jkxr/Projects/Android/jni/OpenJK/codeJK2/game/g_misc_model.cpp

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/*
===========================================================================
Copyright (C) 1999 - 2005, Id Software, Inc.
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
#include "g_headers.h"
#include "g_local.h"
#include "g_functions.h"
#include "bg_public.h"
extern cvar_t *g_spskill;
//
// Helper functions
//
//------------------------------------------------------------
void SetMiscModelModels( char *modelNameString, gentity_t *ent, qboolean damage_model )
{
char damageModel[MAX_QPATH];
char chunkModel[MAX_QPATH];
int len;
//Main model
ent->s.modelindex = G_ModelIndex( modelNameString );
if ( damage_model )
{
len = strlen( modelNameString ) - 4; // extract the extension
//Dead/damaged model
strncpy( damageModel, modelNameString, len );
damageModel[len] = 0;
strncpy( chunkModel, damageModel, sizeof(chunkModel));
strcat( damageModel, "_d1.md3" );
ent->s.modelindex2 = G_ModelIndex( damageModel );
ent->spawnflags |= 4; // deadsolid
//Chunk model
strcat( chunkModel, "_c1.md3" );
ent->s.modelindex3 = G_ModelIndex( chunkModel );
}
}
//------------------------------------------------------------
void SetMiscModelDefaults( gentity_t *ent, useFunc_t use_func, char *material, int solid_mask,int animFlag,
qboolean take_damage, qboolean damage_model = qfalse )
{
// Apply damage and chunk models if they exist
SetMiscModelModels( ent->model, ent, damage_model );
ent->s.eFlags = animFlag;
ent->svFlags |= SVF_PLAYER_USABLE;
ent->contents = solid_mask;
G_SetOrigin( ent, ent->s.origin );
VectorCopy( ent->s.angles, ent->s.apos.trBase );
gi.linkentity (ent);
// Set a generic use function
ent->e_UseFunc = use_func;
/* if (use_func == useF_health_use)
{
G_SoundIndex("sound/player/suithealth.wav");
}
else if (use_func == useF_ammo_use )
{
G_SoundIndex("sound/player/suitenergy.wav");
}
*/
G_SpawnInt( "material", material, (int *)&ent->material );
if (ent->health)
{
ent->max_health = ent->health;
ent->takedamage = take_damage;
ent->e_PainFunc = painF_misc_model_breakable_pain;
ent->e_DieFunc = dieF_misc_model_breakable_die;
}
}
void HealthStationSettings(gentity_t *ent)
{
G_SpawnInt( "count", "0", &ent->count );
if (!ent->count)
{
switch (g_spskill->integer)
{
case 0: // EASY
ent->count = 100;
break;
case 1: // MEDIUM
ent->count = 75;
break;
default :
case 2: // HARD
ent->count = 50;
break;
}
}
}
void CrystalAmmoSettings(gentity_t *ent)
{
G_SpawnInt( "count", "0", &ent->count );
if (!ent->count)
{
switch (g_spskill->integer)
{
case 0: // EASY
ent->count = 75;
break;
case 1: // MEDIUM
ent->count = 75;
break;
default :
case 2: // HARD
ent->count = 75;
break;
}
}
}
//------------------------------------------------------------
//------------------------------------------------------------
/*QUAKED misc_model_ghoul (1 0 0) (-16 -16 -37) (16 16 32)
"model" arbitrary .glm file to display
"health" - how much health the model has - default 60 (zero makes non-breakable)
*/
//------------------------------------------------------------
#include "anims.h"
extern qboolean G_ParseAnimFileSet( const char *filename, const char *animCFG, int *animFileIndex );
int temp_animFileIndex;
void set_MiscAnim( gentity_t *ent)
{
animation_t *animations = level.knownAnimFileSets[temp_animFileIndex].animations;
if (ent->playerModel & 1)
{
int anim = BOTH_STAND3;
float animSpeed = 50.0f / animations[anim].frameLerp;
// yes, its the same animation, so work out where we are in the leg anim, and blend us
gi.G2API_SetBoneAnim(&ent->ghoul2[0], "model_root", animations[anim].firstFrame,
(animations[anim].numFrames -1 )+ animations[anim].firstFrame,
BONE_ANIM_OVERRIDE_FREEZE | BONE_ANIM_BLEND , animSpeed, (cg.time?cg.time:level.time), -1, 350);
}
else
{
int anim = BOTH_PAIN3;
float animSpeed = 50.0f / animations[anim].frameLerp;
gi.G2API_SetBoneAnim(&ent->ghoul2[0], "model_root", animations[anim].firstFrame,
(animations[anim].numFrames -1 )+ animations[anim].firstFrame,
BONE_ANIM_OVERRIDE_FREEZE | BONE_ANIM_BLEND, animSpeed, (cg.time?cg.time:level.time), -1, 350);
}
ent->nextthink = level.time + 900;
ent->playerModel++;
}
void SP_misc_model_ghoul( gentity_t *ent )
{
#if 1
ent->s.modelindex = G_ModelIndex( ent->model );
gi.G2API_InitGhoul2Model(ent->ghoul2, ent->model, ent->s.modelindex, NULL_HANDLE, NULL_HANDLE, 0, 0);
ent->s.radius = 50;
G_SetOrigin( ent, ent->s.origin );
G_SetAngles( ent, ent->s.angles );
qboolean bHasScale = G_SpawnVector( "modelscale_vec", "1 1 1", ent->s.modelScale );
if ( !bHasScale ) {
float temp;
G_SpawnFloat( "modelscale", "0", &temp );
if ( temp != 0.0f ) {
ent->s.modelScale[0] = ent->s.modelScale[1] = ent->s.modelScale[2] = temp;
bHasScale = qtrue;
}
}
if ( bHasScale ) {
//scale the x axis of the bbox up.
ent->maxs[0] *= ent->s.modelScale[0];
ent->mins[0] *= ent->s.modelScale[0];
//scale the y axis of the bbox up.
ent->maxs[1] *= ent->s.modelScale[1];
ent->mins[1] *= ent->s.modelScale[1];
//scale the z axis of the bbox up and adjust origin accordingly
ent->maxs[2] *= ent->s.modelScale[2];
float oldMins2 = ent->mins[2];
ent->mins[2] *= ent->s.modelScale[2];
ent->s.origin[2] += (oldMins2 - ent->mins[2]);
}
gi.linkentity (ent);
#else
char name1[200] = "models/players/kyle/model.glm";
ent->s.modelindex = G_ModelIndex( name1 );
gi.G2API_InitGhoul2Model(ent->ghoul2, name1, ent->s.modelindex);
ent->s.radius = 150;
// we found the model ok - load it's animation config
if ( !G_ParseAnimFileSet( "kyle", "_humanoid", &temp_animFileIndex ) )
{
Com_Printf( S_COLOR_RED"Failed to load animation file set models/players/jedi/animation.cfg\n");
}
ent->s.angles[0] = 0;
ent->s.angles[1] = 90;
ent->s.angles[2] = 0;
ent->s.origin[2] = 20;
ent->s.origin[1] = 80;
// ent->s.modelScale[0] = ent->s.modelScale[1] = ent->s.modelScale[2] = 0.8f;
VectorSet (ent->mins, -16, -16, -37);
VectorSet (ent->maxs, 16, 16, 32);
//#if _DEBUG
//loadsavecrash
// VectorCopy(ent->mins, ent->s.mins);
// VectorCopy(ent->maxs, ent->s.maxs);
//#endif
ent->contents = CONTENTS_BODY;
ent->clipmask = MASK_NPCSOLID;
G_SetOrigin( ent, ent->s.origin );
VectorCopy( ent->s.angles, ent->s.apos.trBase );
ent->health = 1000;
// ent->s.modelindex = G_ModelIndex( "models/weapons2/blaster_r/g2blaster_w.glm" );
// gi.G2API_InitGhoul2Model(ent->ghoul2, "models/weapons2/blaster_r/g2blaster_w.glm", ent->s.modelindex);
// gi.G2API_AddBolt(&ent->ghoul2[0], "*weapon");
// gi.G2API_AttachG2Model(&ent->ghoul2[1],&ent->ghoul2[0], 0, 0);
gi.linkentity (ent);
animation_t *animations = level.knownAnimFileSets[temp_animFileIndex].animations;
int anim = BOTH_STAND3;
float animSpeed = 50.0f / animations[anim].frameLerp;
gi.G2API_SetBoneAnim(&ent->ghoul2[0], "model_root", animations[anim].firstFrame,
(animations[anim].numFrames -1 )+ animations[anim].firstFrame,
BONE_ANIM_OVERRIDE_FREEZE , animSpeed, cg.time);
// int test = gi.G2API_GetSurfaceRenderStatus(&ent->ghoul2[0], "l_hand");
// gi.G2API_SetSurfaceOnOff(&ent->ghoul2[0], "l_arm",0x00000100);
// test = gi.G2API_GetSurfaceRenderStatus(&ent->ghoul2[0], "l_hand");
// gi.G2API_SetNewOrigin(&ent->ghoul2[0], gi.G2API_AddBolt(&ent->ghoul2[0], "rhang_tag_bone"));
// ent->s.apos.trDelta[1] = 10;
// ent->s.apos.trType = TR_LINEAR;
ent->nextthink = level.time + 1000;
ent->e_ThinkFunc = thinkF_set_MiscAnim;
#endif
}
#define RACK_BLASTER 1
#define RACK_REPEATER 2
#define RACK_ROCKET 4
/*QUAKED misc_model_gun_rack (1 0 0.25) (-14 -14 -4) (14 14 30) BLASTER REPEATER ROCKET
#MODELNAME="models/map_objects/kejim/weaponsrack.md3"
NOTE: can mix and match these spawnflags to get multi-weapon racks. If only one type is checked the rack will be full of those weapons
BLASTER - Puts one or more blaster guns on the rack.
REPEATER - Puts one or more repeater guns on the rack.
ROCKET - Puts one or more rocket launchers on the rack.
*/
void GunRackAddItem( gitem_t *gun, vec3_t org, vec3_t angs, float ffwd, float fright, float fup )
{
vec3_t fwd, right;
gentity_t *it_ent = G_Spawn();
qboolean rotate = qtrue;
AngleVectors( angs, fwd, right, NULL );
if ( it_ent && gun )
{
// FIXME: scaling the ammo will probably need to be tweaked to a reasonable amount...adjust as needed
// Set base ammo per type
if ( gun->giType == IT_WEAPON )
{
it_ent->spawnflags |= 16;// VERTICAL
switch( gun->giTag )
{
case WP_BLASTER:
it_ent->count = 15;
break;
case WP_REPEATER:
it_ent->count = 100;
break;
case WP_ROCKET_LAUNCHER:
it_ent->count = 4;
break;
}
}
else
{
rotate = qfalse;
// must deliberately make it small, or else the objects will spawn inside of each other.
VectorSet( it_ent->maxs, 6.75f, 6.75f, 6.75f );
VectorScale( it_ent->maxs, -1, it_ent->mins );
}
it_ent->spawnflags |= 1;// ITMSF_SUSPEND
it_ent->classname = gun->classname;
G_SpawnItem( it_ent, gun );
// FinishSpawningItem handles everything, so clear the thinkFunc that was set in G_SpawnItem
FinishSpawningItem( it_ent );
if ( gun->giType == IT_AMMO )
{
if ( gun->giTag == AMMO_BLASTER ) // I guess this just has to use different logic??
{
if ( g_spskill->integer >= 2 )
{
it_ent->count += 10; // give more on higher difficulty because there will be more/harder enemies?
}
}
else
{
// scale ammo based on skill
switch ( g_spskill->integer )
{
case 0: // do default
break;
case 1:
it_ent->count *= 0.75f;
break;
case 2:
it_ent->count *= 0.5f;
break;
}
}
}
it_ent->nextthink = 0;
VectorCopy( org, it_ent->s.origin );
VectorMA( it_ent->s.origin, fright, right, it_ent->s.origin );
VectorMA( it_ent->s.origin, ffwd, fwd, it_ent->s.origin );
it_ent->s.origin[2] += fup;
VectorCopy( angs, it_ent->s.angles );
// by doing this, we can force the amount of ammo we desire onto the weapon for when it gets picked-up
it_ent->flags |= ( FL_DROPPED_ITEM | FL_FORCE_PULLABLE_ONLY );
it_ent->physicsBounce = 0.1f;
for ( int t = 0; t < 3; t++ )
{
if ( rotate )
{
if ( t == YAW )
{
it_ent->s.angles[t] = AngleNormalize180( it_ent->s.angles[t] + 180 + Q_flrand(-1.0f, 1.0f) * 14 );
}
else
{
it_ent->s.angles[t] = AngleNormalize180( it_ent->s.angles[t] + Q_flrand(-1.0f, 1.0f) * 4 );
}
}
else
{
if ( t == YAW )
{
it_ent->s.angles[t] = AngleNormalize180( it_ent->s.angles[t] + 90 + Q_flrand(-1.0f, 1.0f) * 4 );
}
}
}
G_SetAngles( it_ent, it_ent->s.angles );
G_SetOrigin( it_ent, it_ent->s.origin );
gi.linkentity( it_ent );
}
}
//---------------------------------------------
void SP_misc_model_gun_rack( gentity_t *ent )
{
gitem_t *blaster = NULL, *repeater = NULL, *rocket = NULL;
int ct = 0;
float ofz[3];
gitem_t *itemList[3];
// If BLASTER is checked...or nothing is checked then we'll do blasters
if (( ent->spawnflags & RACK_BLASTER ) || !(ent->spawnflags & ( RACK_BLASTER | RACK_REPEATER | RACK_ROCKET )))
{
blaster = FindItemForWeapon( WP_BLASTER );
}
if (( ent->spawnflags & RACK_REPEATER ))
{
repeater = FindItemForWeapon( WP_REPEATER );
}
if (( ent->spawnflags & RACK_ROCKET ))
{
rocket = FindItemForWeapon( WP_ROCKET_LAUNCHER );
}
//---------weapon types
if ( blaster )
{
ofz[ct] = 23.0f;
itemList[ct++] = blaster;
}
if ( repeater )
{
ofz[ct] = 24.5f;
itemList[ct++] = repeater;
}
if ( rocket )
{
ofz[ct] = 25.5f;
itemList[ct++] = rocket;
}
if ( ct ) //..should always have at least one item on their, but just being safe
{
for ( ; ct < 3 ; ct++ )
{
ofz[ct] = ofz[0];
itemList[ct] = itemList[0]; // first weapon ALWAYS propagates to fill up the shelf
}
}
// now actually add the items to the shelf...validate that we have a list to add
if ( ct )
{
for ( int i = 0; i < ct; i++ )
{
GunRackAddItem( itemList[i], ent->s.origin, ent->s.angles, Q_flrand(-1.0f, 1.0f) * 2, ( i - 1 ) * 9 + Q_flrand(-1.0f, 1.0f) * 2, ofz[i] );
}
}
ent->s.modelindex = G_ModelIndex( "models/map_objects/kejim/weaponsrack.md3" );
G_SetOrigin( ent, ent->s.origin );
G_SetAngles( ent, ent->s.angles );
ent->contents = CONTENTS_SOLID;
gi.linkentity( ent );
}
#define RACK_METAL_BOLTS 2
#define RACK_ROCKETS 4
#define RACK_WEAPONS 8
#define RACK_HEALTH 16
#define RACK_PWR_CELL 32
#define RACK_NO_FILL 64
/*QUAKED misc_model_ammo_rack (1 0 0.25) (-14 -14 -4) (14 14 30) BLASTER METAL_BOLTS ROCKETS WEAPON HEALTH PWR_CELL NO_FILL
#MODELNAME="models/map_objects/kejim/weaponsrung.md3"
NOTE: can mix and match these spawnflags to get multi-ammo racks. If only one type is checked the rack will be full of that ammo. Only three ammo packs max can be displayed.
BLASTER - Adds one or more ammo packs that are compatible with Blasters and the Bryar pistol.
METAL_BOLTS - Adds one or more metal bolt ammo packs that are compatible with the heavy repeater and the flechette gun
ROCKETS - Puts one or more rocket packs on a rack.
WEAPON - adds a weapon matching a selected ammo type to the rack.
HEALTH - adds a health pack to the top shelf of the ammo rack
PWR_CELL - Adds one or more power cell packs that are compatible with the Disuptor, bowcaster, and demp2
NO_FILL - Only puts selected ammo on the rack, it never fills up all three slots if only one or two items were checked
*/
extern gitem_t *FindItemForAmmo( ammo_t ammo );
//---------------------------------------------
void SP_misc_model_ammo_rack( gentity_t *ent )
{
// If BLASTER is checked...or nothing is checked then we'll do blasters
if (( ent->spawnflags & RACK_BLASTER ) || !(ent->spawnflags & ( RACK_BLASTER | RACK_METAL_BOLTS | RACK_ROCKETS | RACK_PWR_CELL )))
{
if ( ent->spawnflags & RACK_WEAPONS )
{
RegisterItem( FindItemForWeapon( WP_BLASTER ));
}
RegisterItem( FindItemForAmmo( AMMO_BLASTER ));
}
if (( ent->spawnflags & RACK_METAL_BOLTS ))
{
if ( ent->spawnflags & RACK_WEAPONS )
{
RegisterItem( FindItemForWeapon( WP_REPEATER ));
}
RegisterItem( FindItemForAmmo( AMMO_METAL_BOLTS ));
}
if (( ent->spawnflags & RACK_ROCKETS ))
{
if ( ent->spawnflags & RACK_WEAPONS )
{
RegisterItem( FindItemForWeapon( WP_ROCKET_LAUNCHER ));
}
RegisterItem( FindItemForAmmo( AMMO_ROCKETS ));
}
if (( ent->spawnflags & RACK_PWR_CELL ))
{
RegisterItem( FindItemForAmmo( AMMO_POWERCELL ));
}
if (( ent->spawnflags & RACK_HEALTH ))
{
RegisterItem( FindItem( "item_medpak_instant" ));
}
ent->e_ThinkFunc = thinkF_spawn_rack_goods;
ent->nextthink = level.time + 100;
G_SetOrigin( ent, ent->s.origin );
G_SetAngles( ent, ent->s.angles );
ent->contents = CONTENTS_SHOTCLIP|CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP;//CONTENTS_SOLID;//so use traces can go through them
gi.linkentity( ent );
}
// AMMO RACK!!
void spawn_rack_goods( gentity_t *ent )
{
float v_off = 0;
gitem_t *blaster = NULL, *metal_bolts = NULL, *rockets = NULL, *it = NULL;
gitem_t *am_blaster = NULL, *am_metal_bolts = NULL, *am_rockets = NULL, *am_pwr_cell = NULL;
gitem_t *health = NULL;
int pos = 0, ct = 0;
gitem_t *itemList[4]; // allocating 4, but we only use 3. done so I don't have to validate that the array isn't full before I add another
gi.unlinkentity( ent );
// If BLASTER is checked...or nothing is checked then we'll do blasters
if (( ent->spawnflags & RACK_BLASTER ) || !(ent->spawnflags & ( RACK_BLASTER | RACK_METAL_BOLTS | RACK_ROCKETS | RACK_PWR_CELL )))
{
if ( ent->spawnflags & RACK_WEAPONS )
{
blaster = FindItemForWeapon( WP_BLASTER );
}
am_blaster = FindItemForAmmo( AMMO_BLASTER );
}
if (( ent->spawnflags & RACK_METAL_BOLTS ))
{
if ( ent->spawnflags & RACK_WEAPONS )
{
metal_bolts = FindItemForWeapon( WP_REPEATER );
}
am_metal_bolts = FindItemForAmmo( AMMO_METAL_BOLTS );
}
if (( ent->spawnflags & RACK_ROCKETS ))
{
if ( ent->spawnflags & RACK_WEAPONS )
{
rockets = FindItemForWeapon( WP_ROCKET_LAUNCHER );
}
am_rockets = FindItemForAmmo( AMMO_ROCKETS );
}
if (( ent->spawnflags & RACK_PWR_CELL ))
{
am_pwr_cell = FindItemForAmmo( AMMO_POWERCELL );
}
if (( ent->spawnflags & RACK_HEALTH ))
{
health = FindItem( "item_medpak_instant" );
RegisterItem( health );
}
//---------Ammo types
if ( am_blaster )
{
itemList[ct++] = am_blaster;
}
if ( am_metal_bolts )
{
itemList[ct++] = am_metal_bolts;
}
if ( am_pwr_cell )
{
itemList[ct++] = am_pwr_cell;
}
if ( am_rockets )
{
itemList[ct++] = am_rockets;
}
if ( !(ent->spawnflags & RACK_NO_FILL) && ct ) //double negative..should always have at least one item on there, but just being safe
{
for ( ; ct < 3 ; ct++ )
{
itemList[ct] = itemList[0]; // first item ALWAYS propagates to fill up the shelf
}
}
// now actually add the items to the shelf...validate that we have a list to add
if ( ct )
{
for ( int i = 0; i < ct; i++ )
{
GunRackAddItem( itemList[i], ent->s.origin, ent->s.angles, Q_flrand(-1.0f, 1.0f) * 0.5f, (i-1)* 8, 7.0f );
}
}
// -----Weapon option
if ( ent->spawnflags & RACK_WEAPONS )
{
if ( !(ent->spawnflags & ( RACK_BLASTER | RACK_METAL_BOLTS | RACK_ROCKETS | RACK_PWR_CELL )))
{
// nothing was selected, so we assume blaster pack
it = blaster;
}
else
{
// if weapon is checked...and so are one or more ammo types, then pick a random weapon to display..always give weaker weapons first
if ( blaster )
{
it = blaster;
v_off = 25.5f;
}
else if ( metal_bolts )
{
it = metal_bolts;
v_off = 27.0f;
}
else if ( rockets )
{
it = rockets;
v_off = 28.0f;
}
}
if ( it )
{
// since we may have to put up a health pack on the shelf, we should know where we randomly put
// the gun so we don't put the pack on the same spot..so pick either the left or right side
pos = ( Q_flrand(0.0f, 1.0f) > .5 ) ? -1 : 1;
GunRackAddItem( it, ent->s.origin, ent->s.angles, Q_flrand(-1.0f, 1.0f) * 2, ( Q_flrand(0.0f, 1.0f) * 6 + 4 ) * pos, v_off );
}
}
// ------Medpack
if (( ent->spawnflags & RACK_HEALTH ) && health )
{
if ( !pos )
{
// we haven't picked a side already...
pos = ( Q_flrand(0.0f, 1.0f) > .5 ) ? -1 : 1;
}
else
{
// switch to the opposite side
pos *= -1;
}
GunRackAddItem( health, ent->s.origin, ent->s.angles, Q_flrand(-1.0f, 1.0f) * 0.5f, ( Q_flrand(0.0f, 1.0f) * 4 + 4 ) * pos, 24 );
}
ent->s.modelindex = G_ModelIndex( "models/map_objects/kejim/weaponsrung.md3" );
G_SetOrigin( ent, ent->s.origin );
G_SetAngles( ent, ent->s.angles );
gi.linkentity( ent );
}
#define DROP_MEDPACK 1
#define DROP_SHIELDS 2
#define DROP_BACTA 4
#define DROP_BATTERIES 8
/*QUAKED misc_model_cargo_small (1 0 0.25) (-14 -14 -4) (14 14 30) MEDPACK SHIELDS BACTA BATTERIES
#MODELNAME="models/map_objects/kejim/cargo_small.md3"
Cargo crate that can only be destroyed by heavy class weapons ( turrets, emplaced guns, at-st ) Can spawn useful things when it breaks
MEDPACK - instant use medpacks
SHIELDS - instant shields
BACTA - bacta tanks
BATTERIES -
"health" - how much damage to take before blowing up ( default 25 )
"splashRadius" - damage range when it explodes ( default 96 )
"splashDamage" - damage to do within explode range ( default 1 )
*/
extern gentity_t *LaunchItem( gitem_t *item, vec3_t origin, vec3_t velocity, char *target );
void misc_model_cargo_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod, int dFlags, int hitLoc )
{
int flags;
vec3_t org, temp;
gitem_t *health = NULL, *shields = NULL, *bacta = NULL, *batteries = NULL;
// copy these for later
flags = self->spawnflags;
VectorCopy( self->currentOrigin, org );
// we already had spawn flags, but we don't care what they were...we just need to set up the flags we want for misc_model_breakable_die
self->spawnflags = 8; // NO_DMODEL
// pass through to get the effects and such
misc_model_breakable_die( self, inflictor, attacker, damage, mod );
// now that the model is broken, we can safely spawn these in it's place without them being in solid
temp[2] = org[2] + 16;
// annoying, but spawn each thing in its own little quadrant so that they don't end up on top of each other
if (( flags & DROP_MEDPACK ))
{
health = FindItem( "item_medpak_instant" );
if ( health )
{
temp[0] = org[0] + Q_flrand(-1.0f, 1.0f) * 8 + 16;
temp[1] = org[1] + Q_flrand(-1.0f, 1.0f) * 8 + 16;
LaunchItem( health, temp, (float *)vec3_origin, NULL );
}
}
if (( flags & DROP_SHIELDS ))
{
shields = FindItem( "item_shield_sm_instant" );
if ( shields )
{
temp[0] = org[0] + Q_flrand(-1.0f, 1.0f) * 8 - 16;
temp[1] = org[1] + Q_flrand(-1.0f, 1.0f) * 8 + 16;
LaunchItem( shields, temp, (float *)vec3_origin, NULL );
}
}
if (( flags & DROP_BACTA ))
{
bacta = FindItem( "item_bacta" );
if ( bacta )
{
temp[0] = org[0] + Q_flrand(-1.0f, 1.0f) * 8 - 16;
temp[1] = org[1] + Q_flrand(-1.0f, 1.0f) * 8 - 16;
LaunchItem( bacta, temp, (float *)vec3_origin, NULL );
}
}
if (( flags & DROP_BATTERIES ))
{
batteries = FindItem( "item_battery" );
if ( batteries )
{
temp[0] = org[0] + Q_flrand(-1.0f, 1.0f) * 8 + 16;
temp[1] = org[1] + Q_flrand(-1.0f, 1.0f) * 8 - 16;
LaunchItem( batteries, temp, (float *)vec3_origin, NULL );
}
}
}
//---------------------------------------------
void SP_misc_model_cargo_small( gentity_t *ent )
{
G_SpawnInt( "splashRadius", "96", &ent->splashRadius );
G_SpawnInt( "splashDamage", "1", &ent->splashDamage );
if (( ent->spawnflags & DROP_MEDPACK ))
{
RegisterItem( FindItem( "item_medpak_instant" ));
}
if (( ent->spawnflags & DROP_SHIELDS ))
{
RegisterItem( FindItem( "item_shield_sm_instant" ));
}
if (( ent->spawnflags & DROP_BACTA ))
{
RegisterItem( FindItem( "item_bacta" ));
}
if (( ent->spawnflags & DROP_BATTERIES ))
{
RegisterItem( FindItem( "item_battery" ));
}
G_SpawnInt( "health", "25", &ent->health );
SetMiscModelDefaults( ent, useF_NULL, "11", CONTENTS_SOLID|CONTENTS_OPAQUE|CONTENTS_BODY|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP, 0, qtrue, qfalse );
ent->s.modelindex2 = G_ModelIndex("/models/map_objects/kejim/cargo_small.md3"); // Precache model
// we only take damage from a heavy weapon class missile
ent->flags |= FL_DMG_BY_HEAVY_WEAP_ONLY;
ent->e_DieFunc = dieF_misc_model_cargo_die;
ent->radius = 1.5f; // scale number of chunks spawned
}