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