2024-09-02 07:03:07 -04:00
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#include "g_local.h"
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/*
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======================
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Cluster Missiles
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======================
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*/
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void rocketcluster_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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vec3_t origin;
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int n;
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// int i;
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// float spd;
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// vec3_t org;
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//Sean added these 4 vectors
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vec3_t grenade1;
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vec3_t grenade2;
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vec3_t grenade3;
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vec3_t grenade4;
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if (other == ent->owner)
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return;
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if (surf && (surf->flags & SURF_SKY))
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{
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G_FreeEdict (ent);
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return;
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}
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if (ent->owner->client)
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PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
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// calculate position for the explosion entity
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VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
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if (other->takedamage)
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{
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T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0,MOD_CLUSTERROCKET);
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}
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else
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{
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// don't throw any debris in net games
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if (!deathmatch->value)
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{
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if ((surf) && !(surf->flags & (SURF_WARP|SURF_TRANS33|SURF_TRANS66|SURF_FLOWING)))
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{
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n = rand() % 5;
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while(n--)
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ThrowDebris (ent, "models/objects/debris2/tris.md2", 2, ent->s.origin);
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}
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}
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}
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T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius,MOD_CLUSTERROCKET);
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gi.WriteByte (svc_temp_entity);
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if (ent->waterlevel)
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gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
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else
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gi.WriteByte (TE_ROCKET_EXPLOSION);
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gi.WritePosition (origin);
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gi.multicast (ent->s.origin, MULTICAST_PVS);
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// SumFuka did this bit : give grenades up/outwards velocities
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VectorSet(grenade1,20,20,40);
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VectorSet(grenade2,20,-20,40);
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VectorSet(grenade3,-20,20,40);
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VectorSet(grenade4,-20,-20,40);
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// Sean : explode the four grenades outwards
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fire_grenade2(ent->owner, origin, grenade1, DAMAGE_CLUSTERROCKET, 1, 1.0, 120, false);
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fire_grenade2(ent->owner, origin, grenade2, DAMAGE_CLUSTERROCKET, 1, 1.0, 120, false);
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fire_grenade2(ent->owner, origin, grenade3, DAMAGE_CLUSTERROCKET, 1, 1.0, 120, false);
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fire_grenade2(ent->owner, origin, grenade4, DAMAGE_CLUSTERROCKET, 1, 1.0, 120, false);
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// make some glowing shrapnel
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//spd = 15.0 * ent->dmg / 200;
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/* for (i = 0; i < 3; i++)
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{
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org[0] = ent->s.origin[0] + crandom() * ent->size[0];
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org[1] = ent->s.origin[1] + crandom() * ent->size[1];
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org[2] = ent->s.origin[2] + crandom() * ent->size[2];
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ThrowShrapnel4 (ent, "models/objects/debris2/tris.md2", spd, org);
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}
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make_debris (ent);
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T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius,MOD_CLUSTERROCKET);
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T_ShockItems(ent);
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T_ShockWave(ent, 255, 1024);*/
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BecomeNewExplosion (ent);
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}
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void fire_clusterrocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
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{
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edict_t *rocket;
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rocket = G_Spawn();
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rocket->wf_team = self->wf_team;
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VectorCopy (start, rocket->s.origin);
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VectorCopy (dir, rocket->movedir);
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vectoangles (dir, rocket->s.angles);
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VectorScale (dir, speed, rocket->velocity);
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rocket->movetype = MOVETYPE_FLYMISSILE;
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rocket->clipmask = MASK_SHOT;
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rocket->solid = SOLID_BBOX;
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rocket->s.effects |= EF_ROCKET;
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VectorClear (rocket->mins);
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VectorClear (rocket->maxs);
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rocket->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
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rocket->owner = self;
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rocket->touch = rocketcluster_touch;
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rocket->nextthink = level.time + 8000/speed;
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rocket->think = G_FreeEdict;
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rocket->dmg = damage;
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rocket->radius_dmg = radius_damage;
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rocket->dmg_radius = damage_radius;
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rocket->s.sound = gi.soundindex ("weapons/rockfly.wav");
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rocket->classname = "rocket";
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// CCH: a few more attributes to let the rocket 'die'
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VectorSet(rocket->mins, -10, -3, 0);
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VectorSet(rocket->maxs, 10, 3, 6);
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2024-09-02 07:12:54 -04:00
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rocket->mass = 10;
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rocket->health = 10;
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2024-09-02 07:03:07 -04:00
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rocket->die = Rocket_Die;
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rocket->takedamage = DAMAGE_NO;
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rocket->monsterinfo.aiflags = AI_NOSTEP;
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if (self->client)
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check_dodge (self, rocket->s.origin, dir, speed);
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gi.linkentity (rocket);
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}
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void Weapon_RocketClusterLauncher_Fire (edict_t *ent)
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{
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vec3_t offset, start;
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vec3_t forward, right;
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int damage;
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float damage_radius;
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int radius_damage;
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damage = wf_game.weapon_damage[WEAPON_CLUSTERROCKET];
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radius_damage = 20;
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damage_radius = 20;
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if (is_quad)
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{
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damage *= 4;
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radius_damage *= 4;
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}
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AngleVectors (ent->client->v_angle, forward, right, NULL);
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VectorScale (forward, -2, ent->client->kick_origin);
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ent->client->kick_angles[0] = -1;
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//First rocket
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VectorSet(offset, 8, 8, ent->viewheight-8);
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P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
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fire_clusterrocket (ent, start, forward, damage, wf_game.weapon_speed[WEAPON_CLUSTERROCKET], damage_radius, radius_damage);
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// send muzzle flash
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gi.WriteByte (svc_muzzleflash);
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gi.WriteShort (ent-g_edicts);
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gi.WriteByte (MZ_ROCKET | is_silenced);
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gi.multicast (ent->s.origin, MULTICAST_PVS);
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ent->client->ps.gunframe++;
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PlayerNoise(ent, start, PNOISE_WEAPON);
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if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
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ent->client->pers.inventory[ent->client->ammo_index] -= ent->client->pers.weapon->quantity;
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}
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void Weapon_RocketClusterLauncher (edict_t *ent)
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{
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static int pause_frames[] = {25, 33, 42, 50, 0};
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static int fire_frames[] = {5, 0};
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Weapon_Generic (ent, 4, 12, 50, 54, pause_frames, fire_frames, Weapon_RocketClusterLauncher_Fire);
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}
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