/*============================================================================== The Weapons Factory - Cluster Grenade Functions Original code by ?? Modified by Gregg Reno ==============================================================================*/ #include "g_local.h" static void Cluster_Explode (edict_t *ent) { vec3_t origin; //Sean added these 4 vectors vec3_t grenade1; vec3_t grenade2; vec3_t grenade3; vec3_t grenade4; vec3_t grenade5; if (ent->owner->client) PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT); //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_WF_CLUSTER); 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); // SumFuka did this bit : give grenades up/outwards velocities VectorSet(grenade1,20,20,40); VectorSet(grenade2,20,-20,40); VectorSet(grenade3,-20,20,40); VectorSet(grenade4,-20,-20,40); VectorSet(grenade5,0,0,40); // Sean : explode the four grenades outwards // Arguments: fire_grenade2 (self, start, aimdir, damage, speed, timer, damage_radius, held) fire_grenade2(ent->owner, origin, grenade1, ent->dmg, 10, 1.0, 120, false); fire_grenade2(ent->owner, origin, grenade2, ent->dmg, 10, 1.0, 120, false); fire_grenade2(ent->owner, origin, grenade3, ent->dmg, 10, 1.0, 120, false); fire_grenade2(ent->owner, origin, grenade4, ent->dmg, 10, 1.0, 120, false); // fire_grenade2(ent->owner, origin, grenade4, ent->dmg, 30, 2.0, 120, false); G_FreeEdict (ent); } void Cluster_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf) { //gi.dprintf("Cluster: Touch\n"); if (other == ent->owner) return; // Dont blow up if on same team if (other->wf_team == ent->wf_team) 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; } Cluster_Explode (ent); } void fire_cluster (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius) { edict_t *grenade; vec3_t dir; int dmg; vec3_t forward, right, up; dmg = wf_game.grenade_damage[GRENADE_TYPE_CLUSTER]; 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 (GRCLUSTER_MODEL); grenade->s.skinnum = GRCLUSTER_SKIN; grenade->owner = self; grenade->touch = Cluster_Touch; grenade->nextthink = level.time + timer; grenade->think = Cluster_Explode; grenade->dmg = dmg; grenade->dmg_radius = damage_radius; grenade->classname = "cluster 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) Cluster_Explode (grenade); else { gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0); gi.linkentity (grenade); } }