q2wf-portable/wf_pipebomb.c

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/*==============================================================================
The Weapons Factory -
Pipe Bomb Functions
Original code by Chris Hilton
Modified by Gregg Reno
==============================================================================*/
#include "g_local.h"
//From Chris Hilton
void Pipebomb_Explode (edict_t *ent)
{
vec3_t origin;
// gi.dprintf("Pipebomb Explode\n");
if (ent->owner->client)
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
//FIXME: if we are onground then raise our Z just a bit since we are a point?
T_RadiusDamage(ent, ent->owner, ent->dmg, NULL, ent->dmg_radius, MOD_WF_PIPEBOMB);
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);
}
void Pipebomb_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
//gi.dprintf("Pipebomb 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;
}
//ent->enemy = other;
Pipebomb_Explode (ent);
}
void Pipebomb_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 = Pipebomb_Explode;
}
void fire_pipebomb (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;
vectoangles (aimdir, dir);
AngleVectors (dir, forward, right, up);
++self->client->pers.active_grenades[GRENADE_TYPE_PIPEBOMB];
grenade = G_Spawn();
grenade->grenade_index = GRENADE_TYPE_PIPEBOMB;
grenade->wf_team = self->client->resp.ctf_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 ("models/objects/grenade2/tris.md2");
grenade->owner = self;
// grenade->touch = Pipebomb_Touch;
grenade->nextthink = level.time + 180; //3 minutes
grenade->think = Pipebomb_Explode;
//grenade->delay = level.time + 60;
grenade->dmg = wf_game.grenade_damage[GRENADE_TYPE_PIPEBOMB];
grenade->dmg_radius = damage_radius;
grenade->classname = "pipebomb";
grenade->spawnflags = 1;
//Make these silent!
// 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 = Pipebomb_Die;
grenade->takedamage = DAMAGE_YES;
grenade->monsterinfo.aiflags = AI_NOSTEP;
if (timer <= 0.0)
{
//Pipebomb_Explode (grenade);
// gi.dprintf("Pipebomb: Zero timer!\n");
}
else
{
gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
gi.linkentity (grenade);
}
}
/*
=================
Cmd_DetPipes_f
CCH: new function to detonate all pipebombs within 1000 units
=================
*/
void Cmd_DetPipes_f (edict_t *ent)
{
edict_t *blip = NULL;
while ((blip = findradius(blip, ent->s.origin, 1000)) != NULL)
{
if (!strcmp(blip->classname, "pipebomb") && blip->owner == ent)
{
blip->think = Pipebomb_Explode;
blip->nextthink = level.time + .1;
}
}
}