thirtyflightsofloving/3zb2/g_weapon.c
Knightmare66 95295401a4 Added support for custom client railgun colors in 3ZB2, Awakening2, and Zaero DLLs.
Added weapon balancing and tech control cvars to 3ZB2 DLL.
Added Vampire and Ammogen techs to 3ZB2 game DLL.
Fixed func_door_secret movement bug (when built with origin brush) in Zaero DLL.
Fixed armor stacking bug in default Lazarus, missionpack, and Zaero DLLs.
Removed unused tech cvars in default Lazarus DLL.
Changed parsing of TE_BLASTER_COLORED tempent.
2021-10-31 03:53:09 -04:00

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#include "g_local.h"
#include "bot.h"
/*
=============
visible
returns 1 if the entity is visible to self, even if not infront ()
=============
*/
qboolean visible (edict_t *self, edict_t *other)
{
vec3_t spot1;
vec3_t spot2;
trace_t trace;
VectorCopy (self->s.origin, spot1);
spot1[2] += self->viewheight;
VectorCopy (other->s.origin, spot2);
spot2[2] += other->viewheight;
trace = gi.trace (spot1, vec3_origin, vec3_origin, spot2, self, MASK_OPAQUE);
if (trace.fraction == 1.0)
return true;
return false;
}
/*
=================
check_dodge
This is a support routine used when a client is firing
a non-instant attack weapon. It checks to see if a
monster's dodge function should be called.
=================
*/
static void check_dodge (edict_t *self, vec3_t start, vec3_t dir, int speed)
{
vec3_t end;
vec3_t vx,vn;
trace_t tr;
// float eta;
if(self->svflags & SVF_MONSTER) return;
VectorSet(vn,-8,-8,-8);
VectorSet(vx, 8, 8, 8);
VectorMA (start, WORLD_SIZE, dir, end); // was 8192
tr = gi.trace (start, vn, vx, end, self, MASK_SHOT);
if ((tr.ent) && tr.ent->client && Q_stricmp (tr.ent->classname, "player") == 0 && (tr.ent->health > 0))
{
// VectorCopy(tr.endpos,tr.ent->client->zc.aimedpos);
// VectorSubtract (tr.endpos, start, v);
// eta = (VectorLength(v) - tr.ent->maxs[0]) / speed;
// tr.ent->monsterinfo.dodge (tr.ent, self, eta);
if(!OnSameTeam(self,tr.ent)) self->client->zc.first_target = tr.ent;
}
}
/*
=================
fire_hit
Used for all impact (hit/punch/slash) attacks
=================
*/
qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick)
{
trace_t tr;
vec3_t forward, right, up;
vec3_t v;
vec3_t point;
float range;
vec3_t dir;
//see if enemy is in range
VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
range = VectorLength(dir);
if (range > aim[0])
return false;
if (aim[1] > self->mins[0] && aim[1] < self->maxs[0])
{
// the hit is straight on so back the range up to the edge of their bbox
range -= self->enemy->maxs[0];
}
else
{
// this is a side hit so adjust the "right" value out to the edge of their bbox
if (aim[1] < 0)
aim[1] = self->enemy->mins[0];
else
aim[1] = self->enemy->maxs[0];
}
VectorMA (self->s.origin, range, dir, point);
tr = gi.trace (self->s.origin, NULL, NULL, point, self, MASK_SHOT);
if (tr.fraction < 1)
{
if (!tr.ent->takedamage)
return false;
// if it will hit any client/monster then hit the one we wanted to hit
if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
tr.ent = self->enemy;
}
AngleVectors(self->s.angles, forward, right, up);
VectorMA (self->s.origin, range, forward, point);
VectorMA (point, aim[1], right, point);
VectorMA (point, aim[2], up, point);
VectorSubtract (point, self->enemy->s.origin, dir);
// do the damage
T_Damage (tr.ent, self, self, dir, point, vec3_origin, damage, kick/2, DAMAGE_NO_KNOCKBACK, MOD_HIT);
if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
return false;
// do our special form of knockback here
VectorMA (self->enemy->absmin, 0.5, self->enemy->size, v);
VectorSubtract (v, point, v);
VectorNormalize (v);
VectorMA (self->enemy->velocity, kick, v, self->enemy->velocity);
if (self->enemy->velocity[2] > 0)
self->enemy->groundentity = NULL;
return true;
}
/*
=================
fire_lead
This is an internal support routine used for bullet/pellet based weapons.
=================
*/
static void fire_lead (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int te_impact, int hspread, int vspread, int mod)
{
trace_t tr;
vec3_t dir;
vec3_t forward, right, up;
vec3_t end;
float r;
float u;
vec3_t water_start;
qboolean water = false;
int content_mask = MASK_SHOT | MASK_WATER;
tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT);
if (!(tr.fraction < 1.0))
{
vectoangles (aimdir, dir);
AngleVectors (dir, forward, right, up);
r = crandom()*hspread;
u = crandom()*vspread;
// Knightmare- adjust spread for expanded world size
#ifdef KMQUAKE2_ENGINE_MOD
r *= (WORLD_SIZE / 8192);
u *= (WORLD_SIZE / 8192);
#endif
VectorMA (start, WORLD_SIZE, forward, end); // was 8192
VectorMA (end, r, right, end);
VectorMA (end, u, up, end);
if (gi.pointcontents (start) & MASK_WATER)
{
water = true;
VectorCopy (start, water_start);
content_mask &= ~MASK_WATER;
}
tr = gi.trace (start, NULL, NULL, end, self, content_mask);
// see if we hit water
if (tr.contents & MASK_WATER)
{
int color;
water = true;
VectorCopy (tr.endpos, water_start);
if (!VectorCompare (start, tr.endpos))
{
if (tr.contents & CONTENTS_WATER)
{
if (strcmp(tr.surface->name, "*brwater") == 0)
color = SPLASH_BROWN_WATER;
else
color = SPLASH_BLUE_WATER;
}
else if (tr.contents & CONTENTS_SLIME)
color = SPLASH_SLIME;
else if (tr.contents & CONTENTS_LAVA)
color = SPLASH_LAVA;
else
color = SPLASH_UNKNOWN;
if (color != SPLASH_UNKNOWN)
{
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_SPLASH);
gi.WriteByte (8);
gi.WritePosition (tr.endpos);
gi.WriteDir (tr.plane.normal);
gi.WriteByte (color);
gi.multicast (tr.endpos, MULTICAST_PVS);
}
// change bullet's course when it enters water
VectorSubtract (end, start, dir);
vectoangles (dir, dir);
AngleVectors (dir, forward, right, up);
r = crandom()*hspread*2;
u = crandom()*vspread*2;
// Knightmare- adjust spread for expanded world size
#ifdef KMQUAKE2_ENGINE_MOD
r *= (WORLD_SIZE / 8192);
u *= (WORLD_SIZE / 8192);
#endif
VectorMA (water_start, WORLD_SIZE, forward, end); // was 8192
VectorMA (end, r, right, end);
VectorMA (end, u, up, end);
}
// re-trace ignoring water this time
tr = gi.trace (water_start, NULL, NULL, end, self, MASK_SHOT);
}
}
// send gun puff / flash
if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
{
if (tr.fraction < 1.0)
{
if (tr.ent->takedamage)
{
T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, mod);
}
else
{
if (strncmp (tr.surface->name, "sky", 3) != 0)
{
gi.WriteByte (svc_temp_entity);
gi.WriteByte (te_impact);
gi.WritePosition (tr.endpos);
gi.WriteDir (tr.plane.normal);
gi.multicast (tr.endpos, MULTICAST_PVS);
if (self->client)
PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
}
}
}
}
// if went through water, determine where the end and make a bubble trail
if (water)
{
vec3_t pos;
VectorSubtract (tr.endpos, water_start, dir);
VectorNormalize (dir);
VectorMA (tr.endpos, -2, dir, pos);
if (gi.pointcontents (pos) & MASK_WATER)
VectorCopy (pos, tr.endpos);
else
tr = gi.trace (pos, NULL, NULL, water_start, tr.ent, MASK_WATER);
VectorAdd (water_start, tr.endpos, pos);
VectorScale (pos, 0.5, pos);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_BUBBLETRAIL);
gi.WritePosition (water_start);
gi.WritePosition (tr.endpos);
gi.multicast (pos, MULTICAST_PVS);
}
}
/*
=================
fire_bullet
Fires a single round. Used for machinegun and chaingun. Would be fine for
pistols, rifles, etc....
=================
*/
void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod)
{
fire_lead (self, start, aimdir, damage, kick, TE_GUNSHOT, hspread, vspread, mod);
}
/*
=================
fire_shotgun
Shoots shotgun pellets. Used by shotgun and super shotgun.
=================
*/
void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod)
{
int i;
for (i = 0; i < count; i++)
fire_lead (self, start, aimdir, damage, kick, TE_SHOTGUN, hspread, vspread, mod);
}
/*
=================
fire_blaster
Fires a single blaster bolt. Used by the blaster and hyper blaster.
=================
*/
void blaster_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
int mod;
int tempevent; // Knightmare added
if (other == self->owner)
return;
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict (self);
return;
}
if (self->owner->client)
PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
if (other->takedamage)
{
if (self->spawnflags & 1)
mod = MOD_HYPERBLASTER;
else
mod = MOD_BLASTER;
T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, mod);
}
else
{
// Knightmare- changable color
if (self->style == BLASTER_GREEN) //green
tempevent = TE_BLASTER2;
else if (self->style == BLASTER_BLUE) //blue
#ifdef KMQUAKE2_ENGINE_MOD // Knightmare- looks better than flechette
tempevent = TE_BLUEHYPERBLASTER;
#else
tempevent = TE_FLECHETTE;
#endif
#ifdef KMQUAKE2_ENGINE_MOD
else if (self->style == BLASTER_RED) //red
tempevent = TE_REDBLASTER;
#endif
else //standard yellow
tempevent = TE_BLASTER;
// gi.bprintf(PRINT_HIGH,"%s\n",other->classname);
gi.WriteByte (svc_temp_entity);
// gi.WriteByte (TE_BLASTER);
gi.WriteByte (tempevent);
gi.WritePosition (self->s.origin);
if (!plane)
gi.WriteDir (vec3_origin);
else
gi.WriteDir (plane->normal);
gi.multicast (self->s.origin, MULTICAST_PVS);
}
G_FreeEdict (self);
}
void fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect, qboolean hyper, int color)
{
edict_t *bolt;
trace_t tr;
VectorNormalize (dir);
bolt = G_Spawn();
VectorCopy (start, bolt->s.origin);
VectorCopy (start, bolt->s.old_origin);
vectoangles (dir, bolt->s.angles);
VectorScale (dir, speed, bolt->velocity);
bolt->movetype = MOVETYPE_FLYMISSILE;
bolt->clipmask = MASK_SHOT;
bolt->solid = SOLID_BBOX;
bolt->s.effects |= effect;
VectorClear (bolt->mins);
VectorClear (bolt->maxs);
// Knightmare- changable color
if (color == BLASTER_GREEN) // green
bolt->s.skinnum = 1;
else if (color == BLASTER_BLUE) // blue
bolt->s.skinnum = 2;
else if (color == BLASTER_RED) // red
bolt->s.skinnum = 3;
else // standard orange
bolt->s.skinnum = 0;
bolt->s.modelindex = gi.modelindex ("models/objects/laser/tris.md2");
bolt->style = color;
bolt->s.sound = gi.soundindex ("misc/lasfly.wav");
bolt->owner = self;
bolt->touch = blaster_touch;
bolt->nextthink = level.time + 2;
bolt->think = G_FreeEdict;
bolt->dmg = damage;
bolt->classname = "bolt";
if (hyper)
bolt->spawnflags = 1;
gi.linkentity (bolt);
if (self->client)
check_dodge (self, bolt->s.origin, dir, speed);
tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
if (tr.fraction < 1.0)
{
VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
bolt->touch (bolt, tr.ent, NULL, NULL);
}
}
/*
=================
fire_grenade
=================
*/
static void Grenade_Explode (edict_t *ent)
{
vec3_t origin;
int mod;
if (ent->owner->client && !(ent->owner->svflags & SVF_DEADMONSTER))
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?
if (ent->enemy)
{
float points;
vec3_t v;
vec3_t dir;
VectorAdd (ent->enemy->mins, ent->enemy->maxs, v);
VectorMA (ent->enemy->s.origin, 0.5, v, v);
VectorSubtract (ent->s.origin, v, v);
points = ent->dmg - 0.5 * VectorLength (v);
VectorSubtract (ent->enemy->s.origin, ent->s.origin, dir);
if (ent->spawnflags & 1)
mod = MOD_HANDGRENADE;
else
mod = MOD_GRENADE;
T_Damage (ent->enemy, ent, ent->owner, dir, ent->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
}
if (ent->spawnflags & 2)
mod = MOD_HELD_GRENADE;
else if (ent->spawnflags & 1)
mod = MOD_HG_SPLASH;
else
mod = MOD_G_SPLASH;
T_RadiusDamage(ent, ent->owner, ent->dmg, ent->enemy, ent->dmg_radius, mod);
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_PHS);
G_FreeEdict (ent);
UpdateExplIndex (NULL);
}
static void Grenade_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
ent->enemy = NULL;
if (other == ent->owner)
return;
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict (ent);
UpdateExplIndex (NULL);
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;
Grenade_Explode (ent);
}
// Knightmare added
void ContactGrenade_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);
UpdateExplIndex (NULL);
return;
}
if (other->takedamage)
ent->enemy = other;
Grenade_Explode (ent);
}
// end Knightmare
void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean contact)
{
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/grenade/tris.md2");
grenade->owner = self;
// Knightmare- added contact explode
if (contact)
grenade->touch = ContactGrenade_Touch;
else
grenade->touch = Grenade_Touch;
grenade->nextthink = level.time + timer;
grenade->think = Grenade_Explode;
grenade->dmg = damage;
grenade->dmg_radius = damage_radius;
grenade->classname = "grenade";
UpdateExplIndex (grenade);
gi.linkentity (grenade);
}
void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held)
{
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->touch = Grenade_Touch;
grenade->nextthink = level.time + timer;
grenade->think = Grenade_Explode;
grenade->dmg = damage;
grenade->dmg_radius = damage_radius;
grenade->classname = "hgrenade";
if (held)
grenade->spawnflags = 3;
else
grenade->spawnflags = 1;
grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav");
if (timer <= 0.0)
Grenade_Explode (grenade);
else
{
gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
gi.linkentity (grenade);
}
}
/*
=================
fire_rocket
=================
*/
void rocket_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
vec3_t origin;
int n;
if (other == ent->owner)
return;
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict (ent);
UpdateExplIndex (NULL);
return;
}
if (ent->owner->client)
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
// calculate position for the explosion entity
VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
if (other->takedamage)
{
T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_ROCKET);
}
else
{
// don't throw any debris in net games
if (!deathmatch->value && !coop->value)
{
if ((surf) && !(surf->flags & (SURF_WARP|SURF_TRANS33|SURF_TRANS66|SURF_FLOWING)))
{
n = rand() % 5;
while(n--)
ThrowDebris (ent, "models/objects/debris2/tris.md2", 2, ent->s.origin);
}
}
}
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_R_SPLASH);
if(Q_stricmp (ent->classname, "lockon rocket") == 0)
gi.sound (ent, CHAN_AUTO, gi.soundindex("3zb/locrexp.wav"), 1, ATTN_NONE, 0);
gi.WriteByte (svc_temp_entity);
if (ent->waterlevel)
gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
else
gi.WriteByte (TE_ROCKET_EXPLOSION);
gi.WritePosition (origin);
gi.multicast (ent->s.origin, MULTICAST_PHS);
G_FreeEdict (ent);
UpdateExplIndex (NULL);
}
void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
{
edict_t *rocket;
rocket = G_Spawn();
VectorCopy (start, rocket->s.origin);
VectorCopy (dir, rocket->movedir);
vectoangles (dir, rocket->s.angles);
VectorScale (dir, speed, rocket->velocity);
rocket->movetype = MOVETYPE_FLYMISSILE;
rocket->clipmask = MASK_SHOT;
rocket->solid = SOLID_BBOX;
rocket->s.effects |= EF_ROCKET;
VectorClear (rocket->mins);
VectorClear (rocket->maxs);
rocket->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
rocket->owner = self;
rocket->touch = rocket_touch;
rocket->nextthink = level.time + 8000/speed;
rocket->think = G_FreeEdict;
rocket->dmg = damage;
rocket->radius_dmg = radius_damage;
rocket->dmg_radius = damage_radius;
rocket->s.sound = gi.soundindex ("weapons/rockfly.wav");
rocket->classname = "rocket";
UpdateExplIndex (rocket);
if (self->client)
check_dodge (self, rocket->s.origin, dir, speed);
gi.linkentity (rocket);
}
//<2F><><EFBFBD>b<EFBFBD>N<EFBFBD>I<EFBFBD><49><EFBFBD>~<7E>T<EFBFBD>C<EFBFBD><43>
void think_lockon_rocket(edict_t *ent)
{
vec3_t v;
if(ent->moveinfo.speed < 100)
{
ent->s.sound = gi.soundindex ("3zb/locrfly.wav");
ent->moveinfo.speed = 100;
}
if(ent->moveinfo.speed < 1600) ent->moveinfo.speed *= 2;
if(ent->target_ent)
{
if(!ent->target_ent->inuse || ent->target_ent->deadflag)
{
ent->target_ent = NULL;
ent->movetype = MOVETYPE_BOUNCE;
ent->touch = Grenade_Touch;
ent->think = Grenade_Explode;
ent->nextthink = level.time + FRAMETIME * 15;
ent->s.sound = 0;
VectorCopy(ent->velocity,v);
VectorNormalize(v);
VectorScale (v, ent->moveinfo.speed, ent->velocity);
return;
}
else
{
VectorSubtract(ent->target_ent->s.origin,ent->s.origin,v);
VectorNormalize(v);
vectoangles (v, ent->s.angles);
VectorScale (v, ent->moveinfo.speed, ent->velocity);
ent->nextthink = level.time + FRAMETIME ;//* 2.0;
}
}
else
{
ent->movetype = MOVETYPE_BOUNCE;
ent->touch = Grenade_Touch;
ent->think = Grenade_Explode;
ent->nextthink = level.time + FRAMETIME * 15;
ent->s.sound = 0;
VectorCopy(ent->velocity,v);
VectorNormalize(v);
VectorScale (v, ent->moveinfo.speed, ent->velocity);
return;
}
//<2F><><EFBFBD>Ԑ؂<D490>
if(ent->moveinfo.accel <= level.time)
{
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, NULL, ent->dmg_radius, MOD_R_SPLASH);
gi.sound (ent, CHAN_AUTO, gi.soundindex("3zb/locrexp.wav"), 1, ATTN_NONE, 0);
gi.WriteByte (svc_temp_entity);
if (ent->waterlevel)
gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
else
gi.WriteByte (TE_ROCKET_EXPLOSION);
gi.WritePosition (ent->s.origin);
gi.multicast (ent->s.origin, MULTICAST_PHS);
G_FreeEdict (ent);
}
}
void fire_lockon_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
{
edict_t *rocket;
rocket = G_Spawn();
VectorCopy (start, rocket->s.origin);
VectorCopy (dir, rocket->movedir);
vectoangles (dir, rocket->s.angles);
VectorScale (dir, speed, rocket->velocity);
rocket->moveinfo.speed = speed;
rocket->movetype = MOVETYPE_FLYMISSILE;
rocket->clipmask = MASK_SHOT;
rocket->solid = SOLID_BBOX;
rocket->s.effects |= EF_ROCKET;
VectorClear (rocket->mins);
VectorClear (rocket->maxs);
rocket->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
rocket->owner = self;
rocket->touch = rocket_touch;
rocket->nextthink = level.time + FRAMETIME * 8;
rocket->moveinfo.accel = level.time + FRAMETIME * 36;
rocket->think = think_lockon_rocket;
rocket->dmg = damage;
rocket->radius_dmg = radius_damage;
rocket->dmg_radius = damage_radius;
rocket->s.sound = gi.soundindex ("weapons/rockfly.wav");
rocket->classname = "lockon rocket";
rocket->target_ent = self->client->zc.first_target;
if (self->client)
check_dodge (self, rocket->s.origin, dir, speed);
gi.linkentity (rocket);
}
/*
=================
fire_rail
=================
*/
void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, qboolean useColor, int red, int green, int blue)
{
vec3_t from;
vec3_t end;
trace_t tr;
edict_t *ignore;
int mask, tempevent, i=0;
qboolean water;
// Knightmare- changeable trail color
#ifdef KMQUAKE2_ENGINE_MOD
if (useColor)
tempevent = TE_RAILTRAIL_COLORED;
else
#endif
tempevent = TE_RAILTRAIL;
VectorMA (start, WORLD_SIZE, aimdir, end); // was 8192
VectorCopy (start, from);
ignore = self;
water = false;
mask = MASK_SHOT|CONTENTS_SLIME|CONTENTS_LAVA;
while (ignore && i<256)
{
tr = gi.trace (from, NULL, NULL, end, ignore, mask);
if (tr.contents & (CONTENTS_SLIME|CONTENTS_LAVA))
{
mask &= ~(CONTENTS_SLIME|CONTENTS_LAVA);
water = true;
}
else
{
if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
ignore = tr.ent;
else
ignore = NULL;
if ((tr.ent != self) && (tr.ent->takedamage))
T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, 0, MOD_RAILGUN);
}
VectorCopy (tr.endpos, from);
i++;
}
// send gun puff / flash
gi.WriteByte (svc_temp_entity);
// gi.WriteByte (TE_RAILTRAIL);
gi.WriteByte (tempevent);
gi.WritePosition (start);
gi.WritePosition (tr.endpos);
#ifdef KMQUAKE2_ENGINE_MOD
if (tempevent == TE_RAILTRAIL_COLORED) {
gi.WriteByte (red);
gi.WriteByte (green);
gi.WriteByte (blue);
}
#endif
gi.multicast (self->s.origin, MULTICAST_PHS);
// gi.multicast (start, MULTICAST_PHS);
if (water)
{
gi.WriteByte (svc_temp_entity);
// gi.WriteByte (TE_RAILTRAIL);
gi.WriteByte (tempevent);
gi.WritePosition (start);
gi.WritePosition (tr.endpos);
#ifdef KMQUAKE2_ENGINE_MOD
if (tempevent == TE_RAILTRAIL_COLORED) {
gi.WriteByte (red);
gi.WriteByte (green);
gi.WriteByte (blue);
}
#endif
gi.multicast (tr.endpos, MULTICAST_PHS);
}
if (self->client)
PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
}
void fire_sniperail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick)
{
vec3_t from;
vec3_t end;
trace_t tr;
edict_t *ignore;
int mask;
qboolean water;
VectorMA (start, WORLD_SIZE, aimdir, end); // was 8192
VectorCopy (start, from);
ignore = self;
water = false;
mask = MASK_SHOT|CONTENTS_SLIME|CONTENTS_LAVA;
while (ignore)
{
tr = gi.trace (from, NULL, NULL, end, ignore, mask);
if (tr.contents & (CONTENTS_SLIME|CONTENTS_LAVA))
{
mask &= ~(CONTENTS_SLIME|CONTENTS_LAVA);
water = true;
}
else
{
if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
ignore = tr.ent;
else
ignore = NULL;
if ((tr.ent != self) && (tr.ent->takedamage))
T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, 0, MOD_RAILGUN);
}
VectorCopy (tr.endpos, from);
}
VectorScale (aimdir,100, from);
VectorSubtract(tr.endpos,from,start);
// gi.bprintf(PRINT_HIGH,"jj\n");
// send gun puff / flash
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_RAILTRAIL);
gi.WritePosition (start);
gi.WritePosition (tr.endpos);
gi.multicast (self->s.origin, MULTICAST_PHS);
// gi.multicast (start, MULTICAST_PHS);
if (water)
{
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_RAILTRAIL);
gi.WritePosition (start);
gi.WritePosition (tr.endpos);
gi.multicast (tr.endpos, MULTICAST_PHS);
}
if (self->client)
PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
}
/*
=================
fire_bfg
=================
*/
void bfg_explode (edict_t *self)
{
edict_t *ent;
float points;
vec3_t v;
float dist;
if (self->s.frame == 0)
{
// the BFG effect
ent = NULL;
while ((ent = findradius(ent, self->s.origin, self->dmg_radius)) != NULL)
{
if (!ent->takedamage)
continue;
if (ent == self->owner)
continue;
if (!CanDamage (ent, self))
continue;
if (!CanDamage (ent, self->owner))
continue;
VectorAdd (ent->mins, ent->maxs, v);
VectorMA (ent->s.origin, 0.5, v, v);
VectorSubtract (self->s.origin, v, v);
dist = VectorLength(v);
points = self->radius_dmg * (1.0 - sqrt(dist/self->dmg_radius));
if (ent == self->owner)
points = points * 0.5;
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_BFG_EXPLOSION);
gi.WritePosition (ent->s.origin);
gi.multicast (ent->s.origin, MULTICAST_PHS);
T_Damage (ent, self, self->owner, self->velocity, ent->s.origin, vec3_origin, (int)points, 0, DAMAGE_ENERGY, MOD_BFG_EFFECT);
}
}
self->nextthink = level.time + FRAMETIME;
self->s.frame++;
if (self->s.frame == 5)
self->think = G_FreeEdict;
}
void bfg_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (other == self->owner)
return;
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict (self);
return;
}
if (self->owner->client)
PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
// core explosion - prevents firing it into the wall/floor
if (other->takedamage)
T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, 200, 0, 0, MOD_BFG_BLAST);
T_RadiusDamage(self, self->owner, 200, other, 100, MOD_BFG_BLAST);
gi.sound (self, CHAN_VOICE, gi.soundindex ("weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0);
self->solid = SOLID_NOT;
self->touch = NULL;
VectorMA (self->s.origin, -1 * FRAMETIME, self->velocity, self->s.origin);
VectorClear (self->velocity);
self->s.modelindex = gi.modelindex ("sprites/s_bfg3.sp2");
self->s.frame = 0;
self->s.sound = 0;
self->s.effects &= ~EF_ANIM_ALLFAST;
self->think = bfg_explode;
self->nextthink = level.time + FRAMETIME;
self->enemy = other;
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_BFG_BIGEXPLOSION);
gi.WritePosition (self->s.origin);
gi.multicast (self->s.origin, MULTICAST_PVS);
}
void bfg_think (edict_t *self)
{
edict_t *ent;
edict_t *ignore;
vec3_t point;
vec3_t dir;
vec3_t start;
vec3_t end;
int dmg;
trace_t tr;
if (deathmatch->value)
dmg = 5;
else
dmg = 10;
ent = NULL;
while ((ent = findradius(ent, self->s.origin, 256)) != NULL)
{
if (ent == self)
continue;
if (ent == self->owner)
continue;
if (!ent->takedamage)
continue;
if (!(ent->svflags & SVF_MONSTER) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
continue;
//ZOID
//don't target players in CTF
if (ctf->value && ent->client &&
self->owner->client &&
ent->client->resp.ctf_team == self->owner->client->resp.ctf_team)
continue;
//ZOID
VectorMA (ent->absmin, 0.5, ent->size, point);
VectorSubtract (point, self->s.origin, dir);
VectorNormalize (dir);
ignore = self;
VectorCopy (self->s.origin, start);
VectorMA (start, 2048, dir, end);
while(1)
{
tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER);
if (!tr.ent)
break;
// hurt it if we can
if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER) && (tr.ent != self->owner))
T_Damage (tr.ent, self, self->owner, dir, tr.endpos, vec3_origin, dmg, 1, DAMAGE_ENERGY, MOD_BFG_LASER);
// if we hit something that's not a monster or player we're done
if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
{
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_LASER_SPARKS);
gi.WriteByte (4);
gi.WritePosition (tr.endpos);
gi.WriteDir (tr.plane.normal);
gi.WriteByte (self->s.skinnum);
gi.multicast (tr.endpos, MULTICAST_PVS);
break;
}
ignore = tr.ent;
VectorCopy (tr.endpos, start);
}
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_BFG_LASER);
gi.WritePosition (self->s.origin);
gi.WritePosition (tr.endpos);
gi.multicast (self->s.origin, MULTICAST_PHS);
}
self->nextthink = level.time + FRAMETIME;
}
void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius)
{
edict_t *bfg;
bfg = G_Spawn();
VectorCopy (start, bfg->s.origin);
VectorCopy (dir, bfg->movedir);
vectoangles (dir, bfg->s.angles);
VectorScale (dir, speed, bfg->velocity);
bfg->movetype = MOVETYPE_FLYMISSILE;
bfg->clipmask = MASK_SHOT;
bfg->solid = SOLID_BBOX;
bfg->s.effects |= EF_BFG | EF_ANIM_ALLFAST;
VectorClear (bfg->mins);
VectorClear (bfg->maxs);
bfg->s.modelindex = gi.modelindex ("sprites/s_bfg1.sp2");
bfg->owner = self;
bfg->touch = bfg_touch;
bfg->nextthink = level.time + 8000/speed;
bfg->think = G_FreeEdict;
bfg->radius_dmg = damage;
bfg->dmg_radius = damage_radius;
bfg->classname = "bfg blast";
bfg->s.sound = gi.soundindex ("weapons/bfg__l1a.wav");
bfg->think = bfg_think;
bfg->nextthink = level.time + FRAMETIME;
bfg->teammaster = bfg;
bfg->teamchain = NULL;
if (self->client)
check_dodge (self, bfg->s.origin, dir, speed);
gi.linkentity (bfg);
}
/*===============================================================================*/
// RAFAEL
/*
=================
fire_ionripper
=================
*/
void ionripper_sparks (edict_t *self)
{
byte count, color;
count = 0;
color = 0xe4 + (rand()&3);
// Knightmare- explode sound
if (sk_ionripper_extra_sounds->value)
gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/ionexp.wav"), 1, ATTN_NONE, 0);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_WELDING_SPARKS);
gi.WriteByte (count); // 0
gi.WritePosition (self->s.origin);
gi.WriteDir (vec3_origin);
gi.WriteByte (color); // 0xe4 + (rand()&3)
gi.multicast (self->s.origin, MULTICAST_PVS);
G_FreeEdict (self);
}
// RAFAEL
void ionripper_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (other == self->owner)
return;
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict (self);
return;
}
if (self->owner->client)
PlayerNoise (self->owner, self->s.origin, PNOISE_IMPACT);
if (other->takedamage)
{
// Knightmare- hit sound
#ifdef KMQUAKE2_ENGINE_MOD
if (sk_ionripper_extra_sounds->value)
{
float r = random();
if (r < 0.3333)
gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/ionhit1.wav"), 1, ATTN_NONE, 0);
else if (r < 0.6666)
gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/ionhit2.wav"), 1, ATTN_NONE, 0);
else
gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/ionhit3.wav"), 1, ATTN_NONE, 0);
}
#endif
T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, MOD_RIPPER);
}
else
{
return;
}
G_FreeEdict (self);
}
// RAFAEL
void fire_ionripper (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect)
{
edict_t *ion;
trace_t tr;
VectorNormalize (dir);
ion = G_Spawn ();
VectorCopy (start, ion->s.origin);
VectorCopy (start, ion->s.old_origin);
vectoangles (dir, ion->s.angles);
VectorScale (dir, speed, ion->velocity);
ion->movetype = MOVETYPE_WALLBOUNCE;
ion->clipmask = MASK_SHOT;
ion->solid = SOLID_BBOX;
ion->s.effects |= effect;
ion->s.renderfx |= RF_FULLBRIGHT;
VectorClear (ion->mins);
VectorClear (ion->maxs);
ion->s.modelindex = gi.modelindex ("models/objects/boomrang/tris.md2");
ion->s.sound = gi.soundindex ("misc/lasfly.wav");
ion->owner = self;
ion->touch = ionripper_touch;
ion->nextthink = level.time + 3;
ion->think = ionripper_sparks;
ion->dmg = damage;
ion->dmg_radius = 100;
gi.linkentity (ion);
if (self->client)
check_dodge (self, ion->s.origin, dir, speed);
tr = gi.trace (self->s.origin, NULL, NULL, ion->s.origin, ion, MASK_SHOT);
if (tr.fraction < 1.0)
{
VectorMA (ion->s.origin, -10, dir, ion->s.origin);
ion->touch (ion, tr.ent, NULL, NULL);
}
}
// RAFAEL
/*
=================
fire_heat
=================
*/
/*
void heat_think (edict_t *self)
{
edict_t *target = NULL;
edict_t *aquire = NULL;
vec3_t vec;
vec3_t oldang;
int len;
int oldlen = 0;
VectorClear (vec);
// aquire new target
while (( target = findradius (target, self->s.origin, 1024)) != NULL)
{
if (self->owner == target)
continue;
if (!target->svflags & SVF_MONSTER)
continue;
if (!target->client)
continue;
if (target->health <= 0)
continue;
if (!visible (self, target))
continue;
// if we need to reduce the tracking cone
/*
{
vec3_t vec;
float dot;
vec3_t forward;
AngleVectors (self->s.angles, forward, NULL, NULL);
VectorSubtract (target->s.origin, self->s.origin, vec);
VectorNormalize (vec);
dot = DotProduct (vec, forward);
if (dot > 0.6)
continue;
}
*/
/* if (!infront (self, target))
continue;
VectorSubtract (self->s.origin, target->s.origin, vec);
len = VectorLength (vec);
if (aquire == NULL || len < oldlen)
{
aquire = target;
self->target_ent = aquire;
oldlen = len;
}
}
if (aquire != NULL)
{
VectorCopy (self->s.angles, oldang);
VectorSubtract (aquire->s.origin, self->s.origin, vec);
vectoangles (vec, self->s.angles);
VectorNormalize (vec);
VectorCopy (vec, self->movedir);
VectorScale (vec, 500, self->velocity);
}
self->nextthink = level.time + 0.1;
}
*/
// RAFAEL
/*
void fire_heat (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
{
edict_t *heat;
heat = G_Spawn();
VectorCopy (start, heat->s.origin);
VectorCopy (dir, heat->movedir);
vectoangles (dir, heat->s.angles);
VectorScale (dir, speed, heat->velocity);
heat->movetype = MOVETYPE_FLYMISSILE;
heat->clipmask = MASK_SHOT;
heat->solid = SOLID_BBOX;
heat->s.effects |= EF_ROCKET;
VectorClear (heat->mins);
VectorClear (heat->maxs);
heat->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
heat->owner = self;
heat->touch = rocket_touch;
heat->nextthink = level.time + 0.1;
heat->think = heat_think;
heat->dmg = damage;
heat->radius_dmg = radius_damage;
heat->dmg_radius = damage_radius;
heat->s.sound = gi.soundindex ("weapons/rockfly.wav");
if (self->client)
check_dodge (self, heat->s.origin, dir, speed);
gi.linkentity (heat);
}
*/
// RAFAEL
/*
=================
fire_plasma
=================
*/
void plasma_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
vec3_t origin;
if (other == ent->owner)
return;
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict (ent);
return;
}
if (ent->owner->client)
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
// calculate position for the explosion entity
VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
if (other->takedamage)
{
T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_PHALANX);
}
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_PHALANX);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_PLASMA_EXPLOSION);
gi.WritePosition (origin);
gi.multicast (ent->s.origin, MULTICAST_PVS);
G_FreeEdict (ent);
}
// RAFAEL
void fire_plasma (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
{
edict_t *plasma;
plasma = G_Spawn();
VectorCopy (start, plasma->s.origin);
VectorCopy (dir, plasma->movedir);
vectoangles (dir, plasma->s.angles);
VectorScale (dir, speed, plasma->velocity);
plasma->movetype = MOVETYPE_FLYMISSILE;
plasma->clipmask = MASK_SHOT;
plasma->solid = SOLID_BBOX;
VectorClear (plasma->mins);
VectorClear (plasma->maxs);
plasma->owner = self;
plasma->touch = plasma_touch;
plasma->nextthink = level.time + 8000/speed;
plasma->think = G_FreeEdict;
plasma->dmg = damage;
plasma->radius_dmg = radius_damage;
plasma->dmg_radius = damage_radius;
plasma->s.sound = gi.soundindex ("weapons/rockfly.wav");
plasma->s.modelindex = gi.modelindex ("sprites/s_photon.sp2");
plasma->s.effects |= EF_PLASMA | EF_ANIM_ALLFAST;
if (self->client)
check_dodge (self, plasma->s.origin, dir, speed);
gi.linkentity (plasma);
}
/*
=================
trap
=================
*/
// RAFAEL
extern void SP_item_foodcube (edict_t *best);
// RAFAEL
static void Trap_Think (edict_t *ent)
{
edict_t *target = NULL;
edict_t *best = NULL;
vec3_t vec;
int len, i;
int oldlen = 8000;
vec3_t forward, right, up;
if (ent->timestamp < level.time)
{
BecomeExplosion1(ent);
// note to self
// cause explosion damage???
return;
}
ent->nextthink = level.time + 0.1;
if (!ent->groundentity)
return;
// ok lets do the blood effect
if (ent->s.frame > 4)
{
if (ent->s.frame == 5)
{
if (ent->wait == 64)
gi.sound(ent, CHAN_VOICE, gi.soundindex ("weapons/trapdown.wav"), 1, ATTN_IDLE, 0);
ent->wait -= 2;
ent->delay += level.time;
for (i=0; i<3; i++)
{
best = G_Spawn();
if (strcmp (ent->enemy->classname, "monster_gekk") == 0)
{
best->s.modelindex = gi.modelindex ("models/objects/gekkgib/torso/tris.md2");
best->s.effects |= TE_GREENBLOOD;
}
else if (ent->mass > 200)
{
best->s.modelindex = gi.modelindex ("models/objects/gibs/chest/tris.md2");
best->s.effects |= TE_BLOOD;
}
else
{
best->s.modelindex = gi.modelindex ("models/objects/gibs/sm_meat/tris.md2");
best->s.effects |= TE_BLOOD;
}
AngleVectors (ent->s.angles, forward, right, up);
RotatePointAroundVector( vec, up, right, ((360.0/3)* i)+ent->delay);
VectorMA (vec, ent->wait/2, vec, vec);
VectorAdd(vec, ent->s.origin, vec);
VectorAdd(vec, forward, best->s.origin);
best->s.origin[2] = ent->s.origin[2] + ent->wait;
VectorCopy (ent->s.angles, best->s.angles);
best->solid = SOLID_NOT;
best->s.effects |= EF_GIB;
best->takedamage = DAMAGE_YES;
best->movetype = MOVETYPE_TOSS;
best->svflags |= SVF_MONSTER;
best->deadflag = DEAD_DEAD;
VectorClear (best->mins);
VectorClear (best->maxs);
best->watertype = gi.pointcontents(best->s.origin);
if (best->watertype & MASK_WATER)
best->waterlevel = 1;
best->nextthink = level.time + 0.1;
best->think = G_FreeEdict;
gi.linkentity (best);
}
if (ent->wait < 19)
ent->s.frame ++;
return;
}
ent->s.frame ++;
if (ent->s.frame == 8)
{
ent->nextthink = level.time + 1.0;
ent->think = G_FreeEdict;
best = G_Spawn ();
SP_item_foodcube (best);
VectorCopy (ent->s.origin, best->s.origin);
best->s.origin[2]+= 16;
best->velocity[2] = 400;
best->count = ent->mass;
gi.linkentity (best);
return;
}
return;
}
ent->s.effects &= ~EF_TRAP;
if (ent->s.frame >= 4)
{
ent->s.effects |= EF_TRAP;
VectorClear (ent->mins);
VectorClear (ent->maxs);
}
if (ent->s.frame < 4)
ent->s.frame++;
while ((target = findradius(target, ent->s.origin, 256)) != NULL)
{
if (target == ent)
continue;
if (!(target->svflags & SVF_MONSTER) && !target->client)
continue;
// if (target == ent->owner)
// continue;
if (target->health <= 0)
continue;
if (!visible (ent, target))
continue;
if (!best)
{
best = target;
continue;
}
VectorSubtract (ent->s.origin, target->s.origin, vec);
len = VectorLength (vec);
if (len < oldlen)
{
oldlen = len;
best = target;
}
}
// pull the enemy in
if (best)
{
vec3_t forward;
if (best->groundentity)
{
best->s.origin[2] += 1;
best->groundentity = NULL;
}
VectorSubtract (ent->s.origin, best->s.origin, vec);
len = VectorLength (vec);
if (best->client)
{
VectorNormalize (vec);
VectorMA (best->velocity, 250, vec, best->velocity);
if(best->svflags & SVF_MONSTER)
{
//if(best->velocity[2] < 100) best->velocity[2] = 100;
best->client->zc.trapped = true;
}
}
else
{
best->ideal_yaw = vectoyaw(vec);
// M_ChangeYaw (best);
AngleVectors (best->s.angles, forward, NULL, NULL);
VectorScale (forward, 256, best->velocity);
}
gi.sound(ent, CHAN_VOICE, gi.soundindex ("weapons/trapsuck.wav"), 1, ATTN_IDLE, 0);
if (len < 32)
{
if (best->mass < 400)
{
T_Damage (best, ent, ent->owner, vec3_origin, best->s.origin, vec3_origin, 100000, 1, 0, MOD_TRAP);
ent->enemy = best;
ent->wait = 64;
VectorCopy (ent->s.origin, ent->s.old_origin);
ent->timestamp = level.time + 30;
if (deathmatch->value)
ent->mass = best->mass/4;
else
ent->mass = best->mass/10;
// ok spawn the food cube
ent->s.frame = 5;
}
else
{
BecomeExplosion1(ent);
// note to self
// cause explosion damage???
return;
}
}
}
}
// RAFAEL
void fire_trap (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held)
{
edict_t *trap;
vec3_t dir;
vec3_t forward, right, up;
vectoangles (aimdir, dir);
AngleVectors (dir, forward, right, up);
trap = G_Spawn();
VectorCopy (start, trap->s.origin);
VectorScale (aimdir, speed, trap->velocity);
VectorMA (trap->velocity, 200 + crandom() * 10.0, up, trap->velocity);
VectorMA (trap->velocity, crandom() * 10.0, right, trap->velocity);
VectorSet (trap->avelocity, 0, 300, 0);
trap->movetype = MOVETYPE_BOUNCE;
trap->clipmask = MASK_SHOT;
trap->solid = SOLID_BBOX;
// VectorClear (trap->mins);
// VectorClear (trap->maxs);
VectorSet (trap->mins, -4, -4, 0);
VectorSet (trap->maxs, 4, 4, 8);
trap->s.modelindex = gi.modelindex ("models/weapons/z_trap/tris.md2");
trap->owner = self;
trap->nextthink = level.time + 1.0;
trap->think = Trap_Think;
trap->dmg = damage;
trap->dmg_radius = damage_radius;
trap->classname = "htrap";
// RAFAEL 16-APR-98
trap->s.sound = gi.soundindex ("weapons/traploop.wav");
// END 16-APR-98
if (held)
trap->spawnflags = 3;
else
trap->spawnflags = 1;
if (timer <= 0.0)
Grenade_Explode (trap);
else
{
// gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/trapdown.wav"), 1, ATTN_NORM, 0);
gi.linkentity (trap);
}
trap->timestamp = level.time + 30;
}