📄 gameweapon.java
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.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) {
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