summaryrefslogtreecommitdiffstats
path: root/src/jake2/game/Fire.java
diff options
context:
space:
mode:
Diffstat (limited to 'src/jake2/game/Fire.java')
-rw-r--r--src/jake2/game/Fire.java498
1 files changed, 252 insertions, 246 deletions
diff --git a/src/jake2/game/Fire.java b/src/jake2/game/Fire.java
index 9a68b08..2c79b3a 100644
--- a/src/jake2/game/Fire.java
+++ b/src/jake2/game/Fire.java
@@ -19,20 +19,16 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// Created on 04.12.2003 by RST.
-// $Id: Fire.java,v 1.1 2004-07-07 19:58:52 hzi Exp $
+// $Id: Fire.java,v 1.2 2004-07-08 15:58:43 hzi Exp $
package jake2.game;
+import jake2.Defines;
+import jake2.util.Lib;
+import jake2.util.Math3D;
- import jake2.*;
- import jake2.client.*;
- import jake2.qcommon.*;
- import jake2.render.*;
- import jake2.server.*;
-import jake2.util.*;
-
-public class Fire {
-
+public class Fire
+{
/*
=================
fire_hit
@@ -40,48 +36,53 @@ public class Fire {
Used for all impact (hit/punch/slash) attacks
=================
*/
- public static boolean fire_hit(edict_t self, float[] aim, int damage, int kick) {
+ public static boolean fire_hit(edict_t self, float[] aim, int damage, int kick)
+ {
trace_t tr;
- float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 }, up= { 0, 0, 0 };
- float[] v= { 0, 0, 0 };
- float[] point= { 0, 0, 0 };
+ float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 }, up = { 0, 0, 0 };
+ float[] v = { 0, 0, 0 };
+ float[] point = { 0, 0, 0 };
float range;
- float[] dir= { 0, 0, 0 };
-
+ float[] dir = { 0, 0, 0 };
+
//see if enemy is in range
Math3D.VectorSubtract(self.enemy.s.origin, self.s.origin, dir);
- range= Math3D.VectorLength(dir);
+ range = Math3D.VectorLength(dir);
if (range > aim[0])
return false;
-
- if (aim[1] > self.mins[0] && aim[1] < self.maxs[0]) {
+
+ if (aim[1] > self.mins[0] && aim[1] < self.maxs[0])
+ {
// the hit is straight on so back the range up to the edge of their bbox
range -= self.enemy.maxs[0];
- } else {
+ }
+ else
+ {
// this is a side hit so adjust the "right" value out to the edge of their bbox
if (aim[1] < 0)
- aim[1]= self.enemy.mins[0];
+ aim[1] = self.enemy.mins[0];
else
- aim[1]= self.enemy.maxs[0];
+ aim[1] = self.enemy.maxs[0];
}
-
+
Math3D.VectorMA(self.s.origin, range, dir, point);
-
- tr= GameBase.gi.trace(self.s.origin, null, null, point, self, Defines.MASK_SHOT);
- if (tr.fraction < 1) {
+
+ tr = GameBase.gi.trace(self.s.origin, null, null, point, self, Defines.MASK_SHOT);
+ if (tr.fraction < 1)
+ {
if (0 == tr.ent.takedamage)
return false;
// if it will hit any client/monster then hit the one we wanted to hit
if ((tr.ent.svflags & Defines.SVF_MONSTER) != 0 || (tr.ent.client != null))
- tr.ent= self.enemy;
+ tr.ent = self.enemy;
}
-
+
Math3D.AngleVectors(self.s.angles, forward, right, up);
Math3D.VectorMA(self.s.origin, range, forward, point);
Math3D.VectorMA(point, aim[1], right, point);
Math3D.VectorMA(point, aim[2], up, point);
Math3D.VectorSubtract(point, self.enemy.s.origin, dir);
-
+
// do the damage
GameUtil.T_Damage(
tr.ent,
@@ -94,17 +95,17 @@ public class Fire {
kick / 2,
Defines.DAMAGE_NO_KNOCKBACK,
Defines.MOD_HIT);
-
+
if (0 == (tr.ent.svflags & Defines.SVF_MONSTER) && (null == tr.ent.client))
return false;
-
+
// do our special form of knockback here
Math3D.VectorMA(self.enemy.absmin, 0.5f, self.enemy.size, v);
Math3D.VectorSubtract(v, point, v);
Math3D.VectorNormalize(v);
Math3D.VectorMA(self.enemy.velocity, kick, v, self.enemy.velocity);
if (self.enemy.velocity[2] > 0)
- self.enemy.groundentity= null;
+ self.enemy.groundentity = null;
return true;
}
/*
@@ -114,7 +115,7 @@ public class Fire {
This is an internal support routine used for bullet/pellet based weapons.
=================
*/
- public static void fire_lead(
+ public static void fire_lead(
edict_t self,
float[] start,
float[] aimdir,
@@ -123,57 +124,65 @@ public class Fire {
int te_impact,
int hspread,
int vspread,
- int mod) {
+ int mod)
+ {
trace_t tr;
- float[] dir= { 0, 0, 0 };
- float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 }, up= { 0, 0, 0 };
- float[] end= { 0, 0, 0 };
+ float[] dir = { 0, 0, 0 };
+ float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 }, up = { 0, 0, 0 };
+ float[] end = { 0, 0, 0 };
float r;
float u;
- float[] water_start= { 0, 0, 0 };
- boolean water= false;
- int content_mask= Defines.MASK_SHOT | Defines.MASK_WATER;
-
- tr= GameBase.gi.trace(self.s.origin, null, null, start, self, Defines.MASK_SHOT);
- if (!(tr.fraction < 1.0)) {
+ float[] water_start = { 0, 0, 0 };
+ boolean water = false;
+ int content_mask = Defines.MASK_SHOT | Defines.MASK_WATER;
+
+ tr = GameBase.gi.trace(self.s.origin, null, null, start, self, Defines.MASK_SHOT);
+ if (!(tr.fraction < 1.0))
+ {
Math3D.vectoangles(aimdir, dir);
Math3D.AngleVectors(dir, forward, right, up);
-
- r= Lib.crandom() * hspread;
- u= Lib.crandom() * vspread;
+
+ r = Lib.crandom() * hspread;
+ u = Lib.crandom() * vspread;
Math3D.VectorMA(start, 8192, forward, end);
Math3D.VectorMA(end, r, right, end);
Math3D.VectorMA(end, u, up, end);
-
- if ((GameBase.gi.pointcontents.pointcontents(start) & Defines.MASK_WATER) != 0) {
- water= true;
+
+ if ((GameBase.gi.pointcontents.pointcontents(start) & Defines.MASK_WATER) != 0)
+ {
+ water = true;
Math3D.VectorCopy(start, water_start);
content_mask &= ~Defines.MASK_WATER;
}
-
- tr= GameBase.gi.trace(start, null, null, end, self, content_mask);
-
+
+ tr = GameBase.gi.trace(start, null, null, end, self, content_mask);
+
// see if we hit water
- if ((tr.contents & Defines.MASK_WATER) != 0) {
+ if ((tr.contents & Defines.MASK_WATER) != 0)
+ {
int color;
-
- water= true;
+
+ water = true;
Math3D.VectorCopy(tr.endpos, water_start);
-
- if (0 == Math3D.VectorCompare(start, tr.endpos)) {
- if ((tr.contents & Defines.CONTENTS_WATER) != 0) {
+
+ if (0 == Math3D.VectorCompare(start, tr.endpos))
+ {
+ if ((tr.contents & Defines.CONTENTS_WATER) != 0)
+ {
if (Lib.strcmp(tr.surface.name, "*brwater") == 0)
- color= Defines.SPLASH_BROWN_WATER;
+ color = Defines.SPLASH_BROWN_WATER;
else
- color= Defines.SPLASH_BLUE_WATER;
- } else if ((tr.contents & Defines.CONTENTS_SLIME) != 0)
- color= Defines.SPLASH_SLIME;
+ color = Defines.SPLASH_BLUE_WATER;
+ }
+ else if ((tr.contents & Defines.CONTENTS_SLIME) != 0)
+ color = Defines.SPLASH_SLIME;
else if ((tr.contents & Defines.CONTENTS_LAVA) != 0)
- color= Defines.SPLASH_LAVA;
+ color = Defines.SPLASH_LAVA;
else
- color= Defines.SPLASH_UNKNOWN;
-
- if (color != Defines.SPLASH_UNKNOWN) {
+ color = Defines.SPLASH_UNKNOWN;
+
+ if (color != Defines.SPLASH_UNKNOWN)
+ {
GameBase.gi.WriteByte(Defines.svc_temp_entity);
GameBase.gi.WriteByte(Defines.TE_SPLASH);
GameBase.gi.WriteByte(8);
@@ -182,27 +191,30 @@ public class Fire {
GameBase.gi.WriteByte(color);
GameBase.gi.multicast(tr.endpos, Defines.MULTICAST_PVS);
}
-
+
// change bullet's course when it enters water
Math3D.VectorSubtract(end, start, dir);
Math3D.vectoangles(dir, dir);
Math3D.AngleVectors(dir, forward, right, up);
- r= Lib.crandom() * hspread * 2;
- u= Lib.crandom() * vspread * 2;
+ r = Lib.crandom() * hspread * 2;
+ u = Lib.crandom() * vspread * 2;
Math3D.VectorMA(water_start, 8192, forward, end);
Math3D.VectorMA(end, r, right, end);
Math3D.VectorMA(end, u, up, end);
}
-
+
// re-trace ignoring water this time
- tr= GameBase.gi.trace(water_start, null, null, end, self, Defines.MASK_SHOT);
+ tr = GameBase.gi.trace(water_start, null, null, end, self, Defines.MASK_SHOT);
}
}
-
+
// send gun puff / flash
- if (!((tr.surface != null) && 0 != (tr.surface.flags & Defines.SURF_SKY))) {
- if (tr.fraction < 1.0) {
- if (tr.ent.takedamage != 0) {
+ if (!((tr.surface != null) && 0 != (tr.surface.flags & Defines.SURF_SKY)))
+ {
+ if (tr.fraction < 1.0)
+ {
+ if (tr.ent.takedamage != 0)
+ {
GameUtil.T_Damage(
tr.ent,
self,
@@ -214,36 +226,40 @@ public class Fire {
kick,
Defines.DAMAGE_BULLET,
mod);
- } else {
- if (!"sky".equals(tr.surface.name)) {
+ }
+ else
+ {
+ if (!"sky".equals(tr.surface.name))
+ {
GameBase.gi.WriteByte(Defines.svc_temp_entity);
GameBase.gi.WriteByte(te_impact);
GameBase.gi.WritePosition(tr.endpos);
GameBase.gi.WriteDir(tr.plane.normal);
GameBase.gi.multicast(tr.endpos, Defines.MULTICAST_PVS);
-
+
if (self.client != null)
GameWeapon.PlayerNoise(self, tr.endpos, Defines.PNOISE_IMPACT);
}
}
}
}
-
+
// if went through water, determine where the end and make a bubble trail
- if (water) {
- float[] pos= { 0, 0, 0 };
-
+ if (water)
+ {
+ float[] pos = { 0, 0, 0 };
+
Math3D.VectorSubtract(tr.endpos, water_start, dir);
Math3D.VectorNormalize(dir);
Math3D.VectorMA(tr.endpos, -2, dir, pos);
if ((Game.gi.pointcontents.pointcontents(pos) & Defines.MASK_WATER) != 0)
Math3D.VectorCopy(pos, tr.endpos);
else
- tr= GameBase.gi.trace(pos, null, null, water_start, tr.ent, Defines.MASK_WATER);
-
+ tr = GameBase.gi.trace(pos, null, null, water_start, tr.ent, Defines.MASK_WATER);
+
Math3D.VectorAdd(water_start, tr.endpos, pos);
Math3D.VectorScale(pos, 0.5f, pos);
-
+
GameBase.gi.WriteByte(Defines.svc_temp_entity);
GameBase.gi.WriteByte(Defines.TE_BUBBLETRAIL);
GameBase.gi.WritePosition(water_start);
@@ -259,7 +275,7 @@ public class Fire {
pistols, rifles, etc....
=================
*/
- public static void fire_bullet(
+ public static void fire_bullet(
edict_t self,
float[] start,
float[] aimdir,
@@ -267,7 +283,8 @@ public class Fire {
int kick,
int hspread,
int vspread,
- int mod) {
+ int mod)
+ {
fire_lead(self, start, aimdir, damage, kick, Defines.TE_GUNSHOT, hspread, vspread, mod);
}
/*
@@ -277,7 +294,7 @@ public class Fire {
Shoots shotgun pellets. Used by shotgun and super shotgun.
=================
*/
- public static void fire_shotgun(
+ public static void fire_shotgun(
edict_t self,
float[] start,
float[] aimdir,
@@ -286,27 +303,22 @@ public class Fire {
int hspread,
int vspread,
int count,
- int mod) {
+ int mod)
+ {
int i;
-
- for (i= 0; i < count; i++)
+
+ for (i = 0; i < count; i++)
fire_lead(self, start, aimdir, damage, kick, Defines.TE_SHOTGUN, hspread, vspread, mod);
}
- public static void fire_blaster(
- edict_t self,
- float[] start,
- float[] dir,
- int damage,
- int speed,
- int effect,
- boolean hyper) {
+ public static void fire_blaster(edict_t self, float[] start, float[] dir, int damage, int speed, int effect, boolean hyper)
+ {
edict_t bolt;
trace_t tr;
-
+
Math3D.VectorNormalize(dir);
-
- bolt= GameUtil.G_Spawn();
- bolt.svflags= Defines.SVF_DEADMONSTER;
+
+ bolt = GameUtil.G_Spawn();
+ bolt.svflags = Defines.SVF_DEADMONSTER;
// yes, I know it looks weird that projectiles are deadmonsters
// what this means is that when prediction is used against the object
// (blaster/hyperblaster shots), the player won't be solid clipped against
@@ -316,31 +328,32 @@ public class Fire {
Math3D.VectorCopy(start, bolt.s.old_origin);
Math3D.vectoangles(dir, bolt.s.angles);
Math3D.VectorScale(dir, speed, bolt.velocity);
- bolt.movetype= Defines.MOVETYPE_FLYMISSILE;
- bolt.clipmask= Defines.MASK_SHOT;
- bolt.solid= Defines.SOLID_BBOX;
+ bolt.movetype = Defines.MOVETYPE_FLYMISSILE;
+ bolt.clipmask = Defines.MASK_SHOT;
+ bolt.solid = Defines.SOLID_BBOX;
bolt.s.effects |= effect;
Math3D.VectorClear(bolt.mins);
Math3D.VectorClear(bolt.maxs);
- bolt.s.modelindex= GameBase.gi.modelindex("models/objects/laser/tris.md2");
- bolt.s.sound= GameBase.gi.soundindex("misc/lasfly.wav");
- bolt.owner= self;
- bolt.touch= GameWeapon.blaster_touch;
- bolt.nextthink= GameBase.level.time + 2;
- bolt.think= GameUtil.G_FreeEdictA;
- bolt.dmg= damage;
- bolt.classname= "bolt";
+ bolt.s.modelindex = GameBase.gi.modelindex("models/objects/laser/tris.md2");
+ bolt.s.sound = GameBase.gi.soundindex("misc/lasfly.wav");
+ bolt.owner = self;
+ bolt.touch = GameWeaponAdapters.blaster_touch;
+ bolt.nextthink = GameBase.level.time + 2;
+ bolt.think = GameUtilAdapters.G_FreeEdictA;
+ bolt.dmg = damage;
+ bolt.classname = "bolt";
if (hyper)
- bolt.spawnflags= 1;
+ bolt.spawnflags = 1;
GameBase.gi.linkentity(bolt);
-
+
if (self.client != null)
GameWeapon.check_dodge(self, bolt.s.origin, dir, speed);
-
- tr= GameBase.gi.trace(self.s.origin, null, null, bolt.s.origin, bolt, Defines.MASK_SHOT);
- if (tr.fraction < 1.0) {
+
+ tr = GameBase.gi.trace(self.s.origin, null, null, bolt.s.origin, bolt, Defines.MASK_SHOT);
+ if (tr.fraction < 1.0)
+ {
Math3D.VectorMA(bolt.s.origin, -10, dir, bolt.s.origin);
- bolt.touch.touch(bolt, tr.ent, null, null);
+ bolt.touch.touch(bolt, tr.ent, GameBase.dummyplane, null);
}
}
/*
@@ -348,46 +361,47 @@ public class Fire {
fire_grenade
=================
*/
-
- public static void fire_grenade(
+
+ public static void fire_grenade(
edict_t self,
float[] start,
float[] aimdir,
int damage,
int speed,
float timer,
- float damage_radius) {
+ float damage_radius)
+ {
edict_t grenade;
- float[] dir= { 0, 0, 0 };
- float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 }, up= { 0, 0, 0 };
-
+ float[] dir = { 0, 0, 0 };
+ float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 }, up = { 0, 0, 0 };
+
Math3D.vectoangles(aimdir, dir);
Math3D.AngleVectors(dir, forward, right, up);
-
- grenade= GameUtil.G_Spawn();
+
+ grenade = GameUtil.G_Spawn();
Math3D.VectorCopy(start, grenade.s.origin);
Math3D.VectorScale(aimdir, speed, grenade.velocity);
Math3D.VectorMA(grenade.velocity, 200f + Lib.crandom() * 10.0f, up, grenade.velocity);
Math3D.VectorMA(grenade.velocity, Lib.crandom() * 10.0f, right, grenade.velocity);
Math3D.VectorSet(grenade.avelocity, 300, 300, 300);
- grenade.movetype= Defines.MOVETYPE_BOUNCE;
- grenade.clipmask= Defines.MASK_SHOT;
- grenade.solid= Defines.SOLID_BBOX;
+ grenade.movetype = Defines.MOVETYPE_BOUNCE;
+ grenade.clipmask = Defines.MASK_SHOT;
+ grenade.solid = Defines.SOLID_BBOX;
grenade.s.effects |= Defines.EF_GRENADE;
Math3D.VectorClear(grenade.mins);
Math3D.VectorClear(grenade.maxs);
- grenade.s.modelindex= GameBase.gi.modelindex("models/objects/grenade/tris.md2");
- grenade.owner= self;
- grenade.touch= GameWeapon.Grenade_Touch;
- grenade.nextthink= GameBase.level.time + timer;
- grenade.think= GameWeapon.Grenade_Explode;
- grenade.dmg= damage;
- grenade.dmg_radius= damage_radius;
- grenade.classname= "grenade";
-
+ grenade.s.modelindex = GameBase.gi.modelindex("models/objects/grenade/tris.md2");
+ grenade.owner = self;
+ grenade.touch = GameWeaponAdapters.Grenade_Touch;
+ grenade.nextthink = GameBase.level.time + timer;
+ grenade.think = GameWeaponAdapters.Grenade_Explode;
+ grenade.dmg = damage;
+ grenade.dmg_radius = damage_radius;
+ grenade.classname = "grenade";
+
GameBase.gi.linkentity(grenade);
}
- public static void fire_grenade2(
+ public static void fire_grenade2(
edict_t self,
float[] start,
float[] aimdir,
@@ -395,82 +409,85 @@ public class Fire {
int speed,
float timer,
float damage_radius,
- boolean held) {
+ boolean held)
+ {
edict_t grenade;
- float[] dir= { 0, 0, 0 };
- float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 }, up= { 0, 0, 0 };
-
+ float[] dir = { 0, 0, 0 };
+ float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 }, up = { 0, 0, 0 };
+
Math3D.vectoangles(aimdir, dir);
Math3D.AngleVectors(dir, forward, right, up);
-
- grenade= GameUtil.G_Spawn();
+
+ grenade = GameUtil.G_Spawn();
Math3D.VectorCopy(start, grenade.s.origin);
Math3D.VectorScale(aimdir, speed, grenade.velocity);
Math3D.VectorMA(grenade.velocity, 200f + Lib.crandom() * 10.0f, up, grenade.velocity);
Math3D.VectorMA(grenade.velocity, Lib.crandom() * 10.0f, right, grenade.velocity);
Math3D.VectorSet(grenade.avelocity, 300f, 300f, 300f);
- grenade.movetype= Defines.MOVETYPE_BOUNCE;
- grenade.clipmask= Defines.MASK_SHOT;
- grenade.solid= Defines.SOLID_BBOX;
+ grenade.movetype = Defines.MOVETYPE_BOUNCE;
+ grenade.clipmask = Defines.MASK_SHOT;
+ grenade.solid = Defines.SOLID_BBOX;
grenade.s.effects |= Defines.EF_GRENADE;
Math3D.VectorClear(grenade.mins);
Math3D.VectorClear(grenade.maxs);
- grenade.s.modelindex= GameBase.gi.modelindex("models/objects/grenade2/tris.md2");
- grenade.owner= self;
- grenade.touch= GameWeapon.Grenade_Touch;
- grenade.nextthink= GameBase.level.time + timer;
- grenade.think= GameWeapon.Grenade_Explode;
- grenade.dmg= damage;
- grenade.dmg_radius= damage_radius;
- grenade.classname= "hgrenade";
+ grenade.s.modelindex = GameBase.gi.modelindex("models/objects/grenade2/tris.md2");
+ grenade.owner = self;
+ grenade.touch = GameWeaponAdapters.Grenade_Touch;
+ grenade.nextthink = GameBase.level.time + timer;
+ grenade.think = GameWeaponAdapters.Grenade_Explode;
+ grenade.dmg = damage;
+ grenade.dmg_radius = damage_radius;
+ grenade.classname = "hgrenade";
if (held)
- grenade.spawnflags= 3;
+ grenade.spawnflags = 3;
else
- grenade.spawnflags= 1;
- grenade.s.sound= GameBase.gi.soundindex("weapons/hgrenc1b.wav");
-
+ grenade.spawnflags = 1;
+ grenade.s.sound = GameBase.gi.soundindex("weapons/hgrenc1b.wav");
+
if (timer <= 0.0)
- GameWeapon.Grenade_Explode.think(grenade);
- else {
+ GameWeaponAdapters.Grenade_Explode.think(grenade);
+ else
+ {
GameBase.gi.sound(self, Defines.CHAN_WEAPON, GameBase.gi.soundindex("weapons/hgrent1a.wav"), 1, Defines.ATTN_NORM, 0);
GameBase.gi.linkentity(grenade);
}
}
- public static void fire_rocket(
+ public static void fire_rocket(
edict_t self,
float[] start,
float[] dir,
int damage,
int speed,
float damage_radius,
- int radius_damage) {
+ int radius_damage)
+ {
edict_t rocket;
-
- rocket= GameUtil.G_Spawn();
+
+ rocket = GameUtil.G_Spawn();
Math3D.VectorCopy(start, rocket.s.origin);
Math3D.VectorCopy(dir, rocket.movedir);
Math3D.vectoangles(dir, rocket.s.angles);
Math3D.VectorScale(dir, speed, rocket.velocity);
- rocket.movetype= Defines.MOVETYPE_FLYMISSILE;
- rocket.clipmask= Defines.MASK_SHOT;
- rocket.solid= Defines.SOLID_BBOX;
+ rocket.movetype = Defines.MOVETYPE_FLYMISSILE;
+ rocket.clipmask = Defines.MASK_SHOT;
+ rocket.solid = Defines.SOLID_BBOX;
rocket.s.effects |= Defines.EF_ROCKET;
Math3D.VectorClear(rocket.mins);
Math3D.VectorClear(rocket.maxs);
- rocket.s.modelindex= GameBase.gi.modelindex("models/objects/rocket/tris.md2");
- rocket.owner= self;
- rocket.touch= GameWeapon.rocket_touch;
- rocket.nextthink= GameBase.level.time + 8000 / speed;
- rocket.think= GameUtil.G_FreeEdictA;
- rocket.dmg= damage;
- rocket.radius_dmg= radius_damage;
- rocket.dmg_radius= damage_radius;
- rocket.s.sound= GameBase.gi.soundindex("weapons/rockfly.wav");
- rocket.classname= "rocket";
-
+ rocket.s.modelindex = GameBase.gi.modelindex("models/objects/rocket/tris.md2");
+ rocket.owner = self;
+ rocket.touch = GameWeaponAdapters.rocket_touch;
+ rocket.nextthink = GameBase.level.time + 8000 / speed;
+ rocket.think = GameUtilAdapters.G_FreeEdictA;
+ rocket.dmg = damage;
+ rocket.radius_dmg = radius_damage;
+ rocket.dmg_radius = damage_radius;
+ rocket.s.sound = GameBase.gi.soundindex("weapons/rockfly.wav");
+ rocket.classname = "rocket";
+
if (self.client != null)
GameWeapon.check_dodge(self, rocket.s.origin, dir, speed);
-
+
GameBase.gi.linkentity(rocket);
}
/*
@@ -478,51 +495,44 @@ public class Fire {
fire_rail
=================
*/
- public static void fire_rail(edict_t self, float[] start, float[] aimdir, int damage, int kick) {
- float[] from= { 0, 0, 0 };
- float[] end= { 0, 0, 0 };
- trace_t tr= null;
+ public static void fire_rail(edict_t self, float[] start, float[] aimdir, int damage, int kick)
+ {
+ float[] from = { 0, 0, 0 };
+ float[] end = { 0, 0, 0 };
+ trace_t tr = null;
edict_t ignore;
int mask;
boolean water;
-
+
Math3D.VectorMA(start, 8192f, aimdir, end);
Math3D.VectorCopy(start, from);
- ignore= self;
- water= false;
- mask= Defines.MASK_SHOT | Defines.CONTENTS_SLIME | Defines.CONTENTS_LAVA;
- while (ignore != null) {
- tr= GameBase.gi.trace(from, null, null, end, ignore, mask);
-
- if ((tr.contents & (Defines.CONTENTS_SLIME | Defines.CONTENTS_LAVA)) != 0) {
+ ignore = self;
+ water = false;
+ mask = Defines.MASK_SHOT | Defines.CONTENTS_SLIME | Defines.CONTENTS_LAVA;
+ while (ignore != null)
+ {
+ tr = GameBase.gi.trace(from, null, null, end, ignore, mask);
+
+ if ((tr.contents & (Defines.CONTENTS_SLIME | Defines.CONTENTS_LAVA)) != 0)
+ {
mask &= ~(Defines.CONTENTS_SLIME | Defines.CONTENTS_LAVA);
- water= true;
- } else {
+ water = true;
+ }
+ else
+ {
//ZOID--added so rail goes through SOLID_BBOX entities (gibs, etc)
- if ((tr.ent.svflags & Defines.SVF_MONSTER) != 0
- || (tr.ent.client != null)
- || (tr.ent.solid == Defines.SOLID_BBOX))
- ignore= tr.ent;
+ if ((tr.ent.svflags & Defines.SVF_MONSTER) != 0 || (tr.ent.client != null) || (tr.ent.solid == Defines.SOLID_BBOX))
+ ignore = tr.ent;
else
- ignore= null;
-
+ ignore = null;
+
if ((tr.ent != self) && (tr.ent.takedamage != 0))
- GameUtil.T_Damage(
- tr.ent,
- self,
- self,
- aimdir,
- tr.endpos,
- tr.plane.normal,
- damage,
- kick,
- 0,
- Defines.MOD_RAILGUN);
+ GameUtil.T_Damage(tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, 0, Defines.MOD_RAILGUN);
}
-
+
Math3D.VectorCopy(tr.endpos, from);
}
-
+
// send gun puff / flash
GameBase.gi.WriteByte(Defines.svc_temp_entity);
GameBase.gi.WriteByte(Defines.TE_RAILTRAIL);
@@ -530,55 +540,51 @@ public class Fire {
GameBase.gi.WritePosition(tr.endpos);
GameBase.gi.multicast(self.s.origin, Defines.MULTICAST_PHS);
// gi.multicast (start, MULTICAST_PHS);
- if (water) {
+ if (water)
+ {
GameBase.gi.WriteByte(Defines.svc_temp_entity);
GameBase.gi.WriteByte(Defines.TE_RAILTRAIL);
GameBase.gi.WritePosition(start);
GameBase.gi.WritePosition(tr.endpos);
GameBase.gi.multicast(tr.endpos, Defines.MULTICAST_PHS);
}
-
+
if (self.client != null)
GameWeapon.PlayerNoise(self, tr.endpos, Defines.PNOISE_IMPACT);
}
- public static void fire_bfg(
- edict_t self,
- float[] start,
- float[] dir,
- int damage,
- int speed,
- float damage_radius) {
+ public static void fire_bfg(edict_t self, float[] start, float[] dir, int damage, int speed, float damage_radius)
+ {
edict_t bfg;
-
- bfg= GameUtil.G_Spawn();
+
+ bfg = GameUtil.G_Spawn();
Math3D.VectorCopy(start, bfg.s.origin);
Math3D.VectorCopy(dir, bfg.movedir);
Math3D.vectoangles(dir, bfg.s.angles);
Math3D.VectorScale(dir, speed, bfg.velocity);
- bfg.movetype= Defines.MOVETYPE_FLYMISSILE;
- bfg.clipmask= Defines.MASK_SHOT;
- bfg.solid= Defines.SOLID_BBOX;
+ bfg.movetype = Defines.MOVETYPE_FLYMISSILE;
+ bfg.clipmask = Defines.MASK_SHOT;
+ bfg.solid = Defines.SOLID_BBOX;
bfg.s.effects |= Defines.EF_BFG | Defines.EF_ANIM_ALLFAST;
Math3D.VectorClear(bfg.mins);
Math3D.VectorClear(bfg.maxs);
- bfg.s.modelindex= GameBase.gi.modelindex("sprites/s_bfg1.sp2");
- bfg.owner= self;
- bfg.touch= GameWeapon.bfg_touch;
- bfg.nextthink= GameBase.level.time + 8000 / speed;
- bfg.think= GameUtil.G_FreeEdictA;
- bfg.radius_dmg= damage;
- bfg.dmg_radius= damage_radius;
- bfg.classname= "bfg blast";
- bfg.s.sound= GameBase.gi.soundindex("weapons/bfg__l1a.wav");
-
- bfg.think= GameWeapon.bfg_think;
- bfg.nextthink= GameBase.level.time + Defines.FRAMETIME;
- bfg.teammaster= bfg;
- bfg.teamchain= null;
-
+ bfg.s.modelindex = GameBase.gi.modelindex("sprites/s_bfg1.sp2");
+ bfg.owner = self;
+ bfg.touch = GameWeaponAdapters.bfg_touch;
+ bfg.nextthink = GameBase.level.time + 8000 / speed;
+ bfg.think = GameUtilAdapters.G_FreeEdictA;
+ bfg.radius_dmg = damage;
+ bfg.dmg_radius = damage_radius;
+ bfg.classname = "bfg blast";
+ bfg.s.sound = GameBase.gi.soundindex("weapons/bfg__l1a.wav");
+
+ bfg.think = GameWeaponAdapters.bfg_think;
+ bfg.nextthink = GameBase.level.time + Defines.FRAMETIME;
+ bfg.teammaster = bfg;
+ bfg.teamchain = null;
+
if (self.client != null)
GameWeapon.check_dodge(self, bfg.s.origin, dir, speed);
-
+
GameBase.gi.linkentity(bfg);
}
}