#include "g_local.h" /* ================= Shock Grenade ================= */ static void shockGrenade_Explode (edict_t *ent) { vec3_t origin; // int i; vec3_t offset; if (ent->owner->client) { PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT); } VectorSet(offset,0,0,0.5); VectorAdd(offset,ent->s.origin,offset); VectorCopy (offset, ent->s.origin); //FIXME: if we are onground then raise our Z just a bit since we are a point? //GREGG - removed radius damage on explode //T_RadiusDamage(ent, ent->owner, ent->dmg, NULL, ent->dmg_radius, MOD_SHOCK); VectorMA (ent->s.origin, -.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); // make some debris // make_debris (ent); // shake view // T_ShockWave(ent, 255, 1024); // let blast move items // T_ShockItems(ent); // explode and destroy grenade BecomeNewExplosion (ent); } static void shockGrenade_Timer (edict_t *self) { edict_t *ent; // vec3_t velo; ent = NULL; while ((ent = findradius(ent, self->s.origin, 340)) != NULL) { if (ent == self) continue; if (ent == self->owner) continue; if (!ent->takedamage) continue; if ((ent->wf_team == self->wf_team) && (((int)wfflags->value & WF_ALLOW_FRIENDLY_FIRE)==0)) continue; //Don't go through walls if (!visible(self, ent)) continue; if (!(ent->svflags & SVF_MONSTER) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0)) continue; gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_PARASITE_ATTACK); gi.WriteShort (self - g_edicts); gi.WritePosition (ent->s.origin); gi.WritePosition (self->s.origin); gi.multicast (ent->s.origin, MULTICAST_PVS); T_Damage (ent, self, self->owner, self->velocity, ent->s.origin, vec3_origin, wf_game.grenade_damage[GRENADE_TYPE_SHOCK], 0, DAMAGE_BULLET, MOD_SHOCK); } if(self->volumethink =shockGrenade_Explode; self->nextthink = level.time + 0.1; } static void shockGrenade_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; } //BulletGrenade_Explode (ent); } void shockGrenade_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 = shockGrenade_Explode; } void fire_shockgrenade (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_SHOCK]; vectoangles (aimdir, dir); AngleVectors (dir, forward, right, up); grenade = G_Spawn(); grenade->grenade_index = GRENADE_TYPE_SHOCK; 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 (GRSHOCK_MODEL); grenade->s.skinnum = GRSHOCK_SKIN; grenade->owner = self; grenade->touch = shockGrenade_Touch; //Stuff for cluster grenades when they explode grenade->nextthink = level.time + timer; grenade->volume = level.time + timer + 0.4; grenade->think = shockGrenade_Timer; //stuff for cluster grenades exploding 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 = shockGrenade_Die; grenade->takedamage = DAMAGE_YES; grenade->monsterinfo.aiflags = AI_NOSTEP; gi.linkentity (grenade); } void weapon_shockgrenadelauncher_fire (edict_t *ent) { vec3_t offset; vec3_t forward, right; vec3_t start; int damage = 120; 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_shockgrenade (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_shockGrenadeLauncher (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_shockgrenadelauncher_fire); }