Ejemplo n.º 1
0
//[/KnockdownSys]
gentity_t *G_KickTrace( gentity_t *ent, vec3_t kickDir, float kickDist, vec3_t kickEnd, int kickDamage, float kickPush )
{
	vec3_t	traceOrg, traceEnd, kickMins, kickMaxs;
	trace_t	trace;
	gentity_t	*hitEnt = NULL;
	VectorSet(kickMins, -2.0f, -2.0f, -2.0f);
	VectorSet(kickMaxs, 2.0f, 2.0f, 2.0f);
	//FIXME: variable kick height?
	if ( kickEnd && !VectorCompare( kickEnd, vec3_origin ) )
	{//they passed us the end point of the trace, just use that
		//this makes the trace flat
		VectorSet( traceOrg, ent->r.currentOrigin[0], ent->r.currentOrigin[1], kickEnd[2] );
		VectorCopy( kickEnd, traceEnd );
	}
	else
	{//extrude
		VectorSet( traceOrg, ent->r.currentOrigin[0], ent->r.currentOrigin[1], ent->r.currentOrigin[2]+ent->r.maxs[2]*0.5f );
		VectorMA( traceOrg, kickDist, kickDir, traceEnd );
	}

	if (d_saberKickTweak.integer)
	{
		trap_G2Trace( &trace, traceOrg, kickMins, kickMaxs, traceEnd, ent->s.number, MASK_SHOT, G2TRFLAG_DOGHOULTRACE|G2TRFLAG_GETSURFINDEX|G2TRFLAG_THICK|G2TRFLAG_HITCORPSES, g_g2TraceLod.integer );
	}
	else
	{
		trap_Trace( &trace, traceOrg, kickMins, kickMaxs, traceEnd, ent->s.number, MASK_SHOT );
	}

	//G_TestLine(traceOrg, traceEnd, 0x0000ff, 5000);
	if ( trace.fraction < 1.0f && !trace.startsolid && !trace.allsolid )
	{
		if (ent->client->jediKickTime > level.time)
		{
			if (trace.entityNum == ent->client->jediKickIndex)
			{ //we are hitting the same ent we last hit in this same anim, don't hit it again
				return NULL;
			}
		}
		ent->client->jediKickIndex = trace.entityNum;
		ent->client->jediKickTime = level.time + ent->client->ps.legsTimer;

		hitEnt = &g_entities[trace.entityNum];
		//FIXME: regardless of what we hit, do kick hit sound and impact effect
		//G_PlayEffect( "misc/kickHit", trace.endpos, trace.plane.normal );
		if ( ent->client->ps.torsoAnim == BOTH_A7_HILT )
		{
			G_Sound( ent, CHAN_AUTO, G_SoundIndex( "sound/movers/objects/saber_slam" ) );
		}
		else
		{
			G_Sound( ent, CHAN_AUTO, G_SoundIndex( va( "sound/weapons/melee/punch%d", Q_irand( 1, 4 ) ) ) );
		}
		if ( hitEnt->inuse )
		{//we hit an entity
			//FIXME: don't hit same ent more than once per kick
			if ( hitEnt->takedamage )
			{//hurt it
				if (hitEnt->client)
				{
					hitEnt->client->ps.otherKiller = ent->s.number;
					hitEnt->client->ps.otherKillerDebounceTime = level.time + 10000;
					hitEnt->client->ps.otherKillerTime = level.time + 10000;
				}

				if (d_saberKickTweak.integer)
				{
					G_Damage( hitEnt, ent, ent, kickDir, trace.endpos, kickDamage*0.2f, DAMAGE_NO_KNOCKBACK, MOD_MELEE );
				}
				else
				{
					G_Damage( hitEnt, ent, ent, kickDir, trace.endpos, kickDamage, DAMAGE_NO_KNOCKBACK, MOD_MELEE );
				}
			}
			if ( hitEnt->client 
				&& !(hitEnt->client->ps.pm_flags&PMF_TIME_KNOCKBACK) //not already flying through air?  Intended to stop multiple hits, but...
				&& G_CanBeEnemy(ent, hitEnt) )
			{//FIXME: this should not always work
				if ( hitEnt->health <= 0 )
				{//we kicked a dead guy
					//throw harder - FIXME: no matter how hard I push them, they don't go anywhere... corpses use less physics???
				//	G_Throw( hitEnt, kickDir, kickPush*4 );
					//see if we should play a better looking death on them
				//	G_ThrownDeathAnimForDeathAnim( hitEnt, trace.endpos );
					//[KnockdownSys]
					//reenabled SP code since the knockdown code now based on the SP code again.
					G_Throw( hitEnt, kickDir, kickPush*4 );
					//see if we should play a better looking death on them
					G_ThrownDeathAnimForDeathAnim( hitEnt, trace.endpos );
					//G_TossTheMofo(hitEnt, kickDir, kickPush*4.0f);
					//[/KnockdownSys]
				}
				else
				{
					
					G_Throw( hitEnt, kickDir, kickPush );
					if ( kickPush >= 75.0f && !Q_irand( 0, 2 ) )
					{
						G_Knockdown( hitEnt, ent, kickDir, 300, qtrue );
					}
					else
					{
						G_Knockdown( hitEnt, ent, kickDir, kickPush, qtrue );
					}					
				}
			}
		}
	}
	return (hitEnt);
}
Ejemplo n.º 2
0
void PM_VehicleImpact(bgEntity_t *pEnt, trace_t *trace)
{
	// See if the vehicle has crashed into the ground.
	Vehicle_t *pSelfVeh = pEnt->m_pVehicle;
	float magnitude = VectorLength( pm->ps->velocity ) * pSelfVeh->m_pVehicleInfo->mass / 50.0f;
	qboolean forceSurfDestruction = qfalse;
#ifdef QAGAME
	gentity_t *hitEnt = trace!=NULL?&g_entities[trace->entityNum]:NULL;

	if (!hitEnt || //nothing to hit
		(pSelfVeh && pSelfVeh->m_pPilot &&//I'm a piloted vehicle
		hitEnt && hitEnt->s.eType == ET_MISSILE && hitEnt->inuse &&//that hit a missile
		hitEnt->r.ownerNum == pSelfVeh->m_pPilot->s.number)//and the missile is owned by my pilot
		)
	{//don't hit it
		return;
	}

	if ( pSelfVeh//I have a vehicle struct
		&& pSelfVeh->m_iRemovedSurfaces )//vehicle has bits removed
	{//spiralling to our deaths, explode on any solid impact
		if ( hitEnt->s.NPC_class == CLASS_VEHICLE )
		{//hit another vehicle, explode!
			//Give credit to whoever got me into this death spiral state
			G_DamageFromKiller( (gentity_t *)pEnt, (gentity_t *)pSelfVeh->m_pParentEntity, (gentity_t *)hitEnt, pm->ps->origin, 999999, DAMAGE_NO_ARMOR, MOD_COLLISION );
			return;
		}
		else if ( !VectorCompare( trace->plane.normal, vec3_origin )
			&& (trace->entityNum == ENTITYNUM_WORLD || hitEnt->r.bmodel ) )
		{//have a valid hit plane and we hit a solid brush
			vec3_t	moveDir;
			float	impactDot;
			VectorCopy( pm->ps->velocity, moveDir );
			VectorNormalize( moveDir );
			impactDot = DotProduct( moveDir, trace->plane.normal );
			if ( impactDot <= -0.7f )//hit rather head-on and hard
			{// Just DIE now
				//Give credit to whoever got me into this death spiral state
				G_DamageFromKiller( (gentity_t *)pEnt, (gentity_t *)pSelfVeh->m_pParentEntity, (gentity_t *)hitEnt, pm->ps->origin, 999999, DAMAGE_NO_ARMOR, MOD_FALLING );
				return;
			}
		}
	}
	
	if ( trace->entityNum < ENTITYNUM_WORLD
		&& hitEnt->s.eType == ET_MOVER
		&& hitEnt->s.apos.trType != TR_STATIONARY//rotating
		&& (hitEnt->spawnflags&16) //IMPACT
		&& Q_stricmp( "func_rotating", hitEnt->classname ) == 0 )
	{//hit a func_rotating that is supposed to destroy anything it touches!
		//guarantee the hit will happen, thereby taking off a piece of the ship
		forceSurfDestruction = qtrue;
	}
	else if ( (fabs(pm->ps->velocity[0])+fabs(pm->ps->velocity[1])) < 100.0f
		&& pm->ps->velocity[2] > -100.0f )
#else
	if ( (fabs(pm->ps->velocity[0])+fabs(pm->ps->velocity[1])) < 100.0f
		&& pm->ps->velocity[2] > -100.0f )
#endif
		/*
	if ( (pSelfVeh->m_ulFlags&VEH_GEARSOPEN) 
		&& trace->plane.normal[2] > 0.7f
		&& fabs(pSelfVeh->m_vOrientation[PITCH]) < 0.2f
		&& fabs(pSelfVeh->m_vOrientation[ROLL]) < 0.2f )*/
	{//we're landing, we're cool
		//FIXME: some sort of landing "thump", not the impactFX
		/*
		if ( pSelfVeh->m_pVehicleInfo->iImpactFX )
		{
			vec3_t up = {0,0,1};
#ifdef QAGAME
			G_PlayEffectID( pSelfVeh->m_pVehicleInfo->iImpactFX, pm->ps->origin, up );
#else
			trap_FX_PlayEffectID( pSelfVeh->m_pVehicleInfo->iImpactFX, pm->ps->origin, up, -1, -1 );
#endif
		}
		*/
		//this was annoying me -rww
		//FIXME: this shouldn't even be getting called when the vehicle is at rest!
#ifdef QAGAME
		if (hitEnt && (hitEnt->s.eType == ET_PLAYER || hitEnt->s.eType == ET_NPC) && pSelfVeh->m_pVehicleInfo->type == VH_FIGHTER)
		{ //always smack players
		}
		else
#endif
		{
			return;
		}
	}
	if ( pSelfVeh &&
		(pSelfVeh->m_pVehicleInfo->type == VH_SPEEDER || pSelfVeh->m_pVehicleInfo->type == VH_FIGHTER) && //this is kind of weird on tauntauns and atst's..
		(magnitude >= 100||forceSurfDestruction) )
	{
		if ( pEnt->m_pVehicle->m_iHitDebounce < pm->cmd.serverTime 
			|| forceSurfDestruction )
		{//a bit of a hack, may conflict with getting shot, but...
			//FIXME: impact sound and effect should be gotten from g_vehicleInfo...?
			//FIXME: should pass in trace.endpos and trace.plane.normal
			vec3_t	vehUp;
#ifdef QAGAME
			qboolean noDamage = qfalse;
#else
			bgEntity_t *hitEnt;
#endif

			if ( trace && !pSelfVeh->m_iRemovedSurfaces && !forceSurfDestruction )
			{
				qboolean turnFromImpact = qfalse, turnHitEnt = qfalse;
				float l = pm->ps->speed*0.5f;
				vec3_t	bounceDir;
#ifndef QAGAME
				bgEntity_t *hitEnt = PM_BGEntForNum(trace->entityNum);
#endif
				if ( (trace->entityNum == ENTITYNUM_WORLD || hitEnt->s.solid == SOLID_BMODEL)//bounce off any brush
					 && !VectorCompare(trace->plane.normal, vec3_origin) )//have a valid plane to bounce off of
				{ //bounce off in the opposite direction of the impact
					if (pSelfVeh->m_pVehicleInfo->type == VH_SPEEDER)
					{
						pm->ps->speed *= pml.frametime;
						VectorCopy(trace->plane.normal, bounceDir);
					}
					else if ( trace->plane.normal[2] >= MIN_LANDING_SLOPE//flat enough to land on
						&& pSelfVeh->m_LandTrace.fraction < 1.0f //ground present
						&& pm->ps->speed <= MIN_LANDING_SPEED )
					{//could land here, don't bounce off, in fact, return altogether!
						return;
					}
					else
					{
						if (pSelfVeh->m_pVehicleInfo->type == VH_FIGHTER)
						{
							turnFromImpact = qtrue;
						}
						VectorCopy(trace->plane.normal, bounceDir);
					}
				}
				else if ( pSelfVeh->m_pVehicleInfo->type == VH_FIGHTER )
				{//check for impact with another fighter
#ifndef QAGAME
					bgEntity_t *hitEnt = PM_BGEntForNum(trace->entityNum);
#endif
					if ( hitEnt->s.NPC_class == CLASS_VEHICLE
						&& hitEnt->m_pVehicle 
						&& hitEnt->m_pVehicle->m_pVehicleInfo
						&& hitEnt->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER )
					{//two vehicles hit each other, turn away from the impact
						turnFromImpact = qtrue;
						turnHitEnt = qtrue;
#ifndef QAGAME
						VectorSubtract( pm->ps->origin, hitEnt->s.origin, bounceDir );
#else
						VectorSubtract( pm->ps->origin, hitEnt->r.currentOrigin, bounceDir );
#endif
						VectorNormalize( bounceDir );
					}
				}
				if ( turnFromImpact )
				{//bounce off impact surf and turn away
					vec3_t	pushDir={0}, turnAwayAngles, turnDelta;
					float	turnStrength, pitchTurnStrength, yawTurnStrength;
					vec3_t	moveDir;
					float bounceDot, turnDivider;
					//bounce
					if ( !turnHitEnt )
					{//hit wall
						VectorScale(bounceDir, (pm->ps->speed*0.25f/pSelfVeh->m_pVehicleInfo->mass), pushDir);
					}
					else
					{//hit another fighter
#ifndef QAGAME
						VectorScale( bounceDir, (pm->ps->speed+hitEnt->s.speed)*0.5f, bounceDir );
#else
						if ( hitEnt->client )
						{
							VectorScale( bounceDir, (pm->ps->speed+hitEnt->client->ps.speed)*0.5f, pushDir );
						}
						else
						{
							VectorScale( bounceDir, (pm->ps->speed+hitEnt->s.speed)*0.5f, pushDir );
						}
#endif
						VectorScale(pushDir, (l/pSelfVeh->m_pVehicleInfo->mass), pushDir);
						VectorScale(pushDir, 0.1f, pushDir);
					}
					VectorNormalize2( pm->ps->velocity, moveDir );
					bounceDot = DotProduct( moveDir, bounceDir )*-1;
					if ( bounceDot < 0.1f )
					{
						bounceDot = 0.1f;
					}
					VectorScale( pushDir, bounceDot, pushDir );
					VectorAdd(pm->ps->velocity, pushDir, pm->ps->velocity);
					//turn
					turnDivider = (pSelfVeh->m_pVehicleInfo->mass/400.0f);
					if ( turnHitEnt )
					{//don't turn as much when hit another ship
						turnDivider *= 4.0f;
					}
					if ( turnDivider < 0.5f )
					{
						turnDivider = 0.5f;
					}
					turnStrength = (magnitude/2000.0f);
					if ( turnStrength < 0.1f )
					{
						turnStrength = 0.1f;
					}
					else if ( turnStrength > 2.0f )
					{
						turnStrength = 2.0f;
					}
					//get the angles we are going to turn towards
					vectoangles( bounceDir, turnAwayAngles );
					//get the delta from our current angles to those new angles
					AnglesSubtract( turnAwayAngles, pSelfVeh->m_vOrientation, turnDelta );
					//now do pitch
					if ( !bounceDir[2] )
					{//shouldn't be any pitch
					}
					else
					{
						pitchTurnStrength = turnStrength*turnDelta[PITCH];
						if ( pitchTurnStrength > MAX_IMPACT_TURN_ANGLE )
						{
							pitchTurnStrength = MAX_IMPACT_TURN_ANGLE;
						}
						else if ( pitchTurnStrength < -MAX_IMPACT_TURN_ANGLE )
						{
							pitchTurnStrength = -MAX_IMPACT_TURN_ANGLE;
						}
						//pSelfVeh->m_vOrientation[PITCH] = AngleNormalize180(pSelfVeh->m_vOrientation[PITCH]+pitchTurnStrength/turnDivider*pSelfVeh->m_fTimeModifier);
						pSelfVeh->m_vFullAngleVelocity[PITCH] = AngleNormalize180(pSelfVeh->m_vOrientation[PITCH]+pitchTurnStrength/turnDivider*pSelfVeh->m_fTimeModifier);
					}
					//now do yaw
					if ( !bounceDir[0] 
						&& !bounceDir[1] )
					{//shouldn't be any yaw
					}
					else
					{
						yawTurnStrength = turnStrength*turnDelta[YAW];
						if ( yawTurnStrength > MAX_IMPACT_TURN_ANGLE )
						{
							yawTurnStrength = MAX_IMPACT_TURN_ANGLE;
						}
						else if ( yawTurnStrength < -MAX_IMPACT_TURN_ANGLE )
						{
							yawTurnStrength = -MAX_IMPACT_TURN_ANGLE;
						}
						//pSelfVeh->m_vOrientation[ROLL] = AngleNormalize180(pSelfVeh->m_vOrientation[ROLL]-yawTurnStrength/turnDivider*pSelfVeh->m_fTimeModifier);
						pSelfVeh->m_vFullAngleVelocity[ROLL] = AngleNormalize180(pSelfVeh->m_vOrientation[ROLL]-yawTurnStrength/turnDivider*pSelfVeh->m_fTimeModifier);
					}
					/*
					PM_SetPMViewAngle(pm->ps, pSelfVeh->m_vOrientation, &pSelfVeh->m_ucmd);
					if ( pm_entVeh )
					{//I'm a vehicle, so pm_entVeh is actually my pilot
						bgEntity_t *pilot = pm_entVeh;
						if ( !BG_UnrestrainedPitchRoll( pilot->playerState, pSelfVeh ) )
						{
							//set the rider's viewangles to the vehicle's viewangles
							PM_SetPMViewAngle(pilot->playerState, pSelfVeh->m_vOrientation, &pSelfVeh->m_ucmd);
						}
					}
					*/
#ifdef QAGAME//server-side, turn the guy we hit away from us, too
					if ( turnHitEnt//make the other guy turn and get pushed
						&& hitEnt->client //must be a valid client
						&& !FighterIsLanded( hitEnt->m_pVehicle, &hitEnt->client->ps )//but not if landed
						&& !(hitEnt->spawnflags&2) )//and not if suspended
					{
						l = hitEnt->client->ps.speed;
						//now bounce *them* away and turn them
						//flip the bounceDir
						VectorScale( bounceDir, -1, bounceDir );
						//do bounce
						VectorScale( bounceDir, (pm->ps->speed+l)*0.5f, pushDir );
						VectorScale(pushDir, (l*0.5f/hitEnt->m_pVehicle->m_pVehicleInfo->mass), pushDir);
						VectorNormalize2( hitEnt->client->ps.velocity, moveDir );
						bounceDot = DotProduct( moveDir, bounceDir )*-1;
						if ( bounceDot < 0.1f )
						{
							bounceDot = 0.1f;
						}
						VectorScale( pushDir, bounceDot, pushDir );
						VectorAdd(hitEnt->client->ps.velocity, pushDir, hitEnt->client->ps.velocity);
						//turn
						turnDivider = (hitEnt->m_pVehicle->m_pVehicleInfo->mass/400.0f);
						if ( turnHitEnt )
						{//don't turn as much when hit another ship
							turnDivider *= 4.0f;
						}
						if ( turnDivider < 0.5f )
						{
							turnDivider = 0.5f;
						}
						//get the angles we are going to turn towards
						vectoangles( bounceDir, turnAwayAngles );
						//get the delta from our current angles to those new angles
						AnglesSubtract( turnAwayAngles, hitEnt->m_pVehicle->m_vOrientation, turnDelta );
						//now do pitch
						if ( !bounceDir[2] )
						{//shouldn't be any pitch
						}
						else
						{
							pitchTurnStrength = turnStrength*turnDelta[PITCH];
							if ( pitchTurnStrength > MAX_IMPACT_TURN_ANGLE )
							{
								pitchTurnStrength = MAX_IMPACT_TURN_ANGLE;
							}
							else if ( pitchTurnStrength < -MAX_IMPACT_TURN_ANGLE )
							{
								pitchTurnStrength = -MAX_IMPACT_TURN_ANGLE;
							}
							//hitEnt->m_pVehicle->m_vOrientation[PITCH] = AngleNormalize180(hitEnt->m_pVehicle->m_vOrientation[PITCH]+pitchTurnStrength/turnDivider*pSelfVeh->m_fTimeModifier);
							hitEnt->m_pVehicle->m_vFullAngleVelocity[PITCH] = AngleNormalize180(hitEnt->m_pVehicle->m_vOrientation[PITCH]+pitchTurnStrength/turnDivider*pSelfVeh->m_fTimeModifier);
						}
						//now do yaw
						if ( !bounceDir[0] 
							&& !bounceDir[1] )
						{//shouldn't be any yaw
						}
						else
						{
							yawTurnStrength = turnStrength*turnDelta[YAW];
							if ( yawTurnStrength > MAX_IMPACT_TURN_ANGLE )
							{
								yawTurnStrength = MAX_IMPACT_TURN_ANGLE;
							}
							else if ( yawTurnStrength < -MAX_IMPACT_TURN_ANGLE )
							{
								yawTurnStrength = -MAX_IMPACT_TURN_ANGLE;
							}
							//hitEnt->m_pVehicle->m_vOrientation[ROLL] = AngleNormalize180(hitEnt->m_pVehicle->m_vOrientation[ROLL]-yawTurnStrength/turnDivider*pSelfVeh->m_fTimeModifier);
							hitEnt->m_pVehicle->m_vFullAngleVelocity[ROLL] = AngleNormalize180(hitEnt->m_pVehicle->m_vOrientation[ROLL]-yawTurnStrength/turnDivider*pSelfVeh->m_fTimeModifier);
						}
						//NOTE: will these angle changes stick or will they be stomped 
						//		when the vehicle goes through its own update and re-grabs 
						//		its angles from its pilot...?  Should we do a 
						//		SetClientViewAngles on the pilot?
						/*
						SetClientViewAngle( hitEnt, hitEnt->m_pVehicle->m_vOrientation );
						if ( hitEnt->m_pVehicle->m_pPilot 
							&& ((gentity_t *)hitEnt->m_pVehicle->m_pPilot)->client )
						{
							SetClientViewAngle( (gentity_t *)hitEnt->m_pVehicle->m_pPilot, hitEnt->m_pVehicle->m_vOrientation );
						}
						*/
					}
#endif
				}
			}

#ifdef QAGAME
			if (!hitEnt)
			{
				return;
			}

			AngleVectors( pSelfVeh->m_vOrientation, NULL, NULL, vehUp );
			if ( pSelfVeh->m_pVehicleInfo->iImpactFX )
			{
				//G_PlayEffectID( pSelfVeh->m_pVehicleInfo->iImpactFX, pm->ps->origin, vehUp );
				//tempent use bad!
				G_AddEvent((gentity_t *)pEnt, EV_PLAY_EFFECT_ID, pSelfVeh->m_pVehicleInfo->iImpactFX);
			}
			pEnt->m_pVehicle->m_iHitDebounce = pm->cmd.serverTime + 200;
			magnitude /= pSelfVeh->m_pVehicleInfo->toughness * 50.0f; 

			if (hitEnt 
				&& (hitEnt->s.eType != ET_TERRAIN || !(hitEnt->spawnflags & 1) || pSelfVeh->m_pVehicleInfo->type == VH_FIGHTER))
			{ //don't damage the vehicle from terrain that doesn't want to damage vehicles
				gentity_t *killer = NULL;
				if (pSelfVeh->m_pVehicleInfo->type == VH_FIGHTER)
				{ //increase the damage...
					float mult = (pSelfVeh->m_vOrientation[PITCH]*0.1f);
					if (mult < 1.0f)
					{
						mult = 1.0f;
					}
					if (hitEnt->inuse && hitEnt->takedamage)
					{ //if the other guy takes damage, don't hurt us a lot for ramming him
						//unless it's a vehicle, then we get 1.5 times damage
						if (hitEnt->s.eType == ET_NPC &&
							hitEnt->s.NPC_class == CLASS_VEHICLE &&
							hitEnt->m_pVehicle)
						{
							mult = 1.5f;
						}
						else
						{
							mult = 0.5f;
						}
					}

					magnitude *= mult;
				}
				pSelfVeh->m_iLastImpactDmg = magnitude;
				//FIXME: what about proper death credit to the guy who shot you down?
				//FIXME: actually damage part of the ship that impacted?
				if ( hitEnt->s.eType == ET_MISSILE )//missile
				{
					//FIX: NEVER do or take impact damage from a missile...
					noDamage = qtrue;
					if ( (hitEnt->s.eFlags&EF_JETPACK_ACTIVE)//vehicle missile
						&& ((gentity_t *)hitEnt)->r.ownerNum < MAX_CLIENTS )//valid client owner
					{//I ran into a missile and died because of the impact, give credit to the missile's owner (PROBLEM: might this ever accidently give improper credit to client 0?)
						/*
						if ( ((gentity_t *)hitEnt)->r.ownerNum == pEnt->s.number )
						{//hit our own missile?  Don't damage ourselves or it... (so we don't kill ourselves!) if it hits *us*, then fine, but not here
							noDamage = qtrue;
						}
						*/
						killer = &g_entities[((gentity_t *)hitEnt)->r.ownerNum];
					}
				}
				if ( !noDamage )
				{
					G_Damage( (gentity_t *)pEnt, ((gentity_t*)hitEnt), killer!=NULL?killer:((gentity_t *)hitEnt), NULL, pm->ps->origin, magnitude*5, DAMAGE_NO_ARMOR, (hitEnt->s.NPC_class==CLASS_VEHICLE?MOD_COLLISION:MOD_FALLING) );//FIXME: MOD_IMPACT
				}

				if (pSelfVeh->m_pVehicleInfo->surfDestruction)
				{
					G_FlyVehicleSurfaceDestruction((gentity_t *)pEnt, trace, magnitude, forceSurfDestruction );
				}

				pSelfVeh->m_ulFlags |= VEH_CRASHING;
			}

			if (hitEnt &&
				hitEnt->inuse &&
				hitEnt->takedamage)
			{ //damage this guy because we hit him
				float pmult = 1.0f;
				int finalD;
				gentity_t *attackEnt;

				if ( (hitEnt->s.eType == ET_PLAYER && hitEnt->s.number < MAX_CLIENTS) ||
					 (hitEnt->s.eType == ET_NPC && hitEnt->s.NPC_class != CLASS_VEHICLE) )
				{ //probably a humanoid, or something
					if (pSelfVeh->m_pVehicleInfo->type == VH_FIGHTER)
					{ //player die good.. if me fighter
						pmult = 2000.0f;
					}
					else
					{
						pmult = 40.0f;
					}

					if (hitEnt->client &&
						BG_KnockDownable(&hitEnt->client->ps) &&
						G_CanBeEnemy((gentity_t *)pEnt, hitEnt))
					{ //smash!
						if (hitEnt->client->ps.forceHandExtend != HANDEXTEND_KNOCKDOWN)
						{
							hitEnt->client->ps.forceHandExtend = HANDEXTEND_KNOCKDOWN;
							hitEnt->client->ps.forceHandExtendTime = pm->cmd.serverTime + 1100;
							hitEnt->client->ps.forceDodgeAnim = 0; //this toggles between 1 and 0, when it's 1 we should play the get up anim
						}

						hitEnt->client->ps.otherKiller = pEnt->s.number;
						hitEnt->client->ps.otherKillerTime = pm->cmd.serverTime + 5000;
						hitEnt->client->ps.otherKillerDebounceTime = pm->cmd.serverTime + 100;
						hitEnt->client->otherKillerMOD = MOD_COLLISION;
						hitEnt->client->otherKillerVehWeapon = 0;
						hitEnt->client->otherKillerWeaponType = WP_NONE;

						//add my velocity into his to force him along in the correct direction from impact
						VectorAdd(hitEnt->client->ps.velocity, pm->ps->velocity, hitEnt->client->ps.velocity);
						//upward thrust
						hitEnt->client->ps.velocity[2] += 200.0f;
					}
				}

				if (pSelfVeh->m_pPilot)
				{
					attackEnt = (gentity_t *)pSelfVeh->m_pPilot;
				}
				else
				{
					attackEnt = (gentity_t *)pEnt;
				}

				finalD = magnitude*pmult;
				if (finalD < 1)
				{
					finalD = 1;
				}
				if ( !noDamage )
				{
					G_Damage( hitEnt, attackEnt, attackEnt, NULL, pm->ps->origin, finalD, 0, (hitEnt->s.NPC_class==CLASS_VEHICLE?MOD_COLLISION:MOD_FALLING/*MOD_MELEE*/) );//FIXME: MOD_IMPACT
				}
			}
#else	//this is gonna result in "double effects" for the client doing the prediction.
		//it doesn't look bad though. could just use predicted events, but I'm too lazy.
			hitEnt = PM_BGEntForNum(trace->entityNum);

			if (!hitEnt || hitEnt->s.owner != pEnt->s.number)
			{ //don't hit your own missiles!
				AngleVectors( pSelfVeh->m_vOrientation, NULL, NULL, vehUp );
				pEnt->m_pVehicle->m_iHitDebounce = pm->cmd.serverTime + 200;
				trap_FX_PlayEffectID( pSelfVeh->m_pVehicleInfo->iImpactFX, pm->ps->origin, vehUp, -1, -1 );

				pSelfVeh->m_ulFlags |= VEH_CRASHING;
			}
#endif
		}
	}
}
Ejemplo n.º 3
0
void G_GrabSomeMofos(gentity_t *self)
{
	renderInfo_t *ri = &self->client->renderInfo;
	mdxaBone_t boltMatrix;
	vec3_t flatAng;
	vec3_t pos;
	vec3_t grabMins, grabMaxs;
	trace_t trace;

	if (!self->ghoul2 || ri->handRBolt == -1)
	{ //no good
		return;
	}

    VectorSet(flatAng, 0.0f, self->client->ps.viewangles[1], 0.0f);
	trap_G2API_GetBoltMatrix(self->ghoul2, 0, ri->handRBolt, &boltMatrix, flatAng, self->client->ps.origin,
		level.time, NULL, self->modelScale);
	BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, pos);

	VectorSet(grabMins, -4.0f, -4.0f, -4.0f);
	VectorSet(grabMaxs, 4.0f, 4.0f, 4.0f);

	//trace from my origin to my hand, if we hit anyone then get 'em
	trap_G2Trace( &trace, self->client->ps.origin, grabMins, grabMaxs, pos, self->s.number, MASK_SHOT, G2TRFLAG_DOGHOULTRACE|G2TRFLAG_GETSURFINDEX|G2TRFLAG_THICK|G2TRFLAG_HITCORPSES, g_g2TraceLod.integer );
    
	if (trace.fraction != 1.0f &&
		trace.entityNum < ENTITYNUM_WORLD)
	{
		gentity_t *grabbed = &g_entities[trace.entityNum];

		if (grabbed->inuse && (grabbed->s.eType == ET_PLAYER || grabbed->s.eType == ET_NPC) &&
			grabbed->client && grabbed->health > 0 &&
			G_CanBeEnemy(self, grabbed) &&
			G_PrettyCloseIGuess(grabbed->client->ps.origin[2], self->client->ps.origin[2], 4.0f) &&
			(!BG_InGrappleMove(grabbed->client->ps.torsoAnim) || grabbed->client->ps.torsoAnim == BOTH_KYLE_GRAB) &&
			(!BG_InGrappleMove(grabbed->client->ps.legsAnim) || grabbed->client->ps.legsAnim == BOTH_KYLE_GRAB))
		{ //grabbed an active player/npc
			int tortureAnim = -1;
			int correspondingAnim = -1;

			if (self->client->pers.cmd.forwardmove > 0)
			{ //punch grab
				tortureAnim = BOTH_KYLE_PA_1;
				correspondingAnim = BOTH_PLAYER_PA_1;
			}
			else if (self->client->pers.cmd.forwardmove < 0)
			{ //knee-throw
				tortureAnim = BOTH_KYLE_PA_2;
				correspondingAnim = BOTH_PLAYER_PA_2;
			}

			if (tortureAnim == -1 || correspondingAnim == -1)
			{
				if (self->client->ps.torsoTimer < 300 && !self->client->grappleState)
				{ //you failed to grab anyone, play the "failed to grab" anim
					G_SetAnim(self, &self->client->pers.cmd, SETANIM_BOTH, BOTH_KYLE_MISS, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0);
					if (self->client->ps.torsoAnim == BOTH_KYLE_MISS)
					{ //providing the anim set succeeded..
						self->client->ps.weaponTime = self->client->ps.torsoTimer;
					}
				}
				return;
			}

			self->client->grappleIndex = grabbed->s.number;
			self->client->grappleState = 1;

			grabbed->client->grappleIndex = self->s.number;
			grabbed->client->grappleState = 20;

			//time to crack some heads
			G_SetAnim(self, &self->client->pers.cmd, SETANIM_BOTH, tortureAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0);
			if (self->client->ps.torsoAnim == tortureAnim)
			{ //providing the anim set succeeded..
				self->client->ps.weaponTime = self->client->ps.torsoTimer;
			}

			G_SetAnim(grabbed, &grabbed->client->pers.cmd, SETANIM_BOTH, correspondingAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0);
			if (grabbed->client->ps.torsoAnim == correspondingAnim)
			{ //providing the anim set succeeded..
				if (grabbed->client->ps.weapon == WP_SABER)
				{ //turn it off
					if (!grabbed->client->ps.saberHolstered)
					{
						grabbed->client->ps.saberHolstered = 2;
						if (grabbed->client->saber[0].soundOff)
						{
							G_Sound(grabbed, CHAN_AUTO, grabbed->client->saber[0].soundOff);
						}
						if (grabbed->client->saber[1].soundOff &&
							grabbed->client->saber[1].model[0])
						{
							G_Sound(grabbed, CHAN_AUTO, grabbed->client->saber[1].soundOff);
						}
					}
				}
				if (grabbed->client->ps.torsoTimer < self->client->ps.torsoTimer)
				{ //make sure they stay in the anim at least as long as the grabber
					grabbed->client->ps.torsoTimer = self->client->ps.torsoTimer;
				}
				grabbed->client->ps.weaponTime = grabbed->client->ps.torsoTimer;
			}
		}
	}

	if (self->client->ps.torsoTimer < 300 && !self->client->grappleState)
	{ //you failed to grab anyone, play the "failed to grab" anim
		G_SetAnim(self, &self->client->pers.cmd, SETANIM_BOTH, BOTH_KYLE_MISS, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0);
		if (self->client->ps.torsoAnim == BOTH_KYLE_MISS)
		{ //providing the anim set succeeded..
			self->client->ps.weaponTime = self->client->ps.torsoTimer;
		}
	}
}