q2wf-portable/w_plague.c

197 lines
5.1 KiB
C
Raw Permalink Normal View History

#include "g_local.h"
/*
===============
Plague Grenades
===============
*/
void DiseaseGrenade_Explode (edict_t *ent)
{
vec3_t origin;
edict_t *target;
// int rnd;
if (ent->owner->client)
{
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
// --ent->owner->client->pers.active_grenades[GRENADE_TYPE_PLAGUE];
}
//FIXME: if we are onground then raise our Z just a bit since we are a point?
// T_RadiusDamage(ent, ent->owner, ent->dmg, NULL, ent->dmg_radius,0);
VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
gi.WriteByte (svc_temp_entity);
if (ent->waterlevel)
{
if (ent->groundentity)
gi.WriteByte (TE_GRENADE_EXPLOSION_WATER);
else
gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
}
else
{
if (ent->groundentity)
gi.WriteByte (TE_GRENADE_EXPLOSION);
else
gi.WriteByte (TE_ROCKET_EXPLOSION);
}
gi.WritePosition (origin);
gi.multicast (ent->s.origin, MULTICAST_PVS);
target= NULL;
while ((target = findradius(target, ent->s.origin, 95)) != NULL)
{
//Don't go through walls
if (!visible(ent, target))
continue;
//Give them only a 1/3 chance of being infected
//rnd = rndnum(1,3);
//if (rnd == 1)
infect_person(target, ent->owner);
}
//Just infect, don't damage
// T_RadiusDamage(ent, ent->owner, ent->dmg, NULL, ent->dmg_radius,0);
// make some debris
// make_debris (ent);
// shake view
T_ShockWave(ent, 255, 1024);
// let blast move items
// T_ShockItems(ent);
// explode and destroy grenade
//Also spray out stuff for looks
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_TRACKER_EXPLOSION);
gi.WritePosition (ent->s.origin);
gi.multicast (ent->s.origin, MULTICAST_PVS);
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/rocklx1a.wav"), 1, ATTN_NORM, 0);
// Blow up the grenade
//BecomeExplosion1(ent);
G_FreeEdict (ent);
return;
}
void DiseaseGrenade_Die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
self->takedamage = DAMAGE_NO;
self->nextthink = level.time + .1;
self->think = DiseaseGrenade_Explode;
}
void DiseaseGrenade_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (other == ent->owner)
return;
if (surf && (surf->flags & SURF_SKY))
{
// if (ent->owner->client)
// --ent->owner->client->pers.active_grenades[GRENADE_TYPE_PLAGUE];
G_FreeEdict (ent);
return;
}
// if (other->takedamage)
// {
// ent->enemy = other;
DiseaseGrenade_Explode(ent);
// }
}
void fire_diseasegrenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius)
{
edict_t *grenade;
vec3_t dir;
vec3_t forward, right, up;
// ++self->client->pers.active_grenades[GRENADE_TYPE_PLAGUE];
vectoangles (aimdir, dir);
AngleVectors (dir, forward, right, up);
grenade = G_Spawn();
grenade->wf_team = self->wf_team;
VectorCopy (start, grenade->s.origin);
VectorScale (aimdir, speed, grenade->velocity);
VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
VectorSet (grenade->avelocity, 300, 300, 300);
grenade->movetype = MOVETYPE_BOUNCE;
grenade->clipmask = MASK_SHOT;
grenade->solid = SOLID_BBOX;
// grenade->s.effects |= EF_GRENADE;
grenade->s.effects |= EF_DOUBLE;
VectorClear (grenade->mins);
VectorClear (grenade->maxs);
// grenade->s.modelindex = gi.modelindex ("models/objects/grenade/tris.md2");
grenade->s.modelindex = gi.modelindex (GRPLAGUE_MODEL);
grenade->s.skinnum = GRPLAGUE_SKIN;
grenade->owner = self;
grenade->touch = DiseaseGrenade_Touch;
grenade->nextthink = level.time + 4;
grenade->think = DiseaseGrenade_Explode;
grenade->dmg = (damage/3);
grenade->dmg_radius = damage_radius;
grenade->classname = "grenade";
// CCH: a few more attributes to let the grenade 'die'
VectorSet(grenade->mins, -3, -3, 0);
VectorSet(grenade->maxs, 3, 3, 6);
grenade->mass = 2;
grenade->health = 10;
grenade->die = DiseaseGrenade_Die;
grenade->takedamage = DAMAGE_YES;
grenade->monsterinfo.aiflags = AI_NOSTEP;
grenade->wf_team = self->wf_team;
gi.linkentity (grenade);
}
void weapon_diseaselauncher_fire (edict_t *ent)
{
vec3_t offset;
vec3_t forward, right;
vec3_t start;
int damage = 20;
float radius;
radius = damage+5;
if (is_quad)
damage *= 4;
VectorSet(offset, 8, 8, ent->viewheight-8);
AngleVectors (ent->client->v_angle, forward, right, NULL);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
VectorScale (forward, -2, ent->client->kick_origin);
ent->client->kick_angles[0] = -1;
fire_diseasegrenade (ent, start, forward, damage, 300, 2.5, radius);
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
gi.WriteByte (MZ_GRENADE | 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] -= ent->client->pers.weapon->quantity;
}
void Weapon_DiseaseGrenadeLauncher (edict_t *ent)
{
static int pause_frames[] = {34, 51, 59, 0};
static int fire_frames[] = {6, 0};
Weapon_Generic (ent, 5, 16, 59, 64, pause_frames, fire_frames, weapon_diseaselauncher_fire);
}