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