mirror of
https://git.code.sf.net/p/quake/prozac-qfcc
synced 2024-11-27 22:42:07 +00:00
965 lines
20 KiB
C++
965 lines
20 KiB
C++
/*
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PYRO.QC
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TeamFortress v2.5 31/10/96
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*/
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/*==============================================
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Weapons and functions for the PYRO class and
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associated weaponry
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==============================================*/
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void() NapalmGrenadeTouch;
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//WK Extern
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float (entity foobar) IsBuilding;
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void (vector org, entity shooter) NapalmGrenadeLaunch ;
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void() Napalm_touch;
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float (string id_flame) RemoveFlameFromQueue;
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#define DAMAGE_TIME 3
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//** different types of flames (decreasing priority)
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// 1 : burning flames making light and damage (1 per players or monsters)
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// 2 : exploding flames (grenade)
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// 3 : burning flames (players, monsters)
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// 4 : world flames (on ground)
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// create a flame of a given type, maintaining the count for each type
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entity (string type, entity p_owner) FlameSpawn =
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{
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if (type != "1")
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return world;
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num_world_flames = num_world_flames + 1;
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/*
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db1 = ftos(num_world_flames);
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RPrint("num_world_flames : ");
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RPrint(db1);
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RPrint("\n");
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*/
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while (num_world_flames > #FLAME_MAXWORLDNUM)
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{
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if (!(RemoveFlameFromQueue(type)))
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{
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// RPrint("Create flame failed: too many\n");
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return;
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}
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}
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newmis = spawn();
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// to keep track of the number of each type of flames
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if (type == "1")
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{
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newmis.movetype = #MOVETYPE_FLYMISSILE;
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newmis.solid = #SOLID_BBOX;
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newmis.effects = #EF_DIMLIGHT;
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newmis.flame_id = "1";
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setmodel (newmis, "progs/flame2.mdl");
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setsize (newmis, '0 0 0', '0 0 0');
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}
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else if (type == "2")
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{
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newmis.movetype = #MOVETYPE_BOUNCE;
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newmis.solid = #SOLID_BBOX;
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newmis.flame_id = "2";
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setmodel (newmis, "progs/flame2.mdl");
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newmis.frame=1;
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setsize (newmis, '0 0 0', '0 0 0');
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}
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else if (type == "3")
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{
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newmis.movetype = #MOVETYPE_FLYMISSILE;
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newmis.solid = #SOLID_BBOX;
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newmis.flame_id = "3";
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setmodel (newmis, "progs/flame2.mdl");
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setsize (newmis, '0 0 0', '0 0 0');
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}
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else if (type == "4")
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{
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newmis.movetype = #MOVETYPE_FLYMISSILE;
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newmis.solid = #SOLID_BBOX;
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newmis.flame_id = "4";
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setmodel (newmis, "progs/flame2.mdl");
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newmis.frame=1;
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setsize (newmis, '0 0 0', '0 0 0');
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}
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newmis.owner = p_owner;
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return newmis;
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};
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// destroy a given flame, maintaining counters and links in the queue
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void (entity this) FlameDestroy =
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{
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// local string db1;
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num_world_flames = num_world_flames - 1;
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/*
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db1 = ftos(num_world_flames);
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RPrint("num_world_flames : ");
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RPrint(db1);
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RPrint("\n");
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*/
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remove(this);
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};
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float (string id_flame) RemoveFlameFromQueue =
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{
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local entity tmp;
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// local string db1;
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if (num_world_flames < #FLAME_MAXWORLDNUM)
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{
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RPrint("ERROR in RemoveFlameFromQueue\n");
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return;
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}
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/*
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db1 = ftos(num_world_flames);
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RPrint("num_world_flames : ");
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RPrint(db1);
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RPrint("\n");
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*/
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num_world_flames = num_world_flames - 1;
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tmp = find(world, flame_id, "4");
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if (!tmp)
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{
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if (id_flame == "4") // if priority not high enough, don't continue
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return #FALSE;
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tmp = find(world, flame_id, "3");
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if (!tmp)
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{
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if (id_flame == "3")
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return #FALSE;
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tmp = find(world, flame_id, "2");
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if (!tmp)
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{
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if (id_flame == "2")
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return #FALSE;
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tmp = find(world, flame_id, "1");
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if (!tmp)
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{
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// oh shit, no flames found!
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// the queue must be wrong
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RPrint("\n\nRemoveFlameFromQueue():BOOM!\n");
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RPrint("!! please report this bug !!\n");
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return #FALSE;
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}
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}
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}
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}
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/*
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RPrint("flame removed: flame_id: ");
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RPrint(id_flame);
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RPrint("\n");
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*/
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/*
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if (tmp.effects == #EF_DIMLIGHT)
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{
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RPrint("** error: this flame should not be removed **\n");
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}
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*/
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remove(tmp);
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return #TRUE;
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};
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void() Remove=
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{
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FlameDestroy(self);
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};
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// function used by the flames spawned when the grenade explode : killed in water or when stopped
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void() NapalmGrenadeFollow =
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{
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traceline(self.origin,self.origin,#TRUE,self);
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//WK Bugfix
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if (self.enemy.waterlevel > 1)
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{
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sound (self, #CHAN_VOICE, "misc/vapeur2.wav", 1, #ATTN_NORM);
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FlameDestroy(self);
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}
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if (self.velocity == '0 0 0')
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FlameDestroy(self);
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self.nextthink = time + 0.1;
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// self.think = NapalmGrenadeFollow;
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};
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void() NapalmGrenadeTouch =
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{
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sound (self, #CHAN_WEAPON, "weapons/bounce.wav", 1, #ATTN_NORM); // bounce sound
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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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void() NapalmGrenadeExplode =
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{
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local float i;
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sound (self, #CHAN_AUTO, "weapons/flmgrexp.wav", 1, #ATTN_NORM); // bounce sound
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// Launch flames
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traceline(self.origin,self.origin,#TRUE,self);
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if (trace_inwater == #TRUE)
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{
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dremove(self);
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return;
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}
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#ifdef DEMO_STUFF
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// Remove any camera's locks on this missile
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if (self.enemy)
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CamProjectileLockOff();
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#endif
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local entity head;
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// do an incendiary-cannon explosion instead
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self.effects = self.effects | #EF_BRIGHTLIGHT;
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// don't do radius damage to the other, because all the damage
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// was done in the impact
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head = findradius(self.origin, 140);
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while (head)
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{
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if (head.takedamage)
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{
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deathmsg = #DMSG_FLAME;
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TF_T_Damage (head, self, self.owner, 120, #TF_TD_NOTTEAM, #TF_TD_FIRE);
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// set 'em on fire
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other = head; // i can't believe this works!
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Napalm_touch();
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if (other.classname == "player")
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stuffcmd(other, "bf\nbf\n");
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}
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head = head.chain;
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}
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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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#ifdef QUAKE_WORLD
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multicast (self.origin, #MULTICAST_PHS);
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dremove(self);
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#else
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BecomeExplosion ();
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#endif
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};
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//=========================================================================
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// Launch a flame foe the grenade explosion
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void (vector org, entity shooter) NapalmGrenadeLaunch =
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{
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local float xdir,ydir,zdir, spin;
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xdir = 150 * random() - 75;
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ydir = 150 * random() - 75;
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zdir = 40 * random();
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newmis = FlameSpawn ("2", shooter);
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if (newmis == world)
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return;
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self.touch = SUB_Null;
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newmis.classname = "fire";
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newmis.touch = Napalm_touch;
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newmis.think = NapalmGrenadeFollow;
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newmis.nextthink = time + 0.1;
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newmis.enemy = shooter.owner;
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newmis.velocity_x = xdir * 2;
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newmis.velocity_y = ydir * 2;
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newmis.velocity_z = zdir * 15;
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spin = (random() * 10) / 2;
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if (spin <= 0)
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newmis.avelocity='250 300 400';
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if (spin == 1)
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newmis.avelocity='400 250 300';
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if (spin == 2)
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newmis.avelocity='300 400 250';
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if (spin == 3)
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newmis.avelocity='300 300 300';
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if (spin >= 4)
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newmis.avelocity='400 250 400';
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setorigin (newmis, org);
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setsize (newmis, #VEC_ORIGIN, #VEC_ORIGIN);
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};
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void() OnPlayerFlame_touch;
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void() FlameFollow =
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{
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local vector dir,vtemp,boundsize;
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local float damage;
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vtemp = self.enemy.absmin;
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boundsize = self.enemy.size;
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self.solid = #SOLID_NOT;
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self.movetype = #MOVETYPE_NONE;
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// if no flames, remove itself
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if (self.enemy.numflames == 0)
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{
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FlameDestroy(self);
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return;
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}
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if (self.enemy.health < 1)
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{
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deathmsg = #DMSG_FLAME;
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T_RadiusDamage(self,self,10,self);
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self.enemy.numflames = 0;
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FlameDestroy(self);
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return;
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}
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if (self.enemy.armorclass & #AT_SAVEFIRE)
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{
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// if ((random()*100) < self.enemy.armorvalue)
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if (self.enemy.armorvalue > 0)
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{
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self.health = 0;
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}
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}
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if (self.health < 1)
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{
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// only remove the flame if it is not the master flame, or if it is the last flame
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if (self.effects != #EF_DIMLIGHT || self.enemy.numflames <= 1)
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{
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self.enemy.numflames = self.enemy.numflames - 1;
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self.enemy.numflames = 0;
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FlameDestroy(self);
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return;
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}
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}
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self.health = self.health - 1;
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#ifndef QUAKE_WORLD
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dir_x = (random() * boundsize_x/2)+boundsize_x/4;
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dir_y = (random() * boundsize_y/2)+boundsize_y/4;
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dir_z = (random() * boundsize_z/3)+boundsize_z/2;
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vtemp = vtemp + dir;
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setorigin(self, vtemp);
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#else
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// if player is moving too fast, hide flames
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if (vlen(self.enemy.velocity) < 50)
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{
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dir_x = (random() * boundsize_x/2)+boundsize_x/4;
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dir_y = (random() * boundsize_y/2)+boundsize_y/4;
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dir_z = (random() * boundsize_z/3)+boundsize_z/2;
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vtemp = vtemp + dir;
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setorigin(self, vtemp);
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if (self.model != "progs/flame2.mdl")
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{
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self.model = "progs/flame2.mdl";
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setmodel(self, self.model);
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}
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}
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else if (self.model == "progs/flame2.mdl")
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{
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self.model = string_null;
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setmodel(self, self.model);
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}
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#endif
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//traceline(self.origin,self.origin,#TRUE,self);
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//WK Bugfix
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if (self.enemy.waterlevel > 1)
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{
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sound (self, #CHAN_VOICE, "misc/vapeur2.wav", 1, #ATTN_NORM);
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self.enemy.numflames = self.enemy.numflames - 1;
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FlameDestroy(self);
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return;
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}
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self.nextthink = time + 0.1;
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if (self.effects == #EF_DIMLIGHT && self.heat >= #DAMAGE_TIME)
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{
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damage = self.enemy.numflames * 0.3 * #DAMAGE_TIME;
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if (damage < 1)
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damage = 1;
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self.heat = 1;
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deathmsg = #DMSG_FLAME;
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TF_T_Damage(self.enemy, self, self.owner, damage, #TF_TD_NOTTEAM, #TF_TD_FIRE);
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}
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else if (self.effects == #EF_DIMLIGHT)
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{
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self.heat = self.heat + 1;
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}
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};
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// OnPlayerflame : no damage if enemy not dead, spawn flames if touched
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void() OnPlayerFlame_touch =
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{
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local entity flame;
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local vector vtemp;
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if (other != world && other.health > 0 && other != self.enemy)
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{
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if (other.numflames >= #FLAME_MAXPLYRFLAMES)
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return;
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if (other.classname == "player")
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{
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if ((teamplay & #TEAMPLAY_NOEXPLOSIVE) && Teammate(other.team_no, self.owner.team_no))
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return;
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CenterPrint(other,"You are on fire!\n");
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stuffcmd (other,"bf\n");
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}
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if (other.numflames < #FLAME_NUMLIGHTS)
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{
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flame = FlameSpawn ("1", other);
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sound (flame, #CHAN_VOICE, "ambience/fire1.wav", 1, #ATTN_NORM);
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}
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else
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{
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flame = FlameSpawn ("3", other);
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if (flame == world)
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return;
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}
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flame.classname = "fire";
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flame.health = #FLAME_PLYRMAXTIME;
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other.numflames = other.numflames + 1;
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flame.velocity = other.velocity;
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flame.enemy = other;
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flame.touch = OnPlayerFlame_touch;
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flame.owner = self.owner;
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vtemp = self.origin;
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setorigin(flame, vtemp);
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flame.nextthink = time + 0.1;
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flame.think = FlameFollow;
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}
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};
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// worldflame : lot of damage, spawn flames if touched
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void() WorldFlame_touch =
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{
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local entity flame;
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local vector dir,vtemp;
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deathmsg = #DMSG_FLAME;
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TF_T_Damage(other, self, self.enemy, 2, #TF_TD_NOTTEAM, #TF_TD_FIRE);
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if (other != world && other.solid != #SOLID_TRIGGER && other.health > 0)
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{
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if (other.numflames >= #FLAME_MAXPLYRFLAMES)
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return;
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if (other.classname == "player")
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{
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if ((teamplay & #TEAMPLAY_NOEXPLOSIVE) && Teammate(other.team_no, self.owner.team_no))
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return;
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CenterPrint(other,"You are on fire!\n");
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stuffcmd (other,"bf\n");
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}
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if (other.numflames < #FLAME_NUMLIGHTS)
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{
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flame = FlameSpawn ("1", other);
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sound (flame,#CHAN_VOICE, "ambience/fire1.wav", 1, #ATTN_NORM);
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}
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else
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{
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flame = FlameSpawn ("3", other);
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if (flame == world)
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return;
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}
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flame.classname = "fire";
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flame.health = 0;
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other.numflames=other.numflames + 1;
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flame.velocity = other.velocity;
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flame.enemy = other;
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flame.touch = OnPlayerFlame_touch;
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flame.owner = self.owner;
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vtemp = self.origin + '0 0 10';
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setorigin(flame, vtemp);
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flame.nextthink = time + 0.15;
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flame.think = FlameFollow;
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}
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};
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//Like the flamethrower touch, but it doesn't light them on fire
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void() Boot_Flamer_stream_touch =
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{
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deathmsg = #DMSG_HOVER;
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//WK Sweep for mines at point of contact
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GuerillaMineSweep(self.origin);
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//WK if (other.takedamage && other.classname == "player")
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if (other.takedamage)
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TF_T_Damage(other,self,self.owner, 40, #TF_TD_NOTTEAM, #TF_TD_FIRE);
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remove(self);
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};
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// first touch : direct touch with the flamer stream or flame from grenade
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void() Flamer_stream_touch =
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{
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local entity flame;
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local vector dir,vtemp;
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|
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if (other.classname == "fire")
|
|
return;
|
|
|
|
//WK Sweep for mines at point of contact
|
|
GuerillaMineSweep(self.origin);
|
|
|
|
if (other != world)
|
|
{
|
|
if (other.takedamage == #DAMAGE_AIM && other.health > 0)
|
|
{
|
|
|
|
deathmsg = #DMSG_FLAME;
|
|
TF_T_Damage(other,self,self.owner, 15, #TF_TD_NOTTEAM, #TF_TD_FIRE);
|
|
|
|
if (other.numflames >= #FLAME_MAXPLYRFLAMES)
|
|
return;
|
|
|
|
if (other.armorclass & #AT_SAVEFIRE)
|
|
{
|
|
// if ((random()*100) < other.armorvalue)
|
|
if (other.armorvalue > 0)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
if (other.classname == "player")
|
|
{
|
|
if ((teamplay & #TEAMPLAY_NOEXPLOSIVE) && Teammate(other.team_no, self.owner.team_no))
|
|
return;
|
|
|
|
CenterPrint(other,"You are on fire!\n");
|
|
stuffcmd (other,"bf\n");
|
|
}
|
|
|
|
if (other.numflames < #FLAME_NUMLIGHTS)
|
|
{
|
|
flame = FlameSpawn("1", other);
|
|
sound (flame,#CHAN_VOICE, "ambience/fire1.wav", 1, #ATTN_NORM);
|
|
}
|
|
else
|
|
{
|
|
flame = FlameSpawn("3", other);
|
|
if (flame == world)
|
|
return;
|
|
}
|
|
flame.classname = "fire";
|
|
flame.health = #FLAME_PLYRMAXTIME;
|
|
other.numflames=other.numflames + 1;
|
|
|
|
flame.velocity = other.velocity;
|
|
flame.enemy = other;
|
|
flame.touch = OnPlayerFlame_touch;
|
|
flame.owner = self.owner;
|
|
|
|
vtemp=self.origin;
|
|
|
|
setorigin(flame , vtemp);
|
|
|
|
flame.nextthink = time + 0.1;
|
|
flame.think = FlameFollow;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (random() < #FLAME_BURNRATIO)
|
|
{
|
|
remove(self);
|
|
return;
|
|
}
|
|
flame = FlameSpawn("4", other);
|
|
if (flame != world)
|
|
{
|
|
flame.touch = WorldFlame_touch;
|
|
flame.classname = "fire";
|
|
|
|
vtemp=self.origin + '0 0 10';
|
|
setorigin(flame , vtemp);
|
|
flame.nextthink = time + #FLAME_MAXBURNTIME;
|
|
flame.think = Remove;
|
|
flame.enemy = self.owner;
|
|
}
|
|
|
|
remove(self);
|
|
}
|
|
};
|
|
|
|
|
|
void() Napalm_touch =
|
|
{
|
|
|
|
local entity flame;
|
|
local vector dir,vtemp;
|
|
|
|
if (other.classname == "fire")
|
|
return;
|
|
|
|
if (other != world)
|
|
{
|
|
if (other.takedamage == #DAMAGE_AIM && other.health > 0)
|
|
{
|
|
deathmsg = #DMSG_FLAME;
|
|
TF_T_Damage(other, self, self.owner, 6, #TF_TD_NOTTEAM, #TF_TD_FIRE);
|
|
|
|
if (other.numflames >= #FLAME_MAXPLYRFLAMES)
|
|
return;
|
|
|
|
if (other.armorclass & #AT_SAVEFIRE && other.armorvalue > 0)
|
|
return;
|
|
|
|
if (other.classname == "player")
|
|
{
|
|
if ((teamplay & #TEAMPLAY_NOEXPLOSIVE) && Teammate(other.team_no, self.owner.team_no))
|
|
return;
|
|
|
|
CenterPrint(other,"You are on fire!\n");
|
|
stuffcmd (other,"bf\n");
|
|
}
|
|
|
|
if (other.numflames < #FLAME_NUMLIGHTS) // = 0
|
|
{
|
|
flame = FlameSpawn("1", other);
|
|
sound (flame,#CHAN_VOICE, "ambience/fire1.wav", 1, #ATTN_NORM);
|
|
}
|
|
else
|
|
{
|
|
flame = FlameSpawn("3", other);
|
|
if (flame == world)
|
|
return;
|
|
}
|
|
flame.classname = "fire";
|
|
flame.health = #FLAME_PLYRMAXTIME;
|
|
other.numflames = other.numflames + 1;
|
|
|
|
flame.velocity = other.velocity;
|
|
flame.enemy = other;
|
|
flame.touch = OnPlayerFlame_touch;
|
|
flame.owner = self.owner;
|
|
|
|
vtemp=self.origin;
|
|
|
|
setorigin(flame , vtemp);
|
|
|
|
flame.nextthink = time + 0.1;
|
|
flame.think = FlameFollow;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
flame = FlameSpawn("4", other);
|
|
if (flame != world)
|
|
{
|
|
flame.touch = WorldFlame_touch;
|
|
flame.classname = "fire";
|
|
|
|
vtemp=self.origin + '0 0 10';
|
|
setorigin(flame , vtemp);
|
|
flame.nextthink = time + #NAPALM_MAXBURNTIME;
|
|
flame.think = Remove;
|
|
flame.enemy = self.owner;
|
|
}
|
|
|
|
FlameDestroy(self);
|
|
}
|
|
};
|
|
|
|
|
|
// Player.qc declaration
|
|
void () DeathBubblesSpawn;
|
|
|
|
|
|
// Slightly varied version of DEATHBUBBLES
|
|
void(float num_bubbles, vector bub_origin) NewBubbles =
|
|
{
|
|
local entity bubble_spawner;
|
|
|
|
bubble_spawner = spawn();
|
|
setorigin (bubble_spawner, bub_origin);
|
|
bubble_spawner.movetype = #MOVETYPE_NONE;
|
|
bubble_spawner.solid = #SOLID_NOT;
|
|
bubble_spawner.nextthink = time + 0.1;
|
|
|
|
if (self.classname == "player")
|
|
bubble_spawner.owner = self;
|
|
else
|
|
bubble_spawner.owner = self.enemy;
|
|
|
|
bubble_spawner.think = DeathBubblesSpawn;
|
|
bubble_spawner.bubble_count = num_bubbles;
|
|
return;
|
|
};
|
|
|
|
|
|
void() W_FireFlame =
|
|
{
|
|
local entity flame;
|
|
local float rn;
|
|
|
|
if (self.waterlevel > 2)
|
|
{
|
|
makevectors (self.v_angle);
|
|
NewBubbles(2, self.origin+v_forward*64);
|
|
|
|
rn = random();
|
|
if (rn < 0.5)
|
|
sound (self, #CHAN_WEAPON, "misc/water1.wav", 1, #ATTN_NORM);
|
|
else
|
|
sound (self, #CHAN_WEAPON, "misc/water2.wav", 1, #ATTN_NORM);
|
|
|
|
return;
|
|
}
|
|
|
|
// Take away a cell
|
|
self.currentammo = self.ammo_cells = self.ammo_cells - 1;
|
|
|
|
sound (self, #CHAN_AUTO, "weapons/flmfire2.wav", 1, #ATTN_NORM);
|
|
|
|
flame = spawn ();
|
|
|
|
flame.owner = self;
|
|
flame.movetype = #MOVETYPE_FLYMISSILE;
|
|
flame.solid = #SOLID_BBOX;
|
|
flame.classname = "flamerflame";
|
|
|
|
// set flame speed
|
|
|
|
makevectors (self.v_angle);
|
|
|
|
flame.velocity = aim(self, 10000);
|
|
flame.velocity = flame.velocity * 600;
|
|
|
|
flame.touch = Flamer_stream_touch;
|
|
|
|
flame.think = s_explode1;
|
|
flame.nextthink = time + 0.15;
|
|
|
|
setmodel (flame, "progs/s_explod.spr");
|
|
setsize (flame, '0 0 0', '0 0 0');
|
|
setorigin (flame, self.origin + v_forward * 16 + '0 0 16');
|
|
};
|
|
|
|
|
|
/*======================
|
|
Touch function for incendiary cannon rockets
|
|
======================*/
|
|
void() T_IncendiaryTouch =
|
|
{
|
|
local float damg;
|
|
local float points;
|
|
local entity head;
|
|
local vector org;
|
|
|
|
if (other == self.owner)
|
|
return; // don't explode on owner
|
|
|
|
if (pointcontents(self.origin) == #CONTENT_SKY)
|
|
{
|
|
remove(self);
|
|
return;
|
|
}
|
|
self.effects = self.effects | #EF_BRIGHTLIGHT;
|
|
|
|
damg = 20 + random()*20;
|
|
|
|
if (other.health)
|
|
{
|
|
deathmsg = #DMSG_FLAME;
|
|
TF_T_Damage (other, self, self.owner, damg, #TF_TD_NOTTEAM, #TF_TD_FIRE);
|
|
}
|
|
|
|
// don't do radius damage to the other, because all the damage
|
|
// was done in the impact
|
|
head = findradius(self.origin, 180);
|
|
|
|
while (head)
|
|
{
|
|
if (head.takedamage)
|
|
{
|
|
deathmsg = #DMSG_FLAME;
|
|
TF_T_Damage (head, self, self.owner, 15, #TF_TD_NOTTEAM, #TF_TD_FIRE);
|
|
|
|
// set 'em on fire
|
|
other = head; // i can't believe this works!
|
|
Napalm_touch();
|
|
if (other.classname == "player")
|
|
stuffcmd(other, "bf\nbf\n");
|
|
if (IsBuilding(other))
|
|
TF_T_Damage (head, self, self.owner, 35, #TF_TD_NOTTEAM, #TF_TD_FIRE);
|
|
|
|
}
|
|
head = head.chain;
|
|
}
|
|
|
|
// sound (self, #CHAN_WEAPON, "weapons/r_exp3.wav", 1, #ATTN_NORM);
|
|
self.origin = self.origin - 8*normalize(self.velocity);
|
|
|
|
#ifdef DEMO_STUFF
|
|
// Remove any camera's locks on this missile
|
|
if (self.enemy)
|
|
CamProjectileLockOff();
|
|
#endif
|
|
|
|
WriteByte (#MSG_BROADCAST, #SVC_TEMPENTITY);
|
|
WriteByte (#MSG_BROADCAST, #TE_EXPLOSION);
|
|
WriteCoord (#MSG_BROADCAST, self.origin_x);
|
|
WriteCoord (#MSG_BROADCAST, self.origin_y);
|
|
WriteCoord (#MSG_BROADCAST, self.origin_z);
|
|
#ifdef QUAKE_WORLD
|
|
multicast (self.origin, #MULTICAST_PHS);
|
|
|
|
if (other.classname == "force_field") //- OfN - Makes field explosion b4 removing it
|
|
FieldExplosion(other,self.origin,self);
|
|
|
|
dremove(self);
|
|
#else
|
|
BecomeExplosion ();
|
|
#endif
|
|
};
|
|
|
|
|
|
/*
|
|
================
|
|
W_FireIncendiaryCannon
|
|
================
|
|
*/
|
|
void() W_FireIncendiaryCannon =
|
|
{
|
|
|
|
if (self.ammo_rockets < 3)
|
|
return;
|
|
|
|
self.currentammo = self.ammo_rockets = self.ammo_rockets - 3;
|
|
|
|
sound (self, #CHAN_WEAPON, "weapons/sgun1.wav", 1, #ATTN_NORM);
|
|
|
|
KickPlayer(-3, self);
|
|
|
|
newmis = spawn ();
|
|
newmis.owner = self;
|
|
newmis.movetype = #MOVETYPE_FLYMISSILE;
|
|
newmis.solid = #SOLID_BBOX;
|
|
|
|
// set newmis speed
|
|
makevectors (self.v_angle);
|
|
newmis.velocity = aim(self, 1000);
|
|
newmis.velocity = newmis.velocity * 600;
|
|
newmis.angles = vectoangles(newmis.velocity);
|
|
|
|
newmis.touch = T_IncendiaryTouch;
|
|
|
|
//- OfN - For airfist
|
|
newmis.classname = "rocket";
|
|
|
|
// set newmis duration
|
|
newmis.nextthink = time + 5;
|
|
newmis.think = SUB_Remove;
|
|
|
|
newmis.weapon = #DMSG_INCENDIARY;
|
|
|
|
setmodel (newmis, "progs/missile.mdl");
|
|
setsize (newmis, '0 0 0', '0 0 0');
|
|
setorigin (newmis, self.origin + v_forward*8 + '0 0 16');
|
|
|
|
#ifdef DEMO_STUFF
|
|
// Have we got a live camera in projectile mode?
|
|
if (live_camera)
|
|
CamProjectileLockOn();
|
|
#endif
|
|
};
|
|
|
|
//=========================================================================
|
|
// Incendiary cannon selection function
|
|
void() TeamFortress_IncendiaryCannon =
|
|
{
|
|
if (!(self.weapons_carried & #WEAP_INCENDIARY))
|
|
return;
|
|
|
|
if (self.ammo_rockets < 3)
|
|
{
|
|
sprint (self, #PRINT_HIGH, "not enough ammo.\n");
|
|
return;
|
|
}
|
|
|
|
self.current_weapon = #WEAP_INCENDIARY;
|
|
|
|
W_SetCurrentAmmo();
|
|
};
|
|
// Flamethrower selection function
|
|
void() TeamFortress_FlameThrower =
|
|
{
|
|
if (!(self.weapons_carried & #WEAP_FLAMETHROWER))
|
|
return;
|
|
|
|
if (self.ammo_cells < 1)
|
|
{
|
|
sprint (self, #PRINT_HIGH, "not enough ammo.\n");
|
|
return;
|
|
}
|
|
|
|
self.current_weapon = #WEAP_FLAMETHROWER;
|
|
|
|
W_SetCurrentAmmo();
|
|
};
|
|
|