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-rw-r--r--src/jake2/game/PlayerWeapon.java1488
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diff --git a/src/jake2/game/PlayerWeapon.java b/src/jake2/game/PlayerWeapon.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: 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