/* server/weapons/rocket_launcher.qc Core logic for Rocket Launcher/Missile weapons. Copyright (C) 2021-2023 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 */ // // Rocket_Die() // Called to de-spawn the rocket, as it's probably // not going to go anywhere at this point. // void() Rocket_Die = { // Cleanup SUB_Remove (); } // // Rocket_Impact() // When something touches the Missile, check it's validity for // being used to set up the explosion. // void() Rocket_Impact = { if (!other.solid || other.solid == SOLID_TRIGGER) if (other != world) return; if (other == self.owner) return; float rocket_damage_min; float rocket_damage_max; float rocket_damage_radius; // Longinus is OP!!!! if (IsPapWeapon(self.weapon)) { rocket_damage_min = 75; rocket_damage_max = 1200; rocket_damage_radius = 400; } else { rocket_damage_min = 75; rocket_damage_max = 600; rocket_damage_radius = 256; } // Apply the Damage. DamgageExplode(self, self.owner, rocket_damage_max, rocket_damage_min, rocket_damage_radius); // Spawn Effects #ifdef FTE te_customflash(self.origin, rocket_damage_radius, 300, '1 1 1'); #endif // FTE CallExplosion(self.origin); // Clean up! SUB_Remove (); }; // // W_FireRocket() // Called by weapon_core for the Rocket firetype. Sets up the // missile and prepares it for impact, also sets up timeout. // void() W_FireRocket = { entity rocket = spawn(); rocket.owner = self; rocket.movetype = MOVETYPE_FLY; rocket.weapon = self.weapon; rocket.solid = SOLID_BBOX; // Start initial velocity projection. makevectors(self.v_angle); rocket.velocity = v_forward*2000; rocket.avelocity = '0 0 0'; // Make sure our angle is always FORWARD rocket.angles = vectoangles(rocket.velocity); rocket.angles_z += (rocket.angles_z + 180 < 360)? 180 : -180; rocket.angles = vectoangles(v_forward); rocket.v_angle = '0 0 200'; // Prepare for Impact and initiate de-spawn timer. rocket.touch = Rocket_Impact; rocket.think = Rocket_Die; rocket.nextthink = time + 8; // Set model. setmodel(rocket, "models/misc/shark.mdl"); setsize(rocket, '0 0 0', '0 0 0'); // final setup! rocket.origin = self.origin + self.view_ofs; rocket.origin += v_forward * 0; setorigin(rocket, rocket.origin); self.animend = ReturnWeaponModel; self.callfuncat = 0; }