📄 g_missile.c
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}
// is it cheaper in bandwidth to just remove this ent and create a new
// one, rather than changing the missile into the explosion?
if ( other->takedamage && other->client ) {
G_AddEvent( ent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) );
ent->s.otherEntityNum = other->s.number;
} else if( trace->surfaceFlags & SURF_METALSTEPS ) {
G_AddEvent( ent, EV_MISSILE_MISS_METAL, DirToByte( trace->plane.normal ) );
} else {
G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) );
}
ent->freeAfterEvent = qtrue;
// change over to a normal entity right at the point of impact
ent->s.eType = ET_GENERAL;
SnapVectorTowards( trace->endpos, ent->s.pos.trBase ); // save net bandwidth
G_SetOrigin( ent, trace->endpos );
// splash damage (doesn't apply to person directly hit)
if ( ent->splashDamage ) {
if( G_RadiusDamage( trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius,
other, ent->splashMethodOfDeath ) ) {
if( !hitClient ) {
g_entities[ent->r.ownerNum].client->accuracy_hits++;
}
}
}
trap_LinkEntity( ent );
}
/*
================
G_RunMissile
================
*/
void G_RunMissile( gentity_t *ent ) {
vec3_t origin;
trace_t tr;
int passent;
// get current position
BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
// if this missile bounced off an invulnerability sphere
if ( ent->target_ent ) {
passent = ent->target_ent->s.number;
}
#ifdef MISSIONPACK
// prox mines that left the owner bbox will attach to anything, even the owner
else if (ent->s.weapon == WP_PROX_LAUNCHER && ent->count) {
passent = ENTITYNUM_NONE;
}
#endif
else {
// ignore interactions with the missile owner
passent = ent->r.ownerNum;
}
// trace a line from the previous position to the current position
trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, passent, ent->clipmask );
if ( tr.startsolid || tr.allsolid ) {
// make sure the tr.entityNum is set to the entity we're stuck in
trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, passent, ent->clipmask );
tr.fraction = 0;
}
else {
VectorCopy( tr.endpos, ent->r.currentOrigin );
}
trap_LinkEntity( ent );
if ( tr.fraction != 1 ) {
// never explode or bounce on sky
if ( tr.surfaceFlags & SURF_NOIMPACT ) {
// If grapple, reset owner
if (ent->parent && ent->parent->client && ent->parent->client->hook == ent) {
ent->parent->client->hook = NULL;
}
G_FreeEntity( ent );
return;
}
G_MissileImpact( ent, &tr );
if ( ent->s.eType != ET_MISSILE ) {
return; // exploded
}
}
#ifdef MISSIONPACK
// if the prox mine wasn't yet outside the player body
if (ent->s.weapon == WP_PROX_LAUNCHER && !ent->count) {
// check if the prox mine is outside the owner bbox
trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, ENTITYNUM_NONE, ent->clipmask );
if (!tr.startsolid || tr.entityNum != ent->r.ownerNum) {
ent->count = 1;
}
}
#endif
// check think function after bouncing
G_RunThink( ent );
}
//=============================================================================
/*
=================
fire_plasma
=================
*/
gentity_t *fire_plasma (gentity_t *self, vec3_t start, vec3_t dir) {
gentity_t *bolt;
VectorNormalize (dir);
bolt = G_Spawn();
bolt->classname = "plasma";
bolt->nextthink = level.time + 10000;
bolt->think = G_ExplodeMissile;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_PLASMAGUN;
bolt->r.ownerNum = self->s.number;
bolt->parent = self;
bolt->damage = 20;
bolt->splashDamage = 15;
bolt->splashRadius = 20;
bolt->methodOfDeath = MOD_PLASMA;
bolt->splashMethodOfDeath = MOD_PLASMA_SPLASH;
bolt->clipmask = MASK_SHOT;
bolt->target_ent = NULL;
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
VectorScale( dir, 2000, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, bolt->r.currentOrigin);
return bolt;
}
//=============================================================================
/*
=================
fire_grenade
=================
*/
gentity_t *fire_grenade (gentity_t *self, vec3_t start, vec3_t dir) {
gentity_t *bolt;
VectorNormalize (dir);
bolt = G_Spawn();
bolt->classname = "grenade";
bolt->nextthink = level.time + 2500;
bolt->think = G_ExplodeMissile;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_GRENADE_LAUNCHER;
bolt->s.eFlags = EF_BOUNCE_HALF;
bolt->r.ownerNum = self->s.number;
bolt->parent = self;
bolt->damage = 100;
bolt->splashDamage = 100;
bolt->splashRadius = 150;
bolt->methodOfDeath = MOD_GRENADE;
bolt->splashMethodOfDeath = MOD_GRENADE_SPLASH;
bolt->clipmask = MASK_SHOT;
bolt->target_ent = NULL;
bolt->s.pos.trType = TR_GRAVITY;
bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
VectorScale( dir, 700, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, bolt->r.currentOrigin);
return bolt;
}
//=============================================================================
/*
=================
fire_bfg
=================
*/
gentity_t *fire_bfg (gentity_t *self, vec3_t start, vec3_t dir) {
gentity_t *bolt;
VectorNormalize (dir);
bolt = G_Spawn();
bolt->classname = "bfg";
bolt->nextthink = level.time + 10000;
bolt->think = G_ExplodeMissile;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_BFG;
bolt->r.ownerNum = self->s.number;
bolt->parent = self;
bolt->damage = 100;
bolt->splashDamage = 100;
bolt->splashRadius = 120;
bolt->methodOfDeath = MOD_BFG;
bolt->splashMethodOfDeath = MOD_BFG_SPLASH;
bolt->clipmask = MASK_SHOT;
bolt->target_ent = NULL;
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
VectorScale( dir, 2000, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, bolt->r.currentOrigin);
return bolt;
}
//=============================================================================
/*
=================
fire_rocket
=================
*/
gentity_t *fire_rocket (gentity_t *self, vec3_t start, vec3_t dir) {
gentity_t *bolt;
VectorNormalize (dir);
bolt = G_Spawn();
bolt->classname = "rocket";
bolt->nextthink = level.time + 15000;
bolt->think = G_ExplodeMissile;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_ROCKET_LAUNCHER;
bolt->r.ownerNum = self->s.number;
bolt->parent = self;
bolt->damage = 100;
bolt->splashDamage = 100;
bolt->splashRadius = 120;
bolt->methodOfDeath = MOD_ROCKET;
bolt->splashMethodOfDeath = MOD_ROCKET_SPLASH;
bolt->clipmask = MASK_SHOT;
bolt->target_ent = NULL;
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
VectorScale( dir, 900, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, bolt->r.currentOrigin);
return bolt;
}
/*
=================
fire_grapple
=================
*/
gentity_t *fire_grapple (gentity_t *self, vec3_t start, vec3_t dir) {
gentity_t *hook;
VectorNormalize (dir);
hook = G_Spawn();
hook->classname = "hook";
hook->nextthink = level.time + 10000;
hook->think = Weapon_HookFree;
hook->s.eType = ET_MISSILE;
hook->r.svFlags = SVF_USE_CURRENT_ORIGIN;
hook->s.weapon = WP_GRAPPLING_HOOK;
hook->r.ownerNum = self->s.number;
hook->methodOfDeath = MOD_GRAPPLE;
hook->clipmask = MASK_SHOT;
hook->parent = self;
hook->target_ent = NULL;
hook->s.pos.trType = TR_LINEAR;
hook->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
hook->s.otherEntityNum = self->s.number; // use to match beam in client
VectorCopy( start, hook->s.pos.trBase );
VectorScale( dir, 800, hook->s.pos.trDelta );
SnapVector( hook->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, hook->r.currentOrigin);
self->client->hook = hook;
return hook;
}
#ifdef MISSIONPACK
/*
=================
fire_nail
=================
*/
#define NAILGUN_SPREAD 500
gentity_t *fire_nail( gentity_t *self, vec3_t start, vec3_t forward, vec3_t right, vec3_t up ) {
gentity_t *bolt;
vec3_t dir;
vec3_t end;
float r, u, scale;
bolt = G_Spawn();
bolt->classname = "nail";
bolt->nextthink = level.time + 10000;
bolt->think = G_ExplodeMissile;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_NAILGUN;
bolt->r.ownerNum = self->s.number;
bolt->parent = self;
bolt->damage = 20;
bolt->methodOfDeath = MOD_NAIL;
bolt->clipmask = MASK_SHOT;
bolt->target_ent = NULL;
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time;
VectorCopy( start, bolt->s.pos.trBase );
r = random() * M_PI * 2.0f;
u = sin(r) * crandom() * NAILGUN_SPREAD * 16;
r = cos(r) * crandom() * NAILGUN_SPREAD * 16;
VectorMA( start, 8192 * 16, forward, end);
VectorMA (end, r, right, end);
VectorMA (end, u, up, end);
VectorSubtract( end, start, dir );
VectorNormalize( dir );
scale = 555 + random() * 1800;
VectorScale( dir, scale, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta );
VectorCopy( start, bolt->r.currentOrigin );
return bolt;
}
/*
=================
fire_prox
=================
*/
gentity_t *fire_prox( gentity_t *self, vec3_t start, vec3_t dir ) {
gentity_t *bolt;
VectorNormalize (dir);
bolt = G_Spawn();
bolt->classname = "prox mine";
bolt->nextthink = level.time + 3000;
bolt->think = G_ExplodeMissile;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_PROX_LAUNCHER;
bolt->s.eFlags = 0;
bolt->r.ownerNum = self->s.number;
bolt->parent = self;
bolt->damage = 0;
bolt->splashDamage = 100;
bolt->splashRadius = 150;
bolt->methodOfDeath = MOD_PROXIMITY_MINE;
bolt->splashMethodOfDeath = MOD_PROXIMITY_MINE;
bolt->clipmask = MASK_SHOT;
bolt->target_ent = NULL;
// count is used to check if the prox mine left the player bbox
// if count == 1 then the prox mine left the player bbox and can attack to it
bolt->count = 0;
//FIXME: we prolly wanna abuse another field
bolt->s.generic1 = self->client->sess.sessionTeam;
bolt->s.pos.trType = TR_GRAVITY;
bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
VectorScale( dir, 700, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, bolt->r.currentOrigin);
return bolt;
}
#endif
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