#include "g_local.h" /* ========================== NAG(Nervous Accelator Gun) ========================== */ void nag_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) { float rnum; rnum = random(); if (other == self->owner) return; if (surf && (surf->flags & SURF_SKY)) { G_FreeEdict (self); return; } if (self->owner->client) PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT); if (other->takedamage) { T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg+1, 2, DAMAGE_ENERGY,MOD_NAG); if(rnum < 0.3333) { ThrowUpNow(other); T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, 12, 4, DAMAGE_ENERGY,MOD_NAG); } } else { gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_BLASTER); gi.WritePosition (self->s.origin); if (!plane) gi.WriteDir (vec3_origin); else gi.WriteDir (plane->normal); gi.multicast (self->s.origin, MULTICAST_PVS); } G_FreeEdict (self); } void fire_nag (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect) { edict_t *bolt; trace_t tr; VectorNormalize (dir); bolt = G_Spawn(); bolt->wf_team = self->wf_team; VectorCopy (start, bolt->s.origin); VectorCopy (start, bolt->s.old_origin); vectoangles (dir, bolt->s.angles); VectorScale (dir, speed, bolt->velocity); bolt->movetype = MOVETYPE_FLYMISSILE; //JR 1/4/98 changed so it bounces bolt->clipmask = MASK_SHOT; bolt->solid = SOLID_BBOX; bolt->s.effects |= effect; VectorClear (bolt->mins); VectorClear (bolt->maxs); bolt->s.modelindex = gi.modelindex ("models/objects/laser/tris.md2"); bolt->s.sound = gi.soundindex ("misc/lasfly.wav"); bolt->owner = self; bolt->touch = nag_touch; bolt->nextthink = level.time + 3; bolt->think = G_FreeEdict; bolt->dmg = damage; bolt->classname = "nag"; gi.linkentity (bolt); if (self->client) check_dodge (self, bolt->s.origin, dir, speed); tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT); if (tr.fraction < 1.0) { VectorMA (bolt->s.origin, -10, dir, bolt->s.origin); bolt->touch (bolt, tr.ent, NULL, NULL); } } void Nag_Fire (edict_t *ent, vec3_t g_offset, int damage, qboolean hyper, int effect) { vec3_t forward, right; vec3_t start; vec3_t offset; if (is_quad) damage *= 4; AngleVectors (ent->client->v_angle, forward, right, NULL); VectorSet(offset, 24, 8, ent->viewheight-8); VectorAdd (offset, g_offset, offset); 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_nag (ent, start, forward, damage, wf_game.weapon_speed[WEAPON_NAG], effect); // send muzzle flash gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent-g_edicts); if (hyper) gi.WriteByte (MZ_HYPERBLASTER | is_silenced); else gi.WriteByte (MZ_BLASTER | is_silenced); gi.multicast (ent->s.origin, MULTICAST_PVS); PlayerNoise(ent, start, PNOISE_WEAPON); } void Weapon_Nag_Fire (edict_t *ent) { int damage; //JR 1/4/98 damage = wf_game.weapon_damage[WEAPON_NAG]; Nag_Fire (ent, vec3_origin, damage, false, EF_BLASTER); ent->client->ps.gunframe++; ent->client->pers.inventory[ent->client->ammo_index] -= ent->client->pers.weapon->quantity; } void Weapon_Nag (edict_t *ent) { static int pause_frames[] = {19, 32, 0}; static int fire_frames[] = {5, 0}; Weapon_Generic (ent, 4, 8, 52, 55, pause_frames, fire_frames, Weapon_Nag_Fire); }