204 lines
4.9 KiB
C++
204 lines
4.9 KiB
C++
/* exploder quickc program
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by jim dose' 9/13/96
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copyright (c)1996 hipnotic interactive, inc.
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all rights reserved.
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do not distribute.
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*/
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float use_particles = 1;
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void() becomeexplosion;
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void() exploder_fire =
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{
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local entity temp;
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temp = self;
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activator = other;
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sub_usetargets ();
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self = temp;
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other = self;
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if (self.dmg<120)
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{
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sound (self , chan_auto, "misc/shortexp.wav", self.volume, self.speed);
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}
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else
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{
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sound (self , chan_auto, "misc/longexpl.wav", self.volume, self.speed);
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}
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t_radiusdamage (self, self.owner, self.dmg, other);
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if (self.spawnflags & use_particles)
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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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}
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becomeexplosion();
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};
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void() exploder_use =
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{
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if (self.delay)
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{
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self.nextthink = time + self.delay;
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self.delay = 0;
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self.think = exploder_fire;
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}
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else
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{
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exploder_fire();
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}
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};
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/*quaked func_exploder (0.4 0 0) (0 0 0) (8 8 8) particles
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spawns an explosion when triggered. triggers any targets.
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"dmg" specifies how much damage to cause. negative values
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indicate no damage. default or 0 indicates 120.
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"volume" volume at which to play explosions (default 1.0)
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"speed" attenuation for explosions (default normal)
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*/
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void() func_exploder =
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{
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precache_sound ("misc/shortexp.wav");
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precache_sound ("misc/longexpl.wav");
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self.classname = "exploder";
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self.use = exploder_use;
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if ( self.dmg == 0 )
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{
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self.dmg = 120;
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}
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if ( self.dmg < 0 )
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{
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self.dmg = 0;
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}
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if ( self.speed == 0 )
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{
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self.speed = 1;
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}
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if ( self.volume == 0 )
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{
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self.volume = 1.0;
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}
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};
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void() multi_exploder_fire =
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{
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local entity temp;
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local entity expl;
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self.nextthink = time + self.wait;
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if (self.state == 0)
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{
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self.state = 1;
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self.duration = time + self.duration;
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temp = self;
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activator = other;
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sub_usetargets ();
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self = temp;
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other = self;
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}
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if (time > self.duration)
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{
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remove(self);
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return;
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}
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expl = spawn();
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expl.owner = self.owner;
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expl.dmg = self.dmg;
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expl.origin_x = self.absmin_x + (random() * (self.absmax_x - self.absmin_x));
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expl.origin_y = self.absmin_y + (random() * (self.absmax_y - self.absmin_y));
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expl.origin_z = self.absmin_z + (random() * (self.absmax_z - self.absmin_z));
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sound (expl , chan_voice, "misc/shortexp.wav", self.volume, self.speed);
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t_radiusdamage (expl, self.owner, self.dmg, other);
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if (self.spawnflags & use_particles)
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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, expl.origin_x);
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writecoord (msg_broadcast, expl.origin_y);
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writecoord (msg_broadcast, expl.origin_z);
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}
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temp = self;
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self = expl;
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becomeexplosion();
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self = temp;
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};
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void( vector loc, float rad, float damage, float dur, float pause, float vol) multi_explosion =
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{
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local entity temp;
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temp = self;
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self = spawn();
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self.origin = loc;
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self.dmg = damage;
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self.duration = dur;
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self.wait = pause;
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self.owner = world;
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self.absmin = self.origin - (rad * '1 1 1');
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self.absmax = self.origin + (rad * '1 1 1');
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self.think = multi_exploder_fire;
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self.volume = vol;
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multi_exploder_fire();
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self = temp;
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};
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void() multi_exploder_use =
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{
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if (self.delay)
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{
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self.nextthink = time + self.delay;
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self.delay = 0;
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self.think = multi_exploder_fire;
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}
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else
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{
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self.think = multi_exploder_fire;
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multi_exploder_fire();
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}
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};
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/*quaked func_multi_exploder (0.4 0 0) ?
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spawns an explosion when triggered. triggers any targets.
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size of brush determines where explosions will occur.
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"dmg" specifies how much damage to cause from each explosion
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negative values indicate no damage. default or 0 indicates 120.
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"delay" delay before exploding (default 0 seconds)
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"duration" how long to explode for (default 1 second)
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"wait" time between each explosion (default 0.25 seconds)
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"volume" volume to play explosion sound at (default 0.5)
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"speed" attenuation for explosions (default normal)
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*/
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void() func_multi_exploder =
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{
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precache_sound ("misc/shortexp.wav");
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precache_sound ("misc/longexpl.wav");
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self.classname = "exploder";
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self.use = multi_exploder_use;
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setmodel(self,self.model);
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self.movetype = movetype_none;
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self.modelindex = 0;
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self.model = "";
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if ( self.dmg == 0 )
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{
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self.dmg = 120;
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}
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if ( self.dmg < 0 )
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{
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self.dmg = 0;
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}
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if (self.duration == 0)
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self.duration = 1.0;
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if (self.speed == 0)
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self.speed = 1.0;
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if (self.volume == 0)
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self.volume = 0.5;
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if (self.wait == 0)
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self.wait = 0.25;
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self.state = 0;
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};
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