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-rw-r--r--src/jake2/game/GamePWeapon.java1437
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diff --git a/src/jake2/game/GamePWeapon.java b/src/jake2/game/GamePWeapon.java
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+/*
+Copyright (C) 1997-2001 Id Software, Inc.
+
+This program is free software; you can redistribute it and/or
+modify it under the terms of the GNU General Public License
+as published by the Free Software Foundation; either version 2
+of the License, or (at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+
+See the GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program; if not, write to the Free Software
+Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+
+*/
+
+// Created on 16.11.2003 by RST.
+// $Id: GamePWeapon.java,v 1.1 2004-07-07 19:59:00 hzi Exp $
+
+package jake2.game;
+
+import jake2.util.*;
+import jake2.util.*;
+
+public class GamePWeapon extends M_Player {
+
+ static boolean is_quad;
+ static byte is_silenced;
+
+ static void P_ProjectSource(
+ gclient_t client,
+ float[] point,
+ float[] distance,
+ float[] forward,
+ float[] right,
+ float[] result) {
+ float[] _distance= { 0, 0, 0 };
+
+ Math3D.VectorCopy(distance, _distance);
+ if (client.pers.hand == LEFT_HANDED)
+ _distance[1] *= -1;
+ else if (client.pers.hand == CENTER_HANDED)
+ _distance[1]= 0;
+ Math3D.G_ProjectSource(point, _distance, forward, right, result);
+ }
+
+ static EntInteractAdapter Pickup_Weapon= new EntInteractAdapter() {
+ public boolean interact(edict_t ent, edict_t other) {
+ int index;
+ gitem_t ammo;
+
+ index= ITEM_INDEX(ent.item);
+
+ if ((((int) (dmflags.value) & DF_WEAPONS_STAY) != 0 || coop.value != 0)
+ && 0 != other.client.pers.inventory[index]) {
+ if (0 == (ent.spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM)))
+ return false; // leave the weapon for others to pickup
+ }
+
+ other.client.pers.inventory[index]++;
+
+ if (0 == (ent.spawnflags & DROPPED_ITEM)) {
+ // give them some ammo with it
+ ammo= FindItem(ent.item.ammo);
+ if (((int) dmflags.value & DF_INFINITE_AMMO) != 0)
+ Add_Ammo(other, ammo, 1000);
+ else
+ Add_Ammo(other, ammo, ammo.quantity);
+
+ if (0 == (ent.spawnflags & DROPPED_PLAYER_ITEM)) {
+ if (deathmatch.value != 0) {
+ if (((int) (dmflags.value) & DF_WEAPONS_STAY) != 0)
+ ent.flags |= FL_RESPAWN;
+ else
+ SetRespawn(ent, 30);
+ }
+ if (coop.value != 0)
+ ent.flags |= FL_RESPAWN;
+ }
+ }
+
+ if (other.client.pers.weapon != ent.item
+ && (other.client.pers.inventory[index] == 1)
+ && (0 == deathmatch.value || other.client.pers.weapon == FindItem("blaster")))
+ other.client.newweapon= ent.item;
+
+ return true;
+ }
+ };
+
+ /*
+ ===============
+ ChangeWeapon
+
+ The old weapon has been dropped all the way, so make the new one
+ current
+ ===============
+ */
+ static void ChangeWeapon(edict_t ent) {
+ int i;
+
+ if (ent.client.grenade_time != 0) {
+ ent.client.grenade_time= level.time;
+ ent.client.weapon_sound= 0;
+ weapon_grenade_fire(ent, false);
+ ent.client.grenade_time= 0;
+ }
+
+ ent.client.pers.lastweapon= ent.client.pers.weapon;
+ ent.client.pers.weapon= ent.client.newweapon;
+ ent.client.newweapon= null;
+ ent.client.machinegun_shots= 0;
+
+ // set visible model
+ if (ent.s.modelindex == 255) {
+ if (ent.client.pers.weapon != null)
+ i= ((ent.client.pers.weapon.weapmodel & 0xff) << 8);
+ else
+ i= 0;
+ //ent.s.skinnum = (ent - g_edicts - 1) | i;
+ ent.s.skinnum= (ent.index - 1) | i;
+ }
+
+ if (ent.client.pers.weapon != null && ent.client.pers.weapon.ammo != null)
+ ent.client.ammo_index= ITEM_INDEX(FindItem(ent.client.pers.weapon.ammo));
+ else
+ ent.client.ammo_index= 0;
+
+ if (ent.client.pers.weapon == null) { // dead
+ ent.client.ps.gunindex= 0;
+ return;
+ }
+
+ ent.client.weaponstate= WEAPON_ACTIVATING;
+ ent.client.ps.gunframe= 0;
+ ent.client.ps.gunindex= gi.modelindex(ent.client.pers.weapon.view_model);
+
+ ent.client.anim_priority= ANIM_PAIN;
+ if ((ent.client.ps.pmove.pm_flags & PMF_DUCKED) != 0) {
+ ent.s.frame= FRAME_crpain1;
+ ent.client.anim_end= FRAME_crpain4;
+ } else {
+ ent.s.frame= FRAME_pain301;
+ ent.client.anim_end= FRAME_pain304;
+
+ }
+ }
+
+ /*
+ =================
+ NoAmmoWeaponChange
+ =================
+ */
+ static void NoAmmoWeaponChange(edict_t ent) {
+ if (0 != ent.client.pers.inventory[ITEM_INDEX(FindItem("slugs"))]
+ && 0 != ent.client.pers.inventory[ITEM_INDEX(FindItem("railgun"))]) {
+ ent.client.newweapon= FindItem("railgun");
+ return;
+ }
+ if (0 != ent.client.pers.inventory[ITEM_INDEX(FindItem("cells"))]
+ && 0 != ent.client.pers.inventory[ITEM_INDEX(FindItem("hyperblaster"))]) {
+ ent.client.newweapon= FindItem("hyperblaster");
+ return;
+ }
+ if (0 != ent.client.pers.inventory[ITEM_INDEX(FindItem("bullets"))]
+ && 0 != ent.client.pers.inventory[ITEM_INDEX(FindItem("chaingun"))]) {
+ ent.client.newweapon= FindItem("chaingun");
+ return;
+ }
+ if (0 != ent.client.pers.inventory[ITEM_INDEX(FindItem("bullets"))]
+ && 0 != ent.client.pers.inventory[ITEM_INDEX(FindItem("machinegun"))]) {
+ ent.client.newweapon= FindItem("machinegun");
+ return;
+ }
+ if (ent.client.pers.inventory[ITEM_INDEX(FindItem("shells"))] > 1
+ && 0 != ent.client.pers.inventory[ITEM_INDEX(FindItem("super shotgun"))]) {
+ ent.client.newweapon= FindItem("super shotgun");
+ return;
+ }
+ if (0 != ent.client.pers.inventory[ITEM_INDEX(FindItem("shells"))]
+ && 0 != ent.client.pers.inventory[ITEM_INDEX(FindItem("shotgun"))]) {
+ ent.client.newweapon= FindItem("shotgun");
+ return;
+ }
+ ent.client.newweapon= FindItem("blaster");
+ }
+
+ /*
+ =================
+ Think_Weapon
+
+ Called by ClientBeginServerFrame and ClientThink
+ =================
+ */
+ static void Think_Weapon(edict_t ent) {
+ // if just died, put the weapon away
+ if (ent.health < 1) {
+ ent.client.newweapon= null;
+ ChangeWeapon(ent);
+ }
+
+ // call active weapon think routine
+ if (null != ent.client.pers.weapon && null != ent.client.pers.weapon.weaponthink) {
+ is_quad= (ent.client.quad_framenum > level.framenum);
+ if (ent.client.silencer_shots != 0)
+ is_silenced= (byte) MZ_SILENCED;
+ else
+ is_silenced= 0;
+ ent.client.pers.weapon.weaponthink.think(ent);
+ }
+ }
+
+ /*
+ ================
+ Use_Weapon
+
+ Make the weapon ready if there is ammo
+ ================
+ */
+ static ItemUseAdapter Use_Weapon= new ItemUseAdapter() {
+
+ public void use(edict_t ent, gitem_t item) {
+ int ammo_index;
+ gitem_t ammo_item;
+
+ // see if we're already using it
+ if (item == ent.client.pers.weapon)
+ return;
+
+ if (item.ammo != null && 0 == g_select_empty.value && 0 == (item.flags & IT_AMMO)) {
+ ammo_item= FindItem(item.ammo);
+ ammo_index= ITEM_INDEX(ammo_item);
+
+ if (0 == ent.client.pers.inventory[ammo_index]) {
+ gi.cprintf(ent, PRINT_HIGH, "No " + ammo_item.pickup_name + " for " + ".\n");
+ return;
+ }
+
+ if (ent.client.pers.inventory[ammo_index] < item.quantity) {
+ gi.cprintf(
+ ent,
+ PRINT_HIGH,
+ "Not enough " + ammo_item.pickup_name + " for " + item.pickup_name + ".\n");
+ return;
+ }
+ }
+
+ // change to this weapon when down
+ ent.client.newweapon= item;
+ }
+ };
+
+ /*
+ ================
+ Drop_Weapon
+ ================
+ */
+
+ static ItemDropAdapter Drop_Weapon= new ItemDropAdapter() {
+ public void drop(edict_t ent, gitem_t item) {
+ int index;
+
+ if (0 != ((int) (dmflags.value) & DF_WEAPONS_STAY))
+ return;
+
+ index= ITEM_INDEX(item);
+ // see if we're already using it
+ if (((item == ent.client.pers.weapon) || (item == ent.client.newweapon))
+ && (ent.client.pers.inventory[index] == 1)) {
+ gi.cprintf(ent, PRINT_HIGH, "Can't drop current weapon\n");
+ return;
+ }
+
+ Drop_Item(ent, item);
+ ent.client.pers.inventory[index]--;
+ }
+ };
+
+ /*
+ ================
+ Weapon_Generic
+
+ A generic function to handle the basics of weapon thinking
+ ================
+ */
+
+ static void Weapon_Generic(
+ edict_t ent,
+ int FRAME_ACTIVATE_LAST,
+ int FRAME_FIRE_LAST,
+ int FRAME_IDLE_LAST,
+ int FRAME_DEACTIVATE_LAST,
+ int pause_frames[],
+ int fire_frames[],
+ EntThinkAdapter fire) {
+ int FRAME_FIRE_FIRST= (FRAME_ACTIVATE_LAST + 1);
+ int FRAME_IDLE_FIRST= (FRAME_FIRE_LAST + 1);
+ int FRAME_DEACTIVATE_FIRST= (FRAME_IDLE_LAST + 1);
+
+ int n;
+
+ if (ent.deadflag != 0 || ent.s.modelindex != 255) // VWep animations screw up corpses
+ {
+ return;
+ }
+
+ if (ent.client.weaponstate == WEAPON_DROPPING) {
+ if (ent.client.ps.gunframe == FRAME_DEACTIVATE_LAST) {
+ ChangeWeapon(ent);
+ return;
+ } else if ((FRAME_DEACTIVATE_LAST - ent.client.ps.gunframe) == 4) {
+ ent.client.anim_priority= ANIM_REVERSE;
+ if ((ent.client.ps.pmove.pm_flags & PMF_DUCKED) != 0) {
+ ent.s.frame= FRAME_crpain4 + 1;
+ ent.client.anim_end= FRAME_crpain1;
+ } else {
+ ent.s.frame= FRAME_pain304 + 1;
+ ent.client.anim_end= FRAME_pain301;
+
+ }
+ }
+
+ ent.client.ps.gunframe++;
+ return;
+ }
+
+ if (ent.client.weaponstate == WEAPON_ACTIVATING) {
+ if (ent.client.ps.gunframe == FRAME_ACTIVATE_LAST) {
+ ent.client.weaponstate= WEAPON_READY;
+ ent.client.ps.gunframe= FRAME_IDLE_FIRST;
+ return;
+ }
+
+ ent.client.ps.gunframe++;
+ return;
+ }
+
+ if ((ent.client.newweapon != null) && (ent.client.weaponstate != WEAPON_FIRING)) {
+ ent.client.weaponstate= WEAPON_DROPPING;
+ ent.client.ps.gunframe= FRAME_DEACTIVATE_FIRST;
+
+ if ((FRAME_DEACTIVATE_LAST - FRAME_DEACTIVATE_FIRST) < 4) {
+ ent.client.anim_priority= ANIM_REVERSE;
+ if ((ent.client.ps.pmove.pm_flags & PMF_DUCKED) != 0) {
+ ent.s.frame= FRAME_crpain4 + 1;
+ ent.client.anim_end= FRAME_crpain1;
+ } else {
+ ent.s.frame= FRAME_pain304 + 1;
+ ent.client.anim_end= FRAME_pain301;
+
+ }
+ }
+ return;
+ }
+
+ if (ent.client.weaponstate == WEAPON_READY) {
+ if (((ent.client.latched_buttons | ent.client.buttons) & BUTTON_ATTACK) != 0) {
+ ent.client.latched_buttons &= ~BUTTON_ATTACK;
+ if ((0 != ent.client.ammo_index)
+ || (ent.client.pers.inventory[ent.client.ammo_index]
+ >= ent.client.pers.weapon.quantity)) {
+ ent.client.ps.gunframe= FRAME_FIRE_FIRST;
+ ent.client.weaponstate= WEAPON_FIRING;
+
+ // start the animation
+ ent.client.anim_priority= ANIM_ATTACK;
+ if ((ent.client.ps.pmove.pm_flags & PMF_DUCKED) != 0) {
+ ent.s.frame= FRAME_crattak1 - 1;
+ ent.client.anim_end= FRAME_crattak9;
+ } else {
+ ent.s.frame= FRAME_attack1 - 1;
+ ent.client.anim_end= FRAME_attack8;
+ }
+ } else {
+ if (level.time >= ent.pain_debounce_time) {
+ gi.sound(
+ ent,
+ CHAN_VOICE,
+ gi.soundindex("weapons/noammo.wav"),
+ 1,
+ ATTN_NORM,
+ 0);
+ ent.pain_debounce_time= level.time + 1;
+ }
+ NoAmmoWeaponChange(ent);
+ }
+ } else {
+ if (ent.client.ps.gunframe == FRAME_IDLE_LAST) {
+ ent.client.ps.gunframe= FRAME_IDLE_FIRST;
+ return;
+ }
+
+ if (pause_frames != null) {
+ for (n= 0; pause_frames[n] != 0; n++) {
+ if (ent.client.ps.gunframe == pause_frames[n]) {
+ if ((Lib.rand() & 15) != 0)
+ return;
+ }
+ }
+ }
+
+ ent.client.ps.gunframe++;
+ return;
+ }
+ }
+
+ if (ent.client.weaponstate == WEAPON_FIRING) {
+ for (n= 0; fire_frames[n] != 0; n++) {
+ if (ent.client.ps.gunframe == fire_frames[n]) {
+ if (ent.client.quad_framenum > level.framenum)
+ gi.sound(
+ ent,
+ CHAN_ITEM,
+ gi.soundindex("items/damage3.wav"),
+ 1,
+ ATTN_NORM,
+ 0);
+
+ fire.think(ent);
+ break;
+ }
+ }
+
+ if (0 == fire_frames[n])
+ ent.client.ps.gunframe++;
+
+ if (ent.client.ps.gunframe == FRAME_IDLE_FIRST + 1)
+ ent.client.weaponstate= WEAPON_READY;
+ }
+ }
+
+ /*
+ ======================================================================
+
+ GRENADE
+
+ ======================================================================
+ */
+
+ static void weapon_grenade_fire(edict_t ent, boolean held) {
+ float[] offset= { 0, 0, 0 };
+ float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 };
+ float[] start= { 0, 0, 0 };
+ int damage= 125;
+ float timer;
+ int speed;
+ float radius;
+
+ radius= damage + 40;
+ if (is_quad)
+ damage *= 4;
+
+ Math3D.VectorSet(offset, 8, 8, ent.viewheight - 8);
+ Math3D.AngleVectors(ent.client.v_angle, forward, right, null);
+ P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start);
+
+ timer= ent.client.grenade_time - level.time;
+ speed=
+ (int) (GRENADE_MINSPEED
+ + (GRENADE_TIMER - timer) * ((GRENADE_MAXSPEED - GRENADE_MINSPEED) / GRENADE_TIMER));
+ Fire.fire_grenade2(ent, start, forward, damage, speed, timer, radius, held);
+
+ if (0 == ((int) dmflags.value & DF_INFINITE_AMMO))
+ ent.client.pers.inventory[ent.client.ammo_index]--;
+
+ ent.client.grenade_time= level.time + 1.0f;
+
+ if (ent.deadflag != 0 || ent.s.modelindex != 255) // VWep animations screw up corpses
+ {
+ return;
+ }
+
+ if (ent.health <= 0)
+ return;
+
+ if ((ent.client.ps.pmove.pm_flags & PMF_DUCKED) != 0) {
+ ent.client.anim_priority= ANIM_ATTACK;
+ ent.s.frame= FRAME_crattak1 - 1;
+ ent.client.anim_end= FRAME_crattak3;
+ } else {
+ ent.client.anim_priority= ANIM_REVERSE;
+ ent.s.frame= FRAME_wave08;
+ ent.client.anim_end= FRAME_wave01;
+ }
+ }
+
+ static EntThinkAdapter Weapon_Grenade= new EntThinkAdapter() {
+
+ public boolean think(edict_t ent) {
+ if ((ent.client.newweapon != null) && (ent.client.weaponstate == WEAPON_READY)) {
+ ChangeWeapon(ent);
+ return true;
+ }
+
+ if (ent.client.weaponstate == WEAPON_ACTIVATING) {
+ ent.client.weaponstate= WEAPON_READY;
+ ent.client.ps.gunframe= 16;
+ return true;
+ }
+
+ if (ent.client.weaponstate == WEAPON_READY) {
+ if (((ent.client.latched_buttons | ent.client.buttons) & BUTTON_ATTACK) != 0) {
+ ent.client.latched_buttons &= ~BUTTON_ATTACK;
+ if (0 != ent.client.pers.inventory[ent.client.ammo_index]) {
+ ent.client.ps.gunframe= 1;
+ ent.client.weaponstate= WEAPON_FIRING;
+ ent.client.grenade_time= 0;
+ } else {
+ if (level.time >= ent.pain_debounce_time) {
+ gi.sound(
+ ent,
+ CHAN_VOICE,
+ gi.soundindex("weapons/noammo.wav"),
+ 1,
+ ATTN_NORM,
+ 0);
+ ent.pain_debounce_time= level.time + 1;
+ }
+ NoAmmoWeaponChange(ent);
+ }
+ return true;
+ }
+
+ if ((ent.client.ps.gunframe == 29)
+ || (ent.client.ps.gunframe == 34)
+ || (ent.client.ps.gunframe == 39)
+ || (ent.client.ps.gunframe == 48)) {
+ if ((Lib.rand() & 15) != 0)
+ return true;
+ }
+
+ if (++ent.client.ps.gunframe > 48)
+ ent.client.ps.gunframe= 16;
+ return true;
+ }
+
+ if (ent.client.weaponstate == WEAPON_FIRING) {
+ if (ent.client.ps.gunframe == 5)
+ gi.sound(
+ ent,
+ CHAN_WEAPON,
+ gi.soundindex("weapons/hgrena1b.wav"),
+ 1,
+ ATTN_NORM,
+ 0);
+
+ if (ent.client.ps.gunframe == 11) {
+ if (0 == ent.client.grenade_time) {
+ ent.client.grenade_time= level.time + GRENADE_TIMER + 0.2f;
+ ent.client.weapon_sound= gi.soundindex("weapons/hgrenc1b.wav");
+ }
+
+ // they waited too long, detonate it in their hand
+ if (!ent.client.grenade_blew_up && level.time >= ent.client.grenade_time) {
+ ent.client.weapon_sound= 0;
+ weapon_grenade_fire(ent, true);
+ ent.client.grenade_blew_up= true;
+ }
+
+ if ((ent.client.buttons & BUTTON_ATTACK) != 0)
+ return true;
+
+ if (ent.client.grenade_blew_up) {
+ if (level.time >= ent.client.grenade_time) {
+ ent.client.ps.gunframe= 15;
+ ent.client.grenade_blew_up= false;
+ } else {
+ return true;
+ }
+ }
+ }
+
+ if (ent.client.ps.gunframe == 12) {
+ ent.client.weapon_sound= 0;
+ weapon_grenade_fire(ent, false);
+ }
+
+ if ((ent.client.ps.gunframe == 15) && (level.time < ent.client.grenade_time))
+ return true;
+
+ ent.client.ps.gunframe++;
+
+ if (ent.client.ps.gunframe == 16) {
+ ent.client.grenade_time= 0;
+ ent.client.weaponstate= WEAPON_READY;
+ }
+ }
+ return true;
+ }
+ };
+
+ /*
+ ======================================================================
+
+ GRENADE LAUNCHER
+
+ ======================================================================
+ */
+
+ static EntThinkAdapter weapon_grenadelauncher_fire= new EntThinkAdapter() {
+
+ public boolean think(edict_t ent) {
+ float[] offset= { 0, 0, 0 };
+ float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 };
+ float[] start= { 0, 0, 0 };
+ int damage= 120;
+ float radius;
+
+ radius= damage + 40;
+ if (is_quad)
+ damage *= 4;
+
+ Math3D.VectorSet(offset, 8, 8, ent.viewheight - 8);
+ Math3D.AngleVectors(ent.client.v_angle, forward, right, null);
+ P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start);
+
+ Math3D.VectorScale(forward, -2, ent.client.kick_origin);
+ ent.client.kick_angles[0]= -1;
+
+ Fire.fire_grenade(ent, start, forward, damage, 600, 2.5f, radius);
+
+ gi.WriteByte(svc_muzzleflash);
+ //gi.WriteShort(ent - g_edicts);
+ gi.WriteShort(ent.index);
+ gi.WriteByte(MZ_GRENADE | is_silenced);
+ gi.multicast(ent.s.origin, MULTICAST_PVS);
+
+ ent.client.ps.gunframe++;
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (0 == ((int) dmflags.value & DF_INFINITE_AMMO))
+ ent.client.pers.inventory[ent.client.ammo_index]--;
+
+ return true;
+ }
+ };
+
+ static EntThinkAdapter Weapon_GrenadeLauncher= new EntThinkAdapter() {
+
+ public boolean think(edict_t ent) {
+
+ int pause_frames[]= { 34, 51, 59, 0 };
+ int fire_frames[]= { 6, 0 };
+
+ Weapon_Generic(
+ ent,
+ 5,
+ 16,
+ 59,
+ 64,
+ pause_frames,
+ fire_frames,
+ weapon_grenadelauncher_fire);
+ return true;
+ }
+ };
+
+ /*
+ ======================================================================
+
+ ROCKET
+
+ ======================================================================
+ */
+
+ static EntThinkAdapter Weapon_RocketLauncher_Fire= new EntThinkAdapter() {
+
+ public boolean think(edict_t ent) {
+
+ float[] offset= { 0, 0, 0 }, start= { 0, 0, 0 };
+ float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 };
+ int damage;
+ float damage_radius;
+ int radius_damage;
+
+ damage= 100 + (int) (Lib.random() * 20.0);
+ radius_damage= 120;
+ damage_radius= 120;
+ if (is_quad) {
+ damage *= 4;
+ radius_damage *= 4;
+ }
+
+ Math3D.AngleVectors(ent.client.v_angle, forward, right, null);
+
+ Math3D.VectorScale(forward, -2, ent.client.kick_origin);
+ ent.client.kick_angles[0]= -1;
+
+ Math3D.VectorSet(offset, 8, 8, ent.viewheight - 8);
+ P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start);
+ Fire.fire_rocket(ent, start, forward, damage, 650, damage_radius, radius_damage);
+
+ // send muzzle flash
+ gi.WriteByte(svc_muzzleflash);
+ //gi.WriteShort(ent - g_edicts);
+ gi.WriteShort(ent.index);
+ gi.WriteByte(MZ_ROCKET | is_silenced);
+ gi.multicast(ent.s.origin, MULTICAST_PVS);
+
+ ent.client.ps.gunframe++;
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (0 == ((int) dmflags.value & DF_INFINITE_AMMO))
+ ent.client.pers.inventory[ent.client.ammo_index]--;
+
+ return true;
+ }
+ };
+
+ static EntThinkAdapter Weapon_RocketLauncher= new EntThinkAdapter() {
+
+ public boolean think(edict_t ent) {
+
+ int pause_frames[]= { 25, 33, 42, 50, 0 };
+ int fire_frames[]= { 5, 0 };
+
+ Weapon_Generic(
+ ent,
+ 4,
+ 12,
+ 50,
+ 54,
+ pause_frames,
+ fire_frames,
+ Weapon_RocketLauncher_Fire);
+ return true;
+ }
+ };
+
+ /*
+ ======================================================================
+
+ BLASTER / HYPERBLASTER
+
+ ======================================================================
+ */
+
+ static void Blaster_Fire(
+ edict_t ent,
+ float[] g_offset,
+ int damage,
+ boolean hyper,
+ int effect) {
+ float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 };
+ float[] start= { 0, 0, 0 };
+ float[] offset= { 0, 0, 0 };
+
+ if (is_quad)
+ damage *= 4;
+ Math3D.AngleVectors(ent.client.v_angle, forward, right, null);
+ Math3D.VectorSet(offset, 24, 8, ent.viewheight - 8);
+ Math3D.VectorAdd(offset, g_offset, offset);
+ P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start);
+
+ Math3D.VectorScale(forward, -2, ent.client.kick_origin);
+ ent.client.kick_angles[0]= -1;
+
+ Fire.fire_blaster(ent, start, forward, damage, 1000, effect, hyper);
+
+ // send muzzle flash
+ gi.WriteByte(svc_muzzleflash);
+ //gi.WriteShort(ent - g_edicts);
+ gi.WriteShort(ent.index);
+ if (hyper)
+ gi.WriteByte(MZ_HYPERBLASTER | is_silenced);
+ else
+ gi.WriteByte(MZ_BLASTER | is_silenced);
+ gi.multicast(ent.s.origin, MULTICAST_PVS);
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+ }
+
+ static EntThinkAdapter Weapon_Blaster_Fire= new EntThinkAdapter() {
+
+ public boolean think(edict_t ent) {
+
+ int damage;
+
+ if (deathmatch.value != 0)
+ damage= 15;
+ else
+ damage= 10;
+ Blaster_Fire(ent, vec3_origin, damage, false, EF_BLASTER);
+ ent.client.ps.gunframe++;
+ return true;
+ }
+ };
+
+ static EntThinkAdapter Weapon_Blaster= new EntThinkAdapter() {
+
+ public boolean think(edict_t ent) {
+
+ int pause_frames[]= { 19, 32, 0 };
+ int fire_frames[]= { 5, 0 };
+
+ Weapon_Generic(ent, 4, 8, 52, 55, pause_frames, fire_frames, Weapon_Blaster_Fire);
+ return true;
+ }
+ };
+
+ static EntThinkAdapter Weapon_HyperBlaster_Fire= new EntThinkAdapter() {
+
+ public boolean think(edict_t ent) {
+ float rotation;
+ float[] offset= { 0, 0, 0 };
+ int effect;
+ int damage;
+
+ ent.client.weapon_sound= gi.soundindex("weapons/hyprbl1a.wav");
+
+ if (0 == (ent.client.buttons & BUTTON_ATTACK)) {
+ ent.client.ps.gunframe++;
+ } else {
+ if (0 == ent.client.pers.inventory[ent.client.ammo_index]) {
+ if (level.time >= ent.pain_debounce_time) {
+ gi.sound(
+ ent,
+ CHAN_VOICE,
+ gi.soundindex("weapons/noammo.wav"),
+ 1,
+ ATTN_NORM,
+ 0);
+ ent.pain_debounce_time= level.time + 1;
+ }
+ NoAmmoWeaponChange(ent);
+ } else {
+ rotation= (float) ((ent.client.ps.gunframe - 5) * 2 * Math.PI / 6);
+ offset[0]= (float) (-4 * Math.sin(rotation));
+ offset[1]= 0f;
+ offset[2]= (float) (4 * Math.cos(rotation));
+
+ if ((ent.client.ps.gunframe == 6) || (ent.client.ps.gunframe == 9))
+ effect= EF_HYPERBLASTER;
+ else
+ effect= 0;
+ if (deathmatch.value != 0)
+ damage= 15;
+ else
+ damage= 20;
+ Blaster_Fire(ent, offset, damage, true, effect);
+ if (0 == ((int) dmflags.value & DF_INFINITE_AMMO))
+ ent.client.pers.inventory[ent.client.ammo_index]--;
+
+ ent.client.anim_priority= ANIM_ATTACK;
+ if ((ent.client.ps.pmove.pm_flags & PMF_DUCKED) != 0) {
+ ent.s.frame= FRAME_crattak1 - 1;
+ ent.client.anim_end= FRAME_crattak9;
+ } else {
+ ent.s.frame= FRAME_attack1 - 1;
+ ent.client.anim_end= FRAME_attack8;
+ }
+ }
+
+ ent.client.ps.gunframe++;
+ if (ent.client.ps.gunframe == 12
+ && 0 != ent.client.pers.inventory[ent.client.ammo_index])
+ ent.client.ps.gunframe= 6;
+ }
+
+ if (ent.client.ps.gunframe == 12) {
+ gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/hyprbd1a.wav"), 1, ATTN_NORM, 0);
+ ent.client.weapon_sound= 0;
+ }
+
+ return true;
+
+ }
+ };
+
+ static EntThinkAdapter Weapon_HyperBlaster= new EntThinkAdapter() {
+ public boolean think(edict_t ent) {
+
+ int pause_frames[]= { 0 };
+ int fire_frames[]= { 6, 7, 8, 9, 10, 11, 0 };
+
+ Weapon_Generic(ent, 5, 20, 49, 53, pause_frames, fire_frames, Weapon_HyperBlaster_Fire);
+ return true;
+ }
+ };
+
+ /*
+ ======================================================================
+
+ MACHINEGUN / CHAINGUN
+
+ ======================================================================
+ */
+
+ static EntThinkAdapter Machinegun_Fire= new EntThinkAdapter() {
+
+ public boolean think(edict_t ent) {
+
+ int i;
+ float[] start= { 0, 0, 0 };
+ float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 };
+ float[] angles= { 0, 0, 0 };
+ int damage= 8;
+ int kick= 2;
+ float[] offset= { 0, 0, 0 };
+
+ if (0 == (ent.client.buttons & BUTTON_ATTACK)) {
+ ent.client.machinegun_shots= 0;
+ ent.client.ps.gunframe++;
+ return true;
+ }
+
+ if (ent.client.ps.gunframe == 5)
+ ent.client.ps.gunframe= 4;
+ else
+ ent.client.ps.gunframe= 5;
+
+ if (ent.client.pers.inventory[ent.client.ammo_index] < 1) {
+ ent.client.ps.gunframe= 6;
+ if (level.time >= ent.pain_debounce_time) {
+ gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
+ ent.pain_debounce_time= level.time + 1;
+ }
+ NoAmmoWeaponChange(ent);
+ return true;
+ }
+
+ if (is_quad) {
+ damage *= 4;
+ kick *= 4;
+ }
+
+ for (i= 1; i < 3; i++) {
+ ent.client.kick_origin[i]= Lib.crandom() * 0.35f;
+ ent.client.kick_angles[i]= Lib.crandom() * 0.7f;
+ }
+ ent.client.kick_origin[0]= Lib.crandom() * 0.35f;
+ ent.client.kick_angles[0]= ent.client.machinegun_shots * -1.5f;
+
+ // raise the gun as it is firing
+ if (0 == deathmatch.value) {
+ ent.client.machinegun_shots++;
+ if (ent.client.machinegun_shots > 9)
+ ent.client.machinegun_shots= 9;
+ }
+
+ // get start / end positions
+ Math3D.VectorAdd(ent.client.v_angle, ent.client.kick_angles, angles);
+ Math3D.AngleVectors(angles, forward, right, null);
+ Math3D.VectorSet(offset, 0, 8, ent.viewheight - 8);
+ P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start);
+ Fire.fire_bullet(
+ ent,
+ start,
+ forward,
+ damage,
+ kick,
+ DEFAULT_BULLET_HSPREAD,
+ DEFAULT_BULLET_VSPREAD,
+ MOD_MACHINEGUN);
+
+ gi.WriteByte(svc_muzzleflash);
+ //gi.WriteShort(ent - g_edicts);
+ gi.WriteShort(ent.index);
+ gi.WriteByte(MZ_MACHINEGUN | is_silenced);
+ gi.multicast(ent.s.origin, MULTICAST_PVS);
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (0 == ((int) dmflags.value & DF_INFINITE_AMMO))
+ ent.client.pers.inventory[ent.client.ammo_index]--;
+
+ ent.client.anim_priority= ANIM_ATTACK;
+ if ((ent.client.ps.pmove.pm_flags & PMF_DUCKED) != 0) {
+ ent.s.frame= FRAME_crattak1 - (int) (Lib.random() + 0.25);
+ ent.client.anim_end= FRAME_crattak9;
+ } else {
+ ent.s.frame= FRAME_attack1 - (int) (Lib.random() + 0.25);
+ ent.client.anim_end= FRAME_attack8;
+ }
+ return true;
+ }
+ };
+
+ static EntThinkAdapter Weapon_Machinegun= new EntThinkAdapter() {
+ public boolean think(edict_t ent) {
+
+ int pause_frames[]= { 23, 45, 0 };
+ int fire_frames[]= { 4, 5, 0 };
+
+ Weapon_Generic(ent, 3, 5, 45, 49, pause_frames, fire_frames, Machinegun_Fire);
+ return true;
+ }
+ };
+
+ static EntThinkAdapter Chaingun_Fire= new EntThinkAdapter() {
+
+ public boolean think(edict_t ent) {
+
+ int i;
+ int shots;
+ float[] start= { 0, 0, 0 };
+ float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 }, up= { 0, 0, 0 };
+ float r, u;
+ float[] offset= { 0, 0, 0 };
+ int damage;
+ int kick= 2;
+
+ if (deathmatch.value != 0)
+ damage= 6;
+ else
+ damage= 8;
+
+ if (ent.client.ps.gunframe == 5)
+ gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnu1a.wav"), 1, ATTN_IDLE, 0);
+
+ if ((ent.client.ps.gunframe == 14) && 0 == (ent.client.buttons & BUTTON_ATTACK)) {
+ ent.client.ps.gunframe= 32;
+ ent.client.weapon_sound= 0;
+ return true;
+ } else if (
+ (ent.client.ps.gunframe == 21)
+ && (ent.client.buttons & BUTTON_ATTACK) != 0
+ && 0 != ent.client.pers.inventory[ent.client.ammo_index]) {
+ ent.client.ps.gunframe= 15;
+ } else {
+ ent.client.ps.gunframe++;
+ }
+
+ if (ent.client.ps.gunframe == 22) {
+ ent.client.weapon_sound= 0;
+ gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnd1a.wav"), 1, ATTN_IDLE, 0);
+ } else {
+ ent.client.weapon_sound= gi.soundindex("weapons/chngnl1a.wav");
+ }
+
+ ent.client.anim_priority= ANIM_ATTACK;
+ if ((ent.client.ps.pmove.pm_flags & PMF_DUCKED) != 0) {
+ ent.s.frame= FRAME_crattak1 - (ent.client.ps.gunframe & 1);
+ ent.client.anim_end= FRAME_crattak9;
+ } else {
+ ent.s.frame= FRAME_attack1 - (ent.client.ps.gunframe & 1);
+ ent.client.anim_end= FRAME_attack8;
+ }
+
+ if (ent.client.ps.gunframe <= 9)
+ shots= 1;
+ else if (ent.client.ps.gunframe <= 14) {
+ if ((ent.client.buttons & BUTTON_ATTACK) != 0)
+ shots= 2;
+ else
+ shots= 1;
+ } else
+ shots= 3;
+
+ if (ent.client.pers.inventory[ent.client.ammo_index] < shots)
+ shots= ent.client.pers.inventory[ent.client.ammo_index];
+
+ if (0 == shots) {
+ if (level.time >= ent.pain_debounce_time) {
+ gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
+ ent.pain_debounce_time= level.time + 1;
+ }
+ NoAmmoWeaponChange(ent);
+ return true;
+ }
+
+ if (is_quad) {
+ damage *= 4;
+ kick *= 4;
+ }
+
+ for (i= 0; i < 3; i++) {
+ ent.client.kick_origin[i]= Lib.crandom() * 0.35f;
+ ent.client.kick_angles[i]= Lib.crandom() * 0.7f;
+ }
+
+ for (i= 0; i < shots; i++) {
+ // get start / end positions
+ Math3D.AngleVectors(ent.client.v_angle, forward, right, up);
+ r= 7 + Lib.crandom() * 4;
+ u= Lib.crandom() * 4;
+ Math3D.VectorSet(offset, 0, r, u + ent.viewheight - 8);
+ P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start);
+
+ Fire.fire_bullet(
+ ent,
+ start,
+ forward,
+ damage,
+ kick,
+ DEFAULT_BULLET_HSPREAD,
+ DEFAULT_BULLET_VSPREAD,
+ MOD_CHAINGUN);
+ }
+
+ // send muzzle flash
+ gi.WriteByte(svc_muzzleflash);
+ //gi.WriteShort(ent - g_edicts);
+ gi.WriteShort(ent.index);
+ gi.WriteByte((MZ_CHAINGUN1 + shots - 1) | is_silenced);
+ gi.multicast(ent.s.origin, MULTICAST_PVS);
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (0 == ((int) dmflags.value & DF_INFINITE_AMMO))
+ ent.client.pers.inventory[ent.client.ammo_index] -= shots;
+
+ return true;
+ }
+ };
+
+ static EntThinkAdapter Weapon_Chaingun= new EntThinkAdapter() {
+ public boolean think(edict_t ent) {
+
+ int pause_frames[]= { 38, 43, 51, 61, 0 };
+ int fire_frames[]= { 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 0 };
+
+ Weapon_Generic(ent, 4, 31, 61, 64, pause_frames, fire_frames, Chaingun_Fire);
+ return true;
+ }
+ };
+
+ /*
+ ======================================================================
+
+ SHOTGUN / SUPERSHOTGUN
+
+ ======================================================================
+ */
+
+ static EntThinkAdapter weapon_shotgun_fire= new EntThinkAdapter() {
+
+ public boolean think(edict_t ent) {
+
+ float[] start= { 0, 0, 0 };
+ float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 };
+ float[] offset= { 0, 0, 0 };
+ int damage= 4;
+ int kick= 8;
+
+ if (ent.client.ps.gunframe == 9) {
+ ent.client.ps.gunframe++;
+ return true;
+ }
+
+ Math3D.AngleVectors(ent.client.v_angle, forward, right, null);
+
+ Math3D.VectorScale(forward, -2, ent.client.kick_origin);
+ ent.client.kick_angles[0]= -2;
+
+ Math3D.VectorSet(offset, 0, 8, ent.viewheight - 8);
+ P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start);
+
+ if (is_quad) {
+ damage *= 4;
+ kick *= 4;
+ }
+
+ if (deathmatch.value != 0)
+ Fire.fire_shotgun(
+ ent,
+ start,
+ forward,
+ damage,
+ kick,
+ 500,
+ 500,
+ DEFAULT_DEATHMATCH_SHOTGUN_COUNT,
+ MOD_SHOTGUN);
+ else
+ Fire.fire_shotgun(
+ ent,
+ start,
+ forward,
+ damage,
+ kick,
+ 500,
+ 500,
+ DEFAULT_SHOTGUN_COUNT,
+ MOD_SHOTGUN);
+
+ // send muzzle flash
+ gi.WriteByte(svc_muzzleflash);
+ //gi.WriteShort(ent - g_edicts);
+ gi.WriteShort(ent.index);
+ gi.WriteByte(MZ_SHOTGUN | is_silenced);
+ gi.multicast(ent.s.origin, MULTICAST_PVS);
+
+ ent.client.ps.gunframe++;
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (0 == ((int) dmflags.value & DF_INFINITE_AMMO))
+ ent.client.pers.inventory[ent.client.ammo_index]--;
+
+ return true;
+ }
+ };
+
+ static EntThinkAdapter Weapon_Shotgun= new EntThinkAdapter() {
+ public boolean think(edict_t ent) {
+ int pause_frames[]= { 22, 28, 34, 0 };
+ int fire_frames[]= { 8, 9, 0 };
+
+ Weapon_Generic(ent, 7, 18, 36, 39, pause_frames, fire_frames, weapon_shotgun_fire);
+ return true;
+ }
+ };
+
+ static EntThinkAdapter weapon_supershotgun_fire= new EntThinkAdapter() {
+
+ public boolean think(edict_t ent) {
+
+ float[] start= { 0, 0, 0 };
+ float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 };
+ float[] offset= { 0, 0, 0 };
+ float[] v= { 0, 0, 0 };
+ int damage= 6;
+ int kick= 12;
+
+ Math3D.AngleVectors(ent.client.v_angle, forward, right, null);
+
+ Math3D.VectorScale(forward, -2, ent.client.kick_origin);
+ ent.client.kick_angles[0]= -2;
+
+ Math3D.VectorSet(offset, 0, 8, ent.viewheight - 8);
+ P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start);
+
+ if (is_quad) {
+ damage *= 4;
+ kick *= 4;
+ }
+
+ v[PITCH]= ent.client.v_angle[PITCH];
+ v[YAW]= ent.client.v_angle[YAW] - 5;
+ v[ROLL]= ent.client.v_angle[ROLL];
+ Math3D.AngleVectors(v, forward, null, null);
+ Fire.fire_shotgun(
+ ent,
+ start,
+ forward,
+ damage,
+ kick,
+ DEFAULT_SHOTGUN_HSPREAD,
+ DEFAULT_SHOTGUN_VSPREAD,
+ DEFAULT_SSHOTGUN_COUNT / 2,
+ MOD_SSHOTGUN);
+ v[YAW]= ent.client.v_angle[YAW] + 5;
+ Math3D.AngleVectors(v, forward, null, null);
+ Fire.fire_shotgun(
+ ent,
+ start,
+ forward,
+ damage,
+ kick,
+ DEFAULT_SHOTGUN_HSPREAD,
+ DEFAULT_SHOTGUN_VSPREAD,
+ DEFAULT_SSHOTGUN_COUNT / 2,
+ MOD_SSHOTGUN);
+
+ // send muzzle flash
+ gi.WriteByte(svc_muzzleflash);
+ //gi.WriteShort(ent - g_edicts);
+ gi.WriteShort(ent.index);
+ gi.WriteByte(MZ_SSHOTGUN | is_silenced);
+ gi.multicast(ent.s.origin, MULTICAST_PVS);
+
+ ent.client.ps.gunframe++;
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (0 == ((int) dmflags.value & DF_INFINITE_AMMO))
+ ent.client.pers.inventory[ent.client.ammo_index] -= 2;
+
+ return true;
+ }
+ };
+
+ static EntThinkAdapter Weapon_SuperShotgun= new EntThinkAdapter() {
+ public boolean think(edict_t ent) {
+
+ int pause_frames[]= { 29, 42, 57, 0 };
+ int fire_frames[]= { 7, 0 };
+
+ Weapon_Generic(ent, 6, 17, 57, 61, pause_frames, fire_frames, weapon_supershotgun_fire);
+ return true;
+ }
+ };
+
+ /*
+ ======================================================================
+
+ RAILGUN
+
+ ======================================================================
+ */
+ static EntThinkAdapter weapon_railgun_fire= new EntThinkAdapter() {
+
+ public boolean think(edict_t ent) {
+
+ float[] start= { 0, 0, 0 };
+ float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 };
+ float[] offset= { 0, 0, 0 };
+ int damage;
+ int kick;
+
+ if (deathmatch.value != 0) { // normal damage is too extreme in dm
+ damage= 100;
+ kick= 200;
+ } else {
+ damage= 150;
+ kick= 250;
+ }
+
+ if (is_quad) {
+ damage *= 4;
+ kick *= 4;
+ }
+
+ Math3D.AngleVectors(ent.client.v_angle, forward, right, null);
+
+ Math3D.VectorScale(forward, -3, ent.client.kick_origin);
+ ent.client.kick_angles[0]= -3;
+
+ Math3D.VectorSet(offset, 0, 7, ent.viewheight - 8);
+ P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start);
+ Fire.fire_rail(ent, start, forward, damage, kick);
+
+ // send muzzle flash
+ gi.WriteByte(svc_muzzleflash);
+ //gi.WriteShort(ent - g_edicts);
+ gi.WriteShort(ent.index);
+ gi.WriteByte(MZ_RAILGUN | is_silenced);
+ gi.multicast(ent.s.origin, MULTICAST_PVS);
+
+ ent.client.ps.gunframe++;
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (0 == ((int) dmflags.value & DF_INFINITE_AMMO))
+ ent.client.pers.inventory[ent.client.ammo_index]--;
+
+ return true;
+ }
+ };
+
+ static EntThinkAdapter Weapon_Railgun= new EntThinkAdapter() {
+
+ public boolean think(edict_t ent) {
+
+ int pause_frames[]= { 56, 0 };
+ int fire_frames[]= { 4, 0 };
+ Weapon_Generic(ent, 3, 18, 56, 61, pause_frames, fire_frames, weapon_railgun_fire);
+ return true;
+ }
+ };
+
+ /*
+ ======================================================================
+
+ BFG10K
+
+ ======================================================================
+ */
+
+ static EntThinkAdapter weapon_bfg_fire= new EntThinkAdapter() {
+
+ public boolean think(edict_t ent) {
+
+ float[] offset= { 0, 0, 0 }, start= { 0, 0, 0 };
+ float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 };
+ int damage;
+ float damage_radius= 1000;
+
+ if (deathmatch.value != 0)
+ damage= 200;
+ else
+ damage= 500;
+
+ if (ent.client.ps.gunframe == 9) {
+ // send muzzle flash
+ gi.WriteByte(svc_muzzleflash);
+ //gi.WriteShort(ent - g_edicts);
+ gi.WriteShort(ent.index);
+ gi.WriteByte(MZ_BFG | is_silenced);
+ gi.multicast(ent.s.origin, MULTICAST_PVS);
+
+ ent.client.ps.gunframe++;
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+ return true;
+ }
+
+ // cells can go down during windup (from power armor hits), so
+ // check again and abort firing if we don't have enough now
+ if (ent.client.pers.inventory[ent.client.ammo_index] < 50) {
+ ent.client.ps.gunframe++;
+ return true;
+ }
+
+ if (is_quad)
+ damage *= 4;
+
+ Math3D.AngleVectors(ent.client.v_angle, forward, right, null);
+
+ Math3D.VectorScale(forward, -2, ent.client.kick_origin);
+
+ // make a big pitch kick with an inverse fall
+ ent.client.v_dmg_pitch= -40;
+ ent.client.v_dmg_roll= Lib.crandom() * 8;
+ ent.client.v_dmg_time= level.time + DAMAGE_TIME;
+
+ Math3D.VectorSet(offset, 8, 8, ent.viewheight - 8);
+ P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start);
+ Fire.fire_bfg(ent, start, forward, damage, 400, damage_radius);
+
+ ent.client.ps.gunframe++;
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (0 == ((int) dmflags.value & DF_INFINITE_AMMO))
+ ent.client.pers.inventory[ent.client.ammo_index] -= 50;
+
+ return true;
+ }
+ };
+
+ static int pause_frames[]= { 39, 45, 50, 55, 0 };
+ static int fire_frames[]= { 9, 17, 0 };
+
+ static EntThinkAdapter Weapon_BFG= new EntThinkAdapter() {
+
+ public boolean think(edict_t ent) {
+
+ Weapon_Generic(ent, 8, 32, 55, 58, pause_frames, fire_frames, weapon_bfg_fire);
+ return true;
+ }
+ };
+}