197 lines
5.1 KiB
C
197 lines
5.1 KiB
C
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#include "g_local.h"
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/*
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===============
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Plague Grenades
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===============
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*/
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void DiseaseGrenade_Explode (edict_t *ent)
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{
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vec3_t origin;
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edict_t *target;
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// int rnd;
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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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// --ent->owner->client->pers.active_grenades[GRENADE_TYPE_PLAGUE];
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}
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//FIXME: if we are onground then raise our Z just a bit since we are a point?
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// T_RadiusDamage(ent, ent->owner, ent->dmg, NULL, ent->dmg_radius,0);
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VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
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gi.WriteByte (svc_temp_entity);
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if (ent->waterlevel)
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{
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if (ent->groundentity)
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gi.WriteByte (TE_GRENADE_EXPLOSION_WATER);
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else
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gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
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}
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else
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{
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if (ent->groundentity)
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gi.WriteByte (TE_GRENADE_EXPLOSION);
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else
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gi.WriteByte (TE_ROCKET_EXPLOSION);
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}
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gi.WritePosition (origin);
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gi.multicast (ent->s.origin, MULTICAST_PVS);
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target= NULL;
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while ((target = findradius(target, ent->s.origin, 95)) != NULL)
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{
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//Don't go through walls
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if (!visible(ent, target))
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continue;
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//Give them only a 1/3 chance of being infected
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//rnd = rndnum(1,3);
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//if (rnd == 1)
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infect_person(target, ent->owner);
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}
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//Just infect, don't damage
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// T_RadiusDamage(ent, ent->owner, ent->dmg, NULL, ent->dmg_radius,0);
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// make some debris
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// make_debris (ent);
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// shake view
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T_ShockWave(ent, 255, 1024);
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// let blast move items
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// T_ShockItems(ent);
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// explode and destroy grenade
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//Also spray out stuff for looks
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (TE_TRACKER_EXPLOSION);
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gi.WritePosition (ent->s.origin);
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gi.multicast (ent->s.origin, MULTICAST_PVS);
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gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/rocklx1a.wav"), 1, ATTN_NORM, 0);
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// Blow up the grenade
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//BecomeExplosion1(ent);
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G_FreeEdict (ent);
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return;
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}
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void DiseaseGrenade_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 = DiseaseGrenade_Explode;
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}
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void DiseaseGrenade_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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// if (ent->owner->client)
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// --ent->owner->client->pers.active_grenades[GRENADE_TYPE_PLAGUE];
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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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// ent->enemy = other;
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DiseaseGrenade_Explode(ent);
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// }
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}
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void fire_diseasegrenade (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_PLAGUE];
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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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grenade->s.effects |= EF_DOUBLE;
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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->s.modelindex = gi.modelindex (GRPLAGUE_MODEL);
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grenade->s.skinnum = GRPLAGUE_SKIN;
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grenade->owner = self;
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grenade->touch = DiseaseGrenade_Touch;
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grenade->nextthink = level.time + 4;
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grenade->think = DiseaseGrenade_Explode;
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grenade->dmg = (damage/3);
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grenade->dmg_radius = damage_radius;
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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 = DiseaseGrenade_Die;
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grenade->takedamage = DAMAGE_YES;
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grenade->monsterinfo.aiflags = AI_NOSTEP;
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grenade->wf_team = self->wf_team;
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gi.linkentity (grenade);
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}
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void weapon_diseaselauncher_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 = 20;
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float radius;
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radius = damage+5;
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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_diseasegrenade (ent, start, forward, damage, 300, 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_DiseaseGrenadeLauncher (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_diseaselauncher_fire);
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}
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