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