#include "g_local.h" /* ============================== Needler ============================== */ int needles=1; void fire_needle(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int te_impact, int hspread, int vspread) { trace_t tr; vec3_t dir; vec3_t forward, right, up; vec3_t end; float r; float u; vec3_t water_start; qboolean water = false; int content_mask = MASK_SHOT | MASK_WATER; tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT); if (!(tr.fraction < 1.0)) { vectoangles (aimdir, dir); AngleVectors (dir, forward, right, up); r = crandom()*hspread; u = crandom()*vspread; VectorMA (start, 8192, forward, end); VectorMA (end, r, right, end); VectorMA (end, u, up, end); if (gi.pointcontents (start) & MASK_WATER) { water = true; VectorCopy (start, water_start); content_mask &= ~MASK_WATER; } tr = gi.trace (start, NULL, NULL, end, self, content_mask); // see if we hit water if (tr.contents & MASK_WATER) { //int color; water = true; VectorCopy (tr.endpos, water_start); if (!VectorCompare (start, tr.endpos)) { //Doesn't need to splash does it really /*if (tr.contents & CONTENTS_WATER) { if (strcmp(tr.surface->name, "*brwater") == 0) color = SPLASH_BROWN_WATER; else color = SPLASH_BLUE_WATER; } else if (tr.contents & CONTENTS_SLIME) color = SPLASH_SLIME; else if (tr.contents & CONTENTS_LAVA) color = SPLASH_LAVA; else color = SPLASH_UNKNOWN; if (color != SPLASH_UNKNOWN) { gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_SPLASH); gi.WriteByte (7); gi.WritePosition (tr.endpos); gi.WriteDir (tr.plane.normal); gi.WriteByte (color); gi.multicast (tr.endpos, MULTICAST_PVS); }*/ // change bullet's course when it enters water VectorSubtract (end, start, dir); vectoangles (dir, dir); AngleVectors (dir, forward, right, up); r = crandom()*hspread*2; u = crandom()*vspread*2; VectorMA (water_start, 8192, forward, end); VectorMA (end, r, right, end); VectorMA (end, u, up, end); } // re-trace ignoring water this time tr = gi.trace (water_start, NULL, NULL, end, self, MASK_SHOT); } } // send gun puff / flash if (!((tr.surface) && (tr.surface->flags & SURF_SKY))) { if (tr.fraction < 1.0) { if (tr.ent->takedamage) { T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, MOD_NEEDLER); gi.WriteByte (svc_temp_entity); gi.WriteByte (te_impact); gi.WritePosition (tr.endpos); gi.WriteDir (tr.plane.normal); gi.multicast (tr.endpos, MULTICAST_PVS); } else { if (strncmp (tr.surface->name, "sky", 3) != 0) { gi.WriteByte (svc_temp_entity); gi.WriteByte (te_impact); gi.WritePosition (tr.endpos); gi.WriteDir (tr.plane.normal); gi.multicast (tr.endpos, MULTICAST_PVS); if (self->client) PlayerNoise(self, tr.endpos, PNOISE_IMPACT); } } } } gi.WriteByte (svc_temp_entity); if (needles) { gi.WriteByte (TE_BUBBLETRAIL2); needles=0; } else { gi.WriteByte (TE_BUBBLETRAIL); needles=1; } gi.WritePosition (start); gi.WritePosition (tr.endpos); gi.multicast (start, MULTICAST_PVS); // if went through water, determine where the end and make a bubble trail //JR This will just slow it down not needed /*if (water) { vec3_t pos; VectorSubtract (tr.endpos, water_start, dir); VectorNormalize (dir); VectorMA (tr.endpos, -2, dir, pos); if (gi.pointcontents (pos) & MASK_WATER) VectorCopy (pos, tr.endpos); else tr = gi.trace (pos, NULL, NULL, water_start, tr.ent, MASK_WATER); VectorAdd (water_start, tr.endpos, pos); VectorScale (pos, 0.5, pos); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_BUBBLETRAIL); gi.WritePosition (water_start); gi.WritePosition (tr.endpos); gi.multicast (pos, MULTICAST_PVS); }*/ gi.sound(self, CHAN_VOICE, gi.soundindex("needle.wav"), 1, ATTN_NORM, 0); } void Weapon_Needler_Fire (edict_t *ent) { vec3_t forward, right,start; vec3_t offset; int damage,kick; int xspread; int yspread; if (!(ent->client->buttons & BUTTON_ATTACK)) { ent->client->ps.gunframe++; return; } if (!(ent->client->pers.inventory[ent->client->ammo_index])) { ent->client->ps.gunframe++; return; } damage = wf_game.weapon_damage[WEAPON_NEEDLER]; xspread = 125; yspread = 125; kick = 2 + (((int)(random()*1000)) % 8); if (is_quad) { damage *= 4; xspread *=2.5; yspread *=2.5; kick *=4; } 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); //VWEAP STUFF 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; } //VWEAP STUFF ent->ShotNumber++; if (ent->client->ping >500) { if (ent->ShotNumber>1) { ent->ShotNumber=0; fire_needle(ent, start, forward, damage*2, kick*2, TE_BLASTER, xspread, yspread); } } else { ent->ShotNumber=0; fire_needle(ent, start, forward, damage, kick, TE_BLASTER, xspread, yspread); } if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) ent->client->pers.inventory[ent->client->ammo_index] -= ent->client->pers.weapon->quantity; } void Weapon_Needler (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_Needler_Fire); }