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- // Copyright (c) ZeniMax Media Inc.
- // Licensed under the GNU General Public License 2.0.
- #include "g_local.h"
- /*
- =================
- fire_hit
- Used for all impact (hit/punch/slash) attacks
- =================
- */
- bool fire_hit(edict_t *self, vec3_t aim, int damage, int kick)
- {
- trace_t tr;
- vec3_t forward, right, up;
- vec3_t v;
- vec3_t point;
- float range;
- vec3_t dir;
- // see if enemy is in range
- range = distance_between_boxes(self->enemy->absmin, self->enemy->absmax, self->absmin, self->absmax);
- if (range > aim[0])
- return false;
- if (!(aim[1] > self->mins[0] && aim[1] < self->maxs[0]))
- {
- // 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];
- }
- point = closest_point_to_box(self->s.origin, self->enemy->absmin, self->enemy->absmax);
- // check that we can hit the point on the bbox
- tr = gi.traceline(self->s.origin, point, self, MASK_PROJECTILE);
- if (tr.fraction < 1)
- {
- if (!tr.ent->takedamage)
- return false;
- // if it will hit any client/monster then hit the one we wanted to hit
- if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
- tr.ent = self->enemy;
- }
- // check that we can hit the player from the point
- tr = gi.traceline(point, self->enemy->s.origin, self, MASK_PROJECTILE);
- if (tr.fraction < 1)
- {
- if (!tr.ent->takedamage)
- return false;
- // if it will hit any client/monster then hit the one we wanted to hit
- if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
- tr.ent = self->enemy;
- }
- AngleVectors(self->s.angles, forward, right, up);
- point = self->s.origin + (forward * range);
- point += (right * aim[1]);
- point += (up * aim[2]);
- dir = point - self->enemy->s.origin;
- // do the damage
- T_Damage(tr.ent, self, self, dir, point, vec3_origin, damage, kick / 2, DAMAGE_NO_KNOCKBACK, MOD_HIT);
- if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
- return false;
- // do our special form of knockback here
- v = (self->enemy->absmin + self->enemy->absmax) * 0.5f;
- v -= point;
- v.normalize();
- self->enemy->velocity += v * kick;
- if (self->enemy->velocity[2] > 0)
- self->enemy->groundentity = nullptr;
- return true;
- }
- // helper routine for piercing traces;
- // mask = the input mask for finding what to hit
- // you can adjust the mask for the re-trace (for water, etc).
- // note that you must take care in your pierce callback to mark
- // the entities that are being pierced.
- void pierce_trace(const vec3_t &start, const vec3_t &end, edict_t *ignore, pierce_args_t &pierce, contents_t mask)
- {
- int loop_count = MAX_EDICTS;
- vec3_t own_start, own_end;
- own_start = start;
- own_end = end;
- while (--loop_count)
- {
- pierce.tr = gi.traceline(start, own_end, ignore, mask);
- // didn't hit anything, so we're done
- if (!pierce.tr.ent || pierce.tr.fraction == 1.0f)
- return;
- // hit callback said we're done
- if (!pierce.hit(mask, own_end))
- return;
- own_start = pierce.tr.endpos;
- }
- gi.Com_Print("runaway pierce_trace\n");
- }
- struct fire_lead_pierce_t : pierce_args_t
- {
- edict_t *self;
- vec3_t start;
- vec3_t aimdir;
- int damage;
- int kick;
- int hspread;
- int vspread;
- mod_t mod;
- int te_impact;
- contents_t mask;
- bool water = false;
- vec3_t water_start = {};
- edict_t *chain = nullptr;
- inline fire_lead_pierce_t(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, mod_t mod, int te_impact, contents_t mask) :
- pierce_args_t(),
- self(self),
- start(start),
- aimdir(aimdir),
- damage(damage),
- kick(kick),
- hspread(hspread),
- vspread(vspread),
- mod(mod),
- te_impact(te_impact),
- mask(mask)
- {
- }
- // we hit an entity; return false to stop the piercing.
- // you can adjust the mask for the re-trace (for water, etc).
- bool hit(contents_t &mask, vec3_t &end) override
- {
- // see if we hit water
- if (tr.contents & MASK_WATER)
- {
- int color;
- water = true;
- water_start = tr.endpos;
- // CHECK: is this compare ever true?
- if (te_impact != -1 && start != tr.endpos)
- {
- if (tr.contents & CONTENTS_WATER)
- {
- // FIXME: this effectively does nothing..
- if (strcmp(tr.surface->name, "brwater") == 0)
- color = SPLASH_BROWN_WATER;
- else
- color = SPLASH_BLUE_WATER;
- }
- else if (tr.contents & CONTENTS_SLIME)
- color = SPLASH_SLIME;
- else if (tr.contents & CONTENTS_LAVA)
- color = SPLASH_LAVA;
- else
- color = SPLASH_UNKNOWN;
- if (color != SPLASH_UNKNOWN)
- {
- gi.WriteByte(svc_temp_entity);
- gi.WriteByte(TE_SPLASH);
- gi.WriteByte(8);
- gi.WritePosition(tr.endpos);
- gi.WriteDir(tr.plane.normal);
- gi.WriteByte(color);
- gi.multicast(tr.endpos, MULTICAST_PVS, false);
- }
- // change bullet's course when it enters water
- vec3_t dir, forward, right, up;
- dir = end - start;
- dir = vectoangles(dir);
- AngleVectors(dir, forward, right, up);
- float r = crandom() * hspread * 2;
- float u = crandom() * vspread * 2;
- end = water_start + (forward * 8192);
- end += (right * r);
- end += (up * u);
- }
- // re-trace ignoring water this time
- mask &= ~MASK_WATER;
- return true;
- }
- // did we hit an hurtable entity?
- if (tr.ent->takedamage)
- {
- T_Damage(tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, mod.id == MOD_TESLA ? DAMAGE_ENERGY : DAMAGE_BULLET, mod);
- // only deadmonster is pierceable, or actual dead monsters
- // that haven't been made non-solid yet
- if ((tr.ent->svflags & SVF_DEADMONSTER) ||
- (tr.ent->health <= 0 && (tr.ent->svflags & SVF_MONSTER)))
- {
- if (!mark(tr.ent))
- return false;
- return true;
- }
- }
- else
- {
- // send gun puff / flash
- // don't mark the sky
- if (te_impact != -1 && !(tr.surface && ((tr.surface->flags & SURF_SKY) || strncmp(tr.surface->name, "sky", 3) == 0)))
- {
- gi.WriteByte(svc_temp_entity);
- gi.WriteByte(te_impact);
- gi.WritePosition(tr.endpos);
- gi.WriteDir(tr.plane.normal);
- gi.multicast(tr.endpos, MULTICAST_PVS, false);
- if (self->client)
- PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
- }
- }
- // hit a solid, so we're stopping here
- return false;
- }
- };
- /*
- =================
- fire_lead
- This is an internal support routine used for bullet/pellet based weapons.
- =================
- */
- static void fire_lead(edict_t *self, const vec3_t &start, const vec3_t &aimdir, int damage, int kick, int te_impact, int hspread, int vspread, mod_t mod)
- {
- fire_lead_pierce_t args = {
- self,
- start,
- aimdir,
- damage,
- kick,
- hspread,
- vspread,
- mod,
- te_impact,
- MASK_PROJECTILE | MASK_WATER
- };
- // [Paril-KEX]
- if (self->client && !G_ShouldPlayersCollide(true))
- args.mask &= ~CONTENTS_PLAYER;
- // special case: we started in water.
- if (gi.pointcontents(start) & MASK_WATER)
- {
- args.water = true;
- args.water_start = start;
- args.mask &= ~MASK_WATER;
- }
- // check initial firing position
- pierce_trace(self->s.origin, start, self, args, args.mask);
- // we're clear, so do the second pierce
- if (args.tr.fraction == 1.f)
- {
- args.restore();
- vec3_t end, dir, forward, right, up;
- dir = vectoangles(aimdir);
- AngleVectors(dir, forward, right, up);
- float r = crandom() * hspread;
- float u = crandom() * vspread;
- end = start + (forward * 8192);
- end += (right * r);
- end += (up * u);
- pierce_trace(args.tr.endpos, end, self, args, args.mask);
- }
- // if went through water, determine where the end is and make a bubble trail
- if (args.water && te_impact != -1)
- {
- vec3_t pos, dir;
- dir = args.tr.endpos - args.water_start;
- dir.normalize();
- pos = args.tr.endpos + (dir * -2);
- if (gi.pointcontents(pos) & MASK_WATER)
- args.tr.endpos = pos;
- else
- args.tr = gi.traceline(pos, args.water_start, args.tr.ent != world ? args.tr.ent : nullptr, MASK_WATER);
- pos = args.water_start + args.tr.endpos;
- pos *= 0.5f;
- gi.WriteByte(svc_temp_entity);
- gi.WriteByte(TE_BUBBLETRAIL);
- gi.WritePosition(args.water_start);
- gi.WritePosition(args.tr.endpos);
- gi.multicast(pos, MULTICAST_PVS, false);
- }
- }
- /*
- =================
- fire_bullet
- Fires a single round. Used for machinegun and chaingun. Would be fine for
- pistols, rifles, etc....
- =================
- */
- void fire_bullet(edict_t *self, const vec3_t &start, const vec3_t &aimdir, int damage, int kick, int hspread, int vspread, mod_t mod)
- {
- fire_lead(self, start, aimdir, damage, kick, mod.id == MOD_TESLA ? -1 : TE_GUNSHOT, hspread, vspread, mod);
- }
- /*
- =================
- fire_shotgun
- Shoots shotgun pellets. Used by shotgun and super shotgun.
- =================
- */
- void fire_shotgun(edict_t *self, const vec3_t &start, const vec3_t &aimdir, int damage, int kick, int hspread, int vspread, int count, mod_t mod)
- {
- for (int i = 0; i < count; i++)
- fire_lead(self, start, aimdir, damage, kick, TE_SHOTGUN, hspread, vspread, mod);
- }
- /*
- =================
- fire_blaster
- Fires a single blaster bolt. Used by the blaster and hyper blaster.
- =================
- */
- TOUCH(blaster_touch) (edict_t *self, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
- {
- if (other == self->owner)
- return;
- if (tr.surface && (tr.surface->flags & SURF_SKY))
- {
- G_FreeEdict(self);
- return;
- }
- // PMM - crash prevention
- if (self->owner && self->owner->client)
- PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
- if (other->takedamage)
- T_Damage(other, self, self->owner, self->velocity, self->s.origin, tr.plane.normal, self->dmg, 1, DAMAGE_ENERGY, static_cast<mod_id_t>(self->style));
- else
- {
- gi.WriteByte(svc_temp_entity);
- gi.WriteByte( ( self->style != MOD_BLUEBLASTER ) ? TE_BLASTER : TE_BLUEHYPERBLASTER );
- gi.WritePosition(self->s.origin);
- gi.WriteDir(tr.plane.normal);
- gi.multicast(self->s.origin, MULTICAST_PHS, false);
- }
- G_FreeEdict(self);
- }
- void fire_blaster(edict_t *self, const vec3_t &start, const vec3_t &dir, int damage, int speed, effects_t effect, mod_t mod)
- {
- edict_t *bolt;
- trace_t tr;
- bolt = G_Spawn();
- bolt->svflags = SVF_PROJECTILE;
- bolt->s.origin = start;
- bolt->s.old_origin = start;
- bolt->s.angles = vectoangles(dir);
- bolt->velocity = dir * speed;
- bolt->movetype = MOVETYPE_FLYMISSILE;
- bolt->clipmask = MASK_PROJECTILE;
- // [Paril-KEX]
- if (self->client && !G_ShouldPlayersCollide(true))
- bolt->clipmask &= ~CONTENTS_PLAYER;
- bolt->flags |= FL_DODGE;
- bolt->solid = SOLID_BBOX;
- bolt->s.effects |= effect;
- bolt->s.modelindex = gi.modelindex("models/objects/laser/tris.md2");
- bolt->s.sound = gi.soundindex("misc/lasfly.wav");
- bolt->owner = self;
- bolt->touch = blaster_touch;
- bolt->nextthink = level.time + 2_sec;
- bolt->think = G_FreeEdict;
- bolt->dmg = damage;
- bolt->classname = "bolt";
- bolt->style = mod.id;
- gi.linkentity(bolt);
- tr = gi.traceline(self->s.origin, bolt->s.origin, bolt, bolt->clipmask);
- if (tr.fraction < 1.0f)
- {
- bolt->s.origin = tr.endpos + (tr.plane.normal * 1.f);
- bolt->touch(bolt, tr.ent, tr, false);
- }
- }
- constexpr spawnflags_t SPAWNFLAG_GRENADE_HAND = 1_spawnflag;
- constexpr spawnflags_t SPAWNFLAG_GRENADE_HELD = 2_spawnflag;
- /*
- =================
- fire_grenade
- =================
- */
- THINK(Grenade_Explode) (edict_t *ent) -> void
- {
- vec3_t origin;
- mod_t mod;
- if (ent->owner->client)
- PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
- // FIXME: if we are onground then raise our Z just a bit since we are a point?
- if (ent->enemy)
- {
- float points;
- vec3_t v;
- vec3_t dir;
- v = ent->enemy->mins + ent->enemy->maxs;
- v = ent->enemy->s.origin + (v * 0.5f);
- v = ent->s.origin - v;
- points = ent->dmg - 0.5f * v.length();
- dir = ent->enemy->s.origin - ent->s.origin;
- if (ent->spawnflags.has(SPAWNFLAG_GRENADE_HAND))
- mod = MOD_HANDGRENADE;
- else
- mod = MOD_GRENADE;
- T_Damage(ent->enemy, ent, ent->owner, dir, ent->s.origin, vec3_origin, (int) points, (int) points, DAMAGE_RADIUS, mod);
- }
- if (ent->spawnflags.has(SPAWNFLAG_GRENADE_HELD))
- mod = MOD_HELD_GRENADE;
- else if (ent->spawnflags.has(SPAWNFLAG_GRENADE_HAND))
- mod = MOD_HG_SPLASH;
- else
- mod = MOD_G_SPLASH;
- T_RadiusDamage(ent, ent->owner, (float) ent->dmg, ent->enemy, ent->dmg_radius, DAMAGE_NONE, mod);
- origin = ent->s.origin + (ent->velocity * -0.02f);
- gi.WriteByte(svc_temp_entity);
- if (ent->waterlevel)
- {
- if (ent->groundentity)
- gi.WriteByte(TE_GRENADE_EXPLOSION_WATER);
- else
- gi.WriteByte(TE_ROCKET_EXPLOSION_WATER);
- }
- else
- {
- if (ent->groundentity)
- gi.WriteByte(TE_GRENADE_EXPLOSION);
- else
- gi.WriteByte(TE_ROCKET_EXPLOSION);
- }
- gi.WritePosition(origin);
- gi.multicast(ent->s.origin, MULTICAST_PHS, false);
- G_FreeEdict(ent);
- }
- TOUCH(Grenade_Touch) (edict_t *ent, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
- {
- if (other == ent->owner)
- return;
- if (tr.surface && (tr.surface->flags & SURF_SKY))
- {
- G_FreeEdict(ent);
- return;
- }
- if (!other->takedamage)
- {
- if (ent->spawnflags.has(SPAWNFLAG_GRENADE_HAND))
- {
- if (frandom() > 0.5f)
- gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
- else
- gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
- }
- else
- {
- gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
- }
- return;
- }
- ent->enemy = other;
- Grenade_Explode(ent);
- }
- THINK(Grenade4_Think) (edict_t *self) -> void
- {
- if (level.time >= self->timestamp)
- {
- Grenade_Explode(self);
- return;
- }
-
- if (self->velocity)
- {
- float p = self->s.angles.x;
- float z = self->s.angles.z;
- float speed_frac = clamp(self->velocity.lengthSquared() / (self->speed * self->speed), 0.f, 1.f);
- self->s.angles = vectoangles(self->velocity);
- self->s.angles.x = LerpAngle(p, self->s.angles.x, speed_frac);
- self->s.angles.z = z + (gi.frame_time_s * 360 * speed_frac);
- }
- self->nextthink = level.time + FRAME_TIME_S;
- }
- void fire_grenade(edict_t *self, const vec3_t &start, const vec3_t &aimdir, int damage, int speed, gtime_t timer, float damage_radius, float right_adjust, float up_adjust, bool monster)
- {
- edict_t *grenade;
- vec3_t dir;
- vec3_t forward, right, up;
- dir = vectoangles(aimdir);
- AngleVectors(dir, forward, right, up);
- grenade = G_Spawn();
- grenade->s.origin = start;
- grenade->velocity = aimdir * speed;
- if (up_adjust)
- {
- float gravityAdjustment = level.gravity / 800.f;
- grenade->velocity += up * up_adjust * gravityAdjustment;
- }
- if (right_adjust)
- grenade->velocity += right * right_adjust;
- grenade->movetype = MOVETYPE_BOUNCE;
- grenade->clipmask = MASK_PROJECTILE;
- // [Paril-KEX]
- if (self->client && !G_ShouldPlayersCollide(true))
- grenade->clipmask &= ~CONTENTS_PLAYER;
- grenade->solid = SOLID_BBOX;
- grenade->svflags |= SVF_PROJECTILE;
- grenade->flags |= ( FL_DODGE | FL_TRAP );
- grenade->s.effects |= EF_GRENADE;
- grenade->speed = speed;
- if (monster)
- {
- grenade->avelocity = { crandom() * 360, crandom() * 360, crandom() * 360 };
- grenade->s.modelindex = gi.modelindex("models/objects/grenade/tris.md2");
- grenade->nextthink = level.time + timer;
- grenade->think = Grenade_Explode;
- grenade->s.effects |= EF_GRENADE_LIGHT;
- }
- else
- {
- grenade->s.modelindex = gi.modelindex("models/objects/grenade4/tris.md2");
- grenade->s.angles = vectoangles(grenade->velocity);
- grenade->nextthink = level.time + FRAME_TIME_S;
- grenade->timestamp = level.time + timer;
- grenade->think = Grenade4_Think;
- grenade->s.renderfx |= RF_MINLIGHT;
- }
- grenade->owner = self;
- grenade->touch = Grenade_Touch;
- grenade->dmg = damage;
- grenade->dmg_radius = damage_radius;
- grenade->classname = "grenade";
- gi.linkentity(grenade);
- }
- void fire_grenade2(edict_t *self, const vec3_t &start, const vec3_t &aimdir, int damage, int speed, gtime_t timer, float damage_radius, bool held)
- {
- edict_t *grenade;
- vec3_t dir;
- vec3_t forward, right, up;
- dir = vectoangles(aimdir);
- AngleVectors(dir, forward, right, up);
- grenade = G_Spawn();
- grenade->s.origin = start;
- grenade->velocity = aimdir * speed;
- float gravityAdjustment = level.gravity / 800.f;
- grenade->velocity += up * (200 + crandom() * 10.0f) * gravityAdjustment;
- grenade->velocity += right * (crandom() * 10.0f);
- grenade->avelocity = { crandom() * 360, crandom() * 360, crandom() * 360 };
- grenade->movetype = MOVETYPE_BOUNCE;
- grenade->clipmask = MASK_PROJECTILE;
- // [Paril-KEX]
- if (self->client && !G_ShouldPlayersCollide(true))
- grenade->clipmask &= ~CONTENTS_PLAYER;
- grenade->solid = SOLID_BBOX;
- grenade->svflags |= SVF_PROJECTILE;
- grenade->flags |= ( FL_DODGE | FL_TRAP );
- grenade->s.effects |= EF_GRENADE;
- grenade->s.modelindex = gi.modelindex("models/objects/grenade3/tris.md2");
- grenade->owner = self;
- grenade->touch = Grenade_Touch;
- grenade->nextthink = level.time + timer;
- grenade->think = Grenade_Explode;
- grenade->dmg = damage;
- grenade->dmg_radius = damage_radius;
- grenade->classname = "hand_grenade";
- grenade->spawnflags = SPAWNFLAG_GRENADE_HAND;
- if (held)
- grenade->spawnflags |= SPAWNFLAG_GRENADE_HELD;
- grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav");
- if (timer <= 0_ms)
- Grenade_Explode(grenade);
- else
- {
- gi.sound(self, CHAN_WEAPON, gi.soundindex("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
- gi.linkentity(grenade);
- }
- }
- /*
- =================
- fire_rocket
- =================
- */
- TOUCH(rocket_touch) (edict_t *ent, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
- {
- vec3_t origin;
- if (other == ent->owner)
- return;
- if (tr.surface && (tr.surface->flags & SURF_SKY))
- {
- G_FreeEdict(ent);
- return;
- }
- if (ent->owner->client)
- PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
- // calculate position for the explosion entity
- origin = ent->s.origin + tr.plane.normal;
- if (other->takedamage)
- {
- T_Damage(other, ent, ent->owner, ent->velocity, ent->s.origin, tr.plane.normal, ent->dmg, 0, DAMAGE_NONE, MOD_ROCKET);
- }
- else
- {
- // don't throw any debris in net games
- if (!deathmatch->integer && !coop->integer)
- {
- if (tr.surface && !(tr.surface->flags & (SURF_WARP | SURF_TRANS33 | SURF_TRANS66 | SURF_FLOWING)))
- {
- ThrowGibs(ent, 2, {
- { (size_t) irandom(5), "models/objects/debris2/tris.md2", GIB_METALLIC | GIB_DEBRIS }
- });
- }
- }
- }
- T_RadiusDamage(ent, ent->owner, (float) ent->radius_dmg, other, ent->dmg_radius, DAMAGE_NONE, MOD_R_SPLASH);
- gi.WriteByte(svc_temp_entity);
- if (ent->waterlevel)
- gi.WriteByte(TE_ROCKET_EXPLOSION_WATER);
- else
- gi.WriteByte(TE_ROCKET_EXPLOSION);
- gi.WritePosition(origin);
- gi.multicast(ent->s.origin, MULTICAST_PHS, false);
- G_FreeEdict(ent);
- }
- edict_t *fire_rocket(edict_t *self, const vec3_t &start, const vec3_t &dir, int damage, int speed, float damage_radius, int radius_damage)
- {
- edict_t *rocket;
- rocket = G_Spawn();
- rocket->s.origin = start;
- rocket->s.angles = vectoangles(dir);
- rocket->velocity = dir * speed;
- rocket->movetype = MOVETYPE_FLYMISSILE;
- rocket->svflags |= SVF_PROJECTILE;
- rocket->flags |= FL_DODGE;
- rocket->clipmask = MASK_PROJECTILE;
- // [Paril-KEX]
- if (self->client && !G_ShouldPlayersCollide(true))
- rocket->clipmask &= ~CONTENTS_PLAYER;
- rocket->solid = SOLID_BBOX;
- rocket->s.effects |= EF_ROCKET;
- rocket->s.modelindex = gi.modelindex("models/objects/rocket/tris.md2");
- rocket->owner = self;
- rocket->touch = rocket_touch;
- rocket->nextthink = level.time + gtime_t::from_sec(8000.f / speed);
- rocket->think = G_FreeEdict;
- rocket->dmg = damage;
- rocket->radius_dmg = radius_damage;
- rocket->dmg_radius = damage_radius;
- rocket->s.sound = gi.soundindex("weapons/rockfly.wav");
- rocket->classname = "rocket";
- gi.linkentity(rocket);
- return rocket;
- }
- using search_callback_t = decltype(game_import_t::inPVS);
- bool binary_positional_search_r(const vec3_t &viewer, const vec3_t &start, const vec3_t &end, search_callback_t cb, int32_t split_num)
- {
- // check half-way point
- vec3_t mid = (start + end) * 0.5f;
- if (cb(viewer, mid, true))
- return true;
- // no more splits
- if (!split_num)
- return false;
- // recursively check both sides
- return binary_positional_search_r(viewer, start, mid, cb, split_num - 1) || binary_positional_search_r(viewer, mid, end, cb, split_num - 1);
- }
- // [Paril-KEX] simple binary search through a line to see if any points along
- // the line (in a binary split) pass the callback
- bool binary_positional_search(const vec3_t &viewer, const vec3_t &start, const vec3_t &end, search_callback_t cb, int32_t num_splits)
- {
- // check start/end first
- if (cb(viewer, start, true) || cb(viewer, end, true))
- return true;
- // recursive split
- return binary_positional_search_r(viewer, start, end, cb, num_splits);
- }
- struct fire_rail_pierce_t : pierce_args_t
- {
- edict_t *self;
- vec3_t aimdir;
- int damage;
- int kick;
- bool water = false;
- inline fire_rail_pierce_t(edict_t *self, vec3_t aimdir, int damage, int kick) :
- pierce_args_t(),
- self(self),
- aimdir(aimdir),
- damage(damage),
- kick(kick)
- {
- }
- // we hit an entity; return false to stop the piercing.
- // you can adjust the mask for the re-trace (for water, etc).
- bool hit(contents_t &mask, vec3_t &end) override
- {
- if (tr.contents & (CONTENTS_SLIME | CONTENTS_LAVA))
- {
- mask &= ~(CONTENTS_SLIME | CONTENTS_LAVA);
- water = true;
- return true;
- }
- else
- {
- // try to kill it first
- if ((tr.ent != self) && (tr.ent->takedamage))
- T_Damage(tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_NONE, MOD_RAILGUN);
- // dead, so we don't need to care about checking pierce
- if (!tr.ent->inuse || (!tr.ent->solid || tr.ent->solid == SOLID_TRIGGER))
- return true;
- // ZOID--added so rail goes through SOLID_BBOX entities (gibs, etc)
- if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client) ||
- // ROGUE
- (tr.ent->flags & FL_DAMAGEABLE) ||
- // ROGUE
- (tr.ent->solid == SOLID_BBOX))
- {
- if (!mark(tr.ent))
- return false;
- return true;
- }
- }
- return false;
- }
- };
- // [Paril-KEX] get the current unique unicast key
- uint32_t GetUnicastKey()
- {
- static uint32_t key = 1;
- if (!key)
- return key = 1;
- return key++;
- }
- /*
- =================
- fire_rail
- =================
- */
- void fire_rail(edict_t *self, const vec3_t &start, const vec3_t &aimdir, int damage, int kick)
- {
- fire_rail_pierce_t args = {
- self,
- aimdir,
- damage,
- kick
- };
- contents_t mask = MASK_PROJECTILE | CONTENTS_SLIME | CONTENTS_LAVA;
-
- // [Paril-KEX]
- if (self->client && !G_ShouldPlayersCollide(true))
- mask &= ~CONTENTS_PLAYER;
- vec3_t end = start + (aimdir * 8192);
- pierce_trace(start, end, self, args, mask);
- uint32_t unicast_key = GetUnicastKey();
- // send gun puff / flash
- // [Paril-KEX] this often makes double noise, so trying
- // a slightly different approach...
- for (auto player : active_players())
- {
- vec3_t org = player->s.origin + player->client->ps.viewoffset + vec3_t{ 0, 0, (float) player->client->ps.pmove.viewheight };
- if (binary_positional_search(org, start, args.tr.endpos, gi.inPHS, 3))
- {
- gi.WriteByte(svc_temp_entity);
- gi.WriteByte((deathmatch->integer && g_instagib->integer) ? TE_RAILTRAIL2 : TE_RAILTRAIL);
- gi.WritePosition(start);
- gi.WritePosition(args.tr.endpos);
- gi.unicast(player, false, unicast_key);
- }
- }
- if (self->client)
- PlayerNoise(self, args.tr.endpos, PNOISE_IMPACT);
- }
- static vec3_t bfg_laser_pos(vec3_t p, float dist)
- {
- float theta = frandom(2 * PIf);
- float phi = acos(crandom());
- vec3_t d {
- sin(phi) * cos(theta),
- sin(phi) * sin(theta),
- cos(phi)
- };
- return p + (d * dist);
- }
- THINK(bfg_laser_update) (edict_t *self) -> void
- {
- if (level.time > self->timestamp || !self->owner->inuse)
- {
- G_FreeEdict(self);
- return;
- }
- self->s.origin = self->owner->s.origin;
- self->nextthink = level.time + 1_ms;
- gi.linkentity(self);
- }
- static void bfg_spawn_laser(edict_t *self)
- {
- vec3_t end = bfg_laser_pos(self->s.origin, 256);
- trace_t tr = gi.traceline(self->s.origin, end, self, MASK_OPAQUE);
- if (tr.fraction == 1.0f)
- return;
- edict_t *laser = G_Spawn();
- laser->s.frame = 3;
- laser->s.renderfx = RF_BEAM_LIGHTNING;
- laser->movetype = MOVETYPE_NONE;
- laser->solid = SOLID_NOT;
- laser->s.modelindex = MODELINDEX_WORLD; // must be non-zero
- laser->s.origin = self->s.origin;
- laser->s.old_origin = tr.endpos;
- laser->s.skinnum = 0xD0D0D0D0;
- laser->think = bfg_laser_update;
- laser->nextthink = level.time + 1_ms;
- laser->timestamp = level.time + 300_ms;
- laser->owner = self;
- gi.linkentity(laser);
- }
- /*
- =================
- fire_bfg
- =================
- */
- THINK(bfg_explode) (edict_t *self) -> void
- {
- edict_t *ent;
- float points;
- vec3_t v;
- float dist;
- bfg_spawn_laser(self);
- if (self->s.frame == 0)
- {
- // the BFG effect
- ent = nullptr;
- while ((ent = findradius(ent, self->s.origin, self->dmg_radius)) != nullptr)
- {
- if (!ent->takedamage)
- continue;
- if (ent == self->owner)
- continue;
- if (!CanDamage(ent, self))
- continue;
- if (!CanDamage(ent, self->owner))
- continue;
- // ROGUE - make tesla hurt by bfg
- if (!(ent->svflags & SVF_MONSTER) && !(ent->flags & FL_DAMAGEABLE) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
- continue;
- // ZOID
- // don't target players in CTF
- if (CheckTeamDamage(ent, self->owner))
- continue;
- // ZOID
- v = ent->mins + ent->maxs;
- v = ent->s.origin + (v * 0.5f);
- vec3_t centroid = v;
- v = self->s.origin - centroid;
- dist = v.length();
- points = self->radius_dmg * (1.0f - sqrtf(dist / self->dmg_radius));
- T_Damage(ent, self, self->owner, self->velocity, centroid, vec3_origin, (int) points, 0, DAMAGE_ENERGY, MOD_BFG_EFFECT);
- // Paril: draw BFG lightning laser to enemies
- gi.WriteByte(svc_temp_entity);
- gi.WriteByte(TE_BFG_ZAP);
- gi.WritePosition(self->s.origin);
- gi.WritePosition(centroid);
- gi.multicast(self->s.origin, MULTICAST_PHS, false);
- }
- }
- self->nextthink = level.time + 10_hz;
- self->s.frame++;
- if (self->s.frame == 5)
- self->think = G_FreeEdict;
- }
- TOUCH(bfg_touch) (edict_t *self, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
- {
- if (other == self->owner)
- return;
- if (tr.surface && (tr.surface->flags & SURF_SKY))
- {
- G_FreeEdict(self);
- return;
- }
- if (self->owner->client)
- PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
- // core explosion - prevents firing it into the wall/floor
- if (other->takedamage)
- T_Damage(other, self, self->owner, self->velocity, self->s.origin, tr.plane.normal, 200, 0, DAMAGE_ENERGY, MOD_BFG_BLAST);
- T_RadiusDamage(self, self->owner, 200, other, 100, DAMAGE_ENERGY, MOD_BFG_BLAST);
- gi.sound(self, CHAN_VOICE, gi.soundindex("weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0);
- self->solid = SOLID_NOT;
- self->touch = nullptr;
- self->s.origin += self->velocity * (-1 * gi.frame_time_s);
- self->velocity = {};
- self->s.modelindex = gi.modelindex("sprites/s_bfg3.sp2");
- self->s.frame = 0;
- self->s.sound = 0;
- self->s.effects &= ~EF_ANIM_ALLFAST;
- self->think = bfg_explode;
- self->nextthink = level.time + 10_hz;
- self->enemy = other;
- gi.WriteByte(svc_temp_entity);
- gi.WriteByte(TE_BFG_BIGEXPLOSION);
- gi.WritePosition(self->s.origin);
- gi.multicast(self->s.origin, MULTICAST_PHS, false);
- }
- struct bfg_laser_pierce_t : pierce_args_t
- {
- edict_t *self;
- vec3_t dir;
- int damage;
- inline bfg_laser_pierce_t(edict_t *self, vec3_t dir, int damage) :
- pierce_args_t(),
- self(self),
- dir(dir),
- damage(damage)
- {
- }
- // we hit an entity; return false to stop the piercing.
- // you can adjust the mask for the re-trace (for water, etc).
- bool hit(contents_t &mask, vec3_t &end) override
- {
- // hurt it if we can
- if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER) && (tr.ent != self->owner))
- T_Damage(tr.ent, self, self->owner, dir, tr.endpos, vec3_origin, damage, 1, DAMAGE_ENERGY, MOD_BFG_LASER);
- // if we hit something that's not a monster or player we're done
- if (!(tr.ent->svflags & SVF_MONSTER) && !(tr.ent->flags & FL_DAMAGEABLE) && (!tr.ent->client))
- {
- gi.WriteByte(svc_temp_entity);
- gi.WriteByte(TE_LASER_SPARKS);
- gi.WriteByte(4);
- gi.WritePosition(tr.endpos);
- gi.WriteDir(tr.plane.normal);
- gi.WriteByte(self->s.skinnum);
- gi.multicast(tr.endpos, MULTICAST_PVS, false);
- return false;
- }
- if (!mark(tr.ent))
- return false;
-
- return true;
- }
- };
- THINK(bfg_think) (edict_t *self) -> void
- {
- edict_t *ent;
- vec3_t point;
- vec3_t dir;
- vec3_t start;
- vec3_t end;
- int dmg;
- trace_t tr;
- if (deathmatch->integer)
- dmg = 5;
- else
- dmg = 10;
- bfg_spawn_laser(self);
- ent = nullptr;
- while ((ent = findradius(ent, self->s.origin, 256)) != nullptr)
- {
- if (ent == self)
- continue;
- if (ent == self->owner)
- continue;
- if (!ent->takedamage)
- continue;
- // ROGUE - make tesla hurt by bfg
- if (!(ent->svflags & SVF_MONSTER) && !(ent->flags & FL_DAMAGEABLE) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
- continue;
- // ZOID
- // don't target players in CTF
- if (CheckTeamDamage(ent, self->owner))
- continue;
- // ZOID
- point = (ent->absmin + ent->absmax) * 0.5f;
- dir = point - self->s.origin;
- dir.normalize();
- start = self->s.origin;
- end = start + (dir * 2048);
- // [Paril-KEX] don't fire a laser if we're blocked by the world
- tr = gi.traceline(start, point, nullptr, MASK_SOLID);
- if (tr.fraction < 1.0f)
- continue;
- bfg_laser_pierce_t args {
- self,
- dir,
- dmg
- };
-
- pierce_trace(start, end, self, args, CONTENTS_SOLID | CONTENTS_MONSTER | CONTENTS_PLAYER | CONTENTS_DEADMONSTER);
- gi.WriteByte(svc_temp_entity);
- gi.WriteByte(TE_BFG_LASER);
- gi.WritePosition(self->s.origin);
- gi.WritePosition(tr.endpos);
- gi.multicast(self->s.origin, MULTICAST_PHS, false);
- }
- self->nextthink = level.time + 10_hz;
- }
- void fire_bfg(edict_t *self, const vec3_t &start, const vec3_t &dir, int damage, int speed, float damage_radius)
- {
- edict_t *bfg;
- bfg = G_Spawn();
- bfg->s.origin = start;
- bfg->s.angles = vectoangles(dir);
- bfg->velocity = dir * speed;
- bfg->movetype = MOVETYPE_FLYMISSILE;
- bfg->clipmask = MASK_PROJECTILE;
- bfg->svflags = SVF_PROJECTILE;
- // [Paril-KEX]
- if (self->client && !G_ShouldPlayersCollide(true))
- bfg->clipmask &= ~CONTENTS_PLAYER;
- bfg->solid = SOLID_BBOX;
- bfg->s.effects |= EF_BFG | EF_ANIM_ALLFAST;
- bfg->s.modelindex = gi.modelindex("sprites/s_bfg1.sp2");
- bfg->owner = self;
- bfg->touch = bfg_touch;
- bfg->nextthink = level.time + gtime_t::from_sec(8000.f / speed);
- bfg->think = G_FreeEdict;
- bfg->radius_dmg = damage;
- bfg->dmg_radius = damage_radius;
- bfg->classname = "bfg blast";
- bfg->s.sound = gi.soundindex("weapons/bfg__l1a.wav");
- bfg->think = bfg_think;
- bfg->nextthink = level.time + FRAME_TIME_S;
- bfg->teammaster = bfg;
- bfg->teamchain = nullptr;
- gi.linkentity(bfg);
- }
- TOUCH(disintegrator_touch) (edict_t *self, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
- {
- gi.WriteByte(svc_temp_entity);
- gi.WriteByte(TE_WIDOWSPLASH);
- gi.WritePosition(self->s.origin - (self->velocity * 0.01f));
- gi.multicast(self->s.origin, MULTICAST_PHS, false);
- G_FreeEdict(self);
- if (other->svflags & (SVF_MONSTER | SVF_PLAYER))
- {
- other->disintegrator_time += 50_sec;
- other->disintegrator = self->owner;
- }
- }
- void fire_disintegrator(edict_t *self, const vec3_t &start, const vec3_t &forward, int speed)
- {
- edict_t *bfg;
- bfg = G_Spawn();
- bfg->s.origin = start;
- bfg->s.angles = vectoangles(forward);
- bfg->velocity = forward * speed;
- bfg->movetype = MOVETYPE_FLYMISSILE;
- bfg->clipmask = MASK_PROJECTILE;
- // [Paril-KEX]
- if (self->client && !G_ShouldPlayersCollide(true))
- bfg->clipmask &= ~CONTENTS_PLAYER;
- bfg->solid = SOLID_BBOX;
- bfg->s.effects |= EF_TAGTRAIL | EF_ANIM_ALL;
- bfg->s.renderfx |= RF_TRANSLUCENT;
- bfg->svflags |= SVF_PROJECTILE;
- bfg->flags |= FL_DODGE;
- bfg->s.modelindex = gi.modelindex("sprites/s_bfg1.sp2");
- bfg->owner = self;
- bfg->touch = disintegrator_touch;
- bfg->nextthink = level.time + gtime_t::from_sec(8000.f / speed);
- bfg->think = G_FreeEdict;
- bfg->classname = "disint ball";
- bfg->s.sound = gi.soundindex("weapons/bfg__l1a.wav");
- gi.linkentity(bfg);
- }
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