#include "g_local.h" /* ====================== Napalm Missiles ====================== */ // Napalm rockets will home in on the laser target if it exists void rocketnapalm_think (edict_t *ent) { edict_t *target = NULL; vec3_t targetdir; vec_t speed; if ((ent->owner) && (ent->owner->client->pers.homing_state == 0)) { ent->nextthink = level.time + .3; return; } if ((ent->owner) && (ent->owner->lasersight)) { target = ent->owner->lasersight; VectorSubtract(target->s.origin, ent->s.origin, targetdir); targetdir[2] += 16; VectorNormalize(targetdir); VectorScale(targetdir, 0.135, 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); } ent->nextthink = level.time + .1; } void rocketnapalm_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf) { // int i; // vec3_t org; // float spd; vec3_t origin; int n; edict_t *blip = NULL; if (other == ent->owner) return; if (surf && (surf->flags & SURF_SKY)) { G_FreeEdict (ent); return; } if (ent->owner->client) PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT); // calculate position for the explosion entity VectorMA (ent->s.origin, -0.02, ent->velocity, origin); if (other->takedamage) { T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0,MOD_NAPALMROCKET); } else { // don't throw any debris in net games if (!deathmatch->value) { if ((surf) && !(surf->flags & (SURF_WARP|SURF_TRANS33|SURF_TRANS66|SURF_FLOWING))) { n = rand() % 5; while(n--) ThrowDebris (ent, "models/objects/debris2/tris.md2", 2, ent->s.origin); } } } T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius,MOD_NAPALMROCKET); gi.WriteByte (svc_temp_entity); if (ent->waterlevel) gi.WriteByte (TE_ROCKET_EXPLOSION_WATER); else gi.WriteByte (TE_ROCKET_EXPLOSION); gi.WritePosition (origin); gi.multicast (ent->s.origin, MULTICAST_PVS); //See if there is anything to catch on fire while ((blip = findradius(blip, ent->s.origin, 150)) != NULL) { if (!(blip->svflags & SVF_MONSTER) && !blip->client) continue; if (blip == ent->owner) continue; //dont attack same team if (blip->wf_team == ent->wf_team) continue; if (!blip->takedamage) continue; if (blip->health <= 0) continue; if (!visible(ent, blip)) continue; burn_person(blip, ent->owner, 6, MOD_NAPALMROCKET); break; } T_ShockWave(ent, 255, 1024); BecomeNewExplosion (ent); } void fire_napalmrocket (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(); rocket->wf_team = self->wf_team; 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; rocket->s.effects |= EF_BFG | EF_HYPERBLASTER; VectorClear (rocket->mins); VectorClear (rocket->maxs); rocket->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2"); rocket->owner = self; rocket->touch = rocketnapalm_touch; // rocket->nextthink = level.time + 8000/speed; // rocket->think = G_FreeEdict; rocket->nextthink = level.time + .1; rocket->think = rocketnapalm_think; rocket->dmg = damage; rocket->radius_dmg = radius_damage; rocket->dmg_radius = damage_radius; rocket->s.sound = gi.soundindex ("weapons/rockfly.wav"); rocket->classname = "rocket"; // CCH: a few more attributes to let the rocket 'die' VectorSet(rocket->mins, -10, -3, 0); VectorSet(rocket->maxs, 10, 3, 6); rocket->mass = 10;+ rocket->health = 10; rocket->die = Rocket_Die; rocket->takedamage = DAMAGE_NO; rocket->monsterinfo.aiflags = AI_NOSTEP; if (self->client) check_dodge (self, rocket->s.origin, dir, speed); gi.linkentity (rocket); } void Weapon_RocketNapalmLauncher_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_NAPALMMISSLE]; radius_damage = 20; damage_radius = 20; 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; //First rocket VectorSet(offset, 8, 8, ent->viewheight-8); P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); fire_napalmrocket (ent, start, forward, damage, wf_game.weapon_speed[WEAPON_NAPALMMISSLE], 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] -= ent->client->pers.weapon->quantity; // ent->client->pers.inventory[ent->client->ammo_index] -= 2; //it costs 2 rockets } void Weapon_RocketNapalmLauncher (edict_t *ent) { static int pause_frames[] = {25, 33, 42, 50, 0}; static int fire_frames[] = {5, 0}; Weapon_Generic (ent, 4, 12, 50, 54, pause_frames, fire_frames, Weapon_RocketNapalmLauncher_Fire); }