Files
quake2-rerelease-dll/rerelease/rogue/g_rogue_newweap.cpp
2023-10-03 14:43:06 -04:00

1647 lines
42 KiB
C++

// Copyright (c) ZeniMax Media Inc.
// Licensed under the GNU General Public License 2.0.
#include "../g_local.h"
/*
========================
fire_flechette
========================
*/
TOUCH(flechette_touch) (edict_t *self, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
{
if (other == self->owner)
return;
if (tr.surface && (tr.surface->flags & SURF_SKY))
{
G_FreeEdict(self);
return;
}
if (self->client)
PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
if (other->takedamage)
{
T_Damage(other, self, self->owner, self->velocity, self->s.origin, tr.plane.normal,
self->dmg, (int) self->dmg_radius, DAMAGE_NO_REG_ARMOR, MOD_ETF_RIFLE);
}
else
{
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_FLECHETTE);
gi.WritePosition(self->s.origin);
gi.WriteDir(tr.plane.normal);
gi.multicast(self->s.origin, MULTICAST_PHS, false);
}
G_FreeEdict(self);
}
void fire_flechette(edict_t *self, const vec3_t &start, const vec3_t &dir, int damage, int speed, int kick)
{
edict_t *flechette;
flechette = G_Spawn();
flechette->s.origin = start;
flechette->s.old_origin = start;
flechette->s.angles = vectoangles(dir);
flechette->velocity = dir * speed;
flechette->svflags |= SVF_PROJECTILE;
flechette->movetype = MOVETYPE_FLYMISSILE;
flechette->clipmask = MASK_PROJECTILE;
flechette->flags |= FL_DODGE;
// [Paril-KEX]
if (self->client && !G_ShouldPlayersCollide(true))
flechette->clipmask &= ~CONTENTS_PLAYER;
flechette->solid = SOLID_BBOX;
flechette->s.renderfx = RF_FULLBRIGHT;
flechette->s.modelindex = gi.modelindex("models/proj/flechette/tris.md2");
flechette->owner = self;
flechette->touch = flechette_touch;
flechette->nextthink = level.time + gtime_t::from_sec(8000.f / speed);
flechette->think = G_FreeEdict;
flechette->dmg = damage;
flechette->dmg_radius = (float) kick;
gi.linkentity(flechette);
trace_t tr = gi.traceline(self->s.origin, flechette->s.origin, flechette, flechette->clipmask);
if (tr.fraction < 1.0f)
{
flechette->s.origin = tr.endpos + (tr.plane.normal * 1.f);
flechette->touch(flechette, tr.ent, tr, false);
}
}
// **************************
// PROX
// **************************
constexpr gtime_t PROX_TIME_TO_LIVE = 45_sec; // 45, 30, 15, 10
constexpr gtime_t PROX_TIME_DELAY = 500_ms;
constexpr float PROX_BOUND_SIZE = 96;
constexpr float PROX_DAMAGE_RADIUS = 192;
constexpr int32_t PROX_HEALTH = 20;
constexpr int32_t PROX_DAMAGE = 90;
//===============
//===============
THINK(Prox_Explode) (edict_t *ent) -> void
{
vec3_t origin;
edict_t *owner;
// free the trigger field
// PMM - changed teammaster to "mover" .. owner of the field is the prox
if (ent->teamchain && ent->teamchain->owner == ent)
G_FreeEdict(ent->teamchain);
owner = ent;
if (ent->teammaster)
{
owner = ent->teammaster;
PlayerNoise(owner, ent->s.origin, PNOISE_IMPACT);
}
// play quad sound if appopriate
if (ent->dmg > PROX_DAMAGE)
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0);
ent->takedamage = false;
T_RadiusDamage(ent, owner, (float) ent->dmg, ent, PROX_DAMAGE_RADIUS, DAMAGE_NONE, MOD_PROX);
origin = ent->s.origin + (ent->velocity * -0.02f);
gi.WriteByte(svc_temp_entity);
if (ent->groundentity)
gi.WriteByte(TE_GRENADE_EXPLOSION);
else
gi.WriteByte(TE_ROCKET_EXPLOSION);
gi.WritePosition(origin);
gi.multicast(ent->s.origin, MULTICAST_PHS, false);
G_FreeEdict(ent);
}
//===============
//===============
DIE(prox_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void
{
// if set off by another prox, delay a little (chained explosions)
if (strcmp(inflictor->classname, "prox_mine"))
{
self->takedamage = false;
Prox_Explode(self);
}
else
{
self->takedamage = false;
self->think = Prox_Explode;
self->nextthink = level.time + FRAME_TIME_S;
}
}
//===============
//===============
TOUCH(Prox_Field_Touch) (edict_t *ent, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
{
edict_t *prox;
if (!(other->svflags & SVF_MONSTER) && !other->client)
return;
// trigger the prox mine if it's still there, and still mine.
prox = ent->owner;
// teammate avoidance
if (CheckTeamDamage(prox->teammaster, other))
return;
if (!deathmatch->integer && other->client)
return;
if (other == prox) // don't set self off
return;
if (prox->think == Prox_Explode) // we're set to blow!
return;
if (prox->teamchain == ent)
{
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/proxwarn.wav"), 1, ATTN_NORM, 0);
prox->think = Prox_Explode;
prox->nextthink = level.time + PROX_TIME_DELAY;
return;
}
ent->solid = SOLID_NOT;
G_FreeEdict(ent);
}
//===============
//===============
THINK(prox_seek) (edict_t *ent) -> void
{
if (level.time > gtime_t::from_sec(ent->wait))
{
Prox_Explode(ent);
}
else
{
ent->s.frame++;
if (ent->s.frame > 13)
ent->s.frame = 9;
ent->think = prox_seek;
ent->nextthink = level.time + 10_hz;
}
}
//===============
//===============
THINK(prox_open) (edict_t *ent) -> void
{
edict_t *search;
search = nullptr;
if (ent->s.frame == 9) // end of opening animation
{
// set the owner to nullptr so the owner can walk through it. needs to be done here so the owner
// doesn't get stuck on it while it's opening if fired at point blank wall
ent->s.sound = 0;
if (deathmatch->integer)
ent->owner = nullptr;
if (ent->teamchain)
ent->teamchain->touch = Prox_Field_Touch;
while ((search = findradius(search, ent->s.origin, PROX_DAMAGE_RADIUS + 10)) != nullptr)
{
if (!search->classname) // tag token and other weird shit
continue;
// teammate avoidance
if (CheckTeamDamage(search, ent->teammaster))
continue;
// if it's a monster or player with health > 0
// or it's a player start point
// and we can see it
// blow up
if (
search != ent &&
(
(((search->svflags & SVF_MONSTER) || (deathmatch->integer && (search->client || (search->classname && !strcmp(search->classname, "prox_mine"))))) && (search->health > 0)) ||
(deathmatch->integer &&
((!strncmp(search->classname, "info_player_", 12)) ||
(!strcmp(search->classname, "misc_teleporter_dest")) ||
(!strncmp(search->classname, "item_flag_", 10))))) &&
(visible(search, ent)))
{
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/proxwarn.wav"), 1, ATTN_NORM, 0);
Prox_Explode(ent);
return;
}
}
if (g_dm_strong_mines->integer)
ent->wait = (level.time + PROX_TIME_TO_LIVE).seconds();
else
{
switch (ent->dmg / PROX_DAMAGE)
{
case 1:
ent->wait = (level.time + PROX_TIME_TO_LIVE).seconds();
break;
case 2:
ent->wait = (level.time + 30_sec).seconds();
break;
case 4:
ent->wait = (level.time + 15_sec).seconds();
break;
case 8:
ent->wait = (level.time + 10_sec).seconds();
break;
default:
ent->wait = (level.time + PROX_TIME_TO_LIVE).seconds();
break;
}
}
ent->think = prox_seek;
ent->nextthink = level.time + 200_ms;
}
else
{
if (ent->s.frame == 0)
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/proxopen.wav"), 1, ATTN_NORM, 0);
ent->s.frame++;
ent->think = prox_open;
ent->nextthink = level.time + 10_hz;
}
}
//===============
//===============
TOUCH(prox_land) (edict_t *ent, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
{
edict_t *field;
vec3_t dir;
vec3_t forward, right, up;
movetype_t movetype = MOVETYPE_NONE;
int stick_ok = 0;
vec3_t land_point;
// must turn off owner so owner can shoot it and set it off
// moved to prox_open so owner can get away from it if fired at pointblank range into
// wall
if (tr.surface && (tr.surface->flags & SURF_SKY))
{
G_FreeEdict(ent);
return;
}
if (tr.plane.normal)
{
land_point = ent->s.origin + (tr.plane.normal * -10.0f);
if (gi.pointcontents(land_point) & (CONTENTS_SLIME | CONTENTS_LAVA))
{
Prox_Explode(ent);
return;
}
}
constexpr float PROX_STOP_EPSILON = 0.1f;
if (!tr.plane.normal || (other->svflags & SVF_MONSTER) || other->client || (other->flags & FL_DAMAGEABLE))
{
if (other != ent->teammaster)
Prox_Explode(ent);
return;
}
else if (other != world)
{
// Here we need to check to see if we can stop on this entity.
// Note that plane can be nullptr
// PMM - code stolen from g_phys (ClipVelocity)
vec3_t out;
float backoff, change;
int i;
if ((other->movetype == MOVETYPE_PUSH) && (tr.plane.normal[2] > 0.7f))
stick_ok = 1;
else
stick_ok = 0;
backoff = ent->velocity.dot(tr.plane.normal) * 1.5f;
for (i = 0; i < 3; i++)
{
change = tr.plane.normal[i] * backoff;
out[i] = ent->velocity[i] - change;
if (out[i] > -PROX_STOP_EPSILON && out[i] < PROX_STOP_EPSILON)
out[i] = 0;
}
if (out[2] > 60)
return;
movetype = MOVETYPE_BOUNCE;
// if we're here, we're going to stop on an entity
if (stick_ok)
{ // it's a happy entity
ent->velocity = {};
ent->avelocity = {};
}
else // no-stick. teflon time
{
if (tr.plane.normal[2] > 0.7f)
{
Prox_Explode(ent);
return;
}
return;
}
}
else if (other->s.modelindex != MODELINDEX_WORLD)
return;
dir = vectoangles(tr.plane.normal);
AngleVectors(dir, forward, right, up);
if (gi.pointcontents(ent->s.origin) & (CONTENTS_LAVA | CONTENTS_SLIME))
{
Prox_Explode(ent);
return;
}
ent->svflags &= ~SVF_PROJECTILE;
field = G_Spawn();
field->s.origin = ent->s.origin;
field->mins = { -PROX_BOUND_SIZE, -PROX_BOUND_SIZE, -PROX_BOUND_SIZE };
field->maxs = { PROX_BOUND_SIZE, PROX_BOUND_SIZE, PROX_BOUND_SIZE };
field->movetype = MOVETYPE_NONE;
field->solid = SOLID_TRIGGER;
field->owner = ent;
field->classname = "prox_field";
field->teammaster = ent;
gi.linkentity(field);
ent->velocity = {};
ent->avelocity = {};
// rotate to vertical
dir[PITCH] = dir[PITCH] + 90;
ent->s.angles = dir;
ent->takedamage = true;
ent->movetype = movetype; // either bounce or none, depending on whether we stuck to something
ent->die = prox_die;
ent->teamchain = field;
ent->health = PROX_HEALTH;
ent->nextthink = level.time;
ent->think = prox_open;
ent->touch = nullptr;
ent->solid = SOLID_BBOX;
gi.linkentity(ent);
}
THINK(Prox_Think) (edict_t *self) -> void
{
if (self->timestamp <= level.time)
{
Prox_Explode(self);
return;
}
self->s.angles = vectoangles(self->velocity.normalized());
self->s.angles[PITCH] -= 90;
self->nextthink = level.time;
}
//===============
//===============
void fire_prox(edict_t *self, const vec3_t &start, const vec3_t &aimdir, int prox_damage_multiplier, int speed)
{
edict_t *prox;
vec3_t dir;
vec3_t forward, right, up;
dir = vectoangles(aimdir);
AngleVectors(dir, forward, right, up);
prox = G_Spawn();
prox->s.origin = start;
prox->velocity = aimdir * speed;
float gravityAdjustment = level.gravity / 800.f;
prox->velocity += up * (200 + crandom() * 10.0f) * gravityAdjustment;
prox->velocity += right * (crandom() * 10.0f);
prox->s.angles = dir;
prox->s.angles[PITCH] -= 90;
prox->movetype = MOVETYPE_BOUNCE;
prox->solid = SOLID_BBOX;
prox->svflags |= SVF_PROJECTILE;
prox->s.effects |= EF_GRENADE;
prox->flags |= ( FL_DODGE | FL_TRAP );
prox->clipmask = MASK_PROJECTILE | CONTENTS_LAVA | CONTENTS_SLIME;
// [Paril-KEX]
if (self->client && !G_ShouldPlayersCollide(true))
prox->clipmask &= ~CONTENTS_PLAYER;
prox->s.renderfx |= RF_IR_VISIBLE;
// FIXME - this needs to be bigger. Has other effects, though. Maybe have to change origin to compensate
// so it sinks in correctly. Also in lavacheck, might have to up the distance
prox->mins = { -6, -6, -6 };
prox->maxs = { 6, 6, 6 };
prox->s.modelindex = gi.modelindex("models/weapons/g_prox/tris.md2");
prox->owner = self;
prox->teammaster = self;
prox->touch = prox_land;
prox->think = Prox_Think;
prox->nextthink = level.time;
prox->dmg = PROX_DAMAGE * prox_damage_multiplier;
prox->classname = "prox_mine";
prox->flags |= FL_DAMAGEABLE;
prox->flags |= FL_MECHANICAL;
switch (prox_damage_multiplier)
{
case 1:
prox->timestamp = level.time + PROX_TIME_TO_LIVE;
break;
case 2:
prox->timestamp = level.time + 30_sec;
break;
case 4:
prox->timestamp = level.time + 15_sec;
break;
case 8:
prox->timestamp = level.time + 10_sec;
break;
default:
prox->timestamp = level.time + PROX_TIME_TO_LIVE;
break;
}
gi.linkentity(prox);
}
// *************************
// MELEE WEAPONS
// *************************
struct player_melee_data_t
{
edict_t *self;
const vec3_t &start;
const vec3_t &aim;
int reach;
};
static BoxEdictsResult_t fire_player_melee_BoxFilter(edict_t *check, void *data_v)
{
const player_melee_data_t *data = (const player_melee_data_t *) data_v;
if (!check->inuse || !check->takedamage || check == data->self)
return BoxEdictsResult_t::Skip;
// check distance
vec3_t closest_point_to_check = closest_point_to_box(data->start, check->s.origin + check->mins, check->s.origin + check->maxs);
vec3_t closest_point_to_self = closest_point_to_box(closest_point_to_check, data->self->s.origin + data->self->mins, data->self->s.origin + data->self->maxs);
vec3_t dir = (closest_point_to_check - closest_point_to_self);
float len = dir.normalize();
if (len > data->reach)
return BoxEdictsResult_t::Skip;
// check angle if we aren't intersecting
vec3_t shrink { 2, 2, 2 };
if (!boxes_intersect(check->absmin + shrink, check->absmax - shrink, data->self->absmin + shrink, data->self->absmax - shrink))
{
dir = (((check->absmin + check->absmax) / 2) - data->start).normalized();
if (dir.dot(data->aim) < 0.70f)
return BoxEdictsResult_t::Skip;
}
return BoxEdictsResult_t::Keep;
}
bool fire_player_melee(edict_t *self, const vec3_t &start, const vec3_t &aim, int reach, int damage, int kick, mod_t mod)
{
constexpr size_t MAX_HIT = 4;
vec3_t reach_vec{ float(reach - 1), float(reach - 1), float(reach - 1) };
edict_t *targets[MAX_HIT];
player_melee_data_t data {
self,
start,
aim,
reach
};
// find all the things we could maybe hit
size_t num = gi.BoxEdicts(self->absmin - reach_vec, self->absmax + reach_vec, targets, q_countof(targets), AREA_SOLID, fire_player_melee_BoxFilter, &data);
if (!num)
return false;
bool was_hit = false;
for (size_t i = 0; i < num; i++)
{
edict_t *hit = targets[i];
if (!hit->inuse || !hit->takedamage)
continue;
else if (!CanDamage(self, hit))
continue;
// do the damage
vec3_t closest_point_to_check = closest_point_to_box(start, hit->s.origin + hit->mins, hit->s.origin + hit->maxs);
if (hit->svflags & SVF_MONSTER)
hit->pain_debounce_time -= random_time(5_ms, 75_ms);
if (mod.id == MOD_CHAINFIST)
T_Damage(hit, self, self, aim, closest_point_to_check, -aim, damage, kick / 2,
DAMAGE_DESTROY_ARMOR | DAMAGE_NO_KNOCKBACK, mod);
else
T_Damage(hit, self, self, aim, closest_point_to_check, -aim, damage, kick / 2, DAMAGE_NO_KNOCKBACK, mod);
was_hit = true;
}
return was_hit;
}
// *************************
// NUKE
// *************************
constexpr gtime_t NUKE_DELAY = 4_sec;
constexpr gtime_t NUKE_TIME_TO_LIVE = 6_sec;
constexpr float NUKE_RADIUS = 512;
constexpr int32_t NUKE_DAMAGE = 400;
constexpr gtime_t NUKE_QUAKE_TIME = 3_sec;
constexpr float NUKE_QUAKE_STRENGTH = 100;
THINK(Nuke_Quake) (edict_t *self) -> void
{
uint32_t i;
edict_t *e;
if (self->last_move_time < level.time)
{
gi.positioned_sound(self->s.origin, self, CHAN_AUTO, self->noise_index, 0.75, ATTN_NONE, 0);
self->last_move_time = level.time + 500_ms;
}
for (i = 1, e = g_edicts + i; i < globals.num_edicts; i++, e++)
{
if (!e->inuse)
continue;
if (!e->client)
continue;
if (!e->groundentity)
continue;
e->groundentity = nullptr;
e->velocity[0] += crandom() * 150;
e->velocity[1] += crandom() * 150;
e->velocity[2] = self->speed * (100.0f / e->mass);
}
if (level.time < self->timestamp)
self->nextthink = level.time + FRAME_TIME_S;
else
G_FreeEdict(self);
}
static void Nuke_Explode(edict_t *ent)
{
if (ent->teammaster->client)
PlayerNoise(ent->teammaster, ent->s.origin, PNOISE_IMPACT);
T_RadiusNukeDamage(ent, ent->teammaster, (float) ent->dmg, ent, ent->dmg_radius, MOD_NUKE);
if (ent->dmg > NUKE_DAMAGE)
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0);
gi.sound(ent, CHAN_NO_PHS_ADD | CHAN_VOICE, gi.soundindex("weapons/grenlx1a.wav"), 1, ATTN_NONE, 0);
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_EXPLOSION1_BIG);
gi.WritePosition(ent->s.origin);
gi.multicast(ent->s.origin, MULTICAST_PHS, false);
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_NUKEBLAST);
gi.WritePosition(ent->s.origin);
gi.multicast(ent->s.origin, MULTICAST_ALL, false);
// become a quake
ent->svflags |= SVF_NOCLIENT;
ent->noise_index = gi.soundindex("world/rumble.wav");
ent->think = Nuke_Quake;
ent->speed = NUKE_QUAKE_STRENGTH;
ent->timestamp = level.time + NUKE_QUAKE_TIME;
ent->nextthink = level.time + FRAME_TIME_S;
ent->last_move_time = 0_ms;
}
DIE(nuke_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void
{
self->takedamage = false;
if ((attacker) && !(strcmp(attacker->classname, "nuke")))
{
G_FreeEdict(self);
return;
}
Nuke_Explode(self);
}
THINK(Nuke_Think) (edict_t *ent) -> void
{
float attenuation, default_atten = 1.8f;
int nuke_damage_multiplier;
player_muzzle_t muzzleflash;
nuke_damage_multiplier = ent->dmg / NUKE_DAMAGE;
switch (nuke_damage_multiplier)
{
case 1:
attenuation = default_atten / 1.4f;
muzzleflash = MZ_NUKE1;
break;
case 2:
attenuation = default_atten / 2.0f;
muzzleflash = MZ_NUKE2;
break;
case 4:
attenuation = default_atten / 3.0f;
muzzleflash = MZ_NUKE4;
break;
case 8:
attenuation = default_atten / 5.0f;
muzzleflash = MZ_NUKE8;
break;
default:
attenuation = default_atten;
muzzleflash = MZ_NUKE1;
break;
}
if (ent->wait < level.time.seconds())
Nuke_Explode(ent);
else if (level.time >= (gtime_t::from_sec(ent->wait) - NUKE_TIME_TO_LIVE))
{
ent->s.frame++;
if (ent->s.frame > 11)
ent->s.frame = 6;
if (gi.pointcontents(ent->s.origin) & (CONTENTS_SLIME | CONTENTS_LAVA))
{
Nuke_Explode(ent);
return;
}
ent->think = Nuke_Think;
ent->nextthink = level.time + 10_hz;
ent->health = 1;
ent->owner = nullptr;
gi.WriteByte(svc_muzzleflash);
gi.WriteEntity(ent);
gi.WriteByte(muzzleflash);
gi.multicast(ent->s.origin, MULTICAST_PHS, false);
if (ent->timestamp <= level.time)
{
if ((gtime_t::from_sec(ent->wait) - level.time) <= (NUKE_TIME_TO_LIVE / 2.0f))
{
gi.sound(ent, CHAN_NO_PHS_ADD | CHAN_VOICE, gi.soundindex("weapons/nukewarn2.wav"), 1, attenuation, 0);
ent->timestamp = level.time + 300_ms;
}
else
{
gi.sound(ent, CHAN_NO_PHS_ADD | CHAN_VOICE, gi.soundindex("weapons/nukewarn2.wav"), 1, attenuation, 0);
ent->timestamp = level.time + 500_ms;
}
}
}
else
{
if (ent->timestamp <= level.time)
{
gi.sound(ent, CHAN_NO_PHS_ADD | CHAN_VOICE, gi.soundindex("weapons/nukewarn2.wav"), 1, attenuation, 0);
ent->timestamp = level.time + 1_sec;
}
ent->nextthink = level.time + FRAME_TIME_S;
}
}
TOUCH(nuke_bounce) (edict_t *ent, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
{
if (tr.surface && tr.surface->id)
{
if (frandom() > 0.5f)
gi.sound(ent, CHAN_BODY, gi.soundindex("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
else
gi.sound(ent, CHAN_BODY, gi.soundindex("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
}
}
void fire_nuke(edict_t *self, const vec3_t &start, const vec3_t &aimdir, int speed)
{
edict_t *nuke;
vec3_t dir;
vec3_t forward, right, up;
int damage_modifier = P_DamageModifier(self);
dir = vectoangles(aimdir);
AngleVectors(dir, forward, right, up);
nuke = G_Spawn();
nuke->s.origin = start;
nuke->velocity = aimdir * speed;
nuke->velocity += up * (200 + crandom() * 10.0f);
nuke->velocity += right * (crandom() * 10.0f);
nuke->movetype = MOVETYPE_BOUNCE;
nuke->clipmask = MASK_PROJECTILE;
nuke->solid = SOLID_BBOX;
nuke->s.effects |= EF_GRENADE;
nuke->s.renderfx |= RF_IR_VISIBLE;
nuke->mins = { -8, -8, 0 };
nuke->maxs = { 8, 8, 16 };
nuke->s.modelindex = gi.modelindex("models/weapons/g_nuke/tris.md2");
nuke->owner = self;
nuke->teammaster = self;
nuke->nextthink = level.time + FRAME_TIME_S;
nuke->wait = (level.time + NUKE_DELAY + NUKE_TIME_TO_LIVE).seconds();
nuke->think = Nuke_Think;
nuke->touch = nuke_bounce;
nuke->health = 10000;
nuke->takedamage = true;
nuke->flags |= FL_DAMAGEABLE;
nuke->dmg = NUKE_DAMAGE * damage_modifier;
if (damage_modifier == 1)
nuke->dmg_radius = NUKE_RADIUS;
else
nuke->dmg_radius = NUKE_RADIUS + NUKE_RADIUS * (0.25f * (float) damage_modifier);
// this yields 1.0, 1.5, 2.0, 3.0 times radius
nuke->classname = "nuke";
nuke->die = nuke_die;
gi.linkentity(nuke);
}
// *************************
// TESLA
// *************************
constexpr gtime_t TESLA_TIME_TO_LIVE = 30_sec;
constexpr float TESLA_DAMAGE_RADIUS = 128;
constexpr int32_t TESLA_DAMAGE = 3;
constexpr int32_t TESLA_KNOCKBACK = 8;
constexpr gtime_t TESLA_ACTIVATE_TIME = 3_sec;
constexpr int32_t TESLA_EXPLOSION_DAMAGE_MULT = 50; // this is the amount the damage is multiplied by for underwater explosions
constexpr float TESLA_EXPLOSION_RADIUS = 200;
void tesla_remove(edict_t *self)
{
edict_t *cur, *next;
self->takedamage = false;
if (self->teamchain)
{
cur = self->teamchain;
while (cur)
{
next = cur->teamchain;
G_FreeEdict(cur);
cur = next;
}
}
else if (self->air_finished)
gi.Com_Print("tesla_mine without a field!\n");
self->owner = self->teammaster; // Going away, set the owner correctly.
// PGM - grenade explode does damage to self->enemy
self->enemy = nullptr;
// play quad sound if quadded and an underwater explosion
if ((self->dmg_radius) && (self->dmg > (TESLA_DAMAGE * TESLA_EXPLOSION_DAMAGE_MULT)))
gi.sound(self, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0);
Grenade_Explode(self);
}
DIE(tesla_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void
{
tesla_remove(self);
}
void tesla_blow(edict_t *self)
{
self->dmg *= TESLA_EXPLOSION_DAMAGE_MULT;
self->dmg_radius = TESLA_EXPLOSION_RADIUS;
tesla_remove(self);
}
TOUCH(tesla_zap) (edict_t *self, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
{
}
static BoxEdictsResult_t tesla_think_active_BoxFilter(edict_t *check, void *data)
{
edict_t *self = (edict_t *) data;
if (!check->inuse)
return BoxEdictsResult_t::Skip;
if (check == self)
return BoxEdictsResult_t::Skip;
if (check->health < 1)
return BoxEdictsResult_t::Skip;
// don't hit teammates
if (check->client)
{
if (!deathmatch->integer)
return BoxEdictsResult_t::Skip;
else if (CheckTeamDamage(check, self->teammaster))
return BoxEdictsResult_t::Skip;
}
if (!(check->svflags & SVF_MONSTER) && !(check->flags & FL_DAMAGEABLE) && !check->client)
return BoxEdictsResult_t::Skip;
// don't hit other teslas in SP/coop
if (!deathmatch->integer && check->classname && (check->flags & FL_TRAP))
return BoxEdictsResult_t::Skip;
return BoxEdictsResult_t::Keep;
}
THINK(tesla_think_active) (edict_t *self) -> void
{
int i, num;
static edict_t *touch[MAX_EDICTS];
edict_t *hit;
vec3_t dir, start;
trace_t tr;
if (level.time > self->air_finished)
{
tesla_remove(self);
return;
}
start = self->s.origin;
start[2] += 16;
num = gi.BoxEdicts(self->teamchain->absmin, self->teamchain->absmax, touch, MAX_EDICTS, AREA_SOLID, tesla_think_active_BoxFilter, self);
for (i = 0; i < num; i++)
{
// if the tesla died while zapping things, stop zapping.
if (!(self->inuse))
break;
hit = touch[i];
if (!hit->inuse)
continue;
if (hit == self)
continue;
if (hit->health < 1)
continue;
// don't hit teammates
if (hit->client)
{
if (!deathmatch->integer)
continue;
else if (CheckTeamDamage(hit, self->teamchain->owner))
continue;
}
if (!(hit->svflags & SVF_MONSTER) && !(hit->flags & FL_DAMAGEABLE) && !hit->client)
continue;
tr = gi.traceline(start, hit->s.origin, self, MASK_PROJECTILE);
if (tr.fraction == 1 || tr.ent == hit)
{
dir = hit->s.origin - start;
// PMM - play quad sound if it's above the "normal" damage
if (self->dmg > TESLA_DAMAGE)
gi.sound(self, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0);
// PGM - don't do knockback to walking monsters
if ((hit->svflags & SVF_MONSTER) && !(hit->flags & (FL_FLY | FL_SWIM)))
T_Damage(hit, self, self->teammaster, dir, tr.endpos, tr.plane.normal,
self->dmg, 0, DAMAGE_NONE, MOD_TESLA);
else
T_Damage(hit, self, self->teammaster, dir, tr.endpos, tr.plane.normal,
self->dmg, TESLA_KNOCKBACK, DAMAGE_NONE, MOD_TESLA);
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_LIGHTNING);
gi.WriteEntity(self); // source entity
gi.WriteEntity(hit); // destination entity
gi.WritePosition(start);
gi.WritePosition(tr.endpos);
gi.multicast(start, MULTICAST_PVS, false);
}
}
if (self->inuse)
{
self->think = tesla_think_active;
self->nextthink = level.time + 10_hz;
}
}
THINK(tesla_activate) (edict_t *self) -> void
{
edict_t *trigger;
edict_t *search;
if (gi.pointcontents(self->s.origin) & (CONTENTS_SLIME | CONTENTS_LAVA | CONTENTS_WATER))
{
tesla_blow(self);
return;
}
// only check for spawn points in deathmatch
if (deathmatch->integer)
{
search = nullptr;
while ((search = findradius(search, self->s.origin, 1.5f * TESLA_DAMAGE_RADIUS)) != nullptr)
{
// [Paril-KEX] don't allow traps to be placed near flags or teleporters
// if it's a monster or player with health > 0
// or it's a player start point
// and we can see it
// blow up
if (search->classname && ((deathmatch->integer &&
((!strncmp(search->classname, "info_player_", 12)) ||
(!strcmp(search->classname, "misc_teleporter_dest")) ||
(!strncmp(search->classname, "item_flag_", 10))))) &&
(visible(search, self)))
{
BecomeExplosion1(self);
return;
}
}
}
trigger = G_Spawn();
trigger->s.origin = self->s.origin;
trigger->mins = { -TESLA_DAMAGE_RADIUS, -TESLA_DAMAGE_RADIUS, self->mins[2] };
trigger->maxs = { TESLA_DAMAGE_RADIUS, TESLA_DAMAGE_RADIUS, TESLA_DAMAGE_RADIUS };
trigger->movetype = MOVETYPE_NONE;
trigger->solid = SOLID_TRIGGER;
trigger->owner = self;
trigger->touch = tesla_zap;
trigger->classname = "tesla trigger";
// doesn't need to be marked as a teamslave since the move code for bounce looks for teamchains
gi.linkentity(trigger);
self->s.angles = {};
// clear the owner if in deathmatch
if (deathmatch->integer)
self->owner = nullptr;
self->teamchain = trigger;
self->think = tesla_think_active;
self->nextthink = level.time + FRAME_TIME_S;
self->air_finished = level.time + TESLA_TIME_TO_LIVE;
}
THINK(tesla_think) (edict_t *ent) -> void
{
if (gi.pointcontents(ent->s.origin) & (CONTENTS_SLIME | CONTENTS_LAVA))
{
tesla_remove(ent);
return;
}
ent->s.angles = {};
if (!(ent->s.frame))
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/teslaopen.wav"), 1, ATTN_NORM, 0);
ent->s.frame++;
if (ent->s.frame > 14)
{
ent->s.frame = 14;
ent->think = tesla_activate;
ent->nextthink = level.time + 10_hz;
}
else
{
if (ent->s.frame > 9)
{
if (ent->s.frame == 10)
{
if (ent->owner && ent->owner->client)
{
PlayerNoise(ent->owner, ent->s.origin, PNOISE_WEAPON); // PGM
}
ent->s.skinnum = 1;
}
else if (ent->s.frame == 12)
ent->s.skinnum = 2;
else if (ent->s.frame == 14)
ent->s.skinnum = 3;
}
ent->think = tesla_think;
ent->nextthink = level.time + 10_hz;
}
}
TOUCH(tesla_lava) (edict_t *ent, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
{
if (tr.contents & (CONTENTS_SLIME | CONTENTS_LAVA))
{
tesla_blow(ent);
return;
}
if (ent->velocity)
{
if (frandom() > 0.5f)
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);
}
}
void fire_tesla(edict_t *self, const vec3_t &start, const vec3_t &aimdir, int tesla_damage_multiplier, int speed)
{
edict_t *tesla;
vec3_t dir;
vec3_t forward, right, up;
dir = vectoangles(aimdir);
AngleVectors(dir, forward, right, up);
tesla = G_Spawn();
tesla->s.origin = start;
tesla->velocity = aimdir * speed;
float gravityAdjustment = level.gravity / 800.f;
tesla->velocity += up * (200 + crandom() * 10.0f) * gravityAdjustment;
tesla->velocity += right * (crandom() * 10.0f);
tesla->s.angles = {};
tesla->movetype = MOVETYPE_BOUNCE;
tesla->solid = SOLID_BBOX;
tesla->s.effects |= EF_GRENADE;
tesla->s.renderfx |= RF_IR_VISIBLE;
tesla->mins = { -12, -12, 0 };
tesla->maxs = { 12, 12, 20 };
tesla->s.modelindex = gi.modelindex("models/weapons/g_tesla/tris.md2");
tesla->owner = self; // PGM - we don't want it owned by self YET.
tesla->teammaster = self;
tesla->wait = (level.time + TESLA_TIME_TO_LIVE).seconds();
tesla->think = tesla_think;
tesla->nextthink = level.time + TESLA_ACTIVATE_TIME;
// blow up on contact with lava & slime code
tesla->touch = tesla_lava;
if (deathmatch->integer)
// PMM - lowered from 50 - 7/29/1998
tesla->health = 20;
else
tesla->health = 50; // FIXME - change depending on skill?
tesla->takedamage = true;
tesla->die = tesla_die;
tesla->dmg = TESLA_DAMAGE * tesla_damage_multiplier;
tesla->classname = "tesla_mine";
tesla->flags |= ( FL_DAMAGEABLE | FL_TRAP );
tesla->clipmask = (MASK_PROJECTILE | CONTENTS_SLIME | CONTENTS_LAVA) & ~CONTENTS_DEADMONSTER;
// [Paril-KEX]
if (self->client && !G_ShouldPlayersCollide(true))
tesla->clipmask &= ~CONTENTS_PLAYER;
tesla->flags |= FL_MECHANICAL;
gi.linkentity(tesla);
}
// *************************
// HEATBEAM
// *************************
static void fire_beams(edict_t *self, const vec3_t &start, const vec3_t &aimdir, const vec3_t &offset, int damage, int kick, int te_beam, int te_impact, mod_t mod)
{
trace_t tr;
vec3_t dir;
vec3_t forward, right, up;
vec3_t end;
vec3_t water_start, endpoint;
bool water = false, underwater = false;
contents_t content_mask = MASK_PROJECTILE | MASK_WATER;
// [Paril-KEX]
if (self->client && !G_ShouldPlayersCollide(true))
content_mask &= ~CONTENTS_PLAYER;
vec3_t beam_endpt;
// tr = gi.traceline (self->s.origin, start, self, MASK_PROJECTILE);
// if (!(tr.fraction < 1.0))
// {
dir = vectoangles(aimdir);
AngleVectors(dir, forward, right, up);
end = start + (forward * 8192);
if (gi.pointcontents(start) & MASK_WATER)
{
underwater = true;
water_start = start;
content_mask &= ~MASK_WATER;
}
tr = gi.traceline(start, end, self, content_mask);
// see if we hit water
if (tr.contents & MASK_WATER)
{
water = true;
water_start = tr.endpos;
if (start != tr.endpos)
{
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_HEATBEAM_SPARKS);
// gi.WriteByte (50);
gi.WritePosition(water_start);
gi.WriteDir(tr.plane.normal);
// gi.WriteByte (8);
// gi.WriteShort (60);
gi.multicast(tr.endpos, MULTICAST_PVS, false);
}
// re-trace ignoring water this time
tr = gi.traceline(water_start, end, self, content_mask & ~MASK_WATER);
}
endpoint = tr.endpos;
// }
// halve the damage if target underwater
if (water)
{
damage = damage / 2;
}
// send gun puff / flash
if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
{
if (tr.fraction < 1.0f)
{
if (tr.ent->takedamage)
{
T_Damage(tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_ENERGY, mod);
}
else
{
if ((!water) && !(tr.surface && (tr.surface->flags & SURF_SKY)))
{
// This is the truncated steam entry - uses 1+1+2 extra bytes of data
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_HEATBEAM_STEAM);
// gi.WriteByte (20);
gi.WritePosition(tr.endpos);
gi.WriteDir(tr.plane.normal);
// gi.WriteByte (0xe0);
// gi.WriteShort (60);
gi.multicast(tr.endpos, MULTICAST_PVS, false);
if (self->client)
PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
}
}
}
}
// if went through water, determine where the end and make a bubble trail
if ((water) || (underwater))
{
vec3_t pos;
dir = tr.endpos - water_start;
dir.normalize();
pos = tr.endpos + (dir * -2);
if (gi.pointcontents(pos) & MASK_WATER)
tr.endpos = pos;
else
tr = gi.traceline(pos, water_start, tr.ent, MASK_WATER);
pos = water_start + tr.endpos;
pos *= 0.5f;
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_BUBBLETRAIL2);
// gi.WriteByte (8);
gi.WritePosition(water_start);
gi.WritePosition(tr.endpos);
gi.multicast(pos, MULTICAST_PVS, false);
}
if ((!underwater) && (!water))
{
beam_endpt = tr.endpos;
}
else
{
beam_endpt = endpoint;
}
gi.WriteByte(svc_temp_entity);
gi.WriteByte(te_beam);
gi.WriteEntity(self);
gi.WritePosition(start);
gi.WritePosition(beam_endpt);
gi.multicast(self->s.origin, MULTICAST_ALL, false);
}
/*
=================
fire_heat
Fires a single heat beam. Zap.
=================
*/
void fire_heatbeam(edict_t *self, const vec3_t &start, const vec3_t &aimdir, const vec3_t &offset, int damage, int kick, bool monster)
{
if (monster)
fire_beams(self, start, aimdir, offset, damage, kick, TE_MONSTER_HEATBEAM, TE_HEATBEAM_SPARKS, MOD_HEATBEAM);
else
fire_beams(self, start, aimdir, offset, damage, kick, TE_HEATBEAM, TE_HEATBEAM_SPARKS, MOD_HEATBEAM);
}
// *************************
// BLASTER 2
// *************************
/*
=================
fire_blaster2
Fires a single green blaster bolt. Used by monsters, generally.
=================
*/
TOUCH(blaster2_touch) (edict_t *self, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
{
mod_t mod;
int damagestat;
if (other == self->owner)
return;
if (tr.surface && (tr.surface->flags & SURF_SKY))
{
G_FreeEdict(self);
return;
}
if (self->owner && self->owner->client)
PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
if (other->takedamage)
{
// the only time players will be firing blaster2 bolts will be from the
// defender sphere.
if (self->owner && self->owner->client)
mod = MOD_DEFENDER_SPHERE;
else
mod = MOD_BLASTER2;
if (self->owner)
{
damagestat = self->owner->takedamage;
self->owner->takedamage = false;
if (self->dmg >= 5)
T_RadiusDamage(self, self->owner, (float) (self->dmg * 2), other, self->dmg_radius, DAMAGE_ENERGY, MOD_UNKNOWN);
T_Damage(other, self, self->owner, self->velocity, self->s.origin, tr.plane.normal, self->dmg, 1, DAMAGE_ENERGY, mod);
self->owner->takedamage = damagestat;
}
else
{
if (self->dmg >= 5)
T_RadiusDamage(self, self->owner, (float) (self->dmg * 2), other, self->dmg_radius, DAMAGE_ENERGY, MOD_UNKNOWN);
T_Damage(other, self, self->owner, self->velocity, self->s.origin, tr.plane.normal, self->dmg, 1, DAMAGE_ENERGY, mod);
}
}
else
{
// PMM - yeowch this will get expensive
if (self->dmg >= 5)
T_RadiusDamage(self, self->owner, (float) (self->dmg * 2), self->owner, self->dmg_radius, DAMAGE_ENERGY, MOD_UNKNOWN);
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_BLASTER2);
gi.WritePosition(self->s.origin);
gi.WriteDir(tr.plane.normal);
gi.multicast(self->s.origin, MULTICAST_PHS, false);
}
G_FreeEdict(self);
}
void fire_blaster2(edict_t *self, const vec3_t &start, const vec3_t &dir, int damage, int speed, effects_t effect, bool hyper)
{
edict_t *bolt;
trace_t tr;
bolt = G_Spawn();
bolt->s.origin = start;
bolt->s.old_origin = start;
bolt->s.angles = vectoangles(dir);
bolt->velocity = dir * speed;
bolt->svflags |= SVF_PROJECTILE;
bolt->movetype = MOVETYPE_FLYMISSILE;
bolt->clipmask = MASK_PROJECTILE;
bolt->flags |= FL_DODGE;
// [Paril-KEX]
if (self->client && !G_ShouldPlayersCollide(true))
bolt->clipmask &= ~CONTENTS_PLAYER;
bolt->solid = SOLID_BBOX;
bolt->s.effects |= effect;
if (effect)
bolt->s.effects |= EF_TRACKER;
bolt->dmg_radius = 128;
bolt->s.modelindex = gi.modelindex("models/objects/laser/tris.md2");
bolt->s.skinnum = 2;
bolt->s.scale = 2.5f;
bolt->touch = blaster2_touch;
bolt->owner = self;
bolt->nextthink = level.time + 2_sec;
bolt->think = G_FreeEdict;
bolt->dmg = damage;
bolt->classname = "bolt";
gi.linkentity(bolt);
tr = gi.traceline(self->s.origin, bolt->s.origin, bolt, bolt->clipmask);
if (tr.fraction < 1.0f)
{
bolt->s.origin = tr.endpos + (tr.plane.normal * 1.f);
bolt->touch(bolt, tr.ent, tr, false);
}
}
// *************************
// tracker
// *************************
constexpr damageflags_t TRACKER_DAMAGE_FLAGS = (DAMAGE_NO_POWER_ARMOR | DAMAGE_ENERGY | DAMAGE_NO_KNOCKBACK);
constexpr damageflags_t TRACKER_IMPACT_FLAGS = (DAMAGE_NO_POWER_ARMOR | DAMAGE_ENERGY);
constexpr gtime_t TRACKER_DAMAGE_TIME = 500_ms;
THINK(tracker_pain_daemon_think) (edict_t *self) -> void
{
constexpr vec3_t pain_normal = { 0, 0, 1 };
int hurt;
if (!self->inuse)
return;
if ((level.time - self->timestamp) > TRACKER_DAMAGE_TIME)
{
if (!self->enemy->client)
self->enemy->s.effects &= ~EF_TRACKERTRAIL;
G_FreeEdict(self);
}
else
{
if (self->enemy->health > 0)
{
vec3_t center = (self->enemy->absmax + self->enemy->absmin) * 0.5f;
T_Damage(self->enemy, self, self->owner, vec3_origin, center, pain_normal,
self->dmg, 0, TRACKER_DAMAGE_FLAGS, MOD_TRACKER);
// if we kill the player, we'll be removed.
if (self->inuse)
{
// if we killed a monster, gib them.
if (self->enemy->health < 1)
{
if (self->enemy->gib_health)
hurt = -self->enemy->gib_health;
else
hurt = 500;
T_Damage(self->enemy, self, self->owner, vec3_origin, center,
pain_normal, hurt, 0, TRACKER_DAMAGE_FLAGS, MOD_TRACKER);
}
self->nextthink = level.time + 10_hz;
if (self->enemy->client)
self->enemy->client->tracker_pain_time = self->nextthink;
else
self->enemy->s.effects |= EF_TRACKERTRAIL;
}
}
else
{
if (!self->enemy->client)
self->enemy->s.effects &= ~EF_TRACKERTRAIL;
G_FreeEdict(self);
}
}
}
void tracker_pain_daemon_spawn(edict_t *owner, edict_t *enemy, int damage)
{
edict_t *daemon;
if (enemy == nullptr)
return;
daemon = G_Spawn();
daemon->classname = "pain daemon";
daemon->think = tracker_pain_daemon_think;
daemon->nextthink = level.time;
daemon->timestamp = level.time;
daemon->owner = owner;
daemon->enemy = enemy;
daemon->dmg = damage;
}
void tracker_explode(edict_t *self)
{
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_TRACKER_EXPLOSION);
gi.WritePosition(self->s.origin);
gi.multicast(self->s.origin, MULTICAST_PHS, false);
G_FreeEdict(self);
}
TOUCH(tracker_touch) (edict_t *self, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
{
float damagetime;
if (other == self->owner)
return;
if (tr.surface && (tr.surface->flags & SURF_SKY))
{
G_FreeEdict(self);
return;
}
if (self->client)
PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
if (other->takedamage)
{
if ((other->svflags & SVF_MONSTER) || other->client)
{
if (other->health > 0) // knockback only for living creatures
{
// PMM - kickback was times 4 .. reduced to 3
// now this does no damage, just knockback
T_Damage(other, self, self->owner, self->velocity, self->s.origin, tr.plane.normal,
/* self->dmg */ 0, (self->dmg * 3), TRACKER_IMPACT_FLAGS, MOD_TRACKER);
if (!(other->flags & (FL_FLY | FL_SWIM)))
other->velocity[2] += 140;
damagetime = ((float) self->dmg) * 0.1f;
damagetime = damagetime / TRACKER_DAMAGE_TIME.seconds();
tracker_pain_daemon_spawn(self->owner, other, (int) damagetime);
}
else // lots of damage (almost autogib) for dead bodies
{
T_Damage(other, self, self->owner, self->velocity, self->s.origin, tr.plane.normal,
self->dmg * 4, (self->dmg * 3), TRACKER_IMPACT_FLAGS, MOD_TRACKER);
}
}
else // full damage in one shot for inanimate objects
{
T_Damage(other, self, self->owner, self->velocity, self->s.origin, tr.plane.normal,
self->dmg, (self->dmg * 3), TRACKER_IMPACT_FLAGS, MOD_TRACKER);
}
}
tracker_explode(self);
return;
}
THINK(tracker_fly) (edict_t *self) -> void
{
vec3_t dest;
vec3_t dir;
vec3_t center;
if ((!self->enemy) || (!self->enemy->inuse) || (self->enemy->health < 1))
{
tracker_explode(self);
return;
}
// PMM - try to hunt for center of enemy, if possible and not client
if (self->enemy->client)
{
dest = self->enemy->s.origin;
dest[2] += self->enemy->viewheight;
}
// paranoia
else if (!self->enemy->absmin || !self->enemy->absmax)
{
dest = self->enemy->s.origin;
}
else
{
center = (self->enemy->absmin + self->enemy->absmax) * 0.5f;
dest = center;
}
dir = dest - self->s.origin;
dir.normalize();
self->s.angles = vectoangles(dir);
self->velocity = dir * self->speed;
self->monsterinfo.saved_goal = dest;
self->nextthink = level.time + 10_hz;
}
void fire_tracker(edict_t *self, const vec3_t &start, const vec3_t &dir, int damage, int speed, edict_t *enemy)
{
edict_t *bolt;
trace_t tr;
bolt = G_Spawn();
bolt->s.origin = start;
bolt->s.old_origin = start;
bolt->s.angles = vectoangles(dir);
bolt->velocity = dir * speed;
bolt->svflags |= SVF_PROJECTILE;
bolt->movetype = MOVETYPE_FLYMISSILE;
bolt->clipmask = MASK_PROJECTILE;
// [Paril-KEX]
if (self->client && !G_ShouldPlayersCollide(true))
bolt->clipmask &= ~CONTENTS_PLAYER;
bolt->solid = SOLID_BBOX;
bolt->speed = (float) speed;
bolt->s.effects = EF_TRACKER;
bolt->s.sound = gi.soundindex("weapons/disrupt.wav");
bolt->s.modelindex = gi.modelindex("models/proj/disintegrator/tris.md2");
bolt->touch = tracker_touch;
bolt->enemy = enemy;
bolt->owner = self;
bolt->dmg = damage;
bolt->classname = "tracker";
gi.linkentity(bolt);
if (enemy)
{
bolt->nextthink = level.time + 10_hz;
bolt->think = tracker_fly;
}
else
{
bolt->nextthink = level.time + 10_sec;
bolt->think = G_FreeEdict;
}
tr = gi.traceline(self->s.origin, bolt->s.origin, bolt, bolt->clipmask);
if (tr.fraction < 1.0f)
{
bolt->s.origin = tr.endpos + (tr.plane.normal * 1.f);
bolt->touch(bolt, tr.ent, tr, false);
}
}