quakec/source/server/weapons/rocket_launcher.qc
2024-01-07 18:24:48 -05:00

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3 KiB
C++

/*
server/weapons/rocket_launcher.qc
Core logic for Rocket Launcher/Missile weapons.
Copyright (C) 2021-2024 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);
CallExplosion(self.origin);
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.classname = "rocket";
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;
}