q2wf-portable/w_shock.c

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5.8 KiB
C
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#include "g_local.h"
/*
=================
Shock Grenade
=================
*/
static void shockGrenade_Explode (edict_t *ent)
{
vec3_t origin;
// int i;
vec3_t offset;
if (ent->owner->client)
{
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
}
VectorSet(offset,0,0,0.5);
VectorAdd(offset,ent->s.origin,offset);
VectorCopy (offset, ent->s.origin);
//FIXME: if we are onground then raise our Z just a bit since we are a point?
//GREGG - removed radius damage on explode
//T_RadiusDamage(ent, ent->owner, ent->dmg, NULL, ent->dmg_radius, MOD_SHOCK);
VectorMA (ent->s.origin, -.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);
// make some debris
// make_debris (ent);
// shake view
// T_ShockWave(ent, 255, 1024);
// let blast move items
// T_ShockItems(ent);
// explode and destroy grenade
BecomeNewExplosion (ent);
}
static void shockGrenade_Timer (edict_t *self)
{
edict_t *ent;
// vec3_t velo;
ent = NULL;
while ((ent = findradius(ent, self->s.origin, 340)) != NULL)
{
if (ent == self)
continue;
if (ent == self->owner)
continue;
if (!ent->takedamage)
continue;
if ((ent->wf_team == self->wf_team) && (((int)wfflags->value & WF_ALLOW_FRIENDLY_FIRE)==0))
continue;
//Don't go through walls
if (!visible(self, ent))
continue;
if (!(ent->svflags & SVF_MONSTER) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
continue;
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_PARASITE_ATTACK);
gi.WriteShort (self - g_edicts);
gi.WritePosition (ent->s.origin);
gi.WritePosition (self->s.origin);
gi.multicast (ent->s.origin, MULTICAST_PVS);
T_Damage (ent, self, self->owner, self->velocity, ent->s.origin, vec3_origin, wf_game.grenade_damage[GRENADE_TYPE_SHOCK], 0, DAMAGE_BULLET, MOD_SHOCK);
}
if(self->volume<level.time)
self->think =shockGrenade_Explode;
self->nextthink = level.time + 0.1;
}
static void shockGrenade_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (other == ent->owner)
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;
}
//BulletGrenade_Explode (ent);
}
void shockGrenade_Die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
self->takedamage = DAMAGE_NO;
self->nextthink = level.time + .1;
self->think = shockGrenade_Explode;
}
void fire_shockgrenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius)
{
edict_t *grenade;
vec3_t dir;
vec3_t forward, right, up;
++self->client->pers.active_grenades[GRENADE_TYPE_SHOCK];
vectoangles (aimdir, dir);
AngleVectors (dir, forward, right, up);
grenade = G_Spawn();
grenade->grenade_index = GRENADE_TYPE_SHOCK;
grenade->wf_team = self->wf_team;
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);
grenade->s.modelindex = gi.modelindex (GRSHOCK_MODEL);
grenade->s.skinnum = GRSHOCK_SKIN;
grenade->owner = self;
grenade->touch = shockGrenade_Touch; //Stuff for cluster grenades when they explode
grenade->nextthink = level.time + timer;
grenade->volume = level.time + timer + 0.4;
grenade->think = shockGrenade_Timer; //stuff for cluster grenades exploding
grenade->dmg = damage;
grenade->dmg_radius = damage_radius;
grenade->classname = "grenade";
// 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 = shockGrenade_Die;
grenade->takedamage = DAMAGE_YES;
grenade->monsterinfo.aiflags = AI_NOSTEP;
gi.linkentity (grenade);
}
void weapon_shockgrenadelauncher_fire (edict_t *ent)
{
vec3_t offset;
vec3_t forward, right;
vec3_t start;
int damage = 120;
float radius;
radius = damage+40;
if (is_quad)
damage *= 4;
VectorSet(offset, 8, 8, ent->viewheight-8);
AngleVectors (ent->client->v_angle, forward, right, NULL);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
VectorScale (forward, -2, ent->client->kick_origin);
ent->client->kick_angles[0] = -1;
fire_shockgrenade (ent, start, forward, damage, 400, 2.5, radius);
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
gi.WriteByte (MZ_GRENADE | is_silenced);
gi.multicast (ent->s.origin, MULTICAST_PVS);
ent->client->ps.gunframe++;
PlayerNoise(ent, start, PNOISE_WEAPON);
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
ent->client->pers.inventory[ent->client->ammo_index] -= ent->client->pers.weapon->quantity;
}
void Weapon_shockGrenadeLauncher (edict_t *ent)
{
static int pause_frames[] = {34, 51, 59, 0};
static int fire_frames[] = {6, 0};
Weapon_Generic (ent, 5, 16, 59, 64, pause_frames, fire_frames, weapon_shockgrenadelauncher_fire);
}