Started work on implementing various primary and secondary grenades

This commit is contained in:
Marco Cawthorne 2023-01-23 02:22:59 -08:00
parent 8aba849f6b
commit 93c42b06cc
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
5 changed files with 436 additions and 2 deletions

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@ -34,6 +34,19 @@ ClientGame_ConsoleCommand(void)
case "changeteam":
VGUI_ChooseTeam();
break;
case "+gren1":
pSeat->m_iInputExtra1 = TRUE;
break;
case "-gren1":
pSeat->m_iInputExtra1 = FALSE;
break;
case "+gren2":
pSeat->m_iInputExtra2 = TRUE;
break;
case "-gren2":
pSeat->m_iInputExtra2 = FALSE;
break;
default:
return (0);
}

291
src/server/nades.qc Normal file
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@ -0,0 +1,291 @@
void
TFCNade_ThrowCaltrop(player pl)
{
vector vecNadeVelocity;
static void TFCNade_ThrowHandGrenade_Touch(void) {
if (!vlen(self.velocity))
self.avelocity = g_vec_null;
}
static void TFCNade_ThrowHandGrenade_Explode(void) {
float dmg = 100;
FX_Explosion(self.origin);
Damage_Radius(self.origin, self.owner, dmg, dmg * 2.5f, TRUE, WEAPON_GLAUNCHER);
sound(self, CHAN_WEAPON, sprintf("weapons/explode%d.wav", floor(random() * 2) + 3), 1, ATTN_NORM);
NSEntity::Destroy();
}
for (int i = 0; i < 6; i++) {
makevectors([0, random() * 360, 0]);
vecNadeVelocity = v_forward * 50 + v_up * 150 + crandom() * v_right * 10 + crandom() * v_up * 10;
NSRenderableEntity eNade = spawn(NSRenderableEntity);
eNade.SetModel("models/caltrop.mdl");
eNade.SetOrigin(Weapons_GetCameraPos(pl) + (v_forward * 14) + (v_up * -4) + (v_right * 2));
eNade.SetOwner(pl);
eNade.SetMovetype(MOVETYPE_BOUNCE);
eNade.SetSolid(SOLID_TRIGGER);
eNade.SetSize([-6,-6,-6], [6,6,6]);
eNade.SetGravity(1.0f);
eNade.SetVelocity(vecNadeVelocity);
eNade.SetAngularVelocity([300, 300, 300]);
eNade.touch = TFCNade_ThrowHandGrenade_Touch;
}
}
void
TFCNade_ThrowHandGrenade(player pl)
{
vector vecNadeVelocity;
float flTimer;
static void TFCNade_ThrowHandGrenade_Touch(void) {
Sound_Play(self, CHAN_BODY, "weapon_handgrenade.bounce");
if (!vlen(self.velocity))
self.avelocity = g_vec_null;
}
static void TFCNade_ThrowHandGrenade_Explode(void) {
float dmg = 100;
FX_Explosion(self.origin);
Damage_Radius(self.origin, self.owner, dmg, dmg * 2.5f, TRUE, WEAPON_GLAUNCHER);
sound(self, CHAN_WEAPON, sprintf("weapons/explode%d.wav", floor(random() * 2) + 3), 1, ATTN_NORM);
NSEntity::Destroy();
}
Weapons_MakeVectors(pl);
vecNadeVelocity = v_forward * 600 + v_up * 200 + crandom() * v_right * 10 + crandom() * v_up * 10;
flTimer = max(0.0, pl. gren1.GetNextThinkTime() - time);
NSRenderableEntity eNade = spawn(NSRenderableEntity);
eNade.SetModel("models/w_grenade.mdl");
eNade.SetOrigin(Weapons_GetCameraPos(pl) + (v_forward * 14) + (v_up * -4) + (v_right * 2));
eNade.SetOwner(pl);
eNade.SetMovetype(MOVETYPE_BOUNCE);
eNade.SetSolid(SOLID_BBOX);
eNade.SetGravity(1.0f);
eNade.SetVelocity(vecNadeVelocity);
eNade.SetAngularVelocity([300, 300, 300]);
eNade.SetAngles(vectoangles(eNade.GetVelocity()));
eNade.touch = TFCNade_ThrowHandGrenade_Touch;
eNade.ScheduleThink(TFCNade_ThrowHandGrenade_Explode, flTimer);
}
void
TFCNade_ThrowConcussion(player pl)
{
vector vecNadeVelocity;
float flTimer;
static void TFCNade_ThrowConcussion_Touch(void) {
Sound_Play(self, CHAN_BODY, "weapon_handgrenade.bounce");
if (!vlen(self.velocity))
self.avelocity = g_vec_null;
}
static void TFCNade_ThrowConcussion_Explode(void) {
NSEntity::Destroy();
}
Weapons_MakeVectors(pl);
vecNadeVelocity = v_forward * 600 + v_up * 200 + crandom() * v_right * 10 + crandom() * v_up * 10;
flTimer = max(0.0, pl.gren2.GetNextThinkTime() - time);
NSRenderableEntity eNade = spawn(NSRenderableEntity);
eNade.SetModel("models/conc_grenade.mdl");
eNade.SetOrigin(Weapons_GetCameraPos(pl) + (v_forward * 14) + (v_up * -4) + (v_right * 2));
eNade.SetOwner(pl);
eNade.SetMovetype(MOVETYPE_BOUNCE);
eNade.SetSolid(SOLID_BBOX);
eNade.SetGravity(1.0f);
eNade.SetVelocity(vecNadeVelocity);
eNade.SetAngularVelocity([0, 600, 0]);
eNade.touch = TFCNade_ThrowConcussion_Touch;
eNade.ScheduleThink(TFCNade_ThrowConcussion_Explode, flTimer);
}
void
TFCNade_ThrowNail(player pl)
{
print("Throwing Nail grenade!\n");
}
void
TFCNade_ThrowMIRVBomblet(NSEntity bomb)
{
vector vecNadeVelocity;
static void TFCNade_ThrowMIRVBomblet_Touch(void) {
if (!vlen(self.velocity))
self.avelocity = g_vec_null;
}
static void TFCNade_ThrowMIRVBomblet_Explode(void) {
float dmg = 100;
FX_Explosion(self.origin);
Damage_Radius(self.origin, self.owner, dmg, dmg * 2.5f, TRUE, WEAPON_GLAUNCHER);
sound(self, CHAN_WEAPON, sprintf("weapons/explode%d.wav", floor(random() * 2) + 3), 1, ATTN_NORM);
NSEntity::Destroy();
}
player pl = (player)bomb.owner;
makevectors([0, random() * 360, 0]);
vecNadeVelocity = v_forward * 100 + v_up * 350 + crandom() * v_right * 10 + crandom() * v_up * 10;
NSRenderableEntity eNade = spawn(NSRenderableEntity);
eNade.SetModel("models/bomblet.mdl");
eNade.SetOrigin(bomb.origin + (v_forward * 14) + (v_up * -4) + (v_right * 2));
eNade.SetOwner(pl);
eNade.SetMovetype(MOVETYPE_BOUNCE);
eNade.SetSolid(SOLID_TRIGGER);
eNade.SetSize([-6,-6,-6], [6,6,6]);
eNade.SetGravity(1.0f);
eNade.SetVelocity(vecNadeVelocity);
eNade.SetAngularVelocity([300, 300, 300]);
eNade.SetAngles(vectoangles(eNade.GetVelocity()));
eNade.touch = TFCNade_ThrowMIRVBomblet_Touch;
eNade.ScheduleThink(TFCNade_ThrowMIRVBomblet_Explode, 1.5f + random());
}
void
TFCNade_ThrowMIRV(player pl)
{
vector vecNadeVelocity;
float flTimer;
static void TFCNade_ThrowMIRV_Touch(void) {
Sound_Play(self, CHAN_BODY, "weapon_handgrenade.bounce");
if (!vlen(self.velocity))
self.avelocity = g_vec_null;
}
static void TFCNade_ThrowMIRV_Explode(void) {
float dmg = 100;
FX_Explosion(self.origin);
Damage_Radius(self.origin, self.owner, dmg, dmg * 2.5f, TRUE, WEAPON_GLAUNCHER);
sound(self, CHAN_WEAPON, sprintf("weapons/explode%d.wav", floor(random() * 2) + 3), 1, ATTN_NORM);
for (int i = 0; i < 4; i++) {
TFCNade_ThrowMIRVBomblet((NSEntity)self);
}
NSEntity::Destroy();
}
Weapons_MakeVectors(pl);
vecNadeVelocity = v_forward * 600 + v_up * 200 + crandom() * v_right * 10 + crandom() * v_up * 10;
flTimer = max(0.0, pl. gren2.GetNextThinkTime() - time);
NSRenderableEntity eNade = spawn(NSRenderableEntity);
eNade.SetModel("models/mirv_grenade.mdl");
eNade.SetOrigin(Weapons_GetCameraPos(pl) + (v_forward * 14) + (v_up * -4) + (v_right * 2));
eNade.SetOwner(pl);
eNade.SetMovetype(MOVETYPE_BOUNCE);
eNade.SetSolid(SOLID_BBOX);
eNade.SetGravity(1.0f);
eNade.SetVelocity(vecNadeVelocity);
eNade.SetSkin(1);
eNade.ScheduleThink(TFCNade_ThrowMIRV_Explode, flTimer);
eNade.touch = TFCNade_ThrowMIRV_Touch;
}
void
TFCNade_ThrowNapalm(player pl)
{
print("Throwing Napalm grenade!\n");
}
void
TFCNade_ThrowHallucination(player pl)
{
print("Throwing Hallucination grenade!\n");
}
void
TFCNade_ThrowEMP(player pl)
{
vector vecNadeVelocity;
float flTimer;
static void TFCNade_ThrowEMP_Touch(void) {
Sound_Play(self, CHAN_BODY, "weapon_handgrenade.bounce");
if (!vlen(self.velocity))
self.avelocity = g_vec_null;
}
static void TFCNade_ThrowEMP_Explode(void) {
NSEntity::Destroy();
}
Weapons_MakeVectors(pl);
vecNadeVelocity = v_forward * 600 + v_up * 200 + crandom() * v_right * 10 + crandom() * v_up * 10;
flTimer = max(0.0, pl.gren2.GetNextThinkTime() - time);
NSRenderableEntity eNade = spawn(NSRenderableEntity);
eNade.SetModel("models/emp_grenade.mdl");
eNade.SetOrigin(Weapons_GetCameraPos(pl) + (v_forward * 14) + (v_up * -4) + (v_right * 2));
eNade.SetOwner(pl);
eNade.SetMovetype(MOVETYPE_BOUNCE);
eNade.SetSolid(SOLID_BBOX);
eNade.SetGravity(1.0f);
eNade.SetVelocity(vecNadeVelocity);
eNade.SetAngularVelocity([0, 600, 0]);
eNade.touch = TFCNade_ThrowEMP_Touch;
eNade.ScheduleThink(TFCNade_ThrowEMP_Explode, flTimer);
}
void
TFCNade_ThrowSecondary(player pl)
{
switch (pl.classtype) {
case CLASS_SCOUT:
case CLASS_MEDIC:
TFCNade_ThrowConcussion(pl);
break;
case CLASS_SOLDIER:
TFCNade_ThrowNail(pl);
break;
case CLASS_DEMO:
case CLASS_HVYWEAPON:
TFCNade_ThrowMIRV(pl);
break;
case CLASS_PYRO:
TFCNade_ThrowNapalm(pl);
break;
case CLASS_SPY:
TFCNade_ThrowHallucination(pl);
break;
case CLASS_ENGINEER:
TFCNade_ThrowEMP(pl);
break;
case CLASS_SNIPER:
default:
break;
}
}
void
TFCNade_SelfExplode(player pl)
{
float dmg = 100;
FX_Explosion(pl.origin);
Damage_Radius(pl.origin, pl, dmg, dmg * 2.5f, TRUE, WEAPON_GLAUNCHER);
sound(pl, CHAN_WEAPON, sprintf("weapons/explode%d.wav", floor(random() * 2) + 3), 1, ATTN_NORM);
}

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@ -37,6 +37,7 @@ info_tfgoal.qc
info_areadef.qc
item_armor.qc
item_healthkit.qc
nades.qc
gamerules.qc
client.qc

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@ -19,8 +19,8 @@
#define GF_FLASHLIGHT (1<<1)
#define GF_NOBUILDZONE (1<<2)
#define GF_NOGRENADEZONE (1<<3)
#define GF_UNUSED5 (1<<4)
#define GF_UNUSED6 (1<<5)
#define GF_GREN1COOK (1<<4)
#define GF_GREN2COOK (1<<5)
#define GF_UNUSED7 (1<<6)
#define GF_UNUSED8 (1<<7)
#define GF_UNUSED9 (1<<8)

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@ -59,6 +59,13 @@ class player:NSClientPlayer
virtual void Physics_Jump(void);
virtual float Physics_MaxSpeed(void);
virtual void ProcessInput(void);
nonvirtual void TFC_CookGren1(void);
nonvirtual void TFC_CookGren2(void);
nonvirtual void TFC_ReleaseGren1(void);
nonvirtual void TFC_ReleaseGren2(void);
#ifdef CLIENT
virtual void ReceiveEntity(float,float);
virtual void PredictPreFrame(void);
@ -66,6 +73,9 @@ class player:NSClientPlayer
virtual void UpdateAliveCam(void);
#else
NSTimer gren1;
NSTimer gren2;
int m_iMaxHealth;
int m_iMaxArmor;
@ -82,9 +92,128 @@ class player:NSClientPlayer
virtual void SpawnIntoGame(void);
virtual void MakeClass(classtype_e);
virtual void ServerInputFrame(void);
nonvirtual void TFC_FragSelf(void);
nonvirtual void TFC_FragSelf(void);
#endif
};
#ifdef SERVER
void TFCNade_ThrowCaltrop(player);
void TFCNade_ThrowHandGrenade(player);
void TFCNade_ThrowSecondary(player);
void TFCNade_SelfExplode(player);
void
player::TFC_FragSelf(void)
{
print("Primary exploded in your hand!\n");
TFCNade_SelfExplode(this);
}
void
player::TFC_ThrowSecondary(void)
{
print("Secondary exploded in your hand!\n");
TFCNade_ThrowSecondary(this);
}
#endif
void
player::TFC_CookGren1(void)
{
/* we're already cooking it */
if (gflags & GF_GREN1COOK)
return;
if (classtype == CLASS_SCOUT) {
/* caltrop sound */
#ifdef SERVER
StartSound("weapons/tink1.wav", CHAN_AUTO, 0, true);
#endif
} else {
/* grenade timer sound */
#ifdef SERVER
StartSound("weapons/timer.wav", CHAN_AUTO, 0, true);
gren1 = gren1.SetupTimer(this, TFC_FragSelf, 3.75f, false);
gren1.RunTimer();
#endif
}
gflags |= GF_GREN1COOK;
}
void
player::TFC_ReleaseGren1(void)
{
if (!(gflags & GF_GREN1COOK))
return;
if (classtype == CLASS_SCOUT) {
/* release caltrop */
#ifdef SERVER
TFCNade_ThrowCaltrop(this);
#endif
} else {
/* release the nade! */
#ifdef SERVER
TFCNade_ThrowHandGrenade(this);
gren1.StopTimer();
#endif
}
gflags &= ~GF_GREN1COOK;
}
void
player::TFC_CookGren2(void)
{
if (gflags & GF_GREN2COOK)
return;
if (classtype == CLASS_SNIPER)
return;
#ifdef SERVER
StartSound("weapons/timer.wav", CHAN_AUTO, 0, true);
gren2 = gren2.SetupTimer(this, TFC_ThrowSecondary, 3.75f, false);
gren2.RunTimer();
#endif
gflags |= GF_GREN2COOK;
}
void
player::TFC_ReleaseGren2(void)
{
if (!(gflags & GF_GREN2COOK))
return;
#ifdef SERVER
TFCNade_ThrowSecondary(this);
gren2.StopTimer();
#endif
gflags &= ~GF_GREN2COOK;
}
void
player::ProcessInput(void)
{
super::ProcessInput();
if (input_buttons & INPUT_BUTTON6)
TFC_CookGren1();
else
TFC_ReleaseGren1();
if (input_buttons & INPUT_BUTTON7)
TFC_CookGren2();
else
TFC_ReleaseGren2();
}
#ifdef CLIENT
void Weapons_AmmoUpdate(entity);
void HUD_AmmoNotify_Check(player pl);