mirror of
https://github.com/nzp-team/quakec.git
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131 lines
No EOL
3 KiB
C++
131 lines
No EOL
3 KiB
C++
/*
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server/weapons/rocket_launcher.qc
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Core logic for Rocket Launcher/Missile weapons.
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Copyright (C) 2021-2023 NZ:P Team
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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//
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// Rocket_Die()
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// Called to de-spawn the rocket, as it's probably
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// not going to go anywhere at this point.
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//
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void() Rocket_Die =
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{
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// Cleanup
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SUB_Remove ();
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}
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//
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// Rocket_Impact()
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// When something touches the Missile, check it's validity for
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// being used to set up the explosion.
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//
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void() Rocket_Impact =
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{
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if (!other.solid || other.solid == SOLID_TRIGGER)
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if (other != world)
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return;
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if (other == self.owner)
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return;
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float rocket_damage_min;
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float rocket_damage_max;
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float rocket_damage_radius;
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// Longinus is OP!!!!
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if (IsPapWeapon(self.weapon)) {
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rocket_damage_min = 75;
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rocket_damage_max = 1200;
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rocket_damage_radius = 400;
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} else {
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rocket_damage_min = 75;
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rocket_damage_max = 600;
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rocket_damage_radius = 256;
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}
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// Apply the Damage.
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DamgageExplode(self, self.owner, rocket_damage_max,
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rocket_damage_min, rocket_damage_radius);
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// Spawn Effects
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#ifdef FTE
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te_customflash(self.origin, rocket_damage_radius, 300, '1 1 1');
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#endif // FTE
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CallExplosion(self.origin);
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CallExplosion(self.origin);
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CallExplosion(self.origin);
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// Clean up!
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SUB_Remove ();
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};
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//
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// W_FireRocket()
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// Called by weapon_core for the Rocket firetype. Sets up the
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// missile and prepares it for impact, also sets up timeout.
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//
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void() W_FireRocket =
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{
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entity rocket = spawn();
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rocket.owner = self;
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rocket.movetype = MOVETYPE_FLY;
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rocket.weapon = self.weapon;
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rocket.classname = "rocket";
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rocket.solid = SOLID_BBOX;
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// Start initial velocity projection.
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makevectors(self.v_angle);
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rocket.velocity = v_forward*2000;
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rocket.avelocity = '0 0 0';
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// Make sure our angle is always FORWARD
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rocket.angles = vectoangles(rocket.velocity);
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rocket.angles_z += (rocket.angles_z + 180 < 360)? 180 : -180;
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rocket.angles = vectoangles(v_forward);
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rocket.v_angle = '0 0 200';
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// Prepare for Impact and initiate de-spawn timer.
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rocket.touch = Rocket_Impact;
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rocket.think = Rocket_Die;
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rocket.nextthink = time + 8;
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// Set model.
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setmodel(rocket, "models/misc/shark.mdl");
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setsize(rocket, '0 0 0', '0 0 0');
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// final setup!
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rocket.origin = self.origin + self.view_ofs;
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rocket.origin += v_forward * 0;
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setorigin(rocket, rocket.origin);
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self.animend = ReturnWeaponModel;
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self.callfuncat = 0;
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} |