Beispiel #1
0
/*
* G_ProjectileTimePrestep
*/
static void G_ProjectileTimePrestep( edict_t *projectile, int timeOffset )
{
	if( projectile->movetype != MOVETYPE_TOSS && projectile->movetype != MOVETYPE_LINEARPROJECTILE
		&& projectile->movetype != MOVETYPE_BOUNCE && projectile->movetype != MOVETYPE_BOUNCEGRENADE )
		return;

	if( timeOffset <= 0 )
		return;

	if( projectile->movetype != MOVETYPE_LINEARPROJECTILE )
	{
		vec3_t distVec;

		VectorScale( projectile->velocity, (float)timeOffset * 0.001f, distVec );
		G_ProjectileDistancePrestep( projectile, VectorLength( distVec ) );
		return;
	}

	projectile->s.linearProjectileTimeStamp -= timeOffset;
	SV_Physics_LinearProjectile( projectile );
}
Beispiel #2
0
/*
* G_FireWeapon
*/
void G_FireWeapon( edict_t *ent, int parm )
{
	gs_weapon_definition_t *weapondef;
	firedef_t *firedef;
	edict_t *projectile;
	vec3_t origin, angles;
	vec3_t viewoffset = { 0, 0, 0 };
	int ucmdSeed;

	weapondef = GS_GetWeaponDef( ( parm & ~EV_INVERSE ) );
	firedef = ( parm & EV_INVERSE ) ? &weapondef->firedef : &weapondef->firedef_weak;

	// find this shot projection source
	if( ent->r.client )
	{
		viewoffset[2] += ent->r.client->ps.viewheight;
		VectorCopy( ent->r.client->ps.viewangles, angles );
		is_quad = ( ent->r.client->ps.inventory[POWERUP_QUAD] > 0 ) ? true : false;
		ucmdSeed = ent->r.client->ucmd.serverTimeStamp & 255;
	}
	else
	{
		VectorCopy( ent->s.angles, angles );
		is_quad = false;
		ucmdSeed = rand() & 255;
	}

	VectorAdd( ent->s.origin, viewoffset, origin );


	// shoot 

	projectile = NULL;

	switch( weapondef->weapon_id )
	{
	default:
	case WEAP_NONE:
		break;

	case WEAP_GUNBLADE:
		if( firedef->fire_mode == FIRE_MODE_STRONG )
			projectile = G_Fire_Gunblade_Blast( origin, angles, firedef, ent, ucmdSeed );
		else
			projectile = G_Fire_Gunblade_Knife( origin, angles, firedef, ent );
		break;

	case WEAP_MACHINEGUN:
		projectile = G_Fire_Machinegun( origin, angles, firedef, ent, ucmdSeed );
		break;

	case WEAP_RIOTGUN:
		projectile = G_Fire_Riotgun( origin, angles, firedef, ent, ucmdSeed );
		break;

	case WEAP_GRENADELAUNCHER:
		projectile = G_Fire_Grenade( origin, angles, firedef, ent, ucmdSeed );
		break;

	case WEAP_ROCKETLAUNCHER:
		projectile = G_Fire_Rocket( origin, angles, firedef, ent, ucmdSeed );
		break;
	case WEAP_PLASMAGUN:
		projectile = G_Fire_Plasma( origin, angles, firedef, ent, ucmdSeed );
		break;

	case WEAP_LASERGUN:
		projectile = G_Fire_Lasergun( origin, angles, firedef, ent, ucmdSeed );
		break;

	case WEAP_ELECTROBOLT:
		projectile = G_Fire_StrongBolt( origin, angles, firedef, ent, ucmdSeed );
		break;

	case WEAP_INSTAGUN:
		projectile = G_Fire_Instagun( origin, angles, firedef, ent, ucmdSeed );
		break;
	}

	// add stats
	if( ent->r.client && weapondef->weapon_id != WEAP_NONE ) 
		ent->r.client->level.stats.accuracy_shots[firedef->ammo_id - AMMO_GUNBLADE] += firedef->projectile_count;

	if( projectile )
	{
		//if( projectile->s.linearProjectile ) // convert distance to time for linear projectiles
		//	G_ProjectileTimePrestep( projectile, 1000.0f * ( g_projectile_prestep->value / VectorLengthFast( projectile->velocity ) ) );
		//else
			G_ProjectileDistancePrestep( projectile, g_projectile_prestep->value );
	}

#ifdef NO_ROCKET_ANTILAG
	// hack for disabling antilag on rockets
	if( projectile && projectile->s.type == ET_ROCKET )
	{
		int timeOffset;

		timeOffset = -projectile->timeDelta;
		projectile->timeDelta = 0;
		if( projectile->s.linearProjectile )
			projectile->s.modelindex2 = 0;

		G_ProjectileTimePrestep( projectile, timeOffset );
	}
#endif
}
Beispiel #3
0
/*
* G_FireWeapon
*/
void G_FireWeapon( edict_t *ent, int parm )
{
	gs_weapon_definition_t *weapondef;
	firedef_t *firedef;
	edict_t *projectile;
	vec3_t origin, angles;
	vec3_t viewoffset = { 0, 0, 0 };
	int ucmdSeed;
	// racesow
	float prestep;
	// !racesow

	weapondef = GS_GetWeaponDef( ( parm & ~EV_INVERSE ) );
	firedef = ( parm & EV_INVERSE ) ? &weapondef->firedef : &weapondef->firedef_weak;

	// find this shot projection source
	if( ent->r.client )
	{
		viewoffset[2] += ent->r.client->ps.viewheight;
		VectorCopy( ent->r.client->ps.viewangles, angles );
		is_quad = ( ent->r.client->ps.inventory[POWERUP_QUAD] > 0 );
		ucmdSeed = ent->r.client->ucmd.serverTimeStamp & 255;
	}
	else
	{
		VectorCopy( ent->s.angles, angles );
		is_quad = qfalse;
		ucmdSeed = rand() & 255;
	}

	VectorAdd( ent->s.origin, viewoffset, origin );

	// racesow
	prestep=g_projectile_prestep->value;
	// !racesow

	// shoot 

	projectile = NULL;

	switch( weapondef->weapon_id )
	{
	default:
	case WEAP_NONE:
		break;

	case WEAP_GUNBLADE:
		if( firedef->fire_mode == FIRE_MODE_STRONG )
			projectile = G_Fire_Gunblade_Blast( origin, angles, firedef, ent, ucmdSeed );
		else
			projectile = G_Fire_Gunblade_Knife( origin, angles, firedef, ent );
		break;

	case WEAP_MACHINEGUN:
		projectile = G_Fire_Machinegun( origin, angles, firedef, ent, ucmdSeed );
		break;

	case WEAP_RIOTGUN:
		projectile = G_Fire_Riotgun( origin, angles, firedef, ent, ucmdSeed );
		break;

	case WEAP_GRENADELAUNCHER:
		projectile = G_Fire_Grenade( origin, angles, firedef, ent, ucmdSeed );
		// racesow
		if( GS_RaceGametype() )
			//prestep/=2; // racesow 0.42 had default prestep=48 and genade prestep=24
			prestep=trap_Cvar_Get( "rs_grenade_prestep", "90", CVAR_ARCHIVE )->integer;
		// !racesow
		break;

	case WEAP_ROCKETLAUNCHER:
		projectile = G_Fire_Rocket( origin, angles, firedef, ent, ucmdSeed );
		// racesow
		if( GS_RaceGametype() )
			//prestep=0; // racesow 0.42 had rocket prestep=0
			prestep=trap_Cvar_Get( "rs_rocket_prestep", "90", CVAR_ARCHIVE )->integer;
		// !racesow
		break;
	case WEAP_PLASMAGUN:
		projectile = G_Fire_Plasma( origin, angles, firedef, ent, ucmdSeed );
		// racesow
		if( GS_RaceGametype() )
			//prestep*=2/3; // racesow 0.42 had plasma prestep=32
			prestep=trap_Cvar_Get( "rs_plasma_prestep", "90", CVAR_ARCHIVE )->integer;
		// !racesow
		break;

	case WEAP_LASERGUN:
		projectile = G_Fire_Lasergun( origin, angles, firedef, ent, ucmdSeed );
		break;

	case WEAP_ELECTROBOLT:
		projectile = G_Fire_StrongBolt( origin, angles, firedef, ent, ucmdSeed );
		break;

	case WEAP_INSTAGUN:
		projectile = G_Fire_Instagun( origin, angles, firedef, ent, ucmdSeed );
		break;
	}

	// add stats
	if( ent->r.client && weapondef->weapon_id != WEAP_NONE ) 
		ent->r.client->level.stats.accuracy_shots[firedef->ammo_id - AMMO_GUNBLADE] += firedef->projectile_count;

	if( projectile )
	{
		//if( projectile->s.linearProjectile ) // convert distance to time for linear projectiles
		//	G_ProjectileTimePrestep( projectile, 1000.0f * ( g_projectile_prestep->value / VectorLengthFast( projectile->velocity ) ) );
		//else
			//G_ProjectileDistancePrestep( projectile, g_projectile_prestep->value ); //racesow Seems like this was added in warsow 0.7 -K1ll
		// racesow: modified prestep
		G_ProjectileDistancePrestep( projectile, prestep );
		// !racesow
	}

	// racesow: enable skipping no_antilag if rs_rocket_antilag is 1
	if ( GS_RaceGametype() && ((trap_Cvar_Get( "rs_rocket_antilag", "0", CVAR_ARCHIVE )->integer==1 && projectile->s.type == ET_ROCKET)))
		return;
	// !racesow

#ifdef NO_ROCKET_ANTILAG
	// hack for disabling antilag on rockets
	if( projectile && (projectile->s.type == ET_ROCKET || projectile->s.type == ET_PLASMA) )//racesow
	{
		int timeOffset;

		timeOffset = -projectile->timeDelta;
		projectile->timeDelta = 0;
		if( projectile->s.linearProjectile )
			projectile->s.modelindex2 = 0;

		// racesow: testing .42 time prestep function, because im really not sure it is equivalent to the .5 one; the difference is not that major anyway..
		//  G_ProjectileTimePrestep( projectile, timeOffset );
		rs_TimeDeltaPrestepProjectile(projectile,-timeOffset);
		// !racesow
	}
#endif
}