#include "g_local.h" /* =============== Plague Grenades =============== */ void DiseaseGrenade_Explode (edict_t *ent) { vec3_t origin; edict_t *target; // int rnd; if (ent->owner->client) { PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT); // --ent->owner->client->pers.active_grenades[GRENADE_TYPE_PLAGUE]; } //FIXME: if we are onground then raise our Z just a bit since we are a point? // T_RadiusDamage(ent, ent->owner, ent->dmg, NULL, ent->dmg_radius,0); 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, 95)) != NULL) { //Don't go through walls if (!visible(ent, target)) continue; //Give them only a 1/3 chance of being infected //rnd = rndnum(1,3); //if (rnd == 1) infect_person(target, ent->owner); } //Just infect, don't damage // T_RadiusDamage(ent, ent->owner, ent->dmg, NULL, ent->dmg_radius,0); // make some debris // make_debris (ent); // shake view T_ShockWave(ent, 255, 1024); // let blast move items // T_ShockItems(ent); // explode and destroy grenade //Also spray out stuff for looks gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_TRACKER_EXPLOSION); gi.WritePosition (ent->s.origin); gi.multicast (ent->s.origin, MULTICAST_PVS); gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/rocklx1a.wav"), 1, ATTN_NORM, 0); // Blow up the grenade //BecomeExplosion1(ent); G_FreeEdict (ent); return; } void DiseaseGrenade_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 = DiseaseGrenade_Explode; } void DiseaseGrenade_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf) { if (other == ent->owner) return; if (surf && (surf->flags & SURF_SKY)) { // if (ent->owner->client) // --ent->owner->client->pers.active_grenades[GRENADE_TYPE_PLAGUE]; G_FreeEdict (ent); return; } // if (other->takedamage) // { // ent->enemy = other; DiseaseGrenade_Explode(ent); // } } void fire_diseasegrenade (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_PLAGUE]; 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; grenade->s.effects |= EF_DOUBLE; VectorClear (grenade->mins); VectorClear (grenade->maxs); // grenade->s.modelindex = gi.modelindex ("models/objects/grenade/tris.md2"); grenade->s.modelindex = gi.modelindex (GRPLAGUE_MODEL); grenade->s.skinnum = GRPLAGUE_SKIN; grenade->owner = self; grenade->touch = DiseaseGrenade_Touch; grenade->nextthink = level.time + 4; grenade->think = DiseaseGrenade_Explode; grenade->dmg = (damage/3); 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 = DiseaseGrenade_Die; grenade->takedamage = DAMAGE_YES; grenade->monsterinfo.aiflags = AI_NOSTEP; grenade->wf_team = self->wf_team; gi.linkentity (grenade); } void weapon_diseaselauncher_fire (edict_t *ent) { vec3_t offset; vec3_t forward, right; vec3_t start; int damage = 20; float radius; radius = damage+5; 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_diseasegrenade (ent, start, forward, damage, 300, 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_DiseaseGrenadeLauncher (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_diseaselauncher_fire); }