q2wf-portable/w_clustermissiles.c

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#include "g_local.h"
/*
======================
Cluster Missiles
======================
*/
void rocketcluster_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
vec3_t origin;
int n;
// int i;
// float spd;
// vec3_t org;
//Sean added these 4 vectors
vec3_t grenade1;
vec3_t grenade2;
vec3_t grenade3;
vec3_t grenade4;
if (other == ent->owner)
return;
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict (ent);
return;
}
if (ent->owner->client)
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
// calculate position for the explosion entity
VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
if (other->takedamage)
{
T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0,MOD_CLUSTERROCKET);
}
else
{
// don't throw any debris in net games
if (!deathmatch->value)
{
if ((surf) && !(surf->flags & (SURF_WARP|SURF_TRANS33|SURF_TRANS66|SURF_FLOWING)))
{
n = rand() % 5;
while(n--)
ThrowDebris (ent, "models/objects/debris2/tris.md2", 2, ent->s.origin);
}
}
}
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius,MOD_CLUSTERROCKET);
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);
// 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);
// Sean : explode the four grenades outwards
fire_grenade2(ent->owner, origin, grenade1, DAMAGE_CLUSTERROCKET, 1, 1.0, 120, false);
fire_grenade2(ent->owner, origin, grenade2, DAMAGE_CLUSTERROCKET, 1, 1.0, 120, false);
fire_grenade2(ent->owner, origin, grenade3, DAMAGE_CLUSTERROCKET, 1, 1.0, 120, false);
fire_grenade2(ent->owner, origin, grenade4, DAMAGE_CLUSTERROCKET, 1, 1.0, 120, false);
// make some glowing shrapnel
//spd = 15.0 * ent->dmg / 200;
/* for (i = 0; i < 3; i++)
{
org[0] = ent->s.origin[0] + crandom() * ent->size[0];
org[1] = ent->s.origin[1] + crandom() * ent->size[1];
org[2] = ent->s.origin[2] + crandom() * ent->size[2];
ThrowShrapnel4 (ent, "models/objects/debris2/tris.md2", spd, org);
}
make_debris (ent);
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius,MOD_CLUSTERROCKET);
T_ShockItems(ent);
T_ShockWave(ent, 255, 1024);*/
BecomeNewExplosion (ent);
}
void fire_clusterrocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
{
edict_t *rocket;
rocket = G_Spawn();
rocket->wf_team = self->wf_team;
VectorCopy (start, rocket->s.origin);
VectorCopy (dir, rocket->movedir);
vectoangles (dir, rocket->s.angles);
VectorScale (dir, speed, rocket->velocity);
rocket->movetype = MOVETYPE_FLYMISSILE;
rocket->clipmask = MASK_SHOT;
rocket->solid = SOLID_BBOX;
rocket->s.effects |= EF_ROCKET;
VectorClear (rocket->mins);
VectorClear (rocket->maxs);
rocket->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
rocket->owner = self;
rocket->touch = rocketcluster_touch;
rocket->nextthink = level.time + 8000/speed;
rocket->think = G_FreeEdict;
rocket->dmg = damage;
rocket->radius_dmg = radius_damage;
rocket->dmg_radius = damage_radius;
rocket->s.sound = gi.soundindex ("weapons/rockfly.wav");
rocket->classname = "rocket";
// CCH: a few more attributes to let the rocket 'die'
VectorSet(rocket->mins, -10, -3, 0);
VectorSet(rocket->maxs, 10, 3, 6);
rocket->mass = 10;+ rocket->health = 10;
rocket->die = Rocket_Die;
rocket->takedamage = DAMAGE_NO;
rocket->monsterinfo.aiflags = AI_NOSTEP;
if (self->client)
check_dodge (self, rocket->s.origin, dir, speed);
gi.linkentity (rocket);
}
void Weapon_RocketClusterLauncher_Fire (edict_t *ent)
{
vec3_t offset, start;
vec3_t forward, right;
int damage;
float damage_radius;
int radius_damage;
damage = wf_game.weapon_damage[WEAPON_CLUSTERROCKET];
radius_damage = 20;
damage_radius = 20;
if (is_quad)
{
damage *= 4;
radius_damage *= 4;
}
AngleVectors (ent->client->v_angle, forward, right, NULL);
VectorScale (forward, -2, ent->client->kick_origin);
ent->client->kick_angles[0] = -1;
//First rocket
VectorSet(offset, 8, 8, ent->viewheight-8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
fire_clusterrocket (ent, start, forward, damage, wf_game.weapon_speed[WEAPON_CLUSTERROCKET], damage_radius, radius_damage);
// send muzzle flash
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
gi.WriteByte (MZ_ROCKET | 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_RocketClusterLauncher (edict_t *ent)
{
static int pause_frames[] = {25, 33, 42, 50, 0};
static int fire_frames[] = {5, 0};
Weapon_Generic (ent, 4, 12, 50, 54, pause_frames, fire_frames, Weapon_RocketClusterLauncher_Fire);
}