/*============================================================================== The Weapons Factory - Earthquake Grenade Functions Original code by ?? Modified by Gregg Reno ==============================================================================*/ #include "g_local.h" void wf_earthquake (edict_t *owner); static void earthquake_explode (edict_t *ent) { vec3_t origin; if (ent->owner->client) PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT); if ((int)wfflags->value & WF_NO_EARTHQUAKES) safe_cprintf(ent->owner, PRINT_HIGH, "Earthquakes are disabled on this server.\n"); else wf_earthquake (ent);//start the earthquake T_RadiusDamage(ent, ent->owner, ent->dmg, NULL, ent->dmg_radius, MOD_WF_EARTHQUAKE); 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); G_FreeEdict (ent); } static void earthquake_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->enemy = other; earthquake_explode (ent); } void fire_earthquake_grenade (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(); 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/grenade2/tris.md2"); grenade->owner = self; grenade->nextthink = level.time + timer; grenade->think = earthquake_explode; grenade->touch = earthquake_touch; grenade->dmg = damage; grenade->dmg_radius = damage_radius; grenade->classname = "earthquake grenade"; grenade->spawnflags = 1; grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav"); //set the team grenade->wf_team = self->client->resp.ctf_team; if (timer <= 0.0) earthquake_explode (grenade); else { gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0); gi.linkentity (grenade); } }