/* 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; } }; }