#include "g_local.h" void stick(edict_t *projectile, edict_t *object); /* ======================= Flares(light up stuff) ======================= */ void Flare_Explode (edict_t *ent) { vec3_t origin; if (ent->owner->client) PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT); 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_PHS); G_FreeEdict (ent); } void Flare_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 = Flare_Explode; } void Flare_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; } //ent->enemy = other; Flare_Explode (ent); } void fire_flare (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); grenade = G_Spawn(); 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_BLASTER|EF_BFG|EF_TELEPORTER; grenade->s.renderfx |= RF_SHELL_GREEN; VectorClear (grenade->mins); VectorClear (grenade->maxs); grenade->s.modelindex = gi.modelindex (GRFLARE_MODEL); grenade->s.skinnum = GRFLARE_SKIN; grenade->owner = self; grenade->touch = Flare_Touch; grenade->nextthink = level.time + timer + 35; grenade->think = Flare_Explode; 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 = Flare_Die; grenade->takedamage = DAMAGE_YES; grenade->monsterinfo.aiflags = AI_NOSTEP; gi.linkentity (grenade); } void weapon_flarelauncher_fire (edict_t *ent) { vec3_t offset; vec3_t forward, right; vec3_t start; int damage = 12; 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_flare (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_FlareLauncher (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_flarelauncher_fire); } void Sticky_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf) { //gi.dprintf("Cluster: 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; } stick(ent, other); //Cluster_Explode (ent); } void fire_Stickyflare (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); grenade = G_Spawn(); 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_BLASTER|EF_BFG|EF_TELEPORTER; grenade->s.renderfx |= RF_SHELL_GREEN; VectorClear (grenade->mins); VectorClear (grenade->maxs); grenade->s.modelindex = gi.modelindex ("models/objects/grenade/tris.md2"); grenade->owner = self; grenade->touch = Sticky_Touch; grenade->nextthink = level.time + timer + 35; grenade->think = Flare_Explode; 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 = Flare_Die; grenade->takedamage = DAMAGE_YES; grenade->monsterinfo.aiflags = AI_NOSTEP; gi.linkentity (grenade); } void weapon_stickyflarelauncher_fire (edict_t *ent) { vec3_t offset; vec3_t forward, right; vec3_t start; int damage = 12; 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_Stickyflare (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); ent->client->pers.inventory[ent->client->ammo_index] -= ent->client->pers.weapon->quantity; } void Weapon_StickyFlareLauncher (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_stickyflarelauncher_fire); }