q2wf-portable/wf_earthquake.c

127 lines
3.2 KiB
C

/*==============================================================================
The Weapons Factory -
Earthquake Grenade Functions
Original code by ??
Modified by Gregg Reno
==============================================================================*/
#include "g_local.h"
void wf_earthquake (edict_t *owner);
static void earthquake_explode (edict_t *ent)
{
vec3_t origin;
if (ent->owner->client)
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
if ((int)wfflags->value & WF_NO_EARTHQUAKES)
safe_cprintf(ent->owner, PRINT_HIGH, "Earthquakes are disabled on this server.\n");
else
wf_earthquake (ent);//start the earthquake
T_RadiusDamage(ent, ent->owner, ent->dmg, NULL, ent->dmg_radius, MOD_WF_EARTHQUAKE);
VectorMA (ent->s.origin, -0.02, 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);
G_FreeEdict (ent);
}
static void earthquake_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;
}
//ent->enemy = other;
earthquake_explode (ent);
}
void fire_earthquake_grenade (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();
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/grenade2/tris.md2");
grenade->owner = self;
grenade->nextthink = level.time + timer;
grenade->think = earthquake_explode;
grenade->touch = earthquake_touch;
grenade->dmg = damage;
grenade->dmg_radius = damage_radius;
grenade->classname = "earthquake grenade";
grenade->spawnflags = 1;
grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav");
//set the team
grenade->wf_team = self->client->resp.ctf_team;
if (timer <= 0.0)
earthquake_explode (grenade);
else
{
gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
gi.linkentity (grenade);
}
}