📄 gameweapon.java
字号:
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); }}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -