mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 00:41:21 +00:00
90274a87dd
Fixed trailing ' in precache entry for weapon_chaingun. Added sk_plasma_rifle_life_bounce and sk_plasma_rifle_life_spread cvars to missionpack DLL to control time-to-remove of plasma rifle projectiles. Added SAVEGAME_DLLNAME specific to Citadel builds of missionpack DLL. Added support for building a version of missionpack DLL specific to Quake2Evolved v0.40b.
3509 lines
No EOL
93 KiB
C
3509 lines
No EOL
93 KiB
C
#include "g_local.h"
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#define NUKE_QUAKE_TIME 3
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#define NUKE_QUAKE_STRENGTH 100
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/*
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=================
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check_dodge
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This is a support routine used when a client is firing
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a non-instant attack weapon. It checks to see if a
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monster's dodge function should be called.
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=================
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*/
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//static void check_dodge (edict_t *self, vec3_t start, vec3_t dir, int speed)
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void check_dodge (edict_t *self, vec3_t start, vec3_t dir, int speed) //PGM
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{
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vec3_t end;
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vec3_t v;
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trace_t tr;
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float eta;
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// easy mode only ducks one quarter the time
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if (skill->value == 0)
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{
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if (random() > 0.25)
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return;
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}
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VectorMA (start, WORLD_SIZE, dir, end); // was 8192
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tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT);
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if ((tr.ent) && (tr.ent->svflags & SVF_MONSTER) && (tr.ent->health > 0) && (tr.ent->monsterinfo.dodge) && infront(tr.ent, self))
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{
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VectorSubtract (tr.endpos, start, v);
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eta = (VectorLength(v) - tr.ent->maxs[0]) / speed;
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// tr.ent->monsterinfo.dodge (tr.ent, self, eta);
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tr.ent->monsterinfo.dodge (tr.ent, self, eta, &tr);
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}
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}
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/*
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=================
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fire_hit
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Used for all impact (hit/punch/slash) attacks
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=================
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*/
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qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick)
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{
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trace_t tr;
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vec3_t forward, right, up;
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vec3_t v;
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vec3_t point;
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float range;
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vec3_t dir;
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//see if enemy is in range
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VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
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range = VectorLength(dir);
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if (range > aim[0])
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return false;
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if (aim[1] > self->mins[0] && aim[1] < self->maxs[0])
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{
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// the hit is straight on so back the range up to the edge of their bbox
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range -= self->enemy->maxs[0];
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}
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else
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{
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// this is a side hit so adjust the "right" value out to the edge of their bbox
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if (aim[1] < 0)
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aim[1] = self->enemy->mins[0];
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else
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aim[1] = self->enemy->maxs[0];
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}
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VectorMA (self->s.origin, range, dir, point);
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tr = gi.trace (self->s.origin, NULL, NULL, point, self, MASK_SHOT);
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if (tr.fraction < 1)
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{
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if (!tr.ent->takedamage)
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return false;
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// if it will hit any client/monster then hit the one we wanted to hit
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if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
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tr.ent = self->enemy;
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}
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AngleVectors(self->s.angles, forward, right, up);
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VectorMA (self->s.origin, range, forward, point);
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VectorMA (point, aim[1], right, point);
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VectorMA (point, aim[2], up, point);
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VectorSubtract (point, self->enemy->s.origin, dir);
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// do the damage
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T_Damage (tr.ent, self, self, dir, point, vec3_origin, damage, kick/2, DAMAGE_NO_KNOCKBACK, MOD_HIT);
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if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
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return false;
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// do our special form of knockback here
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VectorMA (self->enemy->absmin, 0.5, self->enemy->size, v);
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VectorSubtract (v, point, v);
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VectorNormalize (v);
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VectorMA (self->enemy->velocity, kick, v, self->enemy->velocity);
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if (self->enemy->velocity[2] > 0)
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self->enemy->groundentity = NULL;
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return true;
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}
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/*
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=================
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fire_lead
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This is an internal support routine used for bullet/pellet based weapons.
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=================
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*/
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/*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)
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{
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trace_t tr;
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vec3_t dir;
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vec3_t forward, right, up;
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vec3_t end;
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float r;
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float u;
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vec3_t water_start;
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qboolean water = false;
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int content_mask = MASK_SHOT | MASK_WATER;
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tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT);
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if (!(tr.fraction < 1.0))
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{
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vectoangles (aimdir, dir);
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AngleVectors (dir, forward, right, up);
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r = crandom()*hspread;
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u = crandom()*vspread;
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// Knightmare- adjust spread for expanded world size
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#ifdef KMQUAKE2_ENGINE_MOD
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r *= (WORLD_SIZE / 8192);
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u *= (WORLD_SIZE / 8192);
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#endif
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VectorMA (start, WORLD_SIZE, forward, end); // was 8192
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VectorMA (end, r, right, end);
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VectorMA (end, u, up, end);
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if (gi.pointcontents (start) & MASK_WATER)
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{
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water = true;
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VectorCopy (start, water_start);
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content_mask &= ~MASK_WATER;
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}
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tr = gi.trace (start, NULL, NULL, end, self, content_mask);
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// see if we hit water
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if (tr.contents & MASK_WATER)
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{
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int color;
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water = true;
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VectorCopy (tr.endpos, water_start);
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if (!VectorCompare (start, tr.endpos))
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{
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if (tr.ent->svflags & SVF_MUD)
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color = SPLASH_BROWN_WATER;
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else if (tr.contents & CONTENTS_WATER)
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{
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if (strcmp(tr.surface->name, "*brwater") == 0)
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color = SPLASH_BROWN_WATER;
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else
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color = SPLASH_BLUE_WATER;
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}
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else if (tr.contents & CONTENTS_SLIME)
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color = SPLASH_SLIME;
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else if (tr.contents & CONTENTS_LAVA)
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color = SPLASH_LAVA;
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else
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color = SPLASH_UNKNOWN;
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if (color != SPLASH_UNKNOWN)
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{
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (TE_SPLASH);
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gi.WriteByte (8);
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gi.WritePosition (tr.endpos);
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gi.WriteDir (tr.plane.normal);
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gi.WriteByte (color);
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gi.multicast (tr.endpos, MULTICAST_PVS);
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}
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// change bullet's course when it enters water
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VectorSubtract (end, start, dir);
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vectoangles (dir, dir);
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AngleVectors (dir, forward, right, up);
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r = crandom()*hspread*2;
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u = crandom()*vspread*2;
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// Knightmare- adjust spread for expanded world size
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#ifdef KMQUAKE2_ENGINE_MOD
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r *= (WORLD_SIZE / 8192);
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u *= (WORLD_SIZE / 8192);
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#endif
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VectorMA (water_start, WORLD_SIZE, forward, end); // was 8192
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VectorMA (end, r, right, end);
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VectorMA (end, u, up, end);
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}
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// re-trace ignoring water this time
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tr = gi.trace (water_start, NULL, NULL, end, self, MASK_SHOT);
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}
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}
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// send gun puff / flash
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if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
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{
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if (tr.fraction < 1.0)
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{
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if (tr.ent->takedamage)
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{
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T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, mod);
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}
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else
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{
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if (strncmp (tr.surface->name, "sky", 3) != 0)
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{
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (te_impact);
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gi.WritePosition (tr.endpos);
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gi.WriteDir (tr.plane.normal);
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gi.multicast (tr.endpos, MULTICAST_PVS);
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// Lazarus reflections
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if (level.num_reflectors)
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ReflectSparks (te_impact, tr.endpos, tr.plane.normal);
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if (self->client)
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PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
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}
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}
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}
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}
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// if went through water, determine where the end and make a bubble trail
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if (water)
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{
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vec3_t pos;
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VectorSubtract (tr.endpos, water_start, dir);
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VectorNormalize (dir);
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VectorMA (tr.endpos, -2, dir, pos);
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if (gi.pointcontents (pos) & MASK_WATER)
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VectorCopy (pos, tr.endpos);
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else
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tr = gi.trace (pos, NULL, NULL, water_start, tr.ent, MASK_WATER);
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VectorAdd (water_start, tr.endpos, pos);
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VectorScale (pos, 0.5, pos);
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (TE_BUBBLETRAIL);
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gi.WritePosition (water_start);
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gi.WritePosition (tr.endpos);
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gi.multicast (pos, MULTICAST_PVS);
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}
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}
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/*
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=================
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fire_bullet
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Fires a single round. Used for machinegun and chaingun. Would be fine for
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pistols, rifles, etc....
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=================
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*/
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void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod)
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{
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fire_lead (self, start, aimdir, damage, kick, TE_GUNSHOT, hspread, vspread, mod);
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}
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/*
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=================
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fire_shotgun
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Shoots shotgun pellets. Used by shotgun and super shotgun.
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=================
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*/
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void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod)
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{
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int i;
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for (i = 0; i < count; i++)
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fire_lead (self, start, aimdir, damage, kick, TE_SHOTGUN, hspread, vspread, mod);
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}
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/*
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=================
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fire_blaster
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Fires a single blaster bolt. Used by the blaster and hyper blaster.
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=================
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*/
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void blaster_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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int mod;
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int tempevent;
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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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// PMM - crash prevention
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if (self->owner && 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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if (self->spawnflags & 1)
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mod = MOD_HYPERBLASTER;
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else
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mod = MOD_BLASTER;
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T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, mod);
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}
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else
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{
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if (self->style == BLASTER_GREEN) //green
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tempevent = TE_BLASTER2;
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else if (self->style == BLASTER_BLUE) //blue
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// #ifdef KMQUAKE2_ENGINE_MOD
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#if defined (KMQUAKE2_ENGINE_MOD) || defined (Q2E_ENGINE_MOD)
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tempevent = TE_BLUEHYPERBLASTER; // Knightmare- looks better than flechette
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#else
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tempevent = TE_FLECHETTE;
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#endif
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// #ifdef KMQUAKE2_ENGINE_MOD
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#if defined (KMQUAKE2_ENGINE_MOD) || defined (Q2E_ENGINE_MOD)
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else if (self->style == BLASTER_RED) //red
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tempevent = TE_REDBLASTER;
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#endif
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else //standard orange
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tempevent = TE_BLASTER;
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (tempevent);
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gi.WritePosition (self->s.origin);
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if (!plane)
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gi.WriteDir (vec3_origin);
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else
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gi.WriteDir (plane->normal);
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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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{
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if (!plane)
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ReflectSparks (tempevent, self->s.origin, vec3_origin);
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else
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ReflectSparks (tempevent, self->s.origin, plane->normal);
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}
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}
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G_FreeEdict (self);
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}
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void fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect, qboolean hyper, int color)
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{
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edict_t *bolt;
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trace_t tr;
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VectorNormalize (dir);
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bolt = G_Spawn();
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bolt->svflags = SVF_DEADMONSTER;
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// yes, I know it looks weird that projectiles are deadmonsters
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// what this means is that when prediction is used against the object
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// (blaster/hyperblaster shots), the player won't be solid clipped against
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// the object. Right now trying to run into a firing hyperblaster
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// is very jerky since you are predicted 'against' the shots.
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VectorCopy (start, bolt->s.origin);
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VectorCopy (start, bolt->s.old_origin);
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vectoangles (dir, bolt->s.angles);
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VectorScale (dir, speed, bolt->velocity);
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bolt->movetype = MOVETYPE_FLYMISSILE;
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bolt->clipmask = MASK_SHOT;
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bolt->solid = SOLID_BBOX;
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bolt->s.effects |= effect;
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bolt->s.renderfx |= RF_NOSHADOW; // Knightmare- no shadow
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VectorClear (bolt->mins);
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VectorClear (bolt->maxs);
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if (color == BLASTER_GREEN) // green
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bolt->s.modelindex = gi.modelindex ("models/objects/laser2/tris.md2");
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else if (color == BLASTER_BLUE) // blue
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bolt->s.modelindex = gi.modelindex ("models/objects/blaser/tris.md2");
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else if (color == BLASTER_RED) // red
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bolt->s.modelindex = gi.modelindex ("models/objects/rlaser/tris.md2");
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else // standard orange
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bolt->s.modelindex = gi.modelindex ("models/objects/laser/tris.md2");
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bolt->style = color;
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bolt->s.sound = gi.soundindex ("misc/lasfly.wav");
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bolt->owner = self;
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bolt->touch = blaster_touch;
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bolt->nextthink = level.time + 4;
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bolt->think = G_FreeEdict;
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bolt->dmg = damage;
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if (hyper)
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bolt->spawnflags = 1;
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bolt->classname = "bolt";
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gi.linkentity (bolt);
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if (self->client)
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check_dodge (self, bolt->s.origin, dir, speed);
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tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
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if (tr.fraction < 1.0 && !(self->flags & FL_TURRET_OWNER))
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{
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VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
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bolt->touch (bolt, tr.ent, NULL, NULL);
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}
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}
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// RAFAEL
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void fire_blueblaster (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 *bolt;
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trace_t tr;
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VectorNormalize (dir);
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bolt = G_Spawn ();
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VectorCopy (start, bolt->s.origin);
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VectorCopy (start, bolt->s.old_origin);
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vectoangles (dir, bolt->s.angles);
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VectorScale (dir, speed, bolt->velocity);
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bolt->movetype = MOVETYPE_FLYMISSILE;
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bolt->clipmask = MASK_SHOT;
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bolt->solid = SOLID_BBOX;
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bolt->s.effects |= effect;
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bolt->s.renderfx |= RF_NOSHADOW; //Knightmare- no shadow
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VectorClear (bolt->mins);
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VectorClear (bolt->maxs);
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bolt->s.modelindex = gi.modelindex ("models/objects/blaser/tris.md2");
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bolt->s.sound = gi.soundindex ("misc/lasfly.wav");
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bolt->style = BLASTER_BLUE;
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bolt->spawnflags |= 1;
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bolt->owner = self;
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bolt->touch = blaster_touch;
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bolt->nextthink = level.time + 4;
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bolt->think = G_FreeEdict;
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bolt->dmg = damage;
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bolt->classname = "bolt";
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gi.linkentity (bolt);
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if (self->client)
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check_dodge (self, bolt->s.origin, dir, speed);
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tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
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if (tr.fraction < 1.0 && !(self->flags & FL_TURRET_OWNER))
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{
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VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
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bolt->touch (bolt, tr.ent, NULL, NULL);
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}
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}
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// NOTE: SP_bolt should ONLY be used for blaster/hyperblaster bolts 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 bolt_delayed_start (edict_t *bolt)
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{
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if (g_edicts[1].linkcount)
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{
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VectorScale(bolt->movedir,bolt->moveinfo.speed,bolt->velocity);
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bolt->nextthink = level.time + 2;
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bolt->think = G_FreeEdict;
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gi.linkentity(bolt);
|
|
}
|
|
else
|
|
bolt->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
void SP_bolt (edict_t *bolt)
|
|
{
|
|
if (bolt->count == 2) // green bolt
|
|
bolt->s.modelindex = gi.modelindex ("models/objects/laser2/tris.md2");
|
|
else if (bolt->count == 3) // blue bolt
|
|
bolt->s.modelindex = gi.modelindex ("models/objects/blaser/tris.md2");
|
|
else //orange bolt
|
|
bolt->s.modelindex = gi.modelindex ("models/objects/laser/tris.md2");
|
|
bolt->s.sound = gi.soundindex ("misc/lasfly.wav");
|
|
bolt->touch = blaster_touch;
|
|
VectorCopy(bolt->velocity,bolt->movedir);
|
|
VectorNormalize(bolt->movedir);
|
|
bolt->moveinfo.speed = VectorLength(bolt->velocity);
|
|
VectorClear(bolt->velocity);
|
|
bolt->think = bolt_delayed_start;
|
|
bolt->nextthink = level.time + FRAMETIME;
|
|
gi.linkentity(bolt);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
fire_grenade
|
|
=================
|
|
*/
|
|
// Lazarus additions: next_grenade and prev_grenade linked lists facilitate checking
|
|
// for grenades near monsters, so that monsters can evade w/o bogging down the game
|
|
|
|
void Grenade_Evade (edict_t *monster)
|
|
{
|
|
edict_t *grenade;
|
|
vec3_t grenade_vec;
|
|
float grenade_dist, best_r, best_yaw, r;
|
|
float yaw;
|
|
int i;
|
|
vec3_t forward;
|
|
vec3_t pos, best_pos;
|
|
trace_t tr;
|
|
|
|
// We assume on entry here that monster is alive and that he's not already
|
|
// AI_CHASE_THING
|
|
grenade = world->next_grenade;
|
|
while (grenade)
|
|
{
|
|
// we only care about grenades on the ground
|
|
if (grenade->inuse && grenade->groundentity)
|
|
{
|
|
// if it ain't in the PVS, it can't hurt us (I think?)
|
|
if (gi.inPVS(grenade->s.origin,monster->s.origin))
|
|
{
|
|
VectorSubtract(grenade->s.origin,monster->s.origin,grenade_vec);
|
|
grenade_dist = VectorNormalize(grenade_vec);
|
|
if (grenade_dist <= grenade->dmg_radius)
|
|
break;
|
|
}
|
|
}
|
|
grenade = grenade->next_grenade;
|
|
}
|
|
if (!grenade)
|
|
return;
|
|
// Find best escape route.
|
|
best_r = 9999;
|
|
for (i=0; i<8; i++)
|
|
{
|
|
yaw = anglemod( i*45 );
|
|
forward[0] = cos( DEG2RAD(yaw) );
|
|
forward[1] = sin( DEG2RAD(yaw) );
|
|
forward[2] = 0;
|
|
// Estimate of required distance to run. This is conservative.
|
|
r = grenade->dmg_radius + grenade_dist*DotProduct(forward,grenade_vec) + monster->size[0] + 16;
|
|
if ( r < best_r )
|
|
{
|
|
VectorMA(monster->s.origin,r,forward,pos);
|
|
tr = gi.trace(monster->s.origin,monster->mins,monster->maxs,pos,monster,MASK_MONSTERSOLID);
|
|
if (tr.fraction < 1.0)
|
|
continue;
|
|
best_r = r;
|
|
best_yaw = yaw;
|
|
VectorCopy(tr.endpos,best_pos);
|
|
}
|
|
}
|
|
if (best_r < 9000)
|
|
{
|
|
edict_t *thing = SpawnThing();
|
|
VectorCopy(best_pos,thing->s.origin);
|
|
thing->touch_debounce_time = grenade->nextthink;
|
|
thing->target_ent = monster;
|
|
ED_CallSpawn(thing);
|
|
monster->ideal_yaw = best_yaw;
|
|
monster->movetarget = monster->goalentity = thing;
|
|
monster->monsterinfo.aiflags &= ~AI_SOUND_TARGET;
|
|
monster->monsterinfo.aiflags |= (AI_CHASE_THING | AI_EVADE_GRENADE);
|
|
monster->monsterinfo.run(monster);
|
|
monster->next_grenade = grenade;
|
|
}
|
|
}
|
|
|
|
/*static*/ void Grenade_Add_To_Chain (edict_t *grenade)
|
|
{
|
|
edict_t *ancestor;
|
|
|
|
ancestor = world;
|
|
while (ancestor->next_grenade && ancestor->next_grenade->inuse)
|
|
ancestor = ancestor->next_grenade;
|
|
ancestor->next_grenade = grenade;
|
|
grenade->prev_grenade = ancestor;
|
|
}
|
|
|
|
/*static*/ void Grenade_Remove_From_Chain (edict_t *grenade)
|
|
{
|
|
if (grenade->prev_grenade)
|
|
{
|
|
// "prev_grenade" should always be valid for other than player-thrown
|
|
// grenades that explode in player's hand
|
|
grenade->prev_grenade->next_grenade = grenade->next_grenade;
|
|
if (grenade->next_grenade)
|
|
grenade->next_grenade->prev_grenade = grenade->prev_grenade;
|
|
}
|
|
}
|
|
|
|
//static void Grenade_Explode (edict_t *ent)
|
|
void Grenade_Explode (edict_t *ent)
|
|
{
|
|
vec3_t origin;
|
|
int mod;
|
|
int type; // Knightmare added
|
|
|
|
if (ent->owner->client)
|
|
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
|
|
|
|
//FIXME: if we are onground then raise our Z just a bit since we are a point?
|
|
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)
|
|
type = TE_GRENADE_EXPLOSION_WATER;
|
|
else
|
|
type = TE_ROCKET_EXPLOSION_WATER;
|
|
}
|
|
else
|
|
{
|
|
if (ent->groundentity)
|
|
type = TE_GRENADE_EXPLOSION;
|
|
else
|
|
type = TE_ROCKET_EXPLOSION;
|
|
}
|
|
gi.WriteByte (type);
|
|
gi.WritePosition (origin);
|
|
gi.multicast (ent->s.origin, MULTICAST_PHS);
|
|
|
|
// Lazarus reflections
|
|
if (level.num_reflectors)
|
|
ReflectExplosion (type, origin);
|
|
|
|
G_FreeEdict (ent);
|
|
}
|
|
|
|
/*static*/ void Grenade_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);
|
|
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);
|
|
}
|
|
|
|
/*static*/ 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))
|
|
{
|
|
Grenade_Remove_From_Chain (ent);
|
|
G_FreeEdict (ent);
|
|
return;
|
|
}
|
|
|
|
if (other->takedamage)
|
|
ent->enemy = other;
|
|
|
|
Grenade_Explode (ent);
|
|
}
|
|
|
|
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);
|
|
//Knightmare- add player's base velocity to grenade
|
|
if (add_velocity_throw->value && self->client)
|
|
VectorAdd (grenade->velocity, self->velocity, grenade->velocity);
|
|
else if (self->groundentity)
|
|
VectorAdd (grenade->velocity, self->groundentity->velocity, 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;
|
|
grenade->s.renderfx |= RF_IR_VISIBLE;
|
|
VectorClear (grenade->mins);
|
|
VectorClear (grenade->maxs);
|
|
grenade->s.modelindex = gi.modelindex ("models/objects/grenade/tris.md2");
|
|
grenade->owner = self;
|
|
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";
|
|
|
|
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);
|
|
//Knightmare- add player's base velocity to thrown grenade
|
|
if (add_velocity_throw->value && self->client)
|
|
VectorAdd (grenade->velocity, self->velocity, grenade->velocity);
|
|
else if (self->groundentity)
|
|
VectorAdd (grenade->velocity, self->groundentity->velocity, 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;
|
|
grenade->s.renderfx |= RF_IR_VISIBLE;
|
|
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);
|
|
}
|
|
}
|
|
|
|
// NOTE: SP_grenade and SP_handgrenade should ONLY be used to spawn grenades that change
|
|
// maps via a trigger_transition. They should NOT be used for map entities.
|
|
|
|
void grenade_delayed_start (edict_t *grenade)
|
|
{
|
|
if (g_edicts[1].linkcount)
|
|
{
|
|
VectorScale(grenade->movedir,grenade->moveinfo.speed,grenade->velocity);
|
|
grenade->movetype = MOVETYPE_BOUNCE;
|
|
grenade->nextthink = level.time + 2.5;
|
|
grenade->think = Grenade_Explode;
|
|
gi.linkentity(grenade);
|
|
}
|
|
else
|
|
grenade->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
void SP_grenade (edict_t *grenade)
|
|
{
|
|
grenade->s.modelindex = gi.modelindex ("models/objects/grenade/tris.md2");
|
|
grenade->touch = Grenade_Touch;
|
|
|
|
// For SP, freeze grenade until player spawns in
|
|
if (game.maxclients == 1)
|
|
{
|
|
grenade->movetype = MOVETYPE_NONE;
|
|
VectorCopy(grenade->velocity,grenade->movedir);
|
|
VectorNormalize(grenade->movedir);
|
|
grenade->moveinfo.speed = VectorLength(grenade->velocity);
|
|
VectorClear(grenade->velocity);
|
|
grenade->think = grenade_delayed_start;
|
|
grenade->nextthink = level.time + FRAMETIME;
|
|
}
|
|
else
|
|
{
|
|
grenade->movetype = MOVETYPE_BOUNCE;
|
|
grenade->nextthink = level.time + 2.5;
|
|
grenade->think = Grenade_Explode;
|
|
}
|
|
gi.linkentity (grenade);
|
|
}
|
|
|
|
void handgrenade_delayed_start (edict_t *grenade)
|
|
{
|
|
if (g_edicts[1].linkcount)
|
|
{
|
|
VectorScale(grenade->movedir,grenade->moveinfo.speed,grenade->velocity);
|
|
grenade->movetype = MOVETYPE_BOUNCE;
|
|
grenade->nextthink = level.time + 2.5;
|
|
grenade->think = Grenade_Explode;
|
|
if (grenade->owner)
|
|
gi.sound (grenade->owner, CHAN_WEAPON, gi.soundindex ("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
|
|
gi.linkentity(grenade);
|
|
}
|
|
else
|
|
grenade->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
void SP_handgrenade (edict_t *grenade)
|
|
{
|
|
grenade->s.modelindex = gi.modelindex ("models/objects/grenade2/tris.md2");
|
|
grenade->touch = Grenade_Touch;
|
|
|
|
// For SP, freeze grenade until player spawns in
|
|
if (game.maxclients == 1)
|
|
{
|
|
grenade->movetype = MOVETYPE_NONE;
|
|
VectorCopy(grenade->velocity,grenade->movedir);
|
|
VectorNormalize(grenade->movedir);
|
|
grenade->moveinfo.speed = VectorLength(grenade->velocity);
|
|
VectorClear(grenade->velocity);
|
|
grenade->think = handgrenade_delayed_start;
|
|
grenade->nextthink = level.time + FRAMETIME;
|
|
}
|
|
else
|
|
{
|
|
grenade->movetype = MOVETYPE_BOUNCE;
|
|
grenade->nextthink = level.time + 2.5;
|
|
grenade->think = Grenade_Explode;
|
|
}
|
|
gi.linkentity (grenade);
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
fire_missile
|
|
=================
|
|
*/
|
|
void missile_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
|
|
{
|
|
vec3_t origin;
|
|
int n;
|
|
int type;
|
|
|
|
if (other == ent->owner)
|
|
return;
|
|
|
|
if (ent->owner->client && (ent->owner->client->homing_rocket == ent))
|
|
ent->owner->client->homing_rocket = NULL;
|
|
|
|
if (surf && (surf->flags & SURF_SKY))
|
|
{
|
|
G_FreeEdict (ent);
|
|
return;
|
|
}
|
|
|
|
if (ent->owner && 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_MISSILE);
|
|
}
|
|
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, 0, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Lazarus: bad monsters have a large damage radius
|
|
if (ent->owner && (ent->owner->svflags & SVF_MONSTER) && !(ent->owner->monsterinfo.aiflags & AI_GOOD_GUY))
|
|
// T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius + 17.5*skill->value, MOD_MISSILE_SPLASH, -2.0/(4.0+skill->value) );
|
|
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius + 17.5*skill->value, MOD_MISSILE_SPLASH);
|
|
else
|
|
// T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_MISSILE_SPLASH, -0.5);
|
|
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_MISSILE_SPLASH);
|
|
gi.WriteByte (svc_temp_entity);
|
|
if (ent->waterlevel)
|
|
type = TE_ROCKET_EXPLOSION_WATER;
|
|
else
|
|
type = TE_ROCKET_EXPLOSION;
|
|
gi.WriteByte (type);
|
|
gi.WritePosition (origin);
|
|
gi.multicast (ent->s.origin, MULTICAST_PHS);
|
|
|
|
// Lazarus reflections
|
|
if (level.num_reflectors)
|
|
ReflectExplosion (type, origin);
|
|
|
|
G_FreeEdict (ent);
|
|
}
|
|
|
|
/*static*/ void missile_explode (edict_t *ent)
|
|
{
|
|
vec3_t origin;
|
|
int type;
|
|
|
|
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);
|
|
|
|
// T_RadiusDamage(ent, ent->owner, ent->radius_dmg, NULL, ent->dmg_radius, MOD_MISSILE_SPLASH, -0.5);
|
|
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, NULL, ent->dmg_radius, MOD_MISSILE_SPLASH);
|
|
|
|
gi.WriteByte (svc_temp_entity);
|
|
if (ent->waterlevel)
|
|
type = TE_ROCKET_EXPLOSION_WATER;
|
|
else
|
|
type = TE_EXPLOSION1_BIG;
|
|
gi.WriteByte (type);
|
|
gi.WritePosition (origin);
|
|
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
|
|
|
// Lazarus reflections
|
|
if (level.num_reflectors)
|
|
ReflectExplosion (type, origin);
|
|
|
|
G_FreeEdict (ent);
|
|
}
|
|
|
|
/*static*/ void missile_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
|
{
|
|
self->takedamage = DAMAGE_NO;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
self->think = missile_explode;
|
|
}
|
|
|
|
void homing_think (edict_t *self);
|
|
void Rocket_Evade (edict_t *rocket, vec3_t dir, float speed);
|
|
void fire_missile (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage, edict_t *home_target)
|
|
{
|
|
edict_t *missile;
|
|
|
|
missile = G_Spawn();
|
|
VectorCopy (start, missile->s.origin);
|
|
VectorCopy (dir, missile->movedir);
|
|
vectoangles (dir, missile->s.angles);
|
|
VectorScale (dir, speed, missile->velocity);
|
|
// Lazarus: add shooter's lateral velocity
|
|
if (rocket_strafe->value)
|
|
{
|
|
vec3_t right, up;
|
|
vec3_t lateral_speed;
|
|
|
|
AngleVectors(self->s.angles,NULL,right,up);
|
|
VectorCopy(self->velocity,lateral_speed);
|
|
lateral_speed[0] *= fabs(right[0]);
|
|
lateral_speed[1] *= fabs(right[1]);
|
|
lateral_speed[2] *= fabs(up[2]);
|
|
VectorAdd(missile->velocity,lateral_speed,missile->velocity);
|
|
}
|
|
missile->movetype = MOVETYPE_FLYMISSILE;
|
|
missile->clipmask = MASK_SHOT;
|
|
missile->solid = SOLID_BBOX;
|
|
VectorSet (self->mins, -8, -8, -8);
|
|
VectorSet (self->maxs, 8, 8, 8);
|
|
missile->s.effects |= EF_ROCKET;
|
|
missile->s.renderfx |= RF_NOSHADOW; //Knightmare- no shadow
|
|
missile->s.renderfx |= RF_IR_VISIBLE;
|
|
VectorClear (missile->mins);
|
|
VectorClear (missile->maxs);
|
|
missile->s.modelindex = gi.modelindex ("models/objects/bomb/tris.md2");
|
|
missile->owner = self;
|
|
missile->touch = missile_touch;
|
|
missile->dmg = damage;
|
|
missile->radius_dmg = radius_damage;
|
|
missile->dmg_radius = damage_radius;
|
|
missile->s.sound = gi.soundindex ("weapons/rockfly.wav");
|
|
|
|
if (home_target)
|
|
{
|
|
// homers are shootable
|
|
VectorSet(missile->mins, -10, -3, 0);
|
|
VectorSet(missile->maxs, 10, 3, 6);
|
|
missile->mass = 10;
|
|
missile->health = 5;
|
|
missile->die = missile_die;
|
|
missile->takedamage = DAMAGE_YES;
|
|
missile->monsterinfo.aiflags = AI_NOSTEP;
|
|
|
|
missile->enemy = home_target;
|
|
missile->classname = "homing rocket";
|
|
missile->nextthink = level.time + FRAMETIME;
|
|
missile->think = homing_think;
|
|
missile->starttime = level.time + 0.3; // play homing sound on 3rd frame
|
|
missile->endtime = level.time + 8000.0f/speed;
|
|
if (self->client)
|
|
{
|
|
self->client->homing_rocket = missile;
|
|
check_dodge (self, missile->s.origin, dir, speed);
|
|
}
|
|
Rocket_Evade (missile, dir, speed);
|
|
}
|
|
else
|
|
{
|
|
missile->classname = "missile";
|
|
missile->nextthink = level.time + 8000.0f/speed;
|
|
missile->think = G_FreeEdict;
|
|
Rocket_Evade (missile, dir, speed);
|
|
}
|
|
gi.linkentity (missile);
|
|
}
|
|
|
|
// NOTE: SP_missile should ONLY be used to spawn missiles that change maps
|
|
// via a trigger_transition. It should NOT be used for map entities.
|
|
|
|
void missile_delayed_start (edict_t *missile)
|
|
{
|
|
if (g_edicts[1].linkcount)
|
|
{
|
|
VectorScale(missile->movedir,missile->moveinfo.speed,missile->velocity);
|
|
missile->nextthink = level.time + 8000/missile->moveinfo.speed;
|
|
missile->think = G_FreeEdict;
|
|
gi.linkentity(missile);
|
|
}
|
|
else
|
|
missile->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
void SP_missile (edict_t *missile)
|
|
{
|
|
vec3_t dir;
|
|
|
|
missile->s.modelindex = gi.modelindex ("models/objects/bomb/tris.md2");
|
|
missile->s.sound = gi.soundindex ("weapons/rockfly.wav");
|
|
missile->touch = missile_touch;
|
|
AngleVectors(missile->s.angles,dir,NULL,NULL);
|
|
VectorCopy (dir, missile->movedir);
|
|
missile->moveinfo.speed = VectorLength(missile->velocity);
|
|
if (missile->moveinfo.speed <= 0)
|
|
missile->moveinfo.speed = 650;
|
|
|
|
// For SP, freeze missile until player spawns in
|
|
if (game.maxclients == 1)
|
|
{
|
|
VectorClear(missile->velocity);
|
|
missile->think = missile_delayed_start;
|
|
missile->nextthink = level.time + FRAMETIME;
|
|
}
|
|
else
|
|
{
|
|
missile->think = G_FreeEdict;
|
|
missile->nextthink = level.time + 8000/missile->moveinfo.speed;
|
|
}
|
|
gi.linkentity (missile);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
fire_rocket
|
|
=================
|
|
*/
|
|
// Lazarus: homing rocket
|
|
void homing_think (edict_t *self)
|
|
{
|
|
trace_t tr;
|
|
vec3_t dir, target;
|
|
vec_t speed;
|
|
|
|
if (level.time > self->endtime)
|
|
{
|
|
if (self->owner->client && (self->owner->client->homing_rocket == self))
|
|
self->owner->client->homing_rocket = NULL;
|
|
BecomeExplosion1(self);
|
|
return;
|
|
}
|
|
if (self->enemy && self->enemy->inuse)
|
|
{
|
|
VectorMA(self->enemy->absmin,0.5,self->enemy->size,target);
|
|
tr = gi.trace(self->s.origin,vec3_origin,vec3_origin,target,self,MASK_OPAQUE);
|
|
if (tr.fraction == 1)
|
|
{
|
|
// target in view; apply correction
|
|
VectorSubtract(target, self->s.origin, dir);
|
|
VectorNormalize(dir);
|
|
if (self->enemy->client)
|
|
VectorScale(dir, 0.8+0.1*skill->value, dir);
|
|
else
|
|
VectorScale(dir, 1.0, dir); // 0=no correction, 1=turn on a dime
|
|
VectorAdd(dir, self->movedir, dir);
|
|
VectorNormalize(dir);
|
|
VectorCopy(dir, self->movedir);
|
|
vectoangles(dir, self->s.angles);
|
|
speed = VectorLength(self->velocity);
|
|
VectorScale(dir, speed, self->velocity);
|
|
|
|
if (level.time >= self->starttime && self->starttime > 0)
|
|
{
|
|
if (level.time > self->owner->fly_sound_debounce_time)
|
|
{
|
|
// this prevents multiple lockon sounds resulting from
|
|
// monsters firing multiple rockets in quick succession
|
|
#ifdef KMQUAKE2_ENGINE_MOD // extra sound only with engine mod
|
|
if (self->enemy->client)
|
|
gi.sound (self->enemy, CHAN_AUTO, gi.soundindex ("weapons/homing/lockon.wav"), 1, ATTN_NORM, 0);
|
|
#endif
|
|
self->owner->fly_sound_debounce_time = level.time + 2.0;
|
|
}
|
|
self->starttime = 0;
|
|
}
|
|
}
|
|
}
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
// Lazarus: Rocket_Evade tells monsters to get da hell outta da way
|
|
|
|
void Rocket_Evade (edict_t *rocket, vec3_t dir, float speed)
|
|
{
|
|
float rocket_dist, best_r, best_yaw, dist, r;
|
|
float time;
|
|
float dot;
|
|
float yaw;
|
|
int i;
|
|
edict_t *ent=NULL;
|
|
trace_t tr;
|
|
vec3_t hitpoint;
|
|
vec3_t forward, pos, best_pos;
|
|
vec3_t rocket_vec, vec;
|
|
|
|
// Find out what rocket will hit, assuming everything remains static
|
|
VectorMA(rocket->s.origin, WORLD_SIZE, dir, rocket_vec); // was 8192
|
|
tr = gi.trace(rocket->s.origin,rocket->mins,rocket->maxs,rocket_vec,rocket,MASK_SHOT);
|
|
VectorCopy(tr.endpos,hitpoint);
|
|
VectorSubtract(hitpoint,rocket->s.origin,vec);
|
|
dist = VectorLength(vec);
|
|
time = dist / speed;
|
|
|
|
while ((ent = findradius(ent, hitpoint, rocket->dmg_radius)) != NULL)
|
|
{
|
|
if (!ent->inuse)
|
|
continue;
|
|
if (!(ent->svflags & SVF_MONSTER))
|
|
continue;
|
|
if (!ent->takedamage)
|
|
continue;
|
|
if (ent->health <= 0)
|
|
continue;
|
|
if (!ent->monsterinfo.run) // takes care of turret_driver
|
|
continue;
|
|
if (rocket->owner == ent)
|
|
continue;
|
|
|
|
VectorSubtract(hitpoint,ent->s.origin,rocket_vec);
|
|
rocket_dist = VectorNormalize(rocket_vec);
|
|
|
|
// Not much hope in evading if distance is < 1K or so.
|
|
if (rocket_dist < 1024)
|
|
continue;
|
|
|
|
// Find best escape route.
|
|
best_r = 9999;
|
|
for (i=0; i<8; i++)
|
|
{
|
|
yaw = anglemod( i*45 );
|
|
forward[0] = cos( DEG2RAD(yaw) );
|
|
forward[1] = sin( DEG2RAD(yaw) );
|
|
forward[2] = 0;
|
|
dot = DotProduct(forward,dir);
|
|
if ((dot > 0.96) || (dot < -0.96))
|
|
continue;
|
|
// Estimate of required distance to run. This is conservative.
|
|
r = rocket->dmg_radius + rocket_dist*DotProduct(forward,rocket_vec) + ent->size[0] + 16;
|
|
if ( r < best_r )
|
|
{
|
|
VectorMA(ent->s.origin,r,forward,pos);
|
|
tr = gi.trace(ent->s.origin,ent->mins,ent->maxs,pos,ent,MASK_MONSTERSOLID);
|
|
if (tr.fraction < 1.0)
|
|
continue;
|
|
best_r = r;
|
|
best_yaw = yaw;
|
|
VectorCopy(tr.endpos,best_pos);
|
|
}
|
|
}
|
|
if (best_r < 9000)
|
|
{
|
|
edict_t *thing = SpawnThing();
|
|
VectorCopy(best_pos,thing->s.origin);
|
|
thing->touch_debounce_time = level.time + time;
|
|
thing->target_ent = ent;
|
|
ED_CallSpawn(thing);
|
|
ent->ideal_yaw = best_yaw;
|
|
ent->movetarget = ent->goalentity = thing;
|
|
ent->monsterinfo.aiflags &= ~AI_SOUND_TARGET;
|
|
ent->monsterinfo.aiflags |= (AI_CHASE_THING | AI_EVADE_GRENADE);
|
|
ent->monsterinfo.run(ent);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void rocket_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
|
|
{
|
|
vec3_t origin;
|
|
int n;
|
|
int type;
|
|
|
|
if (other == ent->owner)
|
|
return;
|
|
|
|
if (ent->owner->client && (ent->owner->client->homing_rocket == ent))
|
|
ent->owner->client->homing_rocket = NULL;
|
|
|
|
if (surf && (surf->flags & SURF_SKY))
|
|
{
|
|
G_FreeEdict (ent);
|
|
return;
|
|
}
|
|
|
|
if (ent->owner && 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, 0, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Lazarus: bad monsters have a large damage radius
|
|
if (ent->owner && (ent->owner->svflags & SVF_MONSTER) && !(ent->owner->monsterinfo.aiflags & AI_GOOD_GUY))
|
|
// T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius + 17.5*skill->value, MOD_R_SPLASH, -2.0/(4.0+skill->value) );
|
|
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius + 17.5*skill->value, MOD_R_SPLASH);
|
|
else
|
|
// T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_R_SPLASH, -0.5);
|
|
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_R_SPLASH);
|
|
gi.WriteByte (svc_temp_entity);
|
|
if (ent->waterlevel)
|
|
type = TE_ROCKET_EXPLOSION_WATER;
|
|
else
|
|
type = TE_ROCKET_EXPLOSION;
|
|
gi.WriteByte (type);
|
|
gi.WritePosition (origin);
|
|
gi.multicast (ent->s.origin, MULTICAST_PHS);
|
|
|
|
// Lazarus reflections
|
|
if (level.num_reflectors)
|
|
ReflectExplosion (type, origin);
|
|
|
|
G_FreeEdict (ent);
|
|
}
|
|
|
|
/*static*/ void rocket_explode (edict_t *ent)
|
|
{
|
|
vec3_t origin;
|
|
int type;
|
|
|
|
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);
|
|
|
|
// T_RadiusDamage(ent, ent->owner, ent->radius_dmg, NULL, ent->dmg_radius, MOD_R_SPLASH, -0.5);
|
|
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, NULL, ent->dmg_radius, MOD_R_SPLASH);
|
|
|
|
gi.WriteByte (svc_temp_entity);
|
|
if (ent->waterlevel)
|
|
type = TE_ROCKET_EXPLOSION_WATER;
|
|
else
|
|
type = TE_ROCKET_EXPLOSION;
|
|
gi.WriteByte (type);
|
|
gi.WritePosition (origin);
|
|
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
|
|
|
// Lazarus reflections
|
|
if (level.num_reflectors)
|
|
ReflectExplosion (type, origin);
|
|
|
|
G_FreeEdict (ent);
|
|
}
|
|
|
|
/*static*/ void rocket_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
|
{
|
|
self->takedamage = DAMAGE_NO;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
self->think = rocket_explode;
|
|
}
|
|
|
|
void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage, edict_t *home_target)
|
|
{
|
|
edict_t *rocket;
|
|
qboolean homing = false;
|
|
|
|
rocket = G_Spawn();
|
|
VectorCopy (start, rocket->s.origin);
|
|
VectorCopy (dir, rocket->movedir);
|
|
vectoangles (dir, rocket->s.angles);
|
|
VectorScale (dir, speed, rocket->velocity);
|
|
// Lazarus: add shooter's lateral velocity
|
|
if (rocket_strafe->value)
|
|
{
|
|
vec3_t right, up;
|
|
vec3_t lateral_speed;
|
|
|
|
AngleVectors(self->s.angles,NULL,right,up);
|
|
VectorCopy(self->velocity,lateral_speed);
|
|
lateral_speed[0] *= fabs(right[0]);
|
|
lateral_speed[1] *= fabs(right[1]);
|
|
lateral_speed[2] *= fabs(up[2]);
|
|
VectorAdd(rocket->velocity,lateral_speed,rocket->velocity);
|
|
}
|
|
|
|
rocket->movetype = MOVETYPE_FLYMISSILE;
|
|
rocket->clipmask = MASK_SHOT;
|
|
rocket->solid = SOLID_BBOX;
|
|
rocket->s.effects |= EF_ROCKET;
|
|
rocket->s.renderfx |= RF_IR_VISIBLE|RF_NOSHADOW; // Knightmare- no shadow
|
|
VectorClear (rocket->mins);
|
|
VectorClear (rocket->maxs);
|
|
// if (home_target)
|
|
// rocket->s.modelindex = gi.modelindex ("models/objects/hrocket/tris.md2");
|
|
// else
|
|
rocket->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
|
|
|
|
if (strstr(self->classname,"monster_") && (self->spawnflags & SF_MONSTER_SPECIAL)
|
|
&& strcmp(self->classname, "monster_turret"))
|
|
homing = true;
|
|
// Knightmare- use different skin, not different model, for homing rocket
|
|
if (home_target || (self->client && self->client->pers.fire_mode) || homing)
|
|
{
|
|
rocket->s.skinnum = 1;
|
|
rocket->classname = "homing rocket";
|
|
}
|
|
else
|
|
rocket->classname = "rocket";
|
|
|
|
rocket->owner = self;
|
|
rocket->touch = rocket_touch;
|
|
rocket->dmg = damage;
|
|
rocket->radius_dmg = radius_damage;
|
|
rocket->dmg_radius = damage_radius;
|
|
rocket->s.sound = gi.soundindex ("weapons/rockfly.wav");
|
|
|
|
if (home_target)
|
|
{
|
|
// homers are shootable
|
|
VectorSet(rocket->mins, -10, -3, 0);
|
|
VectorSet(rocket->maxs, 10, 3, 6);
|
|
rocket->mass = 10;
|
|
rocket->health = 5;
|
|
rocket->die = rocket_die;
|
|
rocket->takedamage = DAMAGE_YES;
|
|
rocket->monsterinfo.aiflags = AI_NOSTEP;
|
|
|
|
rocket->enemy = home_target;
|
|
rocket->nextthink = level.time + FRAMETIME;
|
|
rocket->think = homing_think;
|
|
rocket->starttime = level.time + 0.3; // play homing sound on 3rd frame
|
|
rocket->endtime = level.time + 8000.0f/speed;
|
|
|
|
if (self->client)
|
|
{
|
|
self->client->homing_rocket = rocket;
|
|
// check_dodge (self, rocket->s.origin, dir, speed);
|
|
}
|
|
Rocket_Evade (rocket, dir, speed);
|
|
}
|
|
else
|
|
{
|
|
rocket->nextthink = level.time + 8000.0f/speed;
|
|
rocket->think = G_FreeEdict;
|
|
Rocket_Evade (rocket, dir, speed);
|
|
}
|
|
|
|
gi.linkentity (rocket);
|
|
}
|
|
|
|
// NOTE: SP_rocket should ONLY be used to spawn rockets that change maps
|
|
// via a trigger_transition. It should NOT be used for map entities.
|
|
|
|
void rocket_delayed_start (edict_t *rocket)
|
|
{
|
|
if (g_edicts[1].linkcount)
|
|
{
|
|
VectorScale(rocket->movedir,rocket->moveinfo.speed,rocket->velocity);
|
|
rocket->nextthink = level.time + 8000/rocket->moveinfo.speed;
|
|
rocket->think = G_FreeEdict;
|
|
gi.linkentity(rocket);
|
|
}
|
|
else
|
|
rocket->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
void SP_rocket (edict_t *rocket)
|
|
{
|
|
vec3_t dir;
|
|
|
|
rocket->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
|
|
if (!strcmp(rocket->classname, "homing rocket"))
|
|
rocket->s.skinnum = 1;
|
|
rocket->s.sound = gi.soundindex ("weapons/rockfly.wav");
|
|
rocket->touch = rocket_touch;
|
|
AngleVectors(rocket->s.angles,dir,NULL,NULL);
|
|
VectorCopy (dir, rocket->movedir);
|
|
rocket->moveinfo.speed = VectorLength(rocket->velocity);
|
|
if (rocket->moveinfo.speed <= 0)
|
|
rocket->moveinfo.speed = 650;
|
|
|
|
// For SP, freeze rocket until player spawns in
|
|
if (game.maxclients == 1)
|
|
{
|
|
VectorClear(rocket->velocity);
|
|
rocket->think = rocket_delayed_start;
|
|
rocket->nextthink = level.time + FRAMETIME;
|
|
}
|
|
else
|
|
{
|
|
rocket->think = G_FreeEdict;
|
|
rocket->nextthink = level.time + 8000/rocket->moveinfo.speed;
|
|
}
|
|
gi.linkentity (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);
|
|
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);
|
|
|
|
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);
|
|
}
|
|
|
|
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 + 8000.0f/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";
|
|
|
|
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)
|
|
{
|
|
vec3_t from, end;
|
|
trace_t tr;
|
|
edict_t *ignore;
|
|
int mask, tempevent, i=0;
|
|
qboolean water;
|
|
|
|
// Knightmare- changeable trail color
|
|
//#ifdef KMQUAKE2_ENGINE_MOD
|
|
#if defined (KMQUAKE2_ENGINE_MOD) || defined (Q2E_ENGINE_MOD)
|
|
if (self->client && sk_rail_color->value == 2)
|
|
tempevent = TE_RAILTRAIL2;
|
|
else
|
|
#endif
|
|
tempevent = TE_RAILTRAIL;
|
|
|
|
VectorMA (start, WORLD_SIZE, aimdir, end); // was 8192
|
|
VectorCopy (start, from);
|
|
ignore = self;
|
|
water = false;
|
|
|
|
// Zaero- hack for zdef4 to shoot through window
|
|
if ( self->client && (Q_stricmp(level.mapname, "zdef4") == 0) )
|
|
mask = MASK_SHOT_NO_WINDOW|CONTENTS_SLIME|CONTENTS_LAVA;
|
|
else
|
|
mask = MASK_SHOT|CONTENTS_SLIME|CONTENTS_LAVA;
|
|
// end Zaero
|
|
|
|
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
|
|
{
|
|
// ZOID--added so rail goes through SOLID_BBOX entities (gibs, etc)
|
|
if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client) ||
|
|
(tr.ent->svflags & SVF_DAMAGEABLE) ||
|
|
(tr.ent->solid == SOLID_BBOX))
|
|
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 (tempevent);
|
|
gi.WritePosition (start);
|
|
gi.WritePosition (tr.endpos);
|
|
gi.multicast (self->s.origin, MULTICAST_PHS);
|
|
// gi.multicast (start, MULTICAST_PHS);
|
|
|
|
// Lazarus reflections
|
|
if (level.num_reflectors)
|
|
ReflectTrail (tempevent, start, tr.endpos);
|
|
|
|
if (water)
|
|
{
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (tempevent);
|
|
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));
|
|
// PMM - happened to notice this copy/paste bug
|
|
// 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);
|
|
|
|
// Lazarus reflections
|
|
if (level.num_reflectors)
|
|
ReflectExplosion (TE_BFG_EXPLOSION, ent->s.origin);
|
|
|
|
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, sk_bfg_rdamage->value, 0, 0, MOD_BFG_BLAST); //was 200
|
|
T_RadiusDamage(self, self->owner, sk_bfg_rdamage->value, other, 100, MOD_BFG_BLAST); //was 200
|
|
|
|
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);
|
|
|
|
// Lazarus reflections
|
|
if (level.num_reflectors)
|
|
ReflectExplosion (TE_BFG_BIGEXPLOSION, self->s.origin);
|
|
}
|
|
|
|
|
|
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 = sk_bfg_damage2_dm->value; //was 5
|
|
else
|
|
dmg = sk_bfg_damage2->value; //was 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;
|
|
|
|
//ROGUE - make tesla hurt by bfg
|
|
if (!(ent->svflags & SVF_MONSTER) && !(ent->svflags & SVF_DAMAGEABLE) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
|
|
// if (!(ent->svflags & SVF_MONSTER) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0)
|
|
// && (strcmp(ent->classname, "tesla") != 0))
|
|
continue;
|
|
|
|
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))
|
|
if (!(tr.ent->svflags & SVF_MONSTER) && !(tr.ent->svflags & SVF_DAMAGEABLE) && (!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);
|
|
|
|
// Lazarus reflections
|
|
if (level.num_reflectors)
|
|
ReflectTrail (TE_BFG_LASER, self->s.origin, tr.endpos);
|
|
}
|
|
|
|
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 + 8000.0f/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 (ion_ripper_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);
|
|
|
|
// Lazarus reflections
|
|
if (level.num_reflectors)
|
|
ReflectWeldingSparks (count, color, self->s.origin, vec3_origin);
|
|
|
|
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
|
|
if (ion_ripper_extra_sounds->value)
|
|
#ifdef KMQUAKE2_ENGINE_MOD
|
|
{
|
|
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);
|
|
}
|
|
#else
|
|
gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/ionhit1.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 ();
|
|
ion->classname = "ion";
|
|
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 | RF_NOSHADOW; //Knightmare- no shadow
|
|
|
|
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);
|
|
}
|
|
|
|
}
|
|
|
|
// NOTE: SP_ion should ONLY be used for ION Ripper projectiles that have
|
|
// changed maps via trigger_transition. It should NOT be used for map
|
|
// entities.
|
|
void ion_delayed_start (edict_t *ion)
|
|
{
|
|
if (g_edicts[1].linkcount)
|
|
{
|
|
VectorScale(ion->movedir,ion->moveinfo.speed,ion->velocity);
|
|
ion->nextthink = level.time + 3;
|
|
ion->think = ionripper_sparks;
|
|
gi.linkentity(ion);
|
|
}
|
|
else
|
|
ion->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
void SP_ion (edict_t *ion)
|
|
{
|
|
ion->s.modelindex = gi.modelindex ("models/objects/boomrang/tris.md2");
|
|
ion->s.sound = gi.soundindex ("misc/lasfly.wav");
|
|
ion->touch = ionripper_touch;
|
|
VectorCopy(ion->velocity,ion->movedir);
|
|
VectorNormalize(ion->movedir);
|
|
ion->moveinfo.speed = VectorLength(ion->velocity);
|
|
VectorClear(ion->velocity);
|
|
ion->think = ion_delayed_start;
|
|
ion->nextthink = level.time + FRAMETIME;
|
|
gi.linkentity(ion);
|
|
}
|
|
|
|
// ROGUE
|
|
/*
|
|
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;
|
|
}
|
|
|
|
// NOTE: the new Rogue fire_heat is in g_newweap.c
|
|
/*
|
|
fire_rocket_heat
|
|
*/
|
|
|
|
void rocket_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 player fires this, do track monsters
|
|
if (!self->owner->client && !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_rocket_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;
|
|
heat->s.renderfx |= RF_NOSHADOW; //Knightmare- no shadow
|
|
VectorClear (heat->mins);
|
|
VectorClear (heat->maxs);
|
|
//heat->s.modelindex = gi.modelindex ("models/objects/hrocket/tris.md2");
|
|
heat->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
|
|
heat->s.skinnum = 1;
|
|
heat->owner = self;
|
|
heat->touch = rocket_touch;
|
|
|
|
heat->nextthink = level.time + 0.1;
|
|
heat->think = rocket_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_SPLASH);
|
|
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_PLASMA_EXPLOSION);
|
|
gi.WritePosition (origin);
|
|
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
|
|
|
// Lazarus reflections
|
|
if (level.num_reflectors)
|
|
ReflectExplosion (TE_PLASMA_EXPLOSION, ent->s.origin);
|
|
|
|
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();
|
|
plasma->classname = "plasma";
|
|
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 + 8000.0f/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;
|
|
plasma->s.renderfx |= RF_FULLBRIGHT;
|
|
|
|
if (self->client)
|
|
check_dodge (self, plasma->s.origin, dir, speed);
|
|
|
|
gi.linkentity (plasma);
|
|
}
|
|
|
|
// NOTE: SP_plasma should ONLY be used to spawn phalanx magslugs that change maps
|
|
// via a trigger_transition. It should NOT be used for map entities.
|
|
|
|
void plasma_delayed_start (edict_t *plasma)
|
|
{
|
|
if (g_edicts[1].linkcount)
|
|
{
|
|
VectorScale(plasma->movedir, plasma->moveinfo.speed, plasma->velocity);
|
|
plasma->nextthink = level.time + 8000/plasma->moveinfo.speed;
|
|
plasma->think = G_FreeEdict;
|
|
gi.linkentity(plasma);
|
|
}
|
|
else
|
|
plasma->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
void SP_plasma (edict_t *plasma)
|
|
{
|
|
vec3_t dir;
|
|
|
|
plasma->s.modelindex = gi.modelindex ("sprites/s_photon.sp2");
|
|
plasma->s.effects |= EF_PLASMA | EF_ANIM_ALLFAST;
|
|
plasma->s.sound = gi.soundindex ("weapons/rockfly.wav");
|
|
plasma->touch = plasma_touch;
|
|
AngleVectors(plasma->s.angles, dir, NULL, NULL);
|
|
VectorCopy (dir, plasma->movedir);
|
|
plasma->moveinfo.speed = VectorLength(plasma->velocity);
|
|
if (plasma->moveinfo.speed <= 0)
|
|
plasma->moveinfo.speed = 650;
|
|
|
|
// For SP, freeze plasma until player spawns in
|
|
if (game.maxclients == 1)
|
|
{
|
|
VectorClear(plasma->velocity);
|
|
plasma->think = plasma_delayed_start;
|
|
plasma->nextthink = level.time + FRAMETIME;
|
|
}
|
|
else
|
|
{
|
|
plasma->think = G_FreeEdict;
|
|
plasma->nextthink = level.time + 8000/plasma->moveinfo.speed;
|
|
}
|
|
gi.linkentity (plasma);
|
|
}
|
|
|
|
// RAFAEL
|
|
extern void SP_item_foodcube (edict_t *best);
|
|
// RAFAEL
|
|
|
|
extern int gibsthisframe;
|
|
extern int lastgibframe;
|
|
|
|
/*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)
|
|
{
|
|
ent->s.frame = 6;
|
|
//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++)
|
|
{
|
|
|
|
// Knightmare- forget this, enough gibs are spawned already
|
|
// Lazarus: Prevent gib showers from causing SZ_GetSpace: overflow
|
|
/*if (level.framenum > lastgibframe)
|
|
{
|
|
gibsthisframe = 0;
|
|
lastgibframe = level.framenum;
|
|
}
|
|
gibsthisframe++;
|
|
if (gibsthisframe <= sv_maxgibs->value)
|
|
{
|
|
best = G_Spawn();
|
|
|
|
//if (strcmp (ent->enemy->classname, "monster_gekk") == 0)
|
|
if (ent->enemy->blood_type == 1)
|
|
{
|
|
best->s.modelindex = gi.modelindex ("models/objects/gekkgib/torso/tris.md2");
|
|
// best->s.effects |= TE_GREENBLOOD;
|
|
best->s.effects |= EF_GREENGIB|EF_BLASTER;
|
|
}
|
|
// Kngihtmare- added
|
|
else if (strcmp (ent->enemy->classname, "monster_fixbot") == 0)
|
|
{
|
|
best->s.modelindex = gi.modelindex ("models/objects/debris1/tris.md2");
|
|
best->s.effects |= EF_GRENADE;
|
|
}
|
|
else if (ent->enemy->mass > 200)
|
|
{
|
|
best->s.modelindex = gi.modelindex ("models/objects/gibs/chest/tris.md2");
|
|
// best->s.effects |= TE_BLOOD;
|
|
best->s.effects |= EF_GIB;
|
|
}
|
|
else
|
|
{
|
|
best->s.modelindex = gi.modelindex ("models/objects/gibs/sm_meat/tris.md2");
|
|
// best->s.effects |= TE_BLOOD;
|
|
best->s.effects |= EF_GIB;
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// 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();
|
|
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";
|
|
// 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);
|
|
}
|
|
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
Shockwave
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
void Nuke_Quake (edict_t *self);
|
|
|
|
void shock_effect_think (edict_t *self)
|
|
{
|
|
if (++self->s.frame < 19)
|
|
self->nextthink = level.time + FRAMETIME;
|
|
else
|
|
{
|
|
self->s.frame = 0;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
self->count--;
|
|
|
|
// fade out
|
|
#ifdef KMQUAKE2_ENGINE_MOD
|
|
if (self->count <= 6)
|
|
self->s.alpha -= 0.10;
|
|
if (self->s.alpha < 0.10)
|
|
self->s.alpha = 0.10;
|
|
#else
|
|
if (self->count == 5)
|
|
{
|
|
self->s.effects |= EF_SPHERETRANS;
|
|
self->s.renderfx &= ~RF_TRANSLUCENT;
|
|
}
|
|
#endif
|
|
// remove after 6 secs
|
|
if (self->count == 0)
|
|
G_FreeEdict (self);
|
|
// inflict field damage on surroundings
|
|
T_RadiusDamage(self, self->owner, self->radius_dmg, NULL, self->dmg_radius, MOD_SHOCK_SPLASH);
|
|
}
|
|
|
|
void shock_effect_center_think (edict_t *self)
|
|
{
|
|
self->nextthink = level.time + FRAMETIME;
|
|
if ((self->count % 5) == 0)
|
|
{
|
|
if (self->count > 10) // double effect for first 40 seconds
|
|
{
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_NUKEBLAST);
|
|
gi.WritePosition (self->s.origin);
|
|
gi.multicast (self->s.origin, MULTICAST_ALL);
|
|
}
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_NUKEBLAST);
|
|
gi.WritePosition (self->s.origin);
|
|
gi.multicast (self->s.origin, MULTICAST_ALL);
|
|
}
|
|
// fade out
|
|
#ifdef KMQUAKE2_ENGINE_MOD
|
|
if (self->count <= 10)
|
|
self->s.alpha -= 0.10;
|
|
self->s.alpha = max(self->s.alpha, 1/255);
|
|
// remove after 5 secs
|
|
self->count--;
|
|
if (self->count == 0 || self->s.alpha <= 1/255)
|
|
G_FreeEdict (self);
|
|
#else
|
|
if (self->count == 10)
|
|
self->s.renderfx |= RF_TRANSLUCENT;
|
|
if (self->count == 5)
|
|
{
|
|
self->s.effects |= EF_SPHERETRANS;
|
|
self->s.renderfx &= ~RF_TRANSLUCENT;
|
|
}
|
|
//remove after 5 secs
|
|
self->count--;
|
|
if (self->count == 0)
|
|
G_FreeEdict (self);
|
|
#endif
|
|
}
|
|
|
|
void ShockEffect (edict_t *source, edict_t *attacker, float damage, float radius, cplane_t *plane)
|
|
{
|
|
edict_t *ent;
|
|
edict_t *center;
|
|
vec3_t hit_point;
|
|
|
|
if (plane->normal)
|
|
{ // put origin of effect 32 units away from last hit surface
|
|
VectorMA (source->s.origin, 32.0, plane->normal, hit_point);
|
|
}
|
|
|
|
ent = G_Spawn();
|
|
// same origin as exploding shock sphere
|
|
if (plane->normal)
|
|
VectorCopy (hit_point, ent->s.origin);
|
|
else
|
|
VectorCopy (source->s.origin, ent->s.origin);
|
|
ent->radius_dmg = sk_shockwave_effect_damage->value;
|
|
ent->dmg_radius = sk_shockwave_effect_radius->value;
|
|
ent->owner = attacker;
|
|
ent->movetype = MOVETYPE_NONE;
|
|
ent->solid = SOLID_NOT;
|
|
VectorSet (ent->mins, -8, -8, 8);
|
|
VectorSet (ent->maxs, 8, 8, 8);
|
|
ent->s.modelindex = gi.modelindex ("models/objects/shockfield/tris.md2");
|
|
#ifdef KMQUAKE2_ENGINE_MOD
|
|
ent->s.alpha = 0.70;
|
|
#else
|
|
ent->s.renderfx |= RF_TRANSLUCENT;
|
|
#endif
|
|
ent->s.renderfx |= RF_NOSHADOW|RF_FULLBRIGHT;
|
|
ent->s.effects = EF_FLAG2;
|
|
ent->count = 60; // lasts 6 seconds
|
|
ent->think = shock_effect_think;
|
|
ent->nextthink = level.time + 2 * FRAMETIME;
|
|
gi.linkentity (ent);
|
|
|
|
// center light burst effect
|
|
center = G_Spawn();
|
|
// same origin as exploding shock sphere
|
|
if (plane->normal)
|
|
VectorCopy (hit_point, center->s.origin);
|
|
else
|
|
VectorCopy (source->s.origin, center->s.origin);
|
|
center->movetype = MOVETYPE_NONE;
|
|
center->solid = SOLID_NOT;
|
|
VectorSet (center->mins, -8, -8, 8);
|
|
VectorSet (center->maxs, 8, 8, 8);
|
|
center->s.modelindex = gi.modelindex ("sprites/s_trap.sp2");
|
|
center->s.effects |= EF_FLAG2 | EF_ANIM_ALLFAST;
|
|
#ifdef KMQUAKE2_ENGINE_MOD
|
|
center->s.alpha = 0.90;
|
|
#endif
|
|
center->count = 50; // lasts 5 seconds
|
|
center->think = shock_effect_center_think;
|
|
center->nextthink = level.time + 2 * FRAMETIME;
|
|
ent->teamchain = center;
|
|
gi.linkentity (center);
|
|
}
|
|
|
|
#ifndef KMQUAKE2_ENGINE_MOD
|
|
void ShockSplashThink (edict_t *self)
|
|
{
|
|
self->s.frame++;
|
|
if (self->s.frame > 8)
|
|
{
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
#else
|
|
// Gotta have this for extractfuncs...
|
|
void ShockSplashThink (edict_t *self)
|
|
{
|
|
}
|
|
#endif
|
|
|
|
void ShockSplash(edict_t *self, cplane_t *plane)
|
|
{
|
|
#ifdef KMQUAKE2_ENGINE_MOD // use new client-side effect
|
|
vec3_t shockdir;
|
|
|
|
if (!plane->normal)
|
|
AngleVectors(self->s.angles, shockdir, NULL, NULL);
|
|
else
|
|
VectorCopy (plane->normal, shockdir);
|
|
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_SHOCKSPLASH);
|
|
gi.WritePosition (self->s.origin);
|
|
gi.WriteDir (shockdir);
|
|
gi.multicast (self->s.origin, MULTICAST_ALL);
|
|
|
|
// Lazarus reflections
|
|
if (level.num_reflectors)
|
|
ReflectSparks (TE_SHOCKSPLASH, self->s.origin, shockdir);
|
|
|
|
#else
|
|
edict_t *shockring;
|
|
int i;
|
|
|
|
gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/shockhit.wav"), 1, ATTN_NONE, 0);
|
|
|
|
for (i = 0; i < 5; i++)
|
|
{
|
|
shockring = G_Spawn();
|
|
shockring->classname = "shock_ring";
|
|
if (plane->normal)
|
|
{ //put origin of impact effect 16*i+1 units away from last hit surface
|
|
VectorMA (self->s.origin, 16.0*(i+1), plane->normal, shockring->s.origin);
|
|
vectoangles(plane->normal, shockring->s.angles);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy (self->s.origin, shockring->s.origin);
|
|
VectorCopy (self->s.angles, shockring->s.angles);
|
|
}
|
|
shockring->solid = SOLID_NOT;
|
|
shockring->movetype = MOVETYPE_NONE;
|
|
shockring->owner = self;
|
|
shockring->s.modelindex = gi.modelindex("models/objects/shocksplash/tris.md2");
|
|
shockring->s.frame = (4-i);
|
|
shockring->s.effects |= EF_SPHERETRANS;
|
|
shockring->s.renderfx |= (RF_FULLBRIGHT | RF_NOSHADOW);
|
|
shockring->nextthink = level.time + FRAMETIME;
|
|
shockring->think = ShockSplashThink;
|
|
gi.linkentity (shockring);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void shock_sphere_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
|
|
{
|
|
vec3_t origin;
|
|
edict_t *impact;
|
|
|
|
// ignore other projectiles
|
|
if ((other->movetype == MOVETYPE_FLYMISSILE) || (other->movetype == MOVETYPE_BOUNCE)
|
|
|| (other->movetype == MOVETYPE_WALLBOUNCE))
|
|
return;
|
|
|
|
ent->count++; // add to count
|
|
ent->movetype = MOVETYPE_BOUNCE;
|
|
|
|
if (other == ent->owner)
|
|
return;
|
|
|
|
// detonate if hit a monster
|
|
if (other->takedamage)
|
|
ent->count = sk_shockwave_bounces->value + 1;
|
|
|
|
if ( (ent->velocity[0] < 20) && (ent->velocity[0] > -20)
|
|
&& (ent->velocity[1] < 20) && (ent->velocity[1] > -20)
|
|
&& (ent->velocity[2] < 20) && (ent->velocity[2] > -20) )
|
|
ent->count = sk_shockwave_bounces->value + 1;
|
|
|
|
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_SHOCK_SPHERE);
|
|
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_SHOCK_SPLASH);
|
|
|
|
// spawn impact
|
|
impact = G_Spawn();
|
|
impact->classname = "shock_impact";
|
|
VectorCopy (ent->s.origin, impact->s.origin);
|
|
gi.linkentity (impact);
|
|
impact->think = Nuke_Quake;
|
|
impact->speed = 250;
|
|
impact->nextthink = level.time + FRAMETIME;
|
|
|
|
if ((ent->count <= sk_shockwave_bounces->value) && !other->takedamage) //no shock rings if hit a monster
|
|
{
|
|
ShockSplash (ent, plane); // Spawn shock rings
|
|
|
|
if (impact)
|
|
impact->timestamp = level.time + 3;
|
|
}
|
|
else // don't exploode until final hit or hit a monster
|
|
{
|
|
gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/shockexp.wav"), 1, ATTN_NONE, 0);
|
|
|
|
ShockEffect (ent, ent->owner, ent->radius_dmg, ent->dmg_radius, plane);
|
|
|
|
if (impact)
|
|
impact->timestamp = level.time + 6;
|
|
|
|
// remove after x bounces
|
|
G_FreeEdict (ent);
|
|
}
|
|
}
|
|
|
|
void shock_sphere_think (edict_t *sphere)
|
|
{
|
|
sphere->avelocity[PITCH] = 80;
|
|
sphere->avelocity[ROLL] = 80;
|
|
sphere->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
void fire_shock_sphere (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
|
|
{
|
|
edict_t *sphere;
|
|
|
|
sphere = G_Spawn();
|
|
sphere->classname = "shocksphere";
|
|
sphere->class_id = ENTITY_SHOCK_SPHERE;
|
|
VectorCopy (start, sphere->s.origin);
|
|
VectorCopy (dir, sphere->movedir);
|
|
vectoangles (dir, sphere->s.angles);
|
|
VectorScale (dir, speed, sphere->velocity);
|
|
sphere->avelocity[PITCH] = 80;
|
|
sphere->avelocity[ROLL] = 80;
|
|
sphere->movetype = MOVETYPE_WALLBOUNCE;
|
|
sphere->count = 0;
|
|
sphere->clipmask = MASK_SHOT;
|
|
sphere->solid = SOLID_BBOX;
|
|
VectorClear (sphere->mins);
|
|
VectorClear (sphere->maxs);
|
|
VectorSet (sphere->mins, -14, -14, -14);
|
|
VectorSet (sphere->maxs, 14, 14, 14);
|
|
sphere->s.modelindex = gi.modelindex ("models/objects/shocksphere/tris.md2");
|
|
sphere->s.renderfx |= RF_IR_VISIBLE;
|
|
sphere->owner = self;
|
|
sphere->touch = shock_sphere_touch;
|
|
sphere->timestamp = level.time;
|
|
sphere->nextthink = level.time + 0.1;
|
|
sphere->think = shock_sphere_think;
|
|
sphere->dmg = damage;
|
|
sphere->radius_dmg = radius_damage;
|
|
sphere->dmg_radius = damage_radius;
|
|
|
|
if (self->client)
|
|
check_dodge (self, sphere->s.origin, dir, speed);
|
|
gi.linkentity (sphere);
|
|
}
|
|
|
|
// NOTE: SP_shocksphere should ONLY be used to spawn shockspheres that change maps
|
|
// via a trigger_transition. It should NOT be used for map entities.
|
|
|
|
void shocksphere_delayed_start (edict_t *shocksphere)
|
|
{
|
|
if (g_edicts[1].linkcount)
|
|
{
|
|
VectorScale(shocksphere->movedir,shocksphere->moveinfo.speed,shocksphere->velocity);
|
|
if (shocksphere->count > 0)
|
|
shocksphere->movetype = MOVETYPE_BOUNCE;
|
|
else
|
|
shocksphere->movetype = MOVETYPE_WALLBOUNCE;
|
|
shocksphere->nextthink = level.time + FRAMETIME;
|
|
shocksphere->think = shock_sphere_think;
|
|
gi.linkentity(shocksphere);
|
|
}
|
|
else
|
|
shocksphere->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
void SP_shocksphere (edict_t *shocksphere)
|
|
{
|
|
shocksphere->s.modelindex = gi.modelindex ("models/objects/shocksphere/tris.md2");
|
|
shocksphere->touch = shock_sphere_touch;
|
|
|
|
// For SP, freeze shocksphere until player spawns in
|
|
if (game.maxclients == 1)
|
|
{
|
|
shocksphere->movetype = MOVETYPE_NONE;
|
|
VectorCopy(shocksphere->velocity,shocksphere->movedir);
|
|
VectorNormalize(shocksphere->movedir);
|
|
shocksphere->moveinfo.speed = VectorLength(shocksphere->velocity);
|
|
VectorClear(shocksphere->velocity);
|
|
shocksphere->think = shocksphere_delayed_start;
|
|
shocksphere->nextthink = level.time + FRAMETIME;
|
|
}
|
|
else
|
|
{
|
|
if (shocksphere->count > 0)
|
|
shocksphere->movetype = MOVETYPE_BOUNCE;
|
|
else
|
|
shocksphere->movetype = MOVETYPE_WALLBOUNCE;
|
|
shocksphere->nextthink = level.time + FRAMETIME;
|
|
shocksphere->think = shock_sphere_think;
|
|
}
|
|
gi.linkentity (shocksphere);
|
|
}
|
|
|
|
|
|
//==============================================================================
|
|
/*
|
|
* M82 Plasma Rifle Source
|
|
* Copyright (C) 1999 Team HOSTILE
|
|
* Copyright (C) 1999 LMCTF 5.0
|
|
* created by James "SWKiD" Tomaschke
|
|
*/
|
|
|
|
/*
|
|
==============================================================================
|
|
plasma_rifle_bounce_touch
|
|
|
|
If touched a hurtable object, hurt it. Otherwise bounce with splash damage.
|
|
==============================================================================
|
|
*/
|
|
void plasma_rifle_bounce_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
|
|
{
|
|
// sanity check
|
|
if (!self || !other) {
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
|
|
// If hit the sky, remove from world
|
|
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 )
|
|
{
|
|
T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, MOD_PLASMA); // Knightmare- use parm damage
|
|
|
|
// play hit sound
|
|
gi.sound( self, CHAN_BODY, gi.soundindex(PLASMA_SOUND_HIT), 1, ATTN_IDLE, 0 );
|
|
|
|
self->solid = SOLID_NOT;
|
|
self->touch = NULL;
|
|
VectorMA (self->s.origin, -1*FRAMETIME, self->velocity, self->s.origin);
|
|
VectorClear (self->velocity);
|
|
|
|
// Run Plasma Hit Animation
|
|
self->s.modelindex = gi.modelindex (PLASMA_SPRITE_HIT);
|
|
self->s.frame = 0;
|
|
self->s.sound = 0;
|
|
self->think = G_FreeEdict;
|
|
self->nextthink = level.time + 0.1;
|
|
}
|
|
else
|
|
{ // fx to do when it bounces off something
|
|
// play reflection sound
|
|
gi.sound ( self, CHAN_BODY, gi.soundindex(PLASMA_SOUND_BOUNCE), 1, ATTN_STATIC, 0 );
|
|
|
|
// Draw blue sparks
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_LASER_SPARKS);
|
|
gi.WriteByte (32); // ammount
|
|
gi.WritePosition (self->s.origin);
|
|
gi.WriteDir (plane->normal);
|
|
gi.WriteByte (176); // stecki's choice of id's blue
|
|
gi.multicast (self->s.origin, MULTICAST_PVS);
|
|
|
|
// -bat
|
|
T_RadiusDamage (self, self->owner, self->dmg, NULL, self->dmg+sk_plasma_rifle_radius->value, MOD_PLASMA); // Knightmare- use parm damage and radius cvar
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==============================================================================
|
|
plasma_rifle_spread_touch
|
|
|
|
If hits an entity, do some damage, otherwise do some splash damage.
|
|
==============================================================================
|
|
*/
|
|
void plasma_rifle_spread_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
|
|
{
|
|
// sanity check
|
|
if (!self || !other) {
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
|
|
// If hit the sky, remove from world
|
|
if (surf && (surf->flags & SURF_SKY)) {
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
|
|
// Don't collide with other plasma goops
|
|
if ( Q_stricmp(other->classname, "goop") == 0 )
|
|
return;
|
|
|
|
if ( self->owner->client )
|
|
PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
|
|
|
|
// If can damage, hurt it
|
|
if ( other->takedamage )
|
|
{
|
|
T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, MOD_PLASMA); // Knightmare- use parm damage
|
|
}
|
|
else // otherwise, splash damage
|
|
{
|
|
//-bat added sparks to this too.
|
|
// Draw blue sparks
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_LASER_SPARKS);
|
|
gi.WriteByte (32); // ammount
|
|
gi.WritePosition (self->s.origin);
|
|
gi.WriteDir (plane->normal);
|
|
gi.WriteByte (176); // stecki's choice of id's blue
|
|
gi.multicast (self->s.origin, MULTICAST_PVS);
|
|
|
|
T_RadiusDamage (self, self->owner, self->dmg, NULL, self->dmg+sk_plasma_rifle_radius->value, MOD_PLASMA); // Knightmare- use parm damage and radius cvar
|
|
}
|
|
// play hit sound
|
|
gi.sound ( self, CHAN_BODY, gi.soundindex(PLASMA_SOUND_HIT), 1, ATTN_IDLE,0 ); // idle static none
|
|
|
|
self->solid = SOLID_NOT;
|
|
self->touch = NULL;
|
|
VectorMA (self->s.origin, -1*FRAMETIME, self->velocity, self->s.origin);
|
|
VectorClear (self->velocity);
|
|
|
|
// Run Plasma Hit Animation
|
|
self->s.modelindex = gi.modelindex (PLASMA_SPRITE_HIT);
|
|
self->s.frame = 0;
|
|
self->s.sound = 0;
|
|
self->think = G_FreeEdict;
|
|
self->nextthink = level.time + 0.1;
|
|
}
|
|
|
|
|
|
/*
|
|
==============================================================================
|
|
Spawn_Goop
|
|
|
|
Spawns the plasma entities, and defines values global to both weapon modes.
|
|
==============================================================================
|
|
*/
|
|
edict_t *Spawn_Goop (edict_t *ent, vec3_t start)
|
|
{
|
|
edict_t *goop; // = G_Spawn();
|
|
|
|
// sanity check
|
|
if (!ent) {
|
|
return NULL;
|
|
}
|
|
|
|
goop = G_Spawn();
|
|
|
|
goop->owner = ent;
|
|
goop->clipmask = MASK_SHOT;
|
|
goop->solid = SOLID_BBOX;
|
|
goop->svflags = SVF_DEADMONSTER;
|
|
|
|
VectorCopy (start, goop->s.origin);
|
|
goop->classname = "goop";
|
|
|
|
goop->s.effects |= EF_BLUEHYPERBLASTER | EF_ANIM_ALLFAST;
|
|
// bat to get rid of the blue flag effect
|
|
// goop->s.effects |= EF_IONRIPPER | EF_ANIM_ALLFAST;
|
|
goop->s.renderfx = RF_TRANSLUCENT;
|
|
goop->s.modelindex = gi.modelindex(PLASMA_SPRITE_FLY);
|
|
goop->s.sound = gi.soundindex(PLASMA_SOUND_FLYBY);
|
|
|
|
// give it some thickness for the bounce
|
|
// VectorSet (goop->mins, -12, -12, -12);
|
|
// VectorSet (goop->maxs, 12, 12, 12);
|
|
VectorSet (goop->mins, -6, -6, -6);
|
|
VectorSet (goop->maxs, 6, 6, 6);
|
|
|
|
return goop;
|
|
}
|
|
|
|
|
|
/*
|
|
==============================================================================
|
|
fire_plasma_rifle_bounce
|
|
|
|
Unique code to fire a bouncy plasma goob.
|
|
Uses MOVETYPE_WALLBOUNCE.
|
|
==============================================================================
|
|
*/
|
|
void fire_plasma_rifle_bounce (edict_t *ent, vec3_t start, vec3_t dir, int damage, int speed)
|
|
{
|
|
edict_t *goop = NULL;
|
|
|
|
// sanity check
|
|
if (!ent) {
|
|
return;
|
|
}
|
|
|
|
goop = Spawn_Goop (ent, start);
|
|
if (!goop) {
|
|
return;
|
|
}
|
|
|
|
goop->movetype = MOVETYPE_WALLBOUNCE; // Knightmare- use same movetype as ION Ripper projectiles
|
|
|
|
VectorScale (dir, speed, goop->velocity); // Knightmare- use parm speed
|
|
VectorCopy (goop->velocity, goop->s.angles); // needed for post touch
|
|
|
|
//-bat
|
|
goop->dmg = damage; // Knightmare- use parm damage
|
|
goop->touch = plasma_rifle_bounce_touch;
|
|
|
|
goop->think = G_FreeEdict; // change this to handle
|
|
// goop->nextthink = level.time + 3.0; // sprite animation?
|
|
// goop->nextthink = level.time + 1.5;
|
|
goop->nextthink = level.time + sk_plasma_rifle_life_bounce->value;
|
|
|
|
gi.linkentity (goop);
|
|
|
|
// Knightmare- added missing check_dodge() call
|
|
if (ent->client)
|
|
check_dodge (ent, goop->s.origin, dir, speed);
|
|
}
|
|
|
|
|
|
/*
|
|
==============================================================================
|
|
fire_plasma_rifle_spread
|
|
|
|
Unique code to fire a spread of three bullets, each with 1/3 the damage of
|
|
one initial bouncy bullet.
|
|
==============================================================================
|
|
*/
|
|
void fire_plasma_rifle_spread (edict_t *ent, vec3_t start, vec3_t dir, int damage, int speed)
|
|
{
|
|
edict_t *goop_l = NULL;
|
|
edict_t *goop_c = NULL;
|
|
edict_t *goop_r = NULL;
|
|
vec3_t dir_r, dir_l, angles;
|
|
|
|
// sanity check
|
|
if (!ent) {
|
|
return;
|
|
}
|
|
|
|
goop_l = Spawn_Goop (ent, start);
|
|
goop_c = Spawn_Goop (ent, start);
|
|
goop_r = Spawn_Goop (ent, start);
|
|
if (!goop_l || !goop_c || !goop_r) {
|
|
return;
|
|
}
|
|
|
|
goop_l->movetype = MOVETYPE_FLYMISSILE;
|
|
goop_c->movetype = MOVETYPE_FLYMISSILE;
|
|
goop_r->movetype = MOVETYPE_FLYMISSILE;
|
|
|
|
VectorClear (goop_l->mins);
|
|
VectorClear (goop_l->maxs);
|
|
VectorClear (goop_c->mins);
|
|
VectorClear (goop_c->maxs);
|
|
VectorClear (goop_r->mins);
|
|
VectorClear (goop_r->maxs);
|
|
|
|
// Knightmare- use parm damage
|
|
goop_l->dmg = damage;
|
|
goop_c->dmg = damage;
|
|
goop_r->dmg = damage;
|
|
|
|
// center spread, line of sight
|
|
VectorScale (dir, speed, goop_c->velocity); // Knightmare- use parm speed
|
|
vectoangles (dir, angles);
|
|
|
|
// right spread, has 10+ in yaw
|
|
angles[YAW] -= 10;
|
|
AngleVectors (angles, dir_r, NULL, NULL);
|
|
VectorScale (dir_r, speed, goop_r->velocity); // Knightmare- use parm speed
|
|
|
|
// left spread, has 10- in yaw
|
|
angles[YAW] += 20;
|
|
AngleVectors (angles, dir_l, NULL, NULL);
|
|
VectorScale (dir_l, speed, goop_l->velocity); // Knightmare- use parm speed
|
|
|
|
goop_l->touch = plasma_rifle_spread_touch;
|
|
goop_c->touch = plasma_rifle_spread_touch;
|
|
goop_r->touch = plasma_rifle_spread_touch;
|
|
|
|
goop_l->think = G_FreeEdict;
|
|
goop_c->think = G_FreeEdict;
|
|
goop_r->think = G_FreeEdict;
|
|
// goop_l->nextthink = level.time + 3.0;
|
|
// goop_c->nextthink = level.time + 3.0;
|
|
// goop_r->nextthink = level.time + 3.0;
|
|
goop_l->nextthink = level.time + sk_plasma_rifle_life_spread->value;
|
|
goop_c->nextthink = level.time + sk_plasma_rifle_life_spread->value;
|
|
goop_r->nextthink = level.time + sk_plasma_rifle_life_spread->value;
|
|
|
|
gi.linkentity (goop_l);
|
|
gi.linkentity (goop_c);
|
|
gi.linkentity (goop_r);
|
|
|
|
// Knightmare- added missing check_dodge() calls
|
|
if (ent->client) {
|
|
check_dodge (ent, goop_c->s.origin, dir, speed);
|
|
check_dodge (ent, goop_r->s.origin, dir_r, speed);
|
|
check_dodge (ent, goop_l->s.origin, dir_l, speed);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==============================================================================
|
|
fire_plasma_rifle
|
|
|
|
If "reflect" is > 0, it will fire a bouncy shot, else, it will fire a spread.
|
|
"start" and "dir" are not set here, but in 'p_weapon.c', where it is setup to
|
|
handle weapon firing.
|
|
==============================================================================
|
|
*/
|
|
void fire_plasma_rifle (edict_t *ent, vec3_t start, vec3_t dir, int damage, int speed, qboolean spread)
|
|
{
|
|
if (spread) {
|
|
fire_plasma_rifle_spread (ent, start, dir, damage, speed);
|
|
}
|
|
else {
|
|
fire_plasma_rifle_bounce (ent, start, dir, damage, speed);
|
|
}
|
|
}
|
|
|
|
// NOTE: SP_goop should ONLY be used to spawn plasma rifle shots that change maps
|
|
// via a trigger_transition. It should NOT be used for map entities.
|
|
|
|
void goop_delayed_start (edict_t *goop)
|
|
{
|
|
if (g_edicts[1].linkcount)
|
|
{
|
|
VectorScale(goop->movedir, goop->moveinfo.speed, goop->velocity);
|
|
goop->nextthink = level.time + 8000/goop->moveinfo.speed;
|
|
goop->think = G_FreeEdict;
|
|
gi.linkentity(goop);
|
|
}
|
|
else
|
|
goop->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
void SP_goop (edict_t *goop)
|
|
{
|
|
vec3_t dir;
|
|
|
|
goop->s.modelindex = gi.modelindex(PLASMA_SPRITE_FLY);
|
|
goop->s.effects |= EF_BLUEHYPERBLASTER | EF_ANIM_ALLFAST;
|
|
goop->s.sound = gi.soundindex(PLASMA_SOUND_FLYBY);
|
|
|
|
// set to the spread variant as we don't need a high speed bouncing projectile just after a map transition
|
|
goop->touch = plasma_rifle_spread_touch;
|
|
AngleVectors(goop->s.angles, dir, NULL, NULL);
|
|
VectorCopy (dir, goop->movedir);
|
|
goop->moveinfo.speed = VectorLength(goop->velocity);
|
|
if (goop->moveinfo.speed <= 0)
|
|
goop->moveinfo.speed = sk_plasma_rifle_speed_spread->value; // 1200
|
|
|
|
// For SP, freeze goop until player spawns in
|
|
if (game.maxclients == 1)
|
|
{
|
|
VectorClear(goop->velocity);
|
|
goop->think = goop_delayed_start;
|
|
goop->nextthink = level.time + FRAMETIME;
|
|
}
|
|
else
|
|
{
|
|
goop->think = G_FreeEdict;
|
|
goop->nextthink = level.time + 8000/goop->moveinfo.speed;
|
|
}
|
|
gi.linkentity (goop);
|
|
}
|
|
// end M82 Plasma Rifle
|