git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@725 e016b1c5-ed68-44aa-a2f7-31cac88cffde
646 lines
18 KiB
C++
646 lines
18 KiB
C++
// weapon.cpp: all shooting and effects code
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#include "cube.h"
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#include "bot/bot.h"
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struct guninfo { short sound, reload, reloadtime, attackdelay, damage, projspeed, part, spread, recoil, magsize, mdl_kick_rot, mdl_kick_back; bool isauto; char *name; };
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const int SGRAYS = 21; //down from 21, must be 32 or less (default)
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const float SGSPREAD = 2;
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vec sg[SGRAYS];
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guninfo guns[NUMGUNS] =
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{
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{ S_KNIFE, S_NULL, 0, 500, 50, 0, 0, 1, 1, 1, 0, 0, false, "knife" },
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{ S_PISTOL, S_RPISTOL, 1400, 170, 19, 0, 0, 80, 10, 8, 6, 5, false, "pistol" }, // *SGRAYS
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{ S_SHOTGUN, S_RSHOTGUN, 2400, 1000, 5, 0, 0, 1, 35, 7, 9, 9, false, "shotgun" }, //reload time is for 1 shell from 7 too powerful to 6
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{ S_SUBGUN, S_RSUBGUN, 1650, 80, 16/*15*/,0, 0, 70, 15, 30, 1, 2, true, "subgun" },
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{ S_SNIPER, S_RSNIPER, 1950, 1500, 85, 0, 0, 60, 50, 5, 4, 4, false, "sniper" },
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{ S_ASSAULT, S_RASSAULT, 2000, 130, 25, 0, 0, 20, 40, 20, 0, 2, true, "assault" }, //recoil was 44
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{ S_NULL, S_NULL, 1000, 1200, 150, 20, 6, 1, 1, 1, 3, 1, "grenade" },
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};
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int nadetimer = 2000; // detonate after $ms
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bool gun_changed = false;
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void checkweaponswitch()
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{
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if(!player1->weaponchanging) return;
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int timeprogress = lastmillis-player1->lastaction;
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if(timeprogress>WEAPONCHANGE_TIME) { player1->weaponchanging = false; player1->lastaction = 0; }
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else if(timeprogress>WEAPONCHANGE_TIME/2)
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{
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gun_changed = true;
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if((!player1->akimbo && player1->akimbomillis && player1->nextweapon==GUN_PISTOL) ||
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(player1->akimbo && !player1->akimbomillis && player1->gunselect==GUN_PISTOL))
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player1->akimbo = !player1->akimbo;
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player1->gunselect = player1->nextweapon;
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};
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};
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void weaponswitch(int gun)
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{
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player1->weaponchanging = true;
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player1->lastaction = player1->akimbolastaction[0] = player1->akimbolastaction[1] = lastmillis;
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player1->nextweapon = gun;
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playsound(S_GUNCHANGE);
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};
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int currentprimary() { return player1->primary; };
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void weapon(int gun)
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{
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if(player1->state!=CS_ALIVE || player1->weaponchanging || NADE_IN_HAND || player1->reloading) return;
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if(gun != GUN_KNIFE && gun != GUN_GRENADE && gun != GUN_PISTOL && gun != player1->primary) return;
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if(gun == player1->gunselect) return;
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if(m_noguns && gun != GUN_KNIFE && gun != GUN_GRENADE) return;
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if(m_noprimary && gun != GUN_KNIFE && gun != GUN_GRENADE && gun != GUN_PISTOL) return;
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if(m_nopistol && gun == GUN_PISTOL) return;
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if(gun == GUN_GRENADE && !player1->mag[GUN_GRENADE]) return;
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setscope(false);
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weaponswitch(gun);
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};
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void shiftweapon(int s)
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{
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for(int i = 0; i < NUMGUNS && !player1->weaponchanging; i++)
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{
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int trygun = player1->gunselect + s + (s < 0 ? -i : i);
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if((trygun %= NUMGUNS) < 0) trygun += NUMGUNS;
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weapon(trygun);
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};
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};
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COMMAND(weapon, ARG_1INT);
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COMMAND(shiftweapon, ARG_1INT);
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COMMAND(currentprimary, ARG_1EST);
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VAR(scopefov, 5, 50, 50);
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bool scoped = false;
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int oldfov = 100;
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void setscope(bool activate)
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{
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if(activate == scoped) return;
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if(activate)
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{
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oldfov = getvar("fov");
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setvar("fov", scopefov);
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}
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else
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{
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setvar("fov", oldfov);
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}
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scoped = activate;
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}
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void altaction(int activate)
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{
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if(player1->gunselect == GUN_SNIPER && player1->state!=CS_DEAD) setscope(activate!=0);
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};
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COMMAND(altaction, ARG_1INT);
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void reload(playerent *d)
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{
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if(!d || d->state!=CS_ALIVE || d->reloading || d->weaponchanging) return;
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if(!reloadable_gun(d->gunselect) || d->ammo[d->gunselect]<=0) return;
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if(d->mag[d->gunselect] >= (has_akimbo(d) ? 2 : 1)*guns[d->gunselect].magsize) return;
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if(d == player1) setscope(false);
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d->reloading = true;
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d->lastaction = lastmillis;
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d->akimbolastaction[0] = d->akimbolastaction[1] = lastmillis;
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d->gunwait = guns[d->gunselect].reloadtime;
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int numbullets = (has_akimbo(d) ? 2 : 1)*guns[d->gunselect].magsize - d->mag[d->gunselect];
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if(has_akimbo(d)) numbullets = guns[d->gunselect].magsize * 2 - d->mag[d->gunselect];
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if(numbullets > d->ammo[d->gunselect]) numbullets = d->ammo[d->gunselect];
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d->mag[d->gunselect] += numbullets;
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d->ammo[d->gunselect] -= numbullets;
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if(has_akimbo(d)) playsoundc(S_RAKIMBO);
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else if(d->type==ENT_BOT) playsound(guns[d->gunselect].reload, &d->o);
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else playsoundc(guns[d->gunselect].reload);
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};
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void selfreload() { reload(player1); };
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COMMANDN(reload, selfreload, ARG_NONE);
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int reloadtime(int gun) { return guns[gun].reloadtime; };
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int attackdelay(int gun) { return guns[gun].attackdelay; };
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int magsize(int gun) { return guns[gun].magsize; };
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int kick_rot(int gun) { return guns[gun].mdl_kick_rot; };
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int kick_back(int gun) { return guns[gun].mdl_kick_back; };
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void createrays(vec &from, vec &to) // create random spread of rays for the shotgun
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{
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float f = to.dist(from)*SGSPREAD/1000;
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loopi(SGRAYS)
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{
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#define RNDD (rnd(101)-50)*f
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vec r(RNDD, RNDD, RNDD);
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sg[i] = to;
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sg[i].add(r);
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#undef RNDD
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};
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};
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//bool intersect(dynent *d, vec &from, vec &to) // if lineseg hits entity bounding box
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bool intersect(dynent *d, vec &from, vec &to, vec *end) // if lineseg hits entity bounding box
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{
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vec v = to, w = d->o, *p;
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v.sub(from);
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w.sub(from);
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float c1 = w.dot(v);
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if(c1<=0) p = &from;
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else
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{
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float c2 = v.squaredlen();
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if(c2<=c1) p = &to;
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else
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{
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float f = c1/c2;
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v.mul(f).add(from);
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p = &v;
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};
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};
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return p->x <= d->o.x+d->radius
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&& p->x >= d->o.x-d->radius
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&& p->y <= d->o.y+d->radius
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&& p->y >= d->o.y-d->radius
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&& p->z <= d->o.z+d->aboveeye
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&& p->z >= d->o.z-d->eyeheight;
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};
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playerent *intersectclosest(vec &from, vec &to, int &n, playerent *at)
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{
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playerent *best = NULL;
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float bestdist = 1e16f;
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if(at!=player1 && player1->state==CS_ALIVE && intersect(player1, from, to))
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{
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best = player1;
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bestdist = at->o.dist(player1->o);
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n = getclientnum();
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};
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loopv(players)
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{
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playerent *o = players[i];
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if(!o || o==at || o->state!=CS_ALIVE) continue;
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if(!intersect(o, from, to)) continue;
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float dist = at->o.dist(o->o);
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if(dist<bestdist)
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{
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best = o;
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bestdist = dist;
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n = i;
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};
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};
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return best;
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};
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playerent *playerincrosshair()
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{
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if(demoplayback) return NULL;
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int n;
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return intersectclosest(player1->o, worldpos, n, player1);
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};
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const int MAXPROJ = 100;
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struct projectile { vec o, to; float speed; playerent *owner; int gun; bool inuse, local; };
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projectile projs[MAXPROJ];
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void projreset() { loopi(MAXPROJ) projs[i].inuse = false; };
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void newprojectile(vec &from, vec &to, float speed, bool local, playerent *owner, int gun)
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{
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loopi(MAXPROJ)
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{
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projectile *p = &projs[i];
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if(p->inuse) continue;
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p->inuse = true;
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p->o = from;
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p->to = to;
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p->speed = speed;
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p->local = local;
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p->owner = owner;
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p->gun = gun;
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return;
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};
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};
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void hit(int target, int damage, playerent *d, playerent *at, bool gib=false)
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{
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d->lastpain = lastmillis;
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if(d==player1 || d->type==ENT_BOT) selfdamage(damage, -1, at, gib, d);
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else
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{
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addmsg(gib ? SV_GIBDAMAGE : SV_DAMAGE, "ri3", target, damage, d->lifesequence);
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playsound(S_PAIN1+rnd(5), &d->o);
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};
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particle_splash(3, damage, 1000, d->o);
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demodamage(damage, d->o);
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};
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const float RL_RADIUS = 7;
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const float RL_DAMRAD = 10; // hack
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void radialeffect(playerent *o, vec &v, int cn, int qdam, playerent *at)
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{
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if(o->state!=CS_ALIVE) return;
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vec temp;
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float dist = o->o.dist(v, temp);
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dist -= 2; // account for eye distance imprecision
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if(dist<RL_DAMRAD)
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{
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if(dist<0) dist = 0;
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int damage = (int)(qdam*(1-(dist/RL_DAMRAD)));
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hit(cn, damage, o, at, true);
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o->vel.add(temp.mul((RL_DAMRAD-dist)*damage/800));
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};
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};
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void splash(projectile *p, vec &v, vec &vold, int notthisplayer, int qdam)
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{
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particle_splash(0, 50, 300, v);
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p->inuse = false;
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if(p->gun!=GUN_GRENADE)
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{
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playsound(S_FEXPLODE, &v);
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// no push?
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}
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else
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{
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//playsound(S_RLHIT, &v);
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newsphere(v, RL_RADIUS, 0);
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dodynlight(vold, v, 0, 0, p->owner);
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if(!p->local) return;
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radialeffect(player1, v, -1, qdam, p->owner);
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loopv(players)
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{
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if(i==notthisplayer) continue;
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playerent *o = players[i];
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if(!o) continue;
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radialeffect(o, v, i, qdam, p->owner);
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};
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};
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};
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inline void projdamage(playerent *o, projectile *p, vec &v, int i, int qdam)
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{
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if(o->state!=CS_ALIVE) return;
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if(intersect(o, p->o, v))
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{
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splash(p, v, p->o, i, qdam);
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hit(i, qdam, o, p->owner, true); //fixme
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};
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};
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void moveprojectiles(float time)
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{
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loopi(MAXPROJ)
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{
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projectile *p = &projs[i];
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if(!p->inuse) continue;
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//int qdam = guns[p->gun].damage*(p->owner->quadmillis ? 4 : 1);
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int qdam = guns[p->gun].damage;
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vec v;
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float dist = p->to.dist(p->o, v);
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float dtime = dist*1000/p->speed;
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if(time>dtime) dtime = time;
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v.mul(time/dtime).add(p->o);
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if(p->local)
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{
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loopv(players)
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{
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playerent *o = players[i];
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if(!o) continue;
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projdamage(o, p, v, i, qdam);
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};
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if(p->owner!=player1) projdamage(player1, p, v, -1, qdam);
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};
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if(p->inuse)
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{
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if(time==dtime) splash(p, v, p->o, -1, qdam);
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else
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{
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if(p->gun==GUN_GRENADE) { dodynlight(p->o, v, 0, 255, p->owner); particle_splash(5, 2, 200, v); }
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else { particle_splash(1, 1, 200, v); particle_splash(guns[p->gun].part, 1, 1, v); };
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// Added by Rick
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traceresult_s tr;
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TraceLine(p->o, v, p->owner, true, &tr);
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if (tr.collided) splash(p, v, p->o, -1, qdam);
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// End add
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};
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};
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p->o = v;
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};
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};
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void throw_nade(playerent *d, vec &to, bounceent *p)
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{
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if(!p || !d) return;
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playsound(S_GRENADETHROW);
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p->bouncestate = NADE_THROWED;
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p->o = d->o;
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p->vel.z = sinf(RAD*d->pitch);
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float speed = cosf(RAD*d->pitch);
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p->vel.x = sinf(RAD*d->yaw)*speed;
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p->vel.y = -cosf(RAD*d->yaw)*speed;
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p->vel.mul(1.7f);
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vec throwdir = p->vel;
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throwdir.mul(2*d->radius);
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p->o.add(throwdir);
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d->thrownademillis = lastmillis;
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d->inhandnade = NULL;
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if(d==player1)
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{
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vec &from = d->o;
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player1->lastaction = lastmillis;
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addmsg(SV_SHOT, "ri8", d->gunselect, (int)(from.x*DMF), (int)(from.y*DMF), (int)(from.z*DMF), (int)(to.x*DMF), (int)(to.y*DMF), (int)(to.z*DMF), lastmillis-p->millis);
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};
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};
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bounceent *new_nade(playerent *d, int millis = 0)
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{
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bounceent *p = newbounceent();
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p->owner = d;
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p->millis = lastmillis;
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p->timetolife = 2000-millis;
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p->bouncestate = NADE_ACTIVATED;
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d->inhandnade = p;
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d->thrownademillis = 0;
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playsound(S_GRENADEPULL, (d==player1 ? NULL : &d->o));
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return p;
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};
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void explode_nade(bounceent *i)
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{
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if(!i) return;
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if(i->bouncestate != NADE_THROWED)
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{
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vec o = i->owner->o;
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o.add(0.1f);
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throw_nade(i->owner, o, i);
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};
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playsound(S_FEXPLODE, &i->o);
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newprojectile(i->o, i->o, 1, i->owner==player1, i->owner, GUN_GRENADE);
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};
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void shootv(int gun, vec &from, vec &to, playerent *d, bool local, int nademillis) // create visual effect from a shot
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{
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playsound(guns[gun].sound, d==player1 ? NULL : &d->o);
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switch(gun)
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{
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case GUN_KNIFE:
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break;
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case GUN_SHOTGUN:
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{
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loopi(SGRAYS) particle_splash(0, 5, 200, sg[i]);
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break;
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};
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case GUN_PISTOL:
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case GUN_SUBGUN:
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case GUN_ASSAULT:
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addshotline(d, from, to);
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particle_splash(0, 5, 250, to);
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//particle_trail(1, 10, from, to);
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break;
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case GUN_GRENADE:
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{
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if(d!=player1)
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{
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bounceent *p = new_nade(d, nademillis);
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throw_nade(d, to, p);
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}
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};
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break;
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case GUN_SNIPER:
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addshotline(d, from, to);
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particle_splash(0, 50, 200, to);
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particle_trail(1, 500, from, to);
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break;
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};
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};
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void hitpush(int target, int damage, playerent *d, playerent *at, vec &from, vec &to)
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{
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hit(target, damage, d, at, at->gunselect==GUN_KNIFE ? true : false);
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vec v;
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float dist = to.dist(from, v);
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v.mul(damage/dist/50);
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d->vel.add(v);
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};
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void shorten(vec &from, vec &to, vec &target)
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{
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target.sub(from).normalize().mul(from.dist(to)).add(from);
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};
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void raydamage(vec &from, vec &to, playerent *d)
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{
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int i = -1, gdam = guns[d->gunselect].damage;
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playerent *o = NULL;
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if(d->gunselect==GUN_SHOTGUN)
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{
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uint done = 0;
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playerent *cl = NULL;
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int n = -1;
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for(;;)
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{
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bool raysleft = false;
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int damage = 0;
|
|
o = NULL;
|
|
loop(r, SGRAYS) if((done&(1<<r))==0 && (cl = intersectclosest(from, sg[r], n, d)))
|
|
{
|
|
if(!o || o==cl)
|
|
{
|
|
damage += gdam;
|
|
o = cl;
|
|
done |= 1<<r;
|
|
i = n;
|
|
shorten(from, o->o, sg[r]);
|
|
}
|
|
else raysleft = true;
|
|
};
|
|
if(damage) hitpush(i, damage, o, d, from, to);
|
|
if(!raysleft) break;
|
|
};
|
|
}
|
|
else if((o = intersectclosest(from, to, i, d)))
|
|
{
|
|
hitpush(i, gdam, o, d, from, to);
|
|
shorten(from, o->o, to);
|
|
};
|
|
};
|
|
|
|
void spreadandrecoil(vec &from, vec &to, playerent *d)
|
|
{
|
|
//nothing special for a knife
|
|
if (d->gunselect==GUN_KNIFE || d->gunselect==GUN_GRENADE) return;
|
|
|
|
//spread
|
|
vec unitv;
|
|
float dist = to.dist(from, unitv);
|
|
float f = dist/1000;
|
|
int spd = guns[d->gunselect].spread;
|
|
|
|
//recoil
|
|
float rcl = guns[d->gunselect].recoil*-0.01f;
|
|
|
|
if(d->gunselect==GUN_ASSAULT)
|
|
{
|
|
if(d->shots > 3)
|
|
spd = 70;
|
|
rcl += (rnd(8)*-0.01f);
|
|
};
|
|
|
|
if((d->gunselect==GUN_SNIPER) /*&& (d->vel.x<.25f && d->vel.y<.25f)*/ && scoped)
|
|
{
|
|
spd = 1;
|
|
rcl = rcl / 3;
|
|
};
|
|
|
|
if(d->gunselect!=GUN_SHOTGUN) //no spread on shotgun
|
|
{
|
|
#define RNDD (rnd(spd)-spd/2)*f
|
|
vec r(RNDD, RNDD, RNDD);
|
|
to.add(r);
|
|
#undef RNDD
|
|
};
|
|
|
|
//increase pitch for recoil
|
|
d->vel.add(vec(unitv).mul(rcl/dist));
|
|
|
|
if(d->pitch<80.0f) d->pitch += guns[d->gunselect].recoil*0.05f;
|
|
};
|
|
|
|
bool hasammo(playerent *d) // bot mod
|
|
{
|
|
if(!d->mag[d->gunselect])
|
|
{
|
|
if (d->type==ENT_BOT) playsound(S_NOAMMO, &d->o);
|
|
else playsoundc(S_NOAMMO);
|
|
d->gunwait = 250;
|
|
d->lastattackgun = -1;
|
|
return false;
|
|
} else return true;
|
|
}
|
|
|
|
VARP(autoreload, 0, 1, 1);
|
|
|
|
const int grenadepulltime = 650;
|
|
bool akimboside = false;
|
|
|
|
void shoot(playerent *d, vec &targ)
|
|
{
|
|
int attacktime = lastmillis-d->lastaction;
|
|
|
|
vec from = d->o;
|
|
vec to = targ;
|
|
|
|
if(d->gunselect==GUN_GRENADE)
|
|
{
|
|
d->shots = 0;
|
|
|
|
if(d->thrownademillis && attacktime >= 13*(1000/25))
|
|
{
|
|
d->weaponchanging = true;
|
|
d->nextweapon = d->mag[GUN_GRENADE] ? GUN_GRENADE : d->primary;
|
|
d->thrownademillis = 0;
|
|
d->lastaction = lastmillis-1-WEAPONCHANGE_TIME/2;
|
|
};
|
|
|
|
if(d->weaponchanging || attacktime<d->gunwait) return;
|
|
d->gunwait = 0;
|
|
d->reloading = false;
|
|
|
|
if(d->attacking && !d->inhandnade) // activate
|
|
{
|
|
if(!hasammo(d)) return;
|
|
d->mag[d->gunselect]--;
|
|
new_nade(d);
|
|
d->gunwait = grenadepulltime;
|
|
d->lastaction = lastmillis;
|
|
d->lastattackgun = d->gunselect;
|
|
}
|
|
else if(!d->attacking && d->inhandnade && attacktime>grenadepulltime) // throw
|
|
{
|
|
throw_nade(d, targ, d->inhandnade);
|
|
}
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if(d->weaponchanging || attacktime<d->gunwait) return;
|
|
d->gunwait = 0;
|
|
d->reloading = false;
|
|
|
|
if(!d->attacking) { d->shots = 0; return; };
|
|
d->lastaction = lastmillis;
|
|
d->lastattackgun = d->gunselect;
|
|
|
|
if(d->gunselect!=GUN_KNIFE && !hasammo(d)) { d->shots = 0; return; };
|
|
|
|
if(guns[d->gunselect].isauto) d->shots++;
|
|
else d->attacking = false;
|
|
|
|
if(d->gunselect==GUN_PISTOL && d->akimbo)
|
|
{
|
|
d->attacking = true; //make akimbo auto
|
|
d->akimbolastaction[akimboside?1:0] = lastmillis;
|
|
akimboside = !akimboside;
|
|
};
|
|
|
|
if(d->gunselect!=GUN_KNIFE) d->mag[d->gunselect]--;
|
|
from.z -= 0.2f; // below eye
|
|
};
|
|
|
|
spreadandrecoil(from,to,d);
|
|
vec unitv;
|
|
float dist = to.dist(from, unitv);
|
|
unitv.div(dist);
|
|
|
|
if(d->gunselect==GUN_KNIFE)
|
|
{
|
|
unitv.mul(3); // punch range
|
|
to = from;
|
|
to.add(unitv);
|
|
};
|
|
if(d->gunselect==GUN_SHOTGUN) createrays(from, to);
|
|
|
|
if(has_akimbo(d)) d->gunwait = guns[d->gunselect].attackdelay / 2; //make akimbo pistols shoot twice as fast as normal pistol
|
|
else d->gunwait = guns[d->gunselect].attackdelay;
|
|
|
|
shootv(d->gunselect, from, to, d, 0);
|
|
if(d->type==ENT_PLAYER) addmsg(SV_SHOT, "ri8", d->gunselect, (int)(from.x*DMF), (int)(from.y*DMF), (int)(from.z*DMF), (int)(to.x*DMF), (int)(to.y*DMF), (int)(to.z*DMF), 0 );
|
|
|
|
if(autoreload && d == player1 && !d->mag[d->gunselect]) reload(d);
|
|
|
|
if(guns[d->gunselect].projspeed || d->gunselect==GUN_GRENADE) return;
|
|
|
|
raydamage(from, to, d);
|
|
};
|