144 lines
3.6 KiB
C
144 lines
3.6 KiB
C
#include "g_local.h"
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/*
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================
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Nail Gun
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================
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*/
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void nail_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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if (other == self->owner)
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return;
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if (surf && (surf->flags & SURF_SKY))
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{
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G_FreeEdict (self);
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return;
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}
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if (self->owner->client)
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PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
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if (other->takedamage)
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{
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T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 2, DAMAGE_ENERGY,MOD_NAIL);
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}
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else
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{
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (TE_BLASTER);
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gi.WritePosition (self->s.origin);
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if (!plane)
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gi.WriteDir (vec3_origin);
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else
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gi.WriteDir (plane->normal);
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gi.multicast (self->s.origin, MULTICAST_PVS);
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}
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G_FreeEdict (self);
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}
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void fire_nail (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed)
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{
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edict_t *bolt;
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trace_t tr;
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VectorNormalize (dir);
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bolt = G_Spawn();
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bolt->wf_team = self->wf_team;
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VectorCopy (start, bolt->s.origin);
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VectorCopy (start, bolt->s.old_origin);
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vectoangles (dir, bolt->s.angles);
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VectorScale (dir, speed, bolt->velocity);
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bolt->movetype = MOVETYPE_FLYMISSILE;
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bolt->clipmask = MASK_SHOT;
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bolt->solid = SOLID_BBOX;
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VectorClear (bolt->mins);
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VectorClear (bolt->maxs);
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bolt->s.modelindex = gi.modelindex ("models/spike/tris.md2");
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bolt->owner = self;
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bolt->touch = nail_touch;
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bolt->nextthink = level.time + 8;
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bolt->think = G_FreeEdict;
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bolt->dmg = damage;
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bolt->classname = "nail";
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gi.linkentity (bolt);
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if (self->client)
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check_dodge (self, bolt->s.origin, dir, speed);
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tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
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if (tr.fraction < 1.0)
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{
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VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
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bolt->touch (bolt, tr.ent, NULL, NULL);
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}
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}
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void weapon_nailgun_fire (edict_t *ent)
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{
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vec3_t start;
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vec3_t forward, right;
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vec3_t offset;
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int damage = wf_game.weapon_damage[WEAPON_NAILGUN];
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int kick = 8;
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int speed = wf_game.weapon_speed[WEAPON_NAILGUN];
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if (!ent->client->pers.inventory[ent->client->ammo_index])
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ent->client->ps.gunframe = 12;
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AngleVectors (ent->client->v_angle, forward, right, NULL);
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VectorSet(offset, 0, 0, ent->viewheight-8);
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P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
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ent->ShotNumber++;
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//fire_nail (ent, start, forward, damage, speed);
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if (ent->client->ping >500)
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{
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if (ent->ShotNumber>1)
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{
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fire_bullet (ent, start, forward, damage*2, 6*2, 25, 25,MOD_NAIL);
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ent->ShotNumber =0;
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}
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}
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else
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{
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fire_bullet (ent, start, forward, damage, 6, 25, 25,MOD_NAIL);
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ent->ShotNumber =0;
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}
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// send muzzle flash
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gi.WriteByte (svc_muzzleflash);
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gi.WriteShort (ent-g_edicts);
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gi.WriteByte (MZ_SHOTGUN | is_silenced);
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gi.multicast (ent->s.origin, MULTICAST_PVS);
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PlayerNoise(ent, start, PNOISE_WEAPON);
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if (ent->client->ps.gunframe == 5 && (ent->client->buttons & BUTTON_ATTACK))
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ent->client->ps.gunframe = 4;
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else
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ent->client->ps.gunframe++;
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//VWEAP STUFF
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ent->client->anim_priority = ANIM_ATTACK;
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if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
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{
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ent->s.frame = FRAME_crattak1 - 1 + (ent->client->ps.gunframe % 3);
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ent->client->anim_end = FRAME_crattak9;
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}
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else
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{
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ent->s.frame = FRAME_attack1 - 1 + (ent->client->ps.gunframe % 3);
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ent->client->anim_end = FRAME_attack8;
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}
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if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
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ent->client->pers.inventory[ent->client->ammo_index] -= ent->client->pers.weapon->quantity;
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}
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void Weapon_NailGun (edict_t *ent)
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{
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static int pause_frames[] = {15, 0};
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static int fire_frames[] = {4, 5, 6,7,8,9,10,11,0};
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Weapon_Generic (ent, 3, 11, 14, 18, pause_frames, fire_frames, weapon_nailgun_fire);
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} |