153 lines
4.4 KiB
C
153 lines
4.4 KiB
C
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#include "g_local.h"
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//Other weapon functions
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void fire_timednuke (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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vectoangles (aimdir, dir);
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AngleVectors (dir, forward, right, up);
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grenade = G_Spawn();
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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() * 10.0, 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 ("models/objects/grenade/tris.md2");
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grenade->owner = self;
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grenade->touch = TimedNuke_Touch; //Stuff for cluster grenades when they explode
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grenade->nextthink = level.time + 4;
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grenade->think = Grenade_Explode; //stuff for cluster grenades exploding
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grenade->dmg = damage +500;
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grenade->dmg_radius = damage_radius + 500;
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grenade->classname = "grenade";
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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 = GenericGrenade_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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void TimedNuke_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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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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// ignore 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 (!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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return;
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}
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void weapon_timednukelauncher_fire (edict_t *ent)
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{
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vec3_t offset;
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vec3_t forward, right;
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vec3_t start;
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int damage = 1200;
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float radius;
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radius = damage+400;
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if (is_quad)
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damage *= 4;
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VectorSet(offset, 8, 8, ent->viewheight-8);
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AngleVectors (ent->client->v_angle, forward, right, NULL);
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P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
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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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fire_timednuke (ent, start, forward, damage, 400, 2.5, radius);
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gi.WriteByte (svc_muzzleflash);
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gi.WriteShort (ent-g_edicts);
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gi.WriteByte (MZ_GRENADE | 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_TimedNukeLauncher (edict_t *ent)
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{
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static int pause_frames[] = {34, 51, 59, 0};
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static int fire_frames[] = {6, 0};
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Weapon_Generic (ent, 5, 16, 59, 64, pause_frames, fire_frames, weapon_timednukelauncher_fire);
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}
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void gib_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
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void gib_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf);
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void ThrowVomit (edict_t *ent, vec3_t mouth_pos, vec3_t forward, vec3_t right, vec3_t player_vel)
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{
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edict_t *gib;
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gib = G_Spawn();
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gi.setmodel (gib, "models/objects/gibs/sm_meat/tris.md2");
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gib->solid = SOLID_NOT; gib->s.effects |= EF_GIB;
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gib->flags |= FL_NO_KNOCKBACK;
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gib->takedamage = DAMAGE_YES;
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gib->die = gib_die;
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gib->movetype = MOVETYPE_TOSS;
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gib->touch = gib_touch;
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// start the gib from out mouth, moving at a forwards velocity
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VectorCopy ( mouth_pos, gib->s.origin);
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VectorScale (forward, 120 + crandom()*40, gib->velocity);
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VectorAdd (player_vel, gib->velocity, gib->velocity);
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// add a random left-right component to the vomit velocity
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VectorScale (right, crandom()*20, right);
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VectorAdd (right, gib->velocity, gib->velocity);
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gib->avelocity[0] = random()*500;
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gib->avelocity[1] = random()*500;
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gib->avelocity[2] = random()*500;
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gib->think = G_FreeEdict;
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gib->nextthink = level.time + 10 + random()*5;
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gi.linkentity (gib);
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}
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