211 lines
5.7 KiB
C
211 lines
5.7 KiB
C
#include "g_local.h"
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/*
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===============
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Plague Grenades
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===============
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*/
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void timeDiseaseGrenade_Explode (edict_t *ent)
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{
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vec3_t origin;
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edict_t *target;
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// int rnd;
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if (ent->owner->client)
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{
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PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
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// --ent->owner->client->pers.active_grenades[GRENADE_TYPE_PLAGUE];
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}
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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, -0.02, 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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target= NULL;
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while ((target = findradius(target, ent->s.origin, 95)) != NULL)
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{
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//Don't go through walls
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if (!visible(ent, target))
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continue;
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//Give them only a 1/3 chance of being infected
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//rnd = rndnum(1,3);
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//if (rnd == 1)
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infect_person(target, ent->owner);
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}
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//Just infect, don't damage
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// T_RadiusDamage(ent, ent->owner, ent->dmg, NULL, ent->dmg_radius,0);
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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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void timeDieseaseGrenade_think(edict_t *ent)
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{
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// vec3_t origin;
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edict_t *target;
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int rnd;
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vec3_t forward, right, up;
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ent->s.angles[0]+=10*random()-5;
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ent->s.angles[1]+=10*random()-5;
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ent->s.angles[2]+=10*random()-5;
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AngleVectors (ent->s.angles, forward, right, up);
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ent->movetype = MOVETYPE_FLYRICOCHET;
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VectorSet (ent->avelocity, 150, 150, 150);
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//VectorMA (ent->velocity, 200 + crandom() * 10.0, up, ent->velocity);
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//VectorMA (ent->velocity, crandom() * 10.0, right, ent->velocity);
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target=NULL;
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while ((target = findradius(target, ent->s.origin, 575)) != NULL)
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{
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//Don't go through walls
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if (!visible(ent, target))
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continue;
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//Give them only a 1/3 chance of being infected
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rnd = ((int)(random()*1000)%3);
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if (!rnd)
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infect_person(target, ent->owner);
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}
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//Spray out some sparks at random
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if(random()<0.30)
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{
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//Gregg add in some type of air sound to be played
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (TE_SHIELD_SPARKS);
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gi.WritePosition (ent->s.origin);
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gi.WriteDir (ent->s.angles);
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gi.multicast (ent->s.origin, MULTICAST_PVS);
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//The gas coming out pushes the grenade around
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VectorScale (forward, 50+((int)(random()*1000)%150), ent->velocity);
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}
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//Some more sparks
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if(random()>0.25)
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{
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//Gregg add in some type of air sound to be played
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (TE_SCREEN_SPARKS);
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gi.WritePosition (ent->s.origin);
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gi.WriteDir (ent->s.angles);
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gi.multicast (ent->s.origin, MULTICAST_PVS);
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//The gas coming out pushes the grenade around
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VectorScale (forward, 40+((int)(random()*1000)%160), ent->velocity);
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}
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//Some really wierd sparks but sprays out a lot more of the plague
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if(random()<0.15)
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{
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//Gregg add in some type of air sound to be played
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (TE_BOSSTPORT);
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gi.WritePosition (ent->s.origin);
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gi.multicast (ent->s.origin, MULTICAST_PVS);
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while ((target = findradius(target, ent->s.origin, 450)) != NULL)
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{
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//Don't go through walls
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if (!visible(ent, target))
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continue;
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//Give them only a 1/4 chance of being infected
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rnd = (int)(random()*1000)%4;
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if (!rnd)
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infect_person(target, ent->owner);
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}
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}
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if(ent->delay<level.time)
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ent->think=timeDiseaseGrenade_Explode;
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ent->nextthink=level.time + 0.5;
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}
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void timeDiseaseGrenade_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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// if (ent->owner->client)
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// --ent->owner->client->pers.active_grenades[GRENADE_TYPE_PLAGUE];
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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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ent->enemy = other;
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DiseaseGrenade_Explode(ent);
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}
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}
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void fire_timediseasegrenade (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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// ++self->client->pers.active_grenades[GRENADE_TYPE_PLAGUE];
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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_FLYRICOCHET;
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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 (GRPLAGUETIME_MODEL);
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grenade->s.skinnum = GRPLAGUETIME_SKIN;
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grenade->owner = self;
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grenade->touch = timeDiseaseGrenade_Touch;
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grenade->nextthink = level.time + 1;
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grenade->delay = level.time + 10;
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grenade->think = timeDieseaseGrenade_think;
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grenade->dmg = (damage/3);
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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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grenade->wf_team = self->wf_team;
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gi.linkentity (grenade);
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}
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