mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-22 20:11:49 +00:00
88c055ea3c
<taniwha> zinx: thanks :) zinx' klik mod :)
228 lines
5.7 KiB
C++
228 lines
5.7 KiB
C++
#include "common.qh"
|
|
|
|
#include "weapon.qh"
|
|
#include "equip.qh"
|
|
#include "damage.qh"
|
|
#include "misc.qh"
|
|
#include "effect.qh"
|
|
|
|
#define STR_EQUIPID_LIGHTNING_GUN "Lightning Gun"
|
|
|
|
void() _deathmsg_shaft = {
|
|
local string def_name, att_name;
|
|
local float r;
|
|
|
|
def_name = name(self);
|
|
att_name = name(self.dmg_attacker);
|
|
|
|
r = random()*4;
|
|
if (r < 1) bprint(PRINT_DEATH, def_name, " accepts ", att_name, "'s shaft.\n");
|
|
else if (r < 2) bprint(PRINT_DEATH, att_name, " gives ", def_name, " the shaft.\n");
|
|
else if (r < 3) bprint(PRINT_DEATH, def_name, " got smitten by ", att_name, ".\n");
|
|
else bprint(PRINT_DEATH, att_name, " fries up some ", def_name, " bacon.\n");
|
|
};
|
|
|
|
void() _deathmsg_discharge = {
|
|
local string def_name, att_name;
|
|
local float r;
|
|
|
|
def_name = name(self);
|
|
att_name = name(self.dmg_attacker);
|
|
|
|
if (self.dmg_attacker == self) {
|
|
r = random()*2;
|
|
if (r < 1) bprint(PRINT_DEATH, def_name, " conducts electricity.\n");
|
|
else bprint(PRINT_DEATH, def_name, " tries to become a lightbulb.\n");
|
|
} else {
|
|
r = random()*3;
|
|
if (r < 1) bprint(PRINT_DEATH, def_name, " accepts ", att_name, "'s discharge.\n");
|
|
else if (r < 2) bprint(PRINT_DEATH, att_name, " sends ", def_name, " a jolt.\n");
|
|
else bprint(PRINT_DEATH, def_name, " conducts electricity with ", att_name, ".\n");
|
|
}
|
|
};
|
|
|
|
void(vector p1, vector p2, float d) _w_lightning_gun_trace_damage =
|
|
{
|
|
local entity e1, e2;
|
|
local vector f;
|
|
|
|
|
|
f = p2 - p1;
|
|
f = normalize (f);
|
|
f_y = f_x = -f_y;
|
|
f_z = 0;
|
|
f = f*16;
|
|
|
|
e1 = e2 = world;
|
|
|
|
ghost_inflictor.classname = "LIGHTNING";
|
|
ghost_inflictor.dmg = d;
|
|
ghost_inflictor.mass = ghost_inflictor.dmg * 8;
|
|
ghost_inflictor.velocity = v_forward * 1000;
|
|
|
|
damage_attack(ghost_inflictor);
|
|
|
|
traceline (p1, p2, FALSE, self);
|
|
e1 = trace_ent;
|
|
damage(trace_ent, self, ghost_inflictor, ghost_inflictor.dmg, _deathmsg_shaft);
|
|
|
|
traceline (p1 + f, p2 + f, FALSE, self);
|
|
e2 = trace_ent;
|
|
if (trace_ent != e1)
|
|
damage(trace_ent, self, ghost_inflictor, ghost_inflictor.dmg, _deathmsg_shaft);
|
|
|
|
traceline (p1 - f, p2 - f, FALSE, self);
|
|
if (trace_ent != e1 && trace_ent != e2)
|
|
damage(trace_ent, self, ghost_inflictor, ghost_inflictor.dmg, _deathmsg_shaft);
|
|
};
|
|
|
|
|
|
void(entity ignore, entity attacker, entity inflictor, void() deathmessage)
|
|
damage_radius_lightning = {
|
|
local entity head;
|
|
local vector iorg, org;
|
|
local float points;
|
|
local float d, m, r;
|
|
local float cont;
|
|
|
|
d = inflictor.dmg;
|
|
m = inflictor.mass;
|
|
r = inflictor.lip;
|
|
|
|
iorg = center(inflictor);
|
|
|
|
for (head = findradius(iorg, r + 40); head; head = head.chain) {
|
|
if (head == ignore)
|
|
continue;
|
|
|
|
if (!_damage_radius_can_hit(iorg, head))
|
|
continue;
|
|
|
|
cont = pointcontents(trace_endpos);
|
|
if (cont < CONTENT_LAVA || cont > CONTENT_WATER)
|
|
continue;
|
|
|
|
org = center(head);
|
|
|
|
points = r - (0.5 * vlen(iorg - org));
|
|
if (points <= 0)
|
|
continue;
|
|
|
|
inflictor.dmg = (points * d) / r;
|
|
inflictor.mass = (points * m) / r;
|
|
damage(head, attacker, inflictor, inflictor.dmg, deathmessage);
|
|
}
|
|
};
|
|
|
|
void() _w_lightning_gun_beam =
|
|
{
|
|
local vector org;
|
|
local float cells;
|
|
|
|
org = shootorigin(self);
|
|
|
|
// explode if under water
|
|
if (self.waterlevel > 1)
|
|
{
|
|
self.mdl_func(MDL_FUNC_IDLE, 0);
|
|
|
|
cells = self.ammo_cells;
|
|
self.ammo_cells = 0;
|
|
|
|
ghost_inflictor.classname = "DISCHARGE";
|
|
ghost_inflictor.origin = self.origin;
|
|
ghost_inflictor.velocity = '0 0 0';
|
|
ghost_inflictor.dmg = 35*cells;
|
|
ghost_inflictor.mass = ghost_inflictor.dmg * 8;
|
|
ghost_inflictor.lip = ghost_inflictor.dmg;
|
|
ghost_inflictor.speed = 1000;
|
|
|
|
damage_radius_lightning(world, self, ghost_inflictor, _deathmsg_discharge);
|
|
return;
|
|
}
|
|
|
|
if (self.t_width < time) {
|
|
sound (self, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM);
|
|
self.t_width = time + 0.6;
|
|
}
|
|
|
|
makevectors(self.v_angle);
|
|
|
|
traceline (org, org + v_forward*600, TRUE, self);
|
|
|
|
effect_lightning2(self, org, trace_endpos);
|
|
effect_smallkick(self);
|
|
|
|
_w_lightning_gun_trace_damage(self.origin, trace_endpos, 30);
|
|
};
|
|
|
|
//============================================================================
|
|
|
|
void() _w_lightning_gun_think = {
|
|
self.weaponframe++;
|
|
|
|
if (self.weaponframe == 5)
|
|
self.weaponframe = 1;
|
|
|
|
/* FIXME: Use short circuit logic here when compiler supports */
|
|
if (!self.button0 || self.impulse || self.weaponframe < 1 || self.weaponframe > 5) {
|
|
self.weaponframe = 0;
|
|
self.w_think = NOTHING_function;
|
|
self.mdl_func(MDL_FUNC_IDLE, 0);
|
|
return;
|
|
}
|
|
|
|
if (!util_weapon_use_ammo(ammo_cells, 1)) {
|
|
self.weaponframe = 0;
|
|
self.w_think = NOTHING_function;
|
|
self.mdl_func(MDL_FUNC_IDLE, 0);
|
|
return;
|
|
}
|
|
|
|
_w_lightning_gun_beam();
|
|
|
|
self.attack_finished = time + 0.2;
|
|
};
|
|
|
|
/* WEAPON 8 lightning_gun */
|
|
float(float action)
|
|
w_lightning_gun = {
|
|
if (action == WEAPON_AMMO) {
|
|
self.items |= IT_CELLS;
|
|
return self.ammo_cells;
|
|
} else if (action == WEAPON_WEIGHT) {
|
|
local vector point;
|
|
local float cont;
|
|
|
|
point = self.origin;
|
|
point_z = self.origin_z + (self.mins_z + self.maxs_z) * 0.5;
|
|
cont = pointcontents(point);
|
|
if (cont >= CONTENT_LAVA && cont <= CONTENT_WATER)
|
|
return -60;
|
|
|
|
return 60;
|
|
} else if (action == WEAPON_SELECTABLE) {
|
|
if (!equip_query(self, EQUIPID_LIGHTNING_GUN))
|
|
return 0;
|
|
if (self.ammo_cells >= 1)
|
|
return 1;
|
|
return -1;
|
|
} else if (action == WEAPON_SELECT) {
|
|
self.weaponmodel = "progs/v_light.mdl";
|
|
self.weaponframe = 0;
|
|
self.mdl_mod = (self.mdl_mod & ~MDL_MOD_WEP_MASK) | MDL_MOD_WEP_LIGHTNING_GUN;
|
|
|
|
weaponprint(STR_EQUIPID_LIGHTNING_GUN);
|
|
} else if (action == WEAPON_FIRE) {
|
|
sound(self, CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM);
|
|
self.w_think = _w_lightning_gun_think;
|
|
self.w_think();
|
|
self.w_thought = TRUE;
|
|
} else if (action == WEAPON_INIT) {
|
|
precache_model("progs/v_light.mdl");
|
|
precache_sound("weapons/lstart.wav");
|
|
precache_sound("weapons/lhit.wav");
|
|
}
|
|
|
|
return 0;
|
|
};
|