201 lines
5.1 KiB
C
201 lines
5.1 KiB
C
#include "g_local.h"
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/*
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=================
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Slow Grenade
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=================
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*/
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static void SlowGrenade_Explode (edict_t *ent)
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{
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vec3_t origin;
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// int i;
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vec3_t offset;
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if (ent->owner->client)
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PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
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VectorSet(offset,0,0,0.5);
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VectorAdd(offset,ent->s.origin,offset);
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VectorCopy (offset, ent->s.origin);
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//FIXME: if we are onground then raise our Z just a bit since we are a point?
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T_RadiusDamage(ent, ent->owner, ent->dmg, NULL, ent->dmg_radius,0);
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VectorMA (ent->s.origin, -.02, ent->velocity, origin);
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gi.WriteByte (svc_temp_entity);
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if (ent->waterlevel)
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{
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if (ent->groundentity)
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gi.WriteByte (TE_GRENADE_EXPLOSION_WATER);
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else
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gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
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}
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else
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{
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if (ent->groundentity)
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gi.WriteByte (TE_GRENADE_EXPLOSION);
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else
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gi.WriteByte (TE_ROCKET_EXPLOSION);
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}
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gi.WritePosition (origin);
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gi.multicast (ent->s.origin, MULTICAST_PVS);
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// SumFuka did this bit : give grenades up/outwards velocities
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// make some debris
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//make_debris (ent);
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// shake view
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T_ShockWave(ent, 255, 1024);
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// let blast move items
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// T_ShockItems(ent);
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// explode and destroy grenade
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BecomeNewExplosion (ent);
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}
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static void SlowGrenade_Timer (edict_t *self)
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{
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edict_t *ent;
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vec3_t velo;
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float Distance;
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float Amount;
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ent = NULL;
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while ((ent = findradius(ent, self->s.origin, 1024)) != NULL)
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{
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if (ent == self)
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continue;
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if (ent == self->owner)
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continue;
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if (!ent->takedamage)
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continue;
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if (!(ent->svflags & SVF_MONSTER) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
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continue;
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VectorSubtract(ent->s.origin,self->s.origin, velo);
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Distance = VectorLength(velo);
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Amount = 20 *(Distance/256);
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if(Amount <1)
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Amount = 1;
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ent->Slower += Amount;
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}
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if(self->volume<level.time)
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self->think =SlowGrenade_Explode;
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self->nextthink = level.time + 0.1;
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}
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static void SlowGrenade_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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if (other == ent->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 (ent);
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return;
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}
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if (!other->takedamage)
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{
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if (ent->spawnflags & 1)
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{
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if (random() > 0.5)
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gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
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else
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gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
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}
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else
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{
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gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
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}
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return;
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}
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}
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void fire_slowgrenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius)
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{
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edict_t *grenade;
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vec3_t dir;
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vec3_t forward, right, up;
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vectoangles (aimdir, dir);
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AngleVectors (dir, forward, right, up);
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grenade = G_Spawn();
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grenade->wf_team = self->wf_team;
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VectorCopy (start, grenade->s.origin);
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VectorScale (aimdir, speed, grenade->velocity);
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VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
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VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
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VectorSet (grenade->avelocity, 300, 300, 300);
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grenade->movetype = MOVETYPE_BOUNCE;
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grenade->clipmask = MASK_SHOT;
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grenade->solid = SOLID_BBOX;
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grenade->s.effects |= EF_GRENADE;
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VectorClear (grenade->mins);
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VectorClear (grenade->maxs);
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grenade->s.modelindex = gi.modelindex ("models/objects/grenade3/tris.md2");
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grenade->s.skinnum = 6;
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grenade->owner = self;
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grenade->touch = SlowGrenade_Touch; //Stuff for cluster grenades when they explode
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grenade->nextthink = level.time + timer;
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grenade->volume = level.time + timer + 3.5;
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grenade->think = SlowGrenade_Timer; //stuff for cluster grenades exploding
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grenade->dmg = damage;
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grenade->dmg_radius = damage_radius;
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grenade->classname = "grenade";
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// CCH: a few more attributes to let the grenade 'die'
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VectorSet(grenade->mins, -3, -3, 0);
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VectorSet(grenade->maxs, 3, 3, 6);
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grenade->mass = 2;
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grenade->health = 10;
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grenade->die = GenericGrenade_Die;
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grenade->takedamage = DAMAGE_YES;
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grenade->monsterinfo.aiflags = AI_NOSTEP;
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gi.linkentity (grenade);
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}
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void weapon_slowgrenade_fire (edict_t *ent)
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{
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vec3_t offset;
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vec3_t forward, right;
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vec3_t start;
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int damage = 120;
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float radius;
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radius = damage+40;
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if (is_quad)
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damage *= 4;
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VectorSet(offset, 8, 8, ent->viewheight-8);
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AngleVectors (ent->client->v_angle, forward, right, NULL);
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P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
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VectorScale (forward, -2, ent->client->kick_origin);
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ent->client->kick_angles[0] = -1;
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fire_slowgrenade (ent, start, forward, damage, 400, 2.5, radius);
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gi.WriteByte (svc_muzzleflash);
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gi.WriteShort (ent-g_edicts);
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gi.WriteByte (MZ_GRENADE | is_silenced);
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gi.multicast (ent->s.origin, MULTICAST_PVS);
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ent->client->ps.gunframe++;
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PlayerNoise(ent, start, PNOISE_WEAPON);
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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_SlowGrenadeLauncher (edict_t *ent)
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{
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static int pause_frames[] = {34, 51, 59, 0};
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static int fire_frames[] = {6, 0};
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Weapon_Generic (ent, 5, 16, 59, 64, pause_frames, fire_frames, weapon_slowgrenade_fire);
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} |