📄 playerweapon.java
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} // change to this weapon when down ent.client.newweapon = item; } }; /* * ================ * Drop_Weapon * ================ */ public static ItemDropAdapter Drop_Weapon = new ItemDropAdapter() { public String getID() { return "Drop_Weapon"; } public void drop(edict_t ent, gitem_t item) { int index; if (0 != ((int) (GameBase.dmflags.value) & Defines.DF_WEAPONS_STAY)) return; index = GameItems.ITEM_INDEX(item); // see if we're already using it if (((item == ent.client.pers.weapon) || (item == ent.client.newweapon)) && (ent.client.pers.inventory[index] == 1)) { GameBase.gi.cprintf(ent, Defines.PRINT_HIGH, "Can't drop current weapon\n"); return; } GameItems.Drop_Item(ent, item); ent.client.pers.inventory[index]--; } }; /* * ====================================================================== * * MACHINEGUN / CHAINGUN * * ====================================================================== */ public static EntThinkAdapter Machinegun_Fire = new EntThinkAdapter() { public String getID() { return "Machinegun_Fire"; } public boolean think(edict_t ent) { int i; float[] start = { 0, 0, 0 }; float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 }; float[] angles = { 0, 0, 0 }; int damage = 8; int kick = 2; float[] offset = { 0, 0, 0 }; if (0 == (ent.client.buttons & Defines.BUTTON_ATTACK)) { ent.client.machinegun_shots = 0; ent.client.ps.gunframe++; return true; } if (ent.client.ps.gunframe == 5) ent.client.ps.gunframe = 4; else ent.client.ps.gunframe = 5; if (ent.client.pers.inventory[ent.client.ammo_index] < 1) { ent.client.ps.gunframe = 6; if (GameBase.level.time >= ent.pain_debounce_time) { GameBase.gi.sound(ent, Defines.CHAN_VOICE, GameBase.gi .soundindex("weapons/noammo.wav"), 1, Defines.ATTN_NORM, 0); ent.pain_debounce_time = GameBase.level.time + 1; } NoAmmoWeaponChange(ent); return true; } if (is_quad) { damage *= 4; kick *= 4; } for (i = 1; i < 3; i++) { ent.client.kick_origin[i] = Lib.crandom() * 0.35f; ent.client.kick_angles[i] = Lib.crandom() * 0.7f; } ent.client.kick_origin[0] = Lib.crandom() * 0.35f; ent.client.kick_angles[0] = ent.client.machinegun_shots * -1.5f; // raise the gun as it is firing if (0 == GameBase.deathmatch.value) { ent.client.machinegun_shots++; if (ent.client.machinegun_shots > 9) ent.client.machinegun_shots = 9; } // get start / end positions Math3D .VectorAdd(ent.client.v_angle, ent.client.kick_angles, angles); Math3D.AngleVectors(angles, forward, right, null); Math3D.VectorSet(offset, 0, 8, ent.viewheight - 8); P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start); GameWeapon.fire_bullet(ent, start, forward, damage, kick, Defines.DEFAULT_BULLET_HSPREAD, Defines.DEFAULT_BULLET_VSPREAD, Defines.MOD_MACHINEGUN); GameBase.gi.WriteByte(Defines.svc_muzzleflash); GameBase.gi.WriteShort(ent.index); GameBase.gi.WriteByte(Defines.MZ_MACHINEGUN | is_silenced); GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PVS); PlayerWeapon.PlayerNoise(ent, start, Defines.PNOISE_WEAPON); if (0 == ((int) GameBase.dmflags.value & Defines.DF_INFINITE_AMMO)) ent.client.pers.inventory[ent.client.ammo_index]--; ent.client.anim_priority = Defines.ANIM_ATTACK; if ((ent.client.ps.pmove.pm_flags & pmove_t.PMF_DUCKED) != 0) { ent.s.frame = M_Player.FRAME_crattak1 - (int) (Lib.random() + 0.25); ent.client.anim_end = M_Player.FRAME_crattak9; } else { ent.s.frame = M_Player.FRAME_attack1 - (int) (Lib.random() + 0.25); ent.client.anim_end = M_Player.FRAME_attack8; } return true; } }; public static EntThinkAdapter Chaingun_Fire = new EntThinkAdapter() { public String getID() { return "Chaingun_Fire"; } public boolean think(edict_t ent) { int i; int shots; float[] start = { 0, 0, 0 }; float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 }, up = { 0, 0, 0 }; float r, u; float[] offset = { 0, 0, 0 }; int damage; int kick = 2; if (GameBase.deathmatch.value != 0) damage = 6; else damage = 8; if (ent.client.ps.gunframe == 5) GameBase.gi.sound(ent, Defines.CHAN_AUTO, GameBase.gi .soundindex("weapons/chngnu1a.wav"), 1, Defines.ATTN_IDLE, 0); if ((ent.client.ps.gunframe == 14) && 0 == (ent.client.buttons & Defines.BUTTON_ATTACK)) { ent.client.ps.gunframe = 32; ent.client.weapon_sound = 0; return true; } else if ((ent.client.ps.gunframe == 21) && (ent.client.buttons & Defines.BUTTON_ATTACK) != 0 && 0 != ent.client.pers.inventory[ent.client.ammo_index]) { ent.client.ps.gunframe = 15; } else { ent.client.ps.gunframe++; } if (ent.client.ps.gunframe == 22) { ent.client.weapon_sound = 0; GameBase.gi.sound(ent, Defines.CHAN_AUTO, GameBase.gi .soundindex("weapons/chngnd1a.wav"), 1, Defines.ATTN_IDLE, 0); } else { ent.client.weapon_sound = GameBase.gi .soundindex("weapons/chngnl1a.wav"); } ent.client.anim_priority = Defines.ANIM_ATTACK; if ((ent.client.ps.pmove.pm_flags & pmove_t.PMF_DUCKED) != 0) { ent.s.frame = M_Player.FRAME_crattak1 - (ent.client.ps.gunframe & 1); ent.client.anim_end = M_Player.FRAME_crattak9; } else { ent.s.frame = M_Player.FRAME_attack1 - (ent.client.ps.gunframe & 1); ent.client.anim_end = M_Player.FRAME_attack8; } if (ent.client.ps.gunframe <= 9) shots = 1; else if (ent.client.ps.gunframe <= 14) { if ((ent.client.buttons & Defines.BUTTON_ATTACK) != 0) shots = 2; else shots = 1; } else shots = 3; if (ent.client.pers.inventory[ent.client.ammo_index] < shots) shots = ent.client.pers.inventory[ent.client.ammo_index]; if (0 == shots) { if (GameBase.level.time >= ent.pain_debounce_time) { GameBase.gi.sound(ent, Defines.CHAN_VOICE, GameBase.gi .soundindex("weapons/noammo.wav"), 1, Defines.ATTN_NORM, 0); ent.pain_debounce_time = GameBase.level.time + 1; } NoAmmoWeaponChange(ent); return true; } if (is_quad) { damage *= 4; kick *= 4; } for (i = 0; i < 3; i++) { ent.client.kick_origin[i] = Lib.crandom() * 0.35f; ent.client.kick_angles[i] = Lib.crandom() * 0.7f; } for (i = 0; i < shots; i++) { // get start / end positions Math3D.AngleVectors(ent.client.v_angle, forward, right, up); r = 7 + Lib.crandom() * 4; u = Lib.crandom() * 4; Math3D.VectorSet(offset, 0, r, u + ent.viewheight - 8); P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start); GameWeapon.fire_bullet(ent, start, forward, damage, kick, Defines.DEFAULT_BULLET_HSPREAD, Defines.DEFAULT_BULLET_VSPREAD, Defines.MOD_CHAINGUN); } // send muzzle flash GameBase.gi.WriteByte(Defines.svc_muzzleflash); GameBase.gi.WriteShort(ent.index); GameBase.gi.WriteByte((Defines.MZ_CHAINGUN1 + shots - 1) | is_silenced); GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PVS); PlayerWeapon.PlayerNoise(ent, start, Defines.PNOISE_WEAPON); if (0 == ((int) GameBase.dmflags.value & Defines.DF_INFINITE_AMMO)) ent.client.pers.inventory[ent.client.ammo_index] -= shots; return true; } }; public static int pause_frames[] = { 39, 45, 50, 55, 0 }; public static int fire_frames[] = { 9, 17, 0 }; public static EntInteractAdapter Pickup_Weapon = new EntInteractAdapter() { public String getID() { return "Pickup_Weapon"; } public boolean interact(edict_t ent, edict_t other) { int index; gitem_t ammo; index = GameItems.ITEM_INDEX(ent.item); if ((((int) (GameBase.dmflags.value) & Defines.DF_WEAPONS_STAY) != 0 || GameBase.coop.value != 0) && 0 != other.client.pers.inventory[index]) { if (0 == (ent.spawnflags & (Defines.DROPPED_ITEM | Defines.DROPPED_PLAYER_ITEM))) return false; // leave the weapon for others to pickup } other.client.pers.inventory[index]++; if (0 == (ent.spawnflags & Defines.DROPPED_ITEM)) { // give them some ammo with it ammo = GameItems.FindItem(ent.item.ammo); if (((int) GameBase.dmflags.value & Defines.DF_INFINITE_AMMO) != 0) GameItems.Add_Ammo(other, ammo, 1000); else GameItems.Add_Ammo(other, ammo, ammo.quantity); if (0 == (ent.spawnflags & Defines.DROPPED_PLAYER_ITEM)) { if (GameBase.deathmatch.value != 0) { if (((int) (GameBase.dmflags.value) & Defines.DF_WEAPONS_STAY) != 0) ent.flags |= Defines.FL_RESPAWN; else GameItems.SetRespawn(ent, 30); } if (GameBase.coop.value != 0) ent.flags |= Defines.FL_RESPAWN; } } if (other.client.pers.weapon != ent.item && (other.client.pers.inventory[index] == 1) && (0 == GameBase.deathmatch.value || other.client.pers.weapon == GameItems .FindItem("blaster"))) other.client.newweapon = ent.item; return true; } }; public static void P_ProjectSource(gclient_t client, float[] point, float[] distance, float[] forward, float[] right, float[] result) { float[] _distance = { 0, 0, 0 }; Math3D.VectorCopy(distance, _distance); if (client.pers.hand == Defines.LEFT_HANDED) _distance[1] *= -1; else if (client.pers.hand == Defines.CENTER_HANDED) _distance[1] = 0; Math3D.G_ProjectSource(point, _distance, forward, right, result); } /* * =============== * ChangeWeapon * * The old weapon has been dropped all the way, so make the new one current * =============== */ public static void ChangeWeapon(edict_t ent) { int i; if (ent.client.grenade_time != 0) { ent.client.grenade_time = GameBase.level.time; ent.client.weapon_sound = 0; weapon_grenade_fire(ent, false); ent.client.grenade_time = 0; } ent.client.pers.lastweapon = ent.client.pers.weapon; ent.client.pers.weapon = ent.client.newweapon; ent.client.newweapon = null; ent.client.machinegun_shots = 0; // set visible model if (ent.s.modelindex == 255) { if (ent.client.pers.weapon != null) i = ((ent.client.pers.weapon.weapmodel & 0xff) << 8); else i = 0; ent.s.skinnum = (ent.index - 1) | i; } if (ent.client.pers.weapon != null && ent.client.pers.weapon.ammo != null) ent.client.ammo_index = GameItems.ITEM_INDEX(GameItems .FindItem(ent.client.pers.weapon.ammo)); else ent.client.ammo_index = 0; if (ent.client.pers.weapon == null) { // dead ent.client.ps.gunindex = 0; return; } ent.client.weaponstate = Defines.WEAPON_ACTIVATING; ent.client.ps.gunframe = 0; ent.client.ps.gunindex = GameBase.gi .modelindex(ent.client.pers.weapon.view_model); ent.client.anim_priority = Defines.ANIM_PAIN; if ((ent.client.ps.pmove.pm_flags & pmove_t.PMF_DUCKED) != 0) { ent.s.frame = M_Player.FRAME_crpain1; ent.client.anim_end = M_Player.FRAME_crpain4; } else { ent.s.frame = M_Player.FRAME_pain301; ent.client.anim_end = M_Player.FRAME_pain304; }
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