174 lines
4.6 KiB
C
174 lines
4.6 KiB
C
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/*==============================================================================
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The Weapons Factory -
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Napalm Grenade Functions
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Original code by ??
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Modified by Gregg Reno
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==============================================================================*/
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#include "g_local.h"
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static void Napalm_Explode (edict_t *ent)
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{
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vec3_t origin;
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edict_t *blip;
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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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if (ent->owner->client)
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{
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// PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
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gi.sound (ent, CHAN_VOICE, gi.soundindex ("jumppack.wav"), 1, ATTN_NORM, 0);
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}
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//No damage for now
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//T_RadiusDamage(ent, ent->owner, ent->dmg, NULL, ent->dmg_radius, MOD_WF_CLUSTER);
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VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
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// SumFuka did this bit : give grenades up/outwards velocities
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VectorSet(grenade1,20,20,40);
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VectorSet(grenade2,20,-20,40);
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VectorSet(grenade3,-20,20,40);
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VectorSet(grenade4,-20,-20,40);
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VectorSet(grenade5,0,0,40);
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// Sean : explode the four grenades outwards
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// Arguments: fire_grenade2 (self, start, aimdir, damage, speed, timer, damage_radius, held)
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//fire_flame(ent->owner, origin, grenade1, ent->dmg, 8, 1.0, 120, false);
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//fire_flame(ent->owner, origin, grenade2, ent->dmg, 8, 1.0, 120, false);
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//fire_flame(ent->owner, origin, grenade3, ent->dmg, 8, 1.0, 120, false);
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//fire_flame(ent->owner, origin, grenade4, ent->dmg, 8, 1.0, 120, false);
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//See if there is anything to catch on fire
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blip = NULL;
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while ((blip = findradius(blip, ent->s.origin, 150)) != NULL)
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{
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if (!(blip->svflags & SVF_MONSTER) && !blip->client)
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continue;
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if (blip == ent->owner)
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continue;
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//dont attack same team
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if (blip->wf_team == ent->wf_team)
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continue;
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if (!blip->takedamage)
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continue;
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if (blip->health <= 0)
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continue;
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if (!visible(ent, blip))
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continue;
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burn_person(blip, ent->owner, wf_game.grenade_damage[GRENADE_TYPE_NAPALM], MOD_NAPALMGRENADE);
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break;
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}
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gi.WriteByte (svc_temp_entity);
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if (ent->waterlevel)
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gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
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else
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gi.WriteByte (TE_ROCKET_EXPLOSION);
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gi.WritePosition (origin);
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gi.multicast (ent->s.origin, MULTICAST_PVS);
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G_FreeEdict (ent);
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}
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void Napalm_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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//gi.dprintf("Napalm: Touch\n");
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if (other == ent->owner)
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return;
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// Dont blow up 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 (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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Napalm_Explode (ent);
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}
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void fire_napalm (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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int dmg;
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vec3_t forward, right, up;
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++self->client->pers.active_grenades[GRENADE_TYPE_NAPALM];
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//Reduce damage of Napalm
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dmg = damage / 2;
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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->grenade_index = GRENADE_TYPE_NAPALM;
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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_BFG | EF_HYPERBLASTER;
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VectorClear (grenade->mins);
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VectorClear (grenade->maxs);
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grenade->s.modelindex = gi.modelindex (GRNAPALM_MODEL);
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grenade->s.skinnum = GRNAPALM_SKIN;
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grenade->owner = self;
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grenade->touch = Napalm_Touch;
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grenade->nextthink = level.time + timer;
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grenade->think = Napalm_Explode;
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grenade->dmg = dmg;
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grenade->dmg_radius = damage_radius;
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grenade->classname = "napalm grenade";
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grenade->spawnflags = 1;
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grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav");
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//set the team
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grenade->wf_team = self->client->resp.ctf_team;
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if (timer <= 0.0)
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Napalm_Explode (grenade);
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else
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{
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gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
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gi.linkentity (grenade);
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}
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}
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