quakec/source/server/entities/explosive_barrel.qc

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2022-04-23 22:46:34 +00:00
/*
server/entities/explosive_barrel.qc
Explosive Barrel entity + logic
Copyright (C) 2021-2022 NZ:P Team
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
//
// Barrel_Explode()
// Remove the entity, play explosion
//
void() Barrel_Explode =
{
sound (self, CHAN_WEAPON, self.oldmodel, 1, ATTN_NORM);
DamgageExplode (self, self.enemy, 1, 250, 250);
#ifdef PC
te_customflash(self.origin, 128, 300, '1 1 1');
#endif
CallExplosion(self.origin);
SUB_Remove ();
};
//
// Barrel_Think
// Handles barrel particles and health countdown
//
void() Barrel_Think =
{
// Spawn the flame particles
if (self.ltime > 10) {
#ifndef PC
particle (self.origin, v_up, 111, 0);
#else
te_flamejet(self.origin + '0 0 45', v_up, 10);
#endif
self.ltime = 0;
}
self.ltime++;
// Deplete some health over time
if (self.currentammo > 20) {
self.health -= 10 + (rint((random() * 10)));
self.currentammo = 0;
}
self.currentammo++;
// Remove ourselves and play explosion effects.
if (self.health <= 0) {
Barrel_Explode();
}
// Iterate
self.think = Barrel_Think;
self.nextthink = time + 0.05;
}
//
// Barrel_Hit()
// Called when damage is dealt to Explosive Barrels.
//
void() Barrel_Hit =
{
// Start the Barrel Explosion timer
self.think = Barrel_Think;
self.nextthink = time + 0.01;
}
//
// explosive_barrel()
// Spawn Function for the Explosive Barrel.
//
void() explosive_barrel =
{
//
// Set Default Stats for Compatibility
//
// Model
if (!self.model)
self.model = "models/props/barrel_m.mdl";
// Health
if (!self.health)
self.health = 300;
// Explosion Sound
if (!self.oldmodel) {
self.oldmodel = "sounds/weapons/grenade/explode.wav";
}
self.movetype = MOVETYPE_NONE; // so it doesn't get pushed by anything
self.solid = SOLID_BBOX;
self.classname = "explosive_barrel";
Precache_Set(self.model);
setsize (self, '-10 -10 ', '10 10 38');
self.takedamage = DAMAGE_YES;
self.state = 0;
};