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Diffstat (limited to 'src/jake2/game/PlayerWeapon.java')
-rw-r--r-- | src/jake2/game/PlayerWeapon.java | 1488 |
1 files changed, 1488 insertions, 0 deletions
diff --git a/src/jake2/game/PlayerWeapon.java b/src/jake2/game/PlayerWeapon.java new file mode 100644 index 0000000..f994568 --- /dev/null +++ b/src/jake2/game/PlayerWeapon.java @@ -0,0 +1,1488 @@ +/* + * 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: PlayerWeapon.java,v 1.1 2005-11-16 22:24:53 salomo Exp $ + +package jake2.game; + +import jake2.Defines; +import jake2.Globals; +import jake2.game.monsters.M_Player; +import jake2.qcommon.Com; +import jake2.util.Lib; +import jake2.util.Math3D; + +public class PlayerWeapon { + + public static EntThinkAdapter Weapon_Grenade = new EntThinkAdapter() { + + public boolean think(edict_t ent) { + if ((ent.client.newweapon != null) + && (ent.client.weaponstate == Defines.WEAPON_READY)) { + ChangeWeapon(ent); + return true; + } + + if (ent.client.weaponstate == Defines.WEAPON_ACTIVATING) { + ent.client.weaponstate = Defines.WEAPON_READY; + ent.client.ps.gunframe = 16; + return true; + } + + if (ent.client.weaponstate == Defines.WEAPON_READY) { + if (((ent.client.latched_buttons | ent.client.buttons) & Defines.BUTTON_ATTACK) != 0) { + ent.client.latched_buttons &= ~Defines.BUTTON_ATTACK; + if (0 != ent.client.pers.inventory[ent.client.ammo_index]) { + ent.client.ps.gunframe = 1; + ent.client.weaponstate = Defines.WEAPON_FIRING; + ent.client.grenade_time = 0; + } else { + if (GameBase.level.time >= ent.pain_debounce_time) { + GameBase.gi.sound(ent, Defines.CHAN_VOICE, + GameBase.gi + .soundindex("weapons/noammo.wav"), + 1, Defines.ATTN_NORM, 0); + ent.pain_debounce_time = GameBase.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 == Defines.WEAPON_FIRING) { + if (ent.client.ps.gunframe == 5) + GameBase.gi.sound(ent, Defines.CHAN_WEAPON, GameBase.gi + .soundindex("weapons/hgrena1b.wav"), 1, + Defines.ATTN_NORM, 0); + + if (ent.client.ps.gunframe == 11) { + if (0 == ent.client.grenade_time) { + ent.client.grenade_time = GameBase.level.time + + Defines.GRENADE_TIMER + 0.2f; + ent.client.weapon_sound = GameBase.gi + .soundindex("weapons/hgrenc1b.wav"); + } + + // they waited too long, detonate it in their hand + if (!ent.client.grenade_blew_up + && GameBase.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 & Defines.BUTTON_ATTACK) != 0) + return true; + + if (ent.client.grenade_blew_up) { + if (GameBase.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) + && (GameBase.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 = Defines.WEAPON_READY; + } + } + return true; + } + }; + + /* + * ====================================================================== + * + * GRENADE LAUNCHER + * + * ====================================================================== + */ + + public 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; + + GameWeapon.fire_grenade(ent, start, forward, damage, 600, 2.5f, radius); + + GameBase.gi.WriteByte(Defines.svc_muzzleflash); + GameBase.gi.WriteShort(ent.index); + GameBase.gi.WriteByte(Defines.MZ_GRENADE | is_silenced); + GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PVS); + + ent.client.ps.gunframe++; + + PlayerWeapon.PlayerNoise(ent, start, Defines.PNOISE_WEAPON); + + if (0 == ((int) GameBase.dmflags.value & Defines.DF_INFINITE_AMMO)) + ent.client.pers.inventory[ent.client.ammo_index]--; + + return true; + } + }; + + public 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 + * + * ====================================================================== + */ + + public 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); + GameWeapon.fire_rocket(ent, start, forward, damage, 650, damage_radius, + radius_damage); + + // send muzzle flash + GameBase.gi.WriteByte(Defines.svc_muzzleflash); + + GameBase.gi.WriteShort(ent.index); + GameBase.gi.WriteByte(Defines.MZ_ROCKET | is_silenced); + GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PVS); + + ent.client.ps.gunframe++; + + PlayerWeapon.PlayerNoise(ent, start, Defines.PNOISE_WEAPON); + + if (0 == ((int) GameBase.dmflags.value & Defines.DF_INFINITE_AMMO)) + ent.client.pers.inventory[ent.client.ammo_index]--; + + return true; + } + }; + + public 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; + } + }; + + public static EntThinkAdapter Weapon_Blaster_Fire = new EntThinkAdapter() { + + public boolean think(edict_t ent) { + + int damage; + + if (GameBase.deathmatch.value != 0) + damage = 15; + else + damage = 10; + Blaster_Fire(ent, Globals.vec3_origin, damage, false, + Defines.EF_BLASTER); + ent.client.ps.gunframe++; + return true; + } + }; + + public 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; + } + }; + + public 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 = GameBase.gi + .soundindex("weapons/hyprbl1a.wav"); + + if (0 == (ent.client.buttons & Defines.BUTTON_ATTACK)) { + ent.client.ps.gunframe++; + } else { + if (0 == ent.client.pers.inventory[ent.client.ammo_index]) { + if (GameBase.level.time >= ent.pain_debounce_time) { + GameBase.gi.sound(ent, Defines.CHAN_VOICE, GameBase.gi + .soundindex("weapons/noammo.wav"), 1, + Defines.ATTN_NORM, 0); + ent.pain_debounce_time = GameBase.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 = Defines.EF_HYPERBLASTER; + else + effect = 0; + if (GameBase.deathmatch.value != 0) + damage = 15; + else + damage = 20; + Blaster_Fire(ent, offset, damage, true, effect); + if (0 == ((int) GameBase.dmflags.value & Defines.DF_INFINITE_AMMO)) + ent.client.pers.inventory[ent.client.ammo_index]--; + + ent.client.anim_priority = Defines.ANIM_ATTACK; + if ((ent.client.ps.pmove.pm_flags & pmove_t.PMF_DUCKED) != 0) { + ent.s.frame = M_Player.FRAME_crattak1 - 1; + ent.client.anim_end = M_Player.FRAME_crattak9; + } else { + ent.s.frame = M_Player.FRAME_attack1 - 1; + ent.client.anim_end = M_Player.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) { + GameBase.gi.sound(ent, Defines.CHAN_AUTO, GameBase.gi + .soundindex("weapons/hyprbd1a.wav"), 1, + Defines.ATTN_NORM, 0); + ent.client.weapon_sound = 0; + } + + return true; + + } + }; + + public 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; + } + }; + + public 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; + } + }; + + public 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 + * + * ====================================================================== + */ + + public 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 (GameBase.deathmatch.value != 0) + GameWeapon.fire_shotgun(ent, start, forward, damage, kick, 500, 500, + Defines.DEFAULT_DEATHMATCH_SHOTGUN_COUNT, + Defines.MOD_SHOTGUN); + else + GameWeapon.fire_shotgun(ent, start, forward, damage, kick, 500, 500, + Defines.DEFAULT_SHOTGUN_COUNT, Defines.MOD_SHOTGUN); + + // send muzzle flash + GameBase.gi.WriteByte(Defines.svc_muzzleflash); + + GameBase.gi.WriteShort(ent.index); + GameBase.gi.WriteByte(Defines.MZ_SHOTGUN | is_silenced); + GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PVS); + + ent.client.ps.gunframe++; + PlayerWeapon.PlayerNoise(ent, start, Defines.PNOISE_WEAPON); + + if (0 == ((int) GameBase.dmflags.value & Defines.DF_INFINITE_AMMO)) + ent.client.pers.inventory[ent.client.ammo_index]--; + + return true; + } + }; + + public 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; + } + }; + + public 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[Defines.PITCH] = ent.client.v_angle[Defines.PITCH]; + v[Defines.YAW] = ent.client.v_angle[Defines.YAW] - 5; + v[Defines.ROLL] = ent.client.v_angle[Defines.ROLL]; + Math3D.AngleVectors(v, forward, null, null); + GameWeapon.fire_shotgun(ent, start, forward, damage, kick, + Defines.DEFAULT_SHOTGUN_HSPREAD, + Defines.DEFAULT_SHOTGUN_VSPREAD, + Defines.DEFAULT_SSHOTGUN_COUNT / 2, Defines.MOD_SSHOTGUN); + v[Defines.YAW] = ent.client.v_angle[Defines.YAW] + 5; + Math3D.AngleVectors(v, forward, null, null); + GameWeapon.fire_shotgun(ent, start, forward, damage, kick, + Defines.DEFAULT_SHOTGUN_HSPREAD, + Defines.DEFAULT_SHOTGUN_VSPREAD, + Defines.DEFAULT_SSHOTGUN_COUNT / 2, Defines.MOD_SSHOTGUN); + + // send muzzle flash + GameBase.gi.WriteByte(Defines.svc_muzzleflash); + + GameBase.gi.WriteShort(ent.index); + GameBase.gi.WriteByte(Defines.MZ_SSHOTGUN | is_silenced); + GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PVS); + + ent.client.ps.gunframe++; + PlayerWeapon.PlayerNoise(ent, start, Defines.PNOISE_WEAPON); + + if (0 == ((int) GameBase.dmflags.value & Defines.DF_INFINITE_AMMO)) + ent.client.pers.inventory[ent.client.ammo_index] -= 2; + + return true; + } + }; + + public 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 + * + * ====================================================================== + */ + public 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 (GameBase.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); + GameWeapon.fire_rail(ent, start, forward, damage, kick); + + // send muzzle flash + GameBase.gi.WriteByte(Defines.svc_muzzleflash); + + GameBase.gi.WriteShort(ent.index); + GameBase.gi.WriteByte(Defines.MZ_RAILGUN | is_silenced); + GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PVS); + + ent.client.ps.gunframe++; + PlayerWeapon.PlayerNoise(ent, start, Defines.PNOISE_WEAPON); + + if (0 == ((int) GameBase.dmflags.value & Defines.DF_INFINITE_AMMO)) + ent.client.pers.inventory[ent.client.ammo_index]--; + + return true; + } + }; + + public 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 + * + * ====================================================================== + */ + + public 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 (GameBase.deathmatch.value != 0) + damage = 200; + else + damage = 500; + + if (ent.client.ps.gunframe == 9) { + // send muzzle flash + GameBase.gi.WriteByte(Defines.svc_muzzleflash); + + GameBase.gi.WriteShort(ent.index); + GameBase.gi.WriteByte(Defines.MZ_BFG | is_silenced); + GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PVS); + + ent.client.ps.gunframe++; + + PlayerWeapon.PlayerNoise(ent, start, Defines.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 = GameBase.level.time + Defines.DAMAGE_TIME; + + Math3D.VectorSet(offset, 8, 8, ent.viewheight - 8); + P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, + start); + GameWeapon.fire_bfg(ent, start, forward, damage, 400, damage_radius); + + ent.client.ps.gunframe++; + + PlayerWeapon.PlayerNoise(ent, start, Defines.PNOISE_WEAPON); + + if (0 == ((int) GameBase.dmflags.value & Defines.DF_INFINITE_AMMO)) + ent.client.pers.inventory[ent.client.ammo_index] -= 50; + + return true; + } + }; + + public 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; + } + }; + + public static boolean is_quad; + + public static byte is_silenced; + + + /* + * ================ + * Use_Weapon + * + * Make the weapon ready if there is ammo + * ================ + */ + public 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 == GameBase.g_select_empty.value + && 0 == (item.flags & Defines.IT_AMMO)) { + + ammo_item = GameItems.FindItem(item.ammo); + ammo_index = GameItems.ITEM_INDEX(ammo_item); + + if (0 == ent.client.pers.inventory[ammo_index]) { + GameBase.gi.cprintf(ent, Defines.PRINT_HIGH, "No " + + ammo_item.pickup_name + " for " + + item.pickup_name + ".\n"); + return; + } + + if (ent.client.pers.inventory[ammo_index] < item.quantity) { + GameBase.gi.cprintf(ent, Defines.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 + * ================ + */ + + public static ItemDropAdapter Drop_Weapon = new ItemDropAdapter() { + public void drop(edict_t ent, gitem_t item) { + int index; + + if (0 != ((int) (GameBase.dmflags.value) & Defines.DF_WEAPONS_STAY)) + return; + + index = GameItems.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)) { + GameBase.gi.cprintf(ent, Defines.PRINT_HIGH, + "Can't drop current weapon\n"); + return; + } + + GameItems.Drop_Item(ent, item); + ent.client.pers.inventory[index]--; + } + }; + + /* + * ====================================================================== + * + * MACHINEGUN / CHAINGUN + * + * ====================================================================== + */ + + public 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 & Defines.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 (GameBase.level.time >= ent.pain_debounce_time) { + GameBase.gi.sound(ent, Defines.CHAN_VOICE, GameBase.gi + .soundindex("weapons/noammo.wav"), 1, + Defines.ATTN_NORM, 0); + ent.pain_debounce_time = GameBase.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 == GameBase.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); + GameWeapon.fire_bullet(ent, start, forward, damage, kick, + Defines.DEFAULT_BULLET_HSPREAD, + Defines.DEFAULT_BULLET_VSPREAD, Defines.MOD_MACHINEGUN); + + GameBase.gi.WriteByte(Defines.svc_muzzleflash); + + GameBase.gi.WriteShort(ent.index); + GameBase.gi.WriteByte(Defines.MZ_MACHINEGUN | is_silenced); + GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PVS); + + PlayerWeapon.PlayerNoise(ent, start, Defines.PNOISE_WEAPON); + + if (0 == ((int) GameBase.dmflags.value & Defines.DF_INFINITE_AMMO)) + ent.client.pers.inventory[ent.client.ammo_index]--; + + ent.client.anim_priority = Defines.ANIM_ATTACK; + if ((ent.client.ps.pmove.pm_flags & pmove_t.PMF_DUCKED) != 0) { + ent.s.frame = M_Player.FRAME_crattak1 + - (int) (Lib.random() + 0.25); + ent.client.anim_end = M_Player.FRAME_crattak9; + } else { + ent.s.frame = M_Player.FRAME_attack1 + - (int) (Lib.random() + 0.25); + ent.client.anim_end = M_Player.FRAME_attack8; + } + return true; + } + }; + + public 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 (GameBase.deathmatch.value != 0) + damage = 6; + else + damage = 8; + + if (ent.client.ps.gunframe == 5) + GameBase.gi.sound(ent, Defines.CHAN_AUTO, GameBase.gi + .soundindex("weapons/chngnu1a.wav"), 1, + Defines.ATTN_IDLE, 0); + + if ((ent.client.ps.gunframe == 14) + && 0 == (ent.client.buttons & Defines.BUTTON_ATTACK)) { + ent.client.ps.gunframe = 32; + ent.client.weapon_sound = 0; + return true; + } else if ((ent.client.ps.gunframe == 21) + && (ent.client.buttons & Defines.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; + GameBase.gi.sound(ent, Defines.CHAN_AUTO, GameBase.gi + .soundindex("weapons/chngnd1a.wav"), 1, + Defines.ATTN_IDLE, 0); + } else { + ent.client.weapon_sound = GameBase.gi + .soundindex("weapons/chngnl1a.wav"); + } + + ent.client.anim_priority = Defines.ANIM_ATTACK; + if ((ent.client.ps.pmove.pm_flags & pmove_t.PMF_DUCKED) != 0) { + ent.s.frame = M_Player.FRAME_crattak1 + - (ent.client.ps.gunframe & 1); + ent.client.anim_end = M_Player.FRAME_crattak9; + } else { + ent.s.frame = M_Player.FRAME_attack1 + - (ent.client.ps.gunframe & 1); + ent.client.anim_end = M_Player.FRAME_attack8; + } + + if (ent.client.ps.gunframe <= 9) + shots = 1; + else if (ent.client.ps.gunframe <= 14) { + if ((ent.client.buttons & Defines.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 (GameBase.level.time >= ent.pain_debounce_time) { + GameBase.gi.sound(ent, Defines.CHAN_VOICE, GameBase.gi + .soundindex("weapons/noammo.wav"), 1, + Defines.ATTN_NORM, 0); + ent.pain_debounce_time = GameBase.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); + + GameWeapon.fire_bullet(ent, start, forward, damage, kick, + Defines.DEFAULT_BULLET_HSPREAD, + Defines.DEFAULT_BULLET_VSPREAD, Defines.MOD_CHAINGUN); + } + + // send muzzle flash + GameBase.gi.WriteByte(Defines.svc_muzzleflash); + + GameBase.gi.WriteShort(ent.index); + GameBase.gi.WriteByte((Defines.MZ_CHAINGUN1 + shots - 1) + | is_silenced); + GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PVS); + + PlayerWeapon.PlayerNoise(ent, start, Defines.PNOISE_WEAPON); + + if (0 == ((int) GameBase.dmflags.value & Defines.DF_INFINITE_AMMO)) + ent.client.pers.inventory[ent.client.ammo_index] -= shots; + + return true; + } + }; + + public static int pause_frames[] = { 39, 45, 50, 55, 0 }; + + public static int fire_frames[] = { 9, 17, 0 }; + + public static EntInteractAdapter Pickup_Weapon = new EntInteractAdapter() { + public boolean interact(edict_t ent, edict_t other) { + int index; + gitem_t ammo; + + index = GameItems.ITEM_INDEX(ent.item); + + if ((((int) (GameBase.dmflags.value) & Defines.DF_WEAPONS_STAY) != 0 || GameBase.coop.value != 0) + && 0 != other.client.pers.inventory[index]) { + if (0 == (ent.spawnflags & (Defines.DROPPED_ITEM | Defines.DROPPED_PLAYER_ITEM))) + return false; // leave the weapon for others to pickup + } + + other.client.pers.inventory[index]++; + + if (0 == (ent.spawnflags & Defines.DROPPED_ITEM)) { + // give them some ammo with it + ammo = GameItems.FindItem(ent.item.ammo); + if (((int) GameBase.dmflags.value & Defines.DF_INFINITE_AMMO) != 0) + GameItems.Add_Ammo(other, ammo, 1000); + else + GameItems.Add_Ammo(other, ammo, ammo.quantity); + + if (0 == (ent.spawnflags & Defines.DROPPED_PLAYER_ITEM)) { + if (GameBase.deathmatch.value != 0) { + if (((int) (GameBase.dmflags.value) & Defines.DF_WEAPONS_STAY) != 0) + ent.flags |= Defines.FL_RESPAWN; + else + GameItems.SetRespawn(ent, 30); + } + if (GameBase.coop.value != 0) + ent.flags |= Defines.FL_RESPAWN; + } + } + + if (other.client.pers.weapon != ent.item + && (other.client.pers.inventory[index] == 1) + && (0 == GameBase.deathmatch.value || other.client.pers.weapon == GameItems + .FindItem("blaster"))) + other.client.newweapon = ent.item; + + return true; + } + }; + + public 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 == Defines.LEFT_HANDED) + _distance[1] *= -1; + else if (client.pers.hand == Defines.CENTER_HANDED) + _distance[1] = 0; + Math3D.G_ProjectSource(point, _distance, forward, right, result); + } + + /* + * =============== + * ChangeWeapon + * + * The old weapon has been dropped all the way, so make the new one current + * =============== + */ + public static void ChangeWeapon(edict_t ent) { + int i; + + if (ent.client.grenade_time != 0) { + ent.client.grenade_time = GameBase.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.index - 1) | i; + } + + if (ent.client.pers.weapon != null + && ent.client.pers.weapon.ammo != null) + + ent.client.ammo_index = GameItems.ITEM_INDEX(GameItems + .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 = Defines.WEAPON_ACTIVATING; + ent.client.ps.gunframe = 0; + ent.client.ps.gunindex = GameBase.gi + .modelindex(ent.client.pers.weapon.view_model); + + ent.client.anim_priority = Defines.ANIM_PAIN; + if ((ent.client.ps.pmove.pm_flags & pmove_t.PMF_DUCKED) != 0) { + ent.s.frame = M_Player.FRAME_crpain1; + ent.client.anim_end = M_Player.FRAME_crpain4; + } else { + ent.s.frame = M_Player.FRAME_pain301; + ent.client.anim_end = M_Player.FRAME_pain304; + + } + } + + /* + * ================= + * NoAmmoWeaponChange + * ================= + */ + public static void NoAmmoWeaponChange(edict_t ent) { + if (0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems + .FindItem("slugs"))] + && 0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems + .FindItem("railgun"))]) { + ent.client.newweapon = GameItems.FindItem("railgun"); + return; + } + if (0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems + .FindItem("cells"))] + && 0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems + .FindItem("hyperblaster"))]) { + ent.client.newweapon = GameItems.FindItem("hyperblaster"); + return; + } + if (0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems + .FindItem("bullets"))] + && 0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems + .FindItem("chaingun"))]) { + ent.client.newweapon = GameItems.FindItem("chaingun"); + return; + } + if (0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems + .FindItem("bullets"))] + && 0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems + .FindItem("machinegun"))]) { + ent.client.newweapon = GameItems.FindItem("machinegun"); + return; + } + if (ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems + .FindItem("shells"))] > 1 + && 0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems + .FindItem("super shotgun"))]) { + ent.client.newweapon = GameItems.FindItem("super shotgun"); + return; + } + if (0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems + .FindItem("shells"))] + && 0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems + .FindItem("shotgun"))]) { + ent.client.newweapon = GameItems.FindItem("shotgun"); + return; + } + ent.client.newweapon = GameItems.FindItem("blaster"); + } + + /* + * ================= + * Think_Weapon + * + * Called by ClientBeginServerFrame and ClientThink + * ================= + */ + public 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 > GameBase.level.framenum); + if (ent.client.silencer_shots != 0) + is_silenced = (byte) Defines.MZ_SILENCED; + else + is_silenced = 0; + ent.client.pers.weapon.weaponthink.think(ent); + } + } + + /* + * ================ + * Weapon_Generic + * + * A generic function to handle the basics of weapon thinking + * ================ + */ + + public 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 == Defines.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 = Defines.ANIM_REVERSE; + if ((ent.client.ps.pmove.pm_flags & pmove_t.PMF_DUCKED) != 0) { + ent.s.frame = M_Player.FRAME_crpain4 + 1; + ent.client.anim_end = M_Player.FRAME_crpain1; + } else { + ent.s.frame = M_Player.FRAME_pain304 + 1; + ent.client.anim_end = M_Player.FRAME_pain301; + } + } + + ent.client.ps.gunframe++; + return; + } + + if (ent.client.weaponstate == Defines.WEAPON_ACTIVATING) { + if (ent.client.ps.gunframe == FRAME_ACTIVATE_LAST) { + ent.client.weaponstate = Defines.WEAPON_READY; + ent.client.ps.gunframe = FRAME_IDLE_FIRST; + return; + } + + ent.client.ps.gunframe++; + return; + } + + if ((ent.client.newweapon != null) + && (ent.client.weaponstate != Defines.WEAPON_FIRING)) { + ent.client.weaponstate = Defines.WEAPON_DROPPING; + ent.client.ps.gunframe = FRAME_DEACTIVATE_FIRST; + + if ((FRAME_DEACTIVATE_LAST - FRAME_DEACTIVATE_FIRST) < 4) { + ent.client.anim_priority = Defines.ANIM_REVERSE; + if ((ent.client.ps.pmove.pm_flags & pmove_t.PMF_DUCKED) != 0) { + ent.s.frame = M_Player.FRAME_crpain4 + 1; + ent.client.anim_end = M_Player.FRAME_crpain1; + } else { + ent.s.frame = M_Player.FRAME_pain304 + 1; + ent.client.anim_end = M_Player.FRAME_pain301; + + } + } + return; + } + + if (ent.client.weaponstate == Defines.WEAPON_READY) { + if (((ent.client.latched_buttons | ent.client.buttons) & Defines.BUTTON_ATTACK) != 0) { + ent.client.latched_buttons &= ~Defines.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 = Defines.WEAPON_FIRING; + + // start the animation + ent.client.anim_priority = Defines.ANIM_ATTACK; + if ((ent.client.ps.pmove.pm_flags & pmove_t.PMF_DUCKED) != 0) { + ent.s.frame = M_Player.FRAME_crattak1 - 1; + ent.client.anim_end = M_Player.FRAME_crattak9; + } else { + ent.s.frame = M_Player.FRAME_attack1 - 1; + ent.client.anim_end = M_Player.FRAME_attack8; + } + } else { + if (GameBase.level.time >= ent.pain_debounce_time) { + GameBase.gi.sound(ent, Defines.CHAN_VOICE, GameBase.gi + .soundindex("weapons/noammo.wav"), 1, + Defines.ATTN_NORM, 0); + ent.pain_debounce_time = GameBase.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 == Defines.WEAPON_FIRING) { + for (n = 0; fire_frames[n] != 0; n++) { + if (ent.client.ps.gunframe == fire_frames[n]) { + if (ent.client.quad_framenum > GameBase.level.framenum) + GameBase.gi.sound(ent, Defines.CHAN_ITEM, GameBase.gi + .soundindex("items/damage3.wav"), 1, + Defines.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 = Defines.WEAPON_READY; + } + } + + /* + * ====================================================================== + * + * GRENADE + * + * ====================================================================== + */ + + public 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 - GameBase.level.time; + speed = (int) (Defines.GRENADE_MINSPEED + (Defines.GRENADE_TIMER - timer) + * ((Defines.GRENADE_MAXSPEED - Defines.GRENADE_MINSPEED) / Defines.GRENADE_TIMER)); + GameWeapon.fire_grenade2(ent, start, forward, damage, speed, timer, radius, + held); + + if (0 == ((int) GameBase.dmflags.value & Defines.DF_INFINITE_AMMO)) + ent.client.pers.inventory[ent.client.ammo_index]--; + + ent.client.grenade_time = GameBase.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 & pmove_t.PMF_DUCKED) != 0) { + ent.client.anim_priority = Defines.ANIM_ATTACK; + ent.s.frame = M_Player.FRAME_crattak1 - 1; + ent.client.anim_end = M_Player.FRAME_crattak3; + } else { + ent.client.anim_priority = Defines.ANIM_REVERSE; + ent.s.frame = M_Player.FRAME_wave08; + ent.client.anim_end = M_Player.FRAME_wave01; + } + } + + /* + * ====================================================================== + * + * BLASTER / HYPERBLASTER + * + * ====================================================================== + */ + + public 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; + + GameWeapon.fire_blaster(ent, start, forward, damage, 1000, effect, hyper); + + // send muzzle flash + GameBase.gi.WriteByte(Defines.svc_muzzleflash); + GameBase.gi.WriteShort(ent.index); + if (hyper) + GameBase.gi.WriteByte(Defines.MZ_HYPERBLASTER | is_silenced); + else + GameBase.gi.WriteByte(Defines.MZ_BLASTER | is_silenced); + GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PVS); + + PlayerWeapon.PlayerNoise(ent, start, Defines.PNOISE_WEAPON); + } + + /* + * =============== + * PlayerNoise + * + * Each player can have two noise objects associated with it: a personal + * noise (jumping, pain, weapon firing), and a weapon target noise (bullet + * wall impacts) + * + * Monsters that don't directly see the player can move to a noise in hopes + * of seeing the player from there. + * =============== + */ + static void PlayerNoise(edict_t who, float[] where, int type) { + edict_t noise; + + if (type == Defines.PNOISE_WEAPON) { + if (who.client.silencer_shots > 0) { + who.client.silencer_shots--; + return; + } + } + + if (GameBase.deathmatch.value != 0) + return; + + if ((who.flags & Defines.FL_NOTARGET) != 0) + return; + + if (who.mynoise == null) { + noise = GameUtil.G_Spawn(); + noise.classname = "player_noise"; + Math3D.VectorSet(noise.mins, -8, -8, -8); + Math3D.VectorSet(noise.maxs, 8, 8, 8); + noise.owner = who; + noise.svflags = Defines.SVF_NOCLIENT; + who.mynoise = noise; + + noise = GameUtil.G_Spawn(); + noise.classname = "player_noise"; + Math3D.VectorSet(noise.mins, -8, -8, -8); + Math3D.VectorSet(noise.maxs, 8, 8, 8); + noise.owner = who; + noise.svflags = Defines.SVF_NOCLIENT; + who.mynoise2 = noise; + } + + if (type == Defines.PNOISE_SELF || type == Defines.PNOISE_WEAPON) { + noise = who.mynoise; + GameBase.level.sound_entity = noise; + GameBase.level.sound_entity_framenum = GameBase.level.framenum; + } + else // type == PNOISE_IMPACT + { + noise = who.mynoise2; + GameBase.level.sound2_entity = noise; + GameBase.level.sound2_entity_framenum = GameBase.level.framenum; + } + + Math3D.VectorCopy(where, noise.s.origin); + Math3D.VectorSubtract(where, noise.maxs, noise.absmin); + Math3D.VectorAdd(where, noise.maxs, noise.absmax); + noise.teleport_time = GameBase.level.time; + GameBase.gi.linkentity(noise); + } +}
\ No newline at end of file |