/* 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 on 12.11.2003 by RST. package jake2.game; import jake2.Defines; import jake2.Globals; import jake2.util.Lib; import jake2.util.Math3D; public class GameWeapon { static EntTouchAdapter blaster_touch = new EntTouchAdapter() { public String getID() { return "blaster_touch"; } public void touch(edict_t self, edict_t other, cplane_t plane, csurface_t surf) { int mod; if (other == self.owner) return; if (surf != null && (surf.flags & Defines.SURF_SKY) != 0) { GameUtil.G_FreeEdict(self); return; } if (self.owner.client != null) PlayerWeapon.PlayerNoise(self.owner, self.s.origin, Defines.PNOISE_IMPACT); if (other.takedamage != 0) { if ((self.spawnflags & 1) != 0) mod = Defines.MOD_HYPERBLASTER; else mod = Defines.MOD_BLASTER; // bugfix null plane rst float[] normal; if (plane == null) normal = new float[3]; else normal = plane.normal; GameCombat.T_Damage(other, self, self.owner, self.velocity, self.s.origin, normal, self.dmg, 1, Defines.DAMAGE_ENERGY, mod); } else { GameBase.gi.WriteByte(Defines.svc_temp_entity); GameBase.gi.WriteByte(Defines.TE_BLASTER); GameBase.gi.WritePosition(self.s.origin); if (plane == null) GameBase.gi.WriteDir(Globals.vec3_origin); else GameBase.gi.WriteDir(plane.normal); GameBase.gi.multicast(self.s.origin, Defines.MULTICAST_PVS); } GameUtil.G_FreeEdict(self); } }; static EntThinkAdapter Grenade_Explode = new EntThinkAdapter() { public String getID() { return "Grenade_Explode"; } public boolean think(edict_t ent) { float[] origin = { 0, 0, 0 }; int mod; if (ent.owner.client != null) PlayerWeapon.PlayerNoise(ent.owner, ent.s.origin, Defines.PNOISE_IMPACT); //FIXME: if we are onground then raise our Z just a bit since we // are a point? if (ent.enemy != null) { float points = 0; float[] v = { 0, 0, 0 }; float[] dir = { 0, 0, 0 }; Math3D.VectorAdd(ent.enemy.mins, ent.enemy.maxs, v); Math3D.VectorMA(ent.enemy.s.origin, 0.5f, v, v); Math3D.VectorSubtract(ent.s.origin, v, v); points = ent.dmg - 0.5f * Math3D.VectorLength(v); Math3D.VectorSubtract(ent.enemy.s.origin, ent.s.origin, dir); if ((ent.spawnflags & 1) != 0) mod = Defines.MOD_HANDGRENADE; else mod = Defines.MOD_GRENADE; GameCombat.T_Damage(ent.enemy, ent, ent.owner, dir, ent.s.origin, Globals.vec3_origin, (int) points, (int) points, Defines.DAMAGE_RADIUS, mod); } if ((ent.spawnflags & 2) != 0) mod = Defines.MOD_HELD_GRENADE; else if ((ent.spawnflags & 1) != 0) mod = Defines.MOD_HG_SPLASH; else mod = Defines.MOD_G_SPLASH; GameCombat.T_RadiusDamage(ent, ent.owner, ent.dmg, ent.enemy, ent.dmg_radius, mod); Math3D.VectorMA(ent.s.origin, -0.02f, ent.velocity, origin); GameBase.gi.WriteByte(Defines.svc_temp_entity); if (ent.waterlevel != 0) { if (ent.groundentity != null) GameBase.gi.WriteByte(Defines.TE_GRENADE_EXPLOSION_WATER); else GameBase.gi.WriteByte(Defines.TE_ROCKET_EXPLOSION_WATER); } else { if (ent.groundentity != null) GameBase.gi.WriteByte(Defines.TE_GRENADE_EXPLOSION); else GameBase.gi.WriteByte(Defines.TE_ROCKET_EXPLOSION); } GameBase.gi.WritePosition(origin); GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PHS); GameUtil.G_FreeEdict(ent); return true; } }; static EntTouchAdapter Grenade_Touch = new EntTouchAdapter() { public String getID() { return "Grenade_Touch"; } public void touch(edict_t ent, edict_t other, cplane_t plane, csurface_t surf) { if (other == ent.owner) return; if (surf != null && 0 != (surf.flags & Defines.SURF_SKY)) { GameUtil.G_FreeEdict(ent); return; } if (other.takedamage == 0) { if ((ent.spawnflags & 1) != 0) { if (Lib.random() > 0.5f) GameBase.gi.sound(ent, Defines.CHAN_VOICE, GameBase.gi .soundindex("weapons/hgrenb1a.wav"), 1, Defines.ATTN_NORM, 0); else GameBase.gi.sound(ent, Defines.CHAN_VOICE, GameBase.gi .soundindex("weapons/hgrenb2a.wav"), 1, Defines.ATTN_NORM, 0); } else { GameBase.gi.sound(ent, Defines.CHAN_VOICE, GameBase.gi .soundindex("weapons/grenlb1b.wav"), 1, Defines.ATTN_NORM, 0); } return; } ent.enemy = other; Grenade_Explode.think(ent); } }; /* * ================= * fire_rocket * ================= */ static EntTouchAdapter rocket_touch = new EntTouchAdapter() { public String getID() { return "rocket_touch"; } public void touch(edict_t ent, edict_t other, cplane_t plane, csurface_t surf) { float[] origin = { 0, 0, 0 }; int n; if (other == ent.owner) return; if (surf != null && (surf.flags & Defines.SURF_SKY) != 0) { GameUtil.G_FreeEdict(ent); return; } if (ent.owner.client != null) PlayerWeapon.PlayerNoise(ent.owner, ent.s.origin, Defines.PNOISE_IMPACT); // calculate position for the explosion entity Math3D.VectorMA(ent.s.origin, -0.02f, ent.velocity, origin); if (other.takedamage != 0) { GameCombat.T_Damage(other, ent, ent.owner, ent.velocity, ent.s.origin, plane.normal, ent.dmg, 0, 0, Defines.MOD_ROCKET); } else { // don't throw any debris in net games if (GameBase.deathmatch.value == 0 && 0 == GameBase.coop.value) { if ((surf != null) && 0 == (surf.flags & (Defines.SURF_WARP | Defines.SURF_TRANS33 | Defines.SURF_TRANS66 | Defines.SURF_FLOWING))) { n = Lib.rand() % 5; while (n-- > 0) GameMisc.ThrowDebris(ent, "models/objects/debris2/tris.md2", 2, ent.s.origin); } } } GameCombat.T_RadiusDamage(ent, ent.owner, ent.radius_dmg, other, ent.dmg_radius, Defines.MOD_R_SPLASH); GameBase.gi.WriteByte(Defines.svc_temp_entity); if (ent.waterlevel != 0) GameBase.gi.WriteByte(Defines.TE_ROCKET_EXPLOSION_WATER); else GameBase.gi.WriteByte(Defines.TE_ROCKET_EXPLOSION); GameBase.gi.WritePosition(origin); GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PHS); GameUtil.G_FreeEdict(ent); } }; /* * ================= * fire_bfg * ================= */ static EntThinkAdapter bfg_explode = new EntThinkAdapter() { public String getID() { return "bfg_explode"; } public boolean think(edict_t self) { edict_t ent; float points; float[] v = { 0, 0, 0 }; float dist; EdictIterator edit = null; if (self.s.frame == 0) { // the BFG effect ent = null; while ((edit = GameBase.findradius(edit, self.s.origin, self.dmg_radius)) != null) { ent = edit.o; if (ent.takedamage == 0) continue; if (ent == self.owner) continue; if (!GameCombat.CanDamage(ent, self)) continue; if (!GameCombat.CanDamage(ent, self.owner)) continue; Math3D.VectorAdd(ent.mins, ent.maxs, v); Math3D.VectorMA(ent.s.origin, 0.5f, v, v); Math3D.VectorSubtract(self.s.origin, v, v); dist = Math3D.VectorLength(v); points = (float) (self.radius_dmg * (1.0 - Math.sqrt(dist / self.dmg_radius))); if (ent == self.owner) points = points * 0.5f; GameBase.gi.WriteByte(Defines.svc_temp_entity); GameBase.gi.WriteByte(Defines.TE_BFG_EXPLOSION); GameBase.gi.WritePosition(ent.s.origin); GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PHS); GameCombat.T_Damage(ent, self, self.owner, self.velocity, ent.s.origin, Globals.vec3_origin, (int) points, 0, Defines.DAMAGE_ENERGY, Defines.MOD_BFG_EFFECT); } } self.nextthink = GameBase.level.time + Defines.FRAMETIME; self.s.frame++; if (self.s.frame == 5) self.think = GameUtil.G_FreeEdictA; return true; } }; static EntTouchAdapter bfg_touch = new EntTouchAdapter() { public String getID() { return "bfg_touch"; } public void touch(edict_t self, edict_t other, cplane_t plane, csurface_t surf) { if (other == self.owner) return; if (surf != null && (surf.flags & Defines.SURF_SKY) != 0) { GameUtil.G_FreeEdict(self); return; } if (self.owner.client != null) PlayerWeapon.PlayerNoise(self.owner, self.s.origin, Defines.PNOISE_IMPACT); // core explosion - prevents firing it into the wall/floor if (other.takedamage != 0) GameCombat.T_Damage(other, self, self.owner, self.velocity, self.s.origin, plane.normal, 200, 0, 0, Defines.MOD_BFG_BLAST); GameCombat.T_RadiusDamage(self, self.owner, 200, other, 100, Defines.MOD_BFG_BLAST); GameBase.gi.sound(self, Defines.CHAN_VOICE, GameBase.gi .soundindex("weapons/bfg__x1b.wav"), 1, Defines.ATTN_NORM, 0); self.solid = Defines.SOLID_NOT; self.touch = null; Math3D.VectorMA(self.s.origin, -1 * Defines.FRAMETIME, self.velocity, self.s.origin); Math3D.VectorClear(self.velocity); self.s.modelindex = GameBase.gi.modelindex("sprites/s_bfg3.sp2"); self.s.frame = 0; self.s.sound = 0; self.s.effects &= ~Defines.EF_ANIM_ALLFAST; self.think = bfg_explode; self.nextthink = GameBase.level.time + Defines.FRAMETIME; self.enemy = other; GameBase.gi.WriteByte(Defines.svc_temp_entity); GameBase.gi.WriteByte(Defines.TE_BFG_BIGEXPLOSION); GameBase.gi.WritePosition(self.s.origin); GameBase.gi.multicast(self.s.origin, Defines.MULTICAST_PVS); } }; static EntThinkAdapter bfg_think = new EntThinkAdapter() { public String getID() { return "bfg_think"; } public boolean think(edict_t self) { edict_t ent; edict_t ignore; float[] point = { 0, 0, 0 }; float[] dir = { 0, 0, 0 }; float[] start = { 0, 0, 0 }; float[] end = { 0, 0, 0 }; int dmg; trace_t tr; if (GameBase.deathmatch.value != 0) dmg = 5; else dmg = 10; EdictIterator edit = null; while ((edit = GameBase.findradius(edit, self.s.origin, 256)) != null) { ent = edit.o; if (ent == self) continue; if (ent == self.owner) continue; if (ent.takedamage == 0) continue; if (0 == (ent.svflags & Defines.SVF_MONSTER) && (null == ent.client) && (Lib.strcmp(ent.classname, "misc_explobox") != 0)) continue; Math3D.VectorMA(ent.absmin, 0.5f, ent.size, point); Math3D.VectorSubtract(point, self.s.origin, dir); Math3D.VectorNormalize(dir); ignore = self; Math3D.VectorCopy(self.s.origin, start); Math3D.VectorMA(start, 2048, dir, end); while (true) { tr = GameBase.gi.trace(start, null, null, end, ignore, Defines.CONTENTS_SOLID | Defines.CONTENTS_MONSTER | Defines.CONTENTS_DEADMONSTER); if (null == tr.ent) break; // hurt it if we can if ((tr.ent.takedamage != 0) && 0 == (tr.ent.flags & Defines.FL_IMMUNE_LASER) && (tr.ent != self.owner)) GameCombat.T_Damage(tr.ent, self, self.owner, dir, tr.endpos, Globals.vec3_origin, dmg, 1, Defines.DAMAGE_ENERGY, Defines.MOD_BFG_LASER); // if we hit something that's not a monster or player we're // done if (0 == (tr.ent.svflags & Defines.SVF_MONSTER) && (null == tr.ent.client)) { GameBase.gi.WriteByte(Defines.svc_temp_entity); GameBase.gi.WriteByte(Defines.TE_LASER_SPARKS); GameBase.gi.WriteByte(4); GameBase.gi.WritePosition(tr.endpos); GameBase.gi.WriteDir(tr.plane.normal); GameBase.gi.WriteByte(self.s.skinnum); GameBase.gi.multicast(tr.endpos, Defines.MULTICAST_PVS); break; } ignore = tr.ent; Math3D.VectorCopy(tr.endpos, start); } GameBase.gi.WriteByte(Defines.svc_temp_entity); GameBase.gi.WriteByte(Defines.TE_BFG_LASER); GameBase.gi.WritePosition(self.s.origin); GameBase.gi.WritePosition(tr.endpos); GameBase.gi.multicast(self.s.origin, Defines.MULTICAST_PHS); } self.nextthink = GameBase.level.time + Defines.FRAMETIME; return true; } }; /* * ================= * check_dodge * * This is a support routine used when a client is firing a non-instant * attack weapon. It checks to see if a monster's dodge function should be * called. * ================= */ static void check_dodge(edict_t self, float[] start, float[] dir, int speed) { float[] end = { 0, 0, 0 }; float[] v = { 0, 0, 0 }; trace_t tr; float eta; // easy mode only ducks one quarter the time if (GameBase.skill.value == 0) { if (Lib.random() > 0.25) return; } Math3D.VectorMA(start, 8192, dir, end); tr = GameBase.gi.trace(start, null, null, end, self, Defines.MASK_SHOT); if ((tr.ent != null) && (tr.ent.svflags & Defines.SVF_MONSTER) != 0 && (tr.ent.health > 0) && (null != tr.ent.monsterinfo.dodge) && GameUtil.infront(tr.ent, self)) { Math3D.VectorSubtract(tr.endpos, start, v); eta = (Math3D.VectorLength(v) - tr.ent.maxs[0]) / speed; tr.ent.monsterinfo.dodge.dodge(tr.ent, self, eta); } } /* * ================= * fire_hit * * Used for all impact (hit/punch/slash) attacks * ================= */ public static boolean fire_hit(edict_t self, float[] aim, int damage, int kick) { trace_t tr; float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 }, up = { 0, 0, 0 }; float[] v = { 0, 0, 0 }; float[] point = { 0, 0, 0 }; float range; float[] dir = { 0, 0, 0 }; //see if enemy is in range Math3D.VectorSubtract(self.enemy.s.origin, self.s.origin, dir); range = Math3D.VectorLength(dir); if (range > aim[0]) return false; if (aim[1] > self.mins[0] && aim[1] < self.maxs[0]) { // the hit is straight on so back the range up to the edge of their // bbox range -= self.enemy.maxs[0]; } else { // this is a side hit so adjust the "right" value out to the edge of // their bbox if (aim[1] < 0) aim[1] = self.enemy.mins[0]; else aim[1] = self.enemy.maxs[0]; } Math3D.VectorMA(self.s.origin, range, dir, point); tr = GameBase.gi.trace(self.s.origin, null, null, point, self, Defines.MASK_SHOT); if (tr.fraction < 1) { if (0 == tr.ent.takedamage) return false; // if it will hit any client/monster then hit the one we wanted to // hit if ((tr.ent.svflags & Defines.SVF_MONSTER) != 0 || (tr.ent.client != null)) tr.ent = self.enemy; } Math3D.AngleVectors(self.s.angles, forward, right, up); Math3D.VectorMA(self.s.origin, range, forward, point); Math3D.VectorMA(point, aim[1], right, point); Math3D.VectorMA(point, aim[2], up, point); Math3D.VectorSubtract(point, self.enemy.s.origin, dir); // do the damage GameCombat.T_Damage(tr.ent, self, self, dir, point, Globals.vec3_origin, damage, kick / 2, Defines.DAMAGE_NO_KNOCKBACK, Defines.MOD_HIT); if (0 == (tr.ent.svflags & Defines.SVF_MONSTER) && (null == tr.ent.client)) return false; // do our special form of knockback here Math3D.VectorMA(self.enemy.absmin, 0.5f, self.enemy.size, v); Math3D.VectorSubtract(v, point, v); Math3D.VectorNormalize(v); Math3D.VectorMA(self.enemy.velocity, kick, v, self.enemy.velocity); if (self.enemy.velocity[2] > 0) self.enemy.groundentity = null; return true; } /* * ================= * fire_lead * * This is an internal support routine used for bullet/pellet based weapons. * ================= */ public static void fire_lead(edict_t self, float[] start, float[] aimdir, int damage, int kick, int te_impact, int hspread, int vspread, int mod) { trace_t tr; float[] dir = { 0, 0, 0 }; float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 }, up = { 0, 0, 0 }; float[] end = { 0, 0, 0 }; float r; float u; float[] water_start = { 0, 0, 0 }; boolean water = false; int content_mask = Defines.MASK_SHOT | Defines.MASK_WATER; tr = GameBase.gi.trace(self.s.origin, null, null, start, self, Defines.MASK_SHOT); if (!(tr.fraction < 1.0)) { Math3D.vectoangles(aimdir, dir); Math3D.AngleVectors(dir, forward, right, up); r = Lib.crandom() * hspread; u = Lib.crandom() * vspread; Math3D.VectorMA(start, 8192, forward, end); Math3D.VectorMA(end, r, right, end); Math3D.VectorMA(end, u, up, end); if ((GameBase.gi.pointcontents.pointcontents(start) & Defines.MASK_WATER) != 0) { water = true; Math3D.VectorCopy(start, water_start); content_mask &= ~Defines.MASK_WATER; } tr = GameBase.gi.trace(start, null, null, end, self, content_mask); // see if we hit water if ((tr.contents & Defines.MASK_WATER) != 0) { int color; water = true; Math3D.VectorCopy(tr.endpos, water_start); if (!Math3D.VectorEquals(start, tr.endpos)) { if ((tr.contents & Defines.CONTENTS_WATER) != 0) { if (Lib.strcmp(tr.surface.name, "*brwater") == 0) color = Defines.SPLASH_BROWN_WATER; else color = Defines.SPLASH_BLUE_WATER; } else if ((tr.contents & Defines.CONTENTS_SLIME) != 0) color = Defines.SPLASH_SLIME; else if ((tr.contents & Defines.CONTENTS_LAVA) != 0) color = Defines.SPLASH_LAVA; else color = Defines.SPLASH_UNKNOWN; if (color != Defines.SPLASH_UNKNOWN) { GameBase.gi.WriteByte(Defines.svc_temp_entity); GameBase.gi.WriteByte(Defines.TE_SPLASH); GameBase.gi.WriteByte(8); GameBase.gi.WritePosition(tr.endpos); GameBase.gi.WriteDir(tr.plane.normal); GameBase.gi.WriteByte(color); GameBase.gi.multicast(tr.endpos, Defines.MULTICAST_PVS); } // change bullet's course when it enters water Math3D.VectorSubtract(end, start, dir); Math3D.vectoangles(dir, dir); Math3D.AngleVectors(dir, forward, right, up); r = Lib.crandom() * hspread * 2; u = Lib.crandom() * vspread * 2; Math3D.VectorMA(water_start, 8192, forward, end); Math3D.VectorMA(end, r, right, end); Math3D.VectorMA(end, u, up, end); } // re-trace ignoring water this time tr = GameBase.gi.trace(water_start, null, null, end, self, Defines.MASK_SHOT); } } // send gun puff / flash if (!((tr.surface != null) && 0 != (tr.surface.flags & Defines.SURF_SKY))) { if (tr.fraction < 1.0) { if (tr.ent.takedamage != 0) { GameCombat.T_Damage(tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, Defines.DAMAGE_BULLET, mod); } else { if (!"sky".equals(tr.surface.name)) { GameBase.gi.WriteByte(Defines.svc_temp_entity); GameBase.gi.WriteByte(te_impact); GameBase.gi.WritePosition(tr.endpos); GameBase.gi.WriteDir(tr.plane.normal); GameBase.gi.multicast(tr.endpos, Defines.MULTICAST_PVS); if (self.client != null) PlayerWeapon.PlayerNoise(self, tr.endpos, Defines.PNOISE_IMPACT); } } } } // if went through water, determine where the end and make a bubble // trail if (water) { float[] pos = { 0, 0, 0 }; Math3D.VectorSubtract(tr.endpos, water_start, dir); Math3D.VectorNormalize(dir); Math3D.VectorMA(tr.endpos, -2, dir, pos); if ((GameBase.gi.pointcontents.pointcontents(pos) & Defines.MASK_WATER) != 0) Math3D.VectorCopy(pos, tr.endpos); else tr = GameBase.gi.trace(pos, null, null, water_start, tr.ent, Defines.MASK_WATER); Math3D.VectorAdd(water_start, tr.endpos, pos); Math3D.VectorScale(pos, 0.5f, pos); GameBase.gi.WriteByte(Defines.svc_temp_entity); GameBase.gi.WriteByte(Defines.TE_BUBBLETRAIL); GameBase.gi.WritePosition(water_start); GameBase.gi.WritePosition(tr.endpos); GameBase.gi.multicast(pos, Defines.MULTICAST_PVS); } } /* * ================= fire_bullet * * Fires a single round. Used for machinegun and chaingun. Would be fine for * pistols, rifles, etc.... ================= */ public static void fire_bullet(edict_t self, float[] start, float[] aimdir, int damage, int kick, int hspread, int vspread, int mod) { fire_lead(self, start, aimdir, damage, kick, Defines.TE_GUNSHOT, hspread, vspread, mod); } /* * ================= * fire_shotgun * * Shoots shotgun pellets. Used by shotgun and super shotgun. * ================= */ public static void fire_shotgun(edict_t self, float[] start, float[] aimdir, int damage, int kick, int hspread, int vspread, int count, int mod) { int i; for (i = 0; i < count; i++) fire_lead(self, start, aimdir, damage, kick, Defines.TE_SHOTGUN, hspread, vspread, mod); } /* * ================= * fire_blaster * * Fires a single blaster bolt. Used by the blaster and hyper blaster. * ================= */ public static void fire_blaster(edict_t self, float[] start, float[] dir, int damage, int speed, int effect, boolean hyper) { edict_t bolt; trace_t tr; Math3D.VectorNormalize(dir); bolt = GameUtil.G_Spawn(); bolt.svflags = Defines.SVF_DEADMONSTER; // yes, I know it looks weird that projectiles are deadmonsters // what this means is that when prediction is used against the object // (blaster/hyperblaster shots), the player won't be solid clipped // against // the object. Right now trying to run into a firing hyperblaster // is very jerky since you are predicted 'against' the shots. Math3D.VectorCopy(start, bolt.s.origin); Math3D.VectorCopy(start, bolt.s.old_origin); Math3D.vectoangles(dir, bolt.s.angles); Math3D.VectorScale(dir, speed, bolt.velocity); bolt.movetype = Defines.MOVETYPE_FLYMISSILE; bolt.clipmask = Defines.MASK_SHOT; bolt.solid = Defines.SOLID_BBOX; bolt.s.effects |= effect; Math3D.VectorClear(bolt.mins); Math3D.VectorClear(bolt.maxs); bolt.s.modelindex = GameBase.gi .modelindex("models/objects/laser/tris.md2"); bolt.s.sound = GameBase.gi.soundindex("misc/lasfly.wav"); bolt.owner = self; bolt.touch = blaster_touch; bolt.nextthink = GameBase.level.time + 2; bolt.think = GameUtil.G_FreeEdictA; bolt.dmg = damage; bolt.classname = "bolt"; if (hyper) bolt.spawnflags = 1; GameBase.gi.linkentity(bolt); if (self.client != null) check_dodge(self, bolt.s.origin, dir, speed); tr = GameBase.gi.trace(self.s.origin, null, null, bolt.s.origin, bolt, Defines.MASK_SHOT); if (tr.fraction < 1.0) { Math3D.VectorMA(bolt.s.origin, -10, dir, bolt.s.origin); bolt.touch.touch(bolt, tr.ent, GameBase.dummyplane, null); } } public static void fire_grenade(edict_t self, float[] start, float[] aimdir, int damage, int speed, float timer, float damage_radius) { edict_t grenade; float[] dir = { 0, 0, 0 }; float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 }, up = { 0, 0, 0 }; Math3D.vectoangles(aimdir, dir); Math3D.AngleVectors(dir, forward, right, up); grenade = GameUtil.G_Spawn(); Math3D.VectorCopy(start, grenade.s.origin); Math3D.VectorScale(aimdir, speed, grenade.velocity); Math3D.VectorMA(grenade.velocity, 200f + Lib.crandom() * 10.0f, up, grenade.velocity); Math3D.VectorMA(grenade.velocity, Lib.crandom() * 10.0f, right, grenade.velocity); Math3D.VectorSet(grenade.avelocity, 300, 300, 300); grenade.movetype = Defines.MOVETYPE_BOUNCE; grenade.clipmask = Defines.MASK_SHOT; grenade.solid = Defines.SOLID_BBOX; grenade.s.effects |= Defines.EF_GRENADE; Math3D.VectorClear(grenade.mins); Math3D.VectorClear(grenade.maxs); grenade.s.modelindex = GameBase.gi .modelindex("models/objects/grenade/tris.md2"); grenade.owner = self; grenade.touch = Grenade_Touch; grenade.nextthink = GameBase.level.time + timer; grenade.think = Grenade_Explode; grenade.dmg = damage; grenade.dmg_radius = damage_radius; grenade.classname = "grenade"; GameBase.gi.linkentity(grenade); } public static void fire_grenade2(edict_t self, float[] start, float[] aimdir, int damage, int speed, float timer, float damage_radius, boolean held) { edict_t grenade; float[] dir = { 0, 0, 0 }; float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 }, up = { 0, 0, 0 }; Math3D.vectoangles(aimdir, dir); Math3D.AngleVectors(dir, forward, right, up); grenade = GameUtil.G_Spawn(); Math3D.VectorCopy(start, grenade.s.origin); Math3D.VectorScale(aimdir, speed, grenade.velocity); Math3D.VectorMA(grenade.velocity, 200f + Lib.crandom() * 10.0f, up, grenade.velocity); Math3D.VectorMA(grenade.velocity, Lib.crandom() * 10.0f, right, grenade.velocity); Math3D.VectorSet(grenade.avelocity, 300f, 300f, 300f); grenade.movetype = Defines.MOVETYPE_BOUNCE; grenade.clipmask = Defines.MASK_SHOT; grenade.solid = Defines.SOLID_BBOX; grenade.s.effects |= Defines.EF_GRENADE; Math3D.VectorClear(grenade.mins); Math3D.VectorClear(grenade.maxs); grenade.s.modelindex = GameBase.gi .modelindex("models/objects/grenade2/tris.md2"); grenade.owner = self; grenade.touch = Grenade_Touch; grenade.nextthink = GameBase.level.time + timer; grenade.think = Grenade_Explode; grenade.dmg = damage; grenade.dmg_radius = damage_radius; grenade.classname = "hgrenade"; if (held) grenade.spawnflags = 3; else grenade.spawnflags = 1; grenade.s.sound = GameBase.gi.soundindex("weapons/hgrenc1b.wav"); if (timer <= 0.0) Grenade_Explode.think(grenade); else { GameBase.gi.sound(self, Defines.CHAN_WEAPON, GameBase.gi .soundindex("weapons/hgrent1a.wav"), 1, Defines.ATTN_NORM, 0); GameBase.gi.linkentity(grenade); } } public static void fire_rocket(edict_t self, float[] start, float[] dir, int damage, int speed, float damage_radius, int radius_damage) { edict_t rocket; rocket = GameUtil.G_Spawn(); Math3D.VectorCopy(start, rocket.s.origin); Math3D.VectorCopy(dir, rocket.movedir); Math3D.vectoangles(dir, rocket.s.angles); Math3D.VectorScale(dir, speed, rocket.velocity); rocket.movetype = Defines.MOVETYPE_FLYMISSILE; rocket.clipmask = Defines.MASK_SHOT; rocket.solid = Defines.SOLID_BBOX; rocket.s.effects |= Defines.EF_ROCKET; Math3D.VectorClear(rocket.mins); Math3D.VectorClear(rocket.maxs); rocket.s.modelindex = GameBase.gi .modelindex("models/objects/rocket/tris.md2"); rocket.owner = self; rocket.touch = rocket_touch; rocket.nextthink = GameBase.level.time + 8000 / speed; rocket.think = GameUtil.G_FreeEdictA; rocket.dmg = damage; rocket.radius_dmg = radius_damage; rocket.dmg_radius = damage_radius; rocket.s.sound = GameBase.gi.soundindex("weapons/rockfly.wav"); rocket.classname = "rocket"; if (self.client != null) check_dodge(self, rocket.s.origin, dir, speed); GameBase.gi.linkentity(rocket); } /* * ================= * fire_rail * ================= */ public static void fire_rail(edict_t self, float[] start, float[] aimdir, int damage, int kick) { float[] from = { 0, 0, 0 }; float[] end = { 0, 0, 0 }; trace_t tr = null; edict_t ignore; int mask; boolean water; Math3D.VectorMA(start, 8192f, aimdir, end); Math3D.VectorCopy(start, from); ignore = self; water = false; mask = Defines.MASK_SHOT | Defines.CONTENTS_SLIME | Defines.CONTENTS_LAVA; while (ignore != null) { tr = GameBase.gi.trace(from, null, null, end, ignore, mask); if ((tr.contents & (Defines.CONTENTS_SLIME | Defines.CONTENTS_LAVA)) != 0) { mask &= ~(Defines.CONTENTS_SLIME | Defines.CONTENTS_LAVA); water = true; } else { //ZOID--added so rail goes through SOLID_BBOX entities (gibs, // etc) if ((tr.ent.svflags & Defines.SVF_MONSTER) != 0 || (tr.ent.client != null) || (tr.ent.solid == Defines.SOLID_BBOX)) ignore = tr.ent; else ignore = null; if ((tr.ent != self) && (tr.ent.takedamage != 0)) GameCombat.T_Damage(tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, 0, Defines.MOD_RAILGUN); } Math3D.VectorCopy(tr.endpos, from); } // send gun puff / flash GameBase.gi.WriteByte(Defines.svc_temp_entity); GameBase.gi.WriteByte(Defines.TE_RAILTRAIL); GameBase.gi.WritePosition(start); GameBase.gi.WritePosition(tr.endpos); GameBase.gi.multicast(self.s.origin, Defines.MULTICAST_PHS); // gi.multicast (start, MULTICAST_PHS); if (water) { GameBase.gi.WriteByte(Defines.svc_temp_entity); GameBase.gi.WriteByte(Defines.TE_RAILTRAIL); GameBase.gi.WritePosition(start); GameBase.gi.WritePosition(tr.endpos); GameBase.gi.multicast(tr.endpos, Defines.MULTICAST_PHS); } if (self.client != null) PlayerWeapon.PlayerNoise(self, tr.endpos, Defines.PNOISE_IMPACT); } public static void fire_bfg(edict_t self, float[] start, float[] dir, int damage, int speed, float damage_radius) { edict_t bfg; bfg = GameUtil.G_Spawn(); Math3D.VectorCopy(start, bfg.s.origin); Math3D.VectorCopy(dir, bfg.movedir); Math3D.vectoangles(dir, bfg.s.angles); Math3D.VectorScale(dir, speed, bfg.velocity); bfg.movetype = Defines.MOVETYPE_FLYMISSILE; bfg.clipmask = Defines.MASK_SHOT; bfg.solid = Defines.SOLID_BBOX; bfg.s.effects |= Defines.EF_BFG | Defines.EF_ANIM_ALLFAST; Math3D.VectorClear(bfg.mins); Math3D.VectorClear(bfg.maxs); bfg.s.modelindex = GameBase.gi.modelindex("sprites/s_bfg1.sp2"); bfg.owner = self; bfg.touch = bfg_touch; bfg.nextthink = GameBase.level.time + 8000 / speed; bfg.think = GameUtil.G_FreeEdictA; bfg.radius_dmg = damage; bfg.dmg_radius = damage_radius; bfg.classname = "bfg blast"; bfg.s.sound = GameBase.gi.soundindex("weapons/bfg__l1a.wav"); bfg.think = bfg_think; bfg.nextthink = GameBase.level.time + Defines.FRAMETIME; bfg.teammaster = bfg; bfg.teamchain = null; if (self.client != null) check_dodge(self, bfg.s.origin, dir, speed); GameBase.gi.linkentity(bfg); } }