Sorry, railgun doesn't go through walls anymore, it was just too dumb

This commit is contained in:
Finny Merrill 2004-02-03 23:42:42 +00:00
parent 63813ffb87
commit 244e49dbb4

View file

@ -42,6 +42,9 @@ void(entity field) Field_Built;
//=========================================================================
// Laserbolt think function
// Previously on crack
// No longer used
#if 0
void() LaserBolt_Think =
{
if (time > self.heat) {
@ -51,34 +54,13 @@ void() LaserBolt_Think =
return;
}
self.velocity = self.oldorigin;
self.velocity = self.mangle;
setorigin (self, self.oldorigin + normalize (self.mangle));
if (!self.demon_one) {
newmis = spawn();
setorigin(newmis, self.origin);
setsize(newmis, '0 0 0', '0 0 0');
setmodel(newmis, "");
newmis.solid = SOLID_TRIGGER;
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.touch = LaserBolt_Touch;
newmis.blocked = LaserBolt_Touch;
newmis.real_owner = self.owner;
newmis.owner = self;
newmis.heat = self.heat;
self.demon_one = newmis;
}
setorigin(self.demon_one, self.origin);
self.demon_one.velocity = self.velocity;
self.movetype = MOVETYPE_NOCLIP;
self.nextthink = time + 0.1;
self.think = LaserBolt_Think;
self.nextthink = self.heat;
self.think = SUB_Remove;
};
#endif
//=========================================================================
// Laserbolt touch function. Just moves through the player and comes out
// the other side.
@ -87,20 +69,23 @@ void() LaserBolt_Touch =
local vector org;
if (time > self.heat) {
dremove(self.owner);
dremove(self);
return;
}
if (pointcontents(self.origin)==CONTENTS_SKY) {
dremove(self.owner);
dremove(self);
return;
}
if (other == self.owner || other == self.real_owner)
return;
self.owner = other; // I understand this now
if (other.classname == "force_field") { // ff can block rails, but not easily, loses cells
other.demon_one.ammo_cells -= 15;
other.demon_two.ammo_cells -= 15;
other.demon_one.ammo_cells -= 5;
other.demon_two.ammo_cells -= 5;
if (other.demon_one.ammo_cells < 0)
other.demon_one.ammo_cells = 0;
@ -109,20 +94,9 @@ void() LaserBolt_Touch =
FieldExplosion(other, self.origin, self);
PutFieldWork(other);
dremove(self.owner);
dremove(self);
return;
}
setorigin(self, self.owner.origin);
self.velocity = self.owner.velocity;
if (other == self.real_owner || other == self.enemy)
return; // don't explode on same person twice
self.enemy = other;
//WK Sweep mines at point of impact
GuerillaMineSweep(self.origin);
@ -136,6 +110,17 @@ void() LaserBolt_Touch =
TF_T_Damage (other, self, self.real_owner, 25, 0, TF_TD_NAIL); // was electricity... WTF?
setmodel(self.owner, "progs/e_spike2.mdl");
}
else if (!other || other.solid == SOLID_BSP) // Oh well, this never worked right, and it was stupid anyway
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_SUPERSPIKE);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PHS);
dremove (self);
}
};
//=========================================================================
@ -153,8 +138,8 @@ void() W_FireLaser =
newmis = spawn();
newmis.owner = self;
newmis.enemy = NIL; // The real owner GR uh no
newmis.movetype = MOVETYPE_NOCLIP; //was noclip. Oh well.
newmis.real_owner = self;
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_TRIGGER;
setmodel (newmis, "progs/e_spike1.mdl");
@ -162,13 +147,15 @@ void() W_FireLaser =
setorigin (newmis, org + '0 0 16');
newmis.velocity = '0 0 0';
newmis.oldorigin = vec*1500;
newmis.angles = vectoangles(newmis.oldorigin);
newmis.mangle = vec*1500;
newmis.velocity = newmis.mangle;
newmis.angles = vectoangles(newmis.velocity);
newmis.heat = time + 5;
newmis.nextthink = time + 0.1;
newmis.think = LaserBolt_Think;
newmis.nextthink = time + 5;
newmis.think = SUB_Remove;
newmis.touch = LaserBolt_Touch;
};
//=========================================================================