#include "g_local.h" /* ================= Slow Grenade ================= */ static void SlowGrenade_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? T_RadiusDamage(ent, ent->owner, ent->dmg, NULL, ent->dmg_radius,0); 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); } static void SlowGrenade_Timer (edict_t *self) { edict_t *ent; vec3_t velo; float Distance; float Amount; ent = NULL; while ((ent = findradius(ent, self->s.origin, 1024)) != NULL) { if (ent == self) continue; if (ent == self->owner) continue; if (!ent->takedamage) continue; if (!(ent->svflags & SVF_MONSTER) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0)) continue; VectorSubtract(ent->s.origin,self->s.origin, velo); Distance = VectorLength(velo); Amount = 20 *(Distance/256); if(Amount <1) Amount = 1; ent->Slower += Amount; } if(self->volumethink =SlowGrenade_Explode; self->nextthink = level.time + 0.1; } static void SlowGrenade_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; } } void fire_slowgrenade (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/grenade3/tris.md2"); grenade->s.skinnum = 6; grenade->owner = self; grenade->touch = SlowGrenade_Touch; //Stuff for cluster grenades when they explode grenade->nextthink = level.time + timer; grenade->volume = level.time + timer + 3.5; grenade->think = SlowGrenade_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 = GenericGrenade_Die; grenade->takedamage = DAMAGE_YES; grenade->monsterinfo.aiflags = AI_NOSTEP; gi.linkentity (grenade); } void weapon_slowgrenade_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_slowgrenade (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_SlowGrenadeLauncher (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_slowgrenade_fire); }