/* =========================================================================== Copyright (C) 2000 - 2013, Raven Software, Inc. Copyright (C) 2001 - 2013, Activision, Inc. Copyright (C) 2013 - 2015, OpenJK contributors This file is part of the OpenJK source code. OpenJK is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. 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, see . =========================================================================== */ #include "g_local.h" #include "b_local.h" #include "g_functions.h" #include "wp_saber.h" #include "w_local.h" //--------------- // Blaster //--------------- //--------------------------------------------------------- void WP_FireBlasterMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire ) //--------------------------------------------------------- { int velocity = BLASTER_VELOCITY; int damage = altFire ? weaponData[WP_BLASTER].altDamage : weaponData[WP_BLASTER].damage; if ( ent && ent->client && ent->client->NPC_class == CLASS_VEHICLE ) { damage *= 3; velocity = ATST_MAIN_VEL + ent->client->ps.speed; } else { // If an enemy is shooting at us, lower the velocity so you have a chance to evade if ( ent->client && ent->client->ps.clientNum != 0 && ent->client->NPC_class != CLASS_BOBAFETT ) { if ( g_spskill->integer < 2 ) { velocity *= BLASTER_NPC_VEL_CUT; } else { velocity *= BLASTER_NPC_HARD_VEL_CUT; } } } WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall WP_MissileTargetHint(ent, start, dir); gentity_t *missile = CreateMissile( start, dir, velocity, 10000, ent, altFire ); missile->classname = "blaster_proj"; missile->s.weapon = WP_BLASTER; // Do the damages if ( ent->s.number != 0 && ent->client->NPC_class != CLASS_BOBAFETT ) { if ( g_spskill->integer == 0 ) { damage = BLASTER_NPC_DAMAGE_EASY; } else if ( g_spskill->integer == 1 ) { damage = BLASTER_NPC_DAMAGE_NORMAL; } else { damage = BLASTER_NPC_DAMAGE_HARD; } } // if ( ent->client ) // { // if ( ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time ) // { // // in overcharge mode, so doing double damage // missile->flags |= FL_OVERCHARGED; // damage *= 2; // } // } missile->damage = damage; missile->dflags = DAMAGE_DEATH_KNOCKBACK; if ( altFire ) { missile->methodOfDeath = MOD_BLASTER_ALT; } else { missile->methodOfDeath = MOD_BLASTER; } missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER; // we don't want it to bounce forever missile->bounceCount = 8; } //--------------------------------------------------------- void WP_FireBlaster( gentity_t *ent, qboolean alt_fire ) //--------------------------------------------------------- { vec3_t dir, angs; vectoangles( forwardVec, angs ); if ( ent->client && ent->client->NPC_class == CLASS_VEHICLE ) {//no inherent aim screw up } else if ( !(ent->client->ps.forcePowersActive&(1<client->ps.forcePowerLevel[FP_SEE] < FORCE_LEVEL_2 ) {//force sight 2+ gives perfect aim //FIXME: maybe force sight level 3 autoaims some? if ( alt_fire ) { // add some slop to the alt-fire direction angs[PITCH] += Q_flrand(-1.0f, 1.0f) * BLASTER_ALT_SPREAD; angs[YAW] += Q_flrand(-1.0f, 1.0f) * BLASTER_ALT_SPREAD; } else { // Troopers use their aim values as well as the gun's inherent inaccuracy // so check for all classes of stormtroopers and anyone else that has aim error if ( ent->client && ent->NPC && ( ent->client->NPC_class == CLASS_STORMTROOPER || ent->client->NPC_class == CLASS_SWAMPTROOPER ) ) { angs[PITCH] += ( Q_flrand(-1.0f, 1.0f) * (BLASTER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f angs[YAW] += ( Q_flrand(-1.0f, 1.0f) * (BLASTER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f } else { // add some slop to the main-fire direction angs[PITCH] += Q_flrand(-1.0f, 1.0f) * BLASTER_MAIN_SPREAD; angs[YAW] += Q_flrand(-1.0f, 1.0f) * BLASTER_MAIN_SPREAD; } } } AngleVectors( angs, dir, NULL, NULL ); // FIXME: if temp_org does not have clear trace to inside the bbox, don't shoot! WP_FireBlasterMissile( ent, muzzle, dir, alt_fire ); }