mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-22 11:51:11 +00:00
bc2aec1a96
Streamlines Flamethrower contact code to be faster/simpler as well as do some damage so Insta-Kill activates on time.
202 lines
No EOL
4.2 KiB
C++
202 lines
No EOL
4.2 KiB
C++
/*
|
|
server/weapons/flamethrower.qc
|
|
|
|
Core logic for the Ray Gun special weapon.
|
|
Modified from Unofficial Patch implementation.
|
|
|
|
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
|
|
|
|
|
|
*/
|
|
|
|
//
|
|
// Flame_LingerThink()
|
|
// Play particle effect, remove after expire time.
|
|
//
|
|
void() Flame_LingerThink =
|
|
{
|
|
Effect_Fire(self.origin);
|
|
|
|
if (self.ltime < time)
|
|
remove(self);
|
|
|
|
self.nextthink = time + 0.1;
|
|
}
|
|
|
|
//
|
|
// Flame_Linger(org, whodunit)
|
|
// Spawns in the lingering Flame particle effects.
|
|
//
|
|
void(vector org, entity whodunit) Flame_Linger =
|
|
{
|
|
entity linger = spawn();
|
|
|
|
setorigin(linger, org);
|
|
|
|
linger.owner = whodunit.owner;
|
|
linger.think = Flame_LingerThink;
|
|
linger.nextthink = time + 0.1;
|
|
linger.ltime = time + 5;
|
|
}
|
|
|
|
//
|
|
// Flame_Touch
|
|
// Something makes contact with the Flames.
|
|
//
|
|
void() Flame_Touch =
|
|
{
|
|
entity target = other;
|
|
|
|
// Flame hit a BSP object, so persist/linger to wait for a catch.
|
|
if (target == world) {
|
|
Flame_Linger(self.origin, self);
|
|
remove(self);
|
|
}
|
|
// Some other entity
|
|
else {
|
|
// Only impact monsters (this also serves as a limb skip :D)
|
|
if (!(target.flags & FL_MONSTER))
|
|
return;
|
|
|
|
// Guard this stuff behind first-light
|
|
if (!target.onfire) {
|
|
// They're ours
|
|
target.firer = self.owner;
|
|
|
|
// Initialize next-light (this is done to make sure we arent
|
|
// doing intense fire damage right away)
|
|
target.ltime = time + 2;
|
|
|
|
// Start the Fire Effect
|
|
Effect_Fire(target.origin);
|
|
|
|
// Only do 1 damage to trigger insta-kill damage.
|
|
DamageHandler(target, target.firer, 1, S_FLAME);
|
|
}
|
|
|
|
// Set the monster alight
|
|
target.onfire = true;
|
|
target.fire_timeout = time + 10;
|
|
}
|
|
}
|
|
|
|
//
|
|
// Flame_DropDissapate()
|
|
// Fallen Flame touches a brush, have it linger.
|
|
//
|
|
void() Flame_DropCatch =
|
|
{
|
|
if (other == world) {
|
|
Flame_Linger(self.origin + '0 0 5', self);
|
|
remove(self);
|
|
}
|
|
}
|
|
|
|
//
|
|
// Flame_DropDissapate()
|
|
// Droplets did not make it to the ground in time.
|
|
//
|
|
void() Flame_DropDissapate =
|
|
{
|
|
remove(self);
|
|
}
|
|
|
|
//
|
|
// Flame_Drop()
|
|
// Some bits of the flame should fall to the ground, and make it
|
|
// dangerous to contact.
|
|
//
|
|
void() Flame_Drop =
|
|
{
|
|
entity drop = spawn();
|
|
|
|
drop.owner = self.owner;
|
|
|
|
setmodel(drop, "models/sprites/flamer.spr");
|
|
setsize(drop, '0 0 0', '0 0 0');
|
|
setorigin(drop, self.origin);
|
|
|
|
drop.touch = Flame_DropCatch;
|
|
drop.think = Flame_DropDissapate;
|
|
drop.nextthink = time + 0.8;
|
|
drop.solid = SOLID_TRIGGER;
|
|
drop.movetype = MOVETYPE_BOUNCE;
|
|
|
|
drop.velocity = v_up*-55;
|
|
}
|
|
|
|
|
|
//
|
|
// Flame_Buildup()
|
|
// This is the Flames beginning to combus before falling
|
|
// to the ground.
|
|
//
|
|
void() Flame_Buildup =
|
|
{
|
|
self.frame++;
|
|
|
|
if (self.frame > 11) {
|
|
if (random() > 0.75)
|
|
Flame_Drop();
|
|
remove(self);
|
|
}
|
|
|
|
self.nextthink = time + 0.05;
|
|
}
|
|
|
|
//
|
|
// W_FireFlame()
|
|
// Called by weapon_core for the Flamethrower firetype. Sets up the
|
|
// beam/missile and prepares it for impact and force forward.
|
|
//
|
|
void() W_FireFlame =
|
|
{
|
|
|
|
entity flamespr;
|
|
vector rand_angle;
|
|
|
|
flamespr = spawn();
|
|
flamespr.owner = self;
|
|
flamespr.movetype = MOVETYPE_FLYMISSILE;
|
|
flamespr.solid = SOLID_TRIGGER;
|
|
flamespr.classname = "flamethrower_sprite";
|
|
flamespr.state = 0;
|
|
flamespr.finaldest = self.v_angle;
|
|
|
|
// Randomize the output a tad.
|
|
rand_angle = self.v_angle;
|
|
rand_angle_x += random()*10;
|
|
rand_angle_y += random()*10;
|
|
makevectors(rand_angle);
|
|
|
|
flamespr.velocity = aim(self, 1000);
|
|
flamespr.velocity *= 600;
|
|
|
|
flamespr.owner = self;
|
|
|
|
flamespr.think = Flame_Buildup;
|
|
flamespr.nextthink = time + 0.01;
|
|
flamespr.touch = Flame_Touch;
|
|
|
|
setmodel(flamespr, "models/sprites/flamer.spr");
|
|
setorigin(flamespr, self.origin + self.view_ofs - v_up*5 + v_forward*10);
|
|
setsize(flamespr, '0 0 0', '0 0 0');
|
|
} |