q2wf-portable/wf_proximity.c

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/*==============================================================================
The Weapons Factory -
Proximity Bomb Functions
Original code by (??)
Modified by Gregg Reno
==============================================================================*/
#include "g_local.h"
void Proximity_Explode (edict_t *ent)
{
vec3_t origin;
//gi.dprintf("Proxim: Explode\n");
if (ent->owner->client)
{
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
}
T_RadiusDamage(ent, ent->owner, ent->dmg, NULL, ent->dmg_radius, MOD_WF_PROXIMITY);
VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
gi.WriteByte (svc_temp_entity);
if (ent->waterlevel)
{
if (ent->groundentity)
gi.WriteByte (TE_GRENADE_EXPLOSION_WATER);
else
gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
}
else
{
if (ent->groundentity)
gi.WriteByte (TE_GRENADE_EXPLOSION);
else
gi.WriteByte (TE_ROCKET_EXPLOSION);
}
gi.WritePosition (origin);
gi.multicast (ent->s.origin, MULTICAST_PVS);
G_FreeEdict (ent);
}
// CCH: When a grenade 'dies', it blows up next frame
void Proximity_Die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
//gi.dprintf("Proxim: Die\n");
self->takedamage = DAMAGE_NO;
self->nextthink = level.time + .1;
self->think = Proximity_Explode;
}
void Proximity_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
//gi.dprintf("Proxim: Touch\n");
//if (other == ent->owner)
// return;
// Dont blow up if on same team
if (other->wf_team == ent->wf_team)
return;
if (other->disguised)
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;
}
//ent->enemy = other;
Proximity_Explode (ent);
}
// CCH: New think function for proximity grenades
void proxim_think (edict_t *ent)
{
edict_t *blip = NULL;
if (level.time > ent->delay)
{
Proximity_Explode(ent);
return;
}
//is it armed yet?
if (level.time < ent->delay2)
{
ent->nextthink = level.time + .1;
return;
}
ent->think = proxim_think;
while ((blip = findEnemyWithinRadius(ent, blip, ent->s.origin, 100)) != NULL)
{
ent->think = Proximity_Explode;
break;
}
ent->nextthink = level.time + .1;
}
void fire_proximity (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, int proximity_type)
{
edict_t *grenade;
vec3_t dir;
vec3_t forward, right, up;
int dmg;
++self->client->pers.active_grenades[GRENADE_TYPE_PROXIMITY];
//reduce damage
dmg = wf_game.grenade_damage[GRENADE_TYPE_PROXIMITY];
vectoangles (aimdir, dir);
AngleVectors (dir, forward, right, up);
grenade = G_Spawn();
grenade->grenade_index = GRENADE_TYPE_PROXIMITY;
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;
VectorClear (grenade->mins);
VectorClear (grenade->maxs);
//What type of proximity? 1= grenade 2=pipe
if (proximity_type == PROXIMITY_TYPE_GRENADE)
{
grenade->s.modelindex = gi.modelindex (GRPROXIMITY_MODEL);
grenade->s.skinnum = GRPROXIMITY_SKIN;
}
else
{
grenade->s.modelindex = gi.modelindex (GRPIPEBOMB_MODEL);
grenade->s.skinnum = GRPIPEBOMB_SKIN;
}
grenade->owner = self;
grenade->touch = Proximity_Touch;
grenade->nextthink = level.time + .1;
grenade->think = proxim_think;
grenade->delay = level.time + 120;
grenade->delay2 = level.time + 1; //don't exlode for at least 1 second
grenade->dmg = dmg;
grenade->dmg_radius = damage_radius;
grenade->classname = "proximity";
grenade->spawnflags = 1;
grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav");
// CCH: a few more attributes to let the grenade 'die'
VectorSet(grenade->mins, -3, -3, 0);
VectorSet(grenade->maxs, 3, 3, 6);
grenade->mass = 2;
grenade->health = 10;
grenade->die = Proximity_Die;
grenade->takedamage = DAMAGE_YES;
grenade->monsterinfo.aiflags = AI_NOSTEP;
//set the team
if ((int)wfflags->value & WF_ANARCHY)
grenade->wf_team = 0; //fire at anybody
else
grenade->wf_team = self->client->resp.ctf_team;
if (timer <= 0.0)
Proximity_Explode (grenade);
else
{
gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
gi.linkentity (grenade);
}
}