示例#1
0
//---------------------------------------------------------
void FireWeapon( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
	float alert = 256;

	// track shots taken for accuracy tracking.
	ent->client->ps.persistant[PERS_ACCURACY_SHOTS]++;

	// set aiming directions
	if ( ent->s.weapon == WP_DISRUPTOR && alt_fire )
	{
		if ( ent->NPC )
		{
			//snipers must use the angles they actually did their shot trace with
			AngleVectors( ent->lastAngles, wpFwd, wpVright, wpUp );
		}
	}
	else if ( ent->s.weapon == WP_ATST_SIDE || ent->s.weapon == WP_ATST_MAIN )
	{
		vec3_t	delta1, enemy_org1, muzzle1;
		vec3_t	angleToEnemy1;

		VectorCopy( ent->client->renderInfo.muzzlePoint, muzzle1 );

		if ( !ent->s.number )
		{//player driving an AT-ST
			//SIGH... because we can't anticipate alt-fire, must calc muzzle here and now
			mdxaBone_t		boltMatrix;
			int				bolt;

			if ( ent->client->ps.weapon == WP_ATST_MAIN )
			{//FIXME: alt_fire should fire both barrels, but slower?
				if ( ent->alt_fire )
				{
					bolt = ent->handRBolt;
				}
				else
				{
					bolt = ent->handLBolt;
				}
			}
			else
			{// ATST SIDE weapons
				if ( ent->alt_fire )
				{
					if ( gi.G2API_GetSurfaceRenderStatus( &ent->ghoul2[ent->playerModel], "head_light_blaster_cann" ) )
					{//don't have it!
						return;
					}
					bolt = ent->genericBolt2;
				}
				else
				{
					if ( gi.G2API_GetSurfaceRenderStatus( &ent->ghoul2[ent->playerModel], "head_concussion_charger" ) )
					{//don't have it!
						return;
					}
					bolt = ent->genericBolt1;
				}
			}

			vec3_t yawOnlyAngles = {0, ent->currentAngles[YAW], 0};
			if ( ent->currentAngles[YAW] != ent->client->ps.legsYaw )
			{
				yawOnlyAngles[YAW] = ent->client->ps.legsYaw;
			}
			gi.G2API_GetBoltMatrix( ent->ghoul2, ent->playerModel, bolt, &boltMatrix, yawOnlyAngles, ent->currentOrigin, (cg.time?cg.time:level.time), NULL, ent->s.modelScale );

			// work the matrix axis stuff into the original axis and origins used.
			gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, ent->client->renderInfo.muzzlePoint );
			gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, ent->client->renderInfo.muzzleDir );
			ent->client->renderInfo.mPCalcTime = level.time;

			AngleVectors( ent->client->ps.viewangles, wpFwd, wpVright, wpUp );
			//CalcMuzzlePoint( ent, wpFwd, vright, wpUp, wpMuzzle, 0 );
		}
		else if ( !ent->enemy )
		{//an NPC with no enemy to auto-aim at
			VectorCopy( ent->client->renderInfo.muzzleDir, wpFwd );
		}
		else
		{//NPC, auto-aim at enemy
			CalcEntitySpot( ent->enemy, SPOT_HEAD, enemy_org1 );

			VectorSubtract (enemy_org1, muzzle1, delta1);

			vectoangles ( delta1, angleToEnemy1 );
			AngleVectors (angleToEnemy1, wpFwd, wpVright, wpUp);
		}
	}
	else if ( ent->s.weapon == WP_BOT_LASER && ent->enemy )
	{
		vec3_t	delta1, enemy_org1, muzzle1;
		vec3_t	angleToEnemy1;

		CalcEntitySpot( ent->enemy, SPOT_HEAD, enemy_org1 );
		CalcEntitySpot( ent, SPOT_WEAPON, muzzle1 );

		VectorSubtract (enemy_org1, muzzle1, delta1);

		vectoangles ( delta1, angleToEnemy1 );
		AngleVectors (angleToEnemy1, wpFwd, wpVright, wpUp);
	}
	else
	{
		AngleVectors( ent->client->ps.viewangles, wpFwd, wpVright, wpUp );
	}

	ent->alt_fire = alt_fire;
	CalcMuzzlePoint ( ent, wpFwd, wpVright, wpUp, wpMuzzle , 0);

	// fire the specific weapon
	switch( ent->s.weapon )
	{
	// Player weapons
	//-----------------
	case WP_SABER:
		return;
		break;

	case WP_BRYAR_PISTOL:
		WP_FireBryarPistol( ent, alt_fire );
		break;

	case WP_BLASTER:
		WP_FireBlaster( ent, alt_fire );
		break;

	case WP_DISRUPTOR:
		alert = 50; // if you want it to alert enemies, remove this
		WP_FireDisruptor( ent, alt_fire );
		break;

	case WP_BOWCASTER:
		WP_FireBowcaster( ent, alt_fire );
		break;

	case WP_REPEATER:
		WP_FireRepeater( ent, alt_fire );
		break;

	case WP_DEMP2:
		WP_FireDEMP2( ent, alt_fire );
		break;

	case WP_FLECHETTE:
		WP_FireFlechette( ent, alt_fire );
		break;

	case WP_ROCKET_LAUNCHER:
		WP_FireRocket( ent, alt_fire );
		break;

	case WP_THERMAL:
		WP_FireThermalDetonator( ent, alt_fire );
		break;

	case WP_TRIP_MINE:
		alert = 0; // if you want it to alert enemies, remove this
		WP_PlaceLaserTrap( ent, alt_fire );
		break;

	case WP_DET_PACK:
		alert = 0; // if you want it to alert enemies, remove this
		WP_FireDetPack( ent, alt_fire );
		break;

	case WP_BOT_LASER:
		WP_BotLaser( ent );
		break;

	case WP_EMPLACED_GUN:
		// doesn't care about whether it's alt-fire or not.  We can do an alt-fire if needed
		WP_EmplacedFire( ent );
		break;

	case WP_MELEE:
		alert = 0; // if you want it to alert enemies, remove this
		WP_Melee( ent );
		break;

	case WP_ATST_MAIN:
		WP_ATSTMainFire( ent );
		break;

	case WP_ATST_SIDE:

		// TEMP
		if ( alt_fire )
		{
//			WP_FireRocket( ent, qfalse );
			WP_ATSTSideAltFire(ent);
		}
		else
		{
			if ( ent->s.number == 0 && ent->client->ps.vehicleModel )
			{
				WP_ATSTMainFire( ent );
			}
			else
			{
				WP_ATSTSideFire(ent);
			}
		}
		break;

	case WP_TIE_FIGHTER:
		// TEMP
		WP_EmplacedFire( ent );
		break;

	case WP_RAPID_FIRE_CONC:
		// TEMP
		if ( alt_fire )
		{
			WP_FireRepeater( ent, alt_fire );
		}
		else
		{
			WP_EmplacedFire( ent );
		}
		break;

	case WP_STUN_BATON:
		WP_FireStunBaton( ent, alt_fire );
		break;

	case WP_BLASTER_PISTOL: // enemy version
		WP_FireBryarPistol( ent, qfalse ); // never an alt-fire?
		break;

//	case WP_TRICORDER:
//		WP_TricorderScan( ent, alt_fire );
//		break;

	default:
		return;
		break;
	}

	if ( !ent->s.number )
	{
		if ( ent->s.weapon == WP_FLECHETTE || (ent->s.weapon == WP_BOWCASTER && !alt_fire) )
		{//these can fire multiple shots, count them individually within the firing functions
		}
		else if ( W_AccuracyLoggableWeapon( ent->s.weapon, alt_fire, MOD_UNKNOWN ) )
		{
			ent->client->sess.missionStats.shotsFired++;
		}
	}
	// We should probably just use this as a default behavior, in special cases, just set alert to false.
	if ( ent->s.number == 0 && alert > 0 )
	{
		AddSoundEvent( ent, wpMuzzle, alert, AEL_DISCOVERED );
		AddSightEvent( ent, wpMuzzle, alert*2, AEL_DISCOVERED, 20 );
	}
}
示例#2
0
//---------------------------------------------------------
void FireWeapon( gentity_t *ent, qboolean alt_fire ) 
//---------------------------------------------------------
{
	float alert = 256;
	Vehicle_t *pVeh = NULL;

	// track shots taken for accuracy tracking. 
	ent->client->ps.persistant[PERS_ACCURACY_SHOTS]++;

	// If this is a vehicle, fire it's weapon and we're done.
	if ( ent && ent->client && ent->client->NPC_class == CLASS_VEHICLE )
	{
		FireVehicleWeapon( ent, alt_fire );
		return;
	}

	// set aiming directions
	if ( ent->s.weapon == WP_DISRUPTOR && alt_fire )
	{
		if ( ent->NPC )
		{
			//snipers must use the angles they actually did their shot trace with
			AngleVectors( ent->lastAngles, forwardVec, vrightVec, up );
		}
	}
	else if ( ent->s.weapon == WP_ATST_SIDE || ent->s.weapon == WP_ATST_MAIN ) 
	{
		vec3_t	delta1, enemy_org1, muzzle1;
		vec3_t	angleToEnemy1;

		VectorCopy( ent->client->renderInfo.muzzlePoint, muzzle1 );

		if ( !ent->s.number )
		{//player driving an AT-ST
			//SIGH... because we can't anticipate alt-fire, must calc muzzle here and now
			mdxaBone_t		boltMatrix;
			int				bolt;

			if ( ent->client->ps.weapon == WP_ATST_MAIN )
			{//FIXME: alt_fire should fire both barrels, but slower?
				if ( ent->alt_fire )
				{
					bolt = ent->handRBolt;
				}
				else
				{
					bolt = ent->handLBolt;
				}
			}
			else
			{// ATST SIDE weapons
				if ( ent->alt_fire )
				{
					if ( gi.G2API_GetSurfaceRenderStatus( &ent->ghoul2[ent->playerModel], "head_light_blaster_cann" ) )
					{//don't have it!
						return;
					}
					bolt = ent->genericBolt2;
				}
				else
				{
					if ( gi.G2API_GetSurfaceRenderStatus( &ent->ghoul2[ent->playerModel], "head_concussion_charger" ) )
					{//don't have it!
						return;
					}
					bolt = ent->genericBolt1;
				}
			}

			vec3_t yawOnlyAngles = {0, ent->currentAngles[YAW], 0};
			if ( ent->currentAngles[YAW] != ent->client->ps.legsYaw )
			{
				yawOnlyAngles[YAW] = ent->client->ps.legsYaw;
			}
			gi.G2API_GetBoltMatrix( ent->ghoul2, ent->playerModel, bolt, &boltMatrix, yawOnlyAngles, ent->currentOrigin, (cg.time?cg.time:level.time), NULL, ent->s.modelScale );

			// work the matrix axis stuff into the original axis and origins used.
			gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, ent->client->renderInfo.muzzlePoint );
			gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, ent->client->renderInfo.muzzleDir );
			ent->client->renderInfo.mPCalcTime = level.time;

			AngleVectors( ent->client->ps.viewangles, forwardVec, vrightVec, up );
			//CalcMuzzlePoint( ent, forwardVec, vrightVec, up, muzzle, 0 );
		}
		else if ( !ent->enemy )
		{//an NPC with no enemy to auto-aim at
			VectorCopy( ent->client->renderInfo.muzzleDir, forwardVec );
		}
		else
		{//NPC, auto-aim at enemy
			CalcEntitySpot( ent->enemy, SPOT_HEAD, enemy_org1 );
			
			VectorSubtract (enemy_org1, muzzle1, delta1);

			vectoangles ( delta1, angleToEnemy1 );
			AngleVectors (angleToEnemy1, forwardVec, vrightVec, up);
		}
	} 
	else if ( ent->s.weapon == WP_BOT_LASER && ent->enemy ) 
	{
		vec3_t	delta1, enemy_org1, muzzle1;
		vec3_t	angleToEnemy1;

		CalcEntitySpot( ent->enemy, SPOT_HEAD, enemy_org1 );
		CalcEntitySpot( ent, SPOT_WEAPON, muzzle1 );
		
		VectorSubtract (enemy_org1, muzzle1, delta1);

		vectoangles ( delta1, angleToEnemy1 );
		AngleVectors (angleToEnemy1, forwardVec, vrightVec, up);
	}
	else 
	{
  		if ( (pVeh = G_IsRidingVehicle( ent )) != NULL) //riding a vehicle
		{//use our muzzleDir, can't use viewangles or vehicle m_vOrientation because we may be animated to shoot left or right...
			if ((ent->s.eFlags&EF_NODRAW))//we're inside it
			{
				vec3_t	aimAngles;
				VectorCopy( ent->client->renderInfo.muzzleDir, forwardVec );
				vectoangles( forwardVec, aimAngles );
				//we're only keeping the yaw
				aimAngles[PITCH] = ent->client->ps.viewangles[PITCH];
				aimAngles[ROLL] = 0;
				AngleVectors( aimAngles, forwardVec, vrightVec, up );
			}
			else
			{
				vec3_t	actorRight;
				vec3_t	actorFwd;

				VectorCopy( ent->client->renderInfo.muzzlePoint, muzzle );
				AngleVectors(ent->currentAngles, actorFwd, actorRight, 0);
 
				// Aiming Left
				//-------------
				if (ent->client->ps.torsoAnim==BOTH_VT_ATL_G || ent->client->ps.torsoAnim==BOTH_VS_ATL_G)
				{
 					VectorScale(actorRight, -1.0f, forwardVec);
				}

				// Aiming Right
				//--------------
				else if (ent->client->ps.torsoAnim==BOTH_VT_ATR_G || ent->client->ps.torsoAnim==BOTH_VS_ATR_G)
				{
 					VectorCopy(actorRight, forwardVec);
				}

				// Aiming Forward
				//----------------
				else
				{
	 				VectorCopy(actorFwd, forwardVec);
				}

				// If We Have An Enemy, Fudge The Aim To Hit The Enemy
				if (ent->enemy)
				{
					vec3_t	toEnemy;
					VectorSubtract(ent->enemy->currentOrigin, ent->currentOrigin, toEnemy);
					VectorNormalize(toEnemy);
					if (DotProduct(toEnemy, forwardVec)>0.75f && 
						((ent->s.number==0 && !Q_irand(0,2)) ||		// the player has a 1 in 3 chance
						 (ent->s.number!=0 && !Q_irand(0,5))))		// other guys have a 1 in 6 chance
					{
						VectorCopy(toEnemy, forwardVec);
					}
					else
					{
						forwardVec[0] += Q_flrand(-0.1f, 0.1f);
						forwardVec[1] += Q_flrand(-0.1f, 0.1f);
						forwardVec[2] += Q_flrand(-0.1f, 0.1f);
					}
				}
			}
		}
		else
		{
			AngleVectors( ent->client->ps.viewangles, forwardVec, vrightVec, up );
		}
	}

	ent->alt_fire = alt_fire;
	if (!pVeh)
	{
		if (ent->NPC && (ent->NPC->scriptFlags&SCF_FIRE_WEAPON_NO_ANIM))
		{
		 	VectorCopy( ent->client->renderInfo.muzzlePoint, muzzle );
			VectorCopy( ent->client->renderInfo.muzzleDir, forwardVec );
			MakeNormalVectors(forwardVec, vrightVec, up);
		}
		else
		{
			CalcMuzzlePoint ( ent, forwardVec, vrightVec, up, muzzle , 0);
		}
	}

	// fire the specific weapon
	switch( ent->s.weapon ) 
	{
	// Player weapons
	//-----------------
	case WP_SABER:
		return;
		break;

	case WP_BRYAR_PISTOL:
	case WP_BLASTER_PISTOL:
		WP_FireBryarPistol( ent, alt_fire );
		break;

	case WP_BLASTER:
		WP_FireBlaster( ent, alt_fire );
		break;

	case WP_TUSKEN_RIFLE:
		if ( alt_fire )
		{
			WP_FireTuskenRifle( ent );
		}
		else
		{
			WP_Melee( ent );
		}
		break;

	case WP_DISRUPTOR:
		alert = 50; // if you want it to alert enemies, remove this
		WP_FireDisruptor( ent, alt_fire );
		break;

	case WP_BOWCASTER:
		WP_FireBowcaster( ent, alt_fire );
		break;

	case WP_REPEATER:
		WP_FireRepeater( ent, alt_fire );
		break;

	case WP_DEMP2:
		WP_FireDEMP2( ent, alt_fire );
		break;

	case WP_FLECHETTE:
		WP_FireFlechette( ent, alt_fire );
		break;

	case WP_ROCKET_LAUNCHER:
		WP_FireRocket( ent, alt_fire );
		break;

	case WP_CONCUSSION:
		WP_Concussion( ent, alt_fire );
		break;

	case WP_THERMAL:
		WP_FireThermalDetonator( ent, alt_fire );
		break;

	case WP_TRIP_MINE:
		alert = 0; // if you want it to alert enemies, remove this
		WP_PlaceLaserTrap( ent, alt_fire );
		break;

	case WP_DET_PACK:
		alert = 0; // if you want it to alert enemies, remove this
		WP_FireDetPack( ent, alt_fire );
		break;

	case WP_BOT_LASER:
		WP_BotLaser( ent );
		break;

	case WP_EMPLACED_GUN:
		// doesn't care about whether it's alt-fire or not.  We can do an alt-fire if needed
		WP_EmplacedFire( ent );
		break;

	case WP_MELEE:
		alert = 0; // if you want it to alert enemies, remove this
		if ( !alt_fire || !g_debugMelee->integer )
		{
			WP_Melee( ent );
		}
		break;

	case WP_ATST_MAIN:
		WP_ATSTMainFire( ent );
		break;

	case WP_ATST_SIDE:

		// TEMP
		if ( alt_fire )
		{
//			WP_FireRocket( ent, qfalse );
			WP_ATSTSideAltFire(ent);
		}
		else
		{
			// FIXME!
		/*	if ( ent->s.number == 0 
				&& ent->client->NPC_class == CLASS_VEHICLE
				&& vehicleData[((CVehicleNPC *)ent->NPC)->m_iVehicleTypeID].type == VH_FIGHTER )
			{
				WP_ATSTMainFire( ent );
			}
			else*/
			{
				WP_ATSTSideFire(ent);
			}
		}
		break;

	case WP_TIE_FIGHTER:
		// TEMP
		WP_EmplacedFire( ent );
		break;

	case WP_RAPID_FIRE_CONC:
		// TEMP
		if ( alt_fire )
		{
			WP_FireRepeater( ent, alt_fire );	
		}
		else
		{
			WP_EmplacedFire( ent );
		}
		break;

	case WP_STUN_BATON:
		WP_FireStunBaton( ent, alt_fire );
		break;

//	case WP_BLASTER_PISTOL:
	case WP_JAWA:
		WP_FireBryarPistol( ent, qfalse ); // never an alt-fire?
		break;

	case WP_SCEPTER:
		WP_FireScepter( ent, alt_fire );
		break;

	case WP_NOGHRI_STICK:
		if ( !alt_fire )
		{
			WP_FireNoghriStick( ent );
		}
		//else does melee attack/damage/func
		break;

	case WP_TUSKEN_STAFF:
	default:
		return;
		break;
	}

	if ( !ent->s.number )
	{
		if ( ent->s.weapon == WP_FLECHETTE || (ent->s.weapon == WP_BOWCASTER && !alt_fire) )
		{//these can fire multiple shots, count them individually within the firing functions
		}
		else if ( W_AccuracyLoggableWeapon( ent->s.weapon, alt_fire, MOD_UNKNOWN ) )
		{
			ent->client->sess.missionStats.shotsFired++;
		}
	}
	// We should probably just use this as a default behavior, in special cases, just set alert to false.
	if ( ent->s.number == 0 && alert > 0 )
	{
		if ( ent->client->ps.groundEntityNum == ENTITYNUM_WORLD//FIXME: check for sand contents type?
			&& ent->s.weapon != WP_STUN_BATON
			&& ent->s.weapon != WP_MELEE
			&& ent->s.weapon != WP_TUSKEN_STAFF
			&& ent->s.weapon != WP_THERMAL
			&& ent->s.weapon != WP_TRIP_MINE
			&& ent->s.weapon != WP_DET_PACK )
		{//the vibration of the shot carries through your feet into the ground
			AddSoundEvent( ent, muzzle, alert, AEL_DISCOVERED, qfalse, qtrue );
		}
		else
		{//an in-air alert
			AddSoundEvent( ent, muzzle, alert, AEL_DISCOVERED );
		}
		AddSightEvent( ent, muzzle, alert*2, AEL_DISCOVERED, 20 );
	}
}