game-source/ParoxysmII/source/sectrig.r

800 lines
20 KiB
R

#include "paroxysm.rh"
// + POX moved prototypes from weapons.qc for use here
@extern void(float shotcount, vector dir, vector spread) FireBullets2;
@extern void(float damage) spawn_touchblood;
@extern void() muzzleflash;
@extern void (entity targ, entity inflictor, entity attacker, float damage) T_Damage;
@extern void () player_run;
@extern void(vector org, float damage) SpawnBlood;
@extern void() SuperDamageSound;
@extern void(vector org) launch_shrapnel; //Predeclare
@extern void() player_shot1;
@extern void() player_gshot1;
@extern void() player_plasma1;
@extern void() player_plasma2;
@extern void() player_mplasma1;
@extern void() player_nail1;
@extern void() player_rocket1;
@extern void() player_rocketload1;
@extern void() player_grenade1;
@extern void() player_reshot1;
@extern void() player_tshot1;
@extern void() player_shrap1;
@extern void() player_axe1;
@extern void() player_axeb1;
@extern void() player_axec1;
@extern void() player_axed1;
@extern void(float damage, vector dir) TraceAttack;
@extern void() ClearMultiDamage;
@extern void() ApplyMultiDamage;
@extern void() Multi_Finish;
@extern void(vector org, vector dir) launch_spike;
@extern void() superspike_touch;
//Some nitty-gritty from weapons.qc ...
float() crandom =
{
return 2 * (random() - 0.5);
};
vector() wall_velocity =
{
local vector vel;
vel = normalize (@self.velocity);
vel = normalize (vel + v_up * (random ()- 0.5) + v_right * (random () - 0.5));
vel += 2 * trace_plane_normal;
vel *= 200;
return vel;
};
/*
================
Triple Barrel Shot for T-shot
Close Range Gibber - long range spread
================
*/
void() W_FireTShot =
{
local vector dir;
sound (@self ,CHAN_WEAPON, "weapons/ts3fire.wav", 1, ATTN_NORM);
msg_entity = @self;
WriteByte (MSG_ONE, SVC_BIGKICK);
//Added weapon kickback (as long as you're not in mid air)
if (@self.flags & FL_ONGROUND)
@self.velocity = @self.velocity + v_forward* -80;
@self.currentammo = @self.ammo_shells = @self.ammo_shells - 3;
dir = aim (@self, 100000);
//POX - 1.01b2 - increased spread, reduced amount
//POX - 1.1 - made FireBullets2 (twice the damge, half the pellets + 1 :)
FireBullets2 (12, dir, '0.16 0.1 0'); //make priming this thing worth while!
};
//=================================================================================
//Start MegaPlasmaBurst - Used by PlasmaGun's Second Trigger
//=================================================================================
void() T_MplasmaTouch =
{
local float damg;
if (other == @self.owner)
return; // don't explode on owner
if (@self.voided) {
return;
}
@self.voided = 1;
if (pointcontents (@self.origin) == CONTENT_SKY) {
remove (@self);
return;
}
damg = 120 + random () * 20;
T_RadiusDamage (@self, @self.owner, damg, world, "megaplasma");
sound (@self, CHAN_WEAPON, "weapons/mplasex.wav", 1, ATTN_NORM);
@self.origin = @self.origin - 8*normalize(@self.velocity);
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_EXPLOSION);
WriteCoordV (MSG_MULTICAST, @self.origin);
multicast (@self.origin, MULTICAST_PHS);
remove(@self);
};
//launch_megaplasma
void() launch_megaplasma =
{
local vector dir;
@self.currentammo = @self.ammo_cells -= 9;
sound (@self, CHAN_WEAPON, "weapons/mplasma.wav", 1, ATTN_NORM);
msg_entity = @self;
WriteByte (MSG_ONE, SVC_BIGKICK);
//Added weapon kickback (as long as you're not in mid air)
if (@self.flags & FL_ONGROUND)
@self.velocity += v_forward * -270;
newmis = spawn ();
newmis.voided = 0;
newmis.owner = @self;
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_BBOX;
newmis.classname = "megaplasma";
newmis.effects |= EF_BLUE;
// set speed
dir = aim ( @self, 1000 );
newmis.velocity = dir * 0.01;
newmis.avelocity = '300 300 300';
newmis.angles = vectoangles(newmis.velocity);
newmis.velocity = normalize(newmis.velocity);
newmis.velocity *= 950;
newmis.touch = T_MplasmaTouch;
// set duration
newmis.think = SUB_Remove;
newmis.nextthink = time + 5;
setmodel (newmis, "progs/plasma.mdl");
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, @self.origin + v_forward * 12 + '0 0 12');
};
//End MegaPlasmaBurst
//=================================================================================
//=============================================================================
//
// START PumkinBall CODE - Used by SuperShotgun's Second Trigger (Impact Grenades)
//
//=============================================================================
void() T_PballTouch =
{
local float damg;
if (other == @self.owner)
return; // don't explode on owner
if (@self.voided) {
return;
}
@self.voided = 1;
if (pointcontents(@self.origin) == CONTENT_SKY)
{
remove (@self);
return;
}
damg = 100 + random()*20;
T_RadiusDamage (@self, @self.owner, damg, world, "impactgrenade");
// sound (@self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
@self.origin = @self.origin - 8 * normalize (@self.velocity);
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_EXPLOSION);
WriteCoordV (MSG_MULTICAST, @self.origin);
multicast (@self.origin, MULTICAST_PHS);
remove (@self);
};
/*
================
W_FirePball
================
*/
void() W_FirePball =
{
@self.currentammo = @self.ammo_rockets = @self.ammo_rockets - 1;
sound (@self, CHAN_AUTO, "weapons/gren2.wav", 1, ATTN_NORM);
msg_entity = @self;
WriteByte (MSG_ONE, SVC_BIGKICK);
//Added weapon kickback (as long as you're not in mid air)
if (@self.flags & FL_ONGROUND)
@self.velocity = @self.velocity + v_forward* -150;
newmis = spawn ();
newmis.voided = 0;
newmis.owner = @self;
newmis.movetype = MOVETYPE_TOSS;
newmis.solid = SOLID_BBOX;
newmis.classname = "impactgrenade";
// set newmis speed
makevectors (@self.v_angle);
newmis.velocity = v_forward*700 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
newmis.angles = vectoangles(newmis.velocity);
newmis.touch = T_PballTouch;
// set newmis duration
newmis.think = SUB_Remove;
newmis.nextthink = time + 5;
setmodel (newmis, "progs/grenade.mdl");
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, @self.origin + v_forward*4);
};
// END PumkinBall CODE
//=============================================================================
//=============================================================================
//
// START MINE CODE (based on hipnotic's proximity mine - uh... hacked to death)
// Used for the Grenade Launcher's Second Trigger
// This is some laughable, sick code
// But it works.
//
//=============================================================================
void() M_DamExplode =
{
if (@self.voided)
return;
@self.voided = 1;
T_RadiusDamage (@self, @self.owner, 95, world, "mine");
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_EXPLOSION);
WriteCoordV (MSG_MULTICAST, @self.origin);
multicast (@self.origin, MULTICAST_PHS);
remove (@self);
};
/*
================
MineExplode
================
*/
//explode immediately! (for doors, plats and breakable objects
void() MineImExplode =
{
@self.takedamage = DAMAGE_NO;
@self.deathtype = "mine";
@self.owner = @self.lastowner;
M_DamExplode();
};
void() MineExplode =
{
@self.takedamage = DAMAGE_NO;
@self.deathtype = "mine";
@self.nextthink = time + random()*0.15; //gives a more organic explosion when multiple mines explode at once
@self.owner = @self.lastowner;
@self.think = M_DamExplode;
};
/*
================
MineTouch
================
*/
void() MineTouch =
{
if (other == @self)
return;
if (other.solid == SOLID_TRIGGER) {
sound (@self, CHAN_AUTO, "weapons/bounce.wav", 1, ATTN_NORM);
return;
}
if (other.classname == "grenade") {
sound (@self, CHAN_AUTO, "weapons/bounce2.wav", 1, ATTN_NORM);
@self.nextthink = time + 1;
return;
}
if (other.classname == "mine") {
sound (@self, CHAN_AUTO, "weapons/bounce2.wav", 1, ATTN_NORM);
@self.nextthink = time + 1;
return;
}
if (other.classname == "minearm") {
sound (@self, CHAN_AUTO, "weapons/bounce2.wav", 1, ATTN_NORM);
@self.nextthink = time + 1;
return;
}
if (other.classname == "minearmed") {
sound (@self, CHAN_AUTO, "weapons/bounce.wav", 1, ATTN_NORM);
@self.classname = "minearm";
@self.nextthink = time + 1;
return;
}
if (other.classname == "player") {
sound (@self, CHAN_BODY, "weapons/minedet.wav", 1, ATTN_NORM);
MineExplode();
@self.nextthink = time + 0.4;
return;
}
if (other.takedamage == DAMAGE_AIM) {
MineExplode();
@self.think();
return;
}
@self.movetype = MOVETYPE_NONE;
@self.classname = "minearm";
@self.spawnmaster = other;
@self.nextthink = time + 0.1;
};
/*
================
MineArm
================
*/
void() MineArm =
{
local entity head;
local float detonate;
if (@self.classname == "minearm") {
sound (@self, CHAN_WEAPON, "weapons/armed.wav", 1, ATTN_NORM);
setsize (@self, '-3 -3 -3', '3 3 3');
@self.owner = world;
@self.takedamage = DAMAGE_YES;
@self.skin = 1;
@self.classname = "minearmed";
muzzleflash(); //Will this work?
}
if ((time > @self.delay) || (@self.spawnmaster.no_obj == TRUE))
{
sound (@self, CHAN_BODY, "weapons/minedet.wav", 1, ATTN_NORM);
MineImExplode();
//@self.nextthink = time + 0.4;
return;
}
// No click or delay when velocity triggers mine (so they don't float when doors open)
// Although the 'organic' explosion' part in the detonate code might leave it hanging...
if (vlen(@self.spawnmaster.velocity) > 0)
{
MineImExplode();
return;
}
// Mines explode on touch, but for some reason most monsters don't detonate them (?)
// So had to use a findradius function to look for monsters, it's a small radius though
// Ogres still don't always detonate mines (?)
head = findradius(@self.origin, 39);
detonate = 0;
if (@self.health < 0)
detonate = 1;
while (head) {
if ((head != @self) && (head.health > 0) && ((head.flags & (FL_CLIENT|FL_MONSTER)) || (head.classname == "bot")) && (head.classname!=@self.classname))
detonate = 1;
traceline(@self.origin, head.origin, TRUE, @self);
if (trace_fraction != 1.0)
detonate = 0;
if (detonate==1) {
sound (@self, CHAN_BODY, "weapons/minedet.wav", 1, ATTN_NORM);
MineExplode();
@self.nextthink = time + 0.25;
return;
}
head = head.chain;
}
@self.nextthink = time + 0.1;
};
/*
================
W_FireMine
================
*/
void() W_FireMine =
{
@self.currentammo = @self.ammo_rockets = @self.ammo_rockets - 1;
sound (@self, CHAN_AUTO, "weapons/gren.wav", 1, ATTN_NORM);
msg_entity = @self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
//Added weapon kickback (as long as you're not in mid air)
if (@self.flags & FL_ONGROUND)
@self.velocity = @self.velocity + v_forward* -100;
newmis = spawn ();
newmis.voided = 0;
newmis.owner = @self;
newmis.lastowner = @self;
newmis.movetype = MOVETYPE_TOSS;
newmis.solid = SOLID_BBOX;
newmis.classname = "mine";
newmis.takedamage = DAMAGE_NO;
newmis.health = 1;
//POX v1.2 - mines don't bleed....
newmis.nobleed = TRUE;
// set missile speed
makevectors (@self.v_angle);
if (@self.v_angle_x) {
newmis.velocity = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
} else {
newmis.velocity = aim(@self, 10000);
newmis.velocity = newmis.velocity * 600;
newmis.velocity_z = 200;
}
newmis.avelocity = '100 600 100';
newmis.angles = vectoangles(newmis.velocity);
newmis.touch = MineTouch;
// set missile duration
newmis.nextthink = time + 0.2;
newmis.delay = time + 60;
newmis.think = MineArm;
newmis.th_die = MineExplode;
setmodel (newmis, "progs/grenade.mdl");
setorigin (newmis, @self.origin + v_forward*4);
setsize (newmis, '-1 -1 -1', '0 0 0');
};
// END MINE CODE
//=============================================================================
//=============================================================================
//
// Shrapnel Bomb - Nailgun Second Trigger (1 rocket + 30 nails, remotely detonated)
//
//=============================================================================
//----------------------------------------------------------
//These functions launch a single spike in a random direction
void() spikenal_touch =
{
if (pointcontents (@self.origin) == CONTENT_SKY) {
remove (@self);
return;
}
if (@self.voided) {
return;
}
@self.voided = 1;
if (other.solid == SOLID_TRIGGER)
return; // trigger field, do nothing
// hit something that bleeds
if (other.takedamage) {
spawn_touchblood (12);
other.deathtype = "shrapnel";
T_Damage (other, @self, @self.owner, 12);
remove (@self);
}
else if (random() > 0.9) {
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_SPIKE);
WriteCoordV (MSG_MULTICAST, @self.origin);
multicast (@self.origin, MULTICAST_PHS);
remove (@self);
}
};
//POX - Get a random vector for Shrapnel
vector() VelocityForShrapnel =
{
local vector v;
v_x = 200 * crandom ();
v_y = 200 * crandom ();
v_z = 200 * crandom ();
if (random () > 0.5)
v_z *= -1;
v = v * 6;
return v;
};
//POX - Shrapnel = fast, bouncy spikes with a short life
void(vector org) launch_shrapnel =
{
newmis = spawn ();
newmis.voided = 0;
newmis.owner = @self.owner;
newmis.movetype = MOVETYPE_BOUNCE;
newmis.solid = SOLID_BBOX;
newmis.touch = spikenal_touch;
newmis.classname = "spikenal";
newmis.velocity = VelocityForShrapnel();
newmis.avelocity_x = random () * 800;
newmis.avelocity_y = random () * 800;
newmis.avelocity_z = random () * 800;
newmis.think = SUB_Remove;
newmis.nextthink = time + 3;
setmodel (newmis, "progs/mwrub1.mdl");
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
setorigin (newmis, org);
};
//----------------------------------------------------------
//and now the bomb code...
void() ShrapnelExplode =
{
local int i;
local vector direction;
if (@self.voided) {
return;
}
@self.voided = 1;
// Toss the nails (this function is with the spike stuff since it uses the same touch)
for (i = 0; i < 10; i++)
launch_shrapnel (@self.origin);
for (i = 0; i < 60; i++) { // Toss some spikes
direction_x = (4096 * random ()) - 2048;
direction_y = (4096 * random ()) - 2048;
direction_z = (4096 * random ()) - 2048;
launch_spike (@self.origin, direction);
newmis.owner = @self.owner;
};
T_RadiusDamage (@self, @self.owner, 160, world, "shrapnel");
if (@self.owner != world)
@self.owner.shrap_detonate = FALSE; // Enable next launch
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_EXPLOSION);
WriteCoordV (MSG_MULTICAST, @self.origin);
multicast (@self.origin, MULTICAST_PHS);
remove (@self);
};
void() ShrapnelDetonate =
{
sound (@self, CHAN_BODY, "weapons/minedet.wav", 1, ATTN_NORM);
@self.think = ShrapnelExplode;
@self.nextthink = time + 0.1;
};
// Wait for a detonation impulse or time up
void() ShrapnelThink =
{
if (@self.shrap_time < time)
ShrapnelDetonate();
if (@self.owner == world)
return;
// Owner died so change to world and wait for detonate
if (@self.owner.health <= 0) {
@self.owner.shrap_detonate = FALSE;//Enable next launch
@self.owner = world;
@self.nextthink = @self.shrap_time;
@self.think = ShrapnelDetonate;
return;
}
if (@self.owner.shrap_detonate == 2)
ShrapnelDetonate();
else
@self.nextthink = time + 0.1;
};
void() ShrapnelTouch =
{
local float r;
r = random();
if (other == @self.owner)
return; // don't explode on owner
if (other.takedamage == DAMAGE_AIM) {
ShrapnelDetonate ();
return;
}
//pick a bounce sound
if (r < 0.75)
sound (@self, CHAN_VOICE, "weapons/bounce.wav", 1, ATTN_NORM);
else
sound (@self, CHAN_VOICE, "weapons/bounce2.wav", 1, ATTN_NORM);
if (@self.velocity == '0 0 0')
@self.avelocity = '0 0 0';
};
// End shrapnel bomb
//=============================================================================
/*
================
W_FireShrapnel
================
*/
void() W_FireShrapnel =
{
@self.ammo_rockets -= 1;
@self.currentammo = @self.ammo_nails -= 30;
sound (@self, CHAN_WEAPON, "weapons/gren2.wav", 1, ATTN_NORM);
msg_entity = @self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
// Added weapon kickback (as long as you're not in mid air)
if (@self.flags & FL_ONGROUND)
@self.velocity = @self.velocity + v_forward* -115;
newmis = spawn ();
newmis.voided = 0;
newmis.owner = @self;
newmis.movetype = MOVETYPE_BOUNCE;
newmis.solid = SOLID_BBOX;
newmis.classname = "shrapnel";
newmis.shrap_time = time + 120;
// set newmis speed
makevectors (@self.v_angle);
if (@self.v_angle_x) {
newmis.velocity = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
} else {
newmis.velocity = aim (@self, 10000);
newmis.velocity = newmis.velocity * 600;
newmis.velocity_z = 200;
}
newmis.avelocity = '300 300 300';
newmis.angles = vectoangles (newmis.velocity);
newmis.touch = ShrapnelTouch;
// set newmis duration
newmis.nextthink = time + 0.1;
newmis.think = ShrapnelThink;
setmodel (newmis, "progs/grenade.mdl");
newmis.skin = 2;
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, @self.origin);
};
/*
============
W_SecondTrigger
Second Trigger Impulses
POX v1.1 - seperated this from weapons.qc - cleaned it up a bit
============
*/
void() W_SecondTrigger =
{
if (intermission_running) { // Don't fire during intermission
@self.impulse = 0;
return;
}
switch (@self.weapon) {
case IT_TSHOT: // T-Shot (prime)
// do it only if it hasn't already been primed and has 3 or more shells
if ((!@self.prime_tshot) && (@self.ammo_shells >= 3)) {
@self.st_tshotload = time + 0.9; //give the reload a chance to happen
// make a reload sound
sound (@self, CHAN_WEAPON, "weapons/tsload.wav", 1, ATTN_NORM);
player_reshot1 (); // play prime animation
@self.prime_tshot = TRUE; // set the prime bit
}
break;
case IT_COMBOGUN: // impact grenade
if (@self.ammo_rockets > 0) { // check for rockets
if (@self.st_pball < time) {
@self.items &= ~IT_SHELLS;
@self.items |= IT_ROCKETS;
@self.currentammo = @self.ammo_rockets;
@self.which_ammo = 1;
player_gshot1 ();
SuperDamageSound ();
W_FirePball ();
@self.st_pball = time + 0.9;
} else { // misfire if it hasn't been long enough
sound (@self, CHAN_WEAPON, "weapons/mfire1.wav", 1, ATTN_NORM);
}
} else {
@self.items &= ~IT_SHELLS;
@self.items |= IT_ROCKETS;
@self.currentammo = @self.ammo_rockets;
@self.which_ammo = 1;
sound (@self, CHAN_WEAPON, "weapons/mfire1.wav", 1, ATTN_NORM);
}
break;
case IT_PLASMAGUN: // plasma burst
if (@self.ammo_cells >= 9 && @self.st_mplasma < time) { // check for cells and time
if (@self.waterlevel > 1) { // explode under water
sound (@self, CHAN_WEAPON, "weapons/mplasex.wav", 1, ATTN_NORM);
@self.ammo_cells = 0;
W_SetCurrentAmmo ();
T_RadiusDamage (@self, @self, 250, world, "waterplasma");
break;
}
@self.weaponframe = 0;
SuperDamageSound ();
@self.st_mplasma = time + 1.9;
player_mplasma1 ();
launch_megaplasma ();
break;
}
sound (@self, CHAN_AUTO, "weapons/mfire2.wav", 1, ATTN_NORM);
break;
case IT_SUPER_NAILGUN: // shrapnel bomb
if (@self.shrap_detonate) { // bomb is already set
sound (@self, CHAN_WEAPON, "weapons/shrapdet.wav", 1, ATTN_NORM);
SuperDamageSound ();
@self.st_shrapnel = time + 0.7; // Time out before next launch
@self.shrap_detonate = 2; // Tell the bomb to blow!
break;
}
if (@self.ammo_nails >= 30 && @self.ammo_rockets > 0) { // toss one
@self.weaponframe = 0;
SuperDamageSound ();
@self.st_shrapnel = time + 0.1; // Allow a fast detonate
player_shrap1 ();
W_FireShrapnel ();
@self.shrap_detonate = TRUE;
break;
}
sound (@self, CHAN_AUTO, "weapons/mfire1.wav", 1, ATTN_NORM);
sprint (@self, PRINT_HIGH, "Not enough ammo...\n");
break;
case IT_GRENADE_LAUNCHER: // phase mine
if (@self.ammo_rockets >= 1 && @self.st_mine < time) {
player_grenade1 ();
W_FireMine ();
// big delay between refires helps keep the # of mines down in a deathmatch game
@self.st_mine = time + 1.25;
break;
}
sound (@self, CHAN_WEAPON, "weapons/mfire1.wav", 1, ATTN_NORM);
break;
case IT_ROCKET_LAUNCHER: // reload the rhino
if (@self.reload_rocket && @self.ammo_rockets >= 1) {
@self.st_rocketload = time + 0.6;
sound (@self, CHAN_WEAPON, "weapons/rhinore.wav", 1, ATTN_NORM);
player_rocketload1 (); // play reload animation
@self.reload_rocket = FALSE;
}
break;
default:
break;
}
@self.impulse = 0;
};