206 lines
4.8 KiB
C
206 lines
4.8 KiB
C
/*==============================================================================
|
|
The Weapons Factory -
|
|
Goodyear Grenade Functions
|
|
Original code by Gregg Reno
|
|
==============================================================================*/
|
|
/*
|
|
This grendade is launched like a ballon and explodes like
|
|
a proximity bomb.
|
|
*/
|
|
|
|
#include "g_local.h"
|
|
|
|
/*
|
|
=================
|
|
fire_goodyear
|
|
=================
|
|
*/
|
|
|
|
void Goodyear_Explode (edict_t *ent)
|
|
{
|
|
vec3_t origin;
|
|
|
|
|
|
if (ent->owner->client)
|
|
{
|
|
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
|
|
}
|
|
|
|
//FIXME: if we are onground then raise our Z just a bit since we are a point?
|
|
T_RadiusDamage(ent, ent->owner, ent->dmg, NULL, ent->dmg_radius, MOD_WF_GOODYEAR);
|
|
|
|
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);
|
|
}
|
|
|
|
// When a grenade 'dies', it blows up next frame
|
|
void Goodyear_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 = Goodyear_Explode;
|
|
}
|
|
void Goodyear_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
|
|
{
|
|
//if (other == ent->owner)
|
|
// return;
|
|
|
|
// Dont blow up if on same team
|
|
if (other->wf_team == ent->wf_team)
|
|
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;
|
|
Goodyear_Explode (ent);
|
|
}
|
|
|
|
|
|
// New think function for goodyear grenades
|
|
void goodyear_think (edict_t *ent)
|
|
{
|
|
edict_t *blip = NULL;
|
|
|
|
if (level.time > ent->delay)
|
|
{
|
|
Goodyear_Explode(ent);
|
|
return;
|
|
}
|
|
|
|
//is it armed yet?
|
|
if (level.time < ent->delay2)
|
|
{
|
|
ent->nextthink = level.time + .1;
|
|
return;
|
|
}
|
|
|
|
ent->think = goodyear_think;
|
|
while ((blip = findradius(blip, ent->s.origin, 100)) != NULL)
|
|
{
|
|
if (!(blip->svflags & SVF_MONSTER) && !blip->client)
|
|
continue;
|
|
//if (blip == ent->owner)
|
|
// continue;
|
|
//dont attack same team
|
|
if (blip->wf_team == ent->wf_team)
|
|
continue;
|
|
if (blip->disguised)
|
|
continue;
|
|
if (!blip->takedamage)
|
|
continue;
|
|
if (blip->health <= 0)
|
|
continue;
|
|
if (!visible(ent, blip))
|
|
continue;
|
|
ent->think = Goodyear_Explode;
|
|
break;
|
|
}
|
|
|
|
ent->nextthink = level.time + .1;
|
|
}
|
|
|
|
|
|
void fire_goodyear (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius)
|
|
{
|
|
edict_t *goodyear;
|
|
vec3_t dir;
|
|
vec3_t forward, right, up;
|
|
int dmg;
|
|
|
|
++self->client->pers.active_grenades[GRENADE_TYPE_GOODYEAR];
|
|
|
|
//reduce damage
|
|
dmg = wf_game.grenade_damage[GRENADE_TYPE_GOODYEAR];
|
|
|
|
vectoangles (aimdir, dir);
|
|
AngleVectors (dir, forward, right, up);
|
|
|
|
goodyear = G_Spawn();
|
|
VectorCopy (start, goodyear->s.origin);
|
|
vectoangles (aimdir, goodyear->s.angles);
|
|
VectorScale (aimdir, speed, goodyear->velocity);
|
|
|
|
VectorSet (goodyear->avelocity, 300, 300, 300);
|
|
|
|
goodyear->grenade_index = GRENADE_TYPE_GOODYEAR;
|
|
goodyear->movetype = MOVETYPE_FLOAT;
|
|
goodyear->clipmask = MASK_SHOT;
|
|
goodyear->solid = SOLID_BBOX;
|
|
goodyear->s.effects |= EF_GRENADE;
|
|
VectorClear (goodyear->mins);
|
|
VectorClear (goodyear->maxs);
|
|
// VectorSet(goodyear->mins, -10, -10, 0);
|
|
// VectorSet(goodyear->maxs, 10, 10, 10);
|
|
goodyear->s.modelindex = gi.modelindex (GRGOODYEAR_MODEL);
|
|
goodyear->s.skinnum = GRGOODYEAR_SKIN;
|
|
|
|
goodyear->owner = self;
|
|
goodyear->touch = Goodyear_Touch;
|
|
|
|
goodyear->nextthink = level.time + .1;
|
|
goodyear->think = goodyear_think;
|
|
goodyear->delay = level.time + 120;
|
|
goodyear->delay2 = level.time + 1; //don't exlode for at least 1 second
|
|
|
|
goodyear->dmg = dmg;
|
|
goodyear->dmg_radius = damage_radius;
|
|
goodyear->classname = "goodyear";
|
|
|
|
goodyear->die = Goodyear_Die;
|
|
goodyear->takedamage = DAMAGE_YES;
|
|
//goodyear->takedamage = DAMAGE_NO;
|
|
goodyear->spawnflags = 1;
|
|
goodyear->s.sound = gi.soundindex("weapons/hgrenc1b.wav");
|
|
|
|
goodyear->mass = 2;
|
|
goodyear->health = 20;
|
|
goodyear->max_health = 20;
|
|
|
|
//set the team
|
|
if ((int)wfflags->value & WF_ANARCHY)
|
|
goodyear->wf_team = 0; //fire at anybody
|
|
else
|
|
goodyear->wf_team = self->client->resp.ctf_team;
|
|
|
|
gi.linkentity (goodyear);
|
|
}
|