// g_weapon.c #include "g_local.h" #include "m_player.h" // CTF #include "runes.h" static qboolean is_strength; // End CTF static qboolean is_quad; static byte is_silenced; void weapon_grenade_fire(edict_t *ent, qboolean held); // CTF : need to access this from hook.c /* 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); } /* PlayerNoise Each player can have two noise objects associated with it: a personal noise (jumping, pain, weapon firing), and a weapon target noise (bullet wall impacts) Monsters that don't directly see the player can move to a noise in hopes of seeing the player from there. */ void PlayerNoise(edict_t *who, vec3_t where, int type){ edict_t *noise; if(type == PNOISE_WEAPON){ if(who->client->silencer_shots){ who->client->silencer_shots--; return; } } if(deathmatch->value) return; if(who->flags & FL_NOTARGET) return; if(!who->mynoise){ noise = G_Spawn(); noise->classname = "player_noise"; VectorSet(noise->mins, -8, -8, -8); VectorSet(noise->maxs, 8, 8, 8); noise->owner = who; noise->svflags = SVF_NOCLIENT; who->mynoise = noise; noise = G_Spawn(); noise->classname = "player_noise"; VectorSet(noise->mins, -8, -8, -8); VectorSet(noise->maxs, 8, 8, 8); noise->owner = who; noise->svflags = SVF_NOCLIENT; who->mynoise2 = noise; } if(type == PNOISE_SELF || type == PNOISE_WEAPON){ noise = who->mynoise; level.sound_entity = noise; level.sound_entity_framenum = level.framenum; } else // type == PNOISE_IMPACT { noise = who->mynoise2; level.sound2_entity = noise; level.sound2_entity_framenum = level.framenum; } VectorCopy(where, noise->s.origin); VectorSubtract(where, noise->maxs, noise->absmin); VectorAdd(where, noise->maxs, noise->absmax); noise->teleport_time = level.time; gi.linkentity(noise); } qboolean Pickup_Weapon(edict_t *ent, edict_t *other){ int index; gitem_t *ammo; index = ITEM_INDEX(ent->item); if((((int)(dmflags->value) & DF_WEAPONS_STAY) || coop->value) && other->client->pers.inventory[index]){ if(!(ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM))) return false; // leave the weapon for others to pickup } other->client->pers.inventory[index]++; if(!(ent->spawnflags & DROPPED_ITEM)){ // give them some ammo with it ammo = FindItem(ent->item->ammo); if((int)dmflags->value & DF_INFINITE_AMMO) Add_Ammo(other, ammo, 1000); else Add_Ammo(other, ammo, ammo->quantity); if(!(ent->spawnflags & DROPPED_PLAYER_ITEM)){ if(deathmatch->value){ if((int)(dmflags->value) & DF_WEAPONS_STAY) ent->flags |= FL_RESPAWN; else SetRespawn(ent, 30); } if(coop->value) ent->flags |= FL_RESPAWN; } } if(other->client->pers.weapon != ent->item && (other->client->pers.inventory[index] == 1) && (!deathmatch->value || other->client->pers.weapon == FindItem("blaster"))) other->client->newweapon = ent->item; return true; } /* ChangeWeapon The old weapon has been dropped all the way, so make the new one current */ void ChangeWeapon(edict_t *ent){ int i; if(ent->client->grenade_time){ ent->client->grenade_time = level.time; ent->client->weapon_sound = 0; weapon_grenade_fire(ent, false); ent->client->grenade_time = 0; } ent->client->pers.lastweapon = ent->client->pers.weapon; ent->client->pers.weapon = ent->client->newweapon; ent->client->newweapon = NULL; ent->client->machinegun_shots = 0; // set visible model if(ent->s.modelindex == 255){ if(ent->client->pers.weapon) i = ((ent->client->pers.weapon->weapmodel & 0xff) << 8); else i = 0; ent->s.skinnum = (ent - g_edicts - 1) | i; } if(ent->client->pers.weapon && ent->client->pers.weapon->ammo) ent->client->ammo_index = ITEM_INDEX(FindItem(ent->client->pers.weapon->ammo)); else ent->client->ammo_index = 0; if(!ent->client->pers.weapon){ // dead ent->client->ps.gunindex = 0; return; } ent->client->weaponstate = WEAPON_ACTIVATING; ent->client->ps.gunframe = 0; ent->client->ps.gunindex = gi.modelindex(ent->client->pers.weapon->view_model); ent->client->anim_priority = ANIM_PAIN; if(ent->client->ps.pmove.pm_flags & PMF_DUCKED){ ent->s.frame = FRAME_crpain1; ent->client->anim_end = FRAME_crpain4; } else { ent->s.frame = FRAME_pain301; ent->client->anim_end = FRAME_pain304; } } /* NoAmmoWeaponChange */ void NoAmmoWeaponChange(edict_t *ent){ if(ent->client->pers.inventory[ITEM_INDEX(FindItem("slugs"))] && ent->client->pers.inventory[ITEM_INDEX(FindItem("railgun"))]){ ent->client->newweapon = FindItem("railgun"); return; } if(ent->client->pers.inventory[ITEM_INDEX(FindItem("cells"))] && ent->client->pers.inventory[ITEM_INDEX(FindItem("hyperblaster"))]){ ent->client->newweapon = FindItem("hyperblaster"); return; } if(ent->client->pers.inventory[ITEM_INDEX(FindItem("bullets"))] && ent->client->pers.inventory[ITEM_INDEX(FindItem("chaingun"))]){ ent->client->newweapon = FindItem("chaingun"); return; } if(ent->client->pers.inventory[ITEM_INDEX(FindItem("bullets"))] && ent->client->pers.inventory[ITEM_INDEX(FindItem("machinegun"))]){ ent->client->newweapon = FindItem("machinegun"); return; } if(ent->client->pers.inventory[ITEM_INDEX(FindItem("shells"))] > 1 && ent->client->pers.inventory[ITEM_INDEX(FindItem("super shotgun"))]){ ent->client->newweapon = FindItem("super shotgun"); return; } if(ent->client->pers.inventory[ITEM_INDEX(FindItem("shells"))] && ent->client->pers.inventory[ITEM_INDEX(FindItem("shotgun"))]){ ent->client->newweapon = FindItem("shotgun"); return; } ent->client->newweapon = FindItem("blaster"); } /* Think_Weapon Called by ClientBeginServerFrame and ClientThink */ void Think_Weapon(edict_t *ent){ // if just died, put the weapon away if(ent->health < 1){ ent->client->newweapon = NULL; ChangeWeapon(ent); } // call active weapon think routine if(ent->client->pers.weapon && ent->client->pers.weapon->weaponthink){ is_quad = (ent->client->quad_framenum > level.framenum); // CTF is_strength = rune_has_rune(ent, RUNE_STRENGTH); // End CTF if(ent->client->silencer_shots) is_silenced = MZ_SILENCED; else is_silenced = 0; ent->client->pers.weapon->weaponthink(ent); } } /* Use_Weapon Make the weapon ready if there is ammo */ void Use_Weapon(edict_t *ent, gitem_t *item){ int ammo_index; gitem_t *ammo_item; // see if we're already using it if(item == ent->client->pers.weapon) return; if(item->ammo && !g_select_empty->value && !(item->flags & IT_AMMO)){ ammo_item = FindItem(item->ammo); ammo_index = ITEM_INDEX(ammo_item); if(!ent->client->pers.inventory[ammo_index]){ gi.cprintf(ent, PRINT_HIGH, "No %s for %s.\n", ammo_item->pickup_name, item->pickup_name); return; } if(ent->client->pers.inventory[ammo_index] < item->quantity){ gi.cprintf(ent, PRINT_HIGH, "Not enough %s for %s.\n", ammo_item->pickup_name, item->pickup_name); return; } } // change to this weapon when down ent->client->newweapon = item; } /* Drop_Weapon */ void Drop_Weapon(edict_t *ent, gitem_t *item){ int index; if((int)(dmflags->value) & DF_WEAPONS_STAY) return; index = ITEM_INDEX(item); // see if we're already using it if(((item == ent->client->pers.weapon) || (item == ent->client->newweapon)) && (ent->client->pers.inventory[index] == 1)){ gi.cprintf(ent, PRINT_HIGH, "Can't drop current weapon\n"); return; } Drop_Item(ent, item); ent->client->pers.inventory[index]--; } /* Weapon_Generic A generic function to handle the basics of weapon thinking */ #define FRAME_FIRE_FIRST (FRAME_ACTIVATE_LAST + 1) #define FRAME_IDLE_FIRST (FRAME_FIRE_LAST + 1) #define FRAME_DEACTIVATE_FIRST (FRAME_IDLE_LAST + 1) 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]){ // CTF if((ent->client->quad_framenum > level.framenum) || rune_has_rune(ent, RUNE_STRENGTH)) gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0); if(rune_has_rune(ent, RUNE_HASTE)) gi.sound(ent, CHAN_ITEM, gi.soundindex("boss3/bs3pain2.wav"), 0.7, ATTN_NORM, 0); // End CTF 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 3.0 #define GRENADE_MINSPEED 400 #define GRENADE_MAXSPEED 800 void weapon_grenade_fire(edict_t *ent, qboolean held){ vec3_t offset; vec3_t forward, right; vec3_t start; int damage = 125; float timer; int speed; float radius; radius = damage + 40; if(is_quad) damage *= 4; // CTF if(is_strength) damage *= 2; // End CTF VectorSet(offset, 8, 8, ent->viewheight - 8); AngleVectors(ent->client->v_angle, forward, right, NULL); P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start); timer = ent->client->grenade_time - level.time; speed = GRENADE_MINSPEED + (GRENADE_TIMER - timer) * ((GRENADE_MAXSPEED - GRENADE_MINSPEED) / GRENADE_TIMER); fire_grenade2(ent, start, forward, damage, speed, timer, radius, held); if(!((int)dmflags->value & DF_INFINITE_AMMO)) ent->client->pers.inventory[ent->client->ammo_index]--; ent->client->grenade_time = level.time + 1.0; if(ent->deadflag || ent->s.modelindex != 255) // VWep animations screw up corpses { return; } if(ent->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){ if((ent->client->newweapon) && (ent->client->weaponstate == WEAPON_READY)){ ChangeWeapon(ent); return; } if(ent->client->weaponstate == WEAPON_ACTIVATING){ ent->client->weaponstate = WEAPON_READY; ent->client->ps.gunframe = 16; return; } if(ent->client->weaponstate == WEAPON_READY){ if(((ent->client->latched_buttons | ent->client->buttons) & BUTTON_ATTACK)){ ent->client->latched_buttons &= ~BUTTON_ATTACK; if(ent->client->pers.inventory[ent->client->ammo_index]){ ent->client->ps.gunframe = 1; ent->client->weaponstate = WEAPON_FIRING; ent->client->grenade_time = 0; } else { if(level.time >= ent->pain_debounce_time){ gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0); ent->pain_debounce_time = level.time + 1; } NoAmmoWeaponChange(ent); } return; } if((ent->client->ps.gunframe == 29) || (ent->client->ps.gunframe == 34) || (ent->client->ps.gunframe == 39) || (ent->client->ps.gunframe == 48)){ if(rand()&15) return; } if(++ent->client->ps.gunframe > 48) ent->client->ps.gunframe = 16; return; } if(ent->client->weaponstate == WEAPON_FIRING){ if(ent->client->ps.gunframe == 5) gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/hgrena1b.wav"), 1, ATTN_NORM, 0); if(ent->client->ps.gunframe == 11){ if(!ent->client->grenade_time){ ent->client->grenade_time = level.time + GRENADE_TIMER + 0.2; ent->client->weapon_sound = gi.soundindex("weapons/hgrenc1b.wav"); } // they waited too long, detonate it in their hand if(!ent->client->grenade_blew_up && level.time >= ent->client->grenade_time){ ent->client->weapon_sound = 0; weapon_grenade_fire(ent, true); ent->client->grenade_blew_up = true; } if(ent->client->buttons & BUTTON_ATTACK) return; if(ent->client->grenade_blew_up){ if(level.time >= ent->client->grenade_time){ ent->client->ps.gunframe = 15; ent->client->grenade_blew_up = false; } else { return; } } } if(ent->client->ps.gunframe == 12){ ent->client->weapon_sound = 0; weapon_grenade_fire(ent, false); } if((ent->client->ps.gunframe == 15) && (level.time < ent->client->grenade_time)) return; ent->client->ps.gunframe++; if(ent->client->ps.gunframe == 16){ ent->client->grenade_time = 0; ent->client->weaponstate = WEAPON_READY; } } } /* GRENADE LAUNCHER */ void weapon_grenadelauncher_fire(edict_t *ent){ vec3_t offset; vec3_t forward, right; vec3_t start; int damage = 120; float radius; radius = damage + 40; if(is_quad) damage *= 4; // CTF if(is_strength) damage *= 2; // End CTF VectorSet(offset, 8, 8, ent->viewheight - 8); AngleVectors(ent->client->v_angle, forward, right, NULL); P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start); VectorScale(forward, -2, ent->client->kick_origin); ent->client->kick_angles[0] = -1; fire_grenade(ent, start, forward, damage, 600, 2.5, radius); gi.WriteByte(svc_muzzleflash); gi.WriteShort(ent - g_edicts); gi.WriteByte(MZ_GRENADE | is_silenced); gi.multicast(ent->s.origin, MULTICAST_PVS); ent->client->ps.gunframe++; PlayerNoise(ent, start, PNOISE_WEAPON); if(!((int)dmflags->value & DF_INFINITE_AMMO)) ent->client->pers.inventory[ent->client->ammo_index]--; } void Weapon_GrenadeLauncher(edict_t *ent){ static int pause_frames[] = { 34, 51, 59, 0 }; static int fire_frames[] = { 6, 0 }; Weapon_Generic(ent, 5, 16, 59, 64, pause_frames, fire_frames, weapon_grenadelauncher_fire); } /* ROCKET */ void Weapon_RocketLauncher_Fire(edict_t *ent){ vec3_t offset, start; vec3_t forward, right; int damage; float damage_radius; int radius_damage; damage = 100 + (int)(random() * 20.0); radius_damage = 120; damage_radius = 120; if(is_quad){ damage *= 4; radius_damage *= 4; } // CTF if(is_strength){ damage *= 2; radius_damage *= 2; } // End CTF AngleVectors(ent->client->v_angle, forward, right, NULL); VectorScale(forward, -2, ent->client->kick_origin); ent->client->kick_angles[0] = -1; VectorSet(offset, 8, 8, ent->viewheight - 8); P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start); fire_rocket(ent, start, forward, damage, 650, damage_radius, radius_damage); // send muzzle flash gi.WriteByte(svc_muzzleflash); gi.WriteShort(ent - g_edicts); gi.WriteByte(MZ_ROCKET | is_silenced); gi.multicast(ent->s.origin, MULTICAST_PVS); ent->client->ps.gunframe++; PlayerNoise(ent, start, PNOISE_WEAPON); if(!((int)dmflags->value & DF_INFINITE_AMMO)) ent->client->pers.inventory[ent->client->ammo_index]--; } void Weapon_RocketLauncher(edict_t *ent){ static int pause_frames[] = { 25, 33, 42, 50, 0 }; static int fire_frames[] = { 5, 0 }; Weapon_Generic(ent, 4, 12, 50, 54, pause_frames, fire_frames, Weapon_RocketLauncher_Fire); } /* BLASTER / HYPERBLASTER */ void Blaster_Fire(edict_t *ent, vec3_t g_offset, int damage, qboolean hyper, int effect){ vec3_t forward, right; vec3_t start; vec3_t offset; if(is_quad) damage *= 4; // CTF if(is_strength) damage *= 2; // End CTF AngleVectors(ent->client->v_angle, forward, right, NULL); VectorSet(offset, 24, 8, ent->viewheight - 8); VectorAdd(offset, g_offset, offset); P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start); VectorScale(forward, -2, ent->client->kick_origin); ent->client->kick_angles[0] = -1; fire_blaster(ent, start, forward, damage, 1000, effect, hyper); // send muzzle flash gi.WriteByte(svc_muzzleflash); gi.WriteShort(ent - g_edicts); if(hyper) gi.WriteByte(MZ_HYPERBLASTER | is_silenced); else gi.WriteByte(MZ_BLASTER | is_silenced); gi.multicast(ent->s.origin, MULTICAST_PVS); PlayerNoise(ent, start, PNOISE_WEAPON); } void Weapon_Blaster_Fire(edict_t *ent){ int damage; if(deathmatch->value) damage = 15; else damage = 10; Blaster_Fire(ent, vec3_origin, damage, false, EF_BLASTER); ent->client->ps.gunframe++; } void Weapon_Blaster(edict_t *ent){ static int pause_frames[] = { 19, 32, 0 }; static int fire_frames[] = { 5, 0 }; Weapon_Generic(ent, 4, 8, 52, 55, pause_frames, fire_frames, Weapon_Blaster_Fire); } void Weapon_HyperBlaster_Fire(edict_t *ent){ float rotation; vec3_t offset; int effect; int damage; ent->client->weapon_sound = gi.soundindex("weapons/hyprbl1a.wav"); if(!(ent->client->buttons & BUTTON_ATTACK)){ ent->client->ps.gunframe++; } else { if(! ent->client->pers.inventory[ent->client->ammo_index]){ if(level.time >= ent->pain_debounce_time){ gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0); ent->pain_debounce_time = level.time + 1; } NoAmmoWeaponChange(ent); } else { rotation = (ent->client->ps.gunframe - 5) * 2 * M_PI / 6; offset[0] = -4 * sin(rotation); offset[1] = 0; offset[2] = 4 * cos(rotation); if((ent->client->ps.gunframe == 6) || (ent->client->ps.gunframe == 9)) effect = EF_HYPERBLASTER; else effect = 0; if(deathmatch->value) damage = 15; else damage = 20; Blaster_Fire(ent, offset, damage, true, effect); if(!((int)dmflags->value & DF_INFINITE_AMMO)) ent->client->pers.inventory[ent->client->ammo_index]--; ent->client->anim_priority = ANIM_ATTACK; if(ent->client->ps.pmove.pm_flags & PMF_DUCKED){ ent->s.frame = FRAME_crattak1 - 1; ent->client->anim_end = FRAME_crattak9; } else { ent->s.frame = FRAME_attack1 - 1; ent->client->anim_end = FRAME_attack8; } } ent->client->ps.gunframe++; if(ent->client->ps.gunframe == 12 && ent->client->pers.inventory[ent->client->ammo_index]) ent->client->ps.gunframe = 6; } if(ent->client->ps.gunframe == 12){ gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/hyprbd1a.wav"), 1, ATTN_NORM, 0); ent->client->weapon_sound = 0; } } void Weapon_HyperBlaster(edict_t *ent){ static int pause_frames[] = { 0 }; static int fire_frames[] = { 6, 7, 8, 9, 10, 11, 0 }; Weapon_Generic(ent, 5, 20, 49, 53, pause_frames, fire_frames, Weapon_HyperBlaster_Fire); } /* MACHINEGUN / CHAINGUN */ void Machinegun_Fire(edict_t *ent){ int i; vec3_t start; vec3_t forward, right; vec3_t angles; int damage = 8; int kick = 2; vec3_t offset; if(!(ent->client->buttons & BUTTON_ATTACK)){ ent->client->machinegun_shots = 0; ent->client->ps.gunframe++; return; } if(ent->client->ps.gunframe == 5) ent->client->ps.gunframe = 4; else ent->client->ps.gunframe = 5; if(ent->client->pers.inventory[ent->client->ammo_index] < 1){ ent->client->ps.gunframe = 6; if(level.time >= ent->pain_debounce_time){ gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0); ent->pain_debounce_time = level.time + 1; } NoAmmoWeaponChange(ent); return; } if(is_quad){ damage *= 4; kick *= 4; } // CTF if(is_strength){ damage *= 2; kick *= 2; } // End CTF for(i = 1 ; i < 3 ; i++){ ent->client->kick_origin[i] = crandom() * 0.35; ent->client->kick_angles[i] = crandom() * 0.7; } ent->client->kick_origin[0] = crandom() * 0.35; ent->client->kick_angles[0] = ent->client->machinegun_shots * -1.5; // raise the gun as it is firing if(!deathmatch->value){ ent->client->machinegun_shots++; if(ent->client->machinegun_shots > 9) ent->client->machinegun_shots = 9; } // get start / end positions VectorAdd(ent->client->v_angle, ent->client->kick_angles, angles); AngleVectors(angles, forward, right, NULL); VectorSet(offset, 0, 8, ent->viewheight - 8); P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start); fire_bullet(ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_MACHINEGUN); gi.WriteByte(svc_muzzleflash); gi.WriteShort(ent - g_edicts); gi.WriteByte(MZ_MACHINEGUN | is_silenced); gi.multicast(ent->s.origin, MULTICAST_PVS); PlayerNoise(ent, start, PNOISE_WEAPON); if(!((int)dmflags->value & DF_INFINITE_AMMO)) ent->client->pers.inventory[ent->client->ammo_index]--; ent->client->anim_priority = ANIM_ATTACK; if(ent->client->ps.pmove.pm_flags & PMF_DUCKED){ ent->s.frame = FRAME_crattak1 - (int)(random() + 0.25); ent->client->anim_end = FRAME_crattak9; } else { ent->s.frame = FRAME_attack1 - (int)(random() + 0.25); ent->client->anim_end = FRAME_attack8; } } void Weapon_Machinegun(edict_t *ent){ static int pause_frames[] = { 23, 45, 0 }; static int fire_frames[] = { 4, 5, 0 }; Weapon_Generic(ent, 3, 5, 45, 49, pause_frames, fire_frames, Machinegun_Fire); } void Chaingun_Fire(edict_t *ent){ int i; int shots; vec3_t start; vec3_t forward, right, up; float r, u; vec3_t offset; int damage; int kick = 2; if(deathmatch->value) damage = 6; else damage = 8; if(ent->client->ps.gunframe == 5) gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnu1a.wav"), 1, ATTN_IDLE, 0); if((ent->client->ps.gunframe == 14) && !(ent->client->buttons & BUTTON_ATTACK)){ ent->client->ps.gunframe = 32; ent->client->weapon_sound = 0; return; } else if((ent->client->ps.gunframe == 21) && (ent->client->buttons & BUTTON_ATTACK) && ent->client->pers.inventory[ent->client->ammo_index]){ ent->client->ps.gunframe = 15; } else { ent->client->ps.gunframe++; } if(ent->client->ps.gunframe == 22){ ent->client->weapon_sound = 0; gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnd1a.wav"), 1, ATTN_IDLE, 0); } else { ent->client->weapon_sound = gi.soundindex("weapons/chngnl1a.wav"); } ent->client->anim_priority = ANIM_ATTACK; if(ent->client->ps.pmove.pm_flags & PMF_DUCKED){ ent->s.frame = FRAME_crattak1 - (ent->client->ps.gunframe & 1); ent->client->anim_end = FRAME_crattak9; } else { ent->s.frame = FRAME_attack1 - (ent->client->ps.gunframe & 1); ent->client->anim_end = FRAME_attack8; } if(ent->client->ps.gunframe <= 9) shots = 1; else if(ent->client->ps.gunframe <= 14){ if(ent->client->buttons & BUTTON_ATTACK) shots = 2; else shots = 1; } else shots = 3; if(ent->client->pers.inventory[ent->client->ammo_index] < shots) shots = ent->client->pers.inventory[ent->client->ammo_index]; if(!shots){ if(level.time >= ent->pain_debounce_time){ gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0); ent->pain_debounce_time = level.time + 1; } NoAmmoWeaponChange(ent); return; } if(is_quad){ damage *= 4; kick *= 4; } // CTF if(is_strength){ damage *= 2; kick *= 2; } // End CTF for(i = 0 ; i < 3 ; i++){ ent->client->kick_origin[i] = crandom() * 0.35; ent->client->kick_angles[i] = crandom() * 0.7; } for(i = 0 ; i < shots ; i++){ // get start / end positions AngleVectors(ent->client->v_angle, forward, right, up); r = 7 + crandom() * 4; u = crandom() * 4; VectorSet(offset, 0, r, u + ent->viewheight - 8); P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start); fire_bullet(ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_CHAINGUN); } // send muzzle flash gi.WriteByte(svc_muzzleflash); gi.WriteShort(ent - g_edicts); gi.WriteByte((MZ_CHAINGUN1 + shots - 1) | is_silenced); gi.multicast(ent->s.origin, MULTICAST_PVS); PlayerNoise(ent, start, PNOISE_WEAPON); if(!((int)dmflags->value & DF_INFINITE_AMMO)) ent->client->pers.inventory[ent->client->ammo_index] -= shots; } void Weapon_Chaingun(edict_t *ent){ static int pause_frames[] = { 38, 43, 51, 61, 0 }; static int fire_frames[] = { 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 0 }; Weapon_Generic(ent, 4, 31, 61, 64, pause_frames, fire_frames, Chaingun_Fire); } /* SHOTGUN / SUPERSHOTGUN */ void weapon_shotgun_fire(edict_t *ent){ vec3_t start; vec3_t forward, right; vec3_t offset; int damage = 4; int kick = 8; if(ent->client->ps.gunframe == 9){ ent->client->ps.gunframe++; return; } AngleVectors(ent->client->v_angle, forward, right, NULL); VectorScale(forward, -2, ent->client->kick_origin); ent->client->kick_angles[0] = -2; VectorSet(offset, 0, 8, ent->viewheight - 8); P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start); if(is_quad){ damage *= 4; kick *= 4; } // CTF if(is_strength){ damage *= 2; kick *= 2; } // End CTF if(deathmatch->value) fire_shotgun(ent, start, forward, damage, kick, 500, 500, DEFAULT_DEATHMATCH_SHOTGUN_COUNT, MOD_SHOTGUN); else fire_shotgun(ent, start, forward, damage, kick, 500, 500, DEFAULT_SHOTGUN_COUNT, MOD_SHOTGUN); // send muzzle flash gi.WriteByte(svc_muzzleflash); gi.WriteShort(ent - g_edicts); gi.WriteByte(MZ_SHOTGUN | is_silenced); gi.multicast(ent->s.origin, MULTICAST_PVS); ent->client->ps.gunframe++; PlayerNoise(ent, start, PNOISE_WEAPON); if(!((int)dmflags->value & DF_INFINITE_AMMO)) ent->client->pers.inventory[ent->client->ammo_index]--; } void Weapon_Shotgun(edict_t *ent){ static int pause_frames[] = { 22, 28, 34, 0 }; static int fire_frames[] = { 8, 9, 0 }; Weapon_Generic(ent, 7, 18, 36, 39, pause_frames, fire_frames, weapon_shotgun_fire); } void weapon_supershotgun_fire(edict_t *ent){ vec3_t start; vec3_t forward, right; vec3_t offset; vec3_t v; int damage = 6; int kick = 12; AngleVectors(ent->client->v_angle, forward, right, NULL); VectorScale(forward, -2, ent->client->kick_origin); ent->client->kick_angles[0] = -2; VectorSet(offset, 0, 8, ent->viewheight - 8); P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start); if(is_quad){ damage *= 4; kick *= 4; } // CTF if(is_strength){ damage *= 2; kick *= 2; } // End CTF v[PITCH] = ent->client->v_angle[PITCH]; v[YAW] = ent->client->v_angle[YAW] - 5; v[ROLL] = ent->client->v_angle[ROLL]; AngleVectors(v, forward, NULL, NULL); fire_shotgun(ent, start, forward, damage, kick, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT / 2, MOD_SSHOTGUN); v[YAW] = ent->client->v_angle[YAW] + 5; AngleVectors(v, forward, NULL, NULL); fire_shotgun(ent, start, forward, damage, kick, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT / 2, MOD_SSHOTGUN); // send muzzle flash gi.WriteByte(svc_muzzleflash); gi.WriteShort(ent - g_edicts); gi.WriteByte(MZ_SSHOTGUN | is_silenced); gi.multicast(ent->s.origin, MULTICAST_PVS); ent->client->ps.gunframe++; PlayerNoise(ent, start, PNOISE_WEAPON); if(!((int)dmflags->value & DF_INFINITE_AMMO)) ent->client->pers.inventory[ent->client->ammo_index] -= 2; } void Weapon_SuperShotgun(edict_t *ent){ static int pause_frames[] = { 29, 42, 57, 0 }; static int fire_frames[] = { 7, 0 }; Weapon_Generic(ent, 6, 17, 57, 61, pause_frames, fire_frames, weapon_supershotgun_fire); } /* RAILGUN */ void weapon_railgun_fire(edict_t *ent){ vec3_t start; vec3_t forward, right; vec3_t offset; int damage; int kick; if(deathmatch->value){ // normal damage is too extreme in dm damage = 100; kick = 200; } else { damage = 150; kick = 250; } if(is_quad){ damage *= 4; kick *= 4; } // CTF if(is_strength){ damage *= 2; kick *= 2; } // End CTF AngleVectors(ent->client->v_angle, forward, right, NULL); VectorScale(forward, -3, ent->client->kick_origin); ent->client->kick_angles[0] = -3; VectorSet(offset, 0, 7, ent->viewheight - 8); P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start); fire_rail(ent, start, forward, damage, kick); // send muzzle flash gi.WriteByte(svc_muzzleflash); gi.WriteShort(ent - g_edicts); gi.WriteByte(MZ_RAILGUN | is_silenced); gi.multicast(ent->s.origin, MULTICAST_PVS); ent->client->ps.gunframe++; PlayerNoise(ent, start, PNOISE_WEAPON); if(!((int)dmflags->value & DF_INFINITE_AMMO)) ent->client->pers.inventory[ent->client->ammo_index]--; } void Weapon_Railgun(edict_t *ent){ static int pause_frames[] = { 56, 0 }; static int fire_frames[] = { 4, 0 }; Weapon_Generic(ent, 3, 18, 56, 61, pause_frames, fire_frames, weapon_railgun_fire); } /* BFG10K */ void weapon_bfg_fire(edict_t *ent){ vec3_t offset, start; vec3_t forward, right; int damage; float damage_radius = 1000; if(deathmatch->value) damage = 200; else damage = 500; if(ent->client->ps.gunframe == 9){ // send muzzle flash gi.WriteByte(svc_muzzleflash); gi.WriteShort(ent - g_edicts); gi.WriteByte(MZ_BFG | is_silenced); gi.multicast(ent->s.origin, MULTICAST_PVS); ent->client->ps.gunframe++; PlayerNoise(ent, start, PNOISE_WEAPON); return; } // cells can go down during windup (from power armor hits), so // check again and abort firing if we don't have enough now if(ent->client->pers.inventory[ent->client->ammo_index] < 50){ ent->client->ps.gunframe++; return; } if(is_quad) damage *= 4; // CTF if(is_strength) damage *= 2; // End CTF AngleVectors(ent->client->v_angle, forward, right, NULL); VectorScale(forward, -2, ent->client->kick_origin); // make a big pitch kick with an inverse fall ent->client->v_dmg_pitch = -40; ent->client->v_dmg_roll = crandom() * 8; ent->client->v_dmg_time = level.time + DAMAGE_TIME; VectorSet(offset, 8, 8, ent->viewheight - 8); P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start); fire_bfg(ent, start, forward, damage, 400, damage_radius); ent->client->ps.gunframe++; PlayerNoise(ent, start, PNOISE_WEAPON); if(!((int)dmflags->value & DF_INFINITE_AMMO)) ent->client->pers.inventory[ent->client->ammo_index] -= 50; } void Weapon_BFG(edict_t *ent){ static int pause_frames[] = { 39, 45, 50, 55, 0 }; static int fire_frames[] = { 9, 17, 0 }; Weapon_Generic(ent, 8, 32, 55, 58, pause_frames, fire_frames, weapon_bfg_fire); }