mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-14 16:40:57 +00:00
d15474a52e
Refactored some weapon code in missionpack DLL.
809 lines
20 KiB
C
809 lines
20 KiB
C
#include "g_local.h"
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// RAFAEL
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/*
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==============================================================================
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ION RIPPER
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==============================================================================
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*/
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void ionripper_sparks (edict_t *self)
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{
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byte count, color;
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count = 0;
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color = 0xe4 + (rand()&3);
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// Knightmare- explode sound
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if (sk_ionripper_extra_sounds->value)
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gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/ionexp.wav"), 1, ATTN_NONE, 0);
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (TE_WELDING_SPARKS);
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gi.WriteByte (count); // 0
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gi.WritePosition (self->s.origin);
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gi.WriteDir (vec3_origin);
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gi.WriteByte (color); // 0xe4 + (rand()&3)
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gi.multicast (self->s.origin, MULTICAST_PVS);
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// Lazarus reflections
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if (level.num_reflectors)
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ReflectWeldingSparks (count, color, self->s.origin, vec3_origin);
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G_FreeEdict (self);
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}
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void ionripper_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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if (other == self->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 (self);
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return;
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}
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if (self->owner->client)
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PlayerNoise (self->owner, self->s.origin, PNOISE_IMPACT);
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if (other->takedamage)
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{
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// Knightmare- hit sound
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if (sk_ionripper_extra_sounds->value)
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#ifdef KMQUAKE2_ENGINE_MOD
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{
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float r = random();
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if (r < 0.3333)
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gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/ionhit1.wav"), 1, ATTN_NONE, 0);
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else if (r < 0.6666)
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gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/ionhit2.wav"), 1, ATTN_NONE, 0);
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else
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gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/ionhit3.wav"), 1, ATTN_NONE, 0);
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}
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#else
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gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/ionhit1.wav"), 1, ATTN_NONE, 0);
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#endif
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T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, MOD_RIPPER);
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}
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else
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{
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return;
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}
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G_FreeEdict (self);
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}
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void fire_ionripper (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect)
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{
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edict_t *ion;
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trace_t tr;
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VectorNormalize (dir);
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ion = G_Spawn ();
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ion->classname = "ion";
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ion->class_id = ENTITY_ION;
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VectorCopy (start, ion->s.origin);
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VectorCopy (start, ion->s.old_origin);
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vectoangles (dir, ion->s.angles);
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VectorScale (dir, speed, ion->velocity);
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ion->movetype = MOVETYPE_WALLBOUNCE;
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ion->clipmask = MASK_SHOT;
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ion->solid = SOLID_BBOX;
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ion->s.effects |= effect;
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ion->s.renderfx |= RF_FULLBRIGHT | RF_NOSHADOW; // Knightmare- no shadow
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VectorClear (ion->mins);
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VectorClear (ion->maxs);
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ion->s.modelindex = gi.modelindex ("models/objects/boomrang/tris.md2");
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ion->s.sound = gi.soundindex ("misc/lasfly.wav");
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ion->owner = self;
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ion->touch = ionripper_touch;
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ion->nextthink = level.time + 3;
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ion->think = ionripper_sparks;
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ion->dmg = damage;
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ion->dmg_radius = 100;
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gi.linkentity (ion);
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if (self->client)
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check_dodge (self, ion->s.origin, dir, speed);
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tr = gi.trace (self->s.origin, NULL, NULL, ion->s.origin, ion, MASK_SHOT);
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if (tr.fraction < 1.0)
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{
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VectorMA (ion->s.origin, -10, dir, ion->s.origin);
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ion->touch (ion, tr.ent, NULL, NULL);
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}
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}
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// NOTE: SP_ion should ONLY be used for ION Ripper projectiles that have
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// changed maps via trigger_transition. It should NOT be used for map
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// entities.
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void ion_delayed_start (edict_t *ion)
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{
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if (g_edicts[1].linkcount)
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{
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VectorScale(ion->movedir,ion->moveinfo.speed,ion->velocity);
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ion->nextthink = level.time + 3;
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ion->think = ionripper_sparks;
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gi.linkentity(ion);
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}
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else
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ion->nextthink = level.time + FRAMETIME;
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}
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void SP_ion (edict_t *ion)
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{
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ion->s.modelindex = gi.modelindex ("models/objects/boomrang/tris.md2");
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ion->s.sound = gi.soundindex ("misc/lasfly.wav");
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ion->touch = ionripper_touch;
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VectorCopy(ion->velocity,ion->movedir);
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VectorNormalize(ion->movedir);
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ion->moveinfo.speed = VectorLength(ion->velocity);
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VectorClear(ion->velocity);
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ion->think = ion_delayed_start;
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ion->nextthink = level.time + FRAMETIME;
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gi.linkentity(ion);
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}
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/*
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==============================================================================
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HEAT-SEEKING ROCKETS
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==============================================================================
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*/
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void rocket_heat_think (edict_t *self)
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{
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edict_t *target = NULL;
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edict_t *aquire = NULL;
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vec3_t vec;
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vec3_t oldang;
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int len;
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int oldlen = 0;
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VectorClear (vec);
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// aquire new target
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while (( target = findradius (target, self->s.origin, 1024)) != NULL)
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{
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if (self->owner == target)
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continue;
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if (!target->svflags & SVF_MONSTER)
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continue;
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// If player fires this, do track monsters
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if (!self->owner->client && !target->client)
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continue;
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if (target->health <= 0)
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continue;
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if (!visible (self, target))
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continue;
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// if we need to reduce the tracking cone
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/* {
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vec3_t vec;
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float dot;
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vec3_t forward;
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AngleVectors (self->s.angles, forward, NULL, NULL);
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VectorSubtract (target->s.origin, self->s.origin, vec);
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VectorNormalize (vec);
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dot = DotProduct (vec, forward);
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if (dot > 0.6)
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continue;
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} */
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if (!infront (self, target))
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continue;
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VectorSubtract (self->s.origin, target->s.origin, vec);
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len = VectorLength (vec);
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if (aquire == NULL || len < oldlen)
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{
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aquire = target;
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self->target_ent = aquire;
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oldlen = len;
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}
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}
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if (aquire != NULL)
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{
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VectorCopy (self->s.angles, oldang);
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VectorSubtract (aquire->s.origin, self->s.origin, vec);
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vectoangles (vec, self->s.angles);
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VectorNormalize (vec);
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VectorCopy (vec, self->movedir);
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VectorScale (vec, 500, self->velocity);
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}
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self->nextthink = level.time + 0.1;
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}
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// NOTE: the new Rogue fire_heat is in g_newweap.c
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void fire_rocket_heat (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
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{
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edict_t *heat;
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heat = G_Spawn();
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heat->classname = "rocket";
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heat->class_id = ENTITY_ROCKET;
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VectorCopy (start, heat->s.origin);
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VectorCopy (dir, heat->movedir);
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vectoangles (dir, heat->s.angles);
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VectorScale (dir, speed, heat->velocity);
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heat->movetype = MOVETYPE_FLYMISSILE;
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heat->clipmask = MASK_SHOT;
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heat->solid = SOLID_BBOX;
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heat->s.effects |= EF_ROCKET;
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heat->s.renderfx |= RF_NOSHADOW; //Knightmare- no shadow
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VectorClear (heat->mins);
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VectorClear (heat->maxs);
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// heat->s.modelindex = gi.modelindex ("models/objects/hrocket/tris.md2");
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heat->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
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heat->s.skinnum = 1;
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heat->owner = self;
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heat->touch = rocket_touch;
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heat->nextthink = level.time + 0.1;
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heat->think = rocket_heat_think;
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heat->dmg = damage;
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heat->radius_dmg = radius_damage;
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heat->dmg_radius = damage_radius;
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heat->s.sound = gi.soundindex ("weapons/rockfly.wav");
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if (self->client)
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check_dodge (self, heat->s.origin, dir, speed);
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gi.linkentity (heat);
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}
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/*
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==============================================================================
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PHALANX PARTICLE CANNON
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==============================================================================
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*/
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void phalanx_plasma_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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vec3_t origin;
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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 (ent->owner->client)
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PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
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// calculate position for the explosion entity
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VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
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if (other->takedamage)
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{
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T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_PHALANX);
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}
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T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_PHALANX_SPLASH);
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (TE_PLASMA_EXPLOSION);
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gi.WritePosition (origin);
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gi.multicast (ent->s.origin, MULTICAST_PVS);
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// Lazarus reflections
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if (level.num_reflectors)
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ReflectExplosion (TE_PLASMA_EXPLOSION, ent->s.origin);
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G_FreeEdict (ent);
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}
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// Knightmare- remove this after the next savegame version increment!
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void plasma_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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phalanx_plasma_touch (ent, other, plane, surf);
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}
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void fire_phalanx_plasma (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
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{
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edict_t *ph_plasma;
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ph_plasma = G_Spawn();
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ph_plasma->classname = "phalanx_plasma";
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ph_plasma->class_id = ENTITY_PLASMA;
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VectorCopy (start, ph_plasma->s.origin);
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VectorCopy (dir, ph_plasma->movedir);
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vectoangles (dir, ph_plasma->s.angles);
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VectorScale (dir, speed, ph_plasma->velocity);
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ph_plasma->movetype = MOVETYPE_FLYMISSILE;
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ph_plasma->clipmask = MASK_SHOT;
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ph_plasma->solid = SOLID_BBOX;
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VectorClear (ph_plasma->mins);
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VectorClear (ph_plasma->maxs);
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ph_plasma->owner = self;
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ph_plasma->touch = phalanx_plasma_touch;
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ph_plasma->nextthink = level.time + 8000.0f/speed;
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ph_plasma->think = G_FreeEdict;
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ph_plasma->dmg = damage;
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ph_plasma->radius_dmg = radius_damage;
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ph_plasma->dmg_radius = damage_radius;
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ph_plasma->s.sound = gi.soundindex ("weapons/rockfly.wav");
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ph_plasma->s.modelindex = gi.modelindex ("sprites/s_photon.sp2");
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ph_plasma->s.effects |= EF_PLASMA | EF_ANIM_ALLFAST;
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ph_plasma->s.renderfx |= RF_FULLBRIGHT;
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if (self->client)
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check_dodge (self, ph_plasma->s.origin, dir, speed);
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gi.linkentity (ph_plasma);
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}
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// NOTE: SP_phalanx_plasma should ONLY be used to spawn phalanx magslugs that change maps
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// via a trigger_transition. It should NOT be used for map entities.
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void phalanx_plasma_delayed_start (edict_t *ph_plasma)
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{
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if (g_edicts[1].linkcount)
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{
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VectorScale(ph_plasma->movedir, ph_plasma->moveinfo.speed, ph_plasma->velocity);
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ph_plasma->nextthink = level.time + 8000.0f / ph_plasma->moveinfo.speed;
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ph_plasma->think = G_FreeEdict;
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gi.linkentity(ph_plasma);
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}
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else
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ph_plasma->nextthink = level.time + FRAMETIME;
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}
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void SP_phalanx_plasma (edict_t *ph_plasma)
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{
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vec3_t dir;
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ph_plasma->s.modelindex = gi.modelindex ("sprites/s_photon.sp2");
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ph_plasma->s.effects |= EF_PLASMA | EF_ANIM_ALLFAST;
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ph_plasma->s.sound = gi.soundindex ("weapons/rockfly.wav");
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ph_plasma->touch = phalanx_plasma_touch;
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AngleVectors(ph_plasma->s.angles, dir, NULL, NULL);
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VectorCopy (dir, ph_plasma->movedir);
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ph_plasma->moveinfo.speed = VectorLength(ph_plasma->velocity);
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if (ph_plasma->moveinfo.speed <= 0)
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ph_plasma->moveinfo.speed = 650;
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// For SP, freeze plasma until player spawns in
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if (game.maxclients == 1)
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{
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VectorClear(ph_plasma->velocity);
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ph_plasma->think = phalanx_plasma_delayed_start;
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ph_plasma->nextthink = level.time + FRAMETIME;
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}
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else
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{
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ph_plasma->think = G_FreeEdict;
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ph_plasma->nextthink = level.time + 8000.0f / ph_plasma->moveinfo.speed;
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}
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gi.linkentity (ph_plasma);
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}
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/*
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==============================================================================
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TRAP
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==============================================================================
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*/
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extern void SP_item_foodcube (edict_t *best);
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extern int gibsthisframe;
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extern int lastgibframe;
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void Trap_Think (edict_t *ent)
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{
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edict_t *target = NULL;
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edict_t *best = NULL;
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vec3_t vec;
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int len, i;
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int oldlen = 8000;
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// vec3_t forward, right, up;
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if (ent->timestamp < level.time)
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{
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ent->s.frame = 6;
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// BecomeExplosion1(ent);
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// note to self
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// cause explosion damage???
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return;
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}
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ent->nextthink = level.time + 0.1;
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if (!ent->groundentity)
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return;
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// ok lets do the blood effect
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if (ent->s.frame > 4)
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{
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if (ent->s.frame == 5)
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{
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if (ent->wait == 64)
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gi.sound(ent, CHAN_VOICE, gi.soundindex ("weapons/trapdown.wav"), 1, ATTN_IDLE, 0);
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ent->wait -= 2;
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ent->delay += level.time;
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for (i=0; i<3; i++)
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{
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// Knightmare- forget this, enough gibs are spawned already.
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// Lazarus: Prevent gib showers from causing SZ_GetSpace: overflow
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/* if (level.framenum > lastgibframe)
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{
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gibsthisframe = 0;
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lastgibframe = level.framenum;
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}
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gibsthisframe++;
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if (gibsthisframe <= sv_maxgibs->value)
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{
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best = G_Spawn();
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// if (strcmp (ent->enemy->classname, "monster_gekk") == 0)
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if (ent->enemy->blood_type == 1)
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{
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best->s.modelindex = gi.modelindex ("models/objects/gekkgib/torso/tris.md2");
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// best->s.effects |= TE_GREENBLOOD;
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best->s.effects |= EF_GREENGIB|EF_BLASTER;
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}
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// Knightmare- added
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else if (strcmp (ent->enemy->classname, "monster_fixbot") == 0)
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{
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best->s.modelindex = gi.modelindex ("models/objects/debris1/tris.md2");
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best->s.effects |= EF_GRENADE;
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}
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else if (ent->enemy->mass > 200)
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{
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best->s.modelindex = gi.modelindex ("models/objects/gibs/chest/tris.md2");
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// best->s.effects |= TE_BLOOD;
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best->s.effects |= EF_GIB;
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}
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else
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{
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best->s.modelindex = gi.modelindex ("models/objects/gibs/sm_meat/tris.md2");
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// best->s.effects |= TE_BLOOD;
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best->s.effects |= EF_GIB;
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}
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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->nextthink = level.time + 10 + random()*10;
|
|
// best->think = G_FreeEdict;
|
|
best->think = gib_fade;
|
|
gi.linkentity (best);
|
|
} */
|
|
|
|
best = G_Spawn ();
|
|
VectorCopy (ent->s.origin, best->s.origin);
|
|
best->s.origin[2]+= 32;
|
|
SP_item_foodcube (best);
|
|
best->velocity[2] = 400;
|
|
best->count = 20; //was best->mass
|
|
gi.linkentity (best);
|
|
if (ent->timestamp < (level.time - 1)) //close if time is just about up
|
|
ent->s.frame++;
|
|
else //go back to previous state
|
|
ent->s.frame = 4;
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
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 + 600;
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
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();
|
|
trap->classname = "trap";
|
|
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);
|
|
// Knightmare- add player's base velocity to thrown trap
|
|
if (add_velocity_throw->value && self->client)
|
|
VectorAdd (trap->velocity, self->velocity, trap->velocity);
|
|
else if (self->groundentity)
|
|
VectorAdd (trap->velocity, self->groundentity->velocity, 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->s.renderfx |= RF_IR_VISIBLE;
|
|
trap->owner = self;
|
|
trap->nextthink = level.time + 1.0;
|
|
trap->think = Trap_Think;
|
|
trap->dmg = damage;
|
|
trap->dmg_radius = damage_radius;
|
|
trap->classname = "htrap";
|
|
trap->class_id = ENTITY_TRAP;
|
|
// 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;
|
|
|
|
trap->health = sk_trap_health->value;
|
|
trap->takedamage = DAMAGE_YES;
|
|
trap->die = Trap_Die;
|
|
|
|
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 + sk_trap_life->value;
|
|
}
|
|
|
|
// NOTE: SP_trap should ONLY be used to spawn traps that change maps
|
|
// via a trigger_transition. They should NOT be used for map entities.
|
|
|
|
void trap_delayed_start (edict_t *trap)
|
|
{
|
|
if (g_edicts[1].linkcount)
|
|
{
|
|
VectorScale(trap->movedir,trap->moveinfo.speed,trap->velocity);
|
|
trap->movetype = MOVETYPE_BOUNCE;
|
|
trap->nextthink = level.time + 1.0;
|
|
trap->think = Trap_Think;
|
|
gi.linkentity(trap);
|
|
}
|
|
else
|
|
trap->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
|
|
void SP_trap (edict_t *trap)
|
|
{
|
|
trap->s.modelindex = gi.modelindex ("models/weapons/z_trap/tris.md2");
|
|
trap->s.sound = gi.soundindex ("weapons/traploop.wav");
|
|
// For SP, freeze trap until player spawns in
|
|
if (game.maxclients == 1)
|
|
{
|
|
trap->movetype = MOVETYPE_NONE;
|
|
VectorCopy(trap->velocity,trap->movedir);
|
|
VectorNormalize(trap->movedir);
|
|
trap->moveinfo.speed = VectorLength(trap->velocity);
|
|
VectorClear(trap->velocity);
|
|
trap->think = trap_delayed_start;
|
|
trap->nextthink = level.time + FRAMETIME;
|
|
}
|
|
else
|
|
{
|
|
trap->movetype = MOVETYPE_BOUNCE;
|
|
trap->nextthink = level.time + 1.0;
|
|
trap->think = Trap_Think;
|
|
}
|
|
gi.linkentity (trap);
|
|
}
|
|
|
|
|
|
void Trap_Die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
|
{
|
|
Trap_Explode (self);
|
|
}
|
|
|
|
|
|
void Cmd_KillTrap_f (edict_t *ent)
|
|
{
|
|
edict_t *blip = NULL;
|
|
|
|
while ((blip = findradius(blip, ent->s.origin, 1000)) != NULL)
|
|
{
|
|
if (!strcmp(blip->classname, "htrap") && blip->owner == ent)
|
|
{
|
|
blip->think = Trap_Explode;
|
|
blip->nextthink = level.time + 0.1;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void Trap_Explode (edict_t *ent)
|
|
{
|
|
vec3_t origin;
|
|
|
|
VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_GRENADE_EXPLOSION);
|
|
gi.WritePosition (origin);
|
|
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
|
|
|
// Grenade_Explode (ent);
|
|
|
|
// Lazarus reflections
|
|
if (level.num_reflectors)
|
|
ReflectExplosion (TE_GRENADE_EXPLOSION, origin);
|
|
|
|
G_FreeEdict (ent);
|
|
}
|