mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-28 22:52:26 +00:00
799 lines
20 KiB
R
799 lines
20 KiB
R
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#include "paroxysm.rh"
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// + POX moved prototypes from weapons.qc for use here
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@extern void(float shotcount, vector dir, vector spread) FireBullets2;
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@extern void(float damage) spawn_touchblood;
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@extern void() muzzleflash;
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@extern void (entity targ, entity inflictor, entity attacker, float damage) T_Damage;
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@extern void () player_run;
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@extern void(vector org, float damage) SpawnBlood;
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@extern void() SuperDamageSound;
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@extern void(vector org) launch_shrapnel; //Predeclare
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@extern void() player_shot1;
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@extern void() player_gshot1;
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@extern void() player_plasma1;
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@extern void() player_plasma2;
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@extern void() player_mplasma1;
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@extern void() player_nail1;
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@extern void() player_rocket1;
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@extern void() player_rocketload1;
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@extern void() player_grenade1;
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@extern void() player_reshot1;
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@extern void() player_tshot1;
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@extern void() player_shrap1;
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@extern void() player_axe1;
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@extern void() player_axeb1;
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@extern void() player_axec1;
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@extern void() player_axed1;
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@extern void(float damage, vector dir) TraceAttack;
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@extern void() ClearMultiDamage;
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@extern void() ApplyMultiDamage;
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@extern void() Multi_Finish;
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@extern void(vector org, vector dir) launch_spike;
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@extern void() superspike_touch;
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//Some nitty-gritty from weapons.qc ...
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float() crandom =
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{
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return 2 * (random() - 0.5);
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};
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vector() wall_velocity =
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{
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local vector vel;
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vel = normalize (@self.velocity);
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vel = normalize (vel + v_up * (random ()- 0.5) + v_right * (random () - 0.5));
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vel += 2 * trace_plane_normal;
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vel *= 200;
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return vel;
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};
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/*
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================
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Triple Barrel Shot for T-shot
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Close Range Gibber - long range spread
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================
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*/
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void() W_FireTShot =
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{
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local vector dir;
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sound (@self ,CHAN_WEAPON, "weapons/ts3fire.wav", 1, ATTN_NORM);
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msg_entity = @self;
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WriteByte (MSG_ONE, SVC_BIGKICK);
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//Added weapon kickback (as long as you're not in mid air)
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if (@self.flags & FL_ONGROUND)
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@self.velocity = @self.velocity + v_forward* -80;
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@self.currentammo = @self.ammo_shells = @self.ammo_shells - 3;
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dir = aim (@self, 100000);
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//POX - 1.01b2 - increased spread, reduced amount
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//POX - 1.1 - made FireBullets2 (twice the damge, half the pellets + 1 :)
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FireBullets2 (12, dir, '0.16 0.1 0'); //make priming this thing worth while!
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};
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//=================================================================================
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//Start MegaPlasmaBurst - Used by PlasmaGun's Second Trigger
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//=================================================================================
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void() T_MplasmaTouch =
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{
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local float damg;
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if (other == @self.owner)
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return; // don't explode on owner
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if (@self.voided) {
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return;
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}
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@self.voided = 1;
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if (pointcontents (@self.origin) == CONTENT_SKY) {
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remove (@self);
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return;
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}
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damg = 120 + random () * 20;
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T_RadiusDamage (@self, @self.owner, damg, world, "megaplasma");
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sound (@self, CHAN_WEAPON, "weapons/mplasex.wav", 1, ATTN_NORM);
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@self.origin = @self.origin - 8*normalize(@self.velocity);
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WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_EXPLOSION);
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WriteCoordV (MSG_MULTICAST, @self.origin);
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multicast (@self.origin, MULTICAST_PHS);
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remove(@self);
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};
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//launch_megaplasma
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void() launch_megaplasma =
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{
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local vector dir;
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@self.currentammo = @self.ammo_cells -= 9;
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sound (@self, CHAN_WEAPON, "weapons/mplasma.wav", 1, ATTN_NORM);
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msg_entity = @self;
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WriteByte (MSG_ONE, SVC_BIGKICK);
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//Added weapon kickback (as long as you're not in mid air)
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if (@self.flags & FL_ONGROUND)
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@self.velocity += v_forward * -270;
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newmis = spawn ();
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newmis.voided = 0;
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newmis.owner = @self;
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newmis.movetype = MOVETYPE_FLYMISSILE;
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newmis.solid = SOLID_BBOX;
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newmis.classname = "megaplasma";
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newmis.effects |= EF_BLUE;
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// set speed
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dir = aim ( @self, 1000 );
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newmis.velocity = dir * 0.01;
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newmis.avelocity = '300 300 300';
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newmis.angles = vectoangles(newmis.velocity);
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newmis.velocity = normalize(newmis.velocity);
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newmis.velocity *= 950;
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newmis.touch = T_MplasmaTouch;
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// set duration
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newmis.think = SUB_Remove;
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newmis.nextthink = time + 5;
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setmodel (newmis, "progs/plasma.mdl");
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setsize (newmis, '0 0 0', '0 0 0');
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setorigin (newmis, @self.origin + v_forward * 12 + '0 0 12');
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};
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//End MegaPlasmaBurst
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//=================================================================================
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//=============================================================================
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//
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// START PumkinBall CODE - Used by SuperShotgun's Second Trigger (Impact Grenades)
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//
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//=============================================================================
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void() T_PballTouch =
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{
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local float damg;
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if (other == @self.owner)
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return; // don't explode on owner
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if (@self.voided) {
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return;
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}
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@self.voided = 1;
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if (pointcontents(@self.origin) == CONTENT_SKY)
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{
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remove (@self);
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return;
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}
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damg = 100 + random()*20;
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T_RadiusDamage (@self, @self.owner, damg, world, "impactgrenade");
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// sound (@self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
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@self.origin = @self.origin - 8 * normalize (@self.velocity);
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WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_EXPLOSION);
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WriteCoordV (MSG_MULTICAST, @self.origin);
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multicast (@self.origin, MULTICAST_PHS);
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remove (@self);
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};
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/*
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================
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W_FirePball
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================
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*/
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void() W_FirePball =
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{
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@self.currentammo = @self.ammo_rockets = @self.ammo_rockets - 1;
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sound (@self, CHAN_AUTO, "weapons/gren2.wav", 1, ATTN_NORM);
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msg_entity = @self;
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WriteByte (MSG_ONE, SVC_BIGKICK);
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//Added weapon kickback (as long as you're not in mid air)
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if (@self.flags & FL_ONGROUND)
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@self.velocity = @self.velocity + v_forward* -150;
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newmis = spawn ();
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newmis.voided = 0;
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newmis.owner = @self;
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newmis.movetype = MOVETYPE_TOSS;
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newmis.solid = SOLID_BBOX;
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newmis.classname = "impactgrenade";
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// set newmis speed
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makevectors (@self.v_angle);
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newmis.velocity = v_forward*700 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
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newmis.angles = vectoangles(newmis.velocity);
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newmis.touch = T_PballTouch;
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// set newmis duration
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newmis.think = SUB_Remove;
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newmis.nextthink = time + 5;
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setmodel (newmis, "progs/grenade.mdl");
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setsize (newmis, '0 0 0', '0 0 0');
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setorigin (newmis, @self.origin + v_forward*4);
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};
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// END PumkinBall CODE
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//=============================================================================
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//=============================================================================
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//
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// START MINE CODE (based on hipnotic's proximity mine - uh... hacked to death)
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// Used for the Grenade Launcher's Second Trigger
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// This is some laughable, sick code
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// But it works.
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//
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//=============================================================================
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void() M_DamExplode =
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{
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if (@self.voided)
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return;
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@self.voided = 1;
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T_RadiusDamage (@self, @self.owner, 95, world, "mine");
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WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_EXPLOSION);
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WriteCoordV (MSG_MULTICAST, @self.origin);
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multicast (@self.origin, MULTICAST_PHS);
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remove (@self);
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};
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/*
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================
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MineExplode
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================
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*/
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//explode immediately! (for doors, plats and breakable objects
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void() MineImExplode =
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{
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@self.takedamage = DAMAGE_NO;
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@self.deathtype = "mine";
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@self.owner = @self.lastowner;
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M_DamExplode();
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};
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void() MineExplode =
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{
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@self.takedamage = DAMAGE_NO;
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@self.deathtype = "mine";
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@self.nextthink = time + random()*0.15; //gives a more organic explosion when multiple mines explode at once
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@self.owner = @self.lastowner;
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@self.think = M_DamExplode;
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};
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/*
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================
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MineTouch
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================
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*/
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void() MineTouch =
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{
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if (other == @self)
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return;
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if (other.solid == SOLID_TRIGGER) {
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sound (@self, CHAN_AUTO, "weapons/bounce.wav", 1, ATTN_NORM);
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return;
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}
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if (other.classname == "grenade") {
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sound (@self, CHAN_AUTO, "weapons/bounce2.wav", 1, ATTN_NORM);
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@self.nextthink = time + 1;
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return;
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}
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if (other.classname == "mine") {
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sound (@self, CHAN_AUTO, "weapons/bounce2.wav", 1, ATTN_NORM);
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@self.nextthink = time + 1;
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return;
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}
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if (other.classname == "minearm") {
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sound (@self, CHAN_AUTO, "weapons/bounce2.wav", 1, ATTN_NORM);
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@self.nextthink = time + 1;
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return;
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}
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if (other.classname == "minearmed") {
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sound (@self, CHAN_AUTO, "weapons/bounce.wav", 1, ATTN_NORM);
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@self.classname = "minearm";
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@self.nextthink = time + 1;
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return;
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}
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if (other.classname == "player") {
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sound (@self, CHAN_BODY, "weapons/minedet.wav", 1, ATTN_NORM);
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MineExplode();
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@self.nextthink = time + 0.4;
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return;
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}
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if (other.takedamage == DAMAGE_AIM) {
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MineExplode();
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@self.think();
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return;
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}
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@self.movetype = MOVETYPE_NONE;
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@self.classname = "minearm";
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@self.spawnmaster = other;
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@self.nextthink = time + 0.1;
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};
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/*
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================
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MineArm
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================
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*/
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void() MineArm =
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{
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local entity head;
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local float detonate;
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if (@self.classname == "minearm") {
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sound (@self, CHAN_WEAPON, "weapons/armed.wav", 1, ATTN_NORM);
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setsize (@self, '-3 -3 -3', '3 3 3');
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@self.owner = world;
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@self.takedamage = DAMAGE_YES;
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@self.skin = 1;
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@self.classname = "minearmed";
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muzzleflash(); //Will this work?
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}
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if ((time > @self.delay) || (@self.spawnmaster.no_obj == TRUE))
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{
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sound (@self, CHAN_BODY, "weapons/minedet.wav", 1, ATTN_NORM);
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MineImExplode();
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//@self.nextthink = time + 0.4;
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return;
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}
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// No click or delay when velocity triggers mine (so they don't float when doors open)
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// Although the 'organic' explosion' part in the detonate code might leave it hanging...
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if (vlen(@self.spawnmaster.velocity) > 0)
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{
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MineImExplode();
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return;
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}
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// Mines explode on touch, but for some reason most monsters don't detonate them (?)
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// So had to use a findradius function to look for monsters, it's a small radius though
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// Ogres still don't always detonate mines (?)
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head = findradius(@self.origin, 39);
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detonate = 0;
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if (@self.health < 0)
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detonate = 1;
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while (head) {
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if ((head != @self) && (head.health > 0) && ((head.flags & (FL_CLIENT|FL_MONSTER)) || (head.classname == "bot")) && (head.classname!=@self.classname))
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detonate = 1;
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traceline(@self.origin, head.origin, TRUE, @self);
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if (trace_fraction != 1.0)
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detonate = 0;
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if (detonate==1) {
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sound (@self, CHAN_BODY, "weapons/minedet.wav", 1, ATTN_NORM);
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MineExplode();
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@self.nextthink = time + 0.25;
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return;
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}
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head = head.chain;
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}
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@self.nextthink = time + 0.1;
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};
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/*
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================
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W_FireMine
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================
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*/
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void() W_FireMine =
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{
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@self.currentammo = @self.ammo_rockets = @self.ammo_rockets - 1;
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sound (@self, CHAN_AUTO, "weapons/gren.wav", 1, ATTN_NORM);
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msg_entity = @self;
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WriteByte (MSG_ONE, SVC_SMALLKICK);
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//Added weapon kickback (as long as you're not in mid air)
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if (@self.flags & FL_ONGROUND)
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@self.velocity = @self.velocity + v_forward* -100;
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newmis = spawn ();
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newmis.voided = 0;
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newmis.owner = @self;
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newmis.lastowner = @self;
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newmis.movetype = MOVETYPE_TOSS;
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newmis.solid = SOLID_BBOX;
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newmis.classname = "mine";
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newmis.takedamage = DAMAGE_NO;
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newmis.health = 1;
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//POX v1.2 - mines don't bleed....
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newmis.nobleed = TRUE;
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// set missile speed
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makevectors (@self.v_angle);
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if (@self.v_angle_x) {
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newmis.velocity = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
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} else {
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newmis.velocity = aim(@self, 10000);
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newmis.velocity = newmis.velocity * 600;
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newmis.velocity_z = 200;
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}
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newmis.avelocity = '100 600 100';
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newmis.angles = vectoangles(newmis.velocity);
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newmis.touch = MineTouch;
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// set missile duration
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newmis.nextthink = time + 0.2;
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newmis.delay = time + 60;
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newmis.think = MineArm;
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newmis.th_die = MineExplode;
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setmodel (newmis, "progs/grenade.mdl");
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setorigin (newmis, @self.origin + v_forward*4);
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setsize (newmis, '-1 -1 -1', '0 0 0');
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};
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// END MINE CODE
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//=============================================================================
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//=============================================================================
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//
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// Shrapnel Bomb - Nailgun Second Trigger (1 rocket + 30 nails, remotely detonated)
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//
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//=============================================================================
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//----------------------------------------------------------
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//These functions launch a single spike in a random direction
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void() spikenal_touch =
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{
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if (pointcontents (@self.origin) == CONTENT_SKY) {
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remove (@self);
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return;
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}
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if (@self.voided) {
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return;
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}
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@self.voided = 1;
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if (other.solid == SOLID_TRIGGER)
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return; // trigger field, do nothing
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// hit something that bleeds
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if (other.takedamage) {
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spawn_touchblood (12);
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other.deathtype = "shrapnel";
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T_Damage (other, @self, @self.owner, 12);
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remove (@self);
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}
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else if (random() > 0.9) {
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WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_SPIKE);
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WriteCoordV (MSG_MULTICAST, @self.origin);
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multicast (@self.origin, MULTICAST_PHS);
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remove (@self);
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}
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};
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//POX - Get a random vector for Shrapnel
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vector() VelocityForShrapnel =
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{
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local vector v;
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v_x = 200 * crandom ();
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v_y = 200 * crandom ();
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v_z = 200 * crandom ();
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if (random () > 0.5)
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v_z *= -1;
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v = v * 6;
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return v;
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};
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//POX - Shrapnel = fast, bouncy spikes with a short life
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void(vector org) launch_shrapnel =
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{
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newmis = spawn ();
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newmis.voided = 0;
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newmis.owner = @self.owner;
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newmis.movetype = MOVETYPE_BOUNCE;
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newmis.solid = SOLID_BBOX;
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newmis.touch = spikenal_touch;
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newmis.classname = "spikenal";
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newmis.velocity = VelocityForShrapnel();
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newmis.avelocity_x = random () * 800;
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newmis.avelocity_y = random () * 800;
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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 integer 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;
|
|
};
|