q2wf-portable/wf_napalm.c

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/*==============================================================================
The Weapons Factory -
Napalm Grenade Functions
Original code by ??
Modified by Gregg Reno
==============================================================================*/
#include "g_local.h"
static void Napalm_Explode (edict_t *ent)
{
vec3_t origin;
edict_t *blip;
//Sean added these 4 vectors
vec3_t grenade1;
vec3_t grenade2;
vec3_t grenade3;
vec3_t grenade4;
vec3_t grenade5;
if (ent->owner->client)
{
// PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
gi.sound (ent, CHAN_VOICE, gi.soundindex ("jumppack.wav"), 1, ATTN_NORM, 0);
}
//No damage for now
//T_RadiusDamage(ent, ent->owner, ent->dmg, NULL, ent->dmg_radius, MOD_WF_CLUSTER);
VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
// SumFuka did this bit : give grenades up/outwards velocities
VectorSet(grenade1,20,20,40);
VectorSet(grenade2,20,-20,40);
VectorSet(grenade3,-20,20,40);
VectorSet(grenade4,-20,-20,40);
VectorSet(grenade5,0,0,40);
// Sean : explode the four grenades outwards
// Arguments: fire_grenade2 (self, start, aimdir, damage, speed, timer, damage_radius, held)
//fire_flame(ent->owner, origin, grenade1, ent->dmg, 8, 1.0, 120, false);
//fire_flame(ent->owner, origin, grenade2, ent->dmg, 8, 1.0, 120, false);
//fire_flame(ent->owner, origin, grenade3, ent->dmg, 8, 1.0, 120, false);
//fire_flame(ent->owner, origin, grenade4, ent->dmg, 8, 1.0, 120, false);
//See if there is anything to catch on fire
blip = NULL;
while ((blip = findradius(blip, ent->s.origin, 150)) != NULL)
{
if (!(blip->svflags & SVF_MONSTER) && !blip->client)
continue;
if (blip == ent->owner)
continue;
//dont attack same team
if (blip->wf_team == ent->wf_team)
continue;
if (!blip->takedamage)
continue;
if (blip->health <= 0)
continue;
if (!visible(ent, blip))
continue;
burn_person(blip, ent->owner, wf_game.grenade_damage[GRENADE_TYPE_NAPALM], MOD_NAPALMGRENADE);
break;
}
gi.WriteByte (svc_temp_entity);
if (ent->waterlevel)
gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
else
gi.WriteByte (TE_ROCKET_EXPLOSION);
gi.WritePosition (origin);
gi.multicast (ent->s.origin, MULTICAST_PVS);
G_FreeEdict (ent);
}
void Napalm_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
//gi.dprintf("Napalm: Touch\n");
if (other == ent->owner)
return;
// Dont blow up if on same team
if (other->wf_team == ent->wf_team)
return;
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict (ent);
return;
}
if (!other->takedamage)
{
if (ent->spawnflags & 1)
{
if (random() > 0.5)
gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
else
gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
}
else
{
gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
}
return;
}
Napalm_Explode (ent);
}
void fire_napalm (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius)
{
edict_t *grenade;
vec3_t dir;
int dmg;
vec3_t forward, right, up;
++self->client->pers.active_grenades[GRENADE_TYPE_NAPALM];
//Reduce damage of Napalm
dmg = damage / 2;
vectoangles (aimdir, dir);
AngleVectors (dir, forward, right, up);
grenade = G_Spawn();
grenade->grenade_index = GRENADE_TYPE_NAPALM;
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_BFG | EF_HYPERBLASTER;
VectorClear (grenade->mins);
VectorClear (grenade->maxs);
grenade->s.modelindex = gi.modelindex (GRNAPALM_MODEL);
grenade->s.skinnum = GRNAPALM_SKIN;
grenade->owner = self;
grenade->touch = Napalm_Touch;
grenade->nextthink = level.time + timer;
grenade->think = Napalm_Explode;
grenade->dmg = dmg;
grenade->dmg_radius = damage_radius;
grenade->classname = "napalm grenade";
grenade->spawnflags = 1;
grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav");
//set the team
grenade->wf_team = self->client->resp.ctf_team;
if (timer <= 0.0)
Napalm_Explode (grenade);
else
{
gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
gi.linkentity (grenade);
}
}