if (!(banned&NO_TAZER)) Add_Ammo (other, FindItem("Cells"), 10); if (!(banned&NO_RAILGUN)) Add_Ammo (other, FindItem("Slugs"), 10); } else if (strcmp(ent->item->classname, "weapon_chaingun") == 0 ) { Add_Ammo (other, FindItem("Shells"), 50); } //auto switch ?? /* 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_blew_up&&ent->client->grenade_time) { //ent->client->grenade_time = level.time;' ent->client->grenade_blew_up = true; ent->client->weapon_sound = 0; if (ent->client->pers.weapon!=NULL) weapon_grenade_fire (ent, false); ent->client->grenade_time = 0; } ent->client->tazer = (ent->client->tazer) ? 10 : 0; //Reset a couple of vars here ent->client->blst_set = 0; ent->client->hypr_set = 0; ent->client->rock_set = 0; ent->client->mach_set = 0; ent->client->gren_set = 0; ent->client->chan_set = 0; ent->client->shot_set = 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); /* Don't display weapon if chasetoggle is on */ if (ent->client->chasetoggle) ent->client->ps.gunindex = 0; 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) { //Reset a couple of vars here ent->client->blst_set = 0; ent->client->hypr_set = 0; ent->client->rock_set = 0; ent->client->mach_set = 0; ent->client->gren_set = 0; ent->client->chan_set = 0; ent->client->shot_set = 0; ent->client->bfg_set = 0; ent->client->rail_set = 0; 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); } if (ent->client->isOnTurret) return; // if (ent->client->stunts<-5) // ent->client->ps.pmove.pm_flags &= PMF_DUCKED; // 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; int banned = sv_banned_weapons->value; char *msg=""; int ismsg=0; ent->client->tazer = (ent->client->tazer) ? 10 : 0; if (item == ent->client->pers.weapon) { if (!Q_strcasecmp(item->pickup_name,"Grenade Launcher")) if (!Q_strcasecmp(ent->client->pers.weapon->pickup_name,"Grenade Launcher")) { if (ent->client->grn_set==0) { ent->client->grn_set=1; ent->client->grnl_set=0; ent->client->gren_set=2; msg = "Normal Gas Grenade Launcher\n"; } else if (ent->client->grn_set==1) { ent->client->grn_set=2; ent->client->grnl_set=0; ent->client->gren_set=3; msg = "Normal Cluster Grenade Launcher\n"; } else if (ent->client->grn_set==2) { ent->client->grn_set=3; ent->client->grnl_set=0; ent->client->gren_set=1; msg = "Normal Flashbang Launcher\n"; } else if (ent->client->grn_set==3) { ent->client->grn_set=4; ent->client->grnl_set=1; ent->client->gren_set=0; msg = "Sticky Fragmentation Grenade Launcher\n"; } else if (ent->client->grn_set==4) { ent->client->grn_set=5; ent->client->grnl_set=1; ent->client->gren_set=2; msg = "Sticky Gas Grenade Launcher\n"; } else if (ent->client->grn_set==5) { ent->client->grn_set=6; ent->client->grnl_set=1; ent->client->gren_set=3; msg = "Sticky Cluster Grenade Launcher\n"; } else if (ent->client->grn_set==6) { ent->client->grn_set=7; ent->client->grnl_set=1; ent->client->gren_set=1; msg = "Sticky Flashbang Launcher\n"; } else { ent->client->grn_set=0; ent->client->grnl_set=0; ent->client->gren_set=0; msg = "Normal Fragmentation Grenade Launcher\n"; } ismsg = 1; } if (!Q_strcasecmp(item->pickup_name,"Grenades")) if (!Q_strcasecmp(ent->client->pers.weapon->pickup_name,"Grenades")) { if (ent->client->gren_set==1) { ent->client->gren_set=0; msg = "Fragmentation Grenades\n"; } else if (ent->client->gren_set==3) { ent->client->gren_set=1; msg = "Flashbangs\n"; } else if (ent->client->gren_set==0) { ent->client->gren_set=2; msg = "Gas Grenades\n"; } else { ent->client->gren_set=3; msg = "Cluster Grenades\n"; } ismsg = 1; } if (!Q_strcasecmp(item->pickup_name,"Rocket Launcher")) if (!Q_strcasecmp(ent->client->pers.weapon->pickup_name,"Rocket Launcher")) { if (ent->client->rock_set==1) { ent->client->rock_set=0; msg = "Direct Fire Rockets\n"; } else { ent->client->rock_set=1; msg = "Indirect Fire Rockets\n"; } ismsg = 1; } if (!Q_strcasecmp(item->pickup_name,"Chaingun")) if (!Q_strcasecmp(ent->client->pers.weapon->pickup_name,"Chaingun")) { if (ent->client->chan_set==1) { ent->client->chan_set=0; msg = "Minigun\n"; } else { ent->client->chan_set=1; msg = "Rotary Shotgun\n"; } ismsg = 1; } if (!Q_strcasecmp(item->pickup_name,"Shotgun")) if (!Q_strcasecmp(ent->client->pers.weapon->pickup_name,"Shotgun")) { if (ent->client->shot_set==1) { ent->client->shot_set=0; msg = "Auto-Shotgun Shells\n"; } else { ent->client->shot_set=1; msg = "Auto-Cannon Slugs\n"; } ismsg = 1; } if (!Q_strcasecmp(item->pickup_name,"Super Shotgun")) if (!Q_strcasecmp(ent->client->pers.weapon->pickup_name,"Super Shotgun")) { if (ent->client->shot_set==1) { ent->client->shot_set=0; msg = "Super Shotgun Shells\n"; } else { ent->client->shot_set=1; msg = "Super Shotgun Slugs\n"; } ismsg = 1; } if (!Q_strcasecmp(item->pickup_name,"Machinegun")) if (!Q_strcasecmp(ent->client->pers.weapon->pickup_name,"Machinegun")) { if (ent->client->mach_set==1) { ent->client->mach_set=0; msg = "SubMachinegun Rapid Fire\n"; } else { ent->client->mach_set=1; msg = "SubMachinegun Burst Fire\n"; } ismsg = 1; } if (!Q_strcasecmp(item->pickup_name,"Hyperblaster")) if (!Q_strcasecmp(ent->client->pers.weapon->pickup_name,"Hyperblaster")) { if (ent->client->hypr_set==1) { ent->client->hypr_set=0; ent->client->machinegun_shots=0; msg = "Flame Thrower\n"; } else { ent->client->hypr_set=1; ent->client->machinegun_shots=0; msg = "Plasma Rifle\n"; } ismsg = 1; } if (!Q_strcasecmp(item->pickup_name,"Blaster")) if (!Q_strcasecmp(ent->client->pers.weapon->pickup_name,"Blaster")) { if (ent->client->blst_set==1) { ent->client->blst_set=0; ent->client->machinegun_shots=0; msg = ".50 Calibre Ammunition\n"; } else { ent->client->blst_set=1; ent->client->machinegun_shots=0; msg = "Smack\n"; } ismsg = 1; } if ( (!sv_waterlevel->value)&&(!Q_strcasecmp(item->pickup_name,"Railgun")) ) if (!Q_strcasecmp(ent->client->pers.weapon->pickup_name,"Railgun")) { if (ent->client->rail_set==1) { ent->client->rail_set=0; msg = ".50 Calibre Sniper Rifle\n"; } else if (!sv_waterlevel->value) { ent->client->rail_set=1; msg = "Tazer\n"; } ismsg = 1; } if (!Q_strcasecmp(item->pickup_name,"bfg10k")) if (!Q_strcasecmp(ent->client->pers.weapon->pickup_name,"bfg10k")) { if (ent->client->bfg_set==2) { ent->client->bfg_set=0; msg = "Nuke Launcher Operational\n"; } else { ent->client->bfg_set=2; msg = "Heavy Laser Operational\n"; } ismsg = 1; } }//*/ if (banned&NO_BFGLASER && ent->client->bfg_set==2) ent->client->bfg_set=1; if (banned&NO_ROCKETBFG && ent->client->bfg_set==1) ent->client->bfg_set=2; if (banned&NO_RAILGUN && ent->client->rail_set==0) ent->client->rail_set=1; if (banned&NO_TAZER && ent->client->rail_set==1) ent->client->rail_set=0; if (ismsg==1) gi.cprintf (ent, PRINT_HIGH, msg); // 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; if (ent->client->pers.weapon==NULL) { //PULL OUT WEAPON //ent->client->newweapon = ent->client->pers.lastweapon; ChangeWeapon (ent); gi.cprintf(ent, PRINT_HIGH, "Regen-Stealth Suit - Off\n"); ent->client->aquasuit = 0; } } /* ================ 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) { if (!Q_strcasecmp(ent->client->pers.weapon->pickup_name, base_weapon)) { gi.cprintf (ent, PRINT_HIGH, "Can't drop current weapon\n"); return; } ent->client->newweapon = FindItem (base_weapon); ChangeWeapon (ent); } 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) 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 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) { 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; 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]) { if (ent->client->quad_framenum > level.framenum) gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0); 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; } } /* ====================================================================== GRENADE ====================================================================== */ #define GRENADE_TIMER 3 #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; // vec3_t aim; int damage = damage =150 + (int)(random() * 100.0); float timer; int speed; float radius; radius = 300; 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); if (ent->health<1) speed=10; 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->health <= 0) 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) { ent->client->weaphold = 0; // ent->client->gren_set = 0; 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 =150 + (int)(random() * 100.0), speed; float radius = 300; if (is_quad) { damage *= 3; radius *= 2; } 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; forward[2]+=0.4; //fire_grenade (ent, start, forward, damage, 600, 2.5, radius); //fire_rocket_2 (ent, start, forward, damage, 1000, radius, radius); if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) if (ent->client->pers.inventory[ent->client->ammo_index]<=0) { ent->client->ps.gunframe++; return; } if ((ent->client->buttons & BUTTON_ATTACK) && ent->client->ps.gunframe>12) { ent->client->ps.gunframe = 8; return; } else if (ent->client->ps.gunframe>12) { ent->client->ps.gunframe++; return; } else { speed = (sv_waterlevel->value)? 300: 700; fire_grenade2 (ent, start, forward, damage, speed, GRENADE_TIMER, radius, 1); AddKick (ent, forward, 2); gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent-g_edicts); gi.WriteByte (MZ_GRENADE | 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->ps.gunframe++; } } void Weapon_GrenadeLauncher (edict_t *ent) { static int pause_frames[] = {34, 51, 59, 0}; static int fire_frames[] = {8, 13, 14, 15}; ent->client->weaphold=6; 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; int speed; damage = 200 + (int)(random() * 100.0); radius_damage = 200; damage_radius = 200; 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, 6, ent->viewheight-12); P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); //right hand first //VectorSet(offset, 8, 8, ent->viewheight-8); //G_ProjectSource(ent->s.origin, offset, forward, right, start); if (ent->client->laser_on) { damage*=1.5; start[2]+=10; speed=(sv_waterlevel->value)? 1000: 750; fire_rocket (ent, start, forward, damage, speed, damage_radius, radius_damage); } else { if (ent->client->rock_set == 1) { forward[2]+=0.4; damage*=2; damage_radius*=1.5; speed=(sv_waterlevel->value)? 500: 1000; fire_rocket (ent, start, forward, damage, speed, damage_radius, radius_damage); AddKick (ent, forward, 5); } else { speed=(sv_waterlevel->value)? 750: 1500; fire_rocket (ent, start, forward, damage, speed, damage_radius, radius_damage); AddKick (ent, forward, 5); } } // 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}; if (ent->client->laser_on) ent->client->weaphold=11; else ent->client->weaphold=7; Weapon_Generic (ent, 4, 20, 50, 54, pause_frames, fire_frames, Weapon_RocketLauncher_Fire); } /* ====================================================================== BLASTER / HYPERBLASTER ====================================================================== */ void Smack_Fire (edict_t *ent, vec3_t start, vec3_t forward) { fire_smack (ent, start, forward); } void Blaster_Fire (edict_t *ent, vec3_t g_offset, int damage, qboolean hyper, int effect) { vec3_t forward, right; vec3_t start, end; vec3_t offset; if (is_quad) damage *= 4; AngleVectors (ent->client->v_angle, forward, right, NULL); //VectorSet(offset, 24, 8, ent->viewheight-8); VectorSet(offset, 10, 3, ent->viewheight); 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_hyper (ent, start, forward, damage, 50, effect, hyper); } void Plasma_Fire (edict_t *ent, vec3_t g_offset, int damage) { vec3_t forward, right, vert; vec3_t start; vec3_t offset; if (is_quad) damage *= 4; VectorCopy(ent->client->v_angle, vert); vert[2]*=1.5; AngleVectors (vert, forward, right, NULL); //VectorSet(offset, 24, 8, ent->viewheight-8); VectorSet(offset, 10, 8, ent->viewheight); 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_plasma (ent, start, forward, damage, 1500, 0, 0); } void Weapon_Blaster_Fire (edict_t *ent, int spread) { vec3_t start; vec3_t forward, right;//, up; vec3_t offset; vec3_t offset2, start2; int damage; int kick; ent->client->machinegun_shots = 0; damage = 50+(int)(random()*10); kick = 80; 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, 6, ent->viewheight-4); //VectorSet(offset, 0, 7, ent->viewheight-8); P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); VectorSet(offset2, 20, 6, ent->viewheight-3); P_ProjectSource (ent->client, ent->s.origin, offset2, forward, right, start2); if (ent->client->oldplayer && ent->client->chasetoggle) G_ProjectSource (ent->client->oldplayer->s.origin, offset2, forward, right, start2); if (ent->client->blst_set==0) { if (ent->client->pers.inventory[ent->client->ammo_index]>0) { fire_bullet (ent, start, forward, damage, kick, spread, spread, MOD_BLASTER); ent->client->machinegun_shots = 1; MuzzleEffect (ent, start2, forward, offset2); if (sv_serversideonly->value) { gi.sound(ent, CHAN_AUTO, gi.soundindex("soldier/solatck1.wav"), 0.6, ATTN_IDLE, 0); gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/shotgf1b.wav"), 1.0, ATTN_IDLE, 0); gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/machgf4b.wav"), 1.0, ATTN_IDLE, 0); } else { gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/handgun.wav"), 0.75, ATTN_IDLE, 0); } ent->client->ps.gunframe++; if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) ent->client->pers.inventory[ent->client->ammo_index]--; if (ent->groundentity) AddKick (ent, forward, 1); } else { gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0); ent->client->ps.gunframe++; } } else { ent->client->hitmode = 1; Smack_Fire (ent, start, forward); ent->client->machinegun_shots = 1; ent->client->ps.gunframe++; } } void Weapon_Blaster_Fire1 (edict_t *ent) { Weapon_Blaster_Fire (ent, DEFAULT_BULLET_HSPREAD/4); } void Weapon_Blaster_Fire2 (edict_t *ent) { Weapon_Blaster_Fire (ent, DEFAULT_BULLET_HSPREAD/2); } void Weapon_Blaster_Fire3 (edict_t *ent) { Weapon_Blaster_Fire (ent, DEFAULT_BULLET_HSPREAD); } void Weapon_Blaster_Fire4 (edict_t *ent) { Weapon_Blaster_Fire (ent, DEFAULT_BULLET_HSPREAD*2); } void Weapon_Blaster (edict_t *ent) { int firetype = 0; static int pause_frames[] = {19, 32, 0}; static int fire_frames[] = {5, 0}; ent->client->weaphold=1; if (ent->client->blst_set==0) { if ((ent->client->weaponstate == WEAPON_FIRING || ent->client->weaponstate == WEAPON_READY) && !ent->client->heldfire && (ent->client->buttons & BUTTON_ATTACK) && ent->client->ps.gunframe!=6) { if (ent->client->ps.gunframe<9) firetype = abs(5-ent->client->ps.gunframe); ent->client->ps.gunframe = 9; ent->client->weaponstate = WEAPON_READY; ent->client->latched_buttons |= BUTTON_ATTACK; ent->client->heldfire = true; } else { ent->client->buttons &= ~BUTTON_ATTACK; ent->client->latched_buttons &= ~BUTTON_ATTACK; } } else ent->client->heldfire = false; if (firetype==0) Weapon_Generic (ent, 4, 8, 52, 55, pause_frames, fire_frames, Weapon_Blaster_Fire1); else if (firetype==1) Weapon_Generic (ent, 4, 8, 52, 55, pause_frames, fire_frames, Weapon_Blaster_Fire2); else if (firetype==2) Weapon_Generic (ent, 4, 8, 52, 55, pause_frames, fire_frames, Weapon_Blaster_Fire3); else if (firetype==3) Weapon_Generic (ent, 4, 8, 52, 55, pause_frames, fire_frames, Weapon_Blaster_Fire4); } void Weapon_HyperBlaster_Fire (edict_t *ent) { float rotation; vec3_t g_offset; int effect; int damage; //from blaster base code vec3_t forward, right, offset; vec3_t start; int frame = ent->client->ps.gunframe; //ent->client->weapon_sound = gi.soundindex("weapons/hyprbl1a.wav"); if (!(ent->client->buttons & BUTTON_ATTACK)&&!(!ent->client->hypr_set&&ent->client->ps.gunframe<12)) { 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 if ((ent->waterlevel>2)) //can't shoot if in water { gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0); ent->pain_debounce_time = level.time + 1; } else { rotation = (ent->client->ps.gunframe - 5) * 2*M_PI/6; g_offset[0] = -4 * sin(rotation); g_offset[1] = 0; g_offset[2] = 4 * cos(rotation); if ((ent->client->ps.gunframe == 6) || (ent->client->ps.gunframe == 9)) effect = EF_HYPERBLASTER; else effect = 0; damage = 30 + (int)(random() * 10.0); /* waterlevel 0 - not in liquid 1 - feet in liquid 2 - on surface of liquid 3 - surrounded by liquid */ AngleVectors (ent->client->v_angle, forward, right, NULL); //VectorSet(offset, 24, 8, ent->viewheight-8); VectorSet(offset, 24, 8, ent->viewheight-((ent->s.frame > 134)?8:30)); 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_hyper (ent, start, forward, damage, 500, effect, hyper); if (ent->client->hypr_set == 1) { damage=5; Plasma_Fire (ent, offset, damage); gi.sound(ent, CHAN_AUTO, gi.soundindex("brain/brnatck2.wav"), 0.8, ATTN_IDLE, 0); if (frame==4||frame==6||frame==8||frame==10||frame==12||frame==14||frame==16||frame==18||frame==20) { if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) ent->client->pers.inventory[ent->client->ammo_index]--; } } else Blaster_Fire (ent, offset, damage, true, effect); //gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/grenlx1a.wav"), 1, ATTN_IDLE, 0); //fire_rail_2 (ent, start, forward, damage, 20); //gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/laser2.wav"), 1, ATTN_IDLE, 0); if (ent->client->hypr_set == 0) if (frame == 6 || frame == 9 || frame == 12 || frame == 15 || frame == 19) { 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->buttons & BUTTON_ATTACK)) 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}; ent->client->weaphold=8; 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 = 40 + (int)(random() * 40.0); int kick = 30; vec3_t offset; vec3_t offset2, start2; if (ent->client->mach_set==1) { ent->client->ps.gunframe++; ent->client->machinegun_shots=0; } else { if (!(ent->client->buttons & BUTTON_ATTACK)||(ent->client->ps.gunframe >= 6)) { 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++; if (level.time >= ent->pain_debounce_time&&ent->client->ps.gunframe==6) { 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->machinegun_shots; } 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 > 6) ent->client->machinegun_shots = 6; //} // 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); VectorSet(offset2, 20, 6, ent->viewheight-5); P_ProjectSource (ent->client, ent->s.origin, offset2, forward, right, start2); fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_MACHINEGUN); if (ent->groundentity) AddKick (ent, forward, 1); if (sv_serversideonly->value) gi.sound(ent, CHAN_AUTO, gi.soundindex("soldier/solatck3.wav"), 0.75, ATTN_IDLE, 0); else gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/machinegun.wav"), 0.75, ATTN_IDLE, 0); 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, 6, 0}; ent->client->weaphold=4; Weapon_Generic (ent, 3, 8, 45, 49, pause_frames, fire_frames, Machinegun_Fire); } void Chaingun_Fire (edict_t *ent) { int i; vec3_t start; vec3_t forward, right, up; float r, u; vec3_t offset; vec3_t offset2, start2; int damage; int kick = 100; damage = 75 + (int)(random() * 50.0); 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->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); 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; } if (ent->client->chan_set==0) { // 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); VectorSet(offset2, 15, 6, ent->viewheight-5); P_ProjectSource (ent->client, ent->s.origin, offset2, forward, right, start2); fire_bullet_3 (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_CHAINGUN); MuzzleEffect (ent, start2, forward, offset2); if (ent->groundentity) AddKick (ent, forward, 2); else if ((int)(random()*10)>7) AddKick (ent, forward, 3); gi.sound(ent, CHAN_AUTO, gi.soundindex("infantry/infatck1.wav"), 1.0, ATTN_IDLE, 0); gi.sound(ent, CHAN_AUTO, gi.soundindex("boss3/xfire.wav"), 0.5, ATTN_IDLE, 0); gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent-g_edicts); gi.WriteByte (MZ_CHAINGUN1 | MZ_SILENCED); gi.multicast (ent->s.origin, MULTICAST_PVS); if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) ent->client->pers.inventory[ent->client->ammo_index] -= 1; } else if ((ent->client->chan_set==1)&&!(ent->client->ps.gunframe%2)) { 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); VectorSet(offset2, 15, 6, ent->viewheight-5); P_ProjectSource (ent->client, ent->s.origin, offset2, forward, right, start2); fire_shotgun_2 (ent, start, forward, damage/5, kick, DEFAULT_BULLET_VSPREAD*ROTSHOTMULT , DEFAULT_BULLET_VSPREAD*ROTSHOTMULT , 5, MOD_CHAINGUN2); fire_shotgun_3 (ent, start, forward, damage/5, kick, DEFAULT_BULLET_VSPREAD*ROTSHOTMULT , DEFAULT_BULLET_VSPREAD*ROTSHOTMULT , 5, MOD_CHAINGUN2); MuzzleEffect (ent, start2, forward, offset2); if (ent->groundentity) AddKick (ent, forward, 2); else if ((int)(random()*10)>7) AddKick (ent, forward, 3); gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent-g_edicts); gi.WriteByte (MZ_CHAINGUN1); gi.multicast (ent->s.origin, MULTICAST_PVS); if (sv_serversideonly->value) { gi.sound(ent, CHAN_AUTO, gi.soundindex("soldier/solatck1.wav"), 1, ATTN_IDLE, 0); gi.sound(ent, CHAN_AUTO, gi.soundindex("medic/medatck1.wav"), 1, ATTN_IDLE, 0); gi.sound(ent, CHAN_AUTO, gi.soundindex("boss3/xfire.wav"), 1, ATTN_IDLE, 0); } else gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chainshot.wav"), 0.75, ATTN_IDLE, 0); gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/shotgf1b.wav"), 1, ATTN_IDLE, 0); if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) ent->client->pers.inventory[ent->client->ammo_index] -= 2; } if (ent->client->pers.inventory[ent->client->ammo_index]<0) ent->client->pers.inventory[ent->client->ammo_index]=0; } 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}; ent->client->weaphold=5; 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; vec3_t offset2, start2; int damage = 10; int kick = 10; if (ent->client->pers.inventory[ent->client->ammo_index] < 1) { // NoAmmoWeaponChange (ent); return; } if (ent->waterlevel>2 && !sv_waterlevel->value) //can't shoot if in water { gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0); ent->pain_debounce_time = level.time + 1; ent->client->ps.gunframe=19; return; } AngleVectors (ent->client->v_angle, forward, right, NULL); VectorScale (forward, -2, ent->client->kick_origin); ent->client->kick_angles[0] = -2; VectorSet(offset2, 15, 5, ent->viewheight-3); P_ProjectSource (ent->client, ent->s.origin, offset2, forward, right, start2); 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 (ent->client->shot_set) { damage*=20; fire_bullet_3 (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_SHOTGUN2); } else { fire_shotgun_2 (ent, start, forward, damage, kick, DEFAULT_BULLET_VSPREAD , DEFAULT_BULLET_VSPREAD , 5, MOD_SHOTGUN); fire_shotgun_3 (ent, start, forward, damage, kick, DEFAULT_BULLET_VSPREAD , DEFAULT_BULLET_VSPREAD , 5, MOD_SHOTGUN); } if (ent->groundentity) AddKick (ent, forward, 2); MuzzleEffect (ent, start2, forward, offset2); ent->client->ps.gunframe++; gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/shotgf1b.wav"), 0.75, ATTN_IDLE, 0); 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, 0}; ent->client->weaphold=2; if ((ent->client->weaponstate == WEAPON_FIRING || ent->client->weaponstate == WEAPON_READY) && (ent->client->buttons & BUTTON_ATTACK) && ent->client->ps.gunframe!=8 && ent->client->ps.gunframe!=9 && ent->client->ps.gunframe!=10 && ent->client->ps.gunframe!=13 && ent->client->ps.gunframe!=14 && ent->client->ps.gunframe!=15 && ent->client->ps.gunframe!=16 && ent->client->ps.gunframe!=17 && ent->client->ps.gunframe!=18) { ent->client->ps.gunframe = 7; ent->client->weaponstate = WEAPON_READY; ent->client->latched_buttons |= BUTTON_ATTACK; } else { ent->client->buttons &= ~BUTTON_ATTACK; ent->client->latched_buttons &= ~BUTTON_ATTACK; } if (ent->client->ps.gunframe==12 && !(ent->client->buttons & BUTTON_ATTACK) && ent->client->pers.inventory[ent->client->ammo_index]) gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/shotgr1b.wav"), 1, ATTN_IDLE, 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, start1 ;//, end; vec3_t forward, right; vec3_t offset, offset1; vec3_t offset2, start2; vec3_t offset3, start3; vec3_t v; int damage, i; int kick = 5; int shotgun_shots; // float u; if (ent->client->ps.gunframe==12) { gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/shotgr1b.wav"), 1, ATTN_IDLE, 0); ent->client->ps.gunframe++; return; } if (ent->client->ps.gunframe==8&&!ent->client->shot_set) { ent->client->ps.gunframe++; return; } shotgun_shots = 20; //the number of bullets per shot damage = 15; //the amount of damage per bullet 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); VectorSet(offset1, 0, 4, ent->viewheight-8); VectorSet(offset2, 15, 8, ent->viewheight-3); VectorSet(offset3, 15, 4, ent->viewheight-3); P_ProjectSource (ent->client, ent->s.origin, offset3, forward, right, start3); P_ProjectSource (ent->client, ent->s.origin, offset2, forward, right, start2); P_ProjectSource (ent->client, ent->s.origin, offset1, forward, right, start1); P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); v[PITCH] = ent->client->v_angle[PITCH]; v[YAW] = ent->client->v_angle[YAW] ; v[ROLL] = ent->client->v_angle[ROLL]; AngleVectors (v, forward, NULL, NULL); if (ent->client->shot_set) { damage*=10; if (ent->client->ps.gunframe==7) { MuzzleEffect (ent, start2, forward, offset2); fire_bullet_3 (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD*2, DEFAULT_BULLET_VSPREAD*(0.25), MOD_SSHOTGUN2); } else { MuzzleEffect (ent, start3, forward, offset3); fire_bullet_3 (ent, start1, forward, damage, kick, DEFAULT_BULLET_HSPREAD*2, DEFAULT_BULLET_VSPREAD*(0.25), MOD_SSHOTGUN2); } } else { fire_shotgun_2 (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD * 2, DEFAULT_BULLET_VSPREAD * 1.5, shotgun_shots/2, MOD_SSHOTGUN); fire_shotgun_3 (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD * 2, DEFAULT_BULLET_VSPREAD * 1.5, shotgun_shots/2, MOD_SSHOTGUN); MuzzleEffect (ent, start2, forward, offset2); MuzzleEffect (ent, start3, forward, offset3); } AddKick (ent, forward, 4); // send muzzle flash if (false) { gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent-g_edicts); gi.WriteByte (MZ_SSHOTGUN | is_silenced); gi.multicast (ent->s.origin, MULTICAST_PVS); } if (sv_serversideonly->value) { gi.sound(ent, CHAN_AUTO, gi.soundindex("boss3/xfire.wav"), 0.75, ATTN_IDLE, 0); gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/shotgf1b.wav"), 0.75, ATTN_NORM, 0); gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/shotgf1b.wav"), 0.75, ATTN_NORM, 0); } else gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/shottyblast.wav"), 0.75, ATTN_NORM, 0); ent->client->ps.gunframe++; PlayerNoise(ent, start, PNOISE_WEAPON); if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) ent->client->pers.inventory[ent->client->ammo_index] -= (ent->client->shot_set)? 1: 2; } void Weapon_SuperShotgun (edict_t *ent) { static int pause_frames[] = {29, 42, 57, 0}; static int fire_frames[] = {7, 8, 12, 0}; ent->client->weaphold=3; 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; vec3_t offset2, start2; int damage, kick, i; damage = 300 + (int)(random() * 50.0); kick = 200; 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); VectorSet(offset2, 30, 6, ent->viewheight-2); P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); P_ProjectSource (ent->client, ent->s.origin, offset2, forward, right, start2); if (!ent->client->rail_set) { if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) if (ent->client->pers.inventory[ITEM_INDEX(FindItem("slugs"))]<=0) { gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0); //ent->client->weaponstate = WEAPON_READY; ent->client->ps.gunframe++; return; } else ent->client->pers.inventory[ITEM_INDEX(FindItem("slugs"))]--; //if (deathmatch->value&&!sv_realbullets->value&&false) // fire_bullet_2 (ent, start, forward, damage, kick, MOD_RAILGUN); //else fire_bullet_slow (ent, start, forward, sv_maxvelocity->value, 222, damage, MOD_RAILGUN, 0); if (ent->groundentity) AddKick (ent, forward, 1); else AddKick (ent, forward, 3); ent->client->ps.gunframe++; } else { if ((ent->client->buttons & BUTTON_ATTACK) && (ent->client->pers.inventory[ITEM_INDEX(FindItem("cells"))] || ((int)dmflags->value & DF_INFINITE_AMMO))) { if (!ent->client->tazer_on||!ent->client->tazer_on->owner) ent->client->tazer=0; if (ent->client->tazer==0) { fire_tazer (ent, start, forward, 750); ent->client->tazer = 1; gi.sound(ent, CHAN_AUTO, gi.soundindex("hover/hovatck1.wav"), 0.5, ATTN_IDLE, 0); gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/shotgf1b.wav"), 0.75, ATTN_IDLE, 0); gi.sound(ent, CHAN_AUTO, gi.soundindex("world/airhiss2.wav"), 0.5, ATTN_IDLE, 0); } } else { ent->client->tazer = 10; ent->client->ps.gunframe++; } } } void Weapon_Railgun (edict_t *ent) { static int pause_frames[] = {56, 0}; static int fire_frames[] = {4, 0}; ent->client->weaphold=(!ent->client->rail_set)?9: 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 v; vec3_t offset, start; vec3_t forward, right; vec3_t g_offset; int damage; float damage_radius; int radius_damage; float speed; int cont=1; damage = 100 + (int)(random() * 20.0); radius_damage = 1000 + (int)(random() * 1000.0); damage_radius = 350; //damage_radius = 80; /*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); if (!ent->bfg_laser_type) ent->bfg_laser_type=BFG_LASER_GREEN; if (ent->client->bfg_set==2) { if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) if (ent->client->pers.inventory[ITEM_INDEX(FindItem("cells"))]client->weaponstate = WEAPON_READY; ent->client->ps.gunframe = 33; cont=0; } else ent->client->pers.inventory[ITEM_INDEX(FindItem("cells"))]-=BFG_LASER_AMMO; if (cont) { ent->client->ps.gunframe+=BFG_FRAME_LEAP; ent->client->bfg_firing=10; gi.sound (ent, CHAN_WEAPON, gi.soundindex("weapons/laser2.wav"), 1, ATTN_NORM, 0); } } else { if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) if (ent->client->pers.inventory[ITEM_INDEX(FindItem("rockets"))]client->weaponstate = WEAPON_READY; ent->client->ps.gunframe = 33; cont=0; } else ent->client->pers.inventory[ITEM_INDEX(FindItem("rockets"))]-=BFG_ROCKET_AMMO; if (cont) { ent->client->ps.gunframe+=BFG_FRAME_LEAP; g_offset[0] = 0; g_offset[1] = 10; g_offset[2] = 0; VectorSet(offset, 8, 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; damage = 2500; // + (int)(random() * 150.0); speed = 1500; //speed = 1000 + (int)(random() * 1000.0); VectorNormalize(forward); fire_rocket_bfg (ent, start, forward, damage, speed, 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); AddKick (ent, forward, 8); PlayerNoise(ent, start, PNOISE_WEAPON); } } ent->client->ps.gunframe++; } void Weapon_BFG (edict_t *ent) { static int pause_frames[] = {39, 45, 50, 55, 0}; static int fire_frames[] = {9, 0}; ent->client->weaphold=10; //Weapon_Generic (ent, 8, 32, 55, 58, pause_frames, fire_frames, weapon_bfg_fire); Weapon_Generic (ent, 8, 32, 55, 58, pause_frames, fire_frames, weapon_bfg_fire); } //======================================================================