mirror of
https://github.com/nzp-team/quakec.git
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196 lines
No EOL
4 KiB
C++
196 lines
No EOL
4 KiB
C++
/*
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server/weapons/flamethrower.qc
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Core logic for the Ray Gun special weapon.
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Modified from Unofficial Patch implementation.
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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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// Flame_LingerThink()
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// Play particle effect, remove after expire time.
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//
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void() Flame_LingerThink =
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{
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#ifdef FTE
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te_flamejet(self.origin, v_up*8, 5);
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#else
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particle (self.origin, v_up*8, 0, 0);
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#endif // FTE
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if (self.ltime < time)
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remove(self);
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self.nextthink = time + 0.1;
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}
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//
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// Flame_Linger(org, whodunit)
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// Spawns in the lingering Flame particle effects.
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//
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void(vector org, entity whodunit) Flame_Linger =
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{
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entity linger = spawn();
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setorigin(linger, org);
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linger.owner = whodunit.owner;
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linger.think = Flame_LingerThink;
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linger.nextthink = time + 0.1;
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linger.ltime = time + 5;
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}
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//
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// Flame_Touch
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// Something makes contact with the Flames.
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//
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void() Flame_Touch =
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{
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if (other == world) {
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Flame_Linger(self.origin, self);
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remove(self);
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} else {
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if (other.onfire || other.owner.onfire)
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return;
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if (other.classname == "ai_zombie_head" || other.classname == "ai_zombie_larm"
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|| other.classname == "ai_zombie_rarm") {
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other.owner.onfire = true;
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other.owner.ltime = time + 2;
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addmoney(self.owner, 10, true);
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} else if (other.classname == "ai_zombie" || other.classname == "ai_dog") {
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other.onfire = true;
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other.firer = self.owner;
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other.ltime = time + 2;
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addmoney(self.owner, 10, true);
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}
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}
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}
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//
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// Flame_DropDissapate()
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// Fallen Flame touches a brush, have it linger.
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//
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void() Flame_DropCatch =
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{
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if (other == world) {
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Flame_Linger(self.origin + '0 0 5', self);
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remove(self);
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}
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}
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//
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// Flame_DropDissapate()
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// Droplets did not make it to the ground in time.
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//
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void() Flame_DropDissapate =
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{
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remove(self);
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}
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//
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// Flame_Drop()
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// Some bits of the flame should fall to the ground, and make it
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// dangerous to contact.
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//
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void() Flame_Drop =
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{
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entity drop = spawn();
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drop.owner = self.owner;
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setmodel(drop, "models/sprites/flamer.spr");
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setsize(drop, '0 0 0', '0 0 0');
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setorigin(drop, self.origin);
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drop.touch = Flame_DropCatch;
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drop.think = Flame_DropDissapate;
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drop.nextthink = time + 0.8;
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drop.solid = SOLID_TRIGGER;
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drop.movetype = MOVETYPE_BOUNCE;
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drop.velocity = v_up*-55;
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}
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//
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// Flame_Buildup()
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// This is the Flames beginning to combus before falling
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// to the ground.
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//
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void() Flame_Buildup =
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{
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self.frame++;
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if (self.frame > 11) {
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if (random() > 0.75)
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Flame_Drop();
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remove(self);
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}
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self.nextthink = time + 0.05;
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}
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//
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// W_FireFlame()
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// Called by weapon_core for the Flamethrower firetype. Sets up the
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// beam/missile and prepares it for impact and force forward.
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//
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void() W_FireFlame =
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{
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entity flamespr;
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vector rand_angle;
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flamespr = spawn();
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flamespr.owner = self;
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flamespr.movetype = MOVETYPE_FLYMISSILE;
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flamespr.solid = SOLID_TRIGGER;
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flamespr.classname = "flamethrower_sprite";
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flamespr.state = 0;
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flamespr.finaldest = self.v_angle;
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// Randomize the output a tad.
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rand_angle = self.v_angle;
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rand_angle_x += random()*10;
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rand_angle_y += random()*10;
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makevectors(rand_angle);
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flamespr.velocity = aim(self, 1000);
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flamespr.velocity *= 600;
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flamespr.owner = self;
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flamespr.think = Flame_Buildup;
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flamespr.nextthink = time + 0.01;
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flamespr.touch = Flame_Touch;
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setmodel(flamespr, "models/sprites/flamer.spr");
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setorigin(flamespr, self.origin + self.view_ofs - v_up*5 + v_forward*10);
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setsize(flamespr, '0 0 0', '0 0 0');
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} |