#include "g_local.h" /* =========================== Gas Grenades =========================== */ void Gas_Explode (edict_t *ent); void Gas_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 = Gas_Explode; } void Gas_Explode (edict_t *ent) { vec3_t origin,v; edict_t *target; float Distance, DrunkTimeAdd; 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_PVS); target = NULL; while ((target = findradius(target, ent->s.origin, 80)) != NULL) { if (!target->client) continue; // It's not a player if (target->wf_team == ent->wf_team) //don't attack if on same team continue; if (!visible(ent, target)) continue; // The grenade can't see it // Find distance VectorSubtract(ent->s.origin, target->s.origin, v); Distance = VectorLength(v); // Calculate drunk factor if(Distance < 80/10) DrunkTimeAdd = 10; //completely drunk else DrunkTimeAdd = 1.5 * 10 * ( 1 / (( Distance - 80 ) / (80*2) - 2 ) + 2 ); //partially drunk if ( DrunkTimeAdd < 0 ) DrunkTimeAdd = 0; // Do not make drunk at all. // Increment the drunk time if(target->client->Gas_Time < level.time) target->client->Gas_Time = DrunkTimeAdd+level.time; else target->client->Gas_Time += DrunkTimeAdd/3; } // shake view T_ShockWave(ent, 255, 1024); // explode and destroy grenade BecomeNewExplosion (ent); } void Gas_think(edict_t *ent) { vec3_t v; edict_t *target; float Distance,DrunkTimeAdd; vec3_t forward, right, up; ent->s.angles[0]+=10*random()-5; ent->s.angles[1]+=10*random()-5; ent->s.angles[2]+=10*random()-5; AngleVectors (ent->s.angles, forward, right, up); ent->movetype = MOVETYPE_FLYRICOCHET; VectorSet (ent->avelocity, 150, 150, 150); //VectorMA (ent->velocity, 200 + crandom() * 10.0, up, ent->velocity); //VectorMA (ent->velocity, crandom() * 10.0, right, ent->velocity); target = NULL; while ((target = findradius(target, ent->s.origin, 220)) != NULL) { if (!target->client) continue; // It's not a player if (target->wf_team == ent->wf_team) //don't attack if on same team continue; if (!visible(ent, target)) continue; // The grenade can't see it // Find distance VectorSubtract(ent->s.origin, target->s.origin, v); Distance = VectorLength(v); // Calculate drunk factor if(Distance < 220/10) DrunkTimeAdd = 10; //completely drunk else DrunkTimeAdd = 1.5 * 10 * ( 1 / (( Distance - 220 ) / (220*2) - 2 ) + 2 ); //partially drunk if ( DrunkTimeAdd < 0 ) DrunkTimeAdd = 0; // Do not make drunk at all. if ( DrunkTimeAdd > 10 ) DrunkTimeAdd = 10; // Do not make drunk at all. // Increment the drunk time if(target->client->Gas_Time < level.time) target->client->Gas_Time = DrunkTimeAdd+level.time; else target->client->Gas_Time += DrunkTimeAdd/3; } //Spray out some sparks at random if(random()<0.30) { //Gregg add in some type of air sound to be played gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_SHIELD_SPARKS); gi.WritePosition (ent->s.origin); gi.WriteDir (ent->s.angles); gi.multicast (ent->s.origin, MULTICAST_PVS); //The gas coming out pushes the grenade around VectorScale (forward, 50+((int)(random()*1000)%150), ent->velocity); } //Some more sparks if(random()>0.25) { //Gregg add in some type of air sound to be played gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_SCREEN_SPARKS); gi.WritePosition (ent->s.origin); gi.WriteDir (ent->s.angles); gi.multicast (ent->s.origin, MULTICAST_PVS); //The gas coming out pushes the grenade around VectorScale (forward, 40+((int)(random()*1000)%160), ent->velocity); } //Some really wierd sparks but sprays out a lot more of the plague if(random()<0.15) { //Gregg add in some type of air sound to be played /*gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_BOSSTPORT); gi.WritePosition (ent->s.origin); gi.multicast (ent->s.origin, MULTICAST_PVS); */ gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_WIDOWBEAMOUT); gi.WriteShort (2000); gi.WritePosition (ent->s.origin); gi.multicast (ent->s.origin, MULTICAST_PHS); target = NULL; while ((target = findradius(target, ent->s.origin, 80)) != NULL) { if (!target->client) continue; // It's not a player if (target->wf_team == ent->wf_team) //don't attack if on same team continue; if (!visible(ent, target)) continue; // The grenade can't see it // Find distance VectorSubtract(ent->s.origin, target->s.origin, v); Distance = VectorLength(v); // Calculate drunk factor if(Distance < 80/10) DrunkTimeAdd = 10; //completely drunk else DrunkTimeAdd = 1.5 * 10 * ( 1 / (( Distance - 80 ) / (80*2) - 2 ) + 2 ); //partially drunk if ( DrunkTimeAdd < 0 ) DrunkTimeAdd = 0; // Do not make drunk at all. // Increment the drunk time if(target->client->Gas_Time < level.time) target->client->Gas_Time = DrunkTimeAdd+level.time; else target->client->Gas_Time += DrunkTimeAdd/3; } } if(ent->delaythink=Gas_Explode; ent->nextthink=level.time + 0.5; } void Gas_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf) { 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) { //ent->enemy = other; Gas_Explode(ent); } } void fire_gasgrenade (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_GAS]; vectoangles (aimdir, dir); AngleVectors (dir, forward, right, up); grenade = G_Spawn(); grenade->grenade_index = GRENADE_TYPE_GAS; 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_FLYRICOCHET; 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/grenade/tris.md2"); grenade->owner = self; grenade->touch = Gas_Touch; grenade->nextthink = level.time + 1; grenade->delay = level.time + 10; grenade->think = Gas_think; grenade->dmg = (damage/3); grenade->dmg_radius = damage_radius; grenade->classname = "gas"; // 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 = Gas_Die; grenade->takedamage = DAMAGE_YES; grenade->monsterinfo.aiflags = AI_NOSTEP; gi.linkentity (grenade); }