📄 playerweapon.java
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} /* * ================= * NoAmmoWeaponChange * ================= */ public static void NoAmmoWeaponChange(edict_t ent) { if (0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems .FindItem("slugs"))] && 0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems .FindItem("railgun"))]) { ent.client.newweapon = GameItems.FindItem("railgun"); return; } if (0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems .FindItem("cells"))] && 0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems .FindItem("hyperblaster"))]) { ent.client.newweapon = GameItems.FindItem("hyperblaster"); return; } if (0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems .FindItem("bullets"))] && 0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems .FindItem("chaingun"))]) { ent.client.newweapon = GameItems.FindItem("chaingun"); return; } if (0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems .FindItem("bullets"))] && 0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems .FindItem("machinegun"))]) { ent.client.newweapon = GameItems.FindItem("machinegun"); return; } if (ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems .FindItem("shells"))] > 1 && 0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems .FindItem("super shotgun"))]) { ent.client.newweapon = GameItems.FindItem("super shotgun"); return; } if (0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems .FindItem("shells"))] && 0 != ent.client.pers.inventory[GameItems.ITEM_INDEX(GameItems .FindItem("shotgun"))]) { ent.client.newweapon = GameItems.FindItem("shotgun"); return; } ent.client.newweapon = GameItems.FindItem("blaster"); } /* * ================= * Think_Weapon * * Called by ClientBeginServerFrame and ClientThink * ================= */ public static void Think_Weapon(edict_t ent) { // if just died, put the weapon away if (ent.health < 1) { ent.client.newweapon = null; ChangeWeapon(ent); } // call active weapon think routine if (null != ent.client.pers.weapon && null != ent.client.pers.weapon.weaponthink) { is_quad = (ent.client.quad_framenum > GameBase.level.framenum); if (ent.client.silencer_shots != 0) is_silenced = (byte) Defines.MZ_SILENCED; else is_silenced = 0; ent.client.pers.weapon.weaponthink.think(ent); } } /* * ================ * Weapon_Generic * * A generic function to handle the basics of weapon thinking * ================ */ public static void Weapon_Generic(edict_t ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int pause_frames[], int fire_frames[], EntThinkAdapter fire) { int FRAME_FIRE_FIRST = (FRAME_ACTIVATE_LAST + 1); int FRAME_IDLE_FIRST = (FRAME_FIRE_LAST + 1); int FRAME_DEACTIVATE_FIRST = (FRAME_IDLE_LAST + 1); int n; if (ent.deadflag != 0 || ent.s.modelindex != 255) // VWep animations // screw up corpses { return; } if (ent.client.weaponstate == Defines.WEAPON_DROPPING) { if (ent.client.ps.gunframe == FRAME_DEACTIVATE_LAST) { ChangeWeapon(ent); return; } else if ((FRAME_DEACTIVATE_LAST - ent.client.ps.gunframe) == 4) { ent.client.anim_priority = Defines.ANIM_REVERSE; if ((ent.client.ps.pmove.pm_flags & pmove_t.PMF_DUCKED) != 0) { ent.s.frame = M_Player.FRAME_crpain4 + 1; ent.client.anim_end = M_Player.FRAME_crpain1; } else { ent.s.frame = M_Player.FRAME_pain304 + 1; ent.client.anim_end = M_Player.FRAME_pain301; } } ent.client.ps.gunframe++; return; } if (ent.client.weaponstate == Defines.WEAPON_ACTIVATING) { if (ent.client.ps.gunframe == FRAME_ACTIVATE_LAST) { ent.client.weaponstate = Defines.WEAPON_READY; ent.client.ps.gunframe = FRAME_IDLE_FIRST; return; } ent.client.ps.gunframe++; return; } if ((ent.client.newweapon != null) && (ent.client.weaponstate != Defines.WEAPON_FIRING)) { ent.client.weaponstate = Defines.WEAPON_DROPPING; ent.client.ps.gunframe = FRAME_DEACTIVATE_FIRST; if ((FRAME_DEACTIVATE_LAST - FRAME_DEACTIVATE_FIRST) < 4) { ent.client.anim_priority = Defines.ANIM_REVERSE; if ((ent.client.ps.pmove.pm_flags & pmove_t.PMF_DUCKED) != 0) { ent.s.frame = M_Player.FRAME_crpain4 + 1; ent.client.anim_end = M_Player.FRAME_crpain1; } else { ent.s.frame = M_Player.FRAME_pain304 + 1; ent.client.anim_end = M_Player.FRAME_pain301; } } return; } if (ent.client.weaponstate == Defines.WEAPON_READY) { if (((ent.client.latched_buttons | ent.client.buttons) & Defines.BUTTON_ATTACK) != 0) { ent.client.latched_buttons &= ~Defines.BUTTON_ATTACK; if ((0 == ent.client.ammo_index) || (ent.client.pers.inventory[ent.client.ammo_index] >= ent.client.pers.weapon.quantity)) { ent.client.ps.gunframe = FRAME_FIRE_FIRST; ent.client.weaponstate = Defines.WEAPON_FIRING; // start the animation 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 - 1; ent.client.anim_end = M_Player.FRAME_crattak9; } else { ent.s.frame = M_Player.FRAME_attack1 - 1; ent.client.anim_end = M_Player.FRAME_attack8; } } else { 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); } } else { if (ent.client.ps.gunframe == FRAME_IDLE_LAST) { ent.client.ps.gunframe = FRAME_IDLE_FIRST; return; } if (pause_frames != null) { for (n = 0; pause_frames[n] != 0; n++) { if (ent.client.ps.gunframe == pause_frames[n]) { if ((Lib.rand() & 15) != 0) return; } } } ent.client.ps.gunframe++; return; } } if (ent.client.weaponstate == Defines.WEAPON_FIRING) { for (n = 0; fire_frames[n] != 0; n++) { if (ent.client.ps.gunframe == fire_frames[n]) { if (ent.client.quad_framenum > GameBase.level.framenum) GameBase.gi.sound(ent, Defines.CHAN_ITEM, GameBase.gi .soundindex("items/damage3.wav"), 1, Defines.ATTN_NORM, 0); fire.think(ent); break; } } if (0 == fire_frames[n]) ent.client.ps.gunframe++; if (ent.client.ps.gunframe == FRAME_IDLE_FIRST + 1) ent.client.weaponstate = Defines.WEAPON_READY; } } /* * ====================================================================== * * GRENADE * * ====================================================================== */ public static void weapon_grenade_fire(edict_t ent, boolean held) { float[] offset = { 0, 0, 0 }; float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 }; float[] start = { 0, 0, 0 }; int damage = 125; float timer; int speed; float radius; radius = damage + 40; if (is_quad) damage *= 4; Math3D.VectorSet(offset, 8, 8, ent.viewheight - 8); Math3D.AngleVectors(ent.client.v_angle, forward, right, null); P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start); timer = ent.client.grenade_time - GameBase.level.time; speed = (int) (Defines.GRENADE_MINSPEED + (Defines.GRENADE_TIMER - timer) * ((Defines.GRENADE_MAXSPEED - Defines.GRENADE_MINSPEED) / Defines.GRENADE_TIMER)); GameWeapon.fire_grenade2(ent, start, forward, damage, speed, timer, radius, held); if (0 == ((int) GameBase.dmflags.value & Defines.DF_INFINITE_AMMO)) ent.client.pers.inventory[ent.client.ammo_index]--; ent.client.grenade_time = GameBase.level.time + 1.0f; if (ent.deadflag != 0 || ent.s.modelindex != 255) // VWep animations // screw up corpses { return; } if (ent.health <= 0) return; if ((ent.client.ps.pmove.pm_flags & pmove_t.PMF_DUCKED) != 0) { ent.client.anim_priority = Defines.ANIM_ATTACK; ent.s.frame = M_Player.FRAME_crattak1 - 1; ent.client.anim_end = M_Player.FRAME_crattak3; } else { ent.client.anim_priority = Defines.ANIM_REVERSE; ent.s.frame = M_Player.FRAME_wave08; ent.client.anim_end = M_Player.FRAME_wave01; } } /* * ====================================================================== * * BLASTER / HYPERBLASTER * * ====================================================================== */ public static void Blaster_Fire(edict_t ent, float[] g_offset, int damage, boolean hyper, int effect) { float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 }; float[] start = { 0, 0, 0 }; float[] offset = { 0, 0, 0 }; if (is_quad) damage *= 4; Math3D.AngleVectors(ent.client.v_angle, forward, right, null); Math3D.VectorSet(offset, 24, 8, ent.viewheight - 8); Math3D.VectorAdd(offset, g_offset, offset); P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start); Math3D.VectorScale(forward, -2, ent.client.kick_origin); ent.client.kick_angles[0] = -1; GameWeapon.fire_blaster(ent, start, forward, damage, 1000, effect, hyper); // send muzzle flash GameBase.gi.WriteByte(Defines.svc_muzzleflash); GameBase.gi.WriteShort(ent.index); if (hyper) GameBase.gi.WriteByte(Defines.MZ_HYPERBLASTER | is_silenced); else GameBase.gi.WriteByte(Defines.MZ_BLASTER | is_silenced); GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PVS); PlayerWeapon.PlayerNoise(ent, start, Defines.PNOISE_WEAPON); } /* * =============== * PlayerNoise * * Each player can have two noise objects associated with it: a personal * noise (jumping, pain, weapon firing), and a weapon target noise (bullet * wall impacts) * * Monsters that don't directly see the player can move to a noise in hopes * of seeing the player from there. * =============== */ static void PlayerNoise(edict_t who, float[] where, int type) { edict_t noise; if (type == Defines.PNOISE_WEAPON) { if (who.client.silencer_shots > 0) { who.client.silencer_shots--; return; } } if (GameBase.deathmatch.value != 0) return; if ((who.flags & Defines.FL_NOTARGET) != 0) return; if (who.mynoise == null) { noise = GameUtil.G_Spawn(); noise.classname = "player_noise"; Math3D.VectorSet(noise.mins, -8, -8, -8); Math3D.VectorSet(noise.maxs, 8, 8, 8); noise.owner = who; noise.svflags = Defines.SVF_NOCLIENT; who.mynoise = noise; noise = GameUtil.G_Spawn(); noise.classname = "player_noise"; Math3D.VectorSet(noise.mins, -8, -8, -8); Math3D.VectorSet(noise.maxs, 8, 8, 8); noise.owner = who; noise.svflags = Defines.SVF_NOCLIENT; who.mynoise2 = noise; } if (type == Defines.PNOISE_SELF || type == Defines.PNOISE_WEAPON) { noise = who.mynoise; GameBase.level.sound_entity = noise; GameBase.level.sound_entity_framenum = GameBase.level.framenum; } else // type == PNOISE_IMPACT { noise = who.mynoise2; GameBase.level.sound2_entity = noise; GameBase.level.sound2_entity_framenum = GameBase.level.framenum; } Math3D.VectorCopy(where, noise.s.origin); Math3D.VectorSubtract(where, noise.maxs, noise.absmin); Math3D.VectorAdd(where, noise.maxs, noise.absmax); noise.teleport_time = GameBase.level.time; GameBase.gi.linkentity(noise); }}
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