Exemplo n.º 1
0
void G_GetBoltPosition( gentity_t *self, int boltIndex, vec3_t pos, int modelIndex )
{
	mdxaBone_t	boltMatrix;
	vec3_t		result, angles;
	
	if (!self || !self->inuse)
	{
		return;
	}

	if (self->client)
	{ //clients don't actually even keep r.currentAngles maintained
		VectorSet(angles, 0, self->client->ps.viewangles[YAW], 0);
	}
	else
	{
		VectorSet(angles, 0, self->r.currentAngles[YAW], 0);
	}

	if ( /*!self || ...haha (sorry, i'm tired)*/ !self->ghoul2 )
	{
		return;
	}

	trap_G2API_GetBoltMatrix( self->ghoul2, modelIndex, 
				boltIndex,
				&boltMatrix, angles, self->r.currentOrigin, level.time,
				NULL, self->modelScale );
	if ( pos )
	{
		BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, result );
		VectorCopy( result, pos );
	}
}
Exemplo n.º 2
0
//-----------------------------------------------------------------
static void GM_CreateExplosion( gentity_t *self, const int boltID, qboolean doSmall ) //doSmall = qfalse
{
	if ( boltID >=0 )
	{
		mdxaBone_t	boltMatrix;
		vec3_t		org, dir;

		trap_G2API_GetBoltMatrix( self->ghoul2, 0, 
					boltID,
					&boltMatrix, self->r.currentAngles, self->r.currentOrigin, level.time,
					NULL, self->modelScale );

		BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, org );
		BG_GiveMeVectorFromMatrix( &boltMatrix, NEGATIVE_Y, dir );

		if ( doSmall )
		{
			G_PlayEffectID( G_EffectIndex("env/small_explode2"), org, dir );
		}
		else
		{
			G_PlayEffectID( G_EffectIndex("env/med_explode2"), org, dir );
		}
	}
}
Exemplo n.º 3
0
/*
-------------------------
Mark1Dead_FireBlaster
- Shoot the left weapon, the multi-blaster
-------------------------
*/
void Mark1Dead_FireBlaster (void)
{
	vec3_t	muzzle1,muzzle_dir;
	gentity_t	*missile;
	mdxaBone_t	boltMatrix;
	int			bolt;

	bolt = trap_G2API_AddBolt(NPC->ghoul2, 0, "*flash1"); 

	trap_G2API_GetBoltMatrix( NPC->ghoul2, 0, 
				bolt,
				&boltMatrix, NPC->r.currentAngles, NPC->r.currentOrigin, level.time,
				NULL, NPC->modelScale );

	BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, muzzle1 );
	BG_GiveMeVectorFromMatrix( &boltMatrix, NEGATIVE_Y, muzzle_dir );

	G_PlayEffectID( G_EffectIndex("bryar/muzzle_flash"), muzzle1, muzzle_dir );

	missile = CreateMissile( muzzle1, muzzle_dir, 1600, 10000, NPC, qfalse );

	G_Sound( NPC, CHAN_AUTO, G_SoundIndex("sound/chars/mark1/misc/mark1_fire"));

	missile->classname = "bryar_proj";
	missile->s.weapon = WP_BRYAR_PISTOL;

	missile->damage = 1;
	missile->dflags = DAMAGE_DEATH_KNOCKBACK;
	missile->methodOfDeath = MOD_BRYAR_PISTOL;
	missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;

}
Exemplo n.º 4
0
/*
-------------------------
ImperialProbe_FireBlaster
-------------------------
*/
void ImperialProbe_FireBlaster(void)
{
	vec3_t	muzzle1,enemy_org1,delta1,angleToEnemy1;
	static	vec3_t	forward, vright, up;
//	static	vec3_t	muzzle;
	int genBolt1;
	gentity_t	*missile;
	mdxaBone_t	boltMatrix;

	genBolt1 = trap_G2API_AddBolt(NPC->ghoul2, 0, "*flash");

	//FIXME: use {0, NPC->client->ps.legsYaw, 0}
	trap_G2API_GetBoltMatrix( NPC->ghoul2, 0, 
				genBolt1,
				&boltMatrix, NPC->r.currentAngles, NPC->r.currentOrigin, level.time,
				NULL, NPC->modelScale );

	BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, muzzle1 );

	G_PlayEffectID( G_EffectIndex("bryar/muzzle_flash"), muzzle1, vec3_origin );

	G_Sound( NPC, CHAN_AUTO, G_SoundIndex( "sound/chars/probe/misc/fire" ));

	if (NPC->health)
	{
		CalcEntitySpot( NPC->enemy, SPOT_CHEST, enemy_org1 );
		enemy_org1[0]+= Q_irand(0,10);
		enemy_org1[1]+= Q_irand(0,10);
		VectorSubtract (enemy_org1, muzzle1, delta1);
		vectoangles ( delta1, angleToEnemy1 );
		AngleVectors (angleToEnemy1, forward, vright, up);
	}
	else
	{
		AngleVectors (NPC->r.currentAngles, forward, vright, up);
	}

	missile = CreateMissile( muzzle1, forward, 1600, 10000, NPC, qfalse );

	missile->classname = "bryar_proj";
	missile->s.weapon = WP_BRYAR_PISTOL;

	if ( g_spskill.integer <= 1 )
	{
		missile->damage = 5;
	}
	else 
	{
		missile->damage = 10;
	}


	missile->dflags = DAMAGE_DEATH_KNOCKBACK;
	missile->methodOfDeath = MOD_UNKNOWN;
	missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;

}
Exemplo n.º 5
0
//-----------------------------------------------------
void turretG2_head_think( gentity_t *self )
//-----------------------------------------------------
{
    // if it's time to fire and we have an enemy, then gun 'em down!  pushDebounce time controls next fire time
    if ( self->enemy
            && self->setTime < level.time
            && self->attackDebounceTime < level.time )
    {
        vec3_t		fwd, org;
        mdxaBone_t	boltMatrix;

        // set up our next fire time
        self->setTime = level.time + self->wait;

        // Getting the flash bolt here
        trap_G2API_GetBoltMatrix( self->ghoul2,
                                  0,
                                  (self->alt_fire?self->genericValue12:self->genericValue11),
                                  &boltMatrix,
                                  self->r.currentAngles,
                                  self->r.currentOrigin,
                                  level.time,
                                  NULL,
                                  self->modelScale );
        if ( (self->spawnflags&SPF_TURRETG2_TURBO) )
        {
            self->alt_fire = !self->alt_fire;
        }

        BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, org );
        //BG_GiveMeVectorFromMatrix( &boltMatrix, POSITIVE_Y, fwd );
        if ( (self->spawnflags&SPF_TURRETG2_TURBO) )
        {
            BG_GiveMeVectorFromMatrix( &boltMatrix, POSITIVE_X, fwd );
        }
        else
        {
            BG_GiveMeVectorFromMatrix( &boltMatrix, NEGATIVE_X, fwd );
        }

        VectorMA( org, START_DIS, fwd, org );

        turretG2_fire( self, org, fwd );
        self->fly_sound_debounce_time = level.time;//used as lastShotTime
    }
}
qboolean CG_SnapRefEntToBone(centity_t *cent, refEntity_t *refEnt, const char *bone_name)
{
    centity_t *cl = cent;
    mdxaBone_t matrix;
    vec3_t boltOrg, holsterAngles, boltAng;
    //vec3_t out_axis[3];
    int getBolt = -1;

    if (!cl->ghoul2)
    {
        assert(0);
        return qfalse;
    }

    if (cent->currentState.clientNum == cg.predictedPlayerState.clientNum &&
            !cg.renderingThirdPerson)
    {   //If in first person and you have it then render the thing spinning around on your hud.
        return qfalse;
    }

    getBolt = trap_G2API_AddBolt(cl->ghoul2, 0, bone_name);

    VectorCopy(cl->lerpAngles, holsterAngles);
    holsterAngles[PITCH] = 0;
    holsterAngles[ROLL] = 0;

    trap_G2API_GetBoltMatrix(cl->ghoul2, 0, getBolt, &matrix, holsterAngles /*cl->lerpAngles*/, cl->lerpOrigin, cg.time, cgs.gameModels, cl->modelScale);

    BG_GiveMeVectorFromMatrix(&matrix, ORIGIN, boltOrg);
    BG_GiveMeVectorFromMatrix(&matrix, NEGATIVE_Y, boltAng);
    vectoangles(boltAng, boltAng);
    //boltAng[PITCH] = boltAng[ROLL] = 0;

    //BG_GiveMeVectorFromMatrix(&matrix, ORIGIN, boltOrg);
    //BG_GiveMeVectorFromMatrix( &matrix, NEGATIVE_Y, refEnt->axis[0] );//out_axis[0] );
    //BG_GiveMeVectorFromMatrix( &matrix, POSITIVE_X, refEnt->axis[1] );//out_axis[1] );
    //BG_GiveMeVectorFromMatrix( &matrix, POSITIVE_Z, refEnt->axis[2] );//out_axis[2] );

    VectorCopy(boltOrg, refEnt->origin);

    //VectorCopy(cl->lerpAngles, refEnt->angles);
    VectorCopy(boltAng, refEnt->angles);

    return qtrue;
}
Exemplo n.º 7
0
/*
-------------------------
Mark1_FireRocket
-------------------------
*/
void Mark1_FireRocket(void)
{
	mdxaBone_t	boltMatrix;
	vec3_t	muzzle1,enemy_org1,delta1,angleToEnemy1;
	static	vec3_t	forward, vright, up;
	int bolt = trap_G2API_AddBolt(NPC->ghoul2, 0, "*flash5");
	gentity_t *missile;

	int	damage	= 50;

	trap_G2API_GetBoltMatrix( NPC->ghoul2, 0, 
				bolt,
				&boltMatrix, NPC->r.currentAngles, NPC->r.currentOrigin, level.time,
				NULL, NPC->modelScale );

	BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, muzzle1 );

//	G_PlayEffect( "blaster/muzzle_flash", muzzle1 );

	CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_org1 );
	VectorSubtract (enemy_org1, muzzle1, delta1);
	vectoangles ( delta1, angleToEnemy1 );
	AngleVectors (angleToEnemy1, forward, vright, up);

	G_Sound( NPC, CHAN_AUTO, G_SoundIndex("sound/chars/mark1/misc/mark1_fire" ));

	missile = CreateMissile( muzzle1, forward, BOWCASTER_VELOCITY, 10000, NPC, qfalse );

	missile->classname = "bowcaster_proj";
	missile->s.weapon = WP_BOWCASTER;

	VectorSet( missile->r.maxs, BOWCASTER_SIZE, BOWCASTER_SIZE, BOWCASTER_SIZE );
	VectorScale( missile->r.maxs, -1, missile->r.mins );

	missile->damage = damage;
	missile->dflags = DAMAGE_DEATH_KNOCKBACK;
	missile->methodOfDeath = MOD_ROCKET;
	missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
	missile->splashDamage = BOWCASTER_SPLASH_DAMAGE;
	missile->splashRadius = BOWCASTER_SPLASH_RADIUS;

	// we don't want it to bounce
	missile->bounceCount = 0;

}
Exemplo n.º 8
0
static void ATST_PlayEffect( gentity_t *self, const int boltID, const char *fx )
{
	if ( boltID >=0 && fx && fx[0] )
	{
		mdxaBone_t	boltMatrix;
		vec3_t		org, dir;

		trap_G2API_GetBoltMatrix( self->ghoul2, 0, 
					boltID,
					&boltMatrix, self->r.currentAngles, self->r.currentOrigin, level.time,
					NULL, self->modelScale );

		BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, org );
		BG_GiveMeVectorFromMatrix( &boltMatrix, NEGATIVE_Y, dir );

		G_PlayEffectID( G_EffectIndex((char *)fx), org, dir );
	}
}
/*
-------------------------
Mark2_FireBlaster
-------------------------
*/
void Mark2_FireBlaster(qboolean advance)
{
	vec3_t	muzzle1,enemy_org1,delta1,angleToEnemy1;
	static	vec3_t	forward, vright, up;
	static	vec3_t	muzzle;
	gentity_t	*missile;
	mdxaBone_t	boltMatrix;
	int bolt = trap_G2API_AddBolt(NPC->ghoul2, 0, "*flash");

	trap_G2API_GetBoltMatrix( NPC->ghoul2, 0, 
				bolt,
				&boltMatrix, NPC->r.currentAngles, NPC->r.currentOrigin, level.time,
				NULL, NPC->modelScale );

	BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, muzzle1 );

	if (NPC->health)
	{
		CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_org1 );
		VectorSubtract (enemy_org1, muzzle1, delta1);
		vectoangles ( delta1, angleToEnemy1 );
		AngleVectors (angleToEnemy1, forward, vright, up);
	}
	else
	{
		AngleVectors (NPC->r.currentAngles, forward, vright, up);
	}

	G_PlayEffectID( G_EffectIndex("bryar/muzzle_flash"), muzzle1, forward );

	G_Sound( NPC, CHAN_AUTO, G_SoundIndex("sound/chars/mark2/misc/mark2_fire"));

	missile = CreateMissile( muzzle1, forward, 1600, 10000, NPC, qfalse );

	missile->classname = "bryar_proj";
	missile->s.weapon = WP_BRYAR_PISTOL;

	missile->damage = 1;
	missile->dflags = DAMAGE_DEATH_KNOCKBACK;
	missile->methodOfDeath = MOD_BRYAR_PISTOL;
	missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;

}
Exemplo n.º 10
0
/*
-------------------------
Mark1Dead_FireRocket
- Shoot the left weapon, the multi-blaster
-------------------------
*/
void Mark1Dead_FireRocket (void)
{
	mdxaBone_t	boltMatrix;
	vec3_t	muzzle1,muzzle_dir;
	gentity_t *missile;

	int	damage	= 50;
	int bolt = trap_G2API_AddBolt(NPC->ghoul2, 0, "*flash5");

	trap_G2API_GetBoltMatrix( NPC->ghoul2, 0, 
				bolt,
				&boltMatrix, NPC->r.currentAngles, NPC->r.currentOrigin, level.time,
				NULL, NPC->modelScale );

	BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, muzzle1 );
	BG_GiveMeVectorFromMatrix( &boltMatrix, NEGATIVE_Y, muzzle_dir );

	G_PlayEffectID( G_EffectIndex("bryar/muzzle_flash"), muzzle1, muzzle_dir );

	G_Sound( NPC, CHAN_AUTO, G_SoundIndex("sound/chars/mark1/misc/mark1_fire"));

	missile = CreateMissile( muzzle1, muzzle_dir, BOWCASTER_VELOCITY, 10000, NPC, qfalse );

	missile->classname = "bowcaster_proj";
	missile->s.weapon = WP_BOWCASTER;

	VectorSet( missile->r.maxs, BOWCASTER_SIZE, BOWCASTER_SIZE, BOWCASTER_SIZE );
	VectorScale( missile->r.maxs, -1, missile->r.mins );

	missile->damage = damage;
	missile->dflags = DAMAGE_DEATH_KNOCKBACK;
	//missile->methodOfDeath = MOD_ENERGY;
	missile->methodOfDeath = MOD_ROCKET;
	missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
	missile->splashDamage = BOWCASTER_SPLASH_DAMAGE;
	missile->splashRadius = BOWCASTER_SPLASH_RADIUS;

	// we don't want it to bounce
	missile->bounceCount = 0;

}
Exemplo n.º 11
0
/*
-------------------------
NPC_Mark1_Part_Explode
-------------------------
*/
void NPC_Mark1_Part_Explode( gentity_t *self, int bolt )
{
	if ( bolt >=0 )
	{
		mdxaBone_t	boltMatrix;
		vec3_t		org, dir;

		trap_G2API_GetBoltMatrix( self->ghoul2, 0, 
					bolt,
					&boltMatrix, self->r.currentAngles, self->r.currentOrigin, level.time,
					NULL, self->modelScale );

		BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, org );
		BG_GiveMeVectorFromMatrix( &boltMatrix, NEGATIVE_Y, dir );

		G_PlayEffectID( G_EffectIndex("env/med_explode2"), org, dir );

		G_PlayEffectID( G_EffectIndex("blaster/smoke_bolton"), org, dir );
	}

}
Exemplo n.º 12
0
qboolean strap_G2API_GetBoltMatrix(void *ghoul2, const int modelIndex, const int boltIndex, mdxaBone_t *matrix,
								const vec3_t angles, const vec3_t position, const int frameNum, qhandle_t *modelList, vec3_t scale)
{
	return trap_G2API_GetBoltMatrix(ghoul2, modelIndex, boltIndex, matrix, angles, position, frameNum, modelList, scale);
}
Exemplo n.º 13
0
//MP RULE - ALL PROCESSMOVECOMMANDS FUNCTIONS MUST BE BG-COMPATIBLE!!!
//If you really need to violate this rule for SP, then use ifdefs.
//By BG-compatible, I mean no use of game-specific data - ONLY use
//stuff available in the MP bgEntity (in SP, the bgEntity is #defined
//as a gentity, but the MP-compatible access restrictions are based
//on the bgEntity structure in the MP codebase) -rww
// ProcessMoveCommands the Vehicle.
static void ProcessMoveCommands( Vehicle_t *pVeh )
{
	/************************************************************************************/
	/*	BEGIN	Here is where we move the vehicle (forward or back or whatever). BEGIN	*/
	/************************************************************************************/
	//Client sets ucmds and such for speed alterations
	float speedInc, speedIdleDec, speedIdle, speedIdleAccel, speedMin, speedMax;
	playerState_t *parentPS;
	playerState_t *pilotPS = NULL;
	int	curTime;

#ifdef _JK2MP
	parentPS = pVeh->m_pParentEntity->playerState;
	if (pVeh->m_pPilot)
	{
		pilotPS = pVeh->m_pPilot->playerState;
	}
#else
	parentPS = &pVeh->m_pParentEntity->client->ps;
	if (pVeh->m_pPilot)
	{
		pilotPS = &pVeh->m_pPilot->client->ps;
	}
#endif


	// If we're flying, make us accelerate at 40% (about half) acceleration rate, and restore the pitch
	// to origin (straight) position (at 5% increments). 
	if ( pVeh->m_ulFlags & VEH_FLYING ) 
	{
		speedInc = pVeh->m_pVehicleInfo->acceleration * pVeh->m_fTimeModifier * 0.4f;
	}
#ifdef _JK2MP
	else if ( !parentPS->m_iVehicleNum )
#else
	else if ( !pVeh->m_pVehicleInfo->Inhabited( pVeh ) )
#endif
	{//drifts to a stop
		speedInc = 0;
		//pVeh->m_ucmd.forwardmove = 127;
	}
	else
	{
		speedInc = pVeh->m_pVehicleInfo->acceleration * pVeh->m_fTimeModifier;
	}
	speedIdleDec = pVeh->m_pVehicleInfo->decelIdle * pVeh->m_fTimeModifier;

#ifndef _JK2MP//SP
	curTime = level.time;
#elif QAGAME//MP GAME
	curTime = level.time;
#elif CGAME//MP CGAME
	//FIXME: pass in ucmd?  Not sure if this is reliable...
	curTime = pm->cmd.serverTime;
#endif



	if ( (pVeh->m_pPilot /*&& (pilotPS->weapon == WP_NONE || pilotPS->weapon == WP_MELEE )*/ &&
		(pVeh->m_ucmd.buttons & BUTTON_ALT_ATTACK) && pVeh->m_pVehicleInfo->turboSpeed)
		/*||
		(parentPS && parentPS->electrifyTime > curTime && pVeh->m_pVehicleInfo->turboSpeed)*/ //make them go!
		)
	{
		if ( (parentPS && parentPS->electrifyTime > curTime) ||
			 (pVeh->m_pPilot->playerState &&
			  (pVeh->m_pPilot->playerState->weapon == WP_MELEE ||
			  (pVeh->m_pPilot->playerState->weapon == WP_SABER && BG_SabersOff( pVeh->m_pPilot->playerState ) ))) )
		{
			if ((curTime - pVeh->m_iTurboTime)>pVeh->m_pVehicleInfo->turboRecharge)
			{
				pVeh->m_iTurboTime = (curTime + pVeh->m_pVehicleInfo->turboDuration);
				if (pVeh->m_pVehicleInfo->iTurboStartFX)
				{
					int i;
					for (i=0; (i<MAX_VEHICLE_EXHAUSTS && pVeh->m_iExhaustTag[i]!=-1); i++)
					{
#ifdef QAGAME
						if (pVeh->m_pParentEntity &&
							pVeh->m_pParentEntity->ghoul2 &&
							pVeh->m_pParentEntity->playerState)
						{ //fine, I'll use a tempent for this, but only because it's played only once at the start of a turbo.
							vec3_t boltOrg, boltDir;
							mdxaBone_t boltMatrix;

							VectorSet(boltDir, 0.0f, pVeh->m_pParentEntity->playerState->viewangles[YAW], 0.0f);

							trap_G2API_GetBoltMatrix(pVeh->m_pParentEntity->ghoul2, 0, pVeh->m_iExhaustTag[i], &boltMatrix, boltDir, pVeh->m_pParentEntity->playerState->origin, level.time, NULL, pVeh->m_pParentEntity->modelScale);
							BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, boltOrg);
							BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, boltDir);
							G_PlayEffectID(pVeh->m_pVehicleInfo->iTurboStartFX, boltOrg, boltDir);
						}
#endif
					}
				}
				parentPS->speed = pVeh->m_pVehicleInfo->turboSpeed;	// Instantly Jump To Turbo Speed
			}
		}
	}

	// Slide Breaking
	if (pVeh->m_ulFlags&VEH_SLIDEBREAKING)
	{
		if (pVeh->m_ucmd.forwardmove>=0 
#ifndef _JK2MP
			|| ((level.time - pVeh->m_pParentEntity->lastMoveTime)>500)
#endif
			)
		{
			pVeh->m_ulFlags &= ~VEH_SLIDEBREAKING;
		}
		parentPS->speed = 0;
	}
	else if (
		(curTime > pVeh->m_iTurboTime) && 
		!(pVeh->m_ulFlags&VEH_FLYING) && 
		pVeh->m_ucmd.forwardmove<0 && 
		fabs(pVeh->m_vOrientation[ROLL])>25.0f)
	{
		pVeh->m_ulFlags |= VEH_SLIDEBREAKING;
	}


	if ( curTime < pVeh->m_iTurboTime )
	{
		speedMax = pVeh->m_pVehicleInfo->turboSpeed;
		if (parentPS)
		{
			parentPS->eFlags |= EF_JETPACK_ACTIVE;
		}
	}
	else
	{
		speedMax = pVeh->m_pVehicleInfo->speedMax;
		if (parentPS)
		{
			parentPS->eFlags &= ~EF_JETPACK_ACTIVE;
		}
	}


	speedIdle = pVeh->m_pVehicleInfo->speedIdle;
	speedIdleAccel = pVeh->m_pVehicleInfo->accelIdle * pVeh->m_fTimeModifier;
	speedMin = pVeh->m_pVehicleInfo->speedMin;

	if ( parentPS->speed || parentPS->groundEntityNum == ENTITYNUM_NONE  ||
		 pVeh->m_ucmd.forwardmove || pVeh->m_ucmd.upmove > 0 )
	{ 
		if ( pVeh->m_ucmd.forwardmove > 0 && speedInc )
		{
			parentPS->speed += speedInc;
		}
		else if ( pVeh->m_ucmd.forwardmove < 0 )
		{
			if ( parentPS->speed > speedIdle )
			{
				parentPS->speed -= speedInc;
			}
			else if ( parentPS->speed > speedMin )
			{
				parentPS->speed -= speedIdleDec;
			}
		}
		// No input, so coast to stop.
		else if ( parentPS->speed > 0.0f )
		{
			parentPS->speed -= speedIdleDec;
			if ( parentPS->speed < 0.0f )
			{
				parentPS->speed = 0.0f;
			}
		}
		else if ( parentPS->speed < 0.0f )
		{
			parentPS->speed += speedIdleDec;
			if ( parentPS->speed > 0.0f )
			{
				parentPS->speed = 0.0f;
			}
		}
	}
	else
	{
		if ( !pVeh->m_pVehicleInfo->strafePerc 
#ifdef _JK2MP
			|| (0 && pVeh->m_pParentEntity->s.number < MAX_CLIENTS) )
#else
			|| (!g_speederControlScheme->value && !pVeh->m_pParentEntity->s.number) )
#endif
		{//if in a strafe-capable vehicle, clear strafing unless using alternate control scheme
			//pVeh->m_ucmd.rightmove = 0;
		}
	}

	if ( parentPS->speed > speedMax )
	{
		parentPS->speed = speedMax;
	}
	else if ( parentPS->speed < speedMin )
	{
		parentPS->speed = speedMin;
	}

	if (parentPS && parentPS->electrifyTime > curTime)
	{
		parentPS->speed *= (pVeh->m_fTimeModifier/60.0f);
	}


	/********************************************************************************/
	/*	END Here is where we move the vehicle (forward or back or whatever). END	*/
	/********************************************************************************/
}
Exemplo n.º 14
0
void TurretClientRun(centity_t *ent)
{
	if (!ent->ghoul2)
	{
		weaponInfo_t	*weaponInfo;

		trap_G2API_InitGhoul2Model(&ent->ghoul2, CG_ConfigString( CS_MODELS+ent->currentState.modelindex ), 0, 0, 0, 0, 0);

		if (!ent->ghoul2)
		{ //bad
			return;
		}

		ent->torsoBolt = trap_G2API_AddBolt( ent->ghoul2, 0, "*flash02" );

		trap_G2API_SetBoneAngles( ent->ghoul2, 0, "bone_hinge", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL, 100, cg.time ); 
		trap_G2API_SetBoneAngles( ent->ghoul2, 0, "bone_gback", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL, 100, cg.time ); 
		trap_G2API_SetBoneAngles( ent->ghoul2, 0, "bone_barrel", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL, 100, cg.time ); 

		trap_G2API_SetBoneAnim( ent->ghoul2, 0, "model_root", 0, 11, BONE_ANIM_OVERRIDE_FREEZE, 0.8f, cg.time, 0, 0 );

		ent->turAngles[ROLL] = 0;
		ent->turAngles[PITCH] = 90;
		ent->turAngles[YAW] = 0;

		weaponInfo = &cg_weapons[WP_TURRET];

		if ( !weaponInfo->registered )
		{
			CG_RegisterWeapon(WP_TURRET);
		}
	}

	if (ent->currentState.fireflag == 2)
	{ //I'm about to blow
		if (ent->turAngles)
		{
			trap_G2API_SetBoneAngles( ent->ghoul2, 0, "bone_hinge", ent->turAngles, BONE_ANGLES_REPLACE, NEGATIVE_Y, NEGATIVE_Z, NEGATIVE_X, NULL, 100, cg.time ); 
		}
		return;
	}
	else if (ent->currentState.fireflag && ent->bolt4 != ent->currentState.fireflag)
	{
		vec3_t muzzleOrg, muzzleDir;
		mdxaBone_t boltMatrix;

		trap_G2API_GetBoltMatrix(ent->ghoul2, 0, ent->torsoBolt, &boltMatrix, /*ent->lerpAngles*/vec3_origin, ent->lerpOrigin, cg.time, cgs.gameModels, ent->modelScale);
		BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, muzzleOrg);
		BG_GiveMeVectorFromMatrix(&boltMatrix, NEGATIVE_X, muzzleDir);

		trap_FX_PlayEffectID(cgs.effects.mTurretMuzzleFlash, muzzleOrg, muzzleDir, -1, -1);

		ent->bolt4 = ent->currentState.fireflag;
	}
	else if (!ent->currentState.fireflag)
	{
		ent->bolt4 = 0;
	}

	if (ent->currentState.bolt2 != ENTITYNUM_NONE)
	{ //turn toward the enemy
		centity_t *enemy = &cg_entities[ent->currentState.bolt2];

		if (enemy)
		{
			vec3_t enAng;
			vec3_t enPos;

			VectorCopy(enemy->currentState.pos.trBase, enPos);

			VectorSubtract(enPos, ent->lerpOrigin, enAng);
			VectorNormalize(enAng);
			vectoangles(enAng, enAng);
			enAng[ROLL] = 0;
			enAng[PITCH] += 90;

			CreepToPosition(enAng, ent->turAngles);
		}
	}
	else
	{
		vec3_t idleAng;
		float turnAmount;

		if (ent->turAngles[YAW] > 360)
		{
			ent->turAngles[YAW] -= 361;
		}

		if (!ent->dustTrailTime)
		{
			ent->dustTrailTime = cg.time;
		}

		turnAmount = (cg.time-ent->dustTrailTime)*0.03;

		if (turnAmount > 360)
		{
			turnAmount = 360;
		}

		idleAng[PITCH] = 90;
		idleAng[ROLL] = 0;
		idleAng[YAW] = ent->turAngles[YAW] + turnAmount;
		ent->dustTrailTime = cg.time;

		CreepToPosition(idleAng, ent->turAngles);
	}

	if (cg.time < ent->frame_minus1_refreshed)
	{
		ent->frame_minus1_refreshed = cg.time;
		return;
	}

	ent->frame_minus1_refreshed = cg.time;
	trap_G2API_SetBoneAngles( ent->ghoul2, 0, "bone_hinge", ent->turAngles, BONE_ANGLES_REPLACE, NEGATIVE_Y, NEGATIVE_Z, NEGATIVE_X, NULL, 100, cg.time ); 
}
Exemplo n.º 15
0
void GCam_FollowUpdate ( void )
{
	vec3_t		center, dir, cameraAngles, vec, focus[MAX_CAMERA_GROUP_SUBJECTS];//No more than 16 subjects in a cameraGroup
	gentity_t	*from = NULL;
	//centity_t	*fromCent = NULL;
	int			num_subjects = 0, i;
	qboolean	focused = qfalse;
	
	if ( client_camera.cameraGroup[0] == -1 )
	{//follow disabled
		return;
	}

	for( i = 0; i < MAX_CAMERA_GROUP_SUBJECTS; i++ )
	{
		//fromCent = &cg_entities[client_camera.cameraGroup[i]];
		from = &g_entities[client_camera.cameraGroup[i]];
		if ( !from )
		{
			continue;
		}

		focused = qfalse;
		
		if ( (from->s.eType == ET_PLAYER 
			|| from->s.eType == ET_NPC 
			|| from->s.number < MAX_CLIENTS)
			&& client_camera.cameraGroupTag && client_camera.cameraGroupTag[0] )
		{
			int newBolt = trap_G2API_AddBolt( &from->ghoul2, 0, client_camera.cameraGroupTag );
			if ( newBolt != -1 )
			{
				mdxaBone_t	boltMatrix;
				vec3_t		angle;

				VectorSet(angle, 0, from->client->ps.viewangles[YAW], 0);

				trap_G2API_GetBoltMatrix( &from->ghoul2, 0, newBolt, &boltMatrix, angle, from->client->ps.origin, level.time, NULL, from->modelScale );
				BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, focus[num_subjects] );

				focused = qtrue;
			}
		}
		if ( !focused )
		{
			VectorCopy(from->r.currentOrigin, focus[num_subjects]);
			if ( from->s.eType == ET_PLAYER 
				|| from->s.eType == ET_NPC 
				|| from->s.number < MAX_CLIENTS )
			{//Track to their eyes - FIXME: maybe go off a tag?
				focus[num_subjects][2] += from->client->ps.viewheight;
			}
		}
		if ( client_camera.cameraGroupZOfs )
		{
			focus[num_subjects][2] += client_camera.cameraGroupZOfs;
		}
		num_subjects++;
	}

	if ( !num_subjects )	// Bad cameragroup 
	{
#ifndef FINAL_BUILD
		G_Printf(S_COLOR_RED"ERROR: Camera Focus unable to locate cameragroup: %s\n", client_camera.cameraGroup);
#endif
		return;
	}

	//Now average all points
	VectorCopy( focus[0], center );
	for( i = 1; i < num_subjects; i++ )
	{
		VectorAdd( focus[i], center, center );
	}
	VectorScale( center, 1.0f/((float)num_subjects), center );

	//Need to set a speed to keep a distance from
	//the subject- fixme: only do this if have a distance
	//set
	VectorSubtract( client_camera.subjectPos, center, vec );
	client_camera.subjectSpeed = VectorLengthSquared( vec ) * 100.0f / g_TimeSinceLastFrame;

	VectorCopy( center, client_camera.subjectPos );

	VectorSubtract( center, camerapos, dir );//can't use client_camera.origin because it's not updated until the end of the move.

	//Get desired angle
	vectoangles(dir, cameraAngles);
	
	if ( client_camera.followInitLerp )
	{//Lerping
		float frac = g_TimeSinceLastFrame/100.0f * client_camera.followSpeed/100.f;
		for( i = 0; i < 3; i++ )
		{
			cameraAngles[i] = AngleNormalize180( cameraAngles[i] );
			cameraAngles[i] = AngleNormalize180( client_camera.angles[i] + frac * AngleNormalize180(cameraAngles[i] - client_camera.angles[i]) );
			cameraAngles[i] = AngleNormalize180( cameraAngles[i] );
		}
	}
	else
	{//Snapping, should do this first time if follow_lerp_to_start_duration is zero
		//will lerp from this point on
		client_camera.followInitLerp = qtrue;
		for( i = 0; i < 3; i++ )
		{//normalize so that when we start lerping, it doesn't freak out
			cameraAngles[i] = AngleNormalize180( cameraAngles[i] );
		}
		//So tracker doesn't move right away thinking the first angle change
		//is the subject moving... FIXME: shouldn't set this until lerp done OR snapped?
		client_camera.subjectSpeed = 0;
	}
	VectorCopy( cameraAngles, client_camera.angles );
}
Exemplo n.º 16
0
void UI_SaberDrawBlade( itemDef_t *item, char *saberName, int saberModel, saberType_t saberType, vec3_t origin, vec3_t angles, int bladeNum )
{

	char bladeColorString[MAX_QPATH];
	saber_colors_t bladeColor;
	float bladeLength,bladeRadius;
	vec3_t	bladeOrigin={0};
	vec3_t	axis[3]={0};
//	vec3_t	angles={0};
	mdxaBone_t	boltMatrix;
	qboolean tagHack = qfalse;
	char *tagName;
	int bolt;
	float scale;
	//[RGBSabers]
	int snum;
	//[/RGBSabers]

	if ( (item->flags&ITF_ISSABER) && saberModel < 2 )
	{
		//[RGBSabers]
		snum = 0;
		trap_Cvar_VariableStringBuffer("ui_saber_color", bladeColorString, sizeof(bladeColorString) );
	}
	else//if ( item->flags&ITF_ISSABER2 ) - presumed
	{
		snum = 1;
		//[/RGBSabers]
		trap_Cvar_VariableStringBuffer("ui_saber2_color", bladeColorString, sizeof(bladeColorString) );
	}

	if ( !trap_G2API_HasGhoul2ModelOnIndex(&(item->ghoul2),saberModel) )
	{//invalid index!
		return;
	}

	bladeColor = TranslateSaberColor( bladeColorString );

	bladeLength = UI_SaberBladeLengthForSaber( saberName, bladeNum );
	bladeRadius = UI_SaberBladeRadiusForSaber( saberName, bladeNum );

	tagName = va( "*blade%d", bladeNum+1 );
	bolt = trap_G2API_AddBolt( item->ghoul2,saberModel, tagName );
	
	if ( bolt == -1 )
	{
		tagHack = qtrue;
		//hmm, just fall back to the most basic tag (this will also make it work with pre-JKA saber models
		bolt = trap_G2API_AddBolt( item->ghoul2,saberModel, "*flash" );
		if ( bolt == -1 )
		{//no tag_flash either?!!
			bolt = 0;
		}
	}
	
//	angles[PITCH] = curYaw;
//	angles[ROLL] = 0;

	trap_G2API_GetBoltMatrix( item->ghoul2, saberModel, bolt, &boltMatrix, angles, origin, uiInfo.uiDC.realTime, NULL, vec3_origin );//NULL was cgs.model_draw

	// work the matrix axis stuff into the original axis and origins used.
	BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, bladeOrigin);
	BG_GiveMeVectorFromMatrix(&boltMatrix, NEGATIVE_Y, axis[0]);//front (was NEGATIVE_Y, but the md3->glm exporter screws up this tag somethin' awful)
																//		...changed this back to NEGATIVE_Y		
	BG_GiveMeVectorFromMatrix(&boltMatrix, NEGATIVE_X, axis[1]);//right ... and changed this to NEGATIVE_X
	BG_GiveMeVectorFromMatrix(&boltMatrix, POSITIVE_Z, axis[2]);//up

	// Where do I get scale from?
//	scale = DC->xscale;
	scale = 1.0f;

	if ( tagHack )
	{
		switch ( saberType )
		{
		case SABER_SINGLE:
				VectorMA( bladeOrigin, scale, axis[0], bladeOrigin );
			break;
		case SABER_DAGGER:
		case SABER_LANCE:
			break;
		case SABER_STAFF:
			if ( bladeNum == 0 )
			{
				VectorMA( bladeOrigin, 12*scale, axis[0], bladeOrigin );
			}
			if ( bladeNum == 1 )
			{
				VectorScale( axis[0], -1, axis[0] );
				VectorMA( bladeOrigin, 12*scale, axis[0], bladeOrigin );
			}
			break;
		case SABER_BROAD:
			if ( bladeNum == 0 )
			{
				VectorMA( bladeOrigin, -1*scale, axis[1], bladeOrigin );
			}
			else if ( bladeNum == 1 )
			{
				VectorMA( bladeOrigin, 1*scale, axis[1], bladeOrigin );
			}
			break;
		case SABER_PRONG:
			if ( bladeNum == 0 )
			{
				VectorMA( bladeOrigin, -3*scale, axis[1], bladeOrigin );
			}
			else if ( bladeNum == 1 )
			{
				VectorMA( bladeOrigin, 3*scale, axis[1], bladeOrigin );
			}
			break;
		case SABER_ARC:
			VectorSubtract( axis[1], axis[2], axis[1] );
			VectorNormalize( axis[1] );
			switch ( bladeNum )
			{
			case 0:
				VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin );
				VectorScale( axis[0], 0.75f, axis[0] );
				VectorScale( axis[1], 0.25f, axis[1] );
				VectorAdd( axis[0], axis[1], axis[0] );
				break;
			case 1:
				VectorScale( axis[0], 0.25f, axis[0] );
				VectorScale( axis[1], 0.75f, axis[1] );
				VectorAdd( axis[0], axis[1], axis[0] );
				break;
			case 2:
				VectorMA( bladeOrigin, -8*scale, axis[0], bladeOrigin );
				VectorScale( axis[0], -0.25f, axis[0] );
				VectorScale( axis[1], 0.75f, axis[1] );
				VectorAdd( axis[0], axis[1], axis[0] );
				break;
			case 3:
				VectorMA( bladeOrigin, -16*scale, axis[0], bladeOrigin );
				VectorScale( axis[0], -0.75f, axis[0] );
				VectorScale( axis[1], 0.25f, axis[1] );
				VectorAdd( axis[0], axis[1], axis[0] );
				break;
			}
			break;
		case SABER_SAI:
			if ( bladeNum == 1 )
			{
				VectorMA( bladeOrigin, -3*scale, axis[1], bladeOrigin );
			}
			else if ( bladeNum == 2 )
			{
				VectorMA( bladeOrigin, 3*scale, axis[1], bladeOrigin );
			}
			break;
		case SABER_CLAW:
			switch ( bladeNum )
			{
			case 0:
				VectorMA( bladeOrigin, 2*scale, axis[0], bladeOrigin );
				VectorMA( bladeOrigin, 2*scale, axis[2], bladeOrigin );
				break;
			case 1:
				VectorMA( bladeOrigin, 2*scale, axis[0], bladeOrigin );
				VectorMA( bladeOrigin, 2*scale, axis[2], bladeOrigin );
				VectorMA( bladeOrigin, 2*scale, axis[1], bladeOrigin );
				break;
			case 2:
				VectorMA( bladeOrigin, 2*scale, axis[0], bladeOrigin );
				VectorMA( bladeOrigin, 2*scale, axis[2], bladeOrigin );
				VectorMA( bladeOrigin, -2*scale, axis[1], bladeOrigin );
				break;
			}
			break;
		case SABER_STAR:
			switch ( bladeNum )
			{
			case 0:
				VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin );
				break;
			case 1:
				VectorScale( axis[0], 0.33f, axis[0] );
				VectorScale( axis[2], 0.67f, axis[2] );
				VectorAdd( axis[0], axis[2], axis[0] );
				VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin );
				break;
			case 2:
				VectorScale( axis[0], -0.33f, axis[0] );
				VectorScale( axis[2], 0.67f, axis[2] );
				VectorAdd( axis[0], axis[2], axis[0] );
				VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin );
				break;
			case 3:
				VectorScale( axis[0], -1, axis[0] );
				VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin );
				break;
			case 4:
				VectorScale( axis[0], -0.33f, axis[0] );
				VectorScale( axis[2], -0.67f, axis[2] );
				VectorAdd( axis[0], axis[2], axis[0] );
				VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin );
				break;
			case 5:
				VectorScale( axis[0], 0.33f, axis[0] );
				VectorScale( axis[2], -0.67f, axis[2] );
				VectorAdd( axis[0], axis[2], axis[0] );
				VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin );
				break;
			}
			break;
		case SABER_TRIDENT:
			switch ( bladeNum )
			{
			case 0:
				VectorMA( bladeOrigin, 24*scale, axis[0], bladeOrigin );
				break;
			case 1:
				VectorMA( bladeOrigin, -6*scale, axis[1], bladeOrigin );
				VectorMA( bladeOrigin, 24*scale, axis[0], bladeOrigin );
				break;
			case 2:
				VectorMA( bladeOrigin, 6*scale, axis[1], bladeOrigin );
				VectorMA( bladeOrigin, 24*scale, axis[0], bladeOrigin );
				break;
			case 3:
				VectorMA( bladeOrigin, -32*scale, axis[0], bladeOrigin );
				VectorScale( axis[0], -1, axis[0] );
				break;
			}
			break;
		case SABER_SITH_SWORD:
			//no blade
			break;
		}
	}
	if ( saberType == SABER_SITH_SWORD )
	{//draw no blade
		return;
	}

//[RGBSabers]
	UI_DoSaber( bladeOrigin, axis[0], bladeLength, bladeLength, bladeRadius, bladeColor, snum );
//[/RGBSabers]

}
Exemplo n.º 17
0
void G_GrabSomeMofos(gentity_t *self)
{
	renderInfo_t *ri = &self->client->renderInfo;
	mdxaBone_t boltMatrix;
	vec3_t flatAng;
	vec3_t pos;
	vec3_t grabMins, grabMaxs;
	trace_t trace;

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

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

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

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

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

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

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

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

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

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

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

	if (self->client->ps.torsoTimer < 300 && !self->client->grappleState)
	{ //you failed to grab anyone, play the "failed to grab" anim
		G_SetAnim(self, &self->client->pers.cmd, SETANIM_BOTH, BOTH_KYLE_MISS, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0);
		if (self->client->ps.torsoAnim == BOTH_KYLE_MISS)
		{ //providing the anim set succeeded..
			self->client->ps.weaponTime = self->client->ps.torsoTimer;
		}
	}
}
Exemplo n.º 18
0
void BG_AttachToRancor( void *ghoul2,
					   float rancYaw,
					   vec3_t rancOrigin,
					   int time,
					   qhandle_t *modelList, 
					   vec3_t modelScale,
					   qboolean inMouth,
					   vec3_t out_origin,
					   vec3_t out_angles,
					   vec3_t out_axis[3] )
{
	mdxaBone_t	boltMatrix;
	int boltIndex;
	vec3_t rancAngles;
	vec3_t temp_angles;
	// Getting the bolt here
	if ( inMouth )
	{//in mouth
		boltIndex = trap_G2API_AddBolt(ghoul2, 0, "jaw_bone");
	}
	else
	{//in right hand
		boltIndex = trap_G2API_AddBolt(ghoul2, 0, "*r_hand");
	}
	VectorSet( rancAngles, 0, rancYaw, 0 );
	trap_G2API_GetBoltMatrix( ghoul2, 0, boltIndex, 
			&boltMatrix, rancAngles, rancOrigin, time,
			modelList, modelScale );
	// Storing ent position, bolt position, and bolt axis
	if ( out_origin )
	{
		BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, out_origin );
	}
	if ( out_axis )
	{
		if ( inMouth )
		{//in mouth
			BG_GiveMeVectorFromMatrix( &boltMatrix, POSITIVE_Z, out_axis[0] );
			BG_GiveMeVectorFromMatrix( &boltMatrix, NEGATIVE_Y, out_axis[1] );
			BG_GiveMeVectorFromMatrix( &boltMatrix, NEGATIVE_X, out_axis[2] );
		}
		else
		{//in hand
			BG_GiveMeVectorFromMatrix( &boltMatrix, NEGATIVE_Y, out_axis[0] );
			BG_GiveMeVectorFromMatrix( &boltMatrix, POSITIVE_X, out_axis[1] );
			BG_GiveMeVectorFromMatrix( &boltMatrix, POSITIVE_Z, out_axis[2] );
		}
		//FIXME: this is messing up our axis and turning us inside-out?
		if ( out_angles )
		{
			vectoangles( out_axis[0], out_angles );
			vectoangles( out_axis[2], temp_angles );
			out_angles[ROLL] = -temp_angles[PITCH];
		}
	}
	else if ( out_angles )
	{
		vec3_t temp_axis[3];
		if ( inMouth )
		{//in mouth
			BG_GiveMeVectorFromMatrix( &boltMatrix, POSITIVE_Z, temp_axis[0] );
			BG_GiveMeVectorFromMatrix( &boltMatrix, NEGATIVE_X, temp_axis[2] );
		}
		else
		{//in hand
			BG_GiveMeVectorFromMatrix( &boltMatrix, NEGATIVE_Y, temp_axis[0] );
			BG_GiveMeVectorFromMatrix( &boltMatrix, POSITIVE_Z, temp_axis[2] );
		}
		//FIXME: this is messing up our axis and turning us inside-out?
		vectoangles( temp_axis[0], out_angles );
		vectoangles( temp_axis[2], temp_angles );
		out_angles[ROLL] = -temp_angles[PITCH];
	}
}
Exemplo n.º 19
0
//-----------------------------------------------------
static void turretG2_aim( gentity_t *self )
//-----------------------------------------------------
{
    vec3_t	enemyDir, org, org2;
    vec3_t	desiredAngles, setAngle;
    float	diffYaw = 0.0f, diffPitch = 0.0f;
    float	maxYawSpeed = (self->spawnflags&SPF_TURRETG2_TURBO)?30.0f:14.0f;
    float	maxPitchSpeed = (self->spawnflags&SPF_TURRETG2_TURBO)?15.0f:3.0f;

    // move our gun base yaw to where we should be at this time....
    BG_EvaluateTrajectory( &self->s.apos, level.time, self->r.currentAngles );
    self->r.currentAngles[YAW] = AngleNormalize360( self->r.currentAngles[YAW] );
    self->speed = AngleNormalize360( self->speed );

    if ( self->enemy )
    {
        mdxaBone_t	boltMatrix;
        // ...then we'll calculate what new aim adjustments we should attempt to make this frame
        // Aim at enemy
        if ( self->enemy->client )
        {
            VectorCopy( self->enemy->client->renderInfo.eyePoint, org );
        }
        else
        {
            VectorCopy( self->enemy->r.currentOrigin, org );
        }
        if ( self->spawnflags & 2 )
        {
            org[2] -= 15;
        }
        else
        {
            org[2] -= 5;
        }

        if ( (self->spawnflags&SPF_TURRETG2_LEAD_ENEMY) )
        {   //we want to lead them a bit
            vec3_t diff, velocity;
            float dist;
            VectorSubtract( org, self->s.origin, diff );
            dist = VectorNormalize( diff );
            if ( self->enemy->client )
            {
                VectorCopy( self->enemy->client->ps.velocity, velocity );
            }
            else
            {
                VectorCopy( self->enemy->s.pos.trDelta, velocity );
            }
            VectorMA( org, (dist/self->mass), velocity, org );
        }

        // Getting the "eye" here
        trap_G2API_GetBoltMatrix( self->ghoul2,
                                  0,
                                  (self->alt_fire?self->genericValue12:self->genericValue11),
                                  &boltMatrix,
                                  self->r.currentAngles,
                                  self->s.origin,
                                  level.time,
                                  NULL,
                                  self->modelScale );

        BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, org2 );

        VectorSubtract( org, org2, enemyDir );
        vectoangles( enemyDir, desiredAngles );

        diffYaw = AngleSubtract( self->r.currentAngles[YAW], desiredAngles[YAW] );
        diffPitch = AngleSubtract( self->speed, desiredAngles[PITCH] );
    }
    else
    {
        // no enemy, so make us slowly sweep back and forth as if searching for a new one
//		diffYaw = sin( level.time * 0.0001f + self->count ) * 5.0f;	// don't do this for now since it can make it go into walls.
    }

    if ( diffYaw )
    {
        // cap max speed....
        if ( fabs(diffYaw) > maxYawSpeed )
        {
            diffYaw = ( diffYaw >= 0 ? maxYawSpeed : -maxYawSpeed );
        }

        // ...then set up our desired yaw
        VectorSet( setAngle, 0.0f, diffYaw, 0.0f );

        VectorCopy( self->r.currentAngles, self->s.apos.trBase );
        VectorScale( setAngle,- 5, self->s.apos.trDelta );
        self->s.apos.trTime = level.time;
        self->s.apos.trType = TR_LINEAR;
    }

    if ( diffPitch )
    {
        if ( fabs(diffPitch) > maxPitchSpeed )
        {
            // cap max speed
            self->speed += (diffPitch > 0.0f) ? -maxPitchSpeed : maxPitchSpeed;
        }
        else
        {
            // small enough, so just add half the diff so we smooth out the stopping
            self->speed -= ( diffPitch );//desiredAngles[PITCH];
        }

        // Note that this is NOT interpolated, so it will be less smooth...On the other hand, it does use Ghoul2 to blend, so it may smooth it out a bit?
        if ( (self->spawnflags&SPF_TURRETG2_TURBO) )
        {
            if ( self->spawnflags & 2 )
            {
                VectorSet( desiredAngles, 0.0f, 0.0f, -self->speed );
            }
            else
            {
                VectorSet( desiredAngles, 0.0f, 0.0f, self->speed );
            }
            G2Tur_SetBoneAngles(self, "pitch", desiredAngles);
        }
        else
        {
            if ( self->spawnflags & 2 )
            {
                VectorSet( desiredAngles, self->speed, 0.0f, 0.0f );
            }
            else
            {
                VectorSet( desiredAngles, -self->speed, 0.0f, 0.0f );
            }
            G2Tur_SetBoneAngles(self, "Bone_body", desiredAngles);
        }
        /*
        trap_G2API_SetBoneAngles( self->ghoul2,
        				0,
        				"Bone_body",
        				desiredAngles,
        				BONE_ANGLES_POSTMULT,
        				POSITIVE_Y,
        				POSITIVE_Z,
        				POSITIVE_X,
        				NULL,
        				100,
        				level.time );
        				*/
    }

    if ( diffYaw || diffPitch )
    {   //FIXME: turbolaser sounds
        if ( (self->spawnflags&SPF_TURRETG2_TURBO) )
        {
            self->s.loopSound = G_SoundIndex( "sound/vehicles/weapons/turbolaser/turn.wav" );
        }
        else
        {
            self->s.loopSound = G_SoundIndex( "sound/chars/turret/move.wav" );
        }
    }
    else
    {
        self->s.loopSound = 0;
    }
}
Exemplo n.º 20
0
/*
-------------------------
Sentry_Fire
-------------------------
*/
void Sentry_Fire (void)
{
	vec3_t	muzzle;
	static	vec3_t	forward, vright, up;
	gentity_t	*missile;
	mdxaBone_t	boltMatrix;
	int			bolt, which;

	NPCS.NPC->flags &= ~FL_SHIELDED;

	if ( NPCS.NPCInfo->localState == LSTATE_POWERING_UP )
	{
		if ( TIMER_Done( NPCS.NPC, "powerup" ))
		{
			NPCS.NPCInfo->localState = LSTATE_ATTACKING;
			NPC_SetAnim( NPCS.NPC, SETANIM_BOTH, BOTH_ATTACK1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
		}
		else
		{
			// can't do anything right now
			return;
		}
	}
	else if ( NPCS.NPCInfo->localState == LSTATE_ACTIVE )
	{
		NPCS.NPCInfo->localState = LSTATE_POWERING_UP;

		G_Sound( NPCS.NPC, CHAN_AUTO, G_SoundIndex("sound/chars/sentry/misc/sentry_shield_open") );		
		NPC_SetAnim( NPCS.NPC, SETANIM_BOTH, BOTH_POWERUP1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
		TIMER_Set( NPCS.NPC, "powerup", 250 );
		return;
	}
	else if ( NPCS.NPCInfo->localState != LSTATE_ATTACKING )
	{
		// bad because we are uninitialized
		NPCS.NPCInfo->localState = LSTATE_ACTIVE;
		return;
	}

	// Which muzzle to fire from?
	which = NPCS.NPCInfo->burstCount % 3;
	switch( which )
	{
	case 0:
		bolt = trap_G2API_AddBolt(NPCS.NPC->ghoul2, 0, "*flash1");
		break;
	case 1:
		bolt = trap_G2API_AddBolt(NPCS.NPC->ghoul2, 0, "*flash2");
		break;
	case 2:
	default:
		bolt = trap_G2API_AddBolt(NPCS.NPC->ghoul2, 0, "*flash03");
	}

	trap_G2API_GetBoltMatrix( NPCS.NPC->ghoul2, 0, 
				bolt,
				&boltMatrix, NPCS.NPC->r.currentAngles, NPCS.NPC->r.currentOrigin, level.time,
				NULL, NPCS.NPC->modelScale );

	BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, muzzle );

	AngleVectors( NPCS.NPC->r.currentAngles, forward, vright, up );
//	G_Sound( NPC, G_SoundIndex("sound/chars/sentry/misc/shoot.wav"));

	G_PlayEffectID( G_EffectIndex("bryar/muzzle_flash"), muzzle, forward );

	missile = CreateMissile( muzzle, forward, 1600, 10000, NPCS.NPC, qfalse );

	missile->classname = "bryar_proj";
	missile->s.weapon = WP_BRYAR_PISTOL;

	missile->dflags = DAMAGE_DEATH_KNOCKBACK;
	missile->methodOfDeath = MOD_BRYAR_PISTOL;
	missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;

	NPCS.NPCInfo->burstCount++;
	NPCS.NPC->attackDebounceTime = level.time + 50;
	missile->damage = 5;

	// now scale for difficulty
	if ( g_npcspskill.integer == 0 )
	{
		NPCS.NPC->attackDebounceTime += 200;
		missile->damage = 1;
	}
	else if ( g_npcspskill.integer == 1 )
	{
		NPCS.NPC->attackDebounceTime += 100;
		missile->damage = 3;
	}
}
Exemplo n.º 21
0
//Run physics on the object (purely origin-related) using custom epVelocity entity
//state value. Origin smoothing on the client is expected to compensate for choppy
//movement.
void G_RunExPhys(gentity_t *ent, float gravity, float mass, float bounce, qboolean autoKill, int *g2Bolts, int numG2Bolts)
{
    trace_t tr;
    vec3_t projectedOrigin;
    vec3_t vNorm;
    vec3_t ground;
    float velScaling = 0.1f;
    float vTotal = 0.0f;

    assert(mass <= 1.0f && mass >= 0.01f);

    if (gravity)
    {   //factor it in before we do anything.
        VectorCopy(ent->r.currentOrigin, ground);
        ground[2] -= 0.1f;

        trap_Trace(&tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ground, ent->s.number, ent->clipmask);

        if (tr.fraction == 1.0f)
        {
            ent->s.groundEntityNum = ENTITYNUM_NONE;
        }
        else
        {
            ent->s.groundEntityNum = tr.entityNum;
        }

        if (ent->s.groundEntityNum == ENTITYNUM_NONE)
        {
            ent->epGravFactor += gravity;

            if (ent->epGravFactor > MAX_GRAVITY_PULL)
            {   //cap it off if needed
                ent->epGravFactor = MAX_GRAVITY_PULL;
            }

            ent->epVelocity[2] -= ent->epGravFactor;
        }
        else
        {   //if we're sitting on something then reset the gravity factor.
            ent->epGravFactor = 0;
        }
    }

    if (!ent->epVelocity[0] && !ent->epVelocity[1] && !ent->epVelocity[2])
    {   //nothing to do if we have no velocity even after gravity.
        if (ent->touch)
        {   //call touch if we're in something
            trap_Trace(&tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, ent->s.number, ent->clipmask);
            if (tr.startsolid || tr.allsolid)
            {
                ent->touch(ent, &g_entities[tr.entityNum], &tr);
            }
        }
        return;
    }

    //get the projected origin based on velocity.
    VectorMA(ent->r.currentOrigin, velScaling, ent->epVelocity, projectedOrigin);

    VectorScale(ent->epVelocity, 1.0f-mass, ent->epVelocity); //scale it down based on mass

    VectorCopy(ent->epVelocity, vNorm);
    vTotal = VectorNormalize(vNorm);

    if (vTotal < 1 && ent->s.groundEntityNum != ENTITYNUM_NONE)
    {   //we've pretty much stopped moving anyway, just clear it out then.
        VectorClear(ent->epVelocity);
        ent->epGravFactor = 0;
        trap_LinkEntity(ent);
        return;
    }

    if (ent->ghoul2 && g2Bolts)
    {   //Have we been passed a bolt index array to clip against points on the skeleton?
        vec3_t tMins, tMaxs;
        vec3_t trajDif;
        vec3_t gbmAngles;
        vec3_t boneOrg;
        vec3_t projectedBoneOrg;
        vec3_t collisionRootPos;
        mdxaBone_t matrix;
        trace_t bestCollision;
        qboolean hasFirstCollision = qfalse;
        int i = 0;

        //Maybe we could use a trap call and get the default radius for the bone specified,
        //but this will do at least for now.
        VectorSet(tMins, -3, -3, -3);
        VectorSet(tMaxs, 3, 3, 3);

        gbmAngles[PITCH] = gbmAngles[ROLL] = 0;
        gbmAngles[YAW] = ent->s.apos.trBase[YAW];

        //Get the difference relative to the entity origin and projected origin, to add to each bolt position.
        VectorSubtract(ent->r.currentOrigin, projectedOrigin, trajDif);

        while (i < numG2Bolts)
        {
            //Get the position of the actual bolt for this frame
            trap_G2API_GetBoltMatrix(ent->ghoul2, 0, g2Bolts[i], &matrix, gbmAngles, ent->r.currentOrigin, level.time, NULL, ent->modelScale);
            BG_GiveMeVectorFromMatrix(&matrix, ORIGIN, boneOrg);

            //Now add the projected positional difference into the result
            VectorAdd(boneOrg, trajDif, projectedBoneOrg);

            trap_Trace(&tr, boneOrg, tMins, tMaxs, projectedBoneOrg, ent->s.number, ent->clipmask);

            if (tr.fraction != 1.0 || tr.startsolid || tr.allsolid)
            {   //we've hit something
                //Store the "deepest" collision we have
                if (!hasFirstCollision)
                {   //don't have one yet so just use this one
                    bestCollision = tr;
                    VectorCopy(boneOrg, collisionRootPos);
                    hasFirstCollision = qtrue;
                }
                else
                {
                    if (tr.allsolid && !bestCollision.allsolid)
                    {   //If the whole trace is solid then this one is deeper
                        bestCollision = tr;
                        VectorCopy(boneOrg, collisionRootPos);
                    }
                    else if (tr.startsolid && !bestCollision.startsolid && !bestCollision.allsolid)
                    {   //Next deepest is if it's startsolid
                        bestCollision = tr;
                        VectorCopy(boneOrg, collisionRootPos);
                    }
                    else if (!bestCollision.startsolid && !bestCollision.allsolid &&
                             tr.fraction < bestCollision.fraction)
                    {   //and finally, if neither is startsolid/allsolid, but the new one has a smaller fraction, then it's closer to an impact point so we will use it
                        bestCollision = tr;
                        VectorCopy(boneOrg, collisionRootPos);
                    }
                }
            }

            i++;
        }

        if (hasFirstCollision)
        {   //at least one bolt collided
            //We'll get the offset between the collided bolt and endpos, then trace there
            //from the origin so that our desired position becomes that point.
            VectorSubtract(collisionRootPos, bestCollision.endpos, trajDif);

            VectorAdd(ent->r.currentOrigin, trajDif, projectedOrigin);
        }
    }

    //If we didn't collide with any bolts projectedOrigin will still be the original desired
    //projected position so all is well. If we did then projectedOrigin will be modified
    //to provide us with a relative position which does not place the bolt in a solid.
    trap_Trace(&tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, projectedOrigin, ent->s.number, ent->clipmask);

    if (tr.startsolid || tr.allsolid)
    {   //can't go anywhere from here
//[MiscCodeTweaks]
        if(g_developer.integer)
        {
            Com_Printf("ExPhys object in solid (%i)\n", ent->s.number);
        }
        /*
        #ifdef _DEBUG
        		Com_Printf("ExPhys object in solid (%i)\n", ent->s.number);
        #endif
        */
//[/MiscCodeTweaks]
        if (autoKill)
        {
            ent->think = G_FreeEntity;
            ent->nextthink = level.time;
        }
        return;
    }

    //Go ahead and set it to the trace endpoint regardless of what it hit
    G_SetOrigin(ent, tr.endpos);
    trap_LinkEntity(ent);

    if (tr.fraction == 1.0f)
    {   //Nothing was in the way.
        return;
    }

    if (bounce)
    {
        vTotal *= bounce; //scale it by bounce

        VectorScale(tr.plane.normal, vTotal, vNorm); //scale the trace plane normal by the bounce factor

        if (vNorm[2] > 0)
        {
            ent->epGravFactor -= vNorm[2]*(1.0f-mass); //The lighter it is the more gravity will be reduced by bouncing vertically.
            if (ent->epGravFactor < 0)
            {
                ent->epGravFactor = 0;
            }
        }

        //call touch first so we can check velocity upon impact if we want
        if (tr.entityNum != ENTITYNUM_NONE && ent->touch)
        {   //then call the touch function
            ent->touch(ent, &g_entities[tr.entityNum], &tr);
        }

        VectorAdd(ent->epVelocity, vNorm, ent->epVelocity); //add it into the existing velocity.
    }
    else
    {   //if no bounce, kill when it hits something.
        ent->epVelocity[0] = 0;
        ent->epVelocity[1] = 0;

        if (!gravity)
        {
            ent->epVelocity[2] = 0;
        }
    }
}