Beispiel #1
0
//-----------------------------------------------------------------
static void GM_CreateExplosion( gentity_t *self, const int boltID, qboolean doSmall = qfalse )
{
	if ( boltID >=0 )
	{
		mdxaBone_t	boltMatrix;
		vec3_t		org, dir;

		gi.G2API_GetBoltMatrix( self->ghoul2, self->playerModel, 
					boltID,
					&boltMatrix, self->currentAngles, self->currentOrigin, (cg.time?cg.time:level.time),
					NULL, self->s.modelScale );

		gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, org );
		gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, dir );

		if ( doSmall )
		{
			G_PlayEffect( "env/small_explode2", org, dir );
		}
		else
		{
			G_PlayEffect( "env/med_explode2", org, dir );
		}
	}
}
Beispiel #2
0
void G_MissileReflectEffect( gentity_t *ent, vec3_t org, vec3_t dir )
#endif // _IMMERSION
{
	//FIXME: have an EV_BOUNCE_MISSILE event that checks the s.weapon and does the appropriate effect
	switch( ent->s.weapon )
	{
	case WP_BOWCASTER:
#ifdef _IMMERSION
		G_PlayEffect( "bowcaster/deflect", hitEntNum, ent->currentOrigin, dir );
#else
		G_PlayEffect( "bowcaster/deflect", ent->currentOrigin, dir );
#endif // _IMMERSION
		break;
	case WP_BLASTER:
	case WP_BRYAR_PISTOL:
	case WP_BLASTER_PISTOL:
	default:
#ifdef _IMMERSION
		G_PlayEffect( "blaster/deflect", hitEntNum, ent->currentOrigin, dir );
#else
		G_PlayEffect( "blaster/deflect", ent->currentOrigin, dir );
#endif // _IMMERSION
		break;
	}
}
Beispiel #3
0
void RT_FlyStart( gentity_t *self )
{//switch to seeker AI for a while
	if ( TIMER_Done( self, "jetRecharge" ) 
		&& !RT_Flying( self ) )
	{
		self->client->ps.gravity = 0;
		self->svFlags |= SVF_CUSTOM_GRAVITY;
		self->client->moveType = MT_FLYSWIM;
		//Inform NPC_HandleAIFlags we want to fly
		self->NPC->aiFlags |= NPCAI_FLY;
		self->lastInAirTime = level.time;
		
		//start jet effect
		self->client->jetPackTime = Q3_INFINITE;
		if ( self->genericBolt1 != -1 )
		{
			G_PlayEffect( G_EffectIndex( "rockettrooper/flameNEW" ), self->playerModel, self->genericBolt1, self->s.number, self->currentOrigin, qtrue, qtrue );
		}
		if ( self->genericBolt2 != -1 )
		{
			G_PlayEffect( G_EffectIndex( "rockettrooper/flameNEW" ), self->playerModel, self->genericBolt2, self->s.number, self->currentOrigin, qtrue, qtrue );
		}

		//take-off sound
		G_SoundOnEnt( self, CHAN_ITEM, "sound/chars/boba/bf_blast-off.wav" );
		//jet loop sound
		self->s.loopSound = G_SoundIndex( "sound/chars/boba/bf_jetpack_lp.wav"  );
		if ( self->NPC )
		{
			self->count = Q3_INFINITE; // SEEKER shot ammo count
		}
	}
}
Beispiel #4
0
//---------------------------------------------------------
void thermalDetonatorExplode( gentity_t *ent )
//---------------------------------------------------------
{
	if ( !ent->count )
	{
		G_Sound( ent, G_SoundIndex( "sound/weapons/thermal/warning.wav" ) );
		ent->count = 1;
		ent->nextthink = level.time + 800;
		ent->svFlags |= SVF_BROADCAST;//so everyone hears/sees the explosion?
	}
	else
	{
		vec3_t	pos;

		VectorSet( pos, ent->currentOrigin[0], ent->currentOrigin[1], ent->currentOrigin[2] + 8 );

		ent->takedamage = qfalse; // don't allow double deaths!

		G_RadiusDamage( ent->currentOrigin, ent->owner, weaponData[WP_THERMAL].splashDamage, weaponData[WP_THERMAL].splashRadius, NULL, MOD_EXPLOSIVE_SPLASH );

		G_PlayEffect( "thermal/explosion", ent->currentOrigin );
		G_PlayEffect( "thermal/shockwave", ent->currentOrigin );

		G_FreeEntity( ent );
	}
}
void Boba_FlyStart( gentity_t *self )
{//switch to seeker AI for a while
	if ( TIMER_Done( self, "jetRecharge" ) 
		&& !Boba_Flying( self ) )
	{
		self->client->ps.gravity = 0;
		self->svFlags |= SVF_CUSTOM_GRAVITY;
		self->client->moveType = MT_FLYSWIM;
		//start jet effect
		self->client->jetPackTime = level.time + Q_irand( 3000, 10000 );
		if ( self->genericBolt1 != -1 )
		{
			G_PlayEffect( G_EffectIndex( "boba/jetSP" ), self->playerModel, self->genericBolt1, self->s.number, self->currentOrigin, qtrue, qtrue );
		}
		if ( self->genericBolt2 != -1 )
		{
			G_PlayEffect( G_EffectIndex( "boba/jetSP" ), self->playerModel, self->genericBolt2, self->s.number, self->currentOrigin, qtrue, qtrue );
		}

		//take-off sound
		G_SoundOnEnt( self, CHAN_ITEM, "sound/chars/boba/bf_blast-off.wav" );
		//jet loop sound
		self->s.loopSound = G_SoundIndex( "sound/chars/boba/bf_jetpack_lp.wav" );
		if ( self->NPC )
		{
			self->count = Q3_INFINITE; // SEEKER shot ammo count
		}
	}
}
Beispiel #6
0
//-------------------------------------------------------------------------
void G_MissileBounceEffect( gentity_t *ent, vec3_t org, vec3_t dir, qboolean hitWorld )
{
	//FIXME: have an EV_BOUNCE_MISSILE event that checks the s.weapon and does the appropriate effect
	switch( ent->s.weapon )
	{
	case WP_BOWCASTER:
		if ( hitWorld )
		{
			G_PlayEffect( "bowcaster/bounce_wall", org, dir );
		}
		else
		{
			G_PlayEffect( "bowcaster/deflect", ent->currentOrigin, dir );
		}
		break;
	case WP_BLASTER:
	case WP_BRYAR_PISTOL:
	case WP_BLASTER_PISTOL:
		G_PlayEffect( "blaster/deflect", ent->currentOrigin, dir );
		break;
	default:
		{
			gentity_t *tent = G_TempEntity( org, EV_GRENADE_BOUNCE );
			VectorCopy( dir, tent->pos1 );
			tent->s.weapon = ent->s.weapon;
		}
		break;
	}
}
Beispiel #7
0
/*
-------------------------
void Droid_Spin( void )
-------------------------
*/
void Droid_Spin( void )
{
	vec3_t dir = {0,0,1};

	R2D2_TurnAnims();

						
	// Head is gone, spin and spark
	if ( NPC->client->NPC_class == CLASS_R5D2 )
	{
		// No head?
		if (gi.G2API_GetSurfaceRenderStatus( &NPC->ghoul2[NPC->playerModel], "head" ))
		{
			if (TIMER_Done(NPC,"smoke") && !TIMER_Done(NPC,"droidsmoketotal"))
			{
				TIMER_Set( NPC, "smoke", 100);
				G_PlayEffect( "droid_smoke" , NPC->currentOrigin,dir);
			}

			if (TIMER_Done(NPC,"droidspark"))
			{
				TIMER_Set( NPC, "droidspark", Q_irand(100,500));
				G_PlayEffect( "spark", NPC->currentOrigin,dir);
			}

			ucmd.forwardmove = Q_irand( -64, 64);

			if (TIMER_Done(NPC,"roam"))
			{	
				TIMER_Set( NPC, "roam", Q_irand( 250, 1000 ) );
				NPCInfo->desiredYaw = Q_irand( 0, 360 ); // Go in random directions
			}
		}
		else
		{
			if (TIMER_Done(NPC,"roam"))
			{
				NPCInfo->localState = LSTATE_NONE;
			}
			else
			{
				NPCInfo->desiredYaw = AngleNormalize360(NPCInfo->desiredYaw + 40); // Spin around
			}
		}
	}
	else 
	{
		if (TIMER_Done(NPC,"roam"))
		{
			NPCInfo->localState = LSTATE_NONE;
		}
		else
		{
			NPCInfo->desiredYaw = AngleNormalize360(NPCInfo->desiredYaw + 40); // Spin around
		}
	}

	NPC_UpdateAngles( qtrue, qtrue );
}
Beispiel #8
0
void WP_FireScepter( gentity_t *ent, qboolean alt_fire )
{//just a straight beam
	int			damage = 1;
	vec3_t		start, end;
	trace_t		tr;
	gentity_t	*traceEnt = NULL, *tent;
	float		shotRange = 8192;
	qboolean	render_impact = qtrue;

	VectorCopy( muzzle, start );
	WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );

	WP_MissileTargetHint(ent, start, forwardVec);
	VectorMA( start, shotRange, forwardVec, end );

	gi.trace( &tr, start, NULL, NULL, end, ent->s.number, MASK_SHOT, G2_RETURNONHIT, 10 );
	traceEnt = &g_entities[tr.entityNum];

	if ( tr.surfaceFlags & SURF_NOIMPACT ) 
	{
		render_impact = qfalse;
	}

	// always render a shot beam, doing this the old way because I don't much feel like overriding the effect.
	tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_MAIN_SHOT );
	tent->svFlags |= SVF_BROADCAST;
	VectorCopy( muzzle, tent->s.origin2 );

	if ( render_impact )
	{
		if ( tr.entityNum < ENTITYNUM_WORLD && traceEnt->takedamage )
		{
			// Create a simple impact type mark that doesn't last long in the world
			G_PlayEffect( G_EffectIndex( "disruptor/flesh_impact" ), tr.endpos, tr.plane.normal );

			int hitLoc = G_GetHitLocFromTrace( &tr, MOD_DISRUPTOR );
			G_Damage( traceEnt, ent, ent, forwardVec, tr.endpos, damage, DAMAGE_EXTRA_KNOCKBACK, MOD_DISRUPTOR, hitLoc );
		}
		else 
		{
			G_PlayEffect( G_EffectIndex( "disruptor/wall_impact" ), tr.endpos, tr.plane.normal );		
		}
	}

	/*
	shotDist = shotRange * tr.fraction;

	for ( dist = 0; dist < shotDist; dist += 64 )
	{
		//FIXME: on a really long shot, this could make a LOT of alerts in one frame...
		VectorMA( start, dist, forwardVec, spot );
		AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 );
	}
	VectorMA( start, shotDist-4, forwardVec, spot );
	AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 );
	*/
}
Beispiel #9
0
//----------------------------------------------------------
void fx_explosion_trail_think( gentity_t *ent )
{
	vec3_t	origin;
	trace_t	tr;

	if ( ent->spawnflags & 1 ) // gravity
	{
		ent->s.pos.trType = TR_GRAVITY;
	}
	else
	{
		ent->s.pos.trType = TR_LINEAR;
	}

	EvaluateTrajectory( &ent->s.pos, level.time, origin );

	gi.trace( &tr, ent->currentOrigin, vec3_origin, vec3_origin, origin, 
				ent->owner ? ent->owner->s.number : ENTITYNUM_NONE, ent->clipmask, G2_RETURNONHIT, 10 );

	if ( tr.fraction < 1.0f ) 
	{
		// never explode or bounce on sky
		if ( !( tr.surfaceFlags & SURF_NOIMPACT ))
		{
			if ( ent->splashDamage && ent->splashRadius )
			{
				G_RadiusDamage( tr.endpos, ent, ent->splashDamage, ent->splashRadius, ent, MOD_EXPLOSIVE_SPLASH );
			}
		}

		if ( ent->fullName )
		{
			// fxFile2....in other words, impact fx
			G_PlayEffect( ent->fullName, tr.endpos, tr.plane.normal );
		}

		if ( VALIDSTRING( ent->soundSet ) == true )
		{
			G_AddEvent( ent, EV_BMODEL_SOUND, CAS_GetBModelSound( ent->soundSet, BMS_END ));
		}

		G_FreeEntity( ent );
		return;
	}

	G_RadiusDamage( origin, ent, ent->damage, ent->radius, ent, MOD_EXPLOSIVE_SPLASH );

	// call the effect with the desired position and orientation
	G_PlayEffect( ent->fxID, origin, ent->currentAngles );

	ent->nextthink = level.time + 50;
	gi.linkentity( ent );
}
Beispiel #10
0
void SandCreature_MoveEffect( void )
{
	vec3_t	up = {0,0,1};
	vec3_t	org = {NPC->currentOrigin[0], NPC->currentOrigin[1], NPC->absmin[2]+2};

	float playerDist = Distance( player->currentOrigin, NPC->currentOrigin );
	if ( playerDist < 256 )
	{
		CGCam_Shake( 0.75f*playerDist/256.0f, 250 );
	}

	if ( level.time-NPC->client->ps.lastStationary > 2000 )
	{//first time moving for at least 2 seconds
		//clear speakingtime
		TIMER_Set( NPC, "speaking", -level.time );
	}

	if ( TIMER_Done( NPC, "breaching" )
		&& TIMER_Done( NPC, "breachDebounce" )
		&& TIMER_Done( NPC, "pain" )
		&& TIMER_Done( NPC, "attacking" )
		&& !Q_irand( 0, 10 ) )
	{//Breach!
		//FIXME: only do this while moving forward?
		trace_t	trace;
		//make him solid here so he can be hit/gets blocked on stuff. Check clear first.
		gi.trace( &trace, NPC->currentOrigin, NPC->mins, NPC->maxs, NPC->currentOrigin, NPC->s.number, MASK_NPCSOLID, (EG2_Collision)0, 0 );
		if ( !trace.allsolid && !trace.startsolid )
		{
			NPC->clipmask = MASK_NPCSOLID;//turn solid for a little bit
			NPC->contents = CONTENTS_BODY;
			//NPC->takedamage = qtrue;//can be shot?

			//FIXME: Breach sound?
			//FIXME: Breach effect?
			NPC_SetAnim( NPC, SETANIM_LEGS, BOTH_WALK2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
			TIMER_Set( NPC, "breaching", NPC->client->ps.legsAnimTimer );
			TIMER_Set( NPC, "breachDebounce", NPC->client->ps.legsAnimTimer+Q_irand( 0, 10000 ) );
		}
	}
	if ( !TIMER_Done( NPC, "breaching" ) )
	{//different effect when breaching
		//FIXME: make effect
		G_PlayEffect( G_EffectIndex( "env/sand_move_breach" ), org, up );
	}
	else
	{
		G_PlayEffect( G_EffectIndex( "env/sand_move" ), org, up );
	}
	NPC->s.loopSound = G_SoundIndex( "sound/chars/sand_creature/slither.wav" );
}
Beispiel #11
0
void RT_JetPackEffect( int duration )
{
	if ( NPC->genericBolt1 != -1 )
	{
		G_PlayEffect( G_EffectIndex( "rockettrooper/flameNEW" ), NPC->playerModel, NPC->genericBolt1, NPC->s.number, NPC->currentOrigin, duration, qtrue );
	}
	if ( NPC->genericBolt2 != -1 )
	{
		G_PlayEffect( G_EffectIndex( "rockettrooper/flameNEW" ), NPC->playerModel, NPC->genericBolt2, NPC->s.number, NPC->currentOrigin, duration, qtrue );
	}

	//take-off sound
	G_SoundOnEnt( NPC, CHAN_ITEM, "sound/chars/boba/bf_blast-off.wav" );
}
Beispiel #12
0
void G_MissileReflectEffect( gentity_t *ent, vec3_t org, vec3_t dir )
{
	//FIXME: have an EV_BOUNCE_MISSILE event that checks the s.weapon and does the appropriate effect
	switch( ent->s.weapon )
	{
	case WP_BOWCASTER:
		G_PlayEffect( "bowcaster/deflect", ent->currentOrigin, dir );
		break;
	case WP_BLASTER:
	case WP_BRYAR_PISTOL:
	default:
		G_PlayEffect( "blaster/deflect", ent->currentOrigin, dir );
		break;
	}
}
Beispiel #13
0
/*
-------------------------
Remote_Fire
-------------------------
*/
void Remote_Fire (void)
{
	vec3_t	delta1, enemy_org1, muzzle1;
	vec3_t	angleToEnemy1;
	static	vec3_t	forward, vright, up;
	static	vec3_t	muzzle;
	gentity_t	*missile;

	CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_org1 );
	VectorCopy( NPC->currentOrigin, muzzle1 );
	
	VectorSubtract (enemy_org1, muzzle1, delta1);

	vectoangles ( delta1, angleToEnemy1 );
	AngleVectors (angleToEnemy1, forward, vright, up);

	missile = CreateMissile( NPC->currentOrigin, forward, 1000, 10000, NPC );

	G_PlayEffect( "bryar/muzzle_flash", NPC->currentOrigin, forward );

	missile->classname = "briar";
	missile->s.weapon = WP_BRYAR_PISTOL;

	missile->damage = 10;
	missile->dflags = DAMAGE_DEATH_KNOCKBACK;
	missile->methodOfDeath = MOD_ENERGY;
	missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;

}
Beispiel #14
0
//-----------------------------------------------------
void turret_head_think( gentity_t *self )
//-----------------------------------------------------
{
	gentity_t *top = &g_entities[self->r.ownerNum];
	if ( !top )
	{
		return;
	}
	if ( self->painDebounceTime > level.time )
	{
		vec3_t	v_up;
		VectorSet( v_up, 0, 0, 1 );
		G_PlayEffect( EFFECT_SPARKS, self->r.currentOrigin, v_up );
		if ( Q_irand( 0, 3) )
		{//25% chance of still firing
			return;
		}
	}
	// if it's time to fire and we have an enemy, then gun 'em down!  pushDebounce time controls next fire time
	if ( self->enemy && self->setTime < level.time && self->attackDebounceTime < level.time )
	{
		vec3_t		fwd, org;
		// set up our next fire time
		self->setTime = level.time + self->wait;

		VectorCopy( top->r.currentOrigin, org );
		org[2] += top->r.maxs[2]-8;
		AngleVectors( top->r.currentAngles, fwd, NULL, NULL );

		VectorMA( org, START_DIS, fwd, org );

		turret_fire( top, org, fwd );
		self->fly_sound_debounce_time = level.time;//used as lastShotTime
	}
}
Beispiel #15
0
void NoghriGasCloudThink( gentity_t *self )
{
	self->nextthink = level.time + FRAMETIME;
	
	AddSightEvent( self->owner, self->currentOrigin, 200, AEL_DANGER, 50 );

	if ( self->fx_time < level.time )
	{
		vec3_t	up = {0,0,1};
		G_PlayEffect( "noghri_stick/gas_cloud", self->currentOrigin, up );
		self->fx_time = level.time + 250;
	}

	if ( level.time - self->s.time <= 2500 )
	{
		if ( !Q_irand( 0, 3-g_spskill->integer ) )
		{
			G_RadiusDamage( self->currentOrigin, self->owner, Q_irand( 1, 4 ), self->splashRadius, 
				self->owner, self->splashMethodOfDeath );
		}
	}

	if ( level.time - self->s.time > 3000 )
	{
		G_FreeEntity( self );
	}
}
void Boba_DoFlameThrower( gentity_t *self )
{
	if ( self->s.number < MAX_CLIENTS )
	{
		if ( self->client )
		{
			if ( !self->client->ps.forcePowerDuration[FP_LIGHTNING] )
			{
				NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCELIGHTNING_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
	 			self->client->ps.torsoAnimTimer  =	BOBA_FLAMEDURATION;
				G_SoundOnEnt( self, CHAN_WEAPON, "sound/weapons/boba/bf_flame.mp3" );
				G_PlayEffect( G_EffectIndex("boba/fthrw"), self->playerModel, self->genericBolt3, self->s.number, self->s.origin, 1 );
				self->client->ps.forcePowerDuration[FP_LIGHTNING] = 1;
			}
			Boba_FireFlameThrower( self );
		}
		return;
	}
	if (!(NPCInfo->aiFlags&NPCAI_FLAMETHROW) && TIMER_Done(self, "nextAttackDelay"))
	{
		Boba_StartFlameThrower( self );
	}

	if ( (NPCInfo->aiFlags&NPCAI_FLAMETHROW))
	{
		Boba_FireFlameThrower( self );
	}
}
Beispiel #17
0
void DetPackBlow(gentity_t *self)
{
	vec3_t v;

	self->pain = 0;
	self->die = 0;
	self->takedamage = qfalse;

	if ( self->target_ent )
	{//we were attached to something, do *direct* damage to it!
		G_Damage( self->target_ent, self, &g_entities[self->r.ownerNum], v, self->r.currentOrigin, self->damage, 0, MOD_DET_PACK_SPLASH );
	}
	G_RadiusDamage( self->r.currentOrigin, self->parent, self->splashDamage, self->splashRadius, self, self, MOD_DET_PACK_SPLASH );
	v[0] = 0;
	v[1] = 0;
	v[2] = 1;

	if (self->count == -1)
	{
		VectorCopy(self->pos2, v);
	}

	G_PlayEffect(EFFECT_EXPLOSION_DETPACK, self->r.currentOrigin, v);

	self->think = G_FreeEntity;
	self->nextthink = level.time;
}
Beispiel #18
0
/*
-------------------------
Mark1Dead_FireBlaster
- Shoot the left weapon, the multi-blaster
-------------------------
*/
void Mark1Dead_FireBlaster (void)
{
	vec3_t	muzzle1,muzzle_dir;
	gentity_t	*missile;
	mdxaBone_t	boltMatrix;
	int			bolt;

	bolt = NPC->genericBolt1;

	gi.G2API_GetBoltMatrix( NPC->ghoul2, NPC->playerModel,
				bolt,
				&boltMatrix, NPC->currentAngles, NPC->currentOrigin, (cg.time?cg.time:level.time),
				NULL, NPC->s.modelScale );

	gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, muzzle1 );
	gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, muzzle_dir );

	G_PlayEffect( "bryar/muzzle_flash", muzzle1, muzzle_dir );

	missile = CreateMissile( muzzle1, muzzle_dir, 1600, 10000, NPC );

	G_Sound( NPC, G_SoundIndex("sound/chars/mark1/misc/mark1_fire"));

	missile->classname = "bryar_proj";
	missile->s.weapon = WP_BRYAR_PISTOL;

	missile->damage = 1;
	missile->dflags = DAMAGE_DEATH_KNOCKBACK;
	missile->methodOfDeath = MOD_ENERGY;
	missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;

}
void	Boba_DustFallNear(const vec3_t origin, int dustcount)
{
	if (!BobaActive)
	{
		return;
	}

	trace_t		testTrace;
	vec3_t		testDirection;
	vec3_t		testStartPos;
	vec3_t		testEndPos;

	VectorCopy(origin, testStartPos);
	for (int i=0; i<dustcount; i++)
	{
		testDirection[0] = (random() * 2.0f) - 1.0f;
		testDirection[1] = (random() * 2.0f) - 1.0f;
		testDirection[2] = 1.0f;

		VectorMA(origin, 1000.0f, testDirection, testEndPos);
		gi.trace (&testTrace, origin, NULL, NULL, testEndPos, (player && player->inuse)?(0):(ENTITYNUM_NONE), MASK_SHOT, (EG2_Collision)0, 0 );

		if (!testTrace.startsolid && 
			!testTrace.allsolid && 
			testTrace.fraction>0.1f &&
			testTrace.fraction<0.9f)
		{
			G_PlayEffect( "chunks/dustFall", testTrace.endpos, testTrace.plane.normal );
		}
	}
} 
Beispiel #20
0
//------------------------------------------------------------------------------------------------------------
void auto_turret_die ( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath )
//------------------------------------------------------------------------------------------------------------
{
	vec3_t	forward = { 0,0, 1 }, pos;

	// Turn off the thinking of the base & use it's targets
	g_entities[self->r.ownerNum].think = NULL;
	g_entities[self->r.ownerNum].use = NULL;

	// clear my data
	self->die = NULL;
	self->takedamage = qfalse;
	self->s.health = self->health = 0;
	self->s.maxhealth = self->maxHealth = 0;
	self->s.loopSound = 0;
	self->s.shouldtarget = qfalse;
	//self->s.owner = MAX_CLIENTS; //not owned by any client

	VectorCopy( self->r.currentOrigin, pos );
	pos[2] += self->r.maxs[2]*0.5f;
	G_PlayEffect( EFFECT_EXPLOSION_TURRET, pos, forward );
	G_PlayEffectID( G_EffectIndex( "turret/explode" ), pos, forward );
	
	if ( self->splashDamage > 0 && self->splashRadius > 0 )
	{
		G_RadiusDamage( self->r.currentOrigin, 
						attacker, 
						self->splashDamage, 
						self->splashRadius, 
						attacker,
						NULL,
						MOD_UNKNOWN );
	}

	self->s.weapon = 0; // crosshair code uses this to mark crosshair red


	if ( self->s.modelindex2 )
	{
		// switch to damage model if we should
		self->s.modelindex = self->s.modelindex2;

		if (self->target_ent && self->target_ent->s.modelindex2)
		{
			self->target_ent->s.modelindex = self->target_ent->s.modelindex2;
		}

		VectorCopy( self->r.currentAngles, self->s.apos.trBase );
		VectorClear( self->s.apos.trDelta );
		
		if ( self->target )
		{
			G_UseTargets( self, attacker );
		}
	}
	else
	{
		ObjectDie( self, inflictor, attacker, damage, meansOfDeath );
	}
}
Beispiel #21
0
void G_ATSTCheckPain( gentity_t *self, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc )
{
    int newBolt;

    if ( rand() & 1 )
    {
        G_SoundOnEnt( self, CHAN_LESS_ATTEN, "sound/chars/atst/atst_damaged1" );
    }
    else
    {
        G_SoundOnEnt( self, CHAN_LESS_ATTEN, "sound/chars/atst/atst_damaged2" );
    }

    if ((hitLoc==HL_ARM_LT) && (self->locationDamage[HL_ARM_LT] > LEFT_ARM_HEALTH))
    {
        if (self->locationDamage[hitLoc] >= LEFT_ARM_HEALTH)	// Blow it up?
        {
            newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*flash3" );
            if ( newBolt != -1 )
            {
//				G_PlayEffect( "small_chunks", self->playerModel, self->genericBolt1, self->s.number);
                ATST_PlayEffect( self, self->genericBolt1, "env/med_explode2" );
                G_PlayEffect( G_EffectIndex("blaster/smoke_bolton"), self->playerModel, newBolt, self->s.number, point);
            }

            gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "head_light_blaster_cann", TURN_OFF );
        }
    }
    else if ((hitLoc==HL_ARM_RT) && (self->locationDamage[HL_ARM_RT] > RIGHT_ARM_HEALTH))	// Blow it up?
    {
        if (self->locationDamage[hitLoc] >= RIGHT_ARM_HEALTH)
        {
            newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*flash4" );
            if ( newBolt != -1 )
            {
//				G_PlayEffect( "small_chunks", self->playerModel, self->genericBolt2, self->s.number);
                ATST_PlayEffect( self, self->genericBolt2, "env/med_explode2" );
                G_PlayEffect( G_EffectIndex("blaster/smoke_bolton"), self->playerModel, newBolt, self->s.number, point);
            }

            gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "head_concussion_charger", TURN_OFF );
        }
    }
}
Beispiel #22
0
//----------------------------------------------
void WP_flechette_alt_blow( gentity_t *ent )
//----------------------------------------------
{
	EvaluateTrajectory( &ent->s.pos, level.time, ent->currentOrigin ); // Not sure if this is even necessary, but correct origins are cool?

	G_RadiusDamage( ent->currentOrigin, ent->owner, ent->splashDamage, ent->splashRadius, NULL, MOD_EXPLOSIVE_SPLASH );
	G_PlayEffect( "flechette/alt_blow", ent->currentOrigin );

	G_FreeEntity( ent );
}
Beispiel #23
0
/*
-------------------------
NPC_Mark1_Part_Explode
-------------------------
*/
void NPC_Mark1_Part_Explode( gentity_t *self, int bolt )
{
	if ( bolt >=0 )
	{
		mdxaBone_t	boltMatrix;
		vec3_t		org, dir;

		gi.G2API_GetBoltMatrix( self->ghoul2, self->playerModel,
					bolt,
					&boltMatrix, self->currentAngles, self->currentOrigin, (cg.time?cg.time:level.time),
					NULL, self->s.modelScale );

		gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, org );
		gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, dir );

		G_PlayEffect( "env/med_explode2", org, dir );
		G_PlayEffect( G_EffectIndex("blaster/smoke_bolton"), self->playerModel, bolt, self->s.number, org );
	}
}
Beispiel #24
0
void TouchTieBomb( gentity_t *self, gentity_t *other, trace_t *trace )
{
	// Stop the effect.
	G_StopEffect( G_EffectIndex( "ships/tiebomber_bomb_falling" ), self->playerModel, gi.G2API_AddBolt( &self->ghoul2[0], "model_root" ), self->s.number );

	self->e_ThinkFunc = thinkF_G_FreeEntity;
	self->nextthink = level.time + FRAMETIME;
	G_PlayEffect( G_EffectIndex( "ships/tiebomber_explosion2" ), self->currentOrigin, self->currentAngles );
	G_RadiusDamage( self->currentOrigin, self, 900, 500, self, MOD_EXPLOSIVE_SPLASH );
}
Beispiel #25
0
/*
-------------------------
ImperialProbe_FireBlaster
-------------------------
*/
void ImperialProbe_FireBlaster(void)
{
	vec3_t	muzzle1,enemy_org1,delta1,angleToEnemy1;
	static	vec3_t	forward, vright, up;
	static	vec3_t	muzzle;
	gentity_t	*missile;
	mdxaBone_t	boltMatrix;

	//FIXME: use {0, NPC->client->ps.legsYaw, 0}
	gi.G2API_GetBoltMatrix( NPC->ghoul2, NPC->playerModel, 
				NPC->genericBolt1,
				&boltMatrix, NPC->currentAngles, NPC->currentOrigin, (cg.time?cg.time:level.time),
				NULL, NPC->s.modelScale );

	gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, muzzle1 );

	G_PlayEffect( "bryar/muzzle_flash", muzzle1 );

	G_Sound( NPC, G_SoundIndex( "sound/chars/probe/misc/fire" ));

	if (NPC->health)
	{
		CalcEntitySpot( NPC->enemy, SPOT_CHEST, enemy_org1 );
		enemy_org1[0]+= Q_irand(0,10);
		enemy_org1[1]+= Q_irand(0,10);
		VectorSubtract (enemy_org1, muzzle1, delta1);
		vectoangles ( delta1, angleToEnemy1 );
		AngleVectors (angleToEnemy1, forward, vright, up);
	}
	else
	{
		AngleVectors (NPC->currentAngles, forward, vright, up);
	}

	missile = CreateMissile( muzzle1, forward, 1600, 10000, NPC );

	missile->classname = "bryar_proj";
	missile->s.weapon = WP_BRYAR_PISTOL;

	if ( g_spskill->integer <= 1 )
	{
		missile->damage = 5;
	}
	else 
	{
		missile->damage = 10;
	}


	missile->dflags = DAMAGE_DEATH_KNOCKBACK;
	missile->methodOfDeath = MOD_ENERGY;
	missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;

}
Beispiel #26
0
void TieBomberThink( gentity_t *self )
{
	// NOTE: Lerp2Angles will think this thinkfunc if the model is a misc_model_breakable. Watchout
	// for that in a script (try to just use ROFF's?).

	// Stop thinking, you're dead.
	if ( self->health <= 0 )
	{
		return;
	}

	// Needed every think...
	self->nextthink = level.time + FRAMETIME;

	gentity_t *player = &g_entities[0];
	vec3_t	playerDir;
	float	playerDist;
	
	//use player eyepoint
	VectorSubtract( player->currentOrigin, self->currentOrigin, playerDir );
	playerDist = VectorNormalize( playerDir );

	// Time to attack?
	if ( player->health > 0 && playerDist < MIN_PLAYER_DIST && self->attackDebounceTime < level.time )  
	{
		// Doesn't matter what model gets loaded here, as long as it exists.
		// It's only used as a point on to which the falling effect for the bomb
		// can be attached to (kinda inefficient, I know).
		char name1[200] = "models/players/gonk/model.glm";
		gentity_t *bomb = G_CreateObject( self, self->s.pos.trBase, self->s.apos.trBase, 0, 0, TR_GRAVITY, 0 );
		bomb->s.modelindex = G_ModelIndex( name1 );
		gi.G2API_InitGhoul2Model( bomb->ghoul2, name1, bomb->s.modelindex, NULL_HANDLE, NULL_HANDLE, 0, 0);
		bomb->s.radius = 50;
		bomb->s.eFlags |= EF_NODRAW;

		// Make the bombs go forward in the bombers direction a little.
		vec3_t	fwd, rt;
		AngleVectors( self->currentAngles, fwd, rt, NULL );
		rt[2] -= 0.5f;
		VectorMA( bomb->s.pos.trBase, -30.0, rt, bomb->s.pos.trBase );
		VectorScale( fwd, 300, bomb->s.pos.trDelta );
		SnapVector( bomb->s.pos.trDelta );		// save net bandwidth

		// Start the effect.
		G_PlayEffect( G_EffectIndex( "ships/tiebomber_bomb_falling" ), bomb->playerModel, gi.G2API_AddBolt( &bomb->ghoul2[0], "model_root" ), bomb->s.number, bomb->currentOrigin, 1000, qtrue );

		// Set the tie bomb to have a touch function, so when it hits the ground (or whatever), there's a nice 'boom'.
		bomb->e_TouchFunc = touchF_TouchTieBomb;

		self->attackDebounceTime = level.time + 1000;
	}
}
Beispiel #27
0
void WP_Melee( gentity_t *ent )
//---------------------------------------------------------
{
	gentity_t	*tr_ent;
	trace_t		tr;
	vec3_t		mins, maxs, end;
	int			damage = ent->s.number ? (g_spskill->integer*2)+1 : 3;
	float		range = ent->s.number ? 64 : 32;

	VectorMA( muzzle, range, forwardVec, end );

	VectorSet( maxs, 6, 6, 6 );
	VectorScale( maxs, -1, mins );

	gi.trace ( &tr, muzzle, mins, maxs, end, ent->s.number, MASK_SHOT, (EG2_Collision)0, 0 );

	if ( tr.entityNum >= ENTITYNUM_WORLD )
	{
		return;
	}

	tr_ent = &g_entities[tr.entityNum];

	if ( ent->client && !PM_DroidMelee( ent->client->NPC_class ) )
	{
		if ( ent->s.number || ent->alt_fire )
		{
			damage *= Q_irand( 2, 3 );
		}
		else
		{
			damage *= Q_irand( 1, 2 );
		}
	}

	if ( tr_ent && tr_ent->takedamage )
	{
		int dflags = DAMAGE_NO_KNOCKBACK;
		G_PlayEffect( G_EffectIndex( "melee/punch_impact" ), tr.endpos, forwardVec );
		//G_Sound( tr_ent, G_SoundIndex( va("sound/weapons/melee/punch%d", Q_irand(1, 4)) ) );
		if ( ent->NPC && (ent->NPC->aiFlags&NPCAI_HEAVY_MELEE) )
		{ //4x damage for heavy melee class
			damage *= 4;
			dflags &= ~DAMAGE_NO_KNOCKBACK;
			dflags |= DAMAGE_DISMEMBER;
		}

		G_Damage( tr_ent, ent, ent, forwardVec, tr.endpos, damage, dflags, MOD_MELEE );
	}
}
Beispiel #28
0
//---------------------------------------------------------
void WP_FireDisruptor( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
	if ( alt_fire )
	{
		WP_DisruptorAltFire( ent );
	}
	else
	{
		WP_DisruptorMainFire( ent );
	}

	G_PlayEffect( G_EffectIndex( "disruptor/line_cap" ), wpMuzzle, wpFwd );
}
Beispiel #29
0
void NPC_GM_StartLaser( void )
{
	if ( !NPC->lockCount )
	{//haven't already started a laser attack
		//warm up for the beam attack
		NPC_SetAnim( NPC, SETANIM_TORSO, TORSO_RAISEWEAP2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
		TIMER_Set( NPC, "beamDelay", NPC->client->ps.torsoAnimTimer );
		TIMER_Set( NPC, "attackDelay", NPC->client->ps.torsoAnimTimer+3000 );
		NPC->lockCount = 1;
		//turn on warmup effect
		G_PlayEffect( "galak/beam_warmup", NPC->s.number );
		G_SoundOnEnt( NPC, CHAN_AUTO, "sound/weapons/galak/lasercharge.wav" );
	}
}
Beispiel #30
0
void G_MissileBounceEffect( gentity_t *ent, vec3_t org, vec3_t dir )
#endif // _IMMERSION
{
	//FIXME: have an EV_BOUNCE_MISSILE event that checks the s.weapon and does the appropriate effect
	switch( ent->s.weapon )
	{
	case WP_BOWCASTER:
#ifdef _IMMERSION
		G_PlayEffect( "bowcaster/deflect", hitEntNum, ent->currentOrigin, dir );
#else
		G_PlayEffect( "bowcaster/deflect", ent->currentOrigin, dir );
#endif // _IMMERSION
		break;
	case WP_BLASTER:
	case WP_BRYAR_PISTOL:
#ifdef _IMMERSION
		G_PlayEffect( "blaster/deflect", hitEntNum, ent->currentOrigin, dir );
#else
		G_PlayEffect( "blaster/deflect", ent->currentOrigin, dir );
#endif // _IMMERSION
		break;
	default:
		{
			gentity_t *tent = G_TempEntity( org, EV_GRENADE_BOUNCE );
			VectorCopy( dir, tent->pos1 );
			tent->s.weapon = ent->s.weapon;
#ifdef _IMMERSION
			if ( hitEntNum != -1 )
			{
				tent->s.saberActive = 1;
				tent->s.otherEntityNum = hitEntNum;
			}
#endif // _IMMERSION
		}
		break;
	}
}