1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492 |
- // Copyright (c) ZeniMax Media Inc.
- // Licensed under the GNU General Public License 2.0.
- #include "g_local.h"
- /*
- =================
- check_dodge
- This is a support routine used when a client is firing
- a non-instant attack weapon. It checks to see if a
- monster's dodge function should be called.
- =================
- */
- static void check_dodge (edict_t *self, vec3_t start, vec3_t dir, int speed)
- {
- vec3_t end;
- vec3_t v;
- trace_t tr;
- float eta;
- // easy mode only ducks one quarter the time
- if (skill->value == 0)
- {
- if (random() > 0.25)
- return;
- }
- VectorMA (start, 8192, dir, end);
- tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT);
- if ((tr.ent) && (tr.ent->svflags & SVF_MONSTER) && (tr.ent->health > 0) && (tr.ent->monsterinfo.dodge) && infront(tr.ent, self))
- {
- VectorSubtract (tr.endpos, start, v);
- eta = (VectorLength(v) - tr.ent->maxs[0]) / speed;
- tr.ent->monsterinfo.dodge (tr.ent, self, eta);
- }
- }
- /*
- =================
- fire_hit
- Used for all impact (hit/punch/slash) attacks
- =================
- */
- qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick)
- {
- trace_t tr;
- vec3_t forward, right, up;
- vec3_t v;
- vec3_t point;
- float range;
- vec3_t dir;
- //see if enemy is in range
- VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
- range = VectorLength(dir);
- if (range > aim[0])
- return false;
- if (aim[1] > self->mins[0] && aim[1] < self->maxs[0])
- {
- // the hit is straight on so back the range up to the edge of their bbox
- range -= self->enemy->maxs[0];
- }
- else
- {
- // this is a side hit so adjust the "right" value out to the edge of their bbox
- if (aim[1] < 0)
- aim[1] = self->enemy->mins[0];
- else
- aim[1] = self->enemy->maxs[0];
- }
- VectorMA (self->s.origin, range, dir, point);
- tr = gi.trace (self->s.origin, NULL, NULL, point, self, MASK_SHOT);
- if (tr.fraction < 1)
- {
- if (!tr.ent->takedamage)
- return false;
- // if it will hit any client/monster then hit the one we wanted to hit
- if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
- tr.ent = self->enemy;
- }
- AngleVectors(self->s.angles, forward, right, up);
- VectorMA (self->s.origin, range, forward, point);
- VectorMA (point, aim[1], right, point);
- VectorMA (point, aim[2], up, point);
- VectorSubtract (point, self->enemy->s.origin, dir);
- // do the damage
- T_Damage (tr.ent, self, self, dir, point, vec3_origin, damage, kick/2, DAMAGE_NO_KNOCKBACK, MOD_HIT);
- if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
- return false;
- // do our special form of knockback here
- VectorMA (self->enemy->absmin, 0.5, self->enemy->size, v);
- VectorSubtract (v, point, v);
- VectorNormalize (v);
- VectorMA (self->enemy->velocity, kick, v, self->enemy->velocity);
- if (self->enemy->velocity[2] > 0)
- self->enemy->groundentity = NULL;
- return true;
- }
- /*
- =================
- fire_lead
- This is an internal support routine used for bullet/pellet based weapons.
- =================
- */
- 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)
- {
- trace_t tr;
- vec3_t dir;
- vec3_t forward, right, up;
- vec3_t end;
- float r;
- float u;
- vec3_t water_start;
- qboolean water = false;
- int content_mask = MASK_SHOT | MASK_WATER;
- tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT);
- if (!(tr.fraction < 1.0))
- {
- vectoangles (aimdir, dir);
- AngleVectors (dir, forward, right, up);
- r = crandom()*hspread;
- u = crandom()*vspread;
- VectorMA (start, 8192, forward, end);
- VectorMA (end, r, right, end);
- VectorMA (end, u, up, end);
- if (gi.pointcontents (start) & MASK_WATER)
- {
- water = true;
- VectorCopy (start, water_start);
- content_mask &= ~MASK_WATER;
- }
- tr = gi.trace (start, NULL, NULL, end, self, content_mask);
- // see if we hit water
- if (tr.contents & MASK_WATER)
- {
- int color;
- water = true;
- VectorCopy (tr.endpos, water_start);
- if (!VectorCompare (start, tr.endpos))
- {
- if (tr.contents & CONTENTS_WATER)
- {
- if (strcmp(tr.surface->name, "*brwater") == 0)
- color = SPLASH_BROWN_WATER;
- else
- color = SPLASH_BLUE_WATER;
- }
- else if (tr.contents & CONTENTS_SLIME)
- color = SPLASH_SLIME;
- else if (tr.contents & CONTENTS_LAVA)
- color = SPLASH_LAVA;
- else
- color = SPLASH_UNKNOWN;
- if (color != SPLASH_UNKNOWN)
- {
- gi.WriteByte (svc_temp_entity);
- gi.WriteByte (TE_SPLASH);
- gi.WriteByte (8);
- gi.WritePosition (tr.endpos);
- gi.WriteDir (tr.plane.normal);
- gi.WriteByte (color);
- gi.multicast (tr.endpos, MULTICAST_PVS);
- }
- // change bullet's course when it enters water
- VectorSubtract (end, start, dir);
- vectoangles (dir, dir);
- AngleVectors (dir, forward, right, up);
- r = crandom()*hspread*2;
- u = crandom()*vspread*2;
- VectorMA (water_start, 8192, forward, end);
- VectorMA (end, r, right, end);
- VectorMA (end, u, up, end);
- }
- // re-trace ignoring water this time
- tr = gi.trace (water_start, NULL, NULL, end, self, MASK_SHOT);
- }
- }
- // send gun puff / flash
- if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
- {
- if (tr.fraction < 1.0)
- {
- if (tr.ent->takedamage)
- {
- T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, mod);
- }
- else
- {
- if (strncmp (tr.surface->name, "sky", 3) != 0)
- {
- gi.WriteByte (svc_temp_entity);
- gi.WriteByte (te_impact);
- gi.WritePosition (tr.endpos);
- gi.WriteDir (tr.plane.normal);
- gi.multicast (tr.endpos, MULTICAST_PVS);
- if (self->client)
- PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
- }
- }
- }
- }
- // if went through water, determine where the end and make a bubble trail
- if (water)
- {
- vec3_t pos;
- VectorSubtract (tr.endpos, water_start, dir);
- VectorNormalize (dir);
- VectorMA (tr.endpos, -2, dir, pos);
- if (gi.pointcontents (pos) & MASK_WATER)
- VectorCopy (pos, tr.endpos);
- else
- tr = gi.trace (pos, NULL, NULL, water_start, tr.ent, MASK_WATER);
- VectorAdd (water_start, tr.endpos, pos);
- VectorScale (pos, 0.5, pos);
- gi.WriteByte (svc_temp_entity);
- gi.WriteByte (TE_BUBBLETRAIL);
- gi.WritePosition (water_start);
- gi.WritePosition (tr.endpos);
- gi.multicast (pos, MULTICAST_PVS);
- }
- }
- /*
- =================
- fire_bullet
- Fires a single round. Used for machinegun and chaingun. Would be fine for
- pistols, rifles, etc....
- =================
- */
- void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod)
- {
- fire_lead (self, start, aimdir, damage, kick, TE_GUNSHOT, hspread, vspread, mod);
- }
- /*
- =================
- fire_shotgun
- Shoots shotgun pellets. Used by shotgun and super shotgun.
- =================
- */
- void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod)
- {
- int i;
- for (i = 0; i < count; i++)
- fire_lead (self, start, aimdir, damage, kick, TE_SHOTGUN, hspread, vspread, mod);
- }
- /*
- =================
- fire_blaster
- Fires a single blaster bolt. Used by the blaster and hyper blaster.
- =================
- */
- void blaster_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
- {
- int mod;
- 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)
- {
- if (self->spawnflags & 1)
- mod = MOD_HYPERBLASTER;
- else
- mod = MOD_BLASTER;
- T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, mod);
- }
- else
- {
- gi.WriteByte (svc_temp_entity);
- // RAFAEL
- //if (self->s.effects & TE_BLUEHYPERBLASTER)
- // gi.WriteByte (TE_BLUEHYPERBLASTER);
- //else
- gi.WriteByte (TE_BLASTER);
- gi.WritePosition (self->s.origin);
- if (!plane)
- gi.WriteDir (vec3_origin);
- else
- gi.WriteDir (plane->normal);
- gi.multicast (self->s.origin, MULTICAST_PVS);
- }
- G_FreeEdict (self);
- }
- void fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect, qboolean hyper)
- {
- edict_t *bolt;
- trace_t tr;
- VectorNormalize (dir);
- bolt = G_Spawn();
- bolt->svflags = SVF_DEADMONSTER;
- // yes, I know it looks weird that projectiles are deadmonsters
- // what this means is that when prediction is used against the object
- // (blaster/hyperblaster shots), the player won't be solid clipped against
- // the object. Right now trying to run into a firing hyperblaster
- // is very jerky since you are predicted 'against' the shots.
- VectorCopy (start, bolt->s.origin);
- VectorCopy (start, bolt->s.old_origin);
- vectoangles (dir, bolt->s.angles);
- VectorScale (dir, speed, bolt->velocity);
- bolt->movetype = MOVETYPE_FLYMISSILE;
- bolt->clipmask = MASK_SHOT;
- bolt->solid = SOLID_BBOX;
- bolt->s.effects |= effect;
- VectorClear (bolt->mins);
- VectorClear (bolt->maxs);
- bolt->s.modelindex = gi.modelindex ("models/objects/laser/tris.md2");
- bolt->s.sound = gi.soundindex ("misc/lasfly.wav");
- bolt->owner = self;
- bolt->touch = blaster_touch;
- bolt->nextthink = level.time + 2;
- bolt->think = G_FreeEdict;
- bolt->dmg = damage;
- bolt->classname = "bolt";
- if (hyper)
- bolt->spawnflags = 1;
- gi.linkentity (bolt);
- if (self->client)
- check_dodge (self, bolt->s.origin, dir, speed);
- tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
- if (tr.fraction < 1.0)
- {
- VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
- bolt->touch (bolt, tr.ent, NULL, NULL);
- }
- }
- // RAFAEL
- void fire_blueblaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect)
- {
- edict_t *bolt;
- trace_t tr;
- VectorNormalize (dir);
- bolt = G_Spawn ();
- VectorCopy (start, bolt->s.origin);
- VectorCopy (start, bolt->s.old_origin);
- vectoangles (dir, bolt->s.angles);
- VectorScale (dir, speed, bolt->velocity);
- bolt->movetype = MOVETYPE_FLYMISSILE;
- bolt->clipmask = MASK_SHOT;
- bolt->solid = SOLID_BBOX;
- bolt->s.effects |= effect;
- VectorClear (bolt->mins);
- VectorClear (bolt->maxs);
- bolt->s.modelindex = gi.modelindex ("models/objects/blaser/tris.md2");
- bolt->s.sound = gi.soundindex ("misc/lasfly.wav");
- bolt->owner = self;
- bolt->touch = blaster_touch;
- bolt->nextthink = level.time + 2;
- bolt->think = G_FreeEdict;
- bolt->dmg = damage;
- bolt->classname = "bolt";
- gi.linkentity (bolt);
- if (self->client)
- check_dodge (self, bolt->s.origin, dir, speed);
- tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
- if (tr.fraction < 1.0)
- {
- VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
- bolt->touch (bolt, tr.ent, NULL, NULL);
- }
- }
- /*
- =================
- fire_grenade
- =================
- */
- static void Grenade_Explode (edict_t *ent)
- {
- vec3_t origin;
- int mod;
- if (ent->owner->client)
- PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
- //FIXME: if we are onground then raise our Z just a bit since we are a point?
- if (ent->enemy)
- {
- float points;
- vec3_t v;
- vec3_t dir;
- VectorAdd (ent->enemy->mins, ent->enemy->maxs, v);
- VectorMA (ent->enemy->s.origin, 0.5, v, v);
- VectorSubtract (ent->s.origin, v, v);
- points = ent->dmg - 0.5 * VectorLength (v);
- VectorSubtract (ent->enemy->s.origin, ent->s.origin, dir);
- if (ent->spawnflags & 1)
- mod = MOD_HANDGRENADE;
- else
- mod = MOD_GRENADE;
- T_Damage (ent->enemy, ent, ent->owner, dir, ent->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
- }
- if (ent->spawnflags & 2)
- mod = MOD_HELD_GRENADE;
- else if (ent->spawnflags & 1)
- mod = MOD_HG_SPLASH;
- else
- mod = MOD_G_SPLASH;
- T_RadiusDamage(ent, ent->owner, ent->dmg, ent->enemy, ent->dmg_radius, mod);
- VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
- gi.WriteByte (svc_temp_entity);
- if (ent->waterlevel)
- {
- if (ent->groundentity)
- gi.WriteByte (TE_GRENADE_EXPLOSION_WATER);
- else
- gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
- }
- else
- {
- if (ent->groundentity)
- gi.WriteByte (TE_GRENADE_EXPLOSION);
- else
- gi.WriteByte (TE_ROCKET_EXPLOSION);
- }
- gi.WritePosition (origin);
- gi.multicast (ent->s.origin, MULTICAST_PHS);
- G_FreeEdict (ent);
- }
- static void Grenade_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
- {
- if (other == ent->owner)
- return;
- if (surf && (surf->flags & SURF_SKY))
- {
- G_FreeEdict (ent);
- return;
- }
- if (!other->takedamage)
- {
- if (ent->spawnflags & 1)
- {
- if (random() > 0.5)
- gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
- else
- gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
- }
- else
- {
- gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
- }
- return;
- }
- ent->enemy = other;
- Grenade_Explode (ent);
- }
- 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;
- }
|