#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); }