156 lines
4.1 KiB
C
156 lines
4.1 KiB
C
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#include "g_local.h"
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/*
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===========================
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Concussion Grenades
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===========================
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*/
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void Concussion_Explode (edict_t *ent)
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{
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vec3_t offset,v;
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edict_t *target;
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float Distance, DrunkTimeAdd;
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// Move it off the ground so people are sure to see it
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VectorSet(offset, 0, 0, 10);
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VectorAdd(ent->s.origin, offset, ent->s.origin);
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if (ent->owner->client)
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{
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PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
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}
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target = NULL;
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while ((target = findradius(target, ent->s.origin, 520)) != NULL)
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{
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if (!target->client)
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continue; // It's not a player
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if (target->wf_team == ent->wf_team) //don't attack if on same team
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continue;
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if (!visible(ent, target))
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continue; // The grenade can't see it
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if (target->DrunkTime > level.time)
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continue; //don't make them more drunk (Gregg)
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// Find distance
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VectorSubtract(ent->s.origin, target->s.origin, v);
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Distance = VectorLength(v);
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// Calculate drunk factor
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if(Distance < 520/10)
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DrunkTimeAdd = 20; //completely drunk
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else
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DrunkTimeAdd = 1.5 * 20 * ( 1 / ( ( Distance - 520*2 ) / (520*2) - 2 ) + 1 ); //partially drunk
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if ( DrunkTimeAdd < 0 )
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DrunkTimeAdd = 0; // Do not make drunk at all.
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//GREGG - decrease drunk time
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DrunkTimeAdd *= .3;
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// Increment the drunk time
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if(target->DrunkTime < level.time)
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target->DrunkTime = DrunkTimeAdd+level.time;
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else
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target->DrunkTime += DrunkTimeAdd;
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}
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// Blow up the grenade
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BecomeExplosion1(ent);
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}
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void Concussion_Die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
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{
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self->takedamage = DAMAGE_NO;
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self->nextthink = level.time + .1;
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self->think = Concussion_Explode;
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}
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void Concussion_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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if (other == ent->owner)
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return;
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// Dont blow up if on same team
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if (other->wf_team == ent->wf_team)
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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 (!other->takedamage)
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{
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if (ent->spawnflags & 1)
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{
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if (random() > 0.5)
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gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
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else
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gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
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}
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else
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{
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gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
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}
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return;
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}
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//ent->enemy = other; was causing damage to thrower?
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Concussion_Explode (ent);
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}
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void fire_concussiongrenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius)
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{
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edict_t *grenade;
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vec3_t dir;
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vec3_t forward, right, up;
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++self->client->pers.active_grenades[GRENADE_TYPE_CONCUSSION];
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vectoangles (aimdir, dir);
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AngleVectors (dir, forward, right, up);
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grenade = G_Spawn();
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grenade->grenade_index = GRENADE_TYPE_CONCUSSION;
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grenade->wf_team = self->wf_team;
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VectorCopy (start, grenade->s.origin);
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VectorScale (aimdir, speed, grenade->velocity);
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VectorMA (grenade->velocity, 200 + crandom() * 30.0, up, grenade->velocity);
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VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
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VectorSet (grenade->avelocity, 300, 300, 300);
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grenade->movetype = MOVETYPE_BOUNCE;
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grenade->clipmask = MASK_SHOT;
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grenade->solid = SOLID_BBOX;
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grenade->s.effects |= EF_GRENADE;
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VectorClear (grenade->mins);
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VectorClear (grenade->maxs);
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grenade->s.modelindex = gi.modelindex (GRCONCUSSION_MODEL);
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grenade->s.skinnum = GRCONCUSSION_SKIN;
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grenade->owner = self;
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grenade->touch = Concussion_Touch;
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grenade->nextthink = level.time + timer;
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grenade->think = Concussion_Explode;
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grenade->dmg = wf_game.grenade_damage[GRENADE_TYPE_CONCUSSION];
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grenade->dmg_radius = damage_radius;
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grenade->classname = "concussion";
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// CCH: a few more attributes to let the grenade 'die'
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VectorSet(grenade->mins, -3, -3, 0);
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VectorSet(grenade->maxs, 3, 3, 6);
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grenade->mass = 2;
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grenade->health = 10;
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grenade->die = Concussion_Die;
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grenade->takedamage = DAMAGE_YES;
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grenade->monsterinfo.aiflags = AI_NOSTEP;
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gi.linkentity (grenade);
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}
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