219 lines
5.8 KiB
C
219 lines
5.8 KiB
C
#include "g_local.h"
|
|
/*
|
|
=================
|
|
Shock Grenade
|
|
=================
|
|
*/
|
|
static void shockGrenade_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?
|
|
//GREGG - removed radius damage on explode
|
|
//T_RadiusDamage(ent, ent->owner, ent->dmg, NULL, ent->dmg_radius, MOD_SHOCK);
|
|
|
|
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);
|
|
|
|
// make some debris
|
|
// make_debris (ent);
|
|
// shake view
|
|
// T_ShockWave(ent, 255, 1024);
|
|
// let blast move items
|
|
// T_ShockItems(ent);
|
|
// explode and destroy grenade
|
|
BecomeNewExplosion (ent);
|
|
}
|
|
|
|
static void shockGrenade_Timer (edict_t *self)
|
|
{
|
|
edict_t *ent;
|
|
// vec3_t velo;
|
|
ent = NULL;
|
|
while ((ent = findradius(ent, self->s.origin, 340)) != NULL)
|
|
{
|
|
if (ent == self)
|
|
continue;
|
|
|
|
if (ent == self->owner)
|
|
continue;
|
|
|
|
if (!ent->takedamage)
|
|
continue;
|
|
|
|
if ((ent->wf_team == self->wf_team) && (((int)wfflags->value & WF_ALLOW_FRIENDLY_FIRE)==0))
|
|
continue;
|
|
|
|
//Don't go through walls
|
|
if (!visible(self, ent))
|
|
continue;
|
|
|
|
if (!(ent->svflags & SVF_MONSTER) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
|
|
continue;
|
|
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_PARASITE_ATTACK);
|
|
gi.WriteShort (self - g_edicts);
|
|
gi.WritePosition (ent->s.origin);
|
|
gi.WritePosition (self->s.origin);
|
|
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
|
T_Damage (ent, self, self->owner, self->velocity, ent->s.origin, vec3_origin, wf_game.grenade_damage[GRENADE_TYPE_SHOCK], 0, DAMAGE_BULLET, MOD_SHOCK);
|
|
}
|
|
if(self->volume<level.time)
|
|
self->think =shockGrenade_Explode;
|
|
self->nextthink = level.time + 0.1;
|
|
}
|
|
|
|
static void shockGrenade_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 shockGrenade_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 = shockGrenade_Explode;
|
|
}
|
|
|
|
void fire_shockgrenade (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_SHOCK];
|
|
|
|
vectoangles (aimdir, dir);
|
|
AngleVectors (dir, forward, right, up);
|
|
|
|
grenade = G_Spawn();
|
|
grenade->grenade_index = GRENADE_TYPE_SHOCK;
|
|
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 (GRSHOCK_MODEL);
|
|
grenade->s.skinnum = GRSHOCK_SKIN;
|
|
grenade->owner = self;
|
|
grenade->touch = shockGrenade_Touch; //Stuff for cluster grenades when they explode
|
|
grenade->nextthink = level.time + timer;
|
|
grenade->volume = level.time + timer + 0.4;
|
|
grenade->think = shockGrenade_Timer; //stuff for cluster grenades exploding
|
|
grenade->dmg = damage;
|
|
grenade->dmg_radius = damage_radius;
|
|
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 = shockGrenade_Die;
|
|
grenade->takedamage = DAMAGE_YES;
|
|
grenade->monsterinfo.aiflags = AI_NOSTEP;
|
|
|
|
gi.linkentity (grenade);
|
|
}
|
|
void weapon_shockgrenadelauncher_fire (edict_t *ent)
|
|
{
|
|
vec3_t offset;
|
|
vec3_t forward, right;
|
|
vec3_t start;
|
|
int damage = 120;
|
|
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_shockgrenade (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_shockGrenadeLauncher (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_shockgrenadelauncher_fire);
|
|
}
|