q2wf-portable/w_flamethrower.c

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#include "g_local.h"
/*
===============
Flamethrower
===============
*/
void flame_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (other == self->owner)
return;
if (!other->takedamage) return;
// clean up laser entities
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict (self);
return;
}
if (self->owner->client)
PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, 6, 0, 0,MOD_WF_FLAME);
// core explosion - prevents firing it into the wall/floor
if (other->health)
{
burn_person(other, self->owner, self->SniperDamage, MOD_FLAMETHROWER);
}
G_FreeEdict (self);
}
void Flame_IncreaseFrame(edict_t *self)
{
self->s.frame++;
if(self->s.frame>4)
self->s.frame =0;
if(self->delay<level.time)
{
G_FreeEdict(self);
return;
}
self->nextthink=level.time+0.1;
}
void fire_flamethrower(edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius)
{
edict_t *flame;
flame = G_Spawn();
flame->wf_team = self->wf_team;
VectorCopy (start, flame->s.origin);
VectorCopy (dir, flame->movedir);
vectoangles (dir, flame->s.angles);
VectorScale (dir, speed, flame->velocity);
flame->movetype = MOVETYPE_BOUNCE;
flame->clipmask = MASK_SHOT;
flame->solid = SOLID_BBOX;
flame->s.effects |= EF_PLASMA|EF_DOUBLE;//EF_ANIM_ALLFAST|EF_BFG|EF_HYPERBLASTER;//EF_BLASTER|EF_GRENADE;
VectorSet (flame->mins,-20,-20,-20);
VectorSet (flame->maxs,20,20,20);
flame->s.modelindex = gi.modelindex ("models/fire/tris.md2");//("sprites/fire.sp2");
flame->gravity=0.2;
flame->s.frame=0;
flame->owner = self;
flame->touch = flame_touch;
flame->delay = level.time + 0.8;
flame->nextthink=level.time+0.1;
flame->think = Flame_IncreaseFrame;
//flame->think = G_FreeEdict;
flame->radius_dmg = damage;
flame->SniperDamage = damage;
flame->dmg_radius = damage_radius;
flame->classname = "flame";
flame->s.sound = gi.soundindex ("weapons/bfg__l1a.wav");
if (self->client)
check_dodge (self, flame->s.origin, dir, speed);
gi.linkentity (flame);
}
void weapon_flamethrower_fire (edict_t *ent)
{
vec3_t offset, start;
vec3_t forward, right;
int damage = wf_game.weapon_damage[WEAPON_FLAMETHROWER] ;
float damage_radius = 1200;
if (!(ent->client->buttons & BUTTON_ATTACK))
{
ent->client->ps.gunframe = 31;
return;
}
else if(ent->client->ps.gunframe == 30)
ent->client->ps.gunframe = 9;
// send muzzle flash
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
gi.WriteByte (MZ_ROCKET | is_silenced);
gi.multicast (ent->s.origin, MULTICAST_PVS);
PlayerNoise(ent, start, PNOISE_WEAPON);
if (is_quad)
damage *= 4;
ent->client->v_angle[2]+=5;
AngleVectors (ent->client->v_angle, forward, right, NULL);
ent->client->v_angle[2]-=5;
VectorSet(offset, 8, 8, ent->viewheight-8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
if (ent->waterlevel < 2)
{
fire_flamethrower (ent, start, forward, wf_game.weapon_damage[WEAPON_FLAMETHROWER], 450 , damage_radius);
}
ent->client->ps.gunframe++;
PlayerNoise(ent, start, PNOISE_WEAPON);
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
ent->client->pers.inventory[ent->client->ammo_index] -= ent->client->pers.weapon->quantity;
}
void Weapon_FlameThrower (edict_t *ent)
{
static int pause_frames[] = {39, 45, 50, 55, 0};
static int fire_frames[] = {12, 15, 18, 24, 27, 30, 0};
Weapon_Generic (ent, 8, 32, 55, 58, pause_frames, fire_frames, weapon_flamethrower_fire);
}