q2wf-portable/w_needler.c

243 lines
5.7 KiB
C

#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);
}