mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-29 15:12:00 +00:00
119 lines
2.9 KiB
C++
119 lines
2.9 KiB
C++
#include "common.qh"
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#include "mapents_util.qh"
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#include "damage.qh"
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#include "effect.qh"
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#include "misc.qh"
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#define SPAWNFLAG_SUPERSPIKE 1
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#define SPAWNFLAG_LASER 2
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void() _trap_genericshooter_deathmsg = {
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bprint(PRINT_DEATH, name(self), " trips a trap.\n");
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};
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void() _trap_genericshooter_touch = {
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if (!damage(other, self.owner, self, self.dmg, _trap_genericshooter_deathmsg)) {
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if (self.noise2) sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
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effect_nail_spark(self.origin, self.velocity);
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}
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safe_remove(self);
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};
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void() _trap_genericshooter_use = {
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local entity missile;
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if (self.noise1) sound(self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
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missile = spawn_missile("TRAP_MISSILE", self.weaponmodel, self.origin, self.movedir, self.speed);
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missile.dmg_inflictor = world;
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missile.effects |= self.items;
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missile.dmg = self.dmg;
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deathmsg_copy(self, missile);
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missile.noise2 = self.noise2;
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missile.touch = _trap_genericshooter_touch;
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missile.think = SUB_remove;
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missile.nextthink = time + (6000 / self.speed);
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};
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void() _trap_genericshooter_think = {
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self.use();
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self.nextthink = time + self.wait;
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};
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/*QUAKED trap_genericshooter (0 .5 .8) (-8 -8 -8) (8 8 8)
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weaponmodel, speed, dmg, items, noise1, noise2
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*/
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void() trap_genericshooter = {
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util_map_entity_init();
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if (!self.weaponmodel) {
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objerror("trap_genericshooter without weaponmodel\n");
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safe_remove(self);
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}
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precache_model(self.weaponmodel);
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if (self.noise1) precache_sound(self.noise1);
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if (self.noise2) precache_sound(self.noise2);
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makevectors(self.angles);
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self.movedir = v_forward;
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if (self.delay) {
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self.think = _trap_genericshooter_think;
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self.nextthink = time + self.delay;
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if (!self.wait)
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self.wait = self.delay;
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}
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self.use = _trap_genericshooter_use;
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};
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/*QUAKED trap_spikeshooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser
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When triggered, fires a spike in the direction set in QuakeEd.
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Laser is only for REGISTERED.
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*/
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void() trap_spikeshooter = {
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if (self.spawnflags & SPAWNFLAG_LASER) {
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self.weaponmodel = "progs/laser.mdl";
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self.noise1 = "enforcer/enfire.wav";
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self.noise2 = "enforcer/enfstop.wav";
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self.speed = 600;
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self.dmg = 15;
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self.items = EF_DIMLIGHT;
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} else if (self.spawnflags & SPAWNFLAG_SUPERSPIKE) {
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self.weaponmodel = "progs/s_spike.mdl";
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self.noise1 = "weapons/spike2.wav";
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self.noise2 = NIL;
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self.speed = 1000;
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self.dmg = 18;
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} else {
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self.weaponmodel = "progs/spike.mdl";
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self.noise1 = "weapons/spike2.wav";
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self.noise2 = NIL;
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self.speed = 1000;
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self.dmg = 9;
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}
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self.mass = self.dmg;
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trap_genericshooter();
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};
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/*QUAKED trap_shooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser
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Continuously fires spikes.
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"wait" time between spike (1.0 default)
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"nextthink" delay before firing first spike, so multiple shooters can be stagered.
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*/
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void() trap_shooter = {
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if (!self.wait)
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self.wait = 1;
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self.speed = 500; // Beats me.
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self.delay = self.nextthink + self.wait;
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trap_spikeshooter();
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};
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