#include "g_local.h" /* ====================================================================== Stinger Launcher by Aleksey 'Fireball' Bragin, 08/12/1998 Modified by Gregg Reno 12/24/98 ====================================================================== */ void Rocket_Explode (edict_t *ent); //If stinger touches anything, just go dead void stinger_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf) { ent->s.sound = 0; ent->movetype = MOVETYPE_BOUNCE; ent->delay = level.time + 3; //Play an impact sound //gi.sound (ent, CHAN_WEAPON, gi.soundindex ("misc/fhit3.wav"), 1, ATTN_NORM, 0); gi.sound (ent, CHAN_WEAPON, gi.soundindex ("darthit.wav"), 1, ATTN_NORM, 0); } void stinger_think (edict_t *ent) { edict_t *target = NULL; edict_t *blip = NULL; vec3_t targetdir, blipdir; vec_t speed; float dist; //Blow up if we are past the delay time if (level.time > ent->delay) { ent->nextthink = level.time + .1; ent->think = Rocket_Explode; return; } while ((blip = findradius(blip, ent->s.origin, 1000)) != NULL) { if (!blip->client) continue; if (blip == ent->creator) continue; if (blip->disguised) continue; //dont aim at same team unless friendly fire is on if ((blip->wf_team == ent->wf_team) && (((int)wfflags->value & WF_ALLOW_FRIENDLY_FIRE)==0)) continue; // if (!blip->takedamage) // continue; if (blip->health <= 0) continue; if (!visible(ent, blip)) continue; if (!infront(ent, blip)) continue; if ((!blip->client->thrusting) && (!blip->client->ctf_grapple)) continue; //We have a possible target. If we are close //enough, just blow up. VectorSubtract(blip->s.origin, ent->s.origin, blipdir); dist = VectorLength(blipdir); if (dist < 100) { ent->nextthink = level.time + .1; ent->think = Rocket_Explode; return; } blipdir[2] += 16; if ((target == NULL) || (VectorLength(blipdir) < VectorLength(targetdir))) { target = blip; VectorCopy(blipdir, targetdir); } } if (target != NULL) { // target acquired, nudge our direction toward it VectorNormalize(targetdir); VectorScale(targetdir, 0.28, targetdir); VectorAdd(targetdir, ent->movedir, targetdir); VectorNormalize(targetdir); VectorCopy(targetdir, ent->movedir); vectoangles(targetdir, ent->s.angles); speed = VectorLength(ent->velocity); VectorScale(targetdir, speed, ent->velocity); //is this the first time we locked in? sound warning for the target if (ent->homing_lock == 0) { // gi.sound (target, CHAN_AUTO, gi.soundindex ("homelock.wav"), 1, ATTN_NORM, 0); // gi.sound (target, CHAN_AUTO, gi.soundindex ("misc/keyuse.wav"), 1, ATTN_NORM, 0); ent->homing_lock = 1; } } ent->nextthink = level.time + .1; } void fire_stinger (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage) { edict_t *rocket; rocket = G_Spawn(); VectorCopy (start, rocket->s.origin); VectorCopy (dir, rocket->movedir); vectoangles (dir, rocket->s.angles); VectorScale (dir, speed, rocket->velocity); rocket->movetype = MOVETYPE_FLYMISSILE; rocket->clipmask = MASK_SHOT; rocket->solid = SOLID_BBOX; rocket->s.effects |= EF_ROCKET; VectorClear (rocket->mins); VectorClear (rocket->maxs); rocket->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2"); rocket->creator = self; rocket->mod = MOD_STINGER; rocket->touch = stinger_touch; //Set the team of the rocket rocket->wf_team = self->wf_team; rocket->dmg = damage; rocket->radius_dmg = radius_damage; rocket->dmg_radius = damage_radius; rocket->nextthink = level.time + .1; rocket->think = stinger_think; rocket->dmg = damage; rocket->delay = level.time + 10; //blow up after 10 seconds no mater what rocket->s.sound = gi.soundindex ("weapons/rockfly.wav"); rocket->classname = "rocket"; // Don't forget to set owner rocket->owner = self; gi.linkentity (rocket); } void Weapon_StingerLauncher_Fire (edict_t *ent) { vec3_t offset, start; vec3_t forward, right; int damage; float damage_radius; int radius_damage; damage = wf_game.weapon_damage[WEAPON_STINGER]; radius_damage = 120; damage_radius = 120; if (is_quad) { damage *= 4; radius_damage *= 4; } AngleVectors (ent->client->v_angle, forward, right, NULL); VectorScale (forward, -2, ent->client->kick_origin); ent->client->kick_angles[0] = -1; VectorSet(offset, 8, 8, ent->viewheight-8); P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); fire_stinger (ent, start, forward, damage, wf_game.weapon_speed[WEAPON_STINGER], damage_radius, radius_damage); // send muzzle flash gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent-g_edicts); gi.WriteByte (MZ_ROCKET | 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] -=5; if (ent->client->pers.inventory[ent->client->ammo_index] < 0) ent->client->pers.inventory[ent->client->ammo_index] = 0; } void Weapon_StingerLauncher (edict_t *ent) { static int pause_frames[] = {7, 0}; static int fire_frames[] = {2, 0}; Weapon_Generic (ent, 1, 6, 8, 10, pause_frames, fire_frames, Weapon_StingerLauncher_Fire); }