mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-22 20:11:49 +00:00
7f3ef60d60
work, but it's nice having a compilable base paroxysm).
968 lines
22 KiB
C++
968 lines
22 KiB
C++
//POX v1.1 - seperated second trigger stuff from weapons.qc to clean it up a bit.
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//Re-wrote some stuff before applying the new weapons to POXworld
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//POX v1.1 moved prototypes from weapons.qc for use here
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void (entity targ, entity inflictor, entity attacker, float damage) T_Damage;
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void () player_run;
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void(entity bomb, entity attacker, float rad, entity ignore) T_RadiusDamage;
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void(vector org, vector vel, float damage) SpawnBlood;
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void() SuperDamageSound;
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void(float shotcount, vector dir, vector spread) FireBullets2;
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void(entity who,float damage) spawn_touchblood;
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void(float weapon, entity me) getmodel; // VisWeap MOD: prototype this here, so W_SetCurrentAmmo can use it.
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void(float teem) create_bot; //add bot function
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//void() bot_missile_think; //New missile think for bots (bug fix)
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.float no_obj; //fixes problem with 'hanging' mines on breakable objects destroyed by something else
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.float saw_on; //helps keep track of which BoneSaw animation to play
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float SECOND_TRIGGER = 15; // Impulse constant for second trigger (more readable than 15)
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.float reload_rocket; // keeps count of rockets fired
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.float st_rocketload; // used to time out the rhino's trigger during reload
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.float prime_tshot; // this bit is set when the t-shot is primed for a triple barrel fire
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.float st_tshotload; // used to time out the t-shot's trigger during reload
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.float shrap_detonate; //decides whether to launch or detonate the shrapnelbomb
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.float shrap_time; //holds the bombs time out (2 minutes then boom) - just in case owner died
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void(vector org) launch_shrapnel; //Predeclare
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void() player_shot1;
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void() player_gshot1;
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void() player_plasma1;
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void() player_plasma2;
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void() player_mplasma1;
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void() player_nail1;
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void() player_rocket1;
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void() player_rocketload1;
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void() player_grenade1;
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void() player_reshot1;
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void() player_tshot1;
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void() player_shrap1;
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void() player_bonesaw1;
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void() player_bonesaw3;
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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 = vel + 2*trace_plane_normal;
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vel = vel * 200;
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return vel;
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};
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void() s_explode1 = [0, s_explode2] {};
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void() s_explode2 = [1, s_explode3] {};
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void() s_explode3 = [2, s_explode4] {};
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void() s_explode4 = [3, s_explode5] {};
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void() s_explode5 = [4, s_explode6] {};
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void() s_explode6 = [5, SUB_Remove] {};
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void() BecomeExplosion =
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{
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self.movetype = MOVETYPE_NONE;
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self.velocity = '0 0 0';
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self.touch = SUB_Null;
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setmodel (self, "progs/s_explod.spr");
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self.solid = SOLID_NOT;
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s_explode1 ();
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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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self.punchangle_x = -4;
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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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//POX v1.11
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if (self.voided)
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return;
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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 = 120 + random()*20;
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T_RadiusDamage (self, self.owner, damg, world);
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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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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, TE_EXPLOSION);
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WriteCoord (MSG_BROADCAST, self.origin_x);
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WriteCoord (MSG_BROADCAST, self.origin_y);
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WriteCoord (MSG_BROADCAST, self.origin_z);
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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 = self.ammo_cells - 9;
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sound (self, CHAN_WEAPON, "weapons/mplasma.wav", 1, ATTN_NORM);
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self.punchangle_x = -8;
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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* -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 = newmis.effects | EF_BRIGHTFIELD | EF_BRIGHTLIGHT;
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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 = 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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//POX v1.11
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if (self.voided)
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return;
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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);
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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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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, TE_EXPLOSION);
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WriteCoord (MSG_BROADCAST, self.origin_x);
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WriteCoord (MSG_BROADCAST, self.origin_y);
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WriteCoord (MSG_BROADCAST, self.origin_z);
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BecomeExplosion ();
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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/ssgrnde.wav", 1, ATTN_NORM);
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self.punchangle_x = -4;
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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.nextthink = time + 2.5;
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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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//POX v1.11
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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);
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, TE_EXPLOSION);
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WriteCoord (MSG_BROADCAST, self.origin_x);
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WriteCoord (MSG_BROADCAST, self.origin_y);
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WriteCoord (MSG_BROADCAST, self.origin_z);
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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 imediately! (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 = "exploding";
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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 = "exploding";
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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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{
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return;
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}
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if (other.solid == SOLID_TRIGGER)
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{
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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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{
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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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{
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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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{
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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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{
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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" || other.classname == "bot")
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{
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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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{
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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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{
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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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self.effects = self.effects | EF_MUZZLEFLASH;
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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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{
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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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{
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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; //POX v1.11 reduced getaway time
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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/ssgrnde.wav", 1, ATTN_NORM);
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self.punchangle_x = -2;
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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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{
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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 + 15;
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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 (other.solid == SOLID_TRIGGER)
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// return; // trigger field, do nothing
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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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//POX v1.11
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if (self.voided)
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return;
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self.voided = 1;
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// hit something that bleeds
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if (other.takedamage)
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{
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spawn_touchblood (other, 9);
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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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{
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, TE_SPIKE);
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WriteCoord (MSG_BROADCAST, self.origin_x);
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WriteCoord (MSG_BROADCAST, self.origin_y);
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WriteCoord (MSG_BROADCAST, self.origin_z);
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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 = v_z - (v_z*2);
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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.owner = self.owner;
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newmis.voided = 0;
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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;
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newmis.think = SUB_Remove;
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newmis.nextthink = time + 3;
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setmodel (newmis, "progs/mwrub1.mdl");
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setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
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setorigin (newmis, org);
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};
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//----------------------------------------------------------
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//and now the bomb code...
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void() ShrapnelExplode =
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{
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//POX v1.11
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if (self.voided)
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return;
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self.voided = 1;
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//Toss the nails (this function is with the spike stuff since it uses the same touch)
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//POX - 1.0b1 - A LOT less Shrapnel!
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launch_shrapnel(self.origin);
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launch_shrapnel(self.origin);
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launch_shrapnel(self.origin);
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launch_shrapnel(self.origin);
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launch_shrapnel(self.origin);
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T_RadiusDamage (self, self.owner, 160, world);
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if (self.owner != world)
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self.owner.shrap_detonate = FALSE;//Enable next launch
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, TE_EXPLOSION);
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WriteCoord (MSG_BROADCAST, self.origin_x);
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WriteCoord (MSG_BROADCAST, self.origin_y);
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WriteCoord (MSG_BROADCAST, self.origin_z);
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BecomeExplosion ();
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};
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void() ShrapnelDetonate =
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{
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sound (self, CHAN_BODY, "weapons/minedet.wav", 1, ATTN_NORM);
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self.think = ShrapnelExplode;
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self.nextthink = time + 0.1;
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};
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//Wait for a detonation impulse or time up
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void() ShrapnelThink =
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{
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if (self.shrap_time < time)
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ShrapnelDetonate();
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if (self.owner == world)
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return;
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//Owner died so change to world and wait for detonate
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if (self.owner.health <= 0)
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{
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self.owner.shrap_detonate = FALSE;//Enable next launch
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self.owner = world;
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self.nextthink = self.shrap_time;
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self.think = ShrapnelDetonate;
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return;
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}
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if (self.owner.shrap_detonate == 2)
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ShrapnelDetonate();
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else
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self.nextthink = time + 0.1;
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};
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void() ShrapnelTouch =
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{
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local float r;
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r = random();
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if (other == self.owner)
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return; // don't explode on owner
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if (other.takedamage == DAMAGE_AIM)
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{
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ShrapnelDetonate();
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return;
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}
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//pick a bounce sound
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if (r < 0.75)
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sound (self, CHAN_VOICE, "weapons/bounce.wav", 1, ATTN_NORM);
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else
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sound (self, CHAN_VOICE, "weapons/bounce2.wav", 1, ATTN_NORM);
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if (self.velocity == '0 0 0')
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self.avelocity = '0 0 0';
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};
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// End shrapnel bomb
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//=============================================================================
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/*
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================
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W_FireShrapnel
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================
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*/
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void() W_FireShrapnel =
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{
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self.ammo_rockets = self.ammo_rockets - 1;
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self.currentammo = self.ammo_nails = self.ammo_nails - 30;
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sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
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self.punchangle_x = -7;
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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* -115;
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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_BOUNCE;
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newmis.solid = SOLID_BBOX;
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newmis.classname = "shrapnel";
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newmis.shrap_time = time + 120;
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// set newmis 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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{
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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 = '300 300 300';
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newmis.angles = vectoangles(newmis.velocity);
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newmis.touch = ShrapnelTouch;
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// set newmis duration
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newmis.nextthink = time + 0.1;
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newmis.think = ShrapnelThink;
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setmodel (newmis, "progs/grenade.mdl");
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newmis.skin = 2;
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setsize (newmis, '0 0 0', '0 0 0');
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setorigin (newmis, self.origin);
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};
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/*
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============
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W_SecondTrigger
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Second Trigger Impulses
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POX v1.1 - seperated this from weapons.qc - cleaned it up a bit
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============
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*/
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void() W_SecondTrigger =
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{
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// check for NailGun's second Trigger
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if (self.weapon == IT_SUPER_NAILGUN)
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{
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if (!self.shrap_detonate) // Check if a bomb is already set
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{
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// check for nails and rockets
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if ((self.ammo_nails < 30) || (self.ammo_rockets < 1))
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{
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sound (self, CHAN_AUTO, "weapons/mfire1.wav", 1, ATTN_NORM);
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sprint (self, "Not enough ammo...\n");
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}
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else if (self.st_shrapnel < time)
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{
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self.weaponframe = 0;
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SuperDamageSound();
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self.st_shrapnel = time + 0.1; // Allow a fast detonate
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player_shrap1();
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W_FireShrapnel();
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self.shrap_detonate = TRUE;
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}
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else
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sound (self, CHAN_AUTO, "weapons/mfire1.wav", 1, ATTN_NORM);
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}
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else
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{
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sound (self, CHAN_WEAPON, "weapons/shrapdet.wav", 1, ATTN_NORM);
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SuperDamageSound();
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self.st_shrapnel = time + 0.7; // Time out before next launch
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self.shrap_detonate = 2; //Tell the bomb to blow!
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}
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}
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// check for t-shot prime
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if (self.weapon == IT_TSHOT)
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{
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//already primed
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if (self.prime_tshot == TRUE)
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SUB_Null ();
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//not enough ammo
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else if (self.ammo_shells < 3)
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{
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SUB_Null ();
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}
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else
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{
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self.st_tshotload = time + 0.9; //give the reload a chance to happen
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//make a reload sound!
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sound (self, CHAN_WEAPON, "weapons/tsload.wav", 1, ATTN_NORM);
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player_reshot1(); //play prime animation
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self.prime_tshot = TRUE; //set the prime bit
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}
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}
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// check for rhino reload
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if (self.weapon == IT_ROCKET_LAUNCHER)
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{
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//already reloaded
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if (self.reload_rocket == 0)
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SUB_Null ();
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//if no rockets go away
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else if (self.ammo_rockets < 1)
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{
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SUB_Null ();
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}
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else
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{
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self.st_rocketload = time + 0.6; //give the reload a chance to happen
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sound (self, CHAN_WEAPON, "weapons/rhinore.wav", 1, ATTN_NORM);
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player_rocketload1(); //play reload animation
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self.reload_rocket = 0; //reset reload bit
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}
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}
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// check for Plasmagun second Trigger
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if (self.weapon == IT_PLASMAGUN)
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{
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// check for cells
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if (self.ammo_cells < 9)
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{
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sound (self, CHAN_AUTO, "weapons/mfire2.wav", 1, ATTN_NORM);
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}
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else
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if (self.st_mplasma < time)
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{
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if (self.waterlevel > 1) //explode under water
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{
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sound (self, CHAN_WEAPON, "weapons/mplasex.wav", 1, ATTN_NORM);
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self.ammo_cells = 0;
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W_SetCurrentAmmo ();
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T_RadiusDamage (self, self, 250, world);
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return;
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}
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self.weaponframe = 0;
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SuperDamageSound();
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self.st_mplasma = time + 1.9;
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player_mplasma1();
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launch_megaplasma();
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}
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else
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SUB_Null ();
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}
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// check for Super Shotgun second Trigger
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if (self.weapon == IT_COMBOGUN)
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{
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// check for rockets
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if (self.ammo_rockets < 1)
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{
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self.items = self.items - ( self.items & (IT_SHELLS) );
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self.items = self.items | IT_ROCKETS;
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self.currentammo = self.ammo_rockets;
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self.which_ammo = 1;
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sound (self, CHAN_WEAPON, "weapons/mfire1.wav", 1, ATTN_NORM);
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}
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else
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if (self.st_pball < time)
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{
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self.items = self.items - ( self.items & (IT_SHELLS) );
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self.items = self.items | IT_ROCKETS;
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self.currentammo = self.ammo_rockets;
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self.which_ammo = 1;
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player_gshot1();
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SuperDamageSound();
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W_FirePball();
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self.st_pball = time + 0.9;
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}
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else
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sound (self, CHAN_WEAPON, "weapons/mfire1.wav", 1, ATTN_NORM);
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}
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// check for GrenadeLauncher second Trigger
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if (self.weapon == IT_GRENADE_LAUNCHER)
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{
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// check for rockets
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if (self.ammo_rockets < 1)
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{
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sound (self, CHAN_WEAPON, "weapons/mfire1.wav", 1, ATTN_NORM);
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}
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else
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if (self.st_mine < time)
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{
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player_grenade1();
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W_FireMine();
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//big delay between refires helps keep the # of mines down in a deathmatch game
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self.st_mine = time + 1.25;
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}
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else
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sound (self, CHAN_WEAPON, "weapons/mfire1.wav", 1, ATTN_NORM);
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}
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self.impulse = 0;
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};
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