185 lines
4.2 KiB
C++
185 lines
4.2 KiB
C++
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// Generic projectile spawning code (PRJ) ---
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// projectile effect defines
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#define PE_NONE 0
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#define PE_SPIKE 1
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#define PE_SUPERSPIKE 2
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#define PE_WIZSPIKE 3
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#define PE_KNIGHTSPIKE 4
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#define PE_GUNSHOT 5
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#define PE_EXPLOSION 6
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#define PE_EXPLOSIONGROUND 7
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#define PE_LASER 8
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// functions used only by this QC file
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float() _PRJ_Bounce =
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{
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if (other.takedamage == DAMAGE_AIM)
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return 0; // explode
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sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound
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if (self.velocity == '0 0 0')
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self.avelocity = '0 0 0';
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return 1; // keep bouncing
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};
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void() _PRJ_Touch =
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{
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local entity ignore;
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// check validity of projectile
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if (other == self.owner)
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return; // don't explode on owner
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if (self.voided) {
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return;
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}
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if (pointcontents(self.origin) == CONTENT_SKY)
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{
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remove(self);
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return;
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}
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// handle custom touch
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if (other != self) // didn't expire
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if (self.proj_touch) // is valid function
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if (self.proj_touch())
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return;
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// void projectile
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self.voided = 1;
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// do projectile damage
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ignore = self;
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if (other.health && self.damage_direct)
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{
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T_Damage (other, self, self.owner, self.damage_direct, self.mod_direct);
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ignore = other;
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}
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if (self.radius_exp)
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T_RadiusDamage (self, self.owner, self.damage_exp, self.radius_exp, other, self.mod_exp);
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// run projectile effect
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switch (self.proj_effect)
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{
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case PE_SPIKE:
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if (ignore != self) // hit something
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spawn_touchblood (self.damage_direct);
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else if (other != self) // didn't expire
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TE_spike(self.origin);
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break;
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case PE_SUPERSPIKE:
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if (ignore != self) // hit something
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spawn_touchblood (self.damage_direct);
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else if (other != self) // didn't expire
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TE_superspike(self.origin);
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break;
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case PE_WIZSPIKE:
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if (ignore != self) // hit something
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spawn_touchblood (self.damage_direct);
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else if (other != self) // didn't expire
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TE_wizspike(self.origin);
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break;
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case PE_KNIGHTSPIKE:
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if (ignore != self) // hit something
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spawn_touchblood (self.damage_direct);
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else if (other != self) // didn't expire
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TE_knightspike(self.origin);
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break;
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case PE_LASER:
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if (other != self)
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sound (self, CHAN_WEAPON, "enforcer/enfstop.wav", 1, ATTN_STATIC);
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self.origin = self.origin - 8 * normalize(self.velocity);
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case PE_GUNSHOT:
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if (ignore != self) // hit something
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spawn_touchblood (self.damage_direct);
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else if (other != self) // didn't expire
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TE_gunshot(self.origin);
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break;
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case PE_EXPLOSION:
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self.origin = self.origin - 8 * normalize(self.velocity);
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case PE_EXPLOSIONGROUND:
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TE_explosion(self.origin);
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break;
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}
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remove(self);
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};
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void() _PRJ_Expire =
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{
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other = self;
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_PRJ_Touch();
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};
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void() _PRJ_Think =
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{
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if (self.expire_time > time)
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{
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_PRJ_Expire();
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return;
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}
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newmis.proj_think();
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newmis.nextthink = time + newmis.proj_think_time;
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};
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// functions used by outside QC files
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// set bouncy projectile function
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void() PRJ_SetBouncyProjectile =
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{
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newmis.proj_touch = _PRJ_Bounce;
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newmis.movetype = MOVETYPE_BOUNCE;
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newmis.avelocity = '300 300 300';
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};
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// set radius damage function
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void(INTEGER damg, INTEGER damgrad, INTEGER damgmod) PRJ_SetRadiusDamage =
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{
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newmis.damage_exp = damg;
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newmis.radius_exp = damgrad;
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newmis.mod_exp = damgmod;
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};
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// extra think function, should always be called ONCE after the main spawn function
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void(void() thinkfunc, float thinkres) PRJ_SetThink =
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{
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newmis.think = _PRJ_Think;
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newmis.nextthink = time + thinkres;
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newmis.proj_think = thinkfunc;
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newmis.proj_think_time = thinkres;
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};
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// main spawning function
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void(entity parent, string modl, vector org, vector vel, INTEGER effect, INTEGER damg, INTEGER damgmod, float expiretime) PRJ_FireProjectile =
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{
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newmis = spawn ();
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newmis.owner = parent;
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newmis.movetype = MOVETYPE_FLYMISSILE;
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newmis.solid = SOLID_BBOX;
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// newmis.classname = class;
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newmis.velocity = vel;
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newmis.damage_direct = damg;
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newmis.mod_direct = damgmod;
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newmis.proj_effect = effect;
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newmis.touch = _PRJ_Touch;
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newmis.expire_time = time + expiretime;
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newmis.think = _PRJ_Expire;
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newmis.nextthink = time + expiretime;
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newmis.angles = vectoangles(newmis.velocity);
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setmodel (newmis, modl);
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setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
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setorigin (newmis, org);
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};
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