315 lines
9.6 KiB
C
315 lines
9.6 KiB
C
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#include "g_local.h"
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/*
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=================
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Shrapnal Grenade
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=================
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*/
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/*
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=================
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fire_lead
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This is an internal support routine used for Shrapnal based weapons.
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fire bullet creates a lot of effects, causing overflows
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I copied the beef of the fire_bullet code, but with no effects
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=================
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*/
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static void fireShrapnal(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int te_impact, int hspread, int vspread, int mod)
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{
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trace_t tr;
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vec3_t dir;
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vec3_t forward, right, up;
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vec3_t end;
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float r;
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float u;
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vec3_t water_start;
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int content_mask = MASK_SHOT | MASK_WATER;
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tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT);
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if (!(tr.fraction < 1.0))
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{
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vectoangles (aimdir, dir);
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AngleVectors (dir, forward, right, up);
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r = crandom()*hspread;
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u = crandom()*vspread;
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VectorMA (start, 8192, forward, end);
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//Don't add random spread if it's the sniper riffle
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if (mod != MOD_SNIPERRIFLE)
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{
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VectorMA (end, r, right, end);
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VectorMA (end, u, up, end);
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}
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if (gi.pointcontents (start) & MASK_WATER)
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{
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VectorCopy (start, water_start);
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content_mask &= ~MASK_WATER;
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}
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tr = gi.trace (start, NULL, NULL, end, self, content_mask);
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// see if we hit water
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if (tr.contents & MASK_WATER)
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{
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VectorCopy (tr.endpos, water_start);
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if (!VectorCompare (start, tr.endpos))
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{
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// change bullet's course when it enters water
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VectorSubtract (end, start, dir);
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vectoangles (dir, dir);
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AngleVectors (dir, forward, right, up);
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r = crandom()*hspread*2;
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u = crandom()*vspread*2;
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VectorMA (water_start, 8192, forward, end);
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VectorMA (end, r, right, end);
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VectorMA (end, u, up, end);
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}
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// re-trace ignoring water this time
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tr = gi.trace (water_start, NULL, NULL, end, self, MASK_SHOT);
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}
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}
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// send gun puff / flash
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if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
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{
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if (tr.fraction < 1.0)
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{
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if (tr.ent->takedamage)
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{
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T_Damage (tr.ent, self, self->owner, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, mod);
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}
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}
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}
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}
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static void BulletGrenade_Explode (edict_t *ent)
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{
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vec3_t origin;
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//Sean added these 4 vectors
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vec3_t grenade1;
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vec3_t grenade2;
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vec3_t grenade3;
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vec3_t grenade4;
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vec3_t grenade5;
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vec3_t grenade6;
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vec3_t grenade7;
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vec3_t grenade8;
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int i;
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vec3_t offset;
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if (ent->owner->client)
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PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
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VectorSet(offset,0,0,32);
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VectorAdd(offset,ent->s.origin,offset);
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VectorCopy (offset, ent->s.origin);
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VectorSet(grenade1,20,20,0);
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VectorSet(grenade2,20,-20,0);
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VectorSet(grenade3,-20,20,0);
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VectorSet(grenade4,-20,-20,0);
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VectorSet(grenade5,0,20,0);
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VectorSet(grenade6,0,-20,0);
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VectorSet(grenade7,-20,0,0);
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VectorSet(grenade8,20,0,0);
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// Sean : explode the four grenades outwards
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/*
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fire_bullet (ent->owner, offset, grenade1, 4, 2, 15000, 15000,0);
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fire_bullet (ent->owner, offset, grenade2, 4, 2, 15000, 15000,0);
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fire_bullet (ent->owner, offset, grenade3, 4, 2, 15000, 15000,0);
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fire_bullet (ent->owner, offset, grenade4, 4, 2, 15000, 15000,0);
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fire_bullet (ent->owner, offset, grenade5, 4, 2, 15000, 15000,0);
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fire_bullet (ent->owner, offset, grenade6, 4, 2, 15000, 15000,0);
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fire_bullet (ent->owner, offset, grenade7, 4, 2, 15000, 15000,0);
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fire_bullet (ent->owner, offset, grenade8, 4, 2, 15000, 15000,0);
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*/
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// ++TeT - fire bullet creates a lot of effects, causing overflows
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// I copied the beef of the fire_bullet code, but with no effects
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fire_bullet (ent, offset, grenade1, 4, 2, 15000, 15000,MOD_SHRAPNEL);
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fire_bullet (ent, offset, grenade2, 4, 2, 15000, 15000,MOD_SHRAPNEL);
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fire_bullet (ent, offset, grenade3, 4, 2, 15000, 15000,MOD_SHRAPNEL);
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fire_bullet (ent, offset, grenade4, 4, 2, 15000, 15000,MOD_SHRAPNEL);
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fire_bullet (ent, offset, grenade5, 4, 2, 15000, 15000,MOD_SHRAPNEL);
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fire_bullet (ent, offset, grenade6, 4, 2, 15000, 15000,MOD_SHRAPNEL);
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fire_bullet (ent, offset, grenade7, 4, 2, 15000, 15000,MOD_SHRAPNEL);
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fire_bullet (ent, offset, grenade8, 4, 2, 15000, 15000,MOD_SHRAPNEL);
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// fire the remaining bullets without the effects
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for (i = 0; i < 5; i++)
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{
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fireShrapnal (ent, offset, grenade1, wf_game.grenade_damage[GRENADE_TYPE_SHRAPNEL], 2, TE_GUNSHOT, 15000, 15000,MOD_SHRAPNEL);
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fireShrapnal (ent, offset, grenade2, wf_game.grenade_damage[GRENADE_TYPE_SHRAPNEL], 2, TE_GUNSHOT, 15000, 15000,MOD_SHRAPNEL);
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fireShrapnal (ent, offset, grenade3, wf_game.grenade_damage[GRENADE_TYPE_SHRAPNEL], 2, TE_GUNSHOT, 15000, 15000,MOD_SHRAPNEL);
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fireShrapnal (ent, offset, grenade4, wf_game.grenade_damage[GRENADE_TYPE_SHRAPNEL], 2, TE_GUNSHOT, 15000, 15000,MOD_SHRAPNEL);
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fireShrapnal (ent, offset, grenade5, wf_game.grenade_damage[GRENADE_TYPE_SHRAPNEL], 2, TE_GUNSHOT, 15000, 15000,MOD_SHRAPNEL);
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fireShrapnal (ent, offset, grenade6, wf_game.grenade_damage[GRENADE_TYPE_SHRAPNEL], 2, TE_GUNSHOT, 15000, 15000,MOD_SHRAPNEL);
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fireShrapnal (ent, offset, grenade7, wf_game.grenade_damage[GRENADE_TYPE_SHRAPNEL], 2, TE_GUNSHOT, 15000, 15000,MOD_SHRAPNEL);
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fireShrapnal (ent, offset, grenade8, wf_game.grenade_damage[GRENADE_TYPE_SHRAPNEL], 2, TE_GUNSHOT, 15000, 15000,MOD_SHRAPNEL);
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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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//TeT removed radius damage
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//T_RadiusDamage(ent, ent->owner, ent->dmg, NULL, ent->dmg_radius,MOD_SHRAPNEL);
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VectorMA (ent->s.origin, -.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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// SumFuka did this bit : give grenades up/outwards velocities
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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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BecomeNewExplosion (ent);
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}
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void Shrapnal_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 = BulletGrenade_Explode;
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}
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static void BulletGrenade_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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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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ent->nextthink = level.time + .2;
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ent->think = BulletGrenade_Explode;
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// BulletGrenade_Explode (ent);
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}
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void fire_bulletgrenade (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 (GRSHRAPNEL_MODEL);
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grenade->s.skinnum = GRSHRAPNEL_SKIN;
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grenade->owner = self;
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grenade->creator = self;
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grenade->touch = BulletGrenade_Touch; //Stuff for cluster grenades when they explode
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grenade->nextthink = level.time + timer;
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grenade->think = BulletGrenade_Explode; //stuff for cluster grenades exploding
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grenade->dmg = damage;
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grenade->dmg_radius = damage_radius;
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grenade->classname = "shrapnal";
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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 = Shrapnal_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 weapon_shrapnalgrenadelauncher_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 = 120;
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float radius;
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radius = damage+40;
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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_bulletgrenade (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_BulletGrenadeLauncher (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_shrapnalgrenadelauncher_fire);
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}
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