/* =========================================================================== 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 . =========================================================================== */ #include "g_local.h" #include "g_functions.h" #include "bg_public.h" #include "../cgame/cg_local.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, const 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 int G_ParseAnimFileSet( const char *skeletonName, const char *modelName=0); 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 temp_animFileIndex = G_ParseAnimFileSet("_humanoid", "kyle"); if ( temp_animFileIndex<0 ) { 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 model="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 = G_NewString(gun->classname); //copy it so it can be freed safely 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 model="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 model="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, const vec3_t origin, const 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, 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, 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, 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, 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 }