197 lines
4 KiB
C++
197 lines
4 KiB
C++
// Copyright (C) 1997 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// DESCRIPTION:
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// Fires a spear. Used by Seabonites.
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//
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#include "g_local.h"
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#include "SpearGun.h"
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#include "worldspawn.h"
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#include "specialfx.h"
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CLASS_DECLARATION( Projectile, Spear, NULL );
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ResponseDef Spear::Responses[] =
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{
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{ &EV_Touch, ( Response )Spear::Hit },
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{ NULL, NULL }
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};
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EXPORT_FROM_DLL void Spear::Hit
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(
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Event *ev
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)
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{
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Entity *other;
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Vector org;
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int damg;
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other = ev->GetEntity( 1 );
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if ( other->isSubclassOf( Teleporter ) )
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{
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return;
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}
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if ( other->entnum == owner )
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{
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return;
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}
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setSolidType( SOLID_NOT );
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if ( HitSky() || ( velocity == vec_zero ) )
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{
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PostEvent( EV_Remove, 0 );
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return;
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}
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RandomAnimate( "idle", NULL );
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org = worldorigin + velocity * 0.01f;
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if ( other->takedamage )
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{
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if ( other->flags & FL_BLOOD )
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{
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SpawnBlood( org, level.impact_trace.plane.normal, 10 );
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}
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damg = 30 + ( int )G_Random( 50 );
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other->Damage( this, G_GetEntity( owner ), damg,
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level.impact_trace.endpos, velocity,
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level.impact_trace.plane.normal, 10, 0, MOD_SPEARGUN, -1, -1, 1.0f );
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//FIXME
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// do this based on the surface flag
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RandomGlobalSound( "impact_goryimpact", 1 );
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if ( level.impact_trace.intersect.valid )
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{
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vec3_t mins, maxs;
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setMoveType( MOVETYPE_NONE );
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gi.CalculateBounds( edict->s.modelindex, edict->s.scale, mins, maxs );
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origin = "0 0 0";
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origin[0] = (Vector(maxs) - Vector(mins)).length() * 0.3f;
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setOrigin( origin );
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velocity = "0 0 0";
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attach
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(
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other->entnum,
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level.impact_trace.intersect.group,
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level.impact_trace.intersect.tri_num,
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vec_zero
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);
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CancelEventsOfType( EV_Remove );
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PostEvent( EV_FadeOut, 45 );
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return;
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}
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}
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else
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{
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RandomSound( "spear_impact", 1 );
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}
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if ( other->flags & FL_SPARKS )
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SpawnSparks( org, level.impact_trace.plane.normal, 4 );
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if ( other->getSolidType() == SOLID_BSP )
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{
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// Stick it into the wall
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velocity = "0 0 0";
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//bind( other );
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setMoveType( MOVETYPE_NONE );
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PostEvent( EV_FadeOut, 10 );
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}
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else
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{
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PostEvent( EV_Remove, 0 );
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}
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}
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EXPORT_FROM_DLL void Spear::Setup
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(
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Entity *owner,
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Vector pos,
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Vector dir
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)
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{
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trace_t trace;
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this->owner = owner->entnum;
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edict->owner = owner->edict;
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setMoveType( MOVETYPE_FLYMISSILE );
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setSolidType( SOLID_BBOX );
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edict->clipmask = MASK_SHOT;
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// set missile speed
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velocity = dir;
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velocity.normalize();
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velocity *= 500;
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angles = dir.toAngles();
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angles[ PITCH ] = - angles[ PITCH ];
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setAngles( angles );
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setModel( "spear.def" );
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RandomAnimate( "fly", NULL );
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setSize( "-2 -2 -2", "2 2 2" );
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trace = G_Trace( pos - Vector( orientation[ 0 ] ) * 48, mins, maxs, pos, owner, MASK_SHOT, "Spear::Setup" );
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setOrigin( trace.endpos );
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worldorigin.copyTo(edict->s.old_origin);
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PostEvent( EV_Remove, 5 );
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}
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CLASS_DECLARATION( Weapon, SpearGun, "weapon_speargun" );
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ResponseDef SpearGun::Responses[] =
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{
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{ &EV_Weapon_Shoot, ( Response )SpearGun::Shoot },
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{ NULL, NULL }
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};
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SpearGun::SpearGun()
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{
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#ifdef SIN_DEMO
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PostEvent( EV_Remove, 0 );
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return;
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#endif
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SetModels( "speargun.def", "view_spgun.def" );
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modelIndex( "spear.def" );
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modelIndex( "spear_ammo.def" );
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SetAmmo( "Spears", 1, 10 );
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SetRank( 99, 70 );
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SetType( WEAPON_2HANDED_LO );
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SetMinRange( 100 );
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}
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void SpearGun::Shoot
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(
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Event *ev
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)
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{
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Vector pos;
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Spear *spear;
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Vector dir;
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assert( owner );
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if ( !owner )
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{
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return;
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}
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GetMuzzlePosition( &pos, &dir );
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spear = new Spear;
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spear->Setup( owner, pos, dir );
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NextAttack( 0.8 );
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}
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