#include "g_local.h" //Other weapon functions void fire_timednuke (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_GRENADE; VectorClear (grenade->mins); VectorClear (grenade->maxs); grenade->s.modelindex = gi.modelindex ("models/objects/grenade/tris.md2"); grenade->owner = self; grenade->touch = TimedNuke_Touch; //Stuff for cluster grenades when they explode grenade->nextthink = level.time + 4; grenade->think = Grenade_Explode; //stuff for cluster grenades exploding grenade->dmg = damage +500; grenade->dmg_radius = damage_radius + 500; 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 = GenericGrenade_Die; grenade->takedamage = DAMAGE_YES; grenade->monsterinfo.aiflags = AI_NOSTEP; gi.linkentity (grenade); } void TimedNuke_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; } // ignore if on same team if (other->wf_team == ent->wf_team) 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; } return; } void weapon_timednukelauncher_fire (edict_t *ent) { vec3_t offset; vec3_t forward, right; vec3_t start; int damage = 1200; float radius; radius = damage+400; 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_timednuke (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_TimedNukeLauncher (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_timednukelauncher_fire); } void gib_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point); void gib_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf); void ThrowVomit (edict_t *ent, vec3_t mouth_pos, vec3_t forward, vec3_t right, vec3_t player_vel) { edict_t *gib; gib = G_Spawn(); gi.setmodel (gib, "models/objects/gibs/sm_meat/tris.md2"); gib->solid = SOLID_NOT; gib->s.effects |= EF_GIB; gib->flags |= FL_NO_KNOCKBACK; gib->takedamage = DAMAGE_YES; gib->die = gib_die; gib->movetype = MOVETYPE_TOSS; gib->touch = gib_touch; // start the gib from out mouth, moving at a forwards velocity VectorCopy ( mouth_pos, gib->s.origin); VectorScale (forward, 120 + crandom()*40, gib->velocity); VectorAdd (player_vel, gib->velocity, gib->velocity); // add a random left-right component to the vomit velocity VectorScale (right, crandom()*20, right); VectorAdd (right, gib->velocity, gib->velocity); gib->avelocity[0] = random()*500; gib->avelocity[1] = random()*500; gib->avelocity[2] = random()*500; gib->think = G_FreeEdict; gib->nextthink = level.time + 10 + random()*5; gi.linkentity (gib); }