mirror of
https://github.com/UberGames/rpgxEF.git
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e57e8d9d27
* cleanup: g_missile.c, g_mover.c * modified list to allow list->destructor to be NULL
624 lines
17 KiB
C
624 lines
17 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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#include "g_local.h"
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#define MISSILE_PRESTEP_TIME 50
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// ick
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extern void grenadeSpewShrapnel( gentity_t *ent );
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/*
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================
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G_BounceMissile
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returns true if a bounce sound should be played
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================
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*/
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static qboolean G_BounceMissile( gentity_t *ent, trace_t *trace ) {
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vec3_t velocity;
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float dot;
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int hitTime;
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// reflect the velocity on the trace plane
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hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction;
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BG_EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity );
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dot = DotProduct( velocity, trace->plane.normal );
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VectorMA( velocity, -2*dot, trace->plane.normal, ent->s.pos.trDelta );
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if ( ent->s.eFlags & EF_BOUNCE_HALF ) {
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VectorScale( ent->s.pos.trDelta, 0.65, ent->s.pos.trDelta );
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ent->s.pos.trDelta[2]*=0.5f;
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// check for stop
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if ( trace->plane.normal[2] > 0.2 && VectorLength( ent->s.pos.trDelta ) < 40 ) {
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G_SetOrigin( ent, trace->endpos );
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return qfalse;
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}
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}
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VectorAdd( ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin);
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VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase );
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SnapVector( ent->s.pos.trBase ); // save net bandwidth
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ent->s.pos.trTime = level.time;
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return qtrue;
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}
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void TouchStickyGrenade(gentity_t *ent, gentity_t *other, trace_t *trace)
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{
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// if the guy that touches this grenade can take damage, he's about to.
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//RPG-X: RedTechie - Fixed bug when other admins walk threw other admins grenades it kills them
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if (IsAdmin( other ) == qfalse) {
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if (other->takedamage)
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{
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if (ent->parent != other)
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{
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ent->touch = 0;
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ent->nextthink = level.time + FRAMETIME;
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ent->think = grenadeSpewShrapnel;
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}
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}
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}
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}
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//---------------------------------------------------------
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void tripwireThink ( gentity_t *ent )
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//---------------------------------------------------------
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{
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gentity_t *traceEnt;
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vec3_t start;
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vec3_t end;
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trace_t tr;
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ent->s.eFlags |= EF_FIRING;
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ent->r.contents = CONTENTS_TRIGGER; //RPG-X: - RedTechie added
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//FIXME: wait until we latch
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ent->think = tripwireThink;
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ent->nextthink = level.time + FRAMETIME;
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start[0] = 0.0f;
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start[1] = 0.0f;
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start[2] = -2.0f;
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VectorAdd(start, ent->s.pos.trBase, start);
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// Find the main impact point
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VectorMA ( ent->s.pos.trBase, 1024, ent->movedir, end );
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//RPG-X: J2J - Replaced the NULL,NULL, with actual vectors contains origin info, to prevent game from crashing.
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trap_Trace ( &tr, start, NULL, NULL, end, ent->s.number, MASK_SHOT );
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traceEnt = &g_entities[ tr.entityNum ];
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//RPG-X: J2J If statment fixed so that touching a mine won't crash the game.
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if ( traceEnt->client )
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{
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//RPG-X: RedTechie - Admin Class go threw
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//RPG-X: J2J - Mistake made here, was checking if the _owner_ was in admin at the time, not the player tripping the mine, FIXED.
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if (IsAdmin( traceEnt ) == qfalse)
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{
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grenadeSpewShrapnel( ent );
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}
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}
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}
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void tripmine_explode( gentity_t *self )
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{
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G_TempEntity ( self->s.origin, EV_GRENADE_EXPLODE );
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G_RadiusDamage( self->s.origin, self->enemy?self->enemy:self->parent, self->splashDamage, self->splashRadius, self, DAMAGE_ALL_TEAMS, MOD_GRENADE_ALT_SPLASH );
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//FIXME: clear me from owner's list of tripmines
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G_FreeEntity(self);
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}
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void tripmine_delayed_explode( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath )
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{
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self->enemy = attacker;
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self->think = grenadeSpewShrapnel;
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self->nextthink = level.time + FRAMETIME;
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self->takedamage = qfalse;
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}
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/*
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================
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G_MissileStick
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================
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*/
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#define GRENADE_ALT_STICK_TIME 2500
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static void G_MissileStick( gentity_t *ent, trace_t *trace )
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{
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vec3_t org, dir;
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gentity_t *other = NULL;
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other = &g_entities[trace->entityNum];
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if (other->takedamage)
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{
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// using grenade as a direct fire weapon. hit someone. explode.
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ent->splashMethodOfDeath = MOD_GRENADE_ALT;
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grenadeSpewShrapnel(ent);
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return;
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}
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// send client a message to start the grenade a-beepin'
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G_TempEntity( ent->r.currentOrigin, EV_GRENADE_SHRAPNEL );
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// Back away from the wall
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//VectorMA( trace->endpos, 3.5, trace->plane.normal, org );
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VectorMA( trace->endpos, -2.5, trace->plane.normal, org );
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G_SetOrigin( ent, org );
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VectorCopy( trace->plane.normal, ent->pos1 );
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VectorClear( ent->s.apos.trDelta );
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ent->s.pos.trTime = level.time;
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VectorClear( ent->s.pos.trDelta );
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VectorClear( ent->s.apos.trBase );
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ent->s.pos.trType = TR_STATIONARY;
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VectorScale ( trace->plane.normal, -1, dir );
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vectoangles( dir, ent->s.angles );
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SnapVector( ent->s.angles ); // save net bandwidth
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// check FX_GrenadeShrapnelBits() to make sure this nextthink coincides with that killtime
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if ( ent->count )
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{//a tripwire
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//add draw line flag
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//RPG-X: Redtechie - hidden grenades
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VectorCopy( trace->plane.normal, ent->movedir );
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ent->think = tripwireThink;
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ent->nextthink = level.time + 300;//delay the activation
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//make it shootable
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VectorSet( ent->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, 0 );
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VectorSet( ent->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS );
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ent->r.contents = CONTENTS_CORPSE;//|CONTENTS_TRIGGER;
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ent->takedamage = qfalse;
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ent->health = 999;
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ent->die = tripmine_delayed_explode;
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ent->touch = TouchStickyGrenade;//?
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}
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else
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{
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ent->touch = TouchStickyGrenade;
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ent->r.contents = CONTENTS_TRIGGER;
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ent->nextthink = level.time + GRENADE_ALT_STICK_TIME;
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ent->think = grenadeSpewShrapnel;
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}
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ent->s.groundEntityNum = trace->entityNum;
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}
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/*
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================
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G_MissileImpact
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================
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*/
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void G_MissileImpact( gentity_t *ent, trace_t *trace ) {
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gentity_t *other = NULL, *tent = NULL;
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//qboolean hitClient = qfalse;
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other = &g_entities[trace->entityNum];
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// check for bounce
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if ( !other->takedamage &&
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(ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF )) )
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{
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// Check to see if there is a bounce count
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if ( ent->count ) {
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// decrement number of bounces and then see if it should be done bouncing
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if ( !(--ent->count) ) {
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// He (or she) will bounce no more (after this current bounce, that is).
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ent->s.eFlags &= ~( EF_BOUNCE | EF_BOUNCE_HALF );
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}
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}
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if (G_BounceMissile( ent, trace ))
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{
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tent = G_TempEntity( trace->endpos, EV_GRENADE_BOUNCE );
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tent->s.weapon = ent->s.weapon;
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VectorCopy(trace->plane.normal, tent->s.angles2);
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VectorShort(tent->s.angles2);
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}
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return;
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}
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// check for sticking
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if ( ( ent->s.eFlags & EF_MISSILE_STICK ) )
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{
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// kinda cheap, but if a sticky grenade hits a forcefield or a moving, explode
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if ( other && ( (other->classname && !Q_stricmp(other->classname, "holdable_shield")) || (!VectorCompare( vec3_origin, other->s.pos.trDelta ) && other->s.pos.trType!=TR_STATIONARY) || (!VectorCompare( vec3_origin, other->s.apos.trDelta ) && other->s.apos.trType!=TR_STATIONARY) ) )
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{
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//RPG-X: - Our forcefield killer :D
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if(other && ((other->classname && !Q_stricmp(other->classname, "holdable_shield")))){
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if(IsAdmin(ent->parent)){
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G_FreeEntity(ent);
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ShieldRemove(other);
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return;
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}else{
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// can't call grenadeSpewShrapnel right here or G_RunMissile will puke
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ent->think = grenadeSpewShrapnel;
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// set our next think to right now. our think fn will get called this frame.
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ent->nextthink = level.time;
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trap_LinkEntity( ent );
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return;
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}
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}else{
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// can't call grenadeSpewShrapnel right here or G_RunMissile will puke
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ent->think = grenadeSpewShrapnel;
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// set our next think to right now. our think fn will get called this frame.
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ent->nextthink = level.time;
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trap_LinkEntity( ent );
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return;
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}
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}
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G_MissileStick( ent, trace );
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G_AddEvent( ent, EV_MISSILE_STICK, 0 );
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return;
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}
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// impact damage
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if (other->takedamage) {
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// FIXME: wrong damage direction?
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if ( ent->damage ) {
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vec3_t velocity;
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int flags = 0;
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BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity );
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if ( VectorLength( velocity ) == 0 ) {
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velocity[2] = 1; // stepped on a grenade
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}
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if (MOD_STASIS == ent->methodOfDeath)
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{
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flags |= DAMAGE_ARMOR_PIERCING;
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}
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G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity,
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ent->s.origin, ent->damage,
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flags, ent->methodOfDeath);
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}
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}
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// is it cheaper in bandwidth to just remove this ent and create a new
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// one, rather than changing the missile into the explosion?
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if ( other->takedamage && other->client )
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{
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G_AddEvent( ent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) );
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ent->s.otherEntityNum = other->s.number;
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}
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else
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{
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G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) );
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}
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ent->freeAfterEvent = qtrue;
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// change over to a normal entity right at the point of impact
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ent->s.eType = ET_GENERAL;
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SnapVectorTowards( trace->endpos, ent->s.pos.trBase ); // save net bandwidth
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G_SetOrigin( ent, trace->endpos );
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// splash damage (doesn't apply to person directly hit)
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if ( ent->splashDamage ) {
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G_RadiusDamage( trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius, other, 0, ent->splashMethodOfDeath );
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}
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trap_LinkEntity( ent );
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}
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/*
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================
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G_ExplodeMissile
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Explode a missile without an impact
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================
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*/
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void G_ExplodeMissile( gentity_t *ent ) {
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vec3_t dir;
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vec3_t origin;
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BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
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SnapVector( origin );
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G_SetOrigin( ent, origin );
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// we don't have a valid direction, so just point straight up
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dir[0] = dir[1] = 0;
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dir[2] = 1;
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ent->s.eType = ET_GENERAL;
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G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( dir ) );
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ent->freeAfterEvent = qtrue;
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// splash damage
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if ( ent->splashDamage ) {
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G_RadiusDamage( ent->r.currentOrigin, ent->parent, ent->splashDamage, ent->splashRadius, NULL, 0, ent->splashMethodOfDeath );
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}
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trap_LinkEntity( ent );
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}
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static void G_RunStuckMissile( gentity_t *ent )
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{
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if ( ent->takedamage )
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{
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if ( ent->s.groundEntityNum >= 0 && ent->s.groundEntityNum < ENTITYNUM_WORLD )
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{
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gentity_t *other = &g_entities[ent->s.groundEntityNum];
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if ( (!VectorCompare( vec3_origin, other->s.pos.trDelta ) && other->s.pos.trType != TR_STATIONARY) ||
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(!VectorCompare( vec3_origin, other->s.apos.trDelta ) && other->s.apos.trType != TR_STATIONARY) )
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{//thing I stuck to is moving or rotating now, kill me
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G_Damage( ent, other, other, NULL, NULL, 99999, 0, MOD_CRUSH );
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return;
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}
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}
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}
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// check think function
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G_RunThink( ent );
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}
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/*
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================
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G_RunMissile
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================
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*/
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void G_RunMissile( gentity_t *ent ) {
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vec3_t origin;
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trace_t tr;
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// get current position
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BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
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// trace a line from the previous position to the current position,
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// ignoring interactions with the missile owner
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trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin,
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ent->r.ownerNum, ent->clipmask );
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VectorCopy( tr.endpos, ent->r.currentOrigin );
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if ( tr.startsolid ) {
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tr.fraction = 0;
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}
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trap_LinkEntity( ent );
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if ( tr.fraction != 1 && !tr.allsolid) {
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// never explode or bounce on sky
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if ( tr.surfaceFlags & SURF_NOIMPACT ) {
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G_FreeEntity( ent );
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return;
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}
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G_MissileImpact( ent, &tr );
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if ( (ent->s.eType != ET_MISSILE) && (ent->s.eType != ET_ALT_MISSILE) ) {
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return; // exploded
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}
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}
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if ( ent->s.pos.trType == TR_STATIONARY && (ent->s.eFlags&EF_MISSILE_STICK) )
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{//stuck missiles should check some special stuff
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G_RunStuckMissile( ent );
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return;
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}
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// check think function after bouncing
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G_RunThink( ent );
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}
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//=============================================================================
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/*
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=================
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fire_plasma
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=================
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*/
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gentity_t *fire_plasma (gentity_t *self, vec3_t start, vec3_t dir) {
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gentity_t *bolt;
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VectorNormalize (dir);
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bolt = G_Spawn();
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bolt->classname = "plasma";
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bolt->nextthink = level.time + 10000;
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bolt->think = G_ExplodeMissile;
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bolt->s.eType = ET_MISSILE;
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bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
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bolt->s.weapon = WP_4;
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bolt->r.ownerNum = self->s.number;
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bolt->parent = self;
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bolt->damage = 20;
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bolt->splashDamage = 15;
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bolt->splashRadius = 20;
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bolt->methodOfDeath = MOD_SCAVENGER_ALT;
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bolt->splashMethodOfDeath = MOD_SCAVENGER_ALT_SPLASH;
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bolt->clipmask = MASK_SHOT;
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bolt->s.pos.trType = TR_LINEAR;
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bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
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VectorCopy( start, bolt->s.pos.trBase );
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SnapVector( bolt->s.pos.trBase ); // save net bandwidth
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VectorScale( dir, 2000, bolt->s.pos.trDelta );
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SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
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VectorCopy (start, bolt->r.currentOrigin);
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return bolt;
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}
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gentity_t *fire_comprifle(gentity_t *self, vec3_t start, vec3_t dir) {
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gentity_t *bolt;
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VectorNormalize (dir);
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bolt = G_Spawn();
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bolt->classname = "plasma";
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bolt->nextthink = level.time + 10000;
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bolt->think = G_ExplodeMissile;
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bolt->s.eType = ET_MISSILE;
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bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
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bolt->s.weapon = WP_6;
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bolt->r.ownerNum = self->s.number;
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bolt->parent = self;
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bolt->damage = 20;
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bolt->splashDamage = 15;
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bolt->splashRadius = 20;
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bolt->methodOfDeath = MOD_CRIFLE;
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bolt->splashMethodOfDeath = MOD_CRIFLE_SPLASH;
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bolt->clipmask = MASK_SHOT;
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bolt->s.pos.trType = TR_LINEAR;
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bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
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VectorCopy( start, bolt->s.pos.trBase );
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SnapVector( bolt->s.pos.trBase ); // save net bandwidth
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VectorScale( dir, 2000, bolt->s.pos.trDelta );
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SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
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VectorCopy (start, bolt->r.currentOrigin);
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G_AddEvent(self, EV_SHOOTER_SOUND, WP_6);
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return bolt;
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}
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//=============================================================================
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/*
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=================
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fire_quantum
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=================
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*/
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gentity_t *fire_quantum (gentity_t *self, vec3_t start, vec3_t dir) {
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gentity_t *bolt;
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VectorNormalize (dir);
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bolt = G_Spawn();
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bolt->classname = "plasma";
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bolt->nextthink = level.time + 10000;
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bolt->think = G_ExplodeMissile;
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bolt->s.eType = ET_MISSILE;
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bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
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bolt->s.weapon = WP_9;
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bolt->r.ownerNum = self->s.number;
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bolt->parent = self;
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bolt->damage = 20;
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bolt->splashDamage = 15;
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bolt->splashRadius = 20;
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bolt->methodOfDeath = MOD_QUANTUM;
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bolt->splashMethodOfDeath = MOD_QUANTUM_SPLASH;
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bolt->clipmask = MASK_SHOT;
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bolt->s.pos.trType = TR_LINEAR;
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bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
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VectorCopy( start, bolt->s.pos.trBase );
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SnapVector( bolt->s.pos.trBase ); // save net bandwidth
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VectorScale( dir, 2000, bolt->s.pos.trDelta );
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SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
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VectorCopy (start, bolt->r.currentOrigin);
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G_AddEvent(self, EV_SHOOTER_SOUND, WP_9);
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return bolt;
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}
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//=============================================================================
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/*
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=================
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fire_grenade
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=================
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*/
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gentity_t *fire_grenade (gentity_t *self, vec3_t start, vec3_t dir) {
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gentity_t *bolt;
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VectorNormalize (dir);
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bolt = G_Spawn();
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bolt->classname = "grenade";
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bolt->nextthink = level.time + 2500;
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bolt->think = G_ExplodeMissile;
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bolt->s.eType = ET_MISSILE;
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bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
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bolt->s.weapon = WP_8;
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bolt->s.eFlags = EF_BOUNCE_HALF;
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bolt->r.ownerNum = self->s.number;
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bolt->parent = self;
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bolt->damage = 100;
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bolt->splashDamage = 100;
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bolt->splashRadius = 150;
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bolt->methodOfDeath = MOD_GRENADE;
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bolt->splashMethodOfDeath = MOD_GRENADE_SPLASH;
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bolt->clipmask = MASK_SHOT;
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bolt->s.pos.trType = TR_GRAVITY;
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bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
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VectorCopy( start, bolt->s.pos.trBase );
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SnapVector( bolt->s.pos.trBase ); // save net bandwidth
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VectorScale( dir, 700, bolt->s.pos.trDelta );
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SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
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VectorCopy (start, bolt->r.currentOrigin);
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G_AddEvent(self, EV_SHOOTER_SOUND, WP_8);
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return bolt;
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}
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//=============================================================================
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/*
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=================
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fire_rocket
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=================
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*/
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gentity_t *fire_rocket (gentity_t *self, vec3_t start, vec3_t dir) {
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gentity_t *bolt;
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VectorNormalize (dir);
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bolt = G_Spawn();
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bolt->classname = "rocket";
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bolt->nextthink = level.time + 10000;
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bolt->think = G_ExplodeMissile;
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bolt->s.eType = ET_MISSILE;
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bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
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bolt->s.weapon = WP_10;
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bolt->r.ownerNum = self->s.number;
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bolt->parent = self;
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bolt->damage = 100;
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bolt->splashDamage = 100;
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bolt->splashRadius = 120;
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bolt->methodOfDeath = MOD_QUANTUM;
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bolt->splashMethodOfDeath = MOD_QUANTUM_SPLASH;
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bolt->clipmask = MASK_SHOT;
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bolt->s.pos.trType = TR_LINEAR;
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bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
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VectorCopy( start, bolt->s.pos.trBase );
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SnapVector( bolt->s.pos.trBase ); // save net bandwidth
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VectorScale( dir, 900, bolt->s.pos.trDelta );
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SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
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VectorCopy (start, bolt->r.currentOrigin);
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G_AddEvent(self, EV_SHOOTER_SOUND, WP_10);
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return bolt;
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}
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