void G_MissileImpact( gentity_t *ent, trace_t *trace ) { gentity_t *other; qboolean hitClient = qfalse; qboolean isKnockedSaber = qfalse; other = &g_entities[trace->entityNum]; // check for bounce if ( !other->takedamage && (ent->bounceCount > 0 || ent->bounceCount == -5) && (ent->flags & (FL_BOUNCE | FL_BOUNCE_HALF)) ) { G_BounceMissile( ent, trace ); G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 ); return; } else if ( ent->neverFree && ent->s.weapon == WP_SABER && (ent->flags & FL_BOUNCE_HALF) ) { //this is a knocked-away saber if ( ent->bounceCount > 0 || ent->bounceCount == -5 ) { G_BounceMissile( ent, trace ); G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 ); return; } isKnockedSaber = qtrue; } // I would glom onto the FL_BOUNCE code section above, but don't feel like risking breaking something else if ( (!other->takedamage && (ent->bounceCount > 0 || ent->bounceCount == -5) && (ent->flags&(FL_BOUNCE_SHRAPNEL))) || ((trace->surfaceFlags&SURF_FORCEFIELD) && !ent->splashDamage&&!ent->splashRadius && (ent->bounceCount > 0 || ent->bounceCount == -5)) ) { G_BounceMissile( ent, trace ); if ( ent->bounceCount < 1 ) { ent->flags &= ~FL_BOUNCE_SHRAPNEL; } return; } /* if ( !other->takedamage && ent->s.weapon == WP_THERMAL && !ent->alt_fire ) {//rolling thermal det - FIXME: make this an eFlag like bounce & stick!!! //G_BounceRollMissile( ent, trace ); if ( ent->owner && ent->owner->s.number == 0 ) { G_MissileAddAlerts( ent ); } //gi.linkentity( ent ); return; } */ if ( (other->r.contents & CONTENTS_LIGHTSABER) && !isKnockedSaber ) { //hit this person's saber, so.. gentity_t *otherOwner = &g_entities[other->r.ownerNum]; if ( otherOwner->takedamage && otherOwner->client && otherOwner->client->ps.duelInProgress && otherOwner->client->ps.duelIndex != ent->r.ownerNum ) { goto killProj; } } else if ( !isKnockedSaber ) { if ( other->takedamage && other->client && other->client->ps.duelInProgress && other->client->ps.duelIndex != ent->r.ownerNum ) { goto killProj; } } if ( other->flags & FL_DMG_BY_HEAVY_WEAP_ONLY ) { if ( ent->methodOfDeath != MOD_REPEATER_ALT && ent->methodOfDeath != MOD_ROCKET && ent->methodOfDeath != MOD_FLECHETTE_ALT_SPLASH && ent->methodOfDeath != MOD_ROCKET_HOMING && ent->methodOfDeath != MOD_THERMAL && ent->methodOfDeath != MOD_THERMAL_SPLASH && ent->methodOfDeath != MOD_TRIP_MINE_SPLASH && ent->methodOfDeath != MOD_TIMED_MINE_SPLASH && ent->methodOfDeath != MOD_DET_PACK_SPLASH && ent->methodOfDeath != MOD_VEHICLE && ent->methodOfDeath != MOD_CONC && ent->methodOfDeath != MOD_CONC_ALT && ent->methodOfDeath != MOD_SABER && ent->methodOfDeath != MOD_TURBLAST ) { vector3 fwd; if ( trace ) { VectorCopy( &trace->plane.normal, &fwd ); } else { //oh well AngleVectors( &other->r.currentAngles, &fwd, NULL, NULL ); } G_DeflectMissile( other, ent, &fwd ); G_MissileBounceEffect( ent, &ent->r.currentOrigin, &fwd ); return; } } if ( (other->flags & FL_SHIELDED) && ent->s.weapon != WP_ROCKET_LAUNCHER && ent->s.weapon != WP_THERMAL && ent->s.weapon != WP_TRIP_MINE && ent->s.weapon != WP_DET_PACK && ent->s.weapon != WP_DEMP2 && ent->s.weapon != WP_EMPLACED_GUN && ent->methodOfDeath != MOD_REPEATER_ALT && ent->methodOfDeath != MOD_FLECHETTE_ALT_SPLASH && ent->methodOfDeath != MOD_TURBLAST && ent->methodOfDeath != MOD_VEHICLE && ent->methodOfDeath != MOD_CONC && ent->methodOfDeath != MOD_CONC_ALT && !(ent->dflags&DAMAGE_HEAVY_WEAP_CLASS) ) { vector3 fwd; if ( other->client ) { AngleVectors( &other->client->ps.viewangles, &fwd, NULL, NULL ); } else { AngleVectors( &other->r.currentAngles, &fwd, NULL, NULL ); } G_DeflectMissile( other, ent, &fwd ); G_MissileBounceEffect( ent, &ent->r.currentOrigin, &fwd ); return; } if ( other->takedamage && other->client && ent->s.weapon != WP_ROCKET_LAUNCHER && ent->s.weapon != WP_THERMAL && ent->s.weapon != WP_TRIP_MINE && ent->s.weapon != WP_DET_PACK && ent->s.weapon != WP_DEMP2 && ent->methodOfDeath != MOD_REPEATER_ALT && ent->methodOfDeath != MOD_FLECHETTE_ALT_SPLASH && ent->methodOfDeath != MOD_CONC && ent->methodOfDeath != MOD_CONC_ALT && other->client->ps.saberBlockTime < level.time && !isKnockedSaber && WP_SaberCanBlock( other, &ent->r.currentOrigin, 0, 0, qtrue, 0 ) ) { //only block one projectile per 200ms (to prevent giant swarms of projectiles being blocked) vector3 fwd; gentity_t *te; int otherDefLevel = other->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE]; te = G_TempEntity( &ent->r.currentOrigin, EV_SABER_BLOCK ); VectorCopy( &ent->r.currentOrigin, &te->s.origin ); VectorCopy( &trace->plane.normal, &te->s.angles ); te->s.eventParm = 0; te->s.weapon = 0;//saberNum te->s.legsAnim = 0;//bladeNum /*if (other->client->ps.velocity[2] > 0 || other->client->pers.cmd.forwardmove || other->client->pers.cmd.rightmove) */ if ( other->client->ps.velocity.z > 0 || other->client->pers.cmd.forwardmove < 0 ) //now we only do it if jumping or running backward. Should be able to full-on charge. { otherDefLevel -= 1; if ( otherDefLevel < 0 ) { otherDefLevel = 0; } } AngleVectors( &other->client->ps.viewangles, &fwd, NULL, NULL ); if ( otherDefLevel == FORCE_LEVEL_1 ) { //if def is only level 1, instead of deflecting the shot it should just die here } else if ( otherDefLevel == FORCE_LEVEL_2 ) G_DeflectMissile( other, ent, &fwd ); else G_ReflectMissile( other, ent, &fwd ); other->client->ps.saberBlockTime = level.time + (350 - (otherDefLevel * 100)); //200; //For jedi AI other->client->ps.saberEventFlags |= SEF_DEFLECTED; if ( otherDefLevel == FORCE_LEVEL_3 ) other->client->ps.saberBlockTime = 0; //^_^ if ( otherDefLevel == FORCE_LEVEL_1 ) goto killProj; return; } else if ( (other->r.contents & CONTENTS_LIGHTSABER) && !isKnockedSaber ) { //hit this person's saber, so.. gentity_t *otherOwner = &g_entities[other->r.ownerNum]; if ( otherOwner->takedamage && otherOwner->client && ent->s.weapon != WP_ROCKET_LAUNCHER && ent->s.weapon != WP_THERMAL && ent->s.weapon != WP_TRIP_MINE && ent->s.weapon != WP_DET_PACK && ent->s.weapon != WP_DEMP2 && ent->methodOfDeath != MOD_REPEATER_ALT && ent->methodOfDeath != MOD_FLECHETTE_ALT_SPLASH && ent->methodOfDeath != MOD_CONC && ent->methodOfDeath != MOD_CONC_ALT /*&& otherOwner->client->ps.saberBlockTime < level.time*/ ) { //for now still deflect even if saberBlockTime >= level.time because it hit the actual saber vector3 fwd; gentity_t *te; int otherDefLevel = otherOwner->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE]; //in this case, deflect it even if we can't actually block it because it hit our saber //WP_SaberCanBlock(otherOwner, ent->r.currentOrigin, 0, 0, qtrue, 0); if ( otherOwner->client && otherOwner->client->ps.weaponTime <= 0 ) { WP_SaberBlockNonRandom( otherOwner, &ent->r.currentOrigin, qtrue ); } te = G_TempEntity( &ent->r.currentOrigin, EV_SABER_BLOCK ); VectorCopy( &ent->r.currentOrigin, &te->s.origin ); VectorCopy( &trace->plane.normal, &te->s.angles ); te->s.eventParm = 0; te->s.weapon = 0;//saberNum te->s.legsAnim = 0;//bladeNum /*if (otherOwner->client->ps.velocity[2] > 0 || otherOwner->client->pers.cmd.forwardmove || otherOwner->client->pers.cmd.rightmove)*/ if ( otherOwner->client->ps.velocity.z > 0 || otherOwner->client->pers.cmd.forwardmove < 0 ) //now we only do it if jumping or running backward. Should be able to full-on charge. { otherDefLevel -= 1; if ( otherDefLevel < 0 ) { otherDefLevel = 0; } } AngleVectors( &otherOwner->client->ps.viewangles, &fwd, NULL, NULL ); if ( otherDefLevel == FORCE_LEVEL_1 ) { //if def is only level 1, instead of deflecting the shot it should just die here } else if ( otherDefLevel == FORCE_LEVEL_2 ) { G_DeflectMissile( otherOwner, ent, &fwd ); } else { G_ReflectMissile( otherOwner, ent, &fwd ); } otherOwner->client->ps.saberBlockTime = level.time + (350 - (otherDefLevel * 100));//200; //For jedi AI otherOwner->client->ps.saberEventFlags |= SEF_DEFLECTED; if ( otherDefLevel == FORCE_LEVEL_3 ) { otherOwner->client->ps.saberBlockTime = 0; //^_^ } if ( otherDefLevel == FORCE_LEVEL_1 ) { goto killProj; } return; } } // check for sticking if ( !other->takedamage && (ent->s.eFlags & EF_MISSILE_STICK) ) { laserTrapStick( ent, &trace->endpos, &trace->plane.normal ); G_AddEvent( ent, EV_MISSILE_STICK, 0 ); return; } // impact damage if ( other->takedamage && !isKnockedSaber ) { // FIXME: wrong damage direction? if ( ent->damage ) { vector3 velocity; qboolean didDmg = qfalse; if ( LogAccuracyHit( other, &g_entities[ent->r.ownerNum] ) ) { g_entities[ent->r.ownerNum].client->accuracy_hits++; hitClient = qtrue; } BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, &velocity ); if ( VectorLength( &velocity ) == 0 ) { velocity.z = 1; // stepped on a grenade } if ( ent->s.weapon == WP_BOWCASTER || ent->s.weapon == WP_FLECHETTE || ent->s.weapon == WP_ROCKET_LAUNCHER ) { if ( ent->s.weapon == WP_FLECHETTE && (ent->s.eFlags & EF_ALT_FIRING) ) { ent->think( ent ); JPLua::Entity_CallFunction( ent, JPLua::JPLUA_ENTITY_THINK ); } else { G_Damage( other, ent, &g_entities[ent->r.ownerNum], &velocity, /*ent->s.origin*/&ent->r.currentOrigin, ent->damage, DAMAGE_HALF_ABSORB, ent->methodOfDeath ); didDmg = qtrue; } } else { G_Damage( other, ent, &g_entities[ent->r.ownerNum], &velocity, /*ent->s.origin*/&ent->r.currentOrigin, ent->damage, 0, ent->methodOfDeath ); didDmg = qtrue; } //Raz: air shots if ( (other->client && other->client->ps.groundEntityNum == ENTITYNUM_NONE) && (ent->methodOfDeath == MOD_CONC || ent->methodOfDeath == MOD_REPEATER_ALT || ent->methodOfDeath == MOD_ROCKET || ent->methodOfDeath == MOD_ROCKET_HOMING || ent->methodOfDeath == MOD_THERMAL) ) { g_entities[ent->r.ownerNum].client->ps.persistant[PERS_IMPRESSIVE_COUNT]++; } if ( didDmg && other && other->client ) { //What I'm wondering is why this isn't in the NPC pain funcs. But this is what SP does, so whatever. class_t npc_class = other->client->NPC_class; // If we are a robot and we aren't currently doing the full body electricity... if ( npc_class == CLASS_SEEKER || npc_class == CLASS_PROBE || npc_class == CLASS_MOUSE || npc_class == CLASS_GONK || npc_class == CLASS_R2D2 || npc_class == CLASS_R5D2 || npc_class == CLASS_REMOTE || npc_class == CLASS_MARK1 || npc_class == CLASS_MARK2 || //npc_class == CLASS_PROTOCOL ||//no protocol, looks odd npc_class == CLASS_INTERROGATOR || npc_class == CLASS_ATST || npc_class == CLASS_SENTRY ) { // special droid only behaviors if ( other->client->ps.electrifyTime < level.time + 100 ) { // ... do the effect for a split second for some more feedback other->client->ps.electrifyTime = level.time + 450; } //FIXME: throw some sparks off droids,too } } } if ( ent->s.weapon == WP_DEMP2 ) {//a hit with demp2 decloaks people, disables ships if ( other && other->client && other->client->NPC_class == CLASS_VEHICLE ) {//hit a vehicle if ( other->m_pVehicle //valid vehicle ent && other->m_pVehicle->m_pVehicleInfo//valid stats && (other->m_pVehicle->m_pVehicleInfo->type == VH_SPEEDER//always affect speeders || (other->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER && ent->classname && Q_stricmp( "vehicle_proj", ent->classname ) == 0))//only vehicle ion weapons affect a fighter in this manner && !FighterIsLanded( other->m_pVehicle, &other->client->ps )//not landed && !(other->spawnflags & 2) )//and not suspended {//vehicles hit by "ion cannons" lose control if ( other->client->ps.electrifyTime > level.time ) {//add onto it //FIXME: extern the length of the "out of control" time? other->client->ps.electrifyTime += Q_irand( 200, 500 ); if ( other->client->ps.electrifyTime > level.time + 4000 ) {//cap it other->client->ps.electrifyTime = level.time + 4000; } } else {//start it //FIXME: extern the length of the "out of control" time? other->client->ps.electrifyTime = level.time + Q_irand( 200, 500 ); } } } else if ( other && other->client && other->client->ps.powerups[PW_CLOAKED] ) { Jedi_Decloak( other ); if ( ent->methodOfDeath == MOD_DEMP2_ALT ) {//direct hit with alt disables cloak forever //permanently disable the saboteur's cloak other->client->cloakToggleTime = Q3_INFINITE; } else {//temp disable other->client->cloakToggleTime = level.time + Q_irand( 3000, 10000 ); } } } } killProj: if ( !strcmp( ent->classname, "hook" ) ) { // gentity_t *nent = G_Spawn(); vector3 v; int i; if ( other->takedamage && other->client ) { // G_AddEvent( nent, EV_DISRUPTOR_HIT, DirToByte( trace->plane.normal ) ); // nent->s.otherEntityNum = other->s.number; ent->enemy = other; for ( i = 0; i < 3; i++ ) v.raw[i] = other->r.currentOrigin.raw[i] + (other->r.mins.raw[i] + other->r.maxs.raw[i]) * 0.5f; SnapVectorTowards( &v, &ent->s.pos.trBase ); // Save net bandwidth } else { VectorCopy( &trace->endpos, &v ); // G_AddEvent( nent, EV_DISRUPTOR_HIT, DirToByte( trace->plane.normal ) ); ent->enemy = NULL; } SnapVectorTowards( &v, &ent->s.pos.trBase ); // Save net bandwidth // nent->freeAfterEvent = true; //Change over to a normal entity right at the point of impact // nent->s.eType = ET_GENERAL; // ent->s.eType = ET_GENERAL; G_SetOrigin( ent, &v ); // G_SetOrigin( nent, v ); ent->think = Weapon_HookThink; ent->nextthink = level.time + FRAMETIME; // ent->parent->client->ps.pm_flags |= PMF_GRAPPLE_PULL; // ent->parent->client->ps.eFlags |= EF_GRAPPLE_SWING; //ent->genericValue10 = 1; ent->parent->client->fireHeld = qfalse; VectorCopy( &ent->r.currentOrigin, &ent->parent->client->ps.lastHitLoc ); trap->LinkEntity( (sharedEntity_t *)ent ); // trap->LinkEntity( (sharedEntity_t *)nent ); return; } // is it cheaper in bandwidth to just remove this ent and create a new // one, rather than changing the missile into the explosion? if ( other->takedamage && other->client && !isKnockedSaber ) { G_AddEvent( ent, EV_MISSILE_HIT, DirToByte( &trace->plane.normal ) ); ent->s.otherEntityNum = other->s.number; } else if ( trace->surfaceFlags & SURF_METALSTEPS ) { G_AddEvent( ent, EV_MISSILE_MISS_METAL, DirToByte( &trace->plane.normal ) ); } else if ( ent->s.weapon != G2_MODEL_PART && !isKnockedSaber ) { G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( &trace->plane.normal ) ); } if ( !isKnockedSaber ) { ent->freeAfterEvent = qtrue; // change over to a normal entity right at the point of impact ent->s.eType = ET_GENERAL; } SnapVectorTowards( &trace->endpos, &ent->s.pos.trBase ); // save net bandwidth G_SetOrigin( ent, &trace->endpos ); ent->takedamage = qfalse; // splash damage (doesn't apply to person directly hit) if ( ent->splashDamage ) { if ( G_RadiusDamage( &trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius, other, ent, ent->splashMethodOfDeath ) ) { if ( !hitClient && g_entities[ent->r.ownerNum].client ) { g_entities[ent->r.ownerNum].client->accuracy_hits++; } } } if ( ent->s.weapon == G2_MODEL_PART ) { ent->freeAfterEvent = qfalse; //it will free itself } trap->LinkEntity( (sharedEntity_t *)ent ); }
void G_MissileImpact( gentity_t *ent, trace_t *trace ) { gentity_t *other; qboolean hitClient = qfalse; qboolean isKnockedSaber = qfalse; other = &g_entities[trace->entityNum]; // check for bounce if ( other->takedamage && (ent->bounceCount > 0 || ent->bounceCount == -5) && ( ent->flags & ( FL_BOUNCE | FL_BOUNCE_HALF ) ) && (g_tweakWeapons.integer & WT_ROCKET_MORTAR && ent->s.weapon == WP_REPEATER && ent->bounceCount == 50 && ent->setTime && ent->setTime > level.time - 300)) { //if its a direct hit and first 500ms of mortar, bounce off player. G_BounceMissile( ent, trace ); G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 ); return; } else if ( !other->takedamage && (ent->bounceCount > 0 || ent->bounceCount == -5) && ( ent->flags & ( FL_BOUNCE | FL_BOUNCE_HALF ) ) ) { //only on the first bounce vv if (!(g_tweakWeapons.integer & WT_ROCKET_MORTAR && ent->s.weapon == WP_REPEATER && ent->bounceCount == 50 && ent->setTime && ent->setTime < level.time - 1000))//give this mortar a 1 second 'fuse' until its armed { G_BounceMissile( ent, trace ); G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 ); return; } } else if (ent->neverFree && ent->s.weapon == WP_SABER && (ent->flags & FL_BOUNCE_HALF)) { //this is a knocked-away saber if (ent->bounceCount > 0 || ent->bounceCount == -5) { G_BounceMissile( ent, trace ); G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 ); return; } isKnockedSaber = qtrue; } // I would glom onto the FL_BOUNCE code section above, but don't feel like risking breaking something else if ( (!other->takedamage && (ent->bounceCount > 0 || ent->bounceCount == -5) && ( ent->flags&(FL_BOUNCE_SHRAPNEL) ) ) || ((trace->surfaceFlags&SURF_FORCEFIELD)&&!ent->splashDamage&&!ent->splashRadius&&(ent->bounceCount > 0 || ent->bounceCount == -5)) ) { G_BounceMissile( ent, trace ); if ( ent->bounceCount < 1 ) { ent->flags &= ~FL_BOUNCE_SHRAPNEL; } //trap->Print("Shrapnel is still there\n"); return; } /* if ( !other->takedamage && ent->s.weapon == WP_THERMAL && !ent->alt_fire ) {//rolling thermal det - FIXME: make this an eFlag like bounce & stick!!! //G_BounceRollMissile( ent, trace ); if ( ent->owner && ent->owner->s.number == 0 ) { G_MissileAddAlerts( ent ); } //trap->linkentity( ent ); return; } */ if ((other->r.contents & CONTENTS_LIGHTSABER) && !isKnockedSaber) { //hit this person's saber, so.. gentity_t *otherOwner = &g_entities[other->r.ownerNum]; if (otherOwner->takedamage && otherOwner->client && otherOwner->client->ps.duelInProgress && otherOwner->client->ps.duelIndex != ent->r.ownerNum) { goto killProj; } } else if (!isKnockedSaber) { if (other->takedamage && other->client && other->client->ps.duelInProgress && other->client->ps.duelIndex != ent->r.ownerNum) { goto killProj; } } if (other->flags & FL_DMG_BY_HEAVY_WEAP_ONLY) { if (ent->methodOfDeath != MOD_REPEATER_ALT && ent->methodOfDeath != MOD_ROCKET && ent->methodOfDeath != MOD_FLECHETTE_ALT_SPLASH && ent->methodOfDeath != MOD_ROCKET_HOMING && ent->methodOfDeath != MOD_THERMAL && ent->methodOfDeath != MOD_THERMAL_SPLASH && ent->methodOfDeath != MOD_TRIP_MINE_SPLASH && ent->methodOfDeath != MOD_TIMED_MINE_SPLASH && ent->methodOfDeath != MOD_DET_PACK_SPLASH && ent->methodOfDeath != MOD_VEHICLE && ent->methodOfDeath != MOD_CONC && ent->methodOfDeath != MOD_CONC_ALT && ent->methodOfDeath != MOD_SABER && ent->methodOfDeath != MOD_TURBLAST) { vec3_t fwd; if (trace) { VectorCopy(trace->plane.normal, fwd); } else { //oh well AngleVectors(other->r.currentAngles, fwd, NULL, NULL); } G_DeflectMissile(other, ent, fwd); G_MissileBounceEffect(ent, ent->r.currentOrigin, fwd); return; } } if ((other->flags & FL_SHIELDED) && ent->s.weapon != WP_ROCKET_LAUNCHER && ent->s.weapon != WP_THERMAL && ent->s.weapon != WP_TRIP_MINE && ent->s.weapon != WP_DET_PACK && ent->s.weapon != WP_DEMP2 && ent->s.weapon != WP_EMPLACED_GUN && ent->methodOfDeath != MOD_REPEATER_ALT && ent->methodOfDeath != MOD_FLECHETTE_ALT_SPLASH && ent->methodOfDeath != MOD_TURBLAST && ent->methodOfDeath != MOD_VEHICLE && ent->methodOfDeath != MOD_CONC && ent->methodOfDeath != MOD_CONC_ALT && !(ent->dflags&DAMAGE_HEAVY_WEAP_CLASS) ) { vec3_t fwd; if (other->client) { AngleVectors(other->client->ps.viewangles, fwd, NULL, NULL); } else { AngleVectors(other->r.currentAngles, fwd, NULL, NULL); } G_DeflectMissile(other, ent, fwd); G_MissileBounceEffect(ent, ent->r.currentOrigin, fwd); return; } if (other->takedamage && other->client && ent->s.weapon != WP_ROCKET_LAUNCHER && ent->s.weapon != WP_THERMAL && ent->s.weapon != WP_TRIP_MINE && ent->s.weapon != WP_DET_PACK && ent->s.weapon != WP_DEMP2 && ent->methodOfDeath != MOD_REPEATER_ALT && ent->methodOfDeath != MOD_FLECHETTE_ALT_SPLASH && ent->methodOfDeath != MOD_CONC && ent->methodOfDeath != MOD_CONC_ALT && other->client->ps.saberBlockTime < level.time && !isKnockedSaber && WP_SaberCanBlock(other, ent->r.currentOrigin, 0, 0, qtrue, 0)) //loda fixme, add check for dimensions for blocking here? { //only block one projectile per 200ms (to prevent giant swarms of projectiles being blocked) vec3_t fwd; gentity_t *te; int otherDefLevel = other->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE]; te = G_TempEntity( ent->r.currentOrigin, EV_SABER_BLOCK ); VectorCopy(ent->r.currentOrigin, te->s.origin); VectorCopy(trace->plane.normal, te->s.angles); te->s.eventParm = 0; te->s.weapon = 0;//saberNum te->s.legsAnim = 0;//bladeNum /*if (other->client->ps.velocity[2] > 0 || other->client->pers.cmd.forwardmove || other->client->pers.cmd.rightmove) */ if (other->client->ps.velocity[2] > 0 || other->client->pers.cmd.forwardmove < 0) //now we only do it if jumping or running backward. Should be able to full-on charge. { otherDefLevel -= 1; if (otherDefLevel < 0) { otherDefLevel = 0; } } AngleVectors(other->client->ps.viewangles, fwd, NULL, NULL); if (otherDefLevel == FORCE_LEVEL_1) { //if def is only level 1, instead of deflecting the shot it should just die here } else if (otherDefLevel == FORCE_LEVEL_2) { G_DeflectMissile(other, ent, fwd); } else { G_ReflectMissile(other, ent, fwd); } other->client->ps.saberBlockTime = level.time + (350 - (otherDefLevel*100)); //200; //For jedi AI other->client->ps.saberEventFlags |= SEF_DEFLECTED; if (otherDefLevel == FORCE_LEVEL_3) { other->client->ps.saberBlockTime = 0; //^_^ } if (otherDefLevel == FORCE_LEVEL_1) { goto killProj; } return; } else if ((other->r.contents & CONTENTS_LIGHTSABER) && !isKnockedSaber) { //hit this person's saber, so.. gentity_t *otherOwner = &g_entities[other->r.ownerNum]; if (otherOwner->takedamage && otherOwner->client && ent->s.weapon != WP_ROCKET_LAUNCHER && ent->s.weapon != WP_THERMAL && ent->s.weapon != WP_TRIP_MINE && ent->s.weapon != WP_DET_PACK && ent->s.weapon != WP_DEMP2 && ent->methodOfDeath != MOD_REPEATER_ALT && ent->methodOfDeath != MOD_FLECHETTE_ALT_SPLASH && ent->methodOfDeath != MOD_CONC && (g_entities[ent->r.ownerNum].s.bolt1 == other->s.bolt1) &&//loda fixme, this stops missiles deflecting, but they still dont passthrough... ent->methodOfDeath != MOD_CONC_ALT /*&& otherOwner->client->ps.saberBlockTime < level.time*/) { //for now still deflect even if saberBlockTime >= level.time because it hit the actual saber vec3_t fwd; gentity_t *te; int otherDefLevel = otherOwner->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE]; //in this case, deflect it even if we can't actually block it because it hit our saber //WP_SaberCanBlock(otherOwner, ent->r.currentOrigin, 0, 0, qtrue, 0); if (otherOwner->client && otherOwner->client->ps.weaponTime <= 0) { WP_SaberBlockNonRandom(otherOwner, ent->r.currentOrigin, qtrue); } te = G_TempEntity( ent->r.currentOrigin, EV_SABER_BLOCK ); VectorCopy(ent->r.currentOrigin, te->s.origin); VectorCopy(trace->plane.normal, te->s.angles); te->s.eventParm = 0; te->s.weapon = 0;//saberNum te->s.legsAnim = 0;//bladeNum /*if (otherOwner->client->ps.velocity[2] > 0 || otherOwner->client->pers.cmd.forwardmove || otherOwner->client->pers.cmd.rightmove)*/ if (otherOwner->client->ps.velocity[2] > 0 || otherOwner->client->pers.cmd.forwardmove < 0) //now we only do it if jumping or running backward. Should be able to full-on charge. { otherDefLevel -= 1; if (otherDefLevel < 0) { otherDefLevel = 0; } } AngleVectors(otherOwner->client->ps.viewangles, fwd, NULL, NULL); if (otherDefLevel == FORCE_LEVEL_1) { //if def is only level 1, instead of deflecting the shot it should just die here } else if (otherDefLevel == FORCE_LEVEL_2) { G_DeflectMissile(otherOwner, ent, fwd); } else { G_ReflectMissile(otherOwner, ent, fwd); } otherOwner->client->ps.saberBlockTime = level.time + (350 - (otherDefLevel*100));//200; //For jedi AI otherOwner->client->ps.saberEventFlags |= SEF_DEFLECTED; if (otherDefLevel == FORCE_LEVEL_3) { otherOwner->client->ps.saberBlockTime = 0; //^_^ } if (otherDefLevel == FORCE_LEVEL_1) { goto killProj; } return; } } // check for sticking if ( !other->takedamage && ( ent->s.eFlags & EF_MISSILE_STICK ) ) { laserTrapStick( ent, trace->endpos, trace->plane.normal ); G_AddEvent( ent, EV_MISSILE_STICK, 0 ); return; } //JAPRO - Serverside - Flag punting - Start if (g_allowFlagThrow.integer && !other->takedamage && other->s.eType == ET_ITEM) { vec3_t velocity; if (ent->s.weapon == WP_REPEATER && (ent->s.eFlags & EF_ALT_FIRING)) { other->s.pos.trType = TR_GRAVITY; other->s.pos.trTime = level.time; BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity ); VectorScale( velocity, 0.7f, other->s.pos.trDelta ); VectorCopy( other->r.currentOrigin, other->s.pos.trBase ); } else if (ent->s.weapon == WP_ROCKET_LAUNCHER && (ent->s.eFlags & EF_ALT_FIRING)) { other->s.pos.trType = TR_GRAVITY; other->s.pos.trTime = level.time; BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity ); VectorScale( velocity, 2.5f, other->s.pos.trDelta ); VectorCopy( other->r.currentOrigin, other->s.pos.trBase ); } else if (ent->s.weapon == WP_ROCKET_LAUNCHER) { other->s.pos.trType = TR_GRAVITY; other->s.pos.trTime = level.time; BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity ); VectorScale( velocity, 0.9f, other->s.pos.trDelta ); VectorCopy( other->r.currentOrigin, other->s.pos.trBase ); } else if (ent->s.weapon == WP_THERMAL) { other->s.pos.trType = TR_GRAVITY; other->s.pos.trTime = level.time; BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity ); VectorScale( velocity, 0.9f, other->s.pos.trDelta ); //tweak? VectorCopy( other->r.currentOrigin, other->s.pos.trBase ); } } //JAPRO - Serverside - Flag punting - End // impact damage if (other->takedamage && !isKnockedSaber) { // FIXME: wrong damage direction? if ( ent->damage ) { vec3_t velocity; qboolean didDmg = qfalse; if( LogAccuracyHit( other, &g_entities[ent->r.ownerNum] ) ) { g_entities[ent->r.ownerNum].client->accuracy_hits++; hitClient = qtrue; } BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity ); if ( VectorLength( velocity ) == 0 ) { velocity[2] = 1; // stepped on a grenade } //damage falloff option, assumes bullet lifetime is 10,000 (default) if ((g_tweakWeapons.integer & WT_NO_SPREAD) && ((ent->s.weapon == WP_BLASTER && (ent->s.eFlags & EF_ALT_FIRING)) || (ent->s.weapon == WP_REPEATER && !(ent->s.eFlags & EF_ALT_FIRING)) )) { //If the weapon has spread, just reduce damage based on distance for nospread tweak. This should probably be accompanied with the damagenumber setting so you can keep track of your dmg.. float lifetime = (10000 - ent->nextthink + level.time) * 0.001; //float scale = powf(2, -lifetime); float scale = -1.5 * lifetime + 1; scale += 0.1f; //offset it a bit so super close shots dont get affected at all if (scale < 0.2f) scale = 0.2f; else if (scale > 1.0f) scale = 1.0f; ent->damage *= scale; //trap->SendServerCommand(-1, va("chat \"Missile has been alive for %.2f s new dmg is %i scale is %.2f\n\"", lifetime, ent->damage, scale)); } if (ent->s.weapon == WP_BOWCASTER || ent->s.weapon == WP_FLECHETTE || ent->s.weapon == WP_ROCKET_LAUNCHER) { if (ent->s.weapon == WP_FLECHETTE && (ent->s.eFlags & EF_ALT_FIRING)) { /* fix: there are rare situations where flechette did explode by timeout AND by impact in the very same frame, then here ent->think was set to G_FreeEntity, so the folowing think did invalidate this entity, BUT it would be reused later in this function for explosion event. This, then, would set ent->freeAfterEvent to qtrue, so event later, when reusing this entity by using G_InitEntity(), it would have this freeAfterEvent set AND this would in case of dropped item erase it from game immeadiately. THIS for example caused very rare flag dissappearing bug. */ if (ent->think == WP_flechette_alt_blow) ent->think(ent); } else { G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity, /*ent->s.origin*/ent->r.currentOrigin, ent->damage, DAMAGE_HALF_ABSORB, ent->methodOfDeath); didDmg = qtrue; } } else { G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity, /*ent->s.origin*/ent->r.currentOrigin, ent->damage, 0, ent->methodOfDeath); didDmg = qtrue; } if (didDmg && other && other->client) { //What I'm wondering is why this isn't in the NPC pain funcs. But this is what SP does, so whatever. class_t npc_class = other->client->NPC_class; // If we are a robot and we aren't currently doing the full body electricity... if ( npc_class == CLASS_SEEKER || npc_class == CLASS_PROBE || npc_class == CLASS_MOUSE || npc_class == CLASS_GONK || npc_class == CLASS_R2D2 || npc_class == CLASS_R5D2 || npc_class == CLASS_REMOTE || npc_class == CLASS_MARK1 || npc_class == CLASS_MARK2 || //npc_class == CLASS_PROTOCOL ||//no protocol, looks odd npc_class == CLASS_INTERROGATOR || npc_class == CLASS_ATST || npc_class == CLASS_SENTRY ) { // special droid only behaviors if ( other->client->ps.electrifyTime < level.time + 100 ) { // ... do the effect for a split second for some more feedback other->client->ps.electrifyTime = level.time + 450; } //FIXME: throw some sparks off droids,too } } } if ( ent->s.weapon == WP_DEMP2 ) { //a hit with demp2 decloaks people, disables ships if ( other && other->client && other->client->NPC_class == CLASS_VEHICLE ) { //hit a vehicle if ( other->m_pVehicle //valid vehicle ent && other->m_pVehicle->m_pVehicleInfo//valid stats && (other->m_pVehicle->m_pVehicleInfo->type == VH_SPEEDER//always affect speeders ||(other->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER && ent->classname && Q_stricmp("vehicle_proj", ent->classname ) == 0) )//only vehicle ion weapons affect a fighter in this manner && !FighterIsLanded( other->m_pVehicle , &other->client->ps )//not landed && !(other->spawnflags&2) )//and not suspended { //vehicles hit by "ion cannons" lose control if ( other->client->ps.electrifyTime > level.time ) { //add onto it //FIXME: extern the length of the "out of control" time? other->client->ps.electrifyTime += Q_irand(200,500); if ( other->client->ps.electrifyTime > level.time + 4000 ) { //cap it other->client->ps.electrifyTime = level.time + 4000; } } else { //start it //FIXME: extern the length of the "out of control" time? other->client->ps.electrifyTime = level.time + Q_irand(200,500); } } } else if ( other && other->client && other->client->ps.powerups[PW_CLOAKED] ) { Jedi_Decloak( other ); if ( ent->methodOfDeath == MOD_DEMP2_ALT ) { //direct hit with alt disables cloak forever //permanently disable the saboteur's cloak other->client->cloakToggleTime = Q3_INFINITE; } else { //temp disable other->client->cloakToggleTime = level.time + Q_irand( 3000, 10000 ); } } } } #if _GRAPPLE//_GRAPPLE if (!strcmp(ent->classname, "laserTrap") && ent->s.weapon == WP_BRYAR_PISTOL) { //gentity_t *nent; vec3_t v; /* nent = G_Spawn(qtrue); nent->freeAfterEvent = qtrue; nent->s.weapon = WP_BRYAR_PISTOL;//WP_GRAPPLING_HOOK; -- idk what this is nent->s.saberInFlight = qtrue; nent->s.owner = ent->s.owner; */ ent->enemy = NULL; ent->s.otherEntityNum = -1; ent->s.groundEntityNum = -1; if ( other->s.eType == ET_MOVER || (other->client && !( other->s.eFlags & EF_DEAD ) ) ) { if ( other->client ) { //G_AddEvent( nent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) ); //Event if (!ent->s.hasLookTarget) { G_PlayEffectID( G_EffectIndex("tusken/hit"), trace->endpos, trace->plane.normal ); } ent->s.hasLookTarget = qtrue; ent->enemy = other; other->s.otherEntityNum = ent->parent->s.number; v[0] = other->r.currentOrigin[0];// + (other->r.mins[0] + other->r.maxs[0]) * 0.5; v[1] = other->r.currentOrigin[1];// + (other->r.mins[1] + other->r.maxs[1]) * 0.5; v[2] = other->r.currentOrigin[2] + (other->r.mins[2] + other->r.maxs[2]) * 0.5; SnapVectorTowards( v, ent->s.pos.trBase ); // save net bandwidth ent->s.otherEntityNum = ent->enemy->s.clientNum; other->s.otherEntityNum = ent->parent->s.clientNum; } else { if ( !strcmp(other->classname, "func_rotating") || !strcmp(other->classname, "func_pendulum") ) { Weapon_HookFree(ent); // don't work return; } ent->s.otherEntityNum = other->s.number; ent->s.groundEntityNum = other->s.number; VectorCopy(trace->endpos, v); //G_AddEvent( nent, EV_MISSILE_MISS, 0); //DirToByte( trace->plane.normal ) ); //Event if (!ent->s.hasLookTarget) { G_PlayEffectID( G_EffectIndex("tusken/hitwall"), trace->endpos, trace->plane.normal ); } ent->s.hasLookTarget = qtrue; } } else { VectorCopy(trace->endpos, v); //G_AddEvent( nent, EV_MISSILE_MISS, 0);//DirToByte( trace->plane.normal ) ); //Event if (!ent->s.hasLookTarget) { G_PlayEffectID( G_EffectIndex("tusken/hitwall"), trace->endpos, trace->plane.normal ); } ent->s.hasLookTarget = qtrue; } VectorCopy(trace->plane.normal, ent->s.angles); SnapVectorTowards( v, ent->s.pos.trBase ); // save net bandwidth // change over to a normal entity right at the point of impact //nent->s.eType = ET_GENERAL; ent->s.eType = ET_MISSILE; G_SetOrigin( ent, v ); //G_SetOrigin( nent, v ); ent->think = Weapon_HookThink; ent->nextthink = level.time + FRAMETIME; VectorCopy( ent->r.currentOrigin, ent->parent->client->ps.lastHitLoc); VectorSubtract( ent->r.currentOrigin, ent->parent->client->ps.origin, v ); trap->LinkEntity( (sharedEntity_t *)ent ); //trap->LinkEntity( (sharedEntity_t *)nent ); return; } #endif killProj: // is it cheaper in bandwidth to just remove this ent and create a new // one, rather than changing the missile into the explosion? if ( other->takedamage && other->client && !isKnockedSaber ) { G_AddEvent( ent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) ); ent->s.otherEntityNum = other->s.number; } else if( trace->surfaceFlags & SURF_METALSTEPS ) { G_AddEvent( ent, EV_MISSILE_MISS_METAL, DirToByte( trace->plane.normal ) ); } else if (ent->s.weapon != G2_MODEL_PART && !isKnockedSaber) { G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) ); } if (!isKnockedSaber) { ent->freeAfterEvent = qtrue; // change over to a normal entity right at the point of impact ent->s.eType = ET_GENERAL; } SnapVectorTowards( trace->endpos, ent->s.pos.trBase ); // save net bandwidth G_SetOrigin( ent, trace->endpos ); ent->takedamage = qfalse; // splash damage (doesn't apply to person directly hit) if ( ent->splashDamage ) { if( G_RadiusDamage( trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius, other, ent, ent->splashMethodOfDeath ) ) { if( !hitClient && g_entities[ent->r.ownerNum].client ) { g_entities[ent->r.ownerNum].client->accuracy_hits++; } } } if (ent->s.weapon == G2_MODEL_PART) { ent->freeAfterEvent = qfalse; //it will free itself } trap->LinkEntity( (sharedEntity_t *)ent ); }
void G_MissileImpact( gentity_t *ent, trace_t *trace ) { #else void G_MissileImpact( gentity_t *ent, trace_t *trace, int shaderNum ) { #endif gentity_t *other; qboolean hitClient = qfalse; #ifndef SMOKINGUNS #ifdef MISSIONPACK vec3_t forward, impactpoint, bouncedir; int eFlags; #endif #else qboolean hitKnife = qfalse; vec3_t bottledirs[ALC_COUNT]; #endif other = &g_entities[trace->entityNum]; #ifndef SMOKINGUNS // check for bounce if ( !other->takedamage && ( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) { G_BounceMissile( ent, trace ); G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 ); return; } #ifdef MISSIONPACK if ( other->takedamage ) { if ( ent->s.weapon != WP_PROX_LAUNCHER ) { if ( other->client && other->client->invulnerabilityTime > level.time ) { // VectorCopy( ent->s.pos.trDelta, forward ); VectorNormalize( forward ); if (G_InvulnerabilityEffect( other, forward, ent->s.pos.trBase, impactpoint, bouncedir )) { VectorCopy( bouncedir, trace->plane.normal ); eFlags = ent->s.eFlags & EF_BOUNCE_HALF; ent->s.eFlags &= ~EF_BOUNCE_HALF; G_BounceMissile( ent, trace ); ent->s.eFlags |= eFlags; } ent->target_ent = other; return; } } } #endif // impact damage if (other->takedamage) { #else if(other->takedamage) hitKnife = qtrue; // check for bounce if ( ( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) { G_BounceMissile( ent, trace ); return; } if (other->takedamage && ent->s.weapon != WP_DYNAMITE) { #endif // FIXME: wrong damage direction? if ( ent->damage ) { vec3_t velocity; if( LogAccuracyHit( other, &g_entities[ent->r.ownerNum] ) ) { g_entities[ent->r.ownerNum].client->accuracy_hits++; hitClient = qtrue; } BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity ); if ( VectorLength( velocity ) == 0 ) { velocity[2] = 1; // stepped on a grenade } #ifndef SMOKINGUNS G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity, ent->s.origin, ent->damage, 0, ent->methodOfDeath); #else // you can't make dynamite exploding by using a knife if(!(ent->s.weapon == WP_KNIFE && other->s.weapon == WP_DYNAMITE && other->s.eType == ET_ITEM)){ // prepare breakable, if not already initialized if(!(other->flags & FL_BREAKABLE_INIT)) G_BreakablePrepare(other, shaderNum); G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity, ent->s.origin, ent->damage, 0, ent->methodOfDeath); } #endif } } #ifndef SMOKINGUNS if( ent->s.weapon == WP_PROX_LAUNCHER ) { if( ent->s.pos.trType != TR_GRAVITY ) { return; } // if it's a player, stick it on to them (flag them and remove this entity) if( other->s.eType == ET_PLAYER && other->health > 0 ) { ProximityMine_Player( ent, other ); return; } SnapVectorTowards( trace->endpos, ent->s.pos.trBase ); G_SetOrigin( ent, trace->endpos ); ent->s.pos.trType = TR_STATIONARY; VectorClear( ent->s.pos.trDelta ); G_AddEvent( ent, EV_PROXIMITY_MINE_STICK, trace->surfaceFlags ); ent->think = ProximityMine_Activate; ent->nextthink = level.time + 2000; vectoangles( trace->plane.normal, ent->s.angles ); ent->s.angles[0] += 90; // link the prox mine to the other entity ent->enemy = other; ent->die = ProximityMine_Die; VectorCopy(trace->plane.normal, ent->movedir); VectorSet(ent->r.mins, -4, -4, -4); VectorSet(ent->r.maxs, 4, 4, 4); trap_LinkEntity(ent); return; } if (!strcmp(ent->classname, "hook")) { gentity_t *nent; vec3_t v; nent = G_Spawn(); if ( other->takedamage && other->client ) { G_AddEvent( nent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) ); nent->s.otherEntityNum = other->s.number; ent->enemy = other; v[0] = other->r.currentOrigin[0] + (other->r.mins[0] + other->r.maxs[0]) * 0.5; v[1] = other->r.currentOrigin[1] + (other->r.mins[1] + other->r.maxs[1]) * 0.5; v[2] = other->r.currentOrigin[2] + (other->r.mins[2] + other->r.maxs[2]) * 0.5; SnapVectorTowards( v, ent->s.pos.trBase ); // save net bandwidth } else { VectorCopy(trace->endpos, v); G_AddEvent( nent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) ); ent->enemy = NULL; } SnapVectorTowards( v, ent->s.pos.trBase ); // save net bandwidth nent->freeAfterEvent = qtrue; // change over to a normal entity right at the point of impact nent->s.eType = ET_GENERAL; ent->s.eType = ET_GRAPPLE; G_SetOrigin( ent, v ); G_SetOrigin( nent, v ); ent->think = Weapon_HookThink; ent->nextthink = level.time + FRAMETIME; ent->parent->client->ps.pm_flags |= PMF_GRAPPLE_PULL; VectorCopy( ent->r.currentOrigin, ent->parent->client->ps.grapplePoint); trap_LinkEntity( ent ); trap_LinkEntity( nent ); return; } #endif // is it cheaper in bandwidth to just remove this ent and create a new // one, rather than changing the missile into the explosion? #ifndef SMOKINGUNS if ( other->takedamage && other->client ) { #else // alcoohol impact if( !Q_stricmp(ent->classname, "alcohol")){ // no event //G_AddEvent( ent, EV_MISSILE_ALCOHOL, DirToByte( trace->plane.normal)); } else if( !Q_stricmp(ent->classname, "molotov")){ // we have to launch the whiskey drops int i; // set the directions for(i = 0; i < ALC_COUNT; i++){ int temp; VectorSet(bottledirs[i], (rand()%10)-5, (rand()%10)-5, (rand()%10)-3); // direction has to be exactly the same (client and server) temp = DirToByte(bottledirs[i]); ByteToDir(temp, bottledirs[i]); } // dirs BG_DirsToEntityState(&ent->s, bottledirs); // burning if(ent->s.apos.trDelta[0]) G_AddEvent( ent, EV_MISSILE_FIRE, DirToByte( trace->plane.normal)); // not burning else G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( trace->plane.normal)); } else if ( other->takedamage && other->client ) { #endif G_AddEvent( ent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) ); ent->s.otherEntityNum = other->s.number; #ifndef SMOKINGUNS } else if( trace->surfaceFlags & SURF_METALSTEPS ) { #else } else if( trace->surfaceFlags & SURF_METAL ) { #endif G_AddEvent( ent, EV_MISSILE_MISS_METAL, DirToByte( trace->plane.normal ) ); } else { G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) ); } #ifndef SMOKINGUNS ent->freeAfterEvent = qtrue; // change over to a normal entity right at the point of impact ent->s.eType = ET_GENERAL; #else if(Q_stricmp(ent->classname, "knife")){ ent->freeAfterEvent = qtrue; // change over to a normal entity right at the point of impact ent->s.eType = ET_GENERAL; } else { vec3_t dir; gitem_t *item; item = BG_FindItemForWeapon(WP_KNIFE); ent->s.modelindex = item-bg_itemlist; ent->s.modelindex2 = 1; ent->item = item; ent->s.eType = ET_ITEM; ent->s.pos.trType = TR_GRAVITY; ent->physicsBounce = 0.01f; ent->r.contents = CONTENTS_TRIGGER; ent->touch = Touch_Item; ent->nextthink = level.time + 100; ent->think = G_KnifeThink; ent->wait = level.time + 30000; ent->flags |= FL_THROWN_ITEM; vectoangles(ent->s.pos.trDelta, dir); VectorCopy(dir, ent->s.apos.trBase); VectorCopy(dir, ent->r.currentAngles); } //modified by Spoon END #endif SnapVectorTowards( trace->endpos, ent->s.pos.trBase ); // save net bandwidth G_SetOrigin( ent, trace->endpos ); // splash damage (doesn't apply to person directly hit) if ( ent->splashDamage ) { if( G_RadiusDamage( trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius, other, ent->splashMethodOfDeath ) ) { if( !hitClient ) { g_entities[ent->r.ownerNum].client->accuracy_hits++; } } } // spawn alcohol missiles #ifdef SMOKINGUNS if(!Q_stricmp(ent->classname, "molotov")){ BottleBreak( ent, trace->endpos, trace->plane.normal, bottledirs); } #endif trap_LinkEntity( ent ); } /* ================ G_RunMissile ================ */ void G_RunMissile( gentity_t *ent ) { vec3_t origin; trace_t tr; int passent; #ifdef SMOKINGUNS int shaderNum; gentity_t *traceEnt; #endif // get current position BG_EvaluateTrajectory( &ent->s.pos, level.time, origin ); // if this missile bounced off an invulnerability sphere if ( ent->target_ent ) { passent = ent->target_ent->s.number; } #ifndef SMOKINGUNS // prox mines that left the owner bbox will attach to anything, even the owner else if (ent->s.weapon == WP_PROX_LAUNCHER && ent->count) { passent = ENTITYNUM_NONE; } #endif else { // ignore interactions with the missile owner passent = ent->r.ownerNum; } // trace a line from the previous position to the current position #ifndef SMOKINGUNS trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, passent, ent->clipmask ); #else shaderNum = trap_Trace_New2( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, passent, ent->clipmask ); traceEnt = &g_entities[tr.entityNum]; #endif if ( tr.startsolid || tr.allsolid ) { // make sure the tr.entityNum is set to the entity we're stuck in #ifndef SMOKINGUNS trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, passent, ent->clipmask ); #else trap_Trace_New( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, passent, ent->clipmask ); #endif tr.fraction = 0; } else { VectorCopy( tr.endpos, ent->r.currentOrigin ); } trap_LinkEntity( ent ); if ( tr.fraction != 1 ) { #ifdef SMOKINGUNS VectorCopy(origin, ent->s.origin2); #endif // never explode or bounce on sky if ( tr.surfaceFlags & SURF_NOIMPACT ) { // If grapple, reset owner if (ent->parent && ent->parent->client && ent->parent->client->hook == ent) { ent->parent->client->hook = NULL; } // if its a dynamite or molotov let it move 10 seconds before deleting it #ifdef SMOKINGUNS if(ent->s.weapon == WP_DYNAMITE || ent->s.weapon == WP_MOLOTOV || ent->s.weapon == WP_KNIFE){ if(ent->mappart >= level.time && ent->mappart){ goto think; } else if(ent->mappart){ ent->mappart = 0; } else { ent->mappart = level.time + 5000; goto think; } } #endif G_FreeEntity( ent ); return; } #ifndef SMOKINGUNS G_MissileImpact( ent, &tr ); if ( ent->s.eType != ET_MISSILE ) { #else G_MissileImpact( ent, &tr, shaderNum ); if ( ent->s.eType != ET_MISSILE && ent->s.eType != ET_ITEM) { #endif return; // exploded } } #ifndef SMOKINGUNS // if the prox mine wasn't yet outside the player body if (ent->s.weapon == WP_PROX_LAUNCHER && !ent->count) { // check if the prox mine is outside the owner bbox trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, ENTITYNUM_NONE, ent->clipmask ); if (!tr.startsolid || tr.entityNum != ent->r.ownerNum) { ent->count = 1; } } #endif think: // check think function after bouncing G_RunThink( ent ); } //============================================================================= #ifndef SMOKINGUNS /* ================= fire_plasma ================= */ gentity_t *fire_plasma (gentity_t *self, vec3_t start, vec3_t dir) { gentity_t *bolt; VectorNormalize (dir); bolt = G_Spawn(); bolt->classname = "plasma"; bolt->nextthink = level.time + 10000; bolt->think = G_ExplodeMissile; bolt->s.eType = ET_MISSILE; bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; bolt->s.weapon = WP_PLASMAGUN; bolt->r.ownerNum = self->s.number; bolt->parent = self; bolt->damage = 20; bolt->splashDamage = 15; bolt->splashRadius = 20; bolt->methodOfDeath = MOD_PLASMA; bolt->splashMethodOfDeath = MOD_PLASMA_SPLASH; bolt->clipmask = MASK_SHOT; bolt->target_ent = NULL; bolt->s.pos.trType = TR_LINEAR; bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame VectorCopy( start, bolt->s.pos.trBase ); VectorScale( dir, 2000, bolt->s.pos.trDelta ); SnapVector( bolt->s.pos.trDelta ); // save net bandwidth VectorCopy (start, bolt->r.currentOrigin); return bolt; } //============================================================================= /* ================= fire_grenade ================= */ gentity_t *fire_grenade (gentity_t *self, vec3_t start, vec3_t dir) { gentity_t *bolt; VectorNormalize (dir); bolt = G_Spawn(); bolt->classname = "grenade"; bolt->nextthink = level.time + 2500; bolt->think = G_ExplodeMissile; bolt->s.eType = ET_MISSILE; bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; bolt->s.weapon = WP_GRENADE_LAUNCHER; bolt->s.eFlags = EF_BOUNCE_HALF; bolt->r.ownerNum = self->s.number; bolt->parent = self; bolt->damage = 100; bolt->splashDamage = 100; bolt->splashRadius = 150; bolt->methodOfDeath = MOD_GRENADE; bolt->splashMethodOfDeath = MOD_GRENADE_SPLASH; bolt->clipmask = MASK_SHOT; bolt->target_ent = NULL; bolt->s.pos.trType = TR_GRAVITY; bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame VectorCopy( start, bolt->s.pos.trBase ); VectorScale( dir, 700, bolt->s.pos.trDelta ); SnapVector( bolt->s.pos.trDelta ); // save net bandwidth VectorCopy (start, bolt->r.currentOrigin); return bolt; }
/* ================ G_MissileImpact ================ */ void G_MissileImpact( gentity_t *ent, trace_t *trace ) { gentity_t *other; qboolean hitClient = qfalse; #ifdef MISSIONPACK vec3_t forward, impactpoint, bouncedir; int eFlags; #endif other = &g_entities[trace->entityNum]; // check for bounce if ( !other->takedamage && ( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) { G_BounceMissile( ent, trace ); G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 ); return; } #ifdef MISSIONPACK if ( other->takedamage ) { if ( ent->s.weapon != WP_PROX_LAUNCHER ) { if ( other->client && other->client->invulnerabilityTime > level.time ) { // VectorCopy( ent->s.pos.trDelta, forward ); VectorNormalize( forward ); if (G_InvulnerabilityEffect( other, forward, ent->s.pos.trBase, impactpoint, bouncedir )) { VectorCopy( bouncedir, trace->plane.normal ); eFlags = ent->s.eFlags & EF_BOUNCE_HALF; ent->s.eFlags &= ~EF_BOUNCE_HALF; G_BounceMissile( ent, trace ); ent->s.eFlags |= eFlags; } ent->target_ent = other; return; } } } #endif // impact damage if (other->takedamage) { // FIXME: wrong damage direction? if ( ent->damage ) { vec3_t velocity; if( LogAccuracyHit( other, &g_entities[ent->r.ownerNum] ) ) { g_entities[ent->r.ownerNum].client->accuracy_hits++; hitClient = qtrue; } BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity ); if ( VectorLength( velocity ) == 0 ) { velocity[2] = 1; // stepped on a grenade } G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity, ent->s.origin, ent->damage, 0, ent->methodOfDeath); } } #ifdef MISSIONPACK if( ent->s.weapon == WP_PROX_LAUNCHER ) { if( ent->s.pos.trType != TR_GRAVITY ) { return; } // if it's a player, stick it on to them (flag them and remove this entity) if( other->s.eType == ET_PLAYER && other->health > 0 ) { ProximityMine_Player( ent, other ); return; } SnapVectorTowards( trace->endpos, ent->s.pos.trBase ); G_SetOrigin( ent, trace->endpos ); ent->s.pos.trType = TR_STATIONARY; VectorClear( ent->s.pos.trDelta ); G_AddEvent( ent, EV_PROXIMITY_MINE_STICK, trace->surfaceFlags ); ent->think = ProximityMine_Activate; ent->nextthink = level.time + 2000; vectoangles( trace->plane.normal, ent->s.angles ); ent->s.angles[0] += 90; // link the prox mine to the other entity ent->enemy = other; ent->die = ProximityMine_Die; VectorCopy(trace->plane.normal, ent->movedir); VectorSet(ent->r.mins, -4, -4, -4); VectorSet(ent->r.maxs, 4, 4, 4); trap_LinkEntity(ent); return; } #endif if (!strcmp(ent->classname, "hook")) { gentity_t *nent; vec3_t v; nent = G_Spawn(); if ( other->takedamage && other->client ) { G_AddEvent( nent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) ); nent->s.otherEntityNum = other->s.number; ent->enemy = other; v[0] = other->r.currentOrigin[0] + (other->r.mins[0] + other->r.maxs[0]) * 0.5; v[1] = other->r.currentOrigin[1] + (other->r.mins[1] + other->r.maxs[1]) * 0.5; v[2] = other->r.currentOrigin[2] + (other->r.mins[2] + other->r.maxs[2]) * 0.5; SnapVectorTowards( v, ent->s.pos.trBase ); // save net bandwidth } else { VectorCopy(trace->endpos, v); G_AddEvent( nent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) ); ent->enemy = NULL; } SnapVectorTowards( v, ent->s.pos.trBase ); // save net bandwidth nent->freeAfterEvent = qtrue; // change over to a normal entity right at the point of impact nent->s.eType = ET_GENERAL; ent->s.eType = ET_GRAPPLE; G_SetOrigin( ent, v ); G_SetOrigin( nent, v ); ent->think = Weapon_HookThink; ent->nextthink = level.time + FRAMETIME; ent->parent->client->ps.pm_flags |= PMF_GRAPPLE_PULL; VectorCopy( ent->r.currentOrigin, ent->parent->client->ps.grapplePoint); trap_LinkEntity( ent ); trap_LinkEntity( nent ); return; } // is it cheaper in bandwidth to just remove this ent and create a new // one, rather than changing the missile into the explosion? if ( other->takedamage && other->client ) { G_AddEvent( ent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) ); ent->s.otherEntityNum = other->s.number; } else if( trace->surfaceFlags & SURF_METALSTEPS ) { G_AddEvent( ent, EV_MISSILE_MISS_METAL, DirToByte( trace->plane.normal ) ); } else { G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) ); } ent->freeAfterEvent = qtrue; // change over to a normal entity right at the point of impact ent->s.eType = ET_GENERAL; SnapVectorTowards( trace->endpos, ent->s.pos.trBase ); // save net bandwidth G_SetOrigin( ent, trace->endpos ); // splash damage (doesn't apply to person directly hit) if ( ent->splashDamage ) { if( G_RadiusDamage( trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius, other, ent->splashMethodOfDeath ) ) { if( !hitClient ) { g_entities[ent->r.ownerNum].client->accuracy_hits++; } } } trap_LinkEntity( ent ); }
/* ================ G_MissileImpact ================ */ void G_MissileImpact( gentity_t *ent, trace_t *trace ) { gentity_t *other, *attacker; qboolean returnAfterDamage = qfalse; vec3_t dir; other = &g_entities[ trace->entityNum ]; attacker = &g_entities[ ent->r.ownerNum ]; if( !other->takedamage && !strcmp( ent->classname, "bounceball" ) && ( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) { G_BounceMissile( ent, trace ); G_AddEvent( ent, EV_MISSILE_MISS, 0 ); return; } // check for bounce if( !other->takedamage && ( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) { G_BounceMissile( ent, trace ); //only play a sound if requested if( !( ent->s.eFlags & EF_NO_BOUNCE_SOUND ) ) G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 ); return; } if( !strcmp( ent->classname, "grenade" ) ) { //grenade doesn't explode on impact G_BounceMissile( ent, trace ); //only play a sound if requested if( !( ent->s.eFlags & EF_NO_BOUNCE_SOUND ) ) G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 ); return; } else if( !strcmp( ent->classname, "lockblob" ) ) { if( other->client && other->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) { other->client->ps.stats[ STAT_STATE ] |= SS_BLOBLOCKED; other->client->lastLockTime = level.time; AngleVectors( other->client->ps.viewangles, dir, NULL, NULL ); other->client->ps.stats[ STAT_VIEWLOCK ] = DirToByte( dir ); } } else if( !strcmp( ent->classname, "slowblob" ) ) { if( other->client && other->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) { other->client->ps.stats[ STAT_STATE ] |= SS_SLOWLOCKED; other->client->lastSlowTime = level.time; AngleVectors( other->client->ps.viewangles, dir, NULL, NULL ); other->client->ps.stats[ STAT_VIEWLOCK ] = DirToByte( dir ); } } else if( !strcmp( ent->classname, "hive" ) ) { if( other->s.eType == ET_BUILDABLE && other->s.modelindex == BA_A_HIVE ) { if( !ent->parent ) G_Printf( S_COLOR_YELLOW "WARNING: hive entity has no parent in G_MissileImpact\n" ); else ent->parent->active = qfalse; G_FreeEntity( ent ); return; } else { //prevent collision with the client when returning ent->r.ownerNum = other->s.number; ent->think = AHive_ReturnToHive; ent->nextthink = level.time + FRAMETIME; //only damage humans if( other->client && other->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) returnAfterDamage = qtrue; else return; } } // impact damage if( other->takedamage ) { // FIXME: wrong damage direction? if( ent->damage ) { vec3_t velocity; BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity ); if( VectorLength( velocity ) == 0 ) velocity[ 2 ] = 1; // stepped on a grenade G_Damage( other, ent, attacker, velocity, ent->s.origin, ent->damage, 0, ent->methodOfDeath ); } } if( returnAfterDamage ) return; // is it cheaper in bandwidth to just remove this ent and create a new // one, rather than changing the missile into the explosion? if( other->takedamage && other->client ) { G_AddEvent( ent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) ); ent->s.otherEntityNum = other->s.number; } else if( trace->surfaceFlags & SURF_METALSTEPS ) G_AddEvent( ent, EV_MISSILE_MISS_METAL, DirToByte( trace->plane.normal ) ); else G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) ); ent->freeAfterEvent = qtrue; // change over to a normal entity right at the point of impact ent->s.eType = ET_GENERAL; SnapVectorTowards( trace->endpos, ent->s.pos.trBase ); // save net bandwidth G_SetOrigin( ent, trace->endpos ); // splash damage (doesn't apply to person directly hit) if( ent->splashDamage ) G_RadiusDamage( trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius, other, ent->splashMethodOfDeath ); trap_LinkEntity( ent ); }
//------------------------------------------------------ void G_MissileImpact( gentity_t *ent, trace_t *trace, int hitLoc=HL_NONE ) { gentity_t *other; vec3_t diff; other = &g_entities[trace->entityNum]; if ( other == ent ) { assert(0&&"missile hit itself!!!"); return; } if ( trace->plane.normal[0] == 0.0f && trace->plane.normal[1] == 0.0f && trace->plane.normal[2] == 0.0f ) {//model moved into missile in flight probably... trace->plane.normal[0] = -ent->s.pos.trDelta[0]; trace->plane.normal[1] = -ent->s.pos.trDelta[1]; trace->plane.normal[2] = -ent->s.pos.trDelta[2]; VectorNormalize(trace->plane.normal); } if ( ent->owner && (other->takedamage||other->client) ) { if ( !ent->lastEnemy || ent->lastEnemy == ent->owner ) {//a missile that was not reflected or, if so, still is owned by original owner if( LogAccuracyHit( other, ent->owner ) ) { ent->owner->client->ps.persistant[PERS_ACCURACY_HITS]++; } if ( ent->owner->client && !ent->owner->s.number ) { if ( W_AccuracyLoggableWeapon( ent->s.weapon, qfalse, ent->methodOfDeath ) ) { ent->owner->client->sess.missionStats.hits++; } } } } // check for bounce //OR: if the surfaceParm is has a reflect property (magnetic shielding) and the missile isn't an exploding missile qboolean bounce = !!( (!other->takedamage && (ent->s.eFlags&(EF_BOUNCE|EF_BOUNCE_HALF))) || (((trace->surfaceFlags&SURF_FORCEFIELD)||(other->flags&FL_SHIELDED))&&!ent->splashDamage&&!ent->splashRadius&&ent->s.weapon != WP_NOGHRI_STICK) ); if ( ent->dflags & DAMAGE_HEAVY_WEAP_CLASS ) { // heavy class missiles generally never bounce. bounce = qfalse; } if ( other->flags & (FL_DMG_BY_HEAVY_WEAP_ONLY | FL_SHIELDED )) { // Dumb assumption, but I guess we must be a shielded ion_cannon?? We should probably verify // if it's an ion_cannon that's Heavy Weapon only, we don't want to make it shielded do we...? if ( (!strcmp( "misc_ion_cannon", other->classname )) && (other->flags & FL_SHIELDED) ) { // Anything will bounce off of us. bounce = qtrue; // Not exactly the debounce time, but rather the impact time for the shield effect...play effect for 1 second other->painDebounceTime = level.time + 1000; } } if ( ent->s.weapon == WP_DEMP2 ) { // demp2 shots can never bounce bounce = qfalse; // in fact, alt-charge shots will not call the regular impact functions if ( ent->alt_fire ) { // detonate at the trace end VectorCopy( trace->endpos, ent->currentOrigin ); VectorCopy( trace->plane.normal, ent->pos1 ); DEMP2_AltDetonate( ent ); return; } } if ( bounce ) { // Check to see if there is a bounce count if ( ent->bounceCount ) { // decrement number of bounces and then see if it should be done bouncing if ( !(--ent->bounceCount) ) { // He (or she) will bounce no more (after this current bounce, that is). ent->s.eFlags &= ~( EF_BOUNCE | EF_BOUNCE_HALF ); } } if ( other->NPC ) { G_Damage( other, ent, ent->owner, ent->currentOrigin, ent->s.pos.trDelta, 0, DAMAGE_NO_DAMAGE, MOD_UNKNOWN ); } G_BounceMissile( ent, trace ); if ( ent->owner )//&& ent->owner->s.number == 0 ) { G_MissileAddAlerts( ent ); } G_MissileBounceEffect( ent, trace->endpos, trace->plane.normal, trace->entityNum==ENTITYNUM_WORLD ); return; } // I would glom onto the EF_BOUNCE code section above, but don't feel like risking breaking something else if ( (!other->takedamage && ( ent->s.eFlags&(EF_BOUNCE_SHRAPNEL) ) ) || ((trace->surfaceFlags&SURF_FORCEFIELD)&&!ent->splashDamage&&!ent->splashRadius) ) { if ( !(other->contents&CONTENTS_LIGHTSABER) || g_spskill->integer <= 0//on easy, it reflects all shots || (g_spskill->integer == 1 && ent->s.weapon != WP_FLECHETTE && ent->s.weapon != WP_DEMP2 )//on medium it won't reflect flechette or demp shots || (g_spskill->integer >= 2 && ent->s.weapon != WP_FLECHETTE && ent->s.weapon != WP_DEMP2 && ent->s.weapon != WP_BOWCASTER && ent->s.weapon != WP_REPEATER )//on hard it won't reflect flechette, demp, repeater or bowcaster shots ) { G_BounceMissile( ent, trace ); if ( --ent->bounceCount < 0 ) { ent->s.eFlags &= ~EF_BOUNCE_SHRAPNEL; } G_MissileBounceEffect( ent, trace->endpos, trace->plane.normal, trace->entityNum==ENTITYNUM_WORLD ); return; } } if ( (!other->takedamage || (other->client && other->health <= 0)) && ent->s.weapon == WP_THERMAL && !ent->alt_fire ) {//rolling thermal det - FIXME: make this an eFlag like bounce & stick!!! //G_BounceRollMissile( ent, trace ); if ( ent->owner )//&& ent->owner->s.number == 0 ) { G_MissileAddAlerts( ent ); } //gi.linkentity( ent ); return; } // check for sticking if ( ent->s.eFlags & EF_MISSILE_STICK ) { if ( ent->owner )//&& ent->owner->s.number == 0 ) { //Add the event if ( ent->s.weapon == WP_TRIP_MINE ) { AddSoundEvent( ent->owner, ent->currentOrigin, ent->splashRadius/2, AEL_DISCOVERED/*AEL_DANGER*/, qfalse, qtrue ); AddSightEvent( ent->owner, ent->currentOrigin, ent->splashRadius*2, AEL_DISCOVERED/*AEL_DANGER*/, 60 ); /* AddSoundEvent( ent->owner, ent->currentOrigin, ent->splashRadius*2, AEL_DANGER, qfalse, qtrue ); AddSightEvent( ent->owner, ent->currentOrigin, ent->splashRadius*2, AEL_DANGER, 60 ); */ } else { AddSoundEvent( ent->owner, ent->currentOrigin, 128, AEL_DISCOVERED, qfalse, qtrue ); AddSightEvent( ent->owner, ent->currentOrigin, 256, AEL_DISCOVERED, 10 ); } } G_MissileStick( ent, other, trace ); return; } extern bool WP_DoingMoronicForcedAnimationForForcePowers(gentity_t *ent); // check for hitting a lightsaber if ( other->contents & CONTENTS_LIGHTSABER ) { if ( other->owner && !other->owner->s.number && other->owner->client ) { other->owner->client->sess.missionStats.saberBlocksCnt++; } if ( ( g_spskill->integer <= 0//on easy, it reflects all shots || (g_spskill->integer == 1 && ent->s.weapon != WP_FLECHETTE && ent->s.weapon != WP_DEMP2 )//on medium it won't reflect flechette or demp shots || (g_spskill->integer >= 2 && ent->s.weapon != WP_FLECHETTE && ent->s.weapon != WP_DEMP2 && ent->s.weapon != WP_BOWCASTER && ent->s.weapon != WP_REPEATER )//on hard it won't reflect flechette, demp, repeater or bowcaster shots ) && (!ent->splashDamage || !ent->splashRadius) //this would be cool, though, to "bat" the thermal det away... && ent->s.weapon != WP_NOGHRI_STICK )//gas bomb, don't reflect { //FIXME: take other's owner's FP_SABER_DEFENSE into account here somehow? if ( !other->owner || !other->owner->client || other->owner->client->ps.saberInFlight || (InFront( ent->currentOrigin, other->owner->currentOrigin, other->owner->client->ps.viewangles, SABER_REFLECT_MISSILE_CONE ) && !WP_DoingMoronicForcedAnimationForForcePowers(other)) )//other->owner->s.number != 0 || {//Jedi cannot block shots from behind! int blockChance = 0; switch ( other->owner->client->ps.forcePowerLevel[FP_SABER_DEFENSE] ) {//level 1 reflects 50% of the time, level 2 reflects 75% of the time case FORCE_LEVEL_3: blockChance = 10; break; case FORCE_LEVEL_2: blockChance = 3; break; case FORCE_LEVEL_1: blockChance = 1; break; } if ( blockChance && (other->owner->client->ps.forcePowersActive&(1<<FP_SPEED)) ) {//in in force speed, better chance of deflecting the shot blockChance += other->owner->client->ps.forcePowerLevel[FP_SPEED]*2; } if ( Q_irand( 0, blockChance ) ) { VectorSubtract(ent->currentOrigin, other->currentOrigin, diff); VectorNormalize(diff); G_ReflectMissile( other, ent, diff); if ( other->owner && other->owner->client ) { other->owner->client->ps.saberEventFlags |= SEF_DEFLECTED; } //do the effect VectorCopy( ent->s.pos.trDelta, diff ); VectorNormalize( diff ); G_MissileReflectEffect( ent, trace->endpos, trace->plane.normal ); return; } } } else {//still do the bounce effect G_MissileReflectEffect( ent, trace->endpos, trace->plane.normal ); } } G_MissileImpacted( ent, other, trace->endpos, trace->plane.normal, hitLoc ); }
void G_MissileImpact( gentity_t *ent, trace_t *trace ) { gentity_t *other; qboolean hitClient = qfalse; qboolean isKnockedSaber = qfalse; other = &g_entities[trace->entityNum]; // check for bounce if ( !other->takedamage && (ent->bounceCount > 0 || ent->bounceCount == -5) && ( ent->flags & ( FL_BOUNCE | FL_BOUNCE_HALF ) ) ) { int originalBounceCount = ent->bounceCount; G_BounceMissile( ent, trace ); if ( originalBounceCount != ent->bounceCount ) { G_GrenadeBounceEvent ((const gentity_t *)ent); } return; } else if (ent->neverFree && ent->s.weapon == WP_SABER && (ent->flags & FL_BOUNCE_HALF)) { //this is a knocked-away saber if (ent->bounceCount > 0 || ent->bounceCount == -5) { int originalBounceCount = ent->bounceCount; G_BounceMissile( ent, trace ); G_GrenadeBounceEvent ((const gentity_t *)ent); if ( originalBounceCount != ent->bounceCount ) { G_GrenadeBounceEvent ((const gentity_t *)ent); } return; } isKnockedSaber = qtrue; } // I would glom onto the FL_BOUNCE code section above, but don't feel like risking breaking something else if ( (!other->takedamage && (ent->bounceCount > 0 || ent->bounceCount == -5) && ( ent->flags&(FL_BOUNCE_SHRAPNEL) ) ) || ((trace->surfaceFlags&SURF_FORCEFIELD)&&!ent->splashDamage&&!ent->splashRadius&&(ent->bounceCount > 0 || ent->bounceCount == -5)) ) { G_BounceMissile( ent, trace ); if ( ent->bounceCount < 1 ) { ent->flags &= ~FL_BOUNCE_SHRAPNEL; } return; } /* if ( !other->takedamage && ent->s.weapon == WP_THERMAL && !ent->alt_fire ) {//rolling thermal det - FIXME: make this an eFlag like bounce & stick!!! //G_BounceRollMissile( ent, trace ); if ( ent->owner && ent->owner->s.number == 0 ) { G_MissileAddAlerts( ent ); } //gi.linkentity( ent ); return; } */ if ((other->r.contents & CONTENTS_LIGHTSABER) && !isKnockedSaber) { //hit this person's saber, so.. gentity_t *otherOwner = &g_entities[other->r.ownerNum]; if (otherOwner->takedamage && otherOwner->client && otherOwner->client->ps.duelInProgress && otherOwner->client->ps.duelIndex != ent->r.ownerNum) { goto killProj; } } else if (!isKnockedSaber) { if (other->takedamage && other->client && other->client->ps.duelInProgress && other->client->ps.duelIndex != ent->r.ownerNum) { goto killProj; } } if (other->flags & FL_DMG_BY_HEAVY_WEAP_ONLY) { if (ent->methodOfDeath != MOD_REPEATER_ALT && ent->methodOfDeath != MOD_ROCKET && ent->methodOfDeath != MOD_FLECHETTE_ALT_SPLASH && ent->methodOfDeath != MOD_ROCKET_HOMING && ent->methodOfDeath != MOD_THERMAL && ent->methodOfDeath != MOD_THERMAL_SPLASH && ent->methodOfDeath != MOD_TRIP_MINE_SPLASH && ent->methodOfDeath != MOD_TIMED_MINE_SPLASH && ent->methodOfDeath != MOD_DET_PACK_SPLASH && ent->methodOfDeath != MOD_VEHICLE && ent->methodOfDeath != MOD_CONC && ent->methodOfDeath != MOD_CONC_ALT && ent->methodOfDeath != MOD_SABER && ent->methodOfDeath != MOD_TURBLAST) { vec3_t fwd; if (trace) { VectorCopy(trace->plane.normal, fwd); } else { //oh well AngleVectors(other->r.currentAngles, fwd, NULL, NULL); } G_DeflectMissile(other, ent, fwd); G_MissileBounceEffect(ent, ent->r.currentOrigin, fwd); return; } } if ((other->flags & FL_SHIELDED) && ent->s.weapon != WP_ROCKET_LAUNCHER && ent->s.weapon != WP_THERMAL && ent->s.weapon != WP_TRIP_MINE && ent->s.weapon != WP_DET_PACK && ent->s.weapon != WP_EMPLACED_GUN && ent->methodOfDeath != MOD_REPEATER_ALT && ent->methodOfDeath != MOD_FLECHETTE_ALT_SPLASH && ent->methodOfDeath != MOD_TURBLAST && ent->methodOfDeath != MOD_VEHICLE && ent->methodOfDeath != MOD_CONC && ent->methodOfDeath != MOD_CONC_ALT && !(ent->dflags&DAMAGE_HEAVY_WEAP_CLASS) ) {// entity is shielded vec3_t fwd; if (other->client) { AngleVectors(other->client->ps.viewangles, fwd, NULL, NULL); } else { AngleVectors(other->r.currentAngles, fwd, NULL, NULL); } G_DeflectMissile(other, ent, fwd); G_MissileBounceEffect(ent, ent->r.currentOrigin, fwd); return; } // SABERFIXME: make this based on .wpn file? some conc rifles should be able to be deflected... if (other->takedamage && other->client && ent->s.weapon != WP_ROCKET_LAUNCHER && ent->s.weapon != WP_THERMAL && ent->s.weapon != WP_TRIP_MINE && ent->s.weapon != WP_DET_PACK && ent->methodOfDeath != MOD_REPEATER_ALT && ent->methodOfDeath != MOD_FLECHETTE_ALT_SPLASH && ent->methodOfDeath != MOD_CONC && ent->methodOfDeath != MOD_CONC_ALT && other->client->saberBlockDebounce < level.time && !isKnockedSaber && WP_SaberCanBlock(other, ent->r.currentOrigin, 0, 0, qtrue, 0)) { //only block one projectile per 200ms (to prevent giant swarms of projectiles being blocked) vec3_t fwd; gentity_t *te; int otherDefLevel = other->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE]; te = G_TempEntity( ent->r.currentOrigin, EV_SABER_BLOCK ); VectorCopy(ent->r.currentOrigin, te->s.origin); VectorCopy(trace->plane.normal, te->s.angles); te->s.eventParm = 0; te->s.weapon = 0;//saberNum te->s.legsAnim = 0;//bladeNum /*if (other->client->ps.velocity[2] > 0 || other->client->pers.cmd.forwardmove || other->client->pers.cmd.rightmove) */ if (other->client->ps.velocity[2] > 0 || other->client->pers.cmd.forwardmove < 0) //now we only do it if jumping or running backward. Should be able to full-on charge. { otherDefLevel -= 1; if (otherDefLevel < 0) { otherDefLevel = 0; } } AngleVectors(other->client->ps.viewangles, fwd, NULL, NULL); // SABERFIXME: Don't make this force based. This code is ugly as f**k anyway other->client->saberBlockDebounce = level.time + (350 - (otherDefLevel*100)); //200; //For jedi AI other->client->ps.saberEventFlags |= SEF_DEFLECTED; if ( other->client->ps.saberActionFlags & (1 << SAF_BLOCKING) && !(other->client->ps.saberActionFlags & ( 1 << SAF_PROJBLOCKING) ) ) { goto killProj; } else if ( other->client->ps.saberActionFlags & SAF_PROJBLOCKING ) { JKG_SaberDeflectMissile(other, ent, fwd); other->client->saberProjBlockTime += 500; // give them a little bit of leeway --eez } return; } else if ((other->r.contents & CONTENTS_LIGHTSABER) && !isKnockedSaber) { //hit this person's saber, so.. gentity_t *otherOwner = &g_entities[other->r.ownerNum]; if (otherOwner->takedamage && otherOwner->client && ent->s.weapon != WP_ROCKET_LAUNCHER && ent->s.weapon != WP_THERMAL && ent->s.weapon != WP_TRIP_MINE && ent->s.weapon != WP_DET_PACK && ent->methodOfDeath != MOD_REPEATER_ALT && ent->methodOfDeath != MOD_FLECHETTE_ALT_SPLASH && ent->methodOfDeath != MOD_CONC && ent->methodOfDeath != MOD_CONC_ALT /*&& otherOwner->client->ps.saberBlockTime < level.time*/) { //for now still deflect even if saberBlockTime >= level.time because it hit the actual saber vec3_t fwd; gentity_t *te; int otherDefLevel = otherOwner->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE]; //in this case, deflect it even if we can't actually block it because it hit our saber //WP_SaberCanBlock(otherOwner, ent->r.currentOrigin, 0, 0, qtrue, 0); if (otherOwner->client && otherOwner->client->ps.weaponTime <= 0) { WP_SaberBlockNonRandom(otherOwner, NULL, ent->r.currentOrigin, qtrue); // <-- ??? --eez } te = G_TempEntity( ent->r.currentOrigin, EV_SABER_BLOCK ); VectorCopy(ent->r.currentOrigin, te->s.origin); VectorCopy(trace->plane.normal, te->s.angles); te->s.eventParm = 0; te->s.weapon = 0;//saberNum te->s.legsAnim = 0;//bladeNum /*if (otherOwner->client->ps.velocity[2] > 0 || otherOwner->client->pers.cmd.forwardmove || otherOwner->client->pers.cmd.rightmove)*/ if (otherOwner->client->ps.velocity[2] > 0 || otherOwner->client->pers.cmd.forwardmove < 0) //now we only do it if jumping or running backward. Should be able to full-on charge. { otherDefLevel -= 1; if (otherDefLevel < 0) { otherDefLevel = 0; } } AngleVectors(otherOwner->client->ps.viewangles, fwd, NULL, NULL); otherOwner->client->saberBlockDebounce = level.time + (350 - (otherDefLevel*100));//200; //For jedi AI otherOwner->client->ps.saberEventFlags |= SEF_DEFLECTED; // um...this code is a lil messed up, so i'll replace it with my own --eez if ( otherOwner->client->ps.saberActionFlags & (1 << SAF_BLOCKING) && !(otherOwner->client->ps.saberActionFlags & ( 1 << SAF_PROJBLOCKING )) ) { goto killProj; } else if ( otherOwner->client->ps.saberActionFlags & ( 1 << SAF_PROJBLOCKING ) ) { // SABERFIXME: Write new function for this JKG_SaberDeflectMissile(otherOwner, ent, fwd); otherOwner->client->saberProjBlockTime += 500; // give them a little bit of leeway --eez } return; } } if( ent->genericValue10 ) // nerf this check in order to make grenade bouncing work --eez { vec3_t fwd; if (other->client) { AngleVectors(other->client->ps.viewangles, fwd, NULL, NULL); } else { AngleVectors(other->r.currentAngles, fwd, NULL, NULL); } VectorScale(ent->s.pos.trDelta, 0.2, ent->s.pos.trDelta); G_Damage(other, ent, ent->parent, fwd, ent->s.origin, ent->genericValue9, 0, MOD_THERMAL); G_DeflectMissile(other, ent, fwd); //G_MissileBounceEffect(ent, ent->r.currentOrigin, fwd); return; } // check for sticking if ( !other->takedamage && ( ent->s.eFlags & EF_MISSILE_STICK ) ) { laserTrapStick( ent, trace->endpos, trace->plane.normal ); G_AddEvent( ent, EV_MISSILE_STICK, 0 ); return; } // impact damage if (other->takedamage && !isKnockedSaber) { // FIXME: wrong damage direction? weaponData_t *weapon = GetWeaponData (ent->s.weapon, ent->s.weaponVariation); weaponFireModeStats_t *fireMode = &weapon->firemodes[ent->s.firingMode]; if ( ent->damage || fireMode->damageTypeHandle || fireMode->secondaryDmgHandle ) { vec3_t velocity; hitClient = qtrue; BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity ); if ( VectorLength( velocity ) == 0 ) { velocity[2] = 1; // stepped on a grenade } if ( fireMode->damageTypeHandle ) { JKG_DoDamage (fireMode->damageTypeHandle, other, ent, &g_entities[ent->r.ownerNum], velocity, ent->r.currentOrigin, 0, ent->methodOfDeath); } else if ( ent->damage ) { G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity, ent->r.currentOrigin, ent->damage, 0, ent->methodOfDeath); } if ( fireMode->secondaryDmgHandle ) { JKG_DoDamage (fireMode->secondaryDmgHandle, other, ent, &g_entities[ent->r.ownerNum], velocity, ent->r.currentOrigin, 0, ent->methodOfDeath); } if (other->client) { //What I'm wondering is why this isn't in the NPC pain funcs. But this is what SP does, so whatever. class_t npc_class = other->client->NPC_class; // If we are a robot and we aren't currently doing the full body electricity... if ( npc_class == CLASS_SEEKER || npc_class == CLASS_PROBE || npc_class == CLASS_MOUSE || npc_class == CLASS_GONK || npc_class == CLASS_R2D2 || npc_class == CLASS_R5D2 || npc_class == CLASS_REMOTE || npc_class == CLASS_MARK1 || npc_class == CLASS_MARK2 || //npc_class == CLASS_PROTOCOL ||//no protocol, looks odd npc_class == CLASS_INTERROGATOR || npc_class == CLASS_ATST || npc_class == CLASS_SENTRY ) { // special droid only behaviors if ( other->client->ps.electrifyTime < level.time + 100 ) { // ... do the effect for a split second for some more feedback other->client->ps.electrifyTime = level.time + 450; } //FIXME: throw some sparks off droids,too } } } } killProj: // is it cheaper in bandwidth to just remove this ent and create a new // one, rather than changing the missile into the explosion? if ( other->takedamage && other->client && !isKnockedSaber ) { { G_AddEvent( ent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) ); ent->s.otherEntityNum = other->s.number; } } else if( trace->surfaceFlags & SURF_METALSTEPS ) { G_AddEvent( ent, EV_MISSILE_MISS_METAL, DirToByte( trace->plane.normal ) ); } else if (ent->s.weapon != G2_MODEL_PART && !isKnockedSaber) { G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) ); } if (!isKnockedSaber) { ent->freeAfterEvent = qtrue; // change over to a normal entity right at the point of impact ent->s.eType = ET_GENERAL; } SnapVectorTowards( trace->endpos, ent->s.pos.trBase ); // save net bandwidth G_SetOrigin( ent, trace->endpos ); ent->takedamage = qfalse; if (ent->s.weapon == G2_MODEL_PART) { ent->freeAfterEvent = qfalse; //it will free itself } if(ent->splashRadius && ent->splashDamage && !ent->genericValue10) { G_RadiusDamage(trace->endpos, &g_entities[ent->r.ownerNum], ent->splashDamage, ent->splashRadius, NULL, ent, ent->methodOfDeath); } trap->LinkEntity( (sharedEntity_t *)ent ); }
void G_MissileImpact( gentity_t *ent, trace_t *trace ) { gentity_t *other; qboolean hitClient = qfalse; qboolean isKnockedSaber = qfalse; other = &g_entities[trace->entityNum]; // check for bounce if ( !other->takedamage && (ent->bounceCount > 0 || ent->bounceCount == -5 ) && ( ent->flags & ( FL_BOUNCE | FL_BOUNCE_HALF ) ) ) { G_BounceMissile( ent, trace ); G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 ); return; } else if (ent->neverFree && ent->s.weapon == WP_SABER && (ent->flags & FL_BOUNCE_HALF)) { //this is a knocked-away saber if (ent->bounceCount > 0 || ent->bounceCount == -5) { G_BounceMissile( ent, trace ); G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 ); return; } isKnockedSaber = qtrue; } // I would glom onto the FL_BOUNCE code section above, but don't feel like risking breaking something else if ( (!other->takedamage && (ent->bounceCount > 0 || ent->bounceCount == -5) && ( ent->flags&(FL_BOUNCE_SHRAPNEL) ) ) || ((trace->surfaceFlags&SURF_FORCEFIELD)&&!ent->splashDamage&&!ent->splashRadius&&(ent->bounceCount > 0 || ent->bounceCount == -5)) ) { G_BounceMissile( ent, trace ); if ( ent->bounceCount < 1 ) { ent->flags &= ~FL_BOUNCE_SHRAPNEL; } return; } if ((other->r.contents & CONTENTS_LIGHTSABER) && !isKnockedSaber) { //hit this person's saber, so.. gentity_t *otherOwner = &g_entities[other->r.ownerNum]; if (otherOwner->takedamage && otherOwner->client && otherOwner->client->ps.duelInProgress && otherOwner->client->ps.duelIndex != ent->r.ownerNum) { goto killProj; } } else if (!isKnockedSaber) { if (other->takedamage && other->client && other->client->ps.duelInProgress && other->client->ps.duelIndex != ent->r.ownerNum) { goto killProj; } } if (other->flags & FL_DMG_BY_HEAVY_WEAP_ONLY) { if (ent->methodOfDeath != MOD_REPEATER_ALT && ent->methodOfDeath != MOD_ROCKET && ent->methodOfDeath != MOD_FLECHETTE_ALT_SPLASH && ent->methodOfDeath != MOD_ROCKET_HOMING && ent->methodOfDeath != MOD_THERMAL && ent->methodOfDeath != MOD_THERMAL_SPLASH && ent->methodOfDeath != MOD_TRIP_MINE_SPLASH && ent->methodOfDeath != MOD_TIMED_MINE_SPLASH && ent->methodOfDeath != MOD_DET_PACK_SPLASH && ent->methodOfDeath != MOD_VEHICLE && ent->methodOfDeath != MOD_CONC && ent->methodOfDeath != MOD_CONC_ALT && ent->methodOfDeath != MOD_SABER && ent->methodOfDeath != MOD_TURBLAST) { vec3_t fwd; if (trace) { VectorCopy(trace->plane.normal, fwd); } else { //oh well AngleVectors(other->r.currentAngles, fwd, NULL, NULL); } G_DeflectMissile(other, ent, fwd); G_MissileBounceEffect(ent, ent->r.currentOrigin, fwd); return; } } if ((other->flags & FL_SHIELDED) && ent->s.weapon != WP_ROCKET_LAUNCHER && ent->s.weapon != WP_THERMAL && ent->s.weapon != WP_TRIP_MINE && ent->s.weapon != WP_DET_PACK && ent->s.weapon != WP_DEMP2 && ent->s.weapon != WP_EMPLACED_GUN && ent->methodOfDeath != MOD_REPEATER_ALT && ent->methodOfDeath != MOD_FLECHETTE_ALT_SPLASH && ent->methodOfDeath != MOD_TURBLAST && ent->methodOfDeath != MOD_VEHICLE && ent->methodOfDeath != MOD_CONC && ent->methodOfDeath != MOD_CONC_ALT && !(ent->dflags&DAMAGE_HEAVY_WEAP_CLASS) ) { vec3_t fwd; if (other->client) { AngleVectors(other->client->ps.viewangles, fwd, NULL, NULL); } else { AngleVectors(other->r.currentAngles, fwd, NULL, NULL); } G_DeflectMissile(other, ent, fwd); G_MissileBounceEffect(ent, ent->r.currentOrigin, fwd); return; } if (other->takedamage && other->client && ent->s.weapon != WP_ROCKET_LAUNCHER && ent->s.weapon != WP_THERMAL && ent->s.weapon != WP_TRIP_MINE && ent->s.weapon != WP_DET_PACK && ent->s.weapon != WP_DEMP2 && ent->methodOfDeath != MOD_REPEATER_ALT && ent->methodOfDeath != MOD_FLECHETTE_ALT_SPLASH && ent->methodOfDeath != MOD_CONC && ent->methodOfDeath != MOD_CONC_ALT && other->client->ps.saberBlockTime < level.time && !isKnockedSaber && WP_SaberCanBlock(other, ent->r.currentOrigin, 0, 0, qtrue, 0)) { //only block one projectile per 200ms (to prevent giant swarms of projectiles being blocked) vec3_t fwd; gentity_t *te; int otherDefLevel = other->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE]; te = G_TempEntity( ent->r.currentOrigin, EV_SABER_BLOCK ); VectorCopy(ent->r.currentOrigin, te->s.origin); VectorCopy(trace->plane.normal, te->s.angles); te->s.eventParm = 0; te->s.weapon = 0;//saberNum te->s.legsAnim = 0;//bladeNum /*if (other->client->ps.velocity[2] > 0 || other->client->pers.cmd.forwardmove || other->client->pers.cmd.rightmove) */ if (other->client->ps.velocity[2] > 0 || other->client->pers.cmd.forwardmove < 0) //now we only do it if jumping or running backward. Should be able to full-on charge. { otherDefLevel -= 1; if (otherDefLevel < 0) { otherDefLevel = 0; } } AngleVectors(other->client->ps.viewangles, fwd, NULL, NULL); if (otherDefLevel == FORCE_LEVEL_1) { //if def is only level 1, instead of deflecting the shot it should just die here } else if (otherDefLevel == FORCE_LEVEL_2) { G_DeflectMissile(other, ent, fwd); } else { G_ReflectMissile(other, ent, fwd, g_randomConeReflection.integer & CONE_REFLECT_SDEF); } other->client->ps.saberBlockTime = level.time + (350 - (otherDefLevel*100)); //For jedi AI other->client->ps.saberEventFlags |= SEF_DEFLECTED; if (otherDefLevel == FORCE_LEVEL_3) { other->client->ps.saberBlockTime = 0; //^_^ } if (otherDefLevel == FORCE_LEVEL_1) { goto killProj; } return; } else if ((other->r.contents & CONTENTS_LIGHTSABER) && !isKnockedSaber) { //hit this person's saber, so.. gentity_t *otherOwner = &g_entities[other->r.ownerNum]; if (otherOwner->takedamage && otherOwner->client && ent->s.weapon != WP_ROCKET_LAUNCHER && ent->s.weapon != WP_THERMAL && ent->s.weapon != WP_TRIP_MINE && ent->s.weapon != WP_DET_PACK && ent->s.weapon != WP_DEMP2 && ent->methodOfDeath != MOD_REPEATER_ALT && ent->methodOfDeath != MOD_FLECHETTE_ALT_SPLASH && ent->methodOfDeath != MOD_CONC && ent->methodOfDeath != MOD_CONC_ALT ) { //for now still deflect even if saberBlockTime >= level.time because it hit the actual saber vec3_t fwd; gentity_t *te; int otherDefLevel = otherOwner->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE]; //in this case, deflect it even if we can't actually block it because it hit our saber if (otherOwner->client && otherOwner->client->ps.weaponTime <= 0) { WP_SaberBlockNonRandom(otherOwner, ent->r.currentOrigin, qtrue); } te = G_TempEntity( ent->r.currentOrigin, EV_SABER_BLOCK ); VectorCopy(ent->r.currentOrigin, te->s.origin); VectorCopy(trace->plane.normal, te->s.angles); te->s.eventParm = 0; te->s.weapon = 0;//saberNum te->s.legsAnim = 0;//bladeNum if (otherOwner->client->ps.velocity[2] > 0 || otherOwner->client->pers.cmd.forwardmove < 0) //now we only do it if jumping or running backward. Should be able to full-on charge. { otherDefLevel -= 1; if (otherDefLevel < 0) { otherDefLevel = 0; } } AngleVectors(otherOwner->client->ps.viewangles, fwd, NULL, NULL); if (otherDefLevel == FORCE_LEVEL_1) { //if def is only level 1, instead of deflecting the shot it should just die here } else if (otherDefLevel == FORCE_LEVEL_2) { G_DeflectMissile(otherOwner, ent, fwd); } else { G_ReflectMissile(otherOwner, ent, fwd, g_randomConeReflection.integer & CONE_REFLECT_SDEF); } otherOwner->client->ps.saberBlockTime = level.time + (350 - (otherDefLevel*100)); //For jedi AI otherOwner->client->ps.saberEventFlags |= SEF_DEFLECTED; if (otherDefLevel == FORCE_LEVEL_3) { otherOwner->client->ps.saberBlockTime = 0; //^_^ } if (otherDefLevel == FORCE_LEVEL_1) { goto killProj; } return; } } // check for sticking if ( !other->takedamage && ( ent->s.eFlags & EF_MISSILE_STICK ) ) { laserTrapStick( ent, trace->endpos, trace->plane.normal ); G_AddEvent( ent, EV_MISSILE_STICK, 0 ); return; } // impact damage if (other->takedamage && !isKnockedSaber) { // FIXME: wrong damage direction? if ( ent->damage ) { vec3_t velocity; qboolean didDmg = qfalse; if( LogAccuracyHit( other, &g_entities[ent->r.ownerNum] ) && !ent->isReflected) { g_entities[ent->r.ownerNum].client->accuracy_hits++; hitClient = qtrue; } BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity ); if ( VectorLength( velocity ) == 0 ) { velocity[2] = 1; // stepped on a grenade } if ((ent->s.weapon == WP_BOWCASTER || ent->s.weapon == WP_FLECHETTE || ent->s.weapon == WP_ROCKET_LAUNCHER)) { if (ent->s.weapon == WP_FLECHETTE && (ent->s.eFlags & EF_ALT_FIRING)) { /* fix: there are rare situations where flechette did explode by timeout AND by impact in the very same frame, then here ent->think was set to G_FreeEntity, so the folowing think did invalidate this entity, BUT it would be reused later in this function for explosion event. This, then, would set ent->freeAfterEvent to qtrue, so event later, when reusing this entity by using G_InitEntity(), it would have this freeAfterEvent set AND this would in case of dropped item erase it from game immeadiately. THIS for example caused very rare flag dissappearing bug. */ if (ent->think == WP_flechette_alt_blow) ent->think(ent); } else { G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity, /*ent->s.origin*/ent->r.currentOrigin, ent->damage, DAMAGE_HALF_ABSORB, ent->methodOfDeath); didDmg = qtrue; } } else { G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity, /*ent->s.origin*/ent->r.currentOrigin, ent->damage, 0, ent->methodOfDeath); didDmg = qtrue; } if (didDmg && other && other->client) { //What I'm wondering is why this isn't in the NPC pain funcs. But this is what SP does, so whatever. class_t npc_class = other->client->NPC_class; // If we are a robot and we aren't currently doing the full body electricity... if ( npc_class == CLASS_SEEKER || npc_class == CLASS_PROBE || npc_class == CLASS_MOUSE || npc_class == CLASS_GONK || npc_class == CLASS_R2D2 || npc_class == CLASS_R5D2 || npc_class == CLASS_REMOTE || npc_class == CLASS_MARK1 || npc_class == CLASS_MARK2 || //npc_class == CLASS_PROTOCOL ||//no protocol, looks odd npc_class == CLASS_INTERROGATOR || npc_class == CLASS_ATST || npc_class == CLASS_SENTRY ) { // special droid only behaviors if ( other->client->ps.electrifyTime < level.time + 100 ) { // ... do the effect for a split second for some more feedback other->client->ps.electrifyTime = level.time + 450; } //FIXME: throw some sparks off droids,too } } } if ( ent->s.weapon == WP_DEMP2 ) {//a hit with demp2 decloaks people, disables ships if ( other && other->client && other->client->NPC_class == CLASS_VEHICLE ) {//hit a vehicle if ( other->m_pVehicle //valid vehicle ent && other->m_pVehicle->m_pVehicleInfo//valid stats && (other->m_pVehicle->m_pVehicleInfo->type == VH_SPEEDER//always affect speeders ||(other->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER && ent->classname && Q_stricmp("vehicle_proj", ent->classname ) == 0) )//only vehicle ion weapons affect a fighter in this manner && !FighterIsLanded( other->m_pVehicle , &other->client->ps )//not landed && !(other->spawnflags&2) )//and not suspended {//vehicles hit by "ion cannons" lose control if ( other->client->ps.electrifyTime > level.time ) {//add onto it //FIXME: extern the length of the "out of control" time? other->client->ps.electrifyTime += Q_irand(200,500); if ( other->client->ps.electrifyTime > level.time + 4000 ) {//cap it other->client->ps.electrifyTime = level.time + 4000; } } else {//start it //FIXME: extern the length of the "out of control" time? other->client->ps.electrifyTime = level.time + Q_irand(200,500); } } } else if ( other && other->client && other->client->ps.powerups[PW_CLOAKED] ) { Jedi_Decloak( other ); if ( ent->methodOfDeath == MOD_DEMP2_ALT ) {//direct hit with alt disables cloak forever //permanently disable the saboteur's cloak other->client->cloakToggleTime = Q3_INFINITE; } else {//temp disable other->client->cloakToggleTime = level.time + Q_irand( 3000, 10000 ); } } } } killProj: if (!ent->inuse){ G_LogPrintf("ERROR: entity %i non-used, checkpoint 5\n",ent-g_entities); } // is it cheaper in bandwidth to just remove this ent and create a new // one, rather than changing the missile into the explosion? if ( other->takedamage && other->client && !isKnockedSaber ) { G_AddEvent( ent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) ); ent->s.otherEntityNum = other->s.number; } else if( trace->surfaceFlags & SURF_METALSTEPS ) { G_AddEvent( ent, EV_MISSILE_MISS_METAL, DirToByte( trace->plane.normal ) ); } else if (ent->s.weapon != G2_MODEL_PART && !isKnockedSaber) { G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) ); } if (!isKnockedSaber) { ent->freeAfterEvent = qtrue; // change over to a normal entity right at the point of impact ent->s.eType = ET_GENERAL; } SnapVectorTowards( trace->endpos, ent->s.pos.trBase ); // save net bandwidth G_SetOrigin( ent, trace->endpos ); ent->takedamage = qfalse; // splash damage (doesn't apply to person directly hit) if ( ent->splashDamage ) { if( G_RadiusDamage( trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius, other, ent, ent->splashMethodOfDeath ) ) { if( !hitClient && g_entities[ent->r.ownerNum].client && !ent->isReflected) { g_entities[ent->r.ownerNum].client->accuracy_hits++; } } } if (ent->s.weapon == G2_MODEL_PART) { ent->freeAfterEvent = qfalse; //it will free itself } trap_LinkEntity( ent ); }
/* ================ G_MissileImpact ================ */ void G_MissileImpact( gentity_t *ent, trace_t *trace ) { gentity_t *other; qboolean hitPlayer = qfalse; #if defined MISSIONPACK && !defined TURTLEARENA // POWERS vec3_t forward, impactpoint, bouncedir; int eFlags; #endif #ifdef TA_WEAPSYS qboolean damagedOther = qfalse; #endif other = &g_entities[trace->entityNum]; #if defined MISSIONPACK && !defined TURTLEARENA // POWERS if ( other->takedamage ) { #ifdef TA_WEAPSYS if ( !bg_projectileinfo[ent->s.weapon].stickOnImpact ) #else if ( ent->s.weapon != WP_PROX_LAUNCHER ) #endif { if ( other->player && other->player->invulnerabilityTime > level.time ) { // VectorCopy( ent->s.pos.trDelta, forward ); VectorNormalize( forward ); if (G_InvulnerabilityEffect( other, forward, ent->s.pos.trBase, impactpoint, bouncedir )) { VectorCopy( bouncedir, trace->plane.normal ); eFlags = ent->s.eFlags & EF_BOUNCE_HALF; ent->s.eFlags &= ~EF_BOUNCE_HALF; G_BounceMissile( ent, trace ); ent->s.eFlags |= eFlags; } ent->target_ent = other; return; } } } #endif // impact damage if (other->takedamage #ifdef TA_WEAPSYS // stickOnImpact only damages once && !(ent->count & 2) #endif ) { // FIXME: wrong damage direction? if ( ent->damage ) { vec3_t velocity; if( LogAccuracyHit( other, &g_entities[ent->r.ownerNum] ) ) { g_entities[ent->r.ownerNum].player->accuracy_hits++; hitPlayer = qtrue; } BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity ); if ( VectorLength( velocity ) == 0 ) { #ifdef IOQ3ZTM VectorCopy(trace->plane.normal, velocity); #else velocity[2] = 1; // stepped on a grenade #endif } #ifdef TA_WEAPSYS damagedOther = G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity, ent->s.origin, ent->damage, 0, ent->methodOfDeath); #else G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity, ent->s.origin, ent->damage, 0, ent->methodOfDeath); #endif } } // check for bounce if ( #ifdef TA_WEAPSYS !damagedOther && #else !other->takedamage && #endif ( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) { G_BounceMissile( ent, trace ); #ifdef TA_WEAPSYS // Bounce missiles // Die on Nth bounce if (ent->s.modelindex2 > 0) { ent->s.modelindex2--; if (ent->s.modelindex2 == 0) { // Kill missile G_ExplodeMissile( ent ); return; } } G_AddEvent( ent, EV_PROJECTILE_BOUNCE, DirToByte( trace->plane.normal ) ); ent->s.time2 = trace->surfaceFlags; // surface #else G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 ); #endif return; } #ifdef TA_WEAPSYS if (bg_projectileinfo[ent->s.weapon].stickOnImpact != PSOI_NONE) { vec3_t dir; #ifndef TURTLEARENA // if it's a player, stick it on to them (flag them and remove this entity) if( bg_projectileinfo[ent->s.weapon].explosionType == PE_PROX && other->s.eType == ET_PLAYER && other->health > 0 ) { ProximityMine_Player( ent, other ); return; } #endif if (ent->count & 2) { // Already stuck to wall return; } ent->count |= 2; // Don't stick to players or obelisk if (other->s.eType == ET_PLAYER #ifdef MISSIONPACK || (other->pain == ObeliskPain) #endif ) { goto missileExplode; } // Don't stick to the entity that this missile just killed or other missiles if ((damagedOther && other->health <= 0) || other->s.eType == ET_MISSILE) { // Don't remove projectile if it doesn't explode. if (bg_projectileinfo[ent->s.weapon].explosionType == PE_NONE) { ent->s.pos.trType = TR_GRAVITY; ent->count &= ~2; return; } else { goto missileExplode; } } if (bg_projectileinfo[ent->s.weapon].shootable) VectorMA(trace->endpos, -8, trace->plane.normal, trace->endpos); SnapVectorTowards( trace->endpos, ent->s.pos.trBase ); G_SetOrigin( ent, trace->endpos ); if (bg_projectileinfo[ent->s.weapon].stickOnImpact == PSOI_KEEP_ANGLES) { #if 0 // convert direction of travel into axis if ( VectorNormalize2( ent->s.pos.trDelta, dir ) == 0 ) { dir[2] = 1; } // Set the angles vectoangles( dir, ent->s.angles ); #else VectorCopy(trace->plane.normal, dir); #endif } else { VectorCopy(trace->plane.normal, dir); vectoangles( dir, ent->s.angles ); switch (bg_projectileinfo[ent->s.weapon].stickOnImpact) { case PSOI_ANGLE_270: ent->s.angles[0] += 270; break; case PSOI_ANGLE_180: ent->s.angles[0] += 180; break; case PSOI_ANGLE_90: // Maybe this is good for prox mines, but doesn't look good on my // rocket or shuirkens... ent->s.angles[0] += 90; break; case PSOI_ANGLE_0: break; } } // Save direction VectorCopy(dir, ent->s.angles2); ent->s.pos.trType = TR_STATIONARY; VectorClear( ent->s.pos.trDelta ); G_AddEvent( ent, EV_PROJECTILE_STICK, DirToByte(trace->plane.normal) ); ent->s.time2 = trace->surfaceFlags; // surface if (bg_projectileinfo[ent->s.weapon].explosionType == PE_PROX) { // When a BREAKABLE ET_MOVER is killed it drops the projectiles stuck to it, // so don't setup the prox mine when it impact a surface if it already hit been setup. if (ent->die != ProximityMine_Die) { ent->think = ProximityMine_Activate; ent->nextthink = level.time + 2000; ent->die = ProximityMine_Die; } } else { ent->die = G_Missile_Die; } // link the prox mine to the other entity ent->enemy = other; VectorCopy(dir, ent->movedir); VectorSet(ent->s.mins, -4, -4, -4); VectorSet(ent->s.maxs, 4, 4, 4); trap_LinkEntity(ent); return; } #elif defined MISSIONPACK if( ent->s.weapon == WP_PROX_LAUNCHER ) { if( ent->s.pos.trType != TR_GRAVITY ) { return; } // if it's a player, stick it on to them (flag them and remove this entity) if( other->s.eType == ET_PLAYER && other->health > 0 ) { ProximityMine_Player( ent, other ); return; } SnapVectorTowards( trace->endpos, ent->s.pos.trBase ); G_SetOrigin( ent, trace->endpos ); ent->s.pos.trType = TR_STATIONARY; VectorClear( ent->s.pos.trDelta ); G_AddEvent( ent, EV_PROXIMITY_MINE_STICK, trace->surfaceFlags ); ent->think = ProximityMine_Activate; ent->nextthink = level.time + 2000; vectoangles( trace->plane.normal, ent->s.angles ); ent->s.angles[0] += 90; // link the prox mine to the other entity ent->enemy = other; ent->die = ProximityMine_Die; VectorCopy(trace->plane.normal, ent->movedir); VectorSet(ent->s.mins, -4, -4, -4); VectorSet(ent->s.maxs, 4, 4, 4); trap_LinkEntity(ent); return; } #endif #ifdef TA_WEAPSYS if (bg_projectileinfo[ent->s.weapon].grappling) #else if (!strcmp(ent->classname, "hook")) #endif { gentity_t *nent; vec3_t v; nent = G_Spawn(); if ( other->takedamage && other->player ) { G_AddEvent( nent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) ); nent->s.otherEntityNum = other->s.number; v[0] = other->r.currentOrigin[0] + (other->s.mins[0] + other->s.maxs[0]) * 0.5; v[1] = other->r.currentOrigin[1] + (other->s.mins[1] + other->s.maxs[1]) * 0.5; v[2] = other->r.currentOrigin[2] + (other->s.mins[2] + other->s.maxs[2]) * 0.5; } else { VectorCopy(trace->endpos, v); G_AddEvent( nent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) ); } #ifdef IOQ3ZTM // IOQ3BUGFIX: Fix grapple wallmark/death-effect/debris (only tested with TA_WEAPSYS...) nent->s.weapon = ent->s.weapon; #endif #ifdef TA_WEAPSYS if (ent->parent) nent->s.playerNum = ent->parent->s.number; else nent->s.playerNum = ENTITYNUM_NONE; #endif nent->s.weapon = ent->s.weapon; ent->enemy = other; ent->s.groundEntityNum = other->s.number; SnapVectorTowards( v, ent->s.pos.trBase ); // save net bandwidth nent->freeAfterEvent = qtrue; // change over to a normal entity right at the point of impact nent->s.eType = ET_GENERAL; ent->s.eType = ET_GRAPPLE; G_SetOrigin( ent, v ); G_SetOrigin( nent, v ); ent->think = Weapon_HookThink; ent->nextthink = level.time + FRAMETIME; ent->parent->player->ps.pm_flags |= PMF_GRAPPLE_PULL; VectorCopy( ent->r.currentOrigin, ent->parent->player->ps.grapplePoint); trap_LinkEntity( ent ); trap_LinkEntity( nent ); #ifdef TA_WEAPSYS // Don't grapple to the entity if you just killed it. if (damagedOther && other->health <= 0) { Weapon_HookFree(ent); } #endif return; } #ifdef TA_WEAPSYS missileExplode: #endif // is it cheaper in bandwidth to just remove this ent and create a new // one, rather than changing the missile into the explosion? if ( other->takedamage && other->player ) { G_AddEvent( ent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) ); ent->s.otherEntityNum = other->s.number; } else if( trace->surfaceFlags & SURF_METALSTEPS ) { G_AddEvent( ent, EV_MISSILE_MISS_METAL, DirToByte( trace->plane.normal ) ); } else { G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) ); } #ifdef TA_WEAPSYS if (ent->parent) ent->s.playerNum = ent->parent->s.number; else ent->s.playerNum = ENTITYNUM_NONE; #endif ent->freeAfterEvent = qtrue; // change over to a normal entity right at the point of impact #ifndef TA_WEAPSYS // Must be after G_RadiusDamage ent->s.eType = ET_GENERAL; #endif SnapVectorTowards( trace->endpos, ent->s.pos.trBase ); // save net bandwidth G_SetOrigin( ent, trace->endpos ); // splash damage (doesn't apply to person directly hit) if ( ent->splashDamage ) { #ifdef TA_WEAPSYS if( G_RadiusDamage( trace->endpos, ent, ent->parent, ent->splashDamage, ent->splashRadius, other, ent->splashMethodOfDeath ) ) #else if( G_RadiusDamage( trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius, other, ent->splashMethodOfDeath ) ) #endif { if( !hitPlayer ) { g_entities[ent->r.ownerNum].player->accuracy_hits++; } } } #ifdef TA_WEAPSYS ent->s.eType = ET_GENERAL; #endif trap_LinkEntity( ent ); }
void G_MissileImpact( gentity_t *ent, trace_t *trace ) { gentity_t *other; qboolean hitClient = qfalse; other = &g_entities[trace->entityNum]; // check for bounce if ( !other->takedamage && (ent->bounceCount > 0 || ent->bounceCount == -5) && ( ent->flags & ( FL_BOUNCE | FL_BOUNCE_HALF ) ) ) { G_BounceMissile( ent, trace ); // G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 ); return; } if ( other->s.eType == ET_MISSILE && ent->s.weapon == WP_QUANTIZER && other->s.weapon == WP_MORTAR ) {//Quantizer can deflect mortar shots :3 G_DeflectMissile( ent, other, &ent->s.pos.trDelta ); other->r.ownerNum = ent->r.ownerNum; G_FreeEntity( ent ); return; } // impact damage if (other->takedamage) { // FIXME: wrong damage direction? if ( ent->damage ) { vector3 velocity; if( LogAccuracyHit( other, &g_entities[ent->r.ownerNum] ) ) { g_entities[ent->r.ownerNum].client->accuracy_hits++; hitClient = qtrue; } BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, &velocity ); if ( VectorLength( &velocity ) == 0 ) { velocity.z = 1; // stepped on a grenade } //Raz: The inflictor is the missile, for direct hits from quantizer/RLauncher/etc G_Damage( other, ent, &g_entities[ent->r.ownerNum], ent, NULL/*velocity*/, &ent->s.origin, ent->damage, 0, ent->methodOfDeath ); } } // is it cheaper in bandwidth to just remove this ent and create a new // one, rather than changing the missile into the explosion? if ( other->takedamage && other->client ) { G_AddEvent( ent, EV_MISSILE_HIT, DirToByte( &trace->plane.normal ) ); ent->s.otherEntityNum = other->s.number; } else if( trace->surfaceFlags & SURF_METALSTEPS ) { G_AddEvent( ent, EV_MISSILE_MISS_METAL, DirToByte( &trace->plane.normal ) ); } else { G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( &trace->plane.normal ) ); } ent->freeAfterEvent = qtrue; // change over to a normal entity right at the point of impact ent->s.eType = ET_GENERAL; VectorSnapTowards( &trace->endpos, &ent->s.pos.trBase ); // save net bandwidth G_SetOrigin( ent, &trace->endpos ); // splash damage (doesn't apply to person directly hit) #if 0 if ( ent->splashDamage ) { if( G_RadiusDamage( trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius, other, ent->splashMethodOfDeath ) ) { if( !hitClient ) { g_entities[ent->r.ownerNum].client->accuracy_hits++; } } } #else //QtZ if ( (ent->splashDamage || ent->splashRadius) && G_RadiusDamage( &trace->endpos, ent->parent, (float)ent->splashDamage, (float)ent->splashRadius, other, ent, ent->splashMethodOfDeath ) && !hitClient && g_entities[ent->r.ownerNum].client ) g_entities[ent->r.ownerNum].client->accuracy_hits++; #endif trap->SV_LinkEntity( (sharedEntity_t *)ent ); }
/* ================ G_MissileImpact impactDamage is how much damage the impact will do to func_explosives ================ */ void G_MissileImpact( gentity_t *ent, trace_t *trace, int impactDamage ) { gentity_t *other; qboolean hitClient = qfalse; vec3_t velocity; int etype; other = &g_entities[trace->entityNum]; // handle func_explosives if ( other->classname && Q_stricmp( other->classname, "func_explosive" ) == 0 ) { // the damage is sufficient to "break" the ent (health == 0 is non-breakable) if ( other->health && impactDamage >= other->health ) { // check for other->takedamage needs to be inside the health check since it is // likely that, if successfully destroyed by the missile, in the next runmissile() // update takedamage would be set to '0' and the func_explosive would not be // removed yet, causing a bounce. if ( other->takedamage ) { BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity ); G_Damage( other, ent, &g_entities[ent->r.ownerNum], velocity, ent->s.origin, impactDamage, 0, ent->methodOfDeath ); } // its possible of the func_explosive not to die from this and it // should reflect the missile or explode it not vanish into oblivion if ( other->health <= 0 ) { return; } } } // check for bounce if ( !other->takedamage && ( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) { G_BounceMissile( ent, trace ); // JPW NERVE -- spotter White Phosphorous rounds shouldn't bounce noise if ( !Q_stricmp( ent->classname,"WP" ) ) { return; } // jpw if ( !Q_stricmp( ent->classname, "flamebarrel" ) ) { G_AddEvent( ent, EV_FLAMEBARREL_BOUNCE, 0 ); } else { G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 ); } return; } if ( other->takedamage && ent->s.density == 1 ) { G_ExplodeMissilePoisonGas( ent ); return; } // impact damage if ( other->takedamage ) { if ( ent->damage ) { if ( LogAccuracyHit( other, &g_entities[ent->r.ownerNum] ) ) { if ( g_entities[ent->r.ownerNum].client ) { g_entities[ent->r.ownerNum].client->ps.persistant[PERS_ACCURACY_HITS]++; } hitClient = qtrue; } BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity ); if ( VectorLength( velocity ) == 0 ) { velocity[2] = 1; // stepped on a grenade } G_Damage( other, ent, &g_entities[ent->r.ownerNum], velocity, ent->s.origin, ent->damage, 0, ent->methodOfDeath ); } else // if no damage value, then this is a splash damage grenade only { G_BounceMissile( ent, trace ); return; } } // is it cheaper in bandwidth to just remove this ent and create a new // one, rather than changing the missile into the explosion? if ( other->takedamage && other->client ) { G_AddEvent( ent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) ); ent->s.otherEntityNum = other->s.number; } else { // Ridah, try projecting it in the direction it came from, for better decals vec3_t dir; BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, dir ); BG_GetMarkDir( dir, trace->plane.normal, dir ); G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( dir ) ); } ent->freeAfterEvent = qtrue; // change over to a normal entity right at the point of impact etype = ent->s.eType; ent->s.eType = ET_GENERAL; SnapVectorTowards( trace->endpos, ent->s.pos.trBase ); // save net bandwidth G_SetOrigin( ent, trace->endpos ); // splash damage (doesn't apply to person directly hit) if ( ent->splashDamage ) { if ( G_RadiusDamage( trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius, other, ent->splashMethodOfDeath ) ) { if ( !hitClient && g_entities[ent->r.ownerNum].client ) { g_entities[ent->r.ownerNum].client->ps.persistant[PERS_ACCURACY_HITS]++; } } } trap_LinkEntity( ent ); }
//G_MissileImpact now returns qfalse if and only if the player physically dodged the damage. //this allows G_RunMissile to properly handle he qboolean G_MissileImpact( gentity_t *ent, trace_t *trace ) { //void G_MissileImpact( gentity_t *ent, trace_t *trace ) { //[/DodgeSys] gentity_t *other; qboolean isKnockedSaber = qfalse; //[DodgeSys] int missileDmg; //[/DodgeSys] other = &g_entities[trace->entityNum]; // check for bounce //[WeaponSys] //allow thermals to bounce off players and such. if ( (!other->takedamage || ent->s.weapon == WP_THERMAL) && //if ( !other->takedamage && //[/WeaponSys] (ent->bounceCount > 0 || ent->bounceCount == -5) && ( ent->flags & ( FL_BOUNCE | FL_BOUNCE_HALF ) ) ) { G_BounceMissile( ent, trace ); G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 ); //[DodgeSys] return qtrue; //return; //[/DodgeSys] } else if (ent->neverFree && ent->s.weapon == WP_SABER && (ent->flags & FL_BOUNCE_HALF)) { //this is a knocked-away saber if (ent->bounceCount > 0 || ent->bounceCount == -5) { G_BounceMissile( ent, trace ); G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 ); //[DodgeSys] return qtrue; //return; //[/DodgeSys] } isKnockedSaber = qtrue; } // I would glom onto the FL_BOUNCE code section above, but don't feel like risking breaking something else if (/* (!other->takedamage && (ent->bounceCount > 0 || ent->bounceCount == -5) && ( ent->flags&(FL_BOUNCE_SHRAPNEL) ) ) ||*/ ((trace->surfaceFlags&SURF_FORCEFIELD)&&!ent->splashDamage&&!ent->splashRadius&&(ent->bounceCount > 0 || ent->bounceCount == -5)) ) { G_BounceMissile( ent, trace ); if ( ent->bounceCount < 1 ) { ent->flags &= ~FL_BOUNCE_SHRAPNEL; } //[DodgeSys] return qtrue; //return; //[/DodgeSys] } if ((other->r.contents & CONTENTS_LIGHTSABER) && !isKnockedSaber) { //hit this person's saber, so.. gentity_t *otherOwner = &g_entities[other->r.ownerNum]; if (otherOwner->takedamage && otherOwner->client && otherOwner->client->ps.duelInProgress && otherOwner->client->ps.duelIndex != ent->r.ownerNum) { goto killProj; } } else if (!isKnockedSaber) { if (other->takedamage && other->client && other->client->ps.duelInProgress && other->client->ps.duelIndex != ent->r.ownerNum) { goto killProj; } } if (other->flags & FL_DMG_BY_HEAVY_WEAP_ONLY) { if (ent->methodOfDeath != MOD_REPEATER_ALT && ent->methodOfDeath != MOD_ROCKET && ent->methodOfDeath != MOD_FLECHETTE_ALT_SPLASH && ent->methodOfDeath != MOD_ROCKET_HOMING && ent->methodOfDeath != MOD_THERMAL && ent->methodOfDeath != MOD_THERMAL_SPLASH && ent->methodOfDeath != MOD_TRIP_MINE_SPLASH && ent->methodOfDeath != MOD_TIMED_MINE_SPLASH && ent->methodOfDeath != MOD_DET_PACK_SPLASH && ent->methodOfDeath != MOD_VEHICLE && ent->methodOfDeath != MOD_CONC && ent->methodOfDeath != MOD_CONC_ALT && ent->methodOfDeath != MOD_SABER && //[Asteroids] ent->methodOfDeath != MOD_TURBLAST && ent->methodOfDeath != MOD_TARGET_LASER) //[/Asteroids] { vec3_t fwd; if (trace) { VectorCopy(trace->plane.normal, fwd); } else { //oh well AngleVectors(other->r.currentAngles, fwd, NULL, NULL); } G_DeflectMissile(other, ent, fwd); G_MissileBounceEffect(ent, ent->r.currentOrigin, fwd); //[DodgeSys] return qtrue; //return; //[/DodgeSys] } } //ROP VEHICLE_IMP START if((other->s.NPC_class == CLASS_VEHICLE && other->m_pVehicle && !other->m_pVehicle->m_pVehicleInfo->AllWeaponsDoDamageToShields && other->client->ps.stats[STAT_ARMOR] > 0) || other->flags & FL_SHIELDED) { if (ent->s.weapon != WP_ROCKET_LAUNCHER && ent->s.weapon != WP_THERMAL && ent->s.weapon != WP_GRENADE && ent->s.weapon != WP_DET_PACK && ent->s.weapon != WP_DEMP2 && ent->s.weapon != WP_EMPLACED_GUN && ent->s.weapon != WP_TURRET && ent->methodOfDeath != MOD_REPEATER_ALT && ent->methodOfDeath != MOD_FLECHETTE_ALT_SPLASH && ent->methodOfDeath != MOD_TURBLAST && ent->methodOfDeath != MOD_VEHICLE && ent->methodOfDeath != MOD_CONC && ent->methodOfDeath != MOD_CONC_ALT && !(ent->dflags&DAMAGE_HEAVY_WEAP_CLASS) ) { vec3_t fwd; if (other->client) { AngleVectors(other->client->ps.viewangles, fwd, NULL, NULL); } else { AngleVectors(other->r.currentAngles, fwd, NULL, NULL); } G_DeflectMissile(other, ent, fwd); G_MissileBounceEffect(ent, ent->r.currentOrigin, fwd); //[DodgeSys] return qtrue; //return; //[/DodgeSys] } } //ROP VEHICLE_IMP END //[BoltBlockSys] if (OJP_SaberCanBlock(other, ent, qfalse, trace->endpos, -1, -1)) //[/BoltBlockSys] { //only block one projectile per 200ms (to prevent giant swarms of projectiles being blocked) //[BoltBlockSys] //racc - missile hit the actual player and it's a type of missile that you can deflect/ref with the saber. //racc - play projectile block animation other->client->ps.weaponTime = 0; WP_SaberBlockNonRandom(other, ent->r.currentOrigin, qtrue); OJP_HandleBoltBlock(ent, other, trace); //[DodgeSys] return qtrue; //return; //[/DodgeSys] //[/BoltBlockSys] } else if ((other->r.contents & CONTENTS_LIGHTSABER) && !isKnockedSaber) { //hit this person's saber, so.. gentity_t *otherOwner = &g_entities[other->r.ownerNum]; if (otherOwner->takedamage && otherOwner->client && ent->s.weapon != WP_TUSKEN_RIFLE && ent->s.weapon != WP_ROCKET_LAUNCHER && ent->s.weapon != WP_THERMAL && ent->s.weapon != WP_GRENADE && ent->s.weapon != WP_DET_PACK && //[BoltBlockSys] //ent->s.weapon != WP_DEMP2 && //[BoltBlockSys] ent->methodOfDeath != MOD_REPEATER_ALT && ent->methodOfDeath != MOD_FLECHETTE_ALT_SPLASH && ent->methodOfDeath != MOD_CONC && ent->methodOfDeath != MOD_CONC_ALT /*&& otherOwner->client->ps.saberBlockTime < level.time*/) { //for now still deflect even if saberBlockTime >= level.time because it hit the actual saber //in this case, deflect it even if we can't actually block it because it hit our saber //WP_SaberCanBlock(otherOwner, ent->r.currentOrigin, 0, 0, qtrue, 0); if ((otherOwner->client && !BG_SaberInAttack(otherOwner->client->ps.saberMove)) || (otherOwner->client && (pm->cmd.buttons & BUTTON_FORCEPOWER || pm->cmd.buttons & BUTTON_FORCEGRIP || pm->cmd.buttons & BUTTON_FORCE_LIGHTNING) )) { //racc - play projectile block animation even in . otherOwner->client->ps.weaponTime = 0; WP_SaberBlockNonRandom(otherOwner, ent->r.currentOrigin, qtrue); } //[BoltBlockSys] OJP_HandleBoltBlock(ent, otherOwner, trace); //[/BoltBlockSys] //[DodgeSys] return qtrue; //return; //[/DodgeSys] } } // check for sticking //[SaberThrowSys] if ( !other->takedamage && ( ent->s.eFlags & EF_MISSILE_STICK ) && ent->s.weapon != WP_SABER) //if ( !other->takedamage && ( ent->s.eFlags & EF_MISSILE_STICK ) ) //[/SaberThrowSys] { laserTrapStick( ent, trace->endpos, trace->plane.normal ); G_AddEvent( ent, EV_MISSILE_STICK, 0 ); //[DodgeSys] return qtrue; //return; //[/DodgeSys] } // impact damage if (other->takedamage && !isKnockedSaber) { //[DodgeSys] //make players be able to dodge projectiles. missileDmg = ent->damage; if(G_DoDodge(other, &g_entities[ent->r.ownerNum], trace->endpos, -1, &missileDmg, ent->methodOfDeath)) { //player dodged the damage, have missile continue moving. if(ent->s.weapon == WP_ROCKET_LAUNCHER) ent->genericValue1 = 0; return qfalse; } //[/DodgeSys] // FIXME: wrong damage direction? //[DodgeSys] if ( missileDmg ) { //if ( ent->damage ) { //[/DodgeSys] vec3_t velocity; qboolean didDmg = qfalse; BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity ); if ( VectorLength( velocity ) == 0 ) { velocity[2] = 1; // stepped on a grenade } if (ent->s.weapon == WP_BOWCASTER || ent->s.weapon == WP_FLECHETTE || ent->s.weapon == WP_ROCKET_LAUNCHER) { if (ent->s.weapon == WP_FLECHETTE && (ent->s.eFlags & EF_ALT_FIRING)) { ent->think(ent); } else { G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity, //[DodgeSys] ent->r.currentOrigin, missileDmg, //[/DodgeSys] DAMAGE_HALF_ABSORB, ent->methodOfDeath); didDmg = qtrue; } } else { gentity_t *owner = &g_entities[ent->r.ownerNum]; float distance = VectorDistance(owner->r.currentOrigin,other->r.currentOrigin); if(distance <= 100.0f) { G_Damage (other, ent, owner, velocity, //[DodgeSys] ent->r.currentOrigin, missileDmg * 2, //[/DodgeSys] 0, ent->methodOfDeath); } else if (distance <= 300.0f) { G_Damage (other, ent, owner, velocity, //[DodgeSys] ent->r.currentOrigin, missileDmg * 1.5, //[/DodgeSys] 0, ent->methodOfDeath); } else { G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity, //[DodgeSys] ent->r.currentOrigin, missileDmg, //[/DodgeSys] 0, ent->methodOfDeath); } didDmg = qtrue; } if (didDmg && other && other->client) { //What I'm wondering is why this isn't in the NPC pain funcs. But this is what SP does, so whatever. class_t npc_class = other->client->NPC_class; // If we are a robot and we aren't currently doing the full body electricity... if ( npc_class == CLASS_SEEKER || npc_class == CLASS_PROBE || npc_class == CLASS_MOUSE || npc_class == CLASS_GONK || npc_class == CLASS_R2D2 || npc_class == CLASS_R5D2 || npc_class == CLASS_REMOTE || npc_class == CLASS_MARK1 || npc_class == CLASS_MARK2 || //npc_class == CLASS_PROTOCOL ||//no protocol, looks odd npc_class == CLASS_INTERROGATOR || npc_class == CLASS_ATST || npc_class == CLASS_SENTRY ) { // special droid only behaviors if ( other->client->ps.electrifyTime < level.time + 100 ) { // ... do the effect for a split second for some more feedback other->client->ps.electrifyTime = level.time + 450; } //FIXME: throw some sparks off droids,too } } } if ( ent->s.weapon == WP_DEMP2 ) { //a hit with demp2 decloaks people, disables ships if ( other && other->client && other->client->NPC_class == CLASS_VEHICLE ) { //hit a vehicle if ( other->m_pVehicle //valid vehicle ent && other->m_pVehicle->m_pVehicleInfo//valid stats && (other->m_pVehicle->m_pVehicleInfo->type == VH_SPEEDER//always affect speeders ||(other->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER && ent->classname && Q_stricmp("vehicle_proj", ent->classname ) == 0) )//only vehicle ion weapons affect a fighter in this manner && !FighterIsLanded( other->m_pVehicle , &other->client->ps )//not landed && !(other->spawnflags&2) )//and not suspended { //vehicles hit by "ion cannons" lose control if ( other->client->ps.electrifyTime > level.time ) { //add onto it //FIXME: extern the length of the "out of control" time? other->client->ps.electrifyTime += Q_irand(200,500); if ( other->client->ps.electrifyTime > level.time + 4000 ) { //cap it other->client->ps.electrifyTime = level.time + 4000; } } else { //start it //FIXME: extern the length of the "out of control" time? other->client->ps.electrifyTime = level.time + Q_irand(200,500); } } } else if ( other && other->client && other->client->ps.powerups[PW_CLOAKED] ) { Jedi_Decloak( other ); if ( ent->methodOfDeath == MOD_DEMP2_ALT ) { //direct hit with alt disables cloak forever //permanently disable the saboteur's cloak other->client->cloakToggleTime = Q3_INFINITE; } else { //temp disable other->client->cloakToggleTime = level.time + Q_irand( 3000, 10000 ); } } } } killProj: // is it cheaper in bandwidth to just remove this ent and create a new // one, rather than changing the missile into the explosion? if ( other->takedamage && other->client && !isKnockedSaber ) { G_AddEvent( ent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) ); ent->s.otherEntityNum = other->s.number; } else if( trace->surfaceFlags & SURF_METALSTEPS ) { G_AddEvent( ent, EV_MISSILE_MISS_METAL, DirToByte( trace->plane.normal ) ); } else if (ent->s.weapon != G2_MODEL_PART && !isKnockedSaber) { G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) ); } if (!isKnockedSaber) { ent->freeAfterEvent = qtrue; // change over to a normal entity right at the point of impact ent->s.eType = ET_GENERAL; } SnapVectorTowards( trace->endpos, ent->s.pos.trBase ); // save net bandwidth G_SetOrigin( ent, trace->endpos ); ent->takedamage = qfalse; // splash damage (doesn't apply to person directly hit) if ( ent->splashDamage ) { G_RadiusDamage( trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius, other, ent, ent->splashMethodOfDeath ); } if (ent->s.weapon == G2_MODEL_PART) { ent->freeAfterEvent = qfalse; //it will free itself } trap_LinkEntity( ent ); //[DodgeSys] return qtrue; //[/DodgeSys] }