265 lines
7.7 KiB
C
265 lines
7.7 KiB
C
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//
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// spl_bluering.c
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//
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// Heretic II
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// Copyright 1998 Raven Software
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//
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#include "g_local.h"
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#include "fx.h"
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#include "random.h"
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#include "vector.h"
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#include "g_playstats.h"
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#include "p_actions2.h"
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extern void AlertMonsters (edict_t *self, edict_t *enemy, float lifetime, qboolean ignore_shadows);
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extern edict_t *PhoenixMissileReflect(edict_t *missile, edict_t *other, vec3_t vel);
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extern edict_t *RedRainMissileReflect(edict_t *self, edict_t *other, vec3_t vel);
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extern edict_t *MeteorBarrierReflect(edict_t *self, edict_t *other, vec3_t vel);
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extern edict_t *SphereReflect(edict_t *self, edict_t *other, vec3_t vel);
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extern edict_t *HellboltReflect(edict_t *self, edict_t *other, vec3_t vel);
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extern edict_t *MorphReflect(edict_t *self, edict_t *other, vec3_t vel);
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// Since findradius is not specific enough for our needs
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// This, for one, will seek out player maceballs, arrows, and meteors.
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#define NEW_RING (1)
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#if !NEW_RING
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edict_t *findringradius (edict_t *from, vec3_t org, float rad, edict_t *Caster)
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{
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vec3_t eorg;
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int j;
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if (!from)
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from = g_edicts;
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else
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from++;
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for ( ; from < &g_edicts[globals.num_edicts]; from++)
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{
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if (!from->inuse || (from->solid == SOLID_NOT) || (from->reflected_time == Caster->timestamp) || (from == Caster->owner))
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continue;
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// if we aren't in the same y band, don't affect anyone
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if ((abs(from->s.origin[2] - Caster->s.origin[2])) > 35.0)
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continue;
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// if we've already reflected this, don't do it again.
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from->reflected_time = Caster->timestamp;
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for (j=0 ; j<3 ; j++)
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eorg[j] = org[j] - (from->s.origin[j] + (from->mins[j] + from->maxs[j])*0.5);
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if (VectorLength(eorg) > rad)
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continue;
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return from;
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}
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return NULL;
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}
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#else
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edict_t *findringradius (edict_t *from, vec3_t org, float rad, edict_t *Caster)
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{
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static float max2;
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static vec3_t min;
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static vec3_t max;
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vec3_t eorg;
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int j;
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float elen;
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if (!from)
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{
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max2=rad*rad;
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VectorCopy(org,min);
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VectorCopy(org,max);
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for (j=0 ; j<3 ; j++)
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{
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min[j]-=rad;
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max[j]+=rad;
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}
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}
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while (1)
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{
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from=findinbounds(from,min,max);
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if (!from)
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return 0;
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if (!from->inuse|| (from->reflected_time == Caster->timestamp) || (from == Caster->owner))
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continue;
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if ((abs(from->s.origin[2] - Caster->s.origin[2])) > 35.0)
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continue;
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// if we've already reflected this, don't do it again.
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from->reflected_time = Caster->timestamp;
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for (j=0 ; j<3 ; j++)
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eorg[j] = org[j] - (from->s.origin[j] + (from->mins[j] + from->maxs[j])*0.5);
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elen = DotProduct(eorg,eorg);
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if (elen > max2)
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continue;
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return from;
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}
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}
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#endif
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void RingThink(edict_t *self)
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{
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int hit;
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edict_t *ent = NULL, *newent;
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vec3_t vel, hitloc;
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vec_t scale;
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edict_t* (*reflect)(edict_t*, edict_t*, vec3_t);
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// kill the ring eventually
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self->nextthink = level.time + 0.1;
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if (!(--self->count))
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{
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G_SetToFree(self);
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return;
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}
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// Since find radius is not specific enough for our needs, here is
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while(ent = findringradius(ent, self->s.origin, RING_EFFECT_RADIUS, self))
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{
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hit = false;
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reflect = NULL;
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if (ent->mass)
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{
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if(!((ent->client) && (ent->client->playerinfo.reflect_timer > level.time)))
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{
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VectorSubtract(ent->s.origin, self->s.origin, vel);
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scale = (RING_EFFECT_RADIUS - VectorLength(vel))
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* (RING_KNOCKBACK_SCALE/RING_EFFECT_RADIUS)
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* sqrt(RING_MASS_FACTOR / ent->mass)
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+ RING_KNOCKBACK_BASE;
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VectorNormalize(vel);
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if (ent->client)
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{ // For players, force them up more and faster.
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vel[2] = 0.5;
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if (vel[2] < 0.5 && vel[2] > 0.0)
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{
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scale *= 2.0;
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VectorNormalize(vel);
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}
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}
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// Vel is just passing the direction of the knockback.
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QPostMessage(ent, MSG_REPULSE, PRI_DIRECTIVE, "fff", vel[0], vel[1], vel[2] + 30.0);
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if (ent->takedamage)
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{
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VectorMA(ent->s.origin, -ent->maxs[0], vel, hitloc);
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if (ent->client && coop->value) // Don't damage players in coop.
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T_Damage (ent, ent, self, vel, hitloc, vec3_origin, 0, (int)scale, DAMAGE_RADIUS | DAMAGE_SPELL,MOD_ROR);
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if (ent->movetype != PHYSICSTYPE_NONE)
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T_Damage (ent, ent, self, vel, hitloc, vec3_origin, 4, (int)scale, DAMAGE_RADIUS | DAMAGE_SPELL,MOD_ROR);
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else
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T_Damage (ent, ent, self, vel, hitloc, vec3_origin, 4, 0, DAMAGE_RADIUS | DAMAGE_SPELL,MOD_ROR);
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// if we are hitting a player, knock the bastard down
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// if (ent->client)
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// KnockDownPlayer(&ent->client->playerinfo);
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}
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}
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}
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else if (strcmp(ent->classname, "Spell_RedRainArrow") == 0)
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{
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if (ent->owner != self && ent->reflect_debounce_time)
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{
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hit = true;
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reflect = RedRainMissileReflect;
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}
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}
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else if (strcmp(ent->classname, "Spell_PhoenixArrow") == 0)
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{
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if (ent->owner != self && ent->reflect_debounce_time)
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{
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hit = true;
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reflect = PhoenixMissileReflect;
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}
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}
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else if (strcmp(ent->classname, "Spell_MeteorBarrier") == 0)
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{
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if (ent->owner != self && ent->reflect_debounce_time)
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{
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hit = true;
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reflect = MeteorBarrierReflect;
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}
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}
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else if (strcmp(ent->classname, "Spell_SphereOfAnnihilation") == 0)
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{
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if (ent->owner != self && ent->reflect_debounce_time)
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{
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hit = true;
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reflect = SphereReflect;
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}
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}
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else if (strcmp(ent->classname, "Spell_Hellbolt") == 0)
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{
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if (ent->owner != self && ent->reflect_debounce_time)
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{
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hit = true;
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reflect = HellboltReflect;
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}
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}
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else if (strcmp(ent->classname, "Spell_MorphArrow") == 0)
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{
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if (ent->owner != self && ent->reflect_debounce_time)
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{
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hit = true;
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reflect = MorphReflect;
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}
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}
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else if (strcmp(ent->classname, "Spell_Maceball") == 0)
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{
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if (ent->owner != self)
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{ // Don't screw up your own projectiles.
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hit = true;
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// Give the self credit for stuff killed with it, or worse yet, set the originator as the enemy.
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ent->enemy = ent->owner;
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ent->owner = self->owner;
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// Do a nasty looking blast at the impact point
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gi.CreateEffect(&ent->s, FX_LIGHTNING_HIT, CEF_OWNERS_ORIGIN, NULL, "t", ent->velocity);
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}
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}
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if (hit)
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{
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VectorSubtract(self->s.origin, ent->s.origin, vel);
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VectorNormalize(vel);
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// The dot product is the velocity towards the self (normally negative), let's reverse it.
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scale = DotProduct(vel, ent->velocity);
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if (scale > 0) // If heading towards the self, reverse that portion of the velocity
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VectorMA(ent->velocity, -2.0*scale, vel, vel);
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else // Jes' double the speed away
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VectorMA(ent->velocity, scale, vel, vel);
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if(reflect)
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{
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if (Vec3IsZero(vel)) // Reflect needs a non-zero vel. If zeroed, throw it straight up.
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VectorSet(vel, 0, 0, 200.0);
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newent = reflect(ent, self->owner, vel);
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vectoangles(newent->velocity, newent->s.angles);
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}
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}
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}
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}
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#define RING_THINKS 4
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// Formula for knockback: 1 to 0 (center to outside) * KNOCKBACK_SCALE + KNOCKBACK_BASE
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// This total is multiplied by (MASS_FACTOR / mass). (If mass > 200, less, if < 200, more)
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void SpellCastBlueRing(edict_t *Caster, vec3_t StartPos, vec3_t AimAngles, vec3_t AimDir, float value)
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{
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edict_t *newent;
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// create the actual effect entity
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newent = G_Spawn();
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newent->owner = Caster;
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newent->solid = SOLID_NOT;
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newent->svflags |= SVF_NOCLIENT;
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newent->movetype = PHYSICSTYPE_NONE;
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newent->classname = "Spell_Ring";
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newent->nextthink = level.time + 0.1;
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newent->think = RingThink;
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newent->count = RING_THINKS;
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newent->timestamp = level.time;
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VectorCopy(Caster->s.origin, newent->s.origin);
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gi.linkentity(newent);
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// fire off a special effect.
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gi.CreateEffect(&Caster->s, FX_SPELL_BLUERING, CEF_OWNERS_ORIGIN, 0, "");
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}
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// end
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