q2wf-portable/w_lightninggun.c

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#include "g_local.h"
/*
================
lightning Gun
================
*/
void lightning_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (other == self->owner)
return;
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict (self);
return;
}
if (self->owner->client)
PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
if (other->takedamage)
{
T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, self->kick, DAMAGE_BULLET,MOD_LIGHTNING);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_LASER_SPARKS);
gi.WriteByte (20);
gi.WritePosition (self->s.origin);
if (!plane)
gi.WriteDir (vec3_origin);
else
gi.WriteDir (plane->normal);
gi.WriteByte (0xd8dad9db); //Whiteish yellow looking I think
gi.multicast (self->s.origin, MULTICAST_PVS);
}
else
{
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_LASER_SPARKS);
gi.WriteByte (20);
gi.WritePosition (self->s.origin);
if (!plane)
gi.WriteDir (vec3_origin);
else
gi.WriteDir (plane->normal);
gi.WriteByte (0xd8dad9db); //Whiteish yellow looking I think
gi.multicast (self->s.origin, MULTICAST_PVS);
}
G_FreeEdict (self);
}
void fire_lightning (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int kick)
{
edict_t *bolt;
trace_t tr;
VectorNormalize (dir);
gi.sound(self, CHAN_VOICE, gi.soundindex("lshoot.wav"), 1, ATTN_NORM, 0);
bolt = G_Spawn();
bolt->wf_team = self->wf_team;
VectorCopy (start, bolt->s.origin);
VectorCopy (start, bolt->s.old_origin);
vectoangles (dir, bolt->s.angles);
VectorScale (dir, speed, bolt->velocity);
bolt->movetype = MOVETYPE_FLYMISSILE; //JR 1/4/98 changed so it bounces
bolt->clipmask = MASK_SHOT;
bolt->s.effects |= EF_TELEPORTER|EF_ANIM01|EF_BLASTER;
bolt->solid = SOLID_BBOX;
VectorClear (bolt->mins);
VectorClear (bolt->maxs);
bolt->s.modelindex = gi.modelindex ("models/bolt/tris.md2"); //Need to change this
bolt->s.sound = gi.soundindex ("electric.wav");
bolt->owner = self;
bolt->think = G_FreeEdict;
bolt->nextthink = level.time + 4;
bolt->touch = lightning_touch;
bolt->dmg = damage;
bolt->kick = kick;
gi.linkentity (bolt);
// if (self->client)
// check_dodge (self, bolt->s.origin, dir, speed);
tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
if (tr.fraction < 1.0)
{
VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
bolt->touch (bolt, tr.ent, NULL, NULL);
}
}
void weapon_lightninggun_fire (edict_t *ent)
{
vec3_t start;
vec3_t forward, right;
vec3_t offset;
int damage;
int kick;
int speed;
speed = wf_game.weapon_speed[WEAPON_LIGHTNING];
damage = wf_game.weapon_damage[WEAPON_LIGHTNING];
kick = 165+ (((int)(random()*1000)) % 30) ;
if (is_quad)
{
damage *= 4;
kick *= 4;
}
AngleVectors (ent->client->v_angle, forward, right, NULL);
VectorScale (forward, -3, ent->client->kick_origin);
ent->client->kick_angles[0] = -3;
VectorSet(offset, 0, 7, ent->viewheight-8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
fire_lightning (ent,ent->s.origin, forward, damage, speed, kick);
// send muzzle flash
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
gi.WriteByte (MZ_RAILGUN | is_silenced);
gi.multicast (ent->s.origin, MULTICAST_PVS);
ent->client->ps.gunframe++;
PlayerNoise(ent, start, PNOISE_WEAPON);
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
ent->client->pers.inventory[ent->client->ammo_index]--;
}
void Weapon_Lightninggun (edict_t *ent)
{
static int pause_frames[] = {56, 0};
static int fire_frames[] = {4, 0};
Weapon_Generic (ent, 3, 18, 56, 61, pause_frames, fire_frames, weapon_lightninggun_fire);
}