void G_ReflectMissile( gentity_t *ent, gentity_t *missile, vec3_t forward ) { vec3_t bounce_dir; int i; float speed; qboolean reflected = qfalse; gentity_t *owner = ent; if ( ent->owner ) { owner = ent->owner; } //save the original speed speed = VectorNormalize( missile->s.pos.trDelta ); if ( ent && owner && owner->client && !owner->client->ps.saberInFlight && (owner->client->ps.forcePowerLevel[FP_SABER_DEFENSE] > FORCE_LEVEL_2 || (owner->client->ps.forcePowerLevel[FP_SABER_DEFENSE]>FORCE_LEVEL_1&&!Q_irand( 0, 3 )) ) ) {//if high enough defense skill and saber in-hand (100% at level 3, 25% at level 2, 0% at level 1), reflections are perfectly deflected toward an enemy gentity_t *enemy; if ( owner->enemy && Q_irand( 0, 3 ) ) {//toward current enemy 75% of the time enemy = owner->enemy; } else {//find another enemy enemy = Jedi_FindEnemyInCone( owner, owner->enemy, 0.3f ); } if ( enemy ) { vec3_t bullseye; CalcEntitySpot( enemy, SPOT_HEAD, bullseye ); bullseye[0] += Q_irand( -4, 4 ); bullseye[1] += Q_irand( -4, 4 ); bullseye[2] += Q_irand( -16, 4 ); VectorSubtract( bullseye, missile->currentOrigin, bounce_dir ); VectorNormalize( bounce_dir ); if ( !PM_SaberInParry( owner->client->ps.saberMove ) && !PM_SaberInReflect( owner->client->ps.saberMove ) && !PM_SaberInIdle( owner->client->ps.saberMove ) ) {//a bit more wild if ( PM_SaberInAttack( owner->client->ps.saberMove ) || PM_SaberInTransitionAny( owner->client->ps.saberMove ) || PM_SaberInSpecialAttack( owner->client->ps.torsoAnim ) ) {//moderately more wild for ( i = 0; i < 3; i++ ) { bounce_dir[i] += Q_flrand( -0.2f, 0.2f ); } } else {//mildly more wild for ( i = 0; i < 3; i++ ) { bounce_dir[i] += Q_flrand( -0.1f, 0.1f ); } } } VectorNormalize( bounce_dir ); reflected = qtrue; } } if ( !reflected ) { if ( missile->owner && missile->s.weapon != WP_SABER ) {//bounce back at them if you can VectorSubtract( missile->owner->currentOrigin, missile->currentOrigin, bounce_dir ); VectorNormalize( bounce_dir ); } else { vec3_t missile_dir; VectorSubtract( ent->currentOrigin, missile->currentOrigin, missile_dir ); VectorCopy( missile->s.pos.trDelta, bounce_dir ); VectorScale( bounce_dir, DotProduct( forward, missile_dir ), bounce_dir ); VectorNormalize( bounce_dir ); } if ( owner->s.weapon == WP_SABER && owner->client ) {//saber if ( owner->client->ps.saberInFlight ) {//reflecting off a thrown saber is totally wild for ( i = 0; i < 3; i++ ) { bounce_dir[i] += Q_flrand( -0.8f, 0.8f ); } } else if ( owner->client->ps.forcePowerLevel[FP_SABER_DEFENSE] <= FORCE_LEVEL_1 ) {// at level 1 for ( i = 0; i < 3; i++ ) { bounce_dir[i] += Q_flrand( -0.4f, 0.4f ); } } else {// at level 2 for ( i = 0; i < 3; i++ ) { bounce_dir[i] += Q_flrand( -0.2f, 0.2f ); } } if ( !PM_SaberInParry( owner->client->ps.saberMove ) && !PM_SaberInReflect( owner->client->ps.saberMove ) && !PM_SaberInIdle( owner->client->ps.saberMove ) ) {//a bit more wild if ( PM_SaberInAttack( owner->client->ps.saberMove ) || PM_SaberInTransitionAny( owner->client->ps.saberMove ) || PM_SaberInSpecialAttack( owner->client->ps.torsoAnim ) ) {//really wild for ( i = 0; i < 3; i++ ) { bounce_dir[i] += Q_flrand( -0.3f, 0.3f ); } } else {//mildly more wild for ( i = 0; i < 3; i++ ) { bounce_dir[i] += Q_flrand( -0.1f, 0.1f ); } } } } else {//some other kind of reflection for ( i = 0; i < 3; i++ ) { bounce_dir[i] += Q_flrand( -0.2f, 0.2f ); } } } VectorNormalize( bounce_dir ); VectorScale( bounce_dir, speed, missile->s.pos.trDelta ); #ifdef _DEBUG assert( !Q_isnan(missile->s.pos.trDelta[0])&&!Q_isnan(missile->s.pos.trDelta[1])&&!Q_isnan(missile->s.pos.trDelta[2])); #endif// _DEBUG missile->s.pos.trTime = level.time - 10; // move a bit on the very first frame VectorCopy( missile->currentOrigin, missile->s.pos.trBase ); if ( missile->s.weapon != WP_SABER ) {//you are mine, now! if ( !missile->lastEnemy ) {//remember who originally shot this missile missile->lastEnemy = missile->owner; } missile->owner = owner; } if ( missile->s.weapon == WP_ROCKET_LAUNCHER ) {//stop homing missile->e_ThinkFunc = thinkF_NULL; } }
void ForceGrip( gentity_t *self ) { trace_t tr; vec3_t tfrom, tto, fwd; if ( self->health <= 0 || self->client->ps.forceHandExtend != HANDEXTEND_NONE || (self->client->ps.userInt3 & (1 << FLAG_PREBLOCK)) ) return; //[ForceSys] //allow during preblocks if (self->client->ps.weaponTime > 0 && (!PM_SaberInParry(self->client->ps.saberMove) || !(self->client->ps.userInt3 & (1 << FLAG_PREBLOCK)))) //if (self->client->ps.weaponTime > 0) //[/ForceSys] return; if (self->client->ps.fd.forceGripUseTime > level.time) return; if ( !WP_ForcePowerUsable( self, FP_GRIP ) ) return; VectorCopy(self->client->ps.origin, tfrom); tfrom[2] += self->client->ps.viewheight; AngleVectors(self->client->ps.viewangles, fwd, NULL, NULL); tto[0] = tfrom[0] + fwd[0]*MAX_GRIP_DISTANCE; tto[1] = tfrom[1] + fwd[1]*MAX_GRIP_DISTANCE; tto[2] = tfrom[2] + fwd[2]*MAX_GRIP_DISTANCE; trap_Trace(&tr, tfrom, NULL, NULL, tto, self->s.number, MASK_PLAYERSOLID); if ( tr.fraction != 1.0 && tr.entityNum != ENTITYNUM_NONE && g_entities[tr.entityNum].client && !g_entities[tr.entityNum].client->ps.fd.forceGripCripple && //racc - not currently under the effects of gripcripple. g_entities[tr.entityNum].client->ps.fd.forceGripBeingGripped < level.time && //racc - not being gripped ForcePowerUsableOn(self, &g_entities[tr.entityNum], FP_GRIP) && //[ForceSys] !OJP_CounterForce(self, &g_entities[tr.entityNum], FP_GRIP) && //[/ForceSys] (g_friendlyFire.integer || !OnSameTeam(self, &g_entities[tr.entityNum])) ) //don't grip someone who's still crippled { if (g_entities[tr.entityNum].s.number < MAX_CLIENTS && g_entities[tr.entityNum].client->ps.m_iVehicleNum) { //a player on a vehicle gentity_t *vehEnt = &g_entities[g_entities[tr.entityNum].client->ps.m_iVehicleNum]; if (vehEnt->inuse && vehEnt->client && vehEnt->m_pVehicle) { if (vehEnt->m_pVehicle->m_pVehicleInfo->type == VH_SPEEDER || vehEnt->m_pVehicle->m_pVehicleInfo->type == VH_ANIMAL) { //push the guy off vehEnt->m_pVehicle->m_pVehicleInfo->Eject(vehEnt->m_pVehicle, (bgEntity_t *)&g_entities[tr.entityNum], qfalse); } } } self->client->ps.fd.forceGripEntityNum = tr.entityNum; g_entities[tr.entityNum].client->ps.fd.forceGripStarted = level.time; g_entities[tr.entityNum].client->forceAttacker = self->client->ps.clientNum; BG_ReduceMishapLevel(&g_entities[tr.entityNum].client->ps); self->client->ps.fd.forceGripDamageDebounceTime = 0; VectorClear(g_entities[tr.entityNum].client->ps.velocity); self->client->ps.forceHandExtend = HANDEXTEND_FORCE_HOLD; self->client->ps.forceHandExtendTime = level.time + 5000; } else { self->client->ps.fd.forceGripEntityNum = ENTITYNUM_NONE; return; } }
void G_ReflectMissile(gentity_t *ent, gentity_t *missile, vec3_t forward, forcePowers_t powerToUse) { vec3_t bounce_dir; int i; float speed; qboolean perfectReflection = qfalse; qboolean reflected = qfalse; gentity_t *owner = ent; if (ent->owner) { owner = ent->owner; } //save the original speed speed = VectorNormalize(missile->s.pos.trDelta); if (ent && owner && owner->client && (owner->client->ps.forcePowerLevel[powerToUse] > FORCE_LEVEL_2 || (owner->client->ps.forcePowerLevel[powerToUse]>FORCE_LEVEL_1&&!Q_irand(0, 3)))) //if high enough force skill (100% at level 3, 25% at level 2, 0% at level 1), reflections are perfectly deflected toward an enemy { perfectReflection = qtrue; } if (powerToUse == FP_SABER_DEFENSE) { if (owner->client->ps.saberInFlight) {//but need saber in-hand for perfect reflection perfectReflection = qfalse; } if (g_spskill->integer >= 2 && !g_saberAutoBlocking->integer && owner->client->ps.saberBlockingTime < level.time) {//but need to be blocking for perfect reflection on higher difficulties perfectReflection = qfalse; } /* if (!PM_WalkingOrIdle(owner) || !PM_SaberInParry(owner->client->ps.saberMove)) {//but need to be blocking for perfect reflection on higher difficulties perfectReflection = qfalse; } */ } if (perfectReflection) { if (g_saberDeflectAutoAim->integer || owner->s.clientNum >= MAX_CLIENTS) //either by autoaim (lower difficulties) { gentity_t *enemy; if (owner->enemy && Q_irand(0, 3)) {//toward current enemy 75% of the time enemy = owner->enemy; } else {//find another enemy enemy = Jedi_FindEnemyInCone(owner, owner->enemy, 0.3f); } if (enemy) { vec3_t bullseye; CalcEntitySpot(enemy, SPOT_HEAD, bullseye); bullseye[0] += Q_irand(-4, 4); bullseye[1] += Q_irand(-4, 4); bullseye[2] += Q_irand(-16, 4); VectorSubtract(bullseye, missile->currentOrigin, bounce_dir); VectorNormalize(bounce_dir); if (!PM_SaberInParry(owner->client->ps.saberMove) && !PM_SaberInReflect(owner->client->ps.saberMove) && !PM_SaberInIdle(owner->client->ps.saberMove)) {//a bit more wild if (PM_SaberInAttack(owner->client->ps.saberMove) || PM_SaberInTransitionAny(owner->client->ps.saberMove) || PM_SaberInSpecialAttack(owner->client->ps.torsoAnim)) {//moderately more wild for (i = 0; i < 3; i++) { bounce_dir[i] += Q_flrand(-0.2f, 0.2f); } } else {//mildly more wild for (i = 0; i < 3; i++) { bounce_dir[i] += Q_flrand(-0.1f, 0.1f); } } } VectorNormalize(bounce_dir); reflected = qtrue; } } else //or by where the crosshair is (higher difficulties) { VectorSubtract(g_crosshairWorldCoord, missile->currentOrigin, bounce_dir); VectorNormalize(bounce_dir); if (!PM_SaberInParry(owner->client->ps.saberMove) && !PM_SaberInReflect(owner->client->ps.saberMove) && !PM_SaberInIdle(owner->client->ps.saberMove)) {//a bit more wild if (PM_SaberInAttack(owner->client->ps.saberMove) || PM_SaberInTransitionAny(owner->client->ps.saberMove) || PM_SaberInSpecialAttack(owner->client->ps.torsoAnim)) {//moderately more wild for (i = 0; i < 3; i++) { bounce_dir[i] += Q_flrand(-0.2f, 0.2f); } } else {//mildly more wild for (i = 0; i < 3; i++) { bounce_dir[i] += Q_flrand(-0.1f, 0.1f); } } } VectorNormalize(bounce_dir); reflected = qtrue; } } if (!reflected) { if (g_saberDeflectAutoAim->integer || owner->s.clientNum >= MAX_CLIENTS) { if (missile->owner && missile->s.weapon != WP_SABER) {//bounce back at them if you can VectorSubtract(missile->owner->currentOrigin, missile->currentOrigin, bounce_dir); VectorNormalize(bounce_dir); } else { vec3_t missile_dir; VectorSubtract(ent->currentOrigin, missile->currentOrigin, missile_dir); VectorCopy(missile->s.pos.trDelta, bounce_dir); VectorScale(bounce_dir, DotProduct(forward, missile_dir), bounce_dir); VectorNormalize(bounce_dir); } } else //deflect off at an angle. { vec3_t deflect_dir, missile_dir; float forceFactor; VectorSubtract(g_crosshairWorldCoord, missile->currentOrigin, deflect_dir); VectorCopy(missile->s.pos.trDelta, missile_dir); VectorNormalize(missile_dir); VectorNormalize(deflect_dir); //bigger forceFactors make the reflected shots go closer to the crosshair switch (owner->client->ps.forcePowerLevel[powerToUse]) { case FORCE_LEVEL_1: forceFactor = 2.0f; break; case FORCE_LEVEL_2: forceFactor = 3.0f; break; default: forceFactor = 10.0f; break; } VectorMA(missile_dir, forceFactor, deflect_dir, bounce_dir); VectorNormalize(bounce_dir); } if (owner->s.weapon == WP_SABER && owner->client && powerToUse == FP_SABER_DEFENSE) {//saber if (owner->client->ps.saberInFlight) {//reflecting off a thrown saber is totally wild for (i = 0; i < 3; i++) { bounce_dir[i] += Q_flrand(-0.8f, 0.8f); } } else if (owner->client->ps.forcePowerLevel[FP_SABER_DEFENSE] <= FORCE_LEVEL_1) {// at level 1 or below for (i = 0; i < 3; i++) { bounce_dir[i] += Q_flrand(-0.4f, 0.4f); } } else {// at level 2 for (i = 0; i < 3; i++) { bounce_dir[i] += Q_flrand(-0.2f, 0.2f); } } if (!PM_SaberInParry(owner->client->ps.saberMove) && !PM_SaberInReflect(owner->client->ps.saberMove) && !PM_SaberInIdle(owner->client->ps.saberMove)) {//a bit more wild if (PM_SaberInAttack(owner->client->ps.saberMove) || PM_SaberInTransitionAny(owner->client->ps.saberMove) || PM_SaberInSpecialAttack(owner->client->ps.torsoAnim)) {//really wild for (i = 0; i < 3; i++) { bounce_dir[i] += Q_flrand(-0.3f, 0.3f); } } else {//mildly more wild for (i = 0; i < 3; i++) { bounce_dir[i] += Q_flrand(-0.1f, 0.1f); } } } } else {//some other kind of reflection for (i = 0; i < 3; i++) { bounce_dir[i] += Q_flrand(-0.2f, 0.2f); } } } VectorNormalize(bounce_dir); VectorScale(bounce_dir, speed, missile->s.pos.trDelta); #ifdef _DEBUG assert(!Q_isnan(missile->s.pos.trDelta[0]) && !Q_isnan(missile->s.pos.trDelta[1]) && !Q_isnan(missile->s.pos.trDelta[2])); #endif// _DEBUG missile->s.pos.trTime = level.time - 10; // move a bit on the very first frame VectorCopy(missile->currentOrigin, missile->s.pos.trBase); if (missile->s.weapon != WP_SABER) {//you are mine, now! if (!missile->lastEnemy) {//remember who originally shot this missile missile->lastEnemy = missile->owner; } missile->owner = owner; } if (missile->s.weapon == WP_ROCKET_LAUNCHER) {//stop homing missile->e_ThinkFunc = thinkF_NULL; } }