203 lines
4.9 KiB
C
203 lines
4.9 KiB
C
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/*==============================================================================
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The Weapons Factory -
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Proximity Bomb 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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void Proximity_Explode (edict_t *ent)
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{
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vec3_t origin;
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//gi.dprintf("Proxim: Explode\n");
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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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}
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T_RadiusDamage(ent, ent->owner, ent->dmg, NULL, ent->dmg_radius, MOD_WF_PROXIMITY);
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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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G_FreeEdict (ent);
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}
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// CCH: When a grenade 'dies', it blows up next frame
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void Proximity_Die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
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{
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//gi.dprintf("Proxim: Die\n");
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self->takedamage = DAMAGE_NO;
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self->nextthink = level.time + .1;
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self->think = Proximity_Explode;
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}
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void Proximity_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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//gi.dprintf("Proxim: 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 (other->disguised)
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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->enemy = other;
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Proximity_Explode (ent);
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}
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// CCH: New think function for proximity grenades
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void proxim_think (edict_t *ent)
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{
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edict_t *blip = NULL;
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if (level.time > ent->delay)
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{
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Proximity_Explode(ent);
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return;
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}
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//is it armed yet?
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if (level.time < ent->delay2)
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{
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ent->nextthink = level.time + .1;
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return;
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}
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ent->think = proxim_think;
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while ((blip = findEnemyWithinRadius(ent, blip, ent->s.origin, 100)) != NULL)
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{
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ent->think = Proximity_Explode;
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break;
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}
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ent->nextthink = level.time + .1;
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}
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void fire_proximity (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, int proximity_type)
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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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int dmg;
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++self->client->pers.active_grenades[GRENADE_TYPE_PROXIMITY];
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//reduce damage
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dmg = wf_game.grenade_damage[GRENADE_TYPE_PROXIMITY];
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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_PROXIMITY;
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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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//What type of proximity? 1= grenade 2=pipe
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if (proximity_type == PROXIMITY_TYPE_GRENADE)
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{
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grenade->s.modelindex = gi.modelindex (GRPROXIMITY_MODEL);
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grenade->s.skinnum = GRPROXIMITY_SKIN;
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}
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else
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{
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grenade->s.modelindex = gi.modelindex (GRPIPEBOMB_MODEL);
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grenade->s.skinnum = GRPIPEBOMB_SKIN;
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}
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grenade->owner = self;
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grenade->touch = Proximity_Touch;
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grenade->nextthink = level.time + .1;
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grenade->think = proxim_think;
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grenade->delay = level.time + 120;
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grenade->delay2 = level.time + 1; //don't exlode for at least 1 second
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grenade->dmg = dmg;
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grenade->dmg_radius = damage_radius;
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grenade->classname = "proximity";
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grenade->spawnflags = 1;
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grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav");
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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 = Proximity_Die;
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grenade->takedamage = DAMAGE_YES;
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grenade->monsterinfo.aiflags = AI_NOSTEP;
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//set the team
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if ((int)wfflags->value & WF_ANARCHY)
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grenade->wf_team = 0; //fire at anybody
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else
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grenade->wf_team = self->client->resp.ctf_team;
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if (timer <= 0.0)
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Proximity_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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