tfc/src/server/nades.qc

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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;
pointparticles(particleeffectnum("fx_explosion.main"), self.origin, [0,0,0], 1);
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;
pointparticles(particleeffectnum("fx_explosion.main"), self.origin, [0,0,0], 1);
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) {
for (player f = world; (f = (player)find(f, ::classname, "player"));) {
float dist = vlen(f.origin - self.origin);
if (dist < 256) {
vector pushVel;
f.m_flIdleScale = 15.0f;
makevectors(f.origin - self.origin);
pushVel = v_forward * 300;
pushVel[2] += 300;
f.SetVelocity(pushVel);
}
}
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EV_BEAMCYLINDER);
WriteCoord(MSG_MULTICAST, self.origin[0]);
WriteCoord(MSG_MULTICAST, self.origin[1]);
WriteCoord(MSG_MULTICAST, self.origin[2]);
WriteCoord(MSG_MULTICAST, 0);
WriteCoord(MSG_MULTICAST, 128);
WriteCoord(MSG_MULTICAST, 0);
WriteShort(MSG_MULTICAST, getmodelindex("sprites/shockwave.spr"));
WriteByte(MSG_MULTICAST, 0);
WriteByte(MSG_MULTICAST, 10);
WriteByte(MSG_MULTICAST, 2);
WriteByte(MSG_MULTICAST, 16);
WriteByte(MSG_MULTICAST, 0);
WriteByte(MSG_MULTICAST, 255);
WriteByte(MSG_MULTICAST, 255);
WriteByte(MSG_MULTICAST, 255);
WriteByte(MSG_MULTICAST, 255);
WriteByte(MSG_MULTICAST, 0);
msg_entity = self;
multicast(self.origin, MULTICAST_PVS);
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)
{
vector vecNadeVelocity;
float flTimer;
static void TFCNade_ThrowNail_Touch(void) {
Sound_Play(self, CHAN_BODY, "weapon_handgrenade.bounce");
if (!vlen(self.velocity))
self.avelocity = g_vec_null;
}
static void TFCNade_ThrowNail_Explode(void) {
float dmg = 100;
pointparticles(particleeffectnum("fx_explosion.main"), self.origin, [0,0,0], 1);
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();
}
static void TFCNade_ThrowNail_Shoot(entity source, vector euler_dir) {
static void TFCNade_ThrowNail_Shoot_Touch(void) {
if (trace_ent.iBleeds == 0) {
DecalGroups_Place("Impact.BigShot", trace_endpos + (v_forward * -2));
SurfData_Impact(trace_ent, trace_surfaceflagsi, trace_endpos, trace_plane_normal);
}
if (trace_ent.takedamage == DAMAGE_YES) {
Damage_Apply(trace_ent, self.owner.owner, 9, WEAPON_NAILGUN, DMG_BULLET);
}
remove(self);
}
makevectors(source.angles + euler_dir);
entity p = spawn();
setmodel(p, "models/nail.mdl");
setorigin(p, source.origin + (v_forward * 8) + (v_up * 2));
p.owner = source;
p.movetype = MOVETYPE_FLYMISSILE;
p.solid = SOLID_BBOX;
p.gravity = 0.5f;
p.velocity = (v_forward * 1000);
p.angles = vectoangles(p.velocity);
p.touch = TFCNade_ThrowNail_Shoot_Touch;
p.think = Util_Destroy;
}
static void TFCNade_ThrowNail_Unload(void) {
if (self.ammo_nails <= 0) {
TFCNade_ThrowNail_Explode();
return;
}
self.angles[1] += 15.0;
TFCNade_ThrowNail_Shoot(self, [0, 0, 0]);
TFCNade_ThrowNail_Shoot(self, [0, 60, 0]);
TFCNade_ThrowNail_Shoot(self, [0, 120, 0]);
TFCNade_ThrowNail_Shoot(self, [0, 180, 0]);
TFCNade_ThrowNail_Shoot(self, [0, 240, 0]);
TFCNade_ThrowNail_Shoot(self, [0, 300, 0]);
self.ammo_nails -= 6;
self.nextthink = time + 0.15f;
}
static void TFCNade_ThrowNail_Deploy(void) {
self.solid = SOLID_BBOX;
self.movetype = MOVETYPE_NONE;
self.velocity = [0,0,0];
setorigin(self, self.origin + [0,0, 32]);
self.think = TFCNade_ThrowNail_Unload;
self.nextthink = time + 1.0f;
}
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/ngrenade.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.ammo_nails = 200;
eNade.touch = TFCNade_ThrowNail_Touch;
eNade.ScheduleThink(TFCNade_ThrowNail_Deploy, flTimer);
}
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;
pointparticles(particleeffectnum("fx_explosion.main"), self.origin, [0,0,0], 1);
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;
pointparticles(particleeffectnum("fx_explosion.main"), self.origin, [0,0,0], 1);
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)
{
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/napalm.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_ThrowHallucination(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) {
for (player f = world; (f = (player)find(f, ::classname, "player"));) {
float dist = vlen(f.origin - self.origin);
if (dist < 192) {
f.m_flHallucination = 15.0f;
}
}
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/spy_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_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;
pointparticles(particleeffectnum("fx_explosion.main"), pl.origin, [0,0,0], 1);
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);
}