public void touch(edict_t ent, edict_t other, cplane_t plane, csurface_t surf) { float[] origin = {0, 0, 0}; int n; if (other == ent.owner) return; if (surf != null && (surf.flags & Defines.SURF_SKY) != 0) { GameUtil.G_FreeEdict(ent); return; } if (ent.owner.client != null) PlayerWeapon.PlayerNoise(ent.owner, ent.s.origin, Defines.PNOISE_IMPACT); // calculate position for the explosion entity Math3D.VectorMA(ent.s.origin, -0.02f, ent.velocity, origin); if (other.takedamage != 0) { GameCombat.T_Damage( other, ent, ent.owner, ent.velocity, ent.s.origin, plane.normal, ent.dmg, 0, 0, Defines.MOD_ROCKET); } else { // don't throw any debris in net games if (GameBase.deathmatch.value == 0 && 0 == GameBase.coop.value) { if ((surf != null) && 0 == (surf.flags & (Defines.SURF_WARP | Defines.SURF_TRANS33 | Defines.SURF_TRANS66 | Defines.SURF_FLOWING))) { n = Lib.rand() % 5; while (n-- > 0) GameMisc.ThrowDebris(ent, "models/objects/debris2/tris.md2", 2, ent.s.origin); } } } GameCombat.T_RadiusDamage( ent, ent.owner, ent.radius_dmg, other, ent.dmg_radius, Defines.MOD_R_SPLASH); GameBase.gi.WriteByte(Defines.svc_temp_entity); if (ent.waterlevel != 0) GameBase.gi.WriteByte(Defines.TE_ROCKET_EXPLOSION_WATER); else GameBase.gi.WriteByte(Defines.TE_ROCKET_EXPLOSION); GameBase.gi.WritePosition(origin); GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PHS); GameUtil.G_FreeEdict(ent); }
public boolean think(edict_t ent) { float[] origin = {0, 0, 0}; int mod; if (ent.owner.client != null) PlayerWeapon.PlayerNoise(ent.owner, ent.s.origin, Defines.PNOISE_IMPACT); // FIXME: if we are onground then raise our Z just a bit since we // are a point? if (ent.enemy != null) { float points = 0; float[] v = {0, 0, 0}; float[] dir = {0, 0, 0}; Math3D.VectorAdd(ent.enemy.mins, ent.enemy.maxs, v); Math3D.VectorMA(ent.enemy.s.origin, 0.5f, v, v); Math3D.VectorSubtract(ent.s.origin, v, v); points = ent.dmg - 0.5f * Math3D.VectorLength(v); Math3D.VectorSubtract(ent.enemy.s.origin, ent.s.origin, dir); if ((ent.spawnflags & 1) != 0) mod = Defines.MOD_HANDGRENADE; else mod = Defines.MOD_GRENADE; GameCombat.T_Damage( ent.enemy, ent, ent.owner, dir, ent.s.origin, Globals.vec3_origin, (int) points, (int) points, Defines.DAMAGE_RADIUS, mod); } if ((ent.spawnflags & 2) != 0) mod = Defines.MOD_HELD_GRENADE; else if ((ent.spawnflags & 1) != 0) mod = Defines.MOD_HG_SPLASH; else mod = Defines.MOD_G_SPLASH; GameCombat.T_RadiusDamage(ent, ent.owner, ent.dmg, ent.enemy, ent.dmg_radius, mod); Math3D.VectorMA(ent.s.origin, -0.02f, ent.velocity, origin); GameBase.gi.WriteByte(Defines.svc_temp_entity); if (ent.waterlevel != 0) { if (ent.groundentity != null) GameBase.gi.WriteByte(Defines.TE_GRENADE_EXPLOSION_WATER); else GameBase.gi.WriteByte(Defines.TE_ROCKET_EXPLOSION_WATER); } else { if (ent.groundentity != null) GameBase.gi.WriteByte(Defines.TE_GRENADE_EXPLOSION); else GameBase.gi.WriteByte(Defines.TE_ROCKET_EXPLOSION); } GameBase.gi.WritePosition(origin); GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PHS); GameUtil.G_FreeEdict(ent); return true; }
public void touch(edict_t self, edict_t other, cplane_t plane, csurface_t surf) { if (other == self.owner) return; if (surf != null && (surf.flags & Defines.SURF_SKY) != 0) { GameUtil.G_FreeEdict(self); return; } if (self.owner.client != null) PlayerWeapon.PlayerNoise(self.owner, self.s.origin, Defines.PNOISE_IMPACT); // core explosion - prevents firing it into the wall/floor if (other.takedamage != 0) GameCombat.T_Damage( other, self, self.owner, self.velocity, self.s.origin, plane.normal, 200, 0, 0, Defines.MOD_BFG_BLAST); GameCombat.T_RadiusDamage(self, self.owner, 200, other, 100, Defines.MOD_BFG_BLAST); GameBase.gi.sound( self, Defines.CHAN_VOICE, GameBase.gi.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); }
public void touch(edict_t self, edict_t other, cplane_t plane, csurface_t surf) { int mod; if (other == self.owner) return; if (surf != null && (surf.flags & Defines.SURF_SKY) != 0) { GameUtil.G_FreeEdict(self); return; } if (self.owner.client != null) PlayerWeapon.PlayerNoise(self.owner, self.s.origin, Defines.PNOISE_IMPACT); if (other.takedamage != 0) { if ((self.spawnflags & 1) != 0) mod = Defines.MOD_HYPERBLASTER; else mod = Defines.MOD_BLASTER; // bugfix null plane rst float[] normal; if (plane == null) normal = new float[3]; else normal = plane.normal; GameCombat.T_Damage( other, self, self.owner, self.velocity, self.s.origin, normal, self.dmg, 1, Defines.DAMAGE_ENERGY, mod); } else { GameBase.gi.WriteByte(Defines.svc_temp_entity); GameBase.gi.WriteByte(Defines.TE_BLASTER); GameBase.gi.WritePosition(self.s.origin); if (plane == null) GameBase.gi.WriteDir(Globals.vec3_origin); else GameBase.gi.WriteDir(plane.normal); GameBase.gi.multicast(self.s.origin, Defines.MULTICAST_PVS); } GameUtil.G_FreeEdict(self); }
/* * ================= * 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); }
/* * ================= * 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) { 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); } }