1489 lines
35 KiB
C
1489 lines
35 KiB
C
#include "g_local.h"
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/*
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=================
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check_dodge
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This is a support routine used when a client is firing
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a non-instant attack weapon. It checks to see if a
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monster's dodge function should be called.
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=================
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*/
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static void check_dodge (edict_t *self, vec3_t start, vec3_t dir, int speed)
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{
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vec3_t end;
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vec3_t v;
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trace_t tr;
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float eta;
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// easy mode only ducks one quarter the time
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if (skill->value == 0)
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{
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if (random() > 0.25)
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return;
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}
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VectorMA (start, 8192, dir, end);
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tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT);
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if ((tr.ent) && (tr.ent->svflags & SVF_MONSTER) && (tr.ent->health > 0) && (tr.ent->monsterinfo.dodge) && infront(tr.ent, self))
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{
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VectorSubtract (tr.endpos, start, v);
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eta = (VectorLength(v) - tr.ent->maxs[0]) / speed;
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tr.ent->monsterinfo.dodge (tr.ent, self, eta);
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}
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}
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/*
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=================
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fire_hit
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Used for all impact (hit/punch/slash) attacks
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=================
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*/
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qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick)
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{
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trace_t tr;
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vec3_t forward, right, up;
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vec3_t v;
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vec3_t point;
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float range;
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vec3_t dir;
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//see if enemy is in range
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VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
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range = VectorLength(dir);
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if (range > aim[0])
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return false;
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if (aim[1] > self->mins[0] && aim[1] < self->maxs[0])
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{
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// the hit is straight on so back the range up to the edge of their bbox
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range -= self->enemy->maxs[0];
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}
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else
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{
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// this is a side hit so adjust the "right" value out to the edge of their bbox
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if (aim[1] < 0)
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aim[1] = self->enemy->mins[0];
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else
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aim[1] = self->enemy->maxs[0];
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}
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VectorMA (self->s.origin, range, dir, point);
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tr = gi.trace (self->s.origin, NULL, NULL, point, self, MASK_SHOT);
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if (tr.fraction < 1)
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{
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if (!tr.ent->takedamage)
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return false;
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// if it will hit any client/monster then hit the one we wanted to hit
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if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
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tr.ent = self->enemy;
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}
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AngleVectors(self->s.angles, forward, right, up);
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VectorMA (self->s.origin, range, forward, point);
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VectorMA (point, aim[1], right, point);
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VectorMA (point, aim[2], up, point);
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VectorSubtract (point, self->enemy->s.origin, dir);
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// do the damage
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T_Damage (tr.ent, self, self, dir, point, vec3_origin, damage, kick/2, DAMAGE_NO_KNOCKBACK, MOD_HIT);
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if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
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return false;
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// do our special form of knockback here
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VectorMA (self->enemy->absmin, 0.5, self->enemy->size, v);
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VectorSubtract (v, point, v);
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VectorNormalize (v);
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VectorMA (self->enemy->velocity, kick, v, self->enemy->velocity);
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if (self->enemy->velocity[2] > 0)
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self->enemy->groundentity = NULL;
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return true;
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}
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/*
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=================
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fire_lead
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This is an internal support routine used for bullet/pellet based weapons.
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=================
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*/
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static void fire_lead (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int te_impact, int hspread, int vspread, int mod)
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{
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trace_t tr;
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vec3_t dir;
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vec3_t forward, right, up;
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vec3_t end;
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float r;
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float u;
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vec3_t water_start;
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qboolean water = false;
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int content_mask = MASK_SHOT | MASK_WATER;
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tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT);
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if (!(tr.fraction < 1.0))
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{
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vectoangles (aimdir, dir);
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AngleVectors (dir, forward, right, up);
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r = crandom()*hspread;
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u = crandom()*vspread;
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VectorMA (start, 8192, forward, end);
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VectorMA (end, r, right, end);
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VectorMA (end, u, up, end);
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if (gi.pointcontents (start) & MASK_WATER)
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{
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water = true;
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VectorCopy (start, water_start);
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content_mask &= ~MASK_WATER;
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}
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tr = gi.trace (start, NULL, NULL, end, self, content_mask);
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// see if we hit water
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if (tr.contents & MASK_WATER)
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{
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int color;
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water = true;
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VectorCopy (tr.endpos, water_start);
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if (!VectorCompare (start, tr.endpos))
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{
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if (tr.contents & CONTENTS_WATER)
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{
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if (strcmp(tr.surface->name, "*brwater") == 0)
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color = SPLASH_BROWN_WATER;
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else
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color = SPLASH_BLUE_WATER;
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}
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else if (tr.contents & CONTENTS_SLIME)
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color = SPLASH_SLIME;
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else if (tr.contents & CONTENTS_LAVA)
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color = SPLASH_LAVA;
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else
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color = SPLASH_UNKNOWN;
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if (color != SPLASH_UNKNOWN)
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{
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (TE_SPLASH);
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gi.WriteByte (8);
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gi.WritePosition (tr.endpos);
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gi.WriteDir (tr.plane.normal);
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gi.WriteByte (color);
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gi.multicast (tr.endpos, MULTICAST_PVS);
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}
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// change bullet's course when it enters water
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VectorSubtract (end, start, dir);
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vectoangles (dir, dir);
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AngleVectors (dir, forward, right, up);
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r = crandom()*hspread*2;
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u = crandom()*vspread*2;
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VectorMA (water_start, 8192, forward, end);
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VectorMA (end, r, right, end);
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VectorMA (end, u, up, end);
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}
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// re-trace ignoring water this time
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tr = gi.trace (water_start, NULL, NULL, end, self, MASK_SHOT);
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}
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}
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// send gun puff / flash
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if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
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{
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if (tr.fraction < 1.0)
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{
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if (tr.ent->takedamage)
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{
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T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, mod);
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}
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else
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{
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if (strncmp (tr.surface->name, "sky", 3) != 0)
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{
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (te_impact);
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gi.WritePosition (tr.endpos);
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gi.WriteDir (tr.plane.normal);
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gi.multicast (tr.endpos, MULTICAST_PVS);
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if (self->client)
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PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
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}
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}
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}
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}
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// if went through water, determine where the end and make a bubble trail
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if (water)
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{
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vec3_t pos;
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VectorSubtract (tr.endpos, water_start, dir);
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VectorNormalize (dir);
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VectorMA (tr.endpos, -2, dir, pos);
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if (gi.pointcontents (pos) & MASK_WATER)
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VectorCopy (pos, tr.endpos);
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else
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tr = gi.trace (pos, NULL, NULL, water_start, tr.ent, MASK_WATER);
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VectorAdd (water_start, tr.endpos, pos);
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VectorScale (pos, 0.5, pos);
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (TE_BUBBLETRAIL);
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gi.WritePosition (water_start);
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gi.WritePosition (tr.endpos);
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gi.multicast (pos, MULTICAST_PVS);
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}
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}
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/*
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=================
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fire_bullet
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Fires a single round. Used for machinegun and chaingun. Would be fine for
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pistols, rifles, etc....
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=================
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*/
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void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod)
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{
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fire_lead (self, start, aimdir, damage, kick, TE_GUNSHOT, hspread, vspread, mod);
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}
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/*
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=================
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fire_shotgun
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Shoots shotgun pellets. Used by shotgun and super shotgun.
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=================
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*/
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void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod)
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{
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int i;
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for (i = 0; i < count; i++)
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fire_lead (self, start, aimdir, damage, kick, TE_SHOTGUN, hspread, vspread, mod);
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}
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/*
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=================
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fire_blaster
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Fires a single blaster bolt. Used by the blaster and hyper blaster.
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=================
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*/
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void blaster_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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int mod;
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if (other == self->owner)
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return;
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if (surf && (surf->flags & SURF_SKY))
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{
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G_FreeEdict (self);
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return;
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}
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if (self->owner->client)
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PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
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if (other->takedamage)
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{
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if (self->spawnflags & 1)
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mod = MOD_HYPERBLASTER;
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else
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mod = MOD_BLASTER;
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T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, mod);
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}
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else
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{
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gi.WriteByte (svc_temp_entity);
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// RAFAEL
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//if (self->s.effects & TE_BLUEHYPERBLASTER)
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// gi.WriteByte (TE_BLUEHYPERBLASTER);
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//else
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gi.WriteByte (TE_BLASTER);
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gi.WritePosition (self->s.origin);
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if (!plane)
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gi.WriteDir (vec3_origin);
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else
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gi.WriteDir (plane->normal);
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gi.multicast (self->s.origin, MULTICAST_PVS);
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}
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G_FreeEdict (self);
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}
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void fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect, qboolean hyper)
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{
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edict_t *bolt;
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trace_t tr;
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VectorNormalize (dir);
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bolt = G_Spawn();
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bolt->svflags = SVF_DEADMONSTER;
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// yes, I know it looks weird that projectiles are deadmonsters
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// what this means is that when prediction is used against the object
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// (blaster/hyperblaster shots), the player won't be solid clipped against
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// the object. Right now trying to run into a firing hyperblaster
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// is very jerky since you are predicted 'against' the shots.
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VectorCopy (start, bolt->s.origin);
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VectorCopy (start, bolt->s.old_origin);
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vectoangles (dir, bolt->s.angles);
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VectorScale (dir, speed, bolt->velocity);
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bolt->movetype = MOVETYPE_FLYMISSILE;
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bolt->clipmask = MASK_SHOT;
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bolt->solid = SOLID_BBOX;
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bolt->s.effects |= effect;
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VectorClear (bolt->mins);
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VectorClear (bolt->maxs);
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bolt->s.modelindex = gi.modelindex ("models/objects/laser/tris.md2");
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bolt->s.sound = gi.soundindex ("misc/lasfly.wav");
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bolt->owner = self;
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bolt->touch = blaster_touch;
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bolt->nextthink = level.time + 2;
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bolt->think = G_FreeEdict;
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bolt->dmg = damage;
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bolt->classname = "bolt";
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if (hyper)
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bolt->spawnflags = 1;
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gi.linkentity (bolt);
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if (self->client)
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check_dodge (self, bolt->s.origin, dir, speed);
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tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
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if (tr.fraction < 1.0)
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{
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VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
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bolt->touch (bolt, tr.ent, NULL, NULL);
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}
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}
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// RAFAEL
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void fire_blueblaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect)
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{
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edict_t *bolt;
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trace_t tr;
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VectorNormalize (dir);
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bolt = G_Spawn ();
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VectorCopy (start, bolt->s.origin);
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VectorCopy (start, bolt->s.old_origin);
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vectoangles (dir, bolt->s.angles);
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VectorScale (dir, speed, bolt->velocity);
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bolt->movetype = MOVETYPE_FLYMISSILE;
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bolt->clipmask = MASK_SHOT;
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bolt->solid = SOLID_BBOX;
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bolt->s.effects |= effect;
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VectorClear (bolt->mins);
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VectorClear (bolt->maxs);
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bolt->s.modelindex = gi.modelindex ("models/objects/blaser/tris.md2");
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bolt->s.sound = gi.soundindex ("misc/lasfly.wav");
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bolt->owner = self;
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bolt->touch = blaster_touch;
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bolt->nextthink = level.time + 2;
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bolt->think = G_FreeEdict;
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bolt->dmg = damage;
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bolt->classname = "bolt";
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gi.linkentity (bolt);
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if (self->client)
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check_dodge (self, bolt->s.origin, dir, speed);
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tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
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if (tr.fraction < 1.0)
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{
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VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
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bolt->touch (bolt, tr.ent, NULL, NULL);
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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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static void Grenade_Explode (edict_t *ent)
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{
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vec3_t origin;
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int mod;
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if (ent->owner->client)
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PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
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//FIXME: if we are onground then raise our Z just a bit since we are a point?
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if (ent->enemy)
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{
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float points;
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vec3_t v;
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vec3_t dir;
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VectorAdd (ent->enemy->mins, ent->enemy->maxs, v);
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VectorMA (ent->enemy->s.origin, 0.5, v, v);
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VectorSubtract (ent->s.origin, v, v);
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points = ent->dmg - 0.5 * VectorLength (v);
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VectorSubtract (ent->enemy->s.origin, ent->s.origin, dir);
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if (ent->spawnflags & 1)
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mod = MOD_HANDGRENADE;
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else
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mod = MOD_GRENADE;
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T_Damage (ent->enemy, ent, ent->owner, dir, ent->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
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}
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if (ent->spawnflags & 2)
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mod = MOD_HELD_GRENADE;
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else if (ent->spawnflags & 1)
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mod = MOD_HG_SPLASH;
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else
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mod = MOD_G_SPLASH;
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T_RadiusDamage(ent, ent->owner, ent->dmg, ent->enemy, ent->dmg_radius, mod);
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VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
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gi.WriteByte (svc_temp_entity);
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if (ent->waterlevel)
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{
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if (ent->groundentity)
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gi.WriteByte (TE_GRENADE_EXPLOSION_WATER);
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else
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gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
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}
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else
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{
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if (ent->groundentity)
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gi.WriteByte (TE_GRENADE_EXPLOSION);
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else
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gi.WriteByte (TE_ROCKET_EXPLOSION);
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}
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gi.WritePosition (origin);
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gi.multicast (ent->s.origin, MULTICAST_PHS);
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G_FreeEdict (ent);
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}
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static void Grenade_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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if (other == ent->owner)
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return;
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if (surf && (surf->flags & SURF_SKY))
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{
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G_FreeEdict (ent);
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return;
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}
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if (!other->takedamage)
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{
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if (ent->spawnflags & 1)
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{
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if (random() > 0.5)
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gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
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else
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gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
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}
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else
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{
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gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
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}
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return;
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}
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ent->enemy = other;
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Grenade_Explode (ent);
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}
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|
|
void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius)
|
|
{
|
|
edict_t *grenade;
|
|
vec3_t dir;
|
|
vec3_t forward, right, up;
|
|
|
|
vectoangles (aimdir, dir);
|
|
AngleVectors (dir, forward, right, up);
|
|
|
|
grenade = G_Spawn();
|
|
VectorCopy (start, grenade->s.origin);
|
|
VectorScale (aimdir, speed, grenade->velocity);
|
|
VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
|
|
VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
|
|
VectorSet (grenade->avelocity, 300, 300, 300);
|
|
grenade->movetype = MOVETYPE_BOUNCE;
|
|
grenade->clipmask = MASK_SHOT;
|
|
grenade->solid = SOLID_BBOX;
|
|
grenade->s.effects |= EF_GRENADE;
|
|
VectorClear (grenade->mins);
|
|
VectorClear (grenade->maxs);
|
|
grenade->s.modelindex = gi.modelindex ("models/objects/grenade/tris.md2");
|
|
grenade->owner = self;
|
|
grenade->touch = Grenade_Touch;
|
|
grenade->nextthink = level.time + timer;
|
|
grenade->think = Grenade_Explode;
|
|
grenade->dmg = damage;
|
|
grenade->dmg_radius = damage_radius;
|
|
grenade->classname = "grenade";
|
|
|
|
gi.linkentity (grenade);
|
|
}
|
|
|
|
void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held)
|
|
{
|
|
edict_t *grenade;
|
|
vec3_t dir;
|
|
vec3_t forward, right, up;
|
|
|
|
vectoangles (aimdir, dir);
|
|
AngleVectors (dir, forward, right, up);
|
|
|
|
grenade = G_Spawn();
|
|
VectorCopy (start, grenade->s.origin);
|
|
VectorScale (aimdir, speed, grenade->velocity);
|
|
VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
|
|
VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
|
|
VectorSet (grenade->avelocity, 300, 300, 300);
|
|
grenade->movetype = MOVETYPE_BOUNCE;
|
|
grenade->clipmask = MASK_SHOT;
|
|
grenade->solid = SOLID_BBOX;
|
|
grenade->s.effects |= EF_GRENADE;
|
|
VectorClear (grenade->mins);
|
|
VectorClear (grenade->maxs);
|
|
grenade->s.modelindex = gi.modelindex ("models/objects/grenade2/tris.md2");
|
|
grenade->owner = self;
|
|
grenade->touch = Grenade_Touch;
|
|
grenade->nextthink = level.time + timer;
|
|
grenade->think = Grenade_Explode;
|
|
grenade->dmg = damage;
|
|
grenade->dmg_radius = damage_radius;
|
|
grenade->classname = "hgrenade";
|
|
if (held)
|
|
grenade->spawnflags = 3;
|
|
else
|
|
grenade->spawnflags = 1;
|
|
grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav");
|
|
|
|
if (timer <= 0.0)
|
|
Grenade_Explode (grenade);
|
|
else
|
|
{
|
|
gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
|
|
gi.linkentity (grenade);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
fire_rocket
|
|
=================
|
|
*/
|
|
void rocket_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
|
|
{
|
|
vec3_t origin;
|
|
int n;
|
|
|
|
if (other == ent->owner)
|
|
return;
|
|
|
|
if (surf && (surf->flags & SURF_SKY))
|
|
{
|
|
G_FreeEdict (ent);
|
|
return;
|
|
}
|
|
|
|
if (ent->owner->client)
|
|
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
|
|
|
|
// calculate position for the explosion entity
|
|
VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
|
|
|
|
if (other->takedamage)
|
|
{
|
|
T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_ROCKET);
|
|
}
|
|
else
|
|
{
|
|
// don't throw any debris in net games
|
|
if (!deathmatch->value && !coop->value)
|
|
{
|
|
if ((surf) && !(surf->flags & (SURF_WARP|SURF_TRANS33|SURF_TRANS66|SURF_FLOWING)))
|
|
{
|
|
n = rand() % 5;
|
|
while(n--)
|
|
ThrowDebris (ent, "models/objects/debris2/tris.md2", 2, ent->s.origin);
|
|
}
|
|
}
|
|
}
|
|
|
|
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_R_SPLASH);
|
|
|
|
gi.WriteByte (svc_temp_entity);
|
|
if (ent->waterlevel)
|
|
gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
|
|
else
|
|
gi.WriteByte (TE_ROCKET_EXPLOSION);
|
|
gi.WritePosition (origin);
|
|
gi.multicast (ent->s.origin, MULTICAST_PHS);
|
|
|
|
G_FreeEdict (ent);
|
|
}
|
|
|
|
void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
|
|
{
|
|
edict_t *rocket;
|
|
|
|
rocket = G_Spawn();
|
|
VectorCopy (start, rocket->s.origin);
|
|
VectorCopy (dir, rocket->movedir);
|
|
vectoangles (dir, rocket->s.angles);
|
|
VectorScale (dir, speed, rocket->velocity);
|
|
rocket->movetype = MOVETYPE_FLYMISSILE;
|
|
rocket->clipmask = MASK_SHOT;
|
|
rocket->solid = SOLID_BBOX;
|
|
rocket->s.effects |= EF_ROCKET;
|
|
VectorClear (rocket->mins);
|
|
VectorClear (rocket->maxs);
|
|
rocket->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
|
|
rocket->owner = self;
|
|
rocket->touch = rocket_touch;
|
|
rocket->nextthink = level.time + 8000/speed;
|
|
rocket->think = G_FreeEdict;
|
|
rocket->dmg = damage;
|
|
rocket->radius_dmg = radius_damage;
|
|
rocket->dmg_radius = damage_radius;
|
|
rocket->s.sound = gi.soundindex ("weapons/rockfly.wav");
|
|
rocket->classname = "rocket";
|
|
|
|
if (self->client)
|
|
check_dodge (self, rocket->s.origin, dir, speed);
|
|
|
|
gi.linkentity (rocket);
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
fire_rail
|
|
=================
|
|
*/
|
|
void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick)
|
|
{
|
|
vec3_t from;
|
|
vec3_t end;
|
|
trace_t tr;
|
|
edict_t *ignore;
|
|
int mask;
|
|
qboolean water;
|
|
|
|
VectorMA (start, 8192, aimdir, end);
|
|
VectorCopy (start, from);
|
|
ignore = self;
|
|
water = false;
|
|
mask = MASK_SHOT|CONTENTS_SLIME|CONTENTS_LAVA;
|
|
while (ignore)
|
|
{
|
|
tr = gi.trace (from, NULL, NULL, end, ignore, mask);
|
|
|
|
if (tr.contents & (CONTENTS_SLIME|CONTENTS_LAVA))
|
|
{
|
|
mask &= ~(CONTENTS_SLIME|CONTENTS_LAVA);
|
|
water = true;
|
|
}
|
|
else
|
|
{
|
|
//ZOID--added so rail goes through SOLID_BBOX entities (gibs, etc)
|
|
if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client) ||
|
|
(tr.ent->solid == SOLID_BBOX))
|
|
ignore = tr.ent;
|
|
else
|
|
ignore = NULL;
|
|
|
|
if ((tr.ent != self) && (tr.ent->takedamage))
|
|
T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, 0, MOD_RAILGUN);
|
|
}
|
|
|
|
VectorCopy (tr.endpos, from);
|
|
}
|
|
|
|
// send gun puff / flash
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_RAILTRAIL);
|
|
gi.WritePosition (start);
|
|
gi.WritePosition (tr.endpos);
|
|
gi.multicast (self->s.origin, MULTICAST_PHS);
|
|
// gi.multicast (start, MULTICAST_PHS);
|
|
if (water)
|
|
{
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_RAILTRAIL);
|
|
gi.WritePosition (start);
|
|
gi.WritePosition (tr.endpos);
|
|
gi.multicast (tr.endpos, MULTICAST_PHS);
|
|
}
|
|
|
|
if (self->client)
|
|
PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
fire_bfg
|
|
=================
|
|
*/
|
|
void bfg_explode (edict_t *self)
|
|
{
|
|
edict_t *ent;
|
|
float points;
|
|
vec3_t v;
|
|
float dist;
|
|
|
|
if (self->s.frame == 0)
|
|
{
|
|
// the BFG effect
|
|
ent = NULL;
|
|
while ((ent = findradius(ent, self->s.origin, self->dmg_radius)) != NULL)
|
|
{
|
|
if (!ent->takedamage)
|
|
continue;
|
|
if (ent == self->owner)
|
|
continue;
|
|
if (!CanDamage (ent, self))
|
|
continue;
|
|
if (!CanDamage (ent, self->owner))
|
|
continue;
|
|
|
|
VectorAdd (ent->mins, ent->maxs, v);
|
|
VectorMA (ent->s.origin, 0.5, v, v);
|
|
VectorSubtract (self->s.origin, v, v);
|
|
dist = VectorLength(v);
|
|
points = self->radius_dmg * (1.0 - sqrt(dist/self->dmg_radius));
|
|
if (ent == self->owner)
|
|
points = points * 0.5;
|
|
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_BFG_EXPLOSION);
|
|
gi.WritePosition (ent->s.origin);
|
|
gi.multicast (ent->s.origin, MULTICAST_PHS);
|
|
T_Damage (ent, self, self->owner, self->velocity, ent->s.origin, vec3_origin, (int)points, 0, DAMAGE_ENERGY, MOD_BFG_EFFECT);
|
|
}
|
|
}
|
|
|
|
self->nextthink = level.time + FRAMETIME;
|
|
self->s.frame++;
|
|
if (self->s.frame == 5)
|
|
self->think = G_FreeEdict;
|
|
}
|
|
|
|
void bfg_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
|
|
{
|
|
if (other == self->owner)
|
|
return;
|
|
|
|
if (surf && (surf->flags & SURF_SKY))
|
|
{
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
|
|
if (self->owner->client)
|
|
PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
|
|
|
|
// core explosion - prevents firing it into the wall/floor
|
|
if (other->takedamage)
|
|
T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, 200, 0, 0, MOD_BFG_BLAST);
|
|
T_RadiusDamage(self, self->owner, 200, other, 100, MOD_BFG_BLAST);
|
|
|
|
gi.sound (self, CHAN_VOICE, gi.soundindex ("weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0);
|
|
self->solid = SOLID_NOT;
|
|
self->touch = NULL;
|
|
VectorMA (self->s.origin, -1 * FRAMETIME, self->velocity, self->s.origin);
|
|
VectorClear (self->velocity);
|
|
self->s.modelindex = gi.modelindex ("sprites/s_bfg3.sp2");
|
|
self->s.frame = 0;
|
|
self->s.sound = 0;
|
|
self->s.effects &= ~EF_ANIM_ALLFAST;
|
|
self->think = bfg_explode;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
self->enemy = other;
|
|
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_BFG_BIGEXPLOSION);
|
|
gi.WritePosition (self->s.origin);
|
|
gi.multicast (self->s.origin, MULTICAST_PVS);
|
|
}
|
|
|
|
|
|
void bfg_think (edict_t *self)
|
|
{
|
|
edict_t *ent;
|
|
edict_t *ignore;
|
|
vec3_t point;
|
|
vec3_t dir;
|
|
vec3_t start;
|
|
vec3_t end;
|
|
int dmg;
|
|
trace_t tr;
|
|
|
|
if (deathmatch->value)
|
|
dmg = 5;
|
|
else
|
|
dmg = 10;
|
|
|
|
ent = NULL;
|
|
while ((ent = findradius(ent, self->s.origin, 256)) != NULL)
|
|
{
|
|
if (ent == self)
|
|
continue;
|
|
|
|
if (ent == self->owner)
|
|
continue;
|
|
|
|
if (!ent->takedamage)
|
|
continue;
|
|
|
|
if (!(ent->svflags & SVF_MONSTER) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
|
|
continue;
|
|
|
|
VectorMA (ent->absmin, 0.5, ent->size, point);
|
|
|
|
VectorSubtract (point, self->s.origin, dir);
|
|
VectorNormalize (dir);
|
|
|
|
ignore = self;
|
|
VectorCopy (self->s.origin, start);
|
|
VectorMA (start, 2048, dir, end);
|
|
while(1)
|
|
{
|
|
tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER);
|
|
|
|
if (!tr.ent)
|
|
break;
|
|
|
|
// hurt it if we can
|
|
if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER) && (tr.ent != self->owner))
|
|
T_Damage (tr.ent, self, self->owner, dir, tr.endpos, vec3_origin, dmg, 1, DAMAGE_ENERGY, MOD_BFG_LASER);
|
|
|
|
// if we hit something that's not a monster or player we're done
|
|
if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
|
|
{
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_LASER_SPARKS);
|
|
gi.WriteByte (4);
|
|
gi.WritePosition (tr.endpos);
|
|
gi.WriteDir (tr.plane.normal);
|
|
gi.WriteByte (self->s.skinnum);
|
|
gi.multicast (tr.endpos, MULTICAST_PVS);
|
|
break;
|
|
}
|
|
|
|
ignore = tr.ent;
|
|
VectorCopy (tr.endpos, start);
|
|
}
|
|
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_BFG_LASER);
|
|
gi.WritePosition (self->s.origin);
|
|
gi.WritePosition (tr.endpos);
|
|
gi.multicast (self->s.origin, MULTICAST_PHS);
|
|
}
|
|
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
|
|
void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius)
|
|
{
|
|
edict_t *bfg;
|
|
|
|
bfg = G_Spawn();
|
|
VectorCopy (start, bfg->s.origin);
|
|
VectorCopy (dir, bfg->movedir);
|
|
vectoangles (dir, bfg->s.angles);
|
|
VectorScale (dir, speed, bfg->velocity);
|
|
bfg->movetype = MOVETYPE_FLYMISSILE;
|
|
bfg->clipmask = MASK_SHOT;
|
|
bfg->solid = SOLID_BBOX;
|
|
bfg->s.effects |= EF_BFG | EF_ANIM_ALLFAST;
|
|
VectorClear (bfg->mins);
|
|
VectorClear (bfg->maxs);
|
|
bfg->s.modelindex = gi.modelindex ("sprites/s_bfg1.sp2");
|
|
bfg->owner = self;
|
|
bfg->touch = bfg_touch;
|
|
bfg->nextthink = level.time + 8000/speed;
|
|
bfg->think = G_FreeEdict;
|
|
bfg->radius_dmg = damage;
|
|
bfg->dmg_radius = damage_radius;
|
|
bfg->classname = "bfg blast";
|
|
bfg->s.sound = gi.soundindex ("weapons/bfg__l1a.wav");
|
|
|
|
bfg->think = bfg_think;
|
|
bfg->nextthink = level.time + FRAMETIME;
|
|
bfg->teammaster = bfg;
|
|
bfg->teamchain = NULL;
|
|
|
|
if (self->client)
|
|
check_dodge (self, bfg->s.origin, dir, speed);
|
|
|
|
gi.linkentity (bfg);
|
|
}
|
|
|
|
|
|
// RAFAEL
|
|
|
|
/*
|
|
fire_ionripper
|
|
*/
|
|
|
|
void ionripper_sparks (edict_t *self)
|
|
{
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_WELDING_SPARKS);
|
|
gi.WriteByte (0);
|
|
gi.WritePosition (self->s.origin);
|
|
gi.WriteDir (vec3_origin);
|
|
gi.WriteByte (0xe4 + (rand()&3));
|
|
gi.multicast (self->s.origin, MULTICAST_PVS);
|
|
|
|
G_FreeEdict (self);
|
|
}
|
|
|
|
// RAFAEL
|
|
void ionripper_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
|
|
{
|
|
if (other == self->owner)
|
|
return;
|
|
|
|
if (surf && (surf->flags & SURF_SKY))
|
|
{
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
|
|
if (self->owner->client)
|
|
PlayerNoise (self->owner, self->s.origin, PNOISE_IMPACT);
|
|
|
|
if (other->takedamage)
|
|
{
|
|
T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, MOD_RIPPER);
|
|
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
|
|
G_FreeEdict (self);
|
|
}
|
|
|
|
|
|
// RAFAEL
|
|
void fire_ionripper (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect)
|
|
{
|
|
edict_t *ion;
|
|
trace_t tr;
|
|
|
|
VectorNormalize (dir);
|
|
|
|
ion = G_Spawn ();
|
|
VectorCopy (start, ion->s.origin);
|
|
VectorCopy (start, ion->s.old_origin);
|
|
vectoangles (dir, ion->s.angles);
|
|
VectorScale (dir, speed, ion->velocity);
|
|
|
|
ion->movetype = MOVETYPE_WALLBOUNCE;
|
|
ion->clipmask = MASK_SHOT;
|
|
ion->solid = SOLID_BBOX;
|
|
ion->s.effects |= effect;
|
|
|
|
ion->s.renderfx |= RF_FULLBRIGHT;
|
|
|
|
VectorClear (ion->mins);
|
|
VectorClear (ion->maxs);
|
|
ion->s.modelindex = gi.modelindex ("models/objects/boomrang/tris.md2");
|
|
ion->s.sound = gi.soundindex ("misc/lasfly.wav");
|
|
ion->owner = self;
|
|
ion->touch = ionripper_touch;
|
|
ion->nextthink = level.time + 3;
|
|
ion->think = ionripper_sparks;
|
|
ion->dmg = damage;
|
|
ion->dmg_radius = 100;
|
|
gi.linkentity (ion);
|
|
|
|
if (self->client)
|
|
check_dodge (self, ion->s.origin, dir, speed);
|
|
|
|
tr = gi.trace (self->s.origin, NULL, NULL, ion->s.origin, ion, MASK_SHOT);
|
|
if (tr.fraction < 1.0)
|
|
{
|
|
VectorMA (ion->s.origin, -10, dir, ion->s.origin);
|
|
ion->touch (ion, tr.ent, NULL, NULL);
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// RAFAEL
|
|
/*
|
|
fire_heat
|
|
*/
|
|
|
|
|
|
void heat_think (edict_t *self)
|
|
{
|
|
edict_t *target = NULL;
|
|
edict_t *aquire = NULL;
|
|
vec3_t vec;
|
|
vec3_t oldang;
|
|
int len;
|
|
int oldlen = 0;
|
|
|
|
VectorClear (vec);
|
|
|
|
// aquire new target
|
|
while (( target = findradius (target, self->s.origin, 1024)) != NULL)
|
|
{
|
|
|
|
if (self->owner == target)
|
|
continue;
|
|
if (!target->svflags & SVF_MONSTER)
|
|
continue;
|
|
if (!target->client)
|
|
continue;
|
|
if (target->health <= 0)
|
|
continue;
|
|
if (!visible (self, target))
|
|
continue;
|
|
|
|
// if we need to reduce the tracking cone
|
|
/*
|
|
{
|
|
vec3_t vec;
|
|
float dot;
|
|
vec3_t forward;
|
|
|
|
AngleVectors (self->s.angles, forward, NULL, NULL);
|
|
VectorSubtract (target->s.origin, self->s.origin, vec);
|
|
VectorNormalize (vec);
|
|
dot = DotProduct (vec, forward);
|
|
|
|
if (dot > 0.6)
|
|
continue;
|
|
}
|
|
*/
|
|
|
|
if (!infront (self, target))
|
|
continue;
|
|
|
|
VectorSubtract (self->s.origin, target->s.origin, vec);
|
|
len = VectorLength (vec);
|
|
|
|
if (aquire == NULL || len < oldlen)
|
|
{
|
|
aquire = target;
|
|
self->target_ent = aquire;
|
|
oldlen = len;
|
|
}
|
|
}
|
|
|
|
if (aquire != NULL)
|
|
{
|
|
VectorCopy (self->s.angles, oldang);
|
|
VectorSubtract (aquire->s.origin, self->s.origin, vec);
|
|
|
|
vectoangles (vec, self->s.angles);
|
|
|
|
VectorNormalize (vec);
|
|
VectorCopy (vec, self->movedir);
|
|
VectorScale (vec, 500, self->velocity);
|
|
}
|
|
|
|
self->nextthink = level.time + 0.1;
|
|
}
|
|
|
|
// RAFAEL
|
|
void fire_heat (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
|
|
{
|
|
edict_t *heat;
|
|
|
|
heat = G_Spawn();
|
|
VectorCopy (start, heat->s.origin);
|
|
VectorCopy (dir, heat->movedir);
|
|
vectoangles (dir, heat->s.angles);
|
|
VectorScale (dir, speed, heat->velocity);
|
|
heat->movetype = MOVETYPE_FLYMISSILE;
|
|
heat->clipmask = MASK_SHOT;
|
|
heat->solid = SOLID_BBOX;
|
|
heat->s.effects |= EF_ROCKET;
|
|
VectorClear (heat->mins);
|
|
VectorClear (heat->maxs);
|
|
heat->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
|
|
heat->owner = self;
|
|
heat->touch = rocket_touch;
|
|
|
|
heat->nextthink = level.time + 0.1;
|
|
heat->think = heat_think;
|
|
|
|
heat->dmg = damage;
|
|
heat->radius_dmg = radius_damage;
|
|
heat->dmg_radius = damage_radius;
|
|
heat->s.sound = gi.soundindex ("weapons/rockfly.wav");
|
|
|
|
if (self->client)
|
|
check_dodge (self, heat->s.origin, dir, speed);
|
|
|
|
gi.linkentity (heat);
|
|
}
|
|
|
|
|
|
|
|
// RAFAEL
|
|
|
|
/*
|
|
fire_plasma
|
|
*/
|
|
|
|
void plasma_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
|
|
{
|
|
vec3_t origin;
|
|
|
|
if (other == ent->owner)
|
|
return;
|
|
|
|
if (surf && (surf->flags & SURF_SKY))
|
|
{
|
|
G_FreeEdict (ent);
|
|
return;
|
|
}
|
|
|
|
if (ent->owner->client)
|
|
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
|
|
|
|
// calculate position for the explosion entity
|
|
VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
|
|
|
|
if (other->takedamage)
|
|
{
|
|
T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_PHALANX);
|
|
}
|
|
|
|
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_PHALANX);
|
|
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_PLASMA_EXPLOSION);
|
|
gi.WritePosition (origin);
|
|
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
|
|
|
G_FreeEdict (ent);
|
|
}
|
|
|
|
|
|
// RAFAEL
|
|
void fire_plasma (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
|
|
{
|
|
edict_t *plasma;
|
|
|
|
plasma = G_Spawn();
|
|
VectorCopy (start, plasma->s.origin);
|
|
VectorCopy (dir, plasma->movedir);
|
|
vectoangles (dir, plasma->s.angles);
|
|
VectorScale (dir, speed, plasma->velocity);
|
|
plasma->movetype = MOVETYPE_FLYMISSILE;
|
|
plasma->clipmask = MASK_SHOT;
|
|
plasma->solid = SOLID_BBOX;
|
|
|
|
VectorClear (plasma->mins);
|
|
VectorClear (plasma->maxs);
|
|
|
|
plasma->owner = self;
|
|
plasma->touch = plasma_touch;
|
|
plasma->nextthink = level.time + 8000/speed;
|
|
plasma->think = G_FreeEdict;
|
|
plasma->dmg = damage;
|
|
plasma->radius_dmg = radius_damage;
|
|
plasma->dmg_radius = damage_radius;
|
|
plasma->s.sound = gi.soundindex ("weapons/rockfly.wav");
|
|
|
|
plasma->s.modelindex = gi.modelindex ("sprites/s_photon.sp2");
|
|
plasma->s.effects |= EF_PLASMA | EF_ANIM_ALLFAST;
|
|
|
|
if (self->client)
|
|
check_dodge (self, plasma->s.origin, dir, speed);
|
|
|
|
gi.linkentity (plasma);
|
|
|
|
|
|
}
|
|
|
|
// RAFAEL
|
|
extern void SP_item_foodcube (edict_t *best);
|
|
// RAFAEL
|
|
static void Trap_Think (edict_t *ent)
|
|
{
|
|
edict_t *target = NULL;
|
|
edict_t *best = NULL;
|
|
vec3_t vec;
|
|
int len, i;
|
|
int oldlen = 8000;
|
|
vec3_t forward, right, up;
|
|
|
|
if (ent->timestamp < level.time)
|
|
{
|
|
BecomeExplosion1(ent);
|
|
// note to self
|
|
// cause explosion damage???
|
|
return;
|
|
}
|
|
|
|
ent->nextthink = level.time + 0.1;
|
|
|
|
if (!ent->groundentity)
|
|
return;
|
|
|
|
// ok lets do the blood effect
|
|
if (ent->s.frame > 4)
|
|
{
|
|
if (ent->s.frame == 5)
|
|
{
|
|
if (ent->wait == 64)
|
|
gi.sound(ent, CHAN_VOICE, gi.soundindex ("weapons/trapdown.wav"), 1, ATTN_IDLE, 0);
|
|
|
|
ent->wait -= 2;
|
|
ent->delay += level.time;
|
|
|
|
for (i=0; i<3; i++)
|
|
{
|
|
|
|
best = G_Spawn();
|
|
|
|
if (strcmp (ent->enemy->classname, "monster_gekk") == 0)
|
|
{
|
|
best->s.modelindex = gi.modelindex ("models/objects/gekkgib/torso/tris.md2");
|
|
best->s.effects |= TE_GREENBLOOD;
|
|
}
|
|
else if (ent->mass > 200)
|
|
{
|
|
best->s.modelindex = gi.modelindex ("models/objects/gibs/chest/tris.md2");
|
|
best->s.effects |= TE_BLOOD;
|
|
}
|
|
else
|
|
{
|
|
best->s.modelindex = gi.modelindex ("models/objects/gibs/sm_meat/tris.md2");
|
|
best->s.effects |= TE_BLOOD;
|
|
}
|
|
|
|
AngleVectors (ent->s.angles, forward, right, up);
|
|
|
|
RotatePointAroundVector( vec, up, right, ((360.0/3)* i)+ent->delay);
|
|
VectorMA (vec, ent->wait/2, vec, vec);
|
|
VectorAdd(vec, ent->s.origin, vec);
|
|
VectorAdd(vec, forward, best->s.origin);
|
|
|
|
best->s.origin[2] = ent->s.origin[2] + ent->wait;
|
|
|
|
VectorCopy (ent->s.angles, best->s.angles);
|
|
|
|
best->solid = SOLID_NOT;
|
|
best->s.effects |= EF_GIB;
|
|
best->takedamage = DAMAGE_YES;
|
|
|
|
best->movetype = MOVETYPE_TOSS;
|
|
best->svflags |= SVF_MONSTER;
|
|
best->deadflag = DEAD_DEAD;
|
|
|
|
VectorClear (best->mins);
|
|
VectorClear (best->maxs);
|
|
|
|
best->watertype = gi.pointcontents(best->s.origin);
|
|
if (best->watertype & MASK_WATER)
|
|
best->waterlevel = 1;
|
|
|
|
best->nextthink = level.time + 0.1;
|
|
best->think = G_FreeEdict;
|
|
gi.linkentity (best);
|
|
}
|
|
|
|
if (ent->wait < 19)
|
|
ent->s.frame ++;
|
|
|
|
return;
|
|
}
|
|
ent->s.frame ++;
|
|
if (ent->s.frame == 8)
|
|
{
|
|
ent->nextthink = level.time + 1.0;
|
|
ent->think = G_FreeEdict;
|
|
|
|
best = G_Spawn ();
|
|
SP_item_foodcube (best);
|
|
VectorCopy (ent->s.origin, best->s.origin);
|
|
best->s.origin[2]+= 16;
|
|
best->velocity[2] = 400;
|
|
best->count = ent->mass;
|
|
gi.linkentity (best);
|
|
return;
|
|
}
|
|
return;
|
|
}
|
|
|
|
ent->s.effects &= ~EF_TRAP;
|
|
if (ent->s.frame >= 4)
|
|
{
|
|
ent->s.effects |= EF_TRAP;
|
|
VectorClear (ent->mins);
|
|
VectorClear (ent->maxs);
|
|
|
|
}
|
|
|
|
if (ent->s.frame < 4)
|
|
ent->s.frame++;
|
|
|
|
while ((target = findradius(target, ent->s.origin, 256)) != NULL)
|
|
{
|
|
if (target == ent)
|
|
continue;
|
|
if (!(target->svflags & SVF_MONSTER) && !target->client)
|
|
continue;
|
|
// if (target == ent->owner)
|
|
// continue;
|
|
if (target->health <= 0)
|
|
continue;
|
|
if (!visible (ent, target))
|
|
continue;
|
|
if (!best)
|
|
{
|
|
best = target;
|
|
continue;
|
|
}
|
|
VectorSubtract (ent->s.origin, target->s.origin, vec);
|
|
len = VectorLength (vec);
|
|
if (len < oldlen)
|
|
{
|
|
oldlen = len;
|
|
best = target;
|
|
}
|
|
}
|
|
|
|
// pull the enemy in
|
|
if (best)
|
|
{
|
|
vec3_t forward;
|
|
|
|
if (best->groundentity)
|
|
{
|
|
best->s.origin[2] += 1;
|
|
best->groundentity = NULL;
|
|
}
|
|
VectorSubtract (ent->s.origin, best->s.origin, vec);
|
|
len = VectorLength (vec);
|
|
if (best->client)
|
|
{
|
|
VectorNormalize (vec);
|
|
VectorMA (best->velocity, 250, vec, best->velocity);
|
|
}
|
|
else
|
|
{
|
|
best->ideal_yaw = vectoyaw(vec);
|
|
M_ChangeYaw (best);
|
|
AngleVectors (best->s.angles, forward, NULL, NULL);
|
|
VectorScale (forward, 256, best->velocity);
|
|
}
|
|
|
|
gi.sound(ent, CHAN_VOICE, gi.soundindex ("weapons/trapsuck.wav"), 1, ATTN_IDLE, 0);
|
|
|
|
if (len < 32)
|
|
{
|
|
if (best->mass < 400)
|
|
{
|
|
T_Damage (best, ent, ent->owner, vec3_origin, best->s.origin, vec3_origin, 100000, 1, 0, MOD_TRAP);
|
|
ent->enemy = best;
|
|
ent->wait = 64;
|
|
VectorCopy (ent->s.origin, ent->s.old_origin);
|
|
ent->timestamp = level.time + 30;
|
|
if (deathmatch->value)
|
|
ent->mass = best->mass/4;
|
|
else
|
|
ent->mass = best->mass/10;
|
|
// ok spawn the food cube
|
|
ent->s.frame = 5;
|
|
}
|
|
else
|
|
{
|
|
BecomeExplosion1(ent);
|
|
// note to self
|
|
// cause explosion damage???
|
|
return;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
// RAFAEL
|
|
void fire_trap (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held)
|
|
{
|
|
edict_t *trap;
|
|
vec3_t dir;
|
|
vec3_t forward, right, up;
|
|
|
|
vectoangles (aimdir, dir);
|
|
AngleVectors (dir, forward, right, up);
|
|
|
|
trap = G_Spawn();
|
|
VectorCopy (start, trap->s.origin);
|
|
VectorScale (aimdir, speed, trap->velocity);
|
|
VectorMA (trap->velocity, 200 + crandom() * 10.0, up, trap->velocity);
|
|
VectorMA (trap->velocity, crandom() * 10.0, right, trap->velocity);
|
|
VectorSet (trap->avelocity, 0, 300, 0);
|
|
trap->movetype = MOVETYPE_BOUNCE;
|
|
trap->clipmask = MASK_SHOT;
|
|
trap->solid = SOLID_BBOX;
|
|
// VectorClear (trap->mins);
|
|
// VectorClear (trap->maxs);
|
|
VectorSet (trap->mins, -4, -4, 0);
|
|
VectorSet (trap->maxs, 4, 4, 8);
|
|
trap->s.modelindex = gi.modelindex ("models/weapons/z_trap/tris.md2");
|
|
trap->owner = self;
|
|
trap->nextthink = level.time + 1.0;
|
|
trap->think = Trap_Think;
|
|
trap->dmg = damage;
|
|
trap->dmg_radius = damage_radius;
|
|
trap->classname = "htrap";
|
|
// RAFAEL 16-APR-98
|
|
trap->s.sound = gi.soundindex ("weapons/traploop.wav");
|
|
// END 16-APR-98
|
|
if (held)
|
|
trap->spawnflags = 3;
|
|
else
|
|
trap->spawnflags = 1;
|
|
|
|
if (timer <= 0.0)
|
|
Grenade_Explode (trap);
|
|
else
|
|
{
|
|
// gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/trapdown.wav"), 1, ATTN_NORM, 0);
|
|
gi.linkentity (trap);
|
|
}
|
|
|
|
trap->timestamp = level.time + 30;
|
|
|
|
}
|