Exemplo n.º 1
0
/**
 * @brief Resolve the reaction fire for an entity, this checks that the entity can fire and then takes the shot
 * @param[in] shooter The entity using reaction fire
 * @param[in] target The victim of the reaction fire
 * @return true if the entity fired, false otherwise
 */
bool ReactionFire::tryToShoot (Actor* shooter, const Edict* target)
{
	/* check for valid target */
	assert(target);

	/* shooter can't take a reaction shot if it's not possible - and check that
	 * the target is still alive */
	if (!isPossible(shooter, target)) {
		rft.remove(shooter, target);
		return false;
	}

	/* take the shot */
	const actorHands_t hand = shooter->chr.RFmode.getHand();
	const shoot_types_t type = (hand == ACTOR_HAND_RIGHT ? ST_RIGHT_REACTION
			: (hand == ACTOR_HAND_LEFT ? ST_LEFT_REACTION : ST_NUM_SHOOT_TYPES));
	const bool tookShot = rf.shoot(shooter, target->pos, type, shooter->chr.RFmode.getFmIdx());

	if (tookShot) {
		/* clear any shakenness */
		shooter->removeShaken();
	}

	return tookShot;
}
Exemplo n.º 2
0
/**
 * @brief Check whether 'target' has just triggered any new reaction fire
 * @param[in] target The entity triggering fire
 */
void ReactionFire::updateAllTargets (const Edict* target)
{
	Actor* shooter = nullptr;

	/* check all possible shooters */
	while ((shooter = G_EdictsGetNextLivingActor(shooter))) {
		/* check whether reaction fire is possible (friend/foe, LoS) */
		if (isPossible(shooter, target)) {
			const int TUs = G_ReactionFireGetTUsForItem(shooter, target);
			if (TUs < 0)
				continue;	/* no suitable weapon */
			rft.add(shooter, target, TUs);
		} else {
			rft.remove(shooter, target);
		}
	}
}
Exemplo n.º 3
0
/**
 * @brief Check whether 'target' has just triggered any new reaction fire
 * @param[in] target The entity triggering fire
 */
static void G_ReactionFireTargetsUpdateAll (const edict_t *target)
{
	edict_t *shooter = NULL;

	/* check all possible shooters */
	while ((shooter = G_EdictsGetNextLivingActor(shooter))) {
		/* check whether reaction fire is possible (friend/foe, LoS */
		if (G_ReactionFireIsPossible(shooter, target)) {
			const int TUs = G_ReactionFireGetTUsForItem(shooter, target, RIGHT(shooter));
			if (TUs < 0)
				continue;	/* no suitable weapon */
			rft.add(shooter, target, TUs);
		} else {
			rft.remove(shooter, target);
		}
	}
}
Exemplo n.º 4
0
/**
 * @brief Resolve the reaction fire for an entity, this checks that the entity can fire and then takes the shot
 * @param[in] shooter The entity using reaction fire
 * @param[in] target The victim of the reaction fire
 * @return true if the entity fired, false otherwise
 */
bool ReactionFire::tryToShoot (Actor* shooter, const Edict* target)
{
	/* check for valid target */
	assert(target);

	/* shooter can't take a reaction shot if it's not possible - and check that
	 * the target is still alive */
	if (!isPossible(shooter, target)) {
		rft.remove(shooter, target);
		return false;
	}

	/* take the shot */
	const bool tookShot = rf.shoot(shooter, target->pos, ST_RIGHT_REACTION, shooter->chr.RFmode.getFmIdx());

	if (tookShot) {
		/* clear any shakenness */
		shooter->removeShaken();
	}

	return tookShot;
}
Exemplo n.º 5
0
/**
 * @brief Resolve the reaction fire for an entity, this checks that the entity can fire and then takes the shot
 * @param[in] shooter The entity to resolve reaction fire for
 * @param[in] target The victim of the reaction fire
 * @return true if the entity fired (or would have fired if mock), false otherwise
 */
static bool G_ReactionFireTryToShoot (edict_t *shooter, const edict_t *target)
{
	/* check for valid target */
	assert(target);

	/* shooter can't take a reaction shot if it's not possible - and check that
	 * the target is still alive */
	if (!G_ReactionFireIsPossible(shooter, target)) {
		rft.remove(shooter, target);
		return false;
	}

	/* take the shot */
	const bool tookShot = G_ReactionFireShoot(shooter, target->pos, ST_RIGHT_REACTION, shooter->chr.RFmode.fmIdx);

	if (tookShot) {
		/* clear any shakenness */
		G_RemoveShaken(shooter);
	}

	return tookShot;
}