q2wf-portable/w_other.c

153 lines
4.4 KiB
C

#include "g_local.h"
//Other weapon functions
void fire_timednuke (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();
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->s.effects |= EF_GRENADE;
VectorClear (grenade->mins);
VectorClear (grenade->maxs);
grenade->s.modelindex = gi.modelindex ("models/objects/grenade/tris.md2");
grenade->owner = self;
grenade->touch = TimedNuke_Touch; //Stuff for cluster grenades when they explode
grenade->nextthink = level.time + 4;
grenade->think = Grenade_Explode; //stuff for cluster grenades exploding
grenade->dmg = damage +500;
grenade->dmg_radius = damage_radius + 500;
grenade->classname = "grenade";
// 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 = 10;
grenade->die = GenericGrenade_Die;
grenade->takedamage = DAMAGE_YES;
grenade->monsterinfo.aiflags = AI_NOSTEP;
gi.linkentity (grenade);
}
void TimedNuke_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;
}
// ignore if on same team
if (other->wf_team == ent->wf_team)
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;
}
return;
}
void weapon_timednukelauncher_fire (edict_t *ent)
{
vec3_t offset;
vec3_t forward, right;
vec3_t start;
int damage = 1200;
float radius;
radius = damage+400;
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_timednuke (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_TimedNukeLauncher (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_timednukelauncher_fire);
}
void gib_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
void gib_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf);
void ThrowVomit (edict_t *ent, vec3_t mouth_pos, vec3_t forward, vec3_t right, vec3_t player_vel)
{
edict_t *gib;
gib = G_Spawn();
gi.setmodel (gib, "models/objects/gibs/sm_meat/tris.md2");
gib->solid = SOLID_NOT; gib->s.effects |= EF_GIB;
gib->flags |= FL_NO_KNOCKBACK;
gib->takedamage = DAMAGE_YES;
gib->die = gib_die;
gib->movetype = MOVETYPE_TOSS;
gib->touch = gib_touch;
// start the gib from out mouth, moving at a forwards velocity
VectorCopy ( mouth_pos, gib->s.origin);
VectorScale (forward, 120 + crandom()*40, gib->velocity);
VectorAdd (player_vel, gib->velocity, gib->velocity);
// add a random left-right component to the vomit velocity
VectorScale (right, crandom()*20, right);
VectorAdd (right, gib->velocity, gib->velocity);
gib->avelocity[0] = random()*500;
gib->avelocity[1] = random()*500;
gib->avelocity[2] = random()*500;
gib->think = G_FreeEdict;
gib->nextthink = level.time + 10 + random()*5;
gi.linkentity (gib);
}