#include "g_local.h" /* ================= Shrapnal Grenade ================= */ /* ================= fire_lead This is an internal support routine used for Shrapnal based weapons. fire bullet creates a lot of effects, causing overflows I copied the beef of the fire_bullet code, but with no effects ================= */ static void fireShrapnal(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int te_impact, int hspread, int vspread, int mod) { trace_t tr; vec3_t dir; vec3_t forward, right, up; vec3_t end; float r; float u; vec3_t water_start; int content_mask = MASK_SHOT | MASK_WATER; tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT); if (!(tr.fraction < 1.0)) { vectoangles (aimdir, dir); AngleVectors (dir, forward, right, up); r = crandom()*hspread; u = crandom()*vspread; VectorMA (start, 8192, forward, end); //Don't add random spread if it's the sniper riffle if (mod != MOD_SNIPERRIFLE) { VectorMA (end, r, right, end); VectorMA (end, u, up, end); } if (gi.pointcontents (start) & MASK_WATER) { VectorCopy (start, water_start); content_mask &= ~MASK_WATER; } tr = gi.trace (start, NULL, NULL, end, self, content_mask); // see if we hit water if (tr.contents & MASK_WATER) { VectorCopy (tr.endpos, water_start); if (!VectorCompare (start, tr.endpos)) { // change bullet's course when it enters water VectorSubtract (end, start, dir); vectoangles (dir, dir); AngleVectors (dir, forward, right, up); r = crandom()*hspread*2; u = crandom()*vspread*2; VectorMA (water_start, 8192, forward, end); VectorMA (end, r, right, end); VectorMA (end, u, up, end); } // re-trace ignoring water this time tr = gi.trace (water_start, NULL, NULL, end, self, MASK_SHOT); } } // send gun puff / flash if (!((tr.surface) && (tr.surface->flags & SURF_SKY))) { if (tr.fraction < 1.0) { if (tr.ent->takedamage) { T_Damage (tr.ent, self, self->owner, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, mod); } } } } static void BulletGrenade_Explode (edict_t *ent) { vec3_t origin; //Sean added these 4 vectors vec3_t grenade1; vec3_t grenade2; vec3_t grenade3; vec3_t grenade4; vec3_t grenade5; vec3_t grenade6; vec3_t grenade7; vec3_t grenade8; int i; vec3_t offset; if (ent->owner->client) PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT); VectorSet(offset,0,0,32); VectorAdd(offset,ent->s.origin,offset); VectorCopy (offset, ent->s.origin); VectorSet(grenade1,20,20,0); VectorSet(grenade2,20,-20,0); VectorSet(grenade3,-20,20,0); VectorSet(grenade4,-20,-20,0); VectorSet(grenade5,0,20,0); VectorSet(grenade6,0,-20,0); VectorSet(grenade7,-20,0,0); VectorSet(grenade8,20,0,0); // Sean : explode the four grenades outwards /* fire_bullet (ent->owner, offset, grenade1, 4, 2, 15000, 15000,0); fire_bullet (ent->owner, offset, grenade2, 4, 2, 15000, 15000,0); fire_bullet (ent->owner, offset, grenade3, 4, 2, 15000, 15000,0); fire_bullet (ent->owner, offset, grenade4, 4, 2, 15000, 15000,0); fire_bullet (ent->owner, offset, grenade5, 4, 2, 15000, 15000,0); fire_bullet (ent->owner, offset, grenade6, 4, 2, 15000, 15000,0); fire_bullet (ent->owner, offset, grenade7, 4, 2, 15000, 15000,0); fire_bullet (ent->owner, offset, grenade8, 4, 2, 15000, 15000,0); */ // ++TeT - fire bullet creates a lot of effects, causing overflows // I copied the beef of the fire_bullet code, but with no effects fire_bullet (ent, offset, grenade1, 4, 2, 15000, 15000,MOD_SHRAPNEL); fire_bullet (ent, offset, grenade2, 4, 2, 15000, 15000,MOD_SHRAPNEL); fire_bullet (ent, offset, grenade3, 4, 2, 15000, 15000,MOD_SHRAPNEL); fire_bullet (ent, offset, grenade4, 4, 2, 15000, 15000,MOD_SHRAPNEL); fire_bullet (ent, offset, grenade5, 4, 2, 15000, 15000,MOD_SHRAPNEL); fire_bullet (ent, offset, grenade6, 4, 2, 15000, 15000,MOD_SHRAPNEL); fire_bullet (ent, offset, grenade7, 4, 2, 15000, 15000,MOD_SHRAPNEL); fire_bullet (ent, offset, grenade8, 4, 2, 15000, 15000,MOD_SHRAPNEL); // fire the remaining bullets without the effects for (i = 0; i < 5; i++) { fireShrapnal (ent, offset, grenade1, wf_game.grenade_damage[GRENADE_TYPE_SHRAPNEL], 2, TE_GUNSHOT, 15000, 15000,MOD_SHRAPNEL); fireShrapnal (ent, offset, grenade2, wf_game.grenade_damage[GRENADE_TYPE_SHRAPNEL], 2, TE_GUNSHOT, 15000, 15000,MOD_SHRAPNEL); fireShrapnal (ent, offset, grenade3, wf_game.grenade_damage[GRENADE_TYPE_SHRAPNEL], 2, TE_GUNSHOT, 15000, 15000,MOD_SHRAPNEL); fireShrapnal (ent, offset, grenade4, wf_game.grenade_damage[GRENADE_TYPE_SHRAPNEL], 2, TE_GUNSHOT, 15000, 15000,MOD_SHRAPNEL); fireShrapnal (ent, offset, grenade5, wf_game.grenade_damage[GRENADE_TYPE_SHRAPNEL], 2, TE_GUNSHOT, 15000, 15000,MOD_SHRAPNEL); fireShrapnal (ent, offset, grenade6, wf_game.grenade_damage[GRENADE_TYPE_SHRAPNEL], 2, TE_GUNSHOT, 15000, 15000,MOD_SHRAPNEL); fireShrapnal (ent, offset, grenade7, wf_game.grenade_damage[GRENADE_TYPE_SHRAPNEL], 2, TE_GUNSHOT, 15000, 15000,MOD_SHRAPNEL); fireShrapnal (ent, offset, grenade8, wf_game.grenade_damage[GRENADE_TYPE_SHRAPNEL], 2, TE_GUNSHOT, 15000, 15000,MOD_SHRAPNEL); } //FIXME: if we are onground then raise our Z just a bit since we are a point? //TeT removed radius damage //T_RadiusDamage(ent, ent->owner, ent->dmg, NULL, ent->dmg_radius,MOD_SHRAPNEL); 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); // SumFuka did this bit : give grenades up/outwards velocities // 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); } void Shrapnal_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 = BulletGrenade_Explode; } static void BulletGrenade_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; } ent->nextthink = level.time + .2; ent->think = BulletGrenade_Explode; // BulletGrenade_Explode (ent); } void fire_bulletgrenade (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 (GRSHRAPNEL_MODEL); grenade->s.skinnum = GRSHRAPNEL_SKIN; grenade->owner = self; grenade->creator = self; grenade->touch = BulletGrenade_Touch; //Stuff for cluster grenades when they explode grenade->nextthink = level.time + timer; grenade->think = BulletGrenade_Explode; //stuff for cluster grenades exploding grenade->dmg = damage; grenade->dmg_radius = damage_radius; grenade->classname = "shrapnal"; // 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 = Shrapnal_Die; grenade->takedamage = DAMAGE_YES; grenade->monsterinfo.aiflags = AI_NOSTEP; gi.linkentity (grenade); } void weapon_shrapnalgrenadelauncher_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_bulletgrenade (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_BulletGrenadeLauncher (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_shrapnalgrenadelauncher_fire); }