Beispiel #1
0
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;
	}

	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);

	ent->client->ps.gunframe++;

	if(EMPNukeCheck(ent, start))
	{
		gi.sound (ent, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0);
		return;
	}

	if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
		ent->client->pers.inventory[ent->client->ammo_index]--;

	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);

	PlayerNoise(ent, start, PNOISE_WEAPON);

	// play quad damage sound
	playQuadSound(ent);
}
Beispiel #2
0
/*
======================================================================

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;
	}

	ent->client->ps.gunframe++;

	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);

	if(EMPNukeCheck(ent, start))
	{
		gi.sound (ent, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0);
	}
	else
	{
		if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
			ent->client->pers.inventory[ent->client->ammo_index]--;

		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);

		PlayerNoise(ent, start, PNOISE_WEAPON);

		// play quad damage sound
		playQuadSound(ent);
	}
}
Beispiel #3
0
void monster_fire_bfg (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int kick, float damage_radius, int flashtype)
{
	if(EMPNukeCheck(self, start))
	{
		gi.sound (self, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0);
		return;
	}

	ANIM_AIM(self, aimdir);
	fire_bfg (self, start, aimdir, damage, speed, damage_radius);

	gi.WriteByte (svc_muzzleflash2);
	gi.WriteShort (self - g_edicts);
	gi.WriteByte (flashtype);
	gi.multicast (start, MULTICAST_PVS);
}
Beispiel #4
0
void monster_autocannon_fire(edict_t *self)
{
	vec3_t forward, right, start;

	// fire straight ahead
	AngleVectors (self->s.angles, forward, right, NULL);
	if (self->onFloor)
		VectorNegate(right, right);
	VectorMA(self->s.origin, 24, forward, start);
	G_ProjectSource (self->s.origin, fireOffset[self->style], forward, right, start);

	if(EMPNukeCheck(self, start))
	{
		gi.sound (self, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0);
		return;
	}

	// what to fire?
	switch(self->style)
	{
	case 1:
	default:
		fire_bullet(self, start, forward, AC_BULLET_DMG, AC_BULLET_KICK, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_AUTOCANNON);
		gi.WriteByte (svc_muzzleflash);
		gi.WriteShort (self - g_edicts);
		gi.WriteByte (MZ_CHAINGUN2);
		gi.multicast (self->s.origin, MULTICAST_PVS);
		break;
	case 2:
		fire_rocket(self, start, forward, AC_ROCKET_DMG, AC_ROCKET_SPEED, AC_ROCKET_RADIUS_DMG, AC_ROCKET_DMG_RADIUS);
		gi.WriteByte (svc_muzzleflash);
		gi.WriteShort (self - g_edicts);
		gi.WriteByte (MZ_ROCKET);
		gi.multicast (self->s.origin, MULTICAST_PVS);
		break;
	case 3:
	case 4:
		fire_blaster (self, start, forward, AC_BLASTER_DMG, AC_BLASTER_SPEED, EF_HYPERBLASTER, true);
		gi.WriteByte (svc_muzzleflash);
		gi.WriteShort (self - g_edicts);
		gi.WriteByte (MZ_HYPERBLASTER);
		gi.multicast (self->s.origin, MULTICAST_PVS);
		break;
	}
}
Beispiel #5
0
int 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;
	int ret = 1;

	if (is_quad)
		damage *= 4;
	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;

  if(EMPNukeCheck(ent, start))
  {
		gi.sound (ent, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0);
		ret = 0;
  }
	else
	{
		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);

		// play quad damage sound
		playQuadSound(ent);
	}

	return ret;
}
Beispiel #6
0
void TankMachineGun (edict_t *self)
{
	vec3_t	dir;
	vec3_t	vec;
	vec3_t	start;
	vec3_t	forward, right;
	int		flash_number;

	flash_number = MZ2_TANK_MACHINEGUN_1 + (self->s.frame - FRAME_attak406);

	AngleVectors (self->s.angles, forward, right, NULL);
	G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);

	if (self->enemy)
	{
		VectorCopy (self->enemy->s.origin, vec);
		vec[2] += self->enemy->viewheight;
		VectorSubtract (vec, start, vec);
		vectoangles (vec, vec);
		dir[0] = vec[0];
	}
	else
	{
		dir[0] = 0;
	}
	if (self->s.frame <= FRAME_attak415)
		dir[1] = self->s.angles[1] - 8 * (self->s.frame - FRAME_attak411);
	else
		dir[1] = self->s.angles[1] + 8 * (self->s.frame - FRAME_attak419);
	dir[2] = 0;

	AngleVectors (dir, forward, NULL, NULL);

	if(EMPNukeCheck(self, start))
	{
		gi.sound (self, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0);
		return;
	}

	monster_fire_bullet (self, start, forward, 20, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
}	
Beispiel #7
0
void jorg_firebullet_left (edict_t *self)
{
	vec3_t	forward, right, target;
	vec3_t	start;

	AngleVectors (self->s.angles, forward, right, NULL);
	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_JORG_MACHINEGUN_L1], forward, right, start);

	VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
	target[2] += self->enemy->viewheight;
	VectorSubtract (target, start, forward);
	VectorNormalize (forward);

	if(EMPNukeCheck(self, start))
	{
		gi.sound (self, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0);
		return;
	}

	monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_JORG_MACHINEGUN_L1);
}	
Beispiel #8
0
void makronBFG (edict_t *self)
{
	vec3_t	forward, right;
	vec3_t	start;
	vec3_t	dir;
	vec3_t	vec;

	AngleVectors (self->s.angles, forward, right, NULL);
	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_MAKRON_BFG], forward, right, start);

  if(EMPNukeCheck(self, start))
  {
		gi.sound (self, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0);
    return;
  }

	VectorCopy (self->enemy->s.origin, vec);
	vec[2] += self->enemy->viewheight;
	VectorSubtract (vec, start, dir);
	VectorNormalize (dir);
	gi.sound (self, CHAN_VOICE, sound_attack_bfg, 1, ATTN_NORM, 0);
	monster_fire_bfg (self, start, dir, 50, 300, 100, 300, MZ2_MAKRON_BFG);
}	
Beispiel #9
0
void turret_breach_fire (edict_t *self)
{
	vec3_t	f, r, u;
	vec3_t	start;
	int		damage;
	int		speed;

	AngleVectors (self->s.angles, f, r, u);
	VectorMA (self->s.origin, self->move_origin[0], f, start);
	VectorMA (start, self->move_origin[1], r, start);
	VectorMA (start, self->move_origin[2], u, start);

	if(EMPNukeCheck(self, start))
	{
		gi.sound (self, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0);
		return;
	}

	damage = 100 + random() * 50;
	speed = 550 + 50 * skill->value;
	fire_rocket (self->teammaster->owner, start, f, damage, speed, 150, damage);
	gi.positioned_sound (start, self, CHAN_WEAPON, gi.soundindex("weapons/rocklf1a.wav"), 1, ATTN_NORM, 0);
}
Beispiel #10
0
void weapon_bfg_fire (edict_t *ent)
{
	vec3_t	offset, start;
	vec3_t	forward, right;
	int		damage;
	float	damage_radius = 1000;

	AngleVectors (ent->client->v_angle, forward, right, NULL);
	VectorScale (forward, -2, ent->client->kick_origin);

	VectorSet(offset, 8, 8, ent->viewheight-8);
	P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);

	if(ent->client->ps.gunframe == 9)
	{
		ent->flags &= ~FL_BFGMISSFIRE;
	}

	if(!(ent->flags & FL_BFGMISSFIRE) && EMPNukeCheck(ent, start))
	{
		ent->flags |= FL_BFGMISSFIRE;
		gi.sound (ent, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0);
	}

	if(ent->flags & FL_BFGMISSFIRE)
	{
		ent->client->ps.gunframe++;
		return;
	}

	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;


	// 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;

	ent->client->ps.gunframe++;

	if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
		ent->client->pers.inventory[ent->client->ammo_index] -= 50;

	fire_bfg (ent, start, forward, damage, 400, damage_radius);

	PlayerNoise(ent, start, PNOISE_WEAPON);

	// play quad damage sound
	playQuadSound(ent);
}
Beispiel #11
0
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");
	}

	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;
	}

	for (i=0 ; i<3 ; i++)
	{
		ent->client->kick_origin[i] = crandom() * 0.35;
		ent->client->kick_angles[i] = crandom() * 0.7;
	}

	if(EMPNukeCheck(ent, ent->s.origin))
	{
		gi.sound (ent, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0);
		return;
	}

	if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
		ent->client->pers.inventory[ent->client->ammo_index] -= shots;

	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);

	// play quad damage sound
	playQuadSound(ent);
}