#include "g_local.h" /* ================= Magnotron Grenade ================= */ static void MagnoGrenade_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, MOD_MAGNOTRON); 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); T_ShockWave(ent, 255, 1024); // explode and destroy grenade BecomeNewExplosion (ent); } static void MagnoGrenade_Timer (edict_t *self) { edict_t *ent; // vec3_t velo; vec3_t dir,start,end; ent = NULL; if (level.time > self->delay) { self->think = MagnoGrenade_Explode; // self->nextthink = level.time + 0.1; self->nextthink = level.time + 0.2; return; } //gi.dprintf("Magno Timer.\n"); while ((ent = findradius(ent, self->s.origin, 512)) != NULL) { if (ent == self) continue; if (!ent->client) continue; if (ent == self->owner) continue; //Don't go through walls if (!visible(self, ent)) continue; if (ent->wf_team == self->wf_team) 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); velo[0] *= 0.45; velo[1] *= 0.45; velo[2] *= 0.45; VectorAdd(ent->velocity,velo,ent->velocity); */ VectorCopy(ent->s.origin, start); VectorCopy(self->s.origin, end); VectorSubtract(end, start, dir); VectorNormalize(dir); VectorScale(dir,500, ent->velocity); VectorCopy(dir, ent->movedir); } // if(self->volumethink =MagnoGrenade_Explode; // self->nextthink = level.time + 0.1; self->nextthink = level.time + 0.2; } static void MagnoGrenade_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 Magnogrenade_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 = MagnoGrenade_Explode; } void fire_magnogrenade (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_MAGNOTRON]; vectoangles (aimdir, dir); AngleVectors (dir, forward, right, up); grenade = G_Spawn(); if ((int)wfflags->value & WF_ANARCHY) grenade->wf_team = 0; //fire at anybody else 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->grenade_index = GRENADE_TYPE_MAGNOTRON; VectorClear (grenade->mins); VectorClear (grenade->maxs); // // grenade->s.modelindex = gi.modelindex ("models/objects/grenade/tris.md2"); grenade->s.modelindex = gi.modelindex (GRMAGNOTRON_MODEL); grenade->s.skinnum = GRMAGNOTRON_SKIN; grenade->s.effects |= EF_GRENADE; // grenade->s.modelindex = gi.modelindex ("models/weapons/wfGrenade/tris.md2"); // grenade->s.effects |= EF_GRENADE | EF_ANIM_ALLFAST; grenade->owner = self; grenade->touch = MagnoGrenade_Touch; //Stuff for cluster grenades when they explode // grenade->nextthink = level.time + timer; // grenade->volume = level.time + timer + 0.5; grenade->nextthink = level.time + 2.0; //start sucking in 1 second grenade->delay = level.time + 3.5; //explode in 3.5 seconds if (wfdebug) grenade->delay = level.time + 20; //for testing magno die grenade->think = MagnoGrenade_Timer; //stuff for cluster grenades exploding grenade->dmg = damage; grenade->dmg_radius = damage_radius; grenade->classname = "magnotron"; // 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 = 30; grenade->die = Magnogrenade_Die; grenade->takedamage = DAMAGE_YES; // grenade->takedamage = DAMAGE_NO; grenade->monsterinfo.aiflags = AI_NOSTEP; gi.linkentity (grenade); } void weapon_magnogrenadelauncher_fire (edict_t *ent) { vec3_t offset; vec3_t forward, right; vec3_t start; int damage = wf_game.grenade_damage[GRENADE_TYPE_MAGNOTRON]; 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_magnogrenade (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_MagnoGrenadeLauncher (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_magnogrenadelauncher_fire); }