Example #1
0
static void Svcmd_Saber_f()
{
	const char *saber = gi.argv(1);
	const char *saber2 = gi.argv(2);
	char name[MAX_CVAR_VALUE_STRING] = {0};

	if ( gi.argc() < 2 )
	{
		gi.Printf( "Usage: saber <saber1> <saber2>\n" );
		gi.Cvar_VariableStringBuffer( "g_saber", name, sizeof(name) );
		gi.Printf("g_saber is set to %s\n", name);
		gi.Cvar_VariableStringBuffer( "g_saber2", name, sizeof(name) );
		if ( name[0] )
			gi.Printf("g_saber2 is set to %s\n", name);
		return;
	}

	if ( !g_entities[0].client || !saber || !saber[0] )
	{
		return;
	}

	gi.cvar_set( "g_saber", saber );
	WP_SetSaber( &g_entities[0], 0, saber );
	if ( saber2 && saber2[0] && !(g_entities[0].client->ps.saber[0].saberFlags&SFL_TWO_HANDED) )
	{//want to use a second saber and first one is not twoHanded
		gi.cvar_set( "g_saber2", saber2 );
		WP_SetSaber( &g_entities[0], 1, saber2 );
	}
	else
	{
		gi.cvar_set( "g_saber2", "" );
		WP_RemoveSaber( &g_entities[0], 1 );
	}
}
Example #2
0
static void Svcmd_Saber_f()
{
	char *saber = gi.argv(1);
	char *saber2 = gi.argv(2);

	if ( !g_entities[0].client || !saber || !saber[0] )
	{
		return;
	}

	gi.cvar_set( "g_saber", saber );
	WP_SetSaber( &g_entities[0], 0, saber );
	if ( saber2 && saber2[0] && !(g_entities[0].client->ps.saber[0].saberFlags&SFL_TWO_HANDED) )
	{//want to use a second saber and first one is not twoHanded
		gi.cvar_set( "g_saber2", saber2 );
		WP_SetSaber( &g_entities[0], 1, saber2 );
	}
	else
	{
		gi.cvar_set( "g_saber2", "" );
		WP_RemoveSaber( &g_entities[0], 1 );
	}
}
Example #3
0
void Pickup_Saber( gentity_t *self, qboolean hadSaber, qboolean saberSolo, char *saberType, char *saberColor )
{
	//G_RemoveWeaponModels( ent );//???
	if ( Q_stricmp( "player", saberType ) == 0 )
	{//"player" means use cvar info
		G_SetSabersFromCVars( self );
	}
	else 
	{
		saberInfo_t	newSaber={0};
		if ( WP_SaberParseParms( saberType, &newSaber ) )
		{//successfully found a saber .sab entry to use
			//FIXME: what about dual sabers?
			int	saberNum = 0;
			if ( saberSolo//only supposed to use this one saber when grab this pickup
				|| newSaber.twoHanded //new saber is two-handed
				|| (hadSaber && self->client->ps.saber[0].twoHanded) )//old saber is two-handed
			{//replace the old right-hand saber and remove the left hand one
				WP_RemoveSaber( self, 1 );
			}
			else
			{//add it as a second saber
				saberNum = 1;
			}
			WP_SetSaber( self, saberNum, saberType );
			WP_SaberInitBladeData( self );
			if ( self->client->ps.saber[saberNum].style )
			{
				self->client->ps.saberStylesKnown |= (1<<self->client->ps.saber[saberNum].style);
			}
			if ( saberColor != NULL )
			{//NPC_targetname = saberColor
				saber_colors_t saber_color = TranslateSaberColor( saberColor );
				for ( int bladeNum = 0; bladeNum < MAX_BLADES; bladeNum++ )
				{
					self->client->ps.saber[saberNum].blade[bladeNum].color = saber_color;
				}
			}
		}
		WP_SaberFreeStrings(newSaber);
	}
}
Example #4
0
qboolean Pickup_Saber( gentity_t *self, qboolean hadSaber, gentity_t *pickUpSaber )
{
	//NOTE: loopAnim = saberSolo, alt_fire = saberLeftHand, NPC_type = saberType, NPC_targetname = saberColor
	qboolean foundIt = qfalse;

	if ( !pickUpSaber || !self || !self->client )
	{
		return qfalse;
	}

	//G_RemoveWeaponModels( ent );//???
	if ( Q_stricmp( "player", pickUpSaber->NPC_type ) == 0 )
	{//"player" means use cvar info
		G_SetSabersFromCVars( self );
		foundIt = qtrue;
	}
	else 
	{
		saberInfo_t	newSaber={0};
		qboolean swapSabers = qfalse;

		if ( self->client->ps.weapon == WP_SABER
			&& self->client->ps.weaponTime > 0 )
		{//can't pick up a new saber while the old one is busy (also helps to work as a debouncer so you don't swap out sabers rapidly when touching more than one at a time)
			return qfalse;
		}

		if ( pickUpSaber->count == 1
			&& g_saberPickuppableDroppedSabers->integer )
		{
			swapSabers = qtrue;
		}

		if ( WP_SaberParseParms( pickUpSaber->NPC_type, &newSaber ) )
		{//successfully found a saber .sab entry to use
			int	saberNum = 0;
			qboolean removeLeftSaber = qfalse;
			if ( pickUpSaber->alt_fire )
			{//always go in the left hand
				if ( !hadSaber )
				{//can't have a saber only in your left hand!
					return qfalse;
				}
				saberNum = 1;
				//just in case...
				removeLeftSaber = qtrue;
			}
			else if ( !hadSaber )
			{//don't have a saber at all yet, put it in our right hand
				saberNum = 0;
				//just in case...
				removeLeftSaber = qtrue;
			}
			else if ( pickUpSaber->loopAnim//only supposed to use this one saber when grab this pickup
				|| (newSaber.saberFlags&SFL_TWO_HANDED) //new saber is two-handed
				|| (hadSaber && (self->client->ps.saber[0].saberFlags&SFL_TWO_HANDED)) )//old saber is two-handed
			{//replace the old right-hand saber and remove the left hand one
				saberNum = 0;
				removeLeftSaber = qtrue;
			}
			else
			{//have, at least, a saber in our right hand and the new one could go in either left or right hand
				if ( self->client->ps.dualSabers )
				{//I already have 2 sabers
					vec3_t dir2Saber, rightDir;
					//to determine which one to replace, see which side of me it's on
					VectorSubtract( pickUpSaber->currentOrigin, self->currentOrigin, dir2Saber );
					dir2Saber[2] = 0;
					AngleVectors( self->currentAngles, NULL, rightDir, NULL );
					rightDir[2] = 0;
					if ( DotProduct( rightDir, dir2Saber ) > 0 )
					{
						saberNum = 0;
					}
					else
					{
						saberNum = 1;
						//just in case...
						removeLeftSaber = qtrue;
					}
				}
				else
				{//just add it as a second saber
					saberNum = 1;
					//just in case...
					removeLeftSaber = qtrue;
				}
			}
			if ( saberNum == 0 )
			{//want to reach out with right hand
				if ( self->client->ps.torsoAnim == BOTH_BUTTON_HOLD )
				{//but only if already playing the pickup with left hand anim...
					NPC_SetAnim( self, SETANIM_TORSO, BOTH_SABERPULL, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
				}
				if ( swapSabers )
				{//drop first one where the one we're picking up is
					G_DropSaberItem( self->client->ps.saber[saberNum].name, self->client->ps.saber[saberNum].blade[0].color, pickUpSaber->currentOrigin, (float *)vec3_origin, pickUpSaber->currentAngles, pickUpSaber );
					if ( removeLeftSaber )
					{//drop other one at my origin
						G_DropSaberItem( self->client->ps.saber[1].name, self->client->ps.saber[1].blade[0].color, self->currentOrigin, (float *)vec3_origin, self->currentAngles, pickUpSaber );
					}
				}
			}
			else
			{
				if ( swapSabers )
				{
					G_DropSaberItem( self->client->ps.saber[saberNum].name, self->client->ps.saber[saberNum].blade[0].color, pickUpSaber->currentOrigin, (float *)vec3_origin, pickUpSaber->currentAngles, pickUpSaber );
				}
			}
			if ( removeLeftSaber )
			{
				WP_RemoveSaber( self, 1 );
			}
			WP_SetSaber( self, saberNum, pickUpSaber->NPC_type );
			WP_SaberInitBladeData( self );
			if ( self->client->ps.saber[saberNum].stylesLearned )
			{
				self->client->ps.saberStylesKnown |= self->client->ps.saber[saberNum].stylesLearned;
			}
			if ( self->client->ps.saber[saberNum].singleBladeStyle )
			{
				self->client->ps.saberStylesKnown |= self->client->ps.saber[saberNum].singleBladeStyle;
			}
			if ( pickUpSaber->NPC_targetname != NULL )
			{//NPC_targetname = saberColor
				saber_colors_t saber_color = TranslateSaberColor( pickUpSaber->NPC_targetname );
				for ( int bladeNum = 0; bladeNum < MAX_BLADES; bladeNum++ )
				{
					self->client->ps.saber[saberNum].blade[bladeNum].color = saber_color;
				}
			}
			if ( self->client->ps.torsoAnim == BOTH_BUTTON_HOLD 
				|| self->client->ps.torsoAnim == BOTH_SABERPULL )
			{//don't let them attack right away, force them to finish the anim
				self->client->ps.weaponTime = self->client->ps.torsoAnimTimer;
			}
			foundIt = qtrue;
		}
		WP_SaberFreeStrings(newSaber);
	}
	return foundIt;
}
Example #5
0
qboolean WP_BreakSaber( gentity_t *ent, const char *surfName, saberType_t saberType )
{//Make sure there *is* one specified and not using dualSabers
	if ( ent == NULL || ent->client == NULL )
	{//invalid ent or client
		return qfalse;
	}

	if ( ent->s.number < MAX_CLIENTS )
	{//player
		//if ( g_spskill->integer < 3 )
		{//only on the hardest level?
			//FIXME: add a cvar?
			return qfalse;
		}
	}

	if ( ent->health <= 0 )
	{//not if they're dead
		return qfalse;
	}

	if ( ent->client->ps.weapon != WP_SABER )
	{//not holding saber
		return qfalse;
	}

	if ( ent->client->ps.dualSabers )
	{//FIXME: handle this?
		return qfalse;
	}

	if ( !ent->client->ps.saber[0].brokenSaber1 ) 
	{//not breakable into another type of saber
		return qfalse;
	}

	if ( PM_SaberInStart( ent->client->ps.saberMove ) //in a start
		|| PM_SaberInTransition( ent->client->ps.saberMove ) //in a transition
		|| PM_SaberInAttack( ent->client->ps.saberMove ) )//in an attack
	{//don't break when in the middle of an attack
		return qfalse;
	}

	if ( Q_stricmpn( "w_", surfName, 2 ) 
		&& Q_stricmpn( "saber_", surfName, 6 ) //hack because using mod-community made saber
		&& Q_stricmp( "cylinder01", surfName ) )//hack because using mod-community made saber
	{//didn't hit my weapon
		return qfalse;
	}

	//Sith Sword should ALWAYS do this
	if ( saberType != SABER_SITH_SWORD && Q_irand( 0, 50 ) )//&& Q_irand( 0, 10 ) )
	{//10% chance - FIXME: extern this, too?
		return qfalse;
	}

	//break it
	char	*replacementSaber1 = G_NewString( ent->client->ps.saber[0].brokenSaber1 );
	char	*replacementSaber2 = G_NewString( ent->client->ps.saber[0].brokenSaber2 );
	int		i, originalNumBlades = ent->client->ps.saber[0].numBlades;
	qboolean	broken = qfalse;
	saber_colors_t	colors[MAX_BLADES];

	//store the colors
	for ( i = 0; i < MAX_BLADES; i++ )
	{
		colors[i] = ent->client->ps.saber[0].blade[i].color;
	}

	//FIXME: chance of dropping the right-hand one?  Based on damage, or...?
	//FIXME: sound & effect when this happens, and send them into a broken parry?

	//remove saber[0], replace with replacementSaber1
	if ( replacementSaber1 )
	{
		WP_RemoveSaber( ent, 0 );
		WP_SetSaber( ent, 0, replacementSaber1 );
		for ( i = 0; i < ent->client->ps.saber[0].numBlades; i++ )
		{
			ent->client->ps.saber[0].blade[i].color = colors[i];
		}
		broken = qtrue;
		//change my saberent's model and skin to match my new right-hand saber
		WP_SetSaberEntModelSkin( ent, &g_entities[ent->client->ps.saberEntityNum] );
	}

	if ( originalNumBlades <= 1 ) 
	{//nothing to split off
		//FIXME: handle this?
	}
	else
	{
		//remove saber[1], replace with replacementSaber2
		if ( replacementSaber2 )
		{//FIXME: 25% chance that it just breaks - just spawn the second saber piece and toss it away immediately, can't be picked up.
			//shouldn't be one in this hand, but just in case, remove it
			WP_RemoveSaber( ent, 1 );
			WP_SetSaber( ent, 1, replacementSaber2 );

			//put the remainder of the original saber's blade colors onto this saber's blade(s)
			for ( i = ent->client->ps.saber[0].numBlades; i < MAX_BLADES; i++ )
			{
				ent->client->ps.saber[1].blade[i-ent->client->ps.saber[0].numBlades].color = colors[i];
			}
			broken = qtrue;
		}
	}
	return broken;
}