WEAPON_HANDGRENADE: projectile conversion to EDef

This commit is contained in:
Marco Cawthorne 2023-07-30 10:06:03 -07:00
parent 98b9bb56bd
commit 6d3474b707
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
2 changed files with 58 additions and 57 deletions

View File

@ -14,6 +14,10 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
#ifdef SERVER
.float nadeCookingTime;
#endif
enum
{
HANDGRENADE_IDLE,
@ -74,61 +78,6 @@ int w_handgrenade_pickup(player pl, int new, int startammo)
return (1);
}
#ifdef SERVER
void w_handgrenade_throw(player pl)
{
static void WeaponFrag_Throw_Explode(void)
{
float dmg = Skill_GetValue("plr_hand_grenade", 150);
pointparticles(particleeffectnum("fx_explosion.main"), self.origin, [0,0,0], 1);
Damage_Radius(self.origin, self.owner, dmg, dmg * 2.5f, TRUE, WEAPON_HANDGRENADE);
Sound_Play(self, CHAN_VOICE, "fx.explosion");
remove(self);
}
static void WeaponFrag_Throw_Touch(void)
{
if (other.takedamage == DAMAGE_YES) {
Damage_Apply(other, self.owner, 15, WEAPON_HANDGRENADE, DMG_BLUNT);
} else {
Sound_Play(self, CHAN_BODY, "weapon_handgrenade.bounce");
}
self.frame = 0;
}
vector vPLAngle = pl.v_angle;
if (vPLAngle[0] < 0) {
vPLAngle[0] = -10 + vPLAngle[0] * ((90 - 10) / 90.0);
} else {
vPLAngle[0] = -10 + vPLAngle[0] * ((90 + 10) / 90.0);
}
float flVel = (90 - vPLAngle[0]) * 5;
if (flVel > 1000) {
flVel = 1000;
}
makevectors(vPLAngle);
vector vecSrc = pl.origin + pl.view_ofs + v_forward * 16;
vector vecThrow = v_forward * flVel + pl.velocity;
entity eGrenade = spawn();
eGrenade.owner = pl;
eGrenade.classname = "remove_me";
eGrenade.solid = SOLID_BBOX;
eGrenade.frame = 1;
eGrenade.velocity = vecThrow;
eGrenade.movetype = MOVETYPE_BOUNCE;
eGrenade.think = WeaponFrag_Throw_Explode;
eGrenade.touch = WeaponFrag_Throw_Touch;
eGrenade.nextthink = time + 4.0f;
setmodel(eGrenade, "models/w_grenade.mdl");
setsize(eGrenade, [0,0,0], [0,0,0]);
setorigin(eGrenade, vecSrc);
}
#endif
void w_handgrenade_draw(player pl)
{
pl.mode_tempstate = 0;
@ -162,6 +111,10 @@ void w_handgrenade_primary(player pl)
pl.mode_tempstate = 1;
pl.w_attack_next = 0.5f;
pl.w_idle_next = 0.5f;
#ifdef SERVER
pl.nadeCookingTime = time;
#endif
}
void w_handgrenade_hud(player pl)
@ -175,7 +128,6 @@ void w_handgrenade_hud(player pl)
void w_handgrenade_release(player pl)
{
if (pl.w_idle_next > 0.0) {
return;
}
@ -183,7 +135,27 @@ void w_handgrenade_release(player pl)
if (pl.mode_tempstate == 1) {
Weapons_ViewAnimation(pl, HANDGRENADE_THROW1);
#ifdef SERVER
w_handgrenade_throw(pl);
vector throwDirection;
float throwingStrength;
NSProjectile nade = (NSProjectile )EntityDef_CreateClassname("projectile_handgrenade");
nade.SetOwner(pl);
throwDirection = pl.v_angle;
throwDirection[0] = -10.0f; /* always aim a bit up */
/* diminish when aiming up */
if (pl.v_angle[0] < 0) {
throwDirection[0] += (pl.v_angle[0] * 0.9f);
} else { /* increase when aiming down */
throwDirection[0] += (pl.v_angle[0] * 1.1f);
}
throwingStrength = bound(0, (90 - throwDirection[0]) * 5.0f, 1000);
nade.Launch(pl.GetEyePos(), pl.v_angle, time - pl.nadeCookingTime, 0.0f, 0.0f);
makevectors(throwDirection);
nade.SetVelocity((v_forward * throwingStrength) + pl.GetVelocity());
#endif
pl.ammo_handgrenade--;
pl.mode_tempstate = 2;

View File

@ -11,4 +11,33 @@ entityDef weapon_handgrenade
"inv_item" "$WEAPON_HANDGRENADE"
"snd_acquire" "weapon.pickup"
"snd_respawn" "item.respawn"
}
entityDef projectile_handgrenade
{
"spawnclass" "NSProjectile"
"model" "models/w_grenade.mdl"
"frame" "1"
"fuse" "4"
"detonate_on_fuse" "1"
"bounce" "1"
"angular_velocity" "-350 0 0"
"model_detonate" "fx_explosion.main"
"snd_explode" "fx.explosion"
"snd_bounce" "weapon_handgrenade.bounce"
"decal_detonate" "ExplosionScorch"
"def_damage" "damage_handgrenadeDirect"
"def_splash_damage" "damage_handgrenadeSplash"
}
entityDef damage_handgrenadeDirect
{
"damage" "1"
}
entityDef damage_handgrenadeSplash
{
"damage" "skill:plr_hand_grenade"
"radius" "250"
}