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Diffstat (limited to 'src/game/g_missile.c')
-rw-r--r-- | src/game/g_missile.c | 810 |
1 files changed, 810 insertions, 0 deletions
diff --git a/src/game/g_missile.c b/src/game/g_missile.c new file mode 100644 index 0000000..6317636 --- /dev/null +++ b/src/game/g_missile.c @@ -0,0 +1,810 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +#include "g_local.h" + +#define MISSILE_PRESTEP_TIME 50 + +/* +================ +G_BounceMissile + +================ +*/ +void G_BounceMissile( gentity_t *ent, trace_t *trace ) +{ + vec3_t velocity; + float dot; + int hitTime; + + // reflect the velocity on the trace plane + hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction; + BG_EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity ); + dot = DotProduct( velocity, trace->plane.normal ); + VectorMA( velocity, -2 * dot, trace->plane.normal, ent->s.pos.trDelta ); + + if( ent->s.eFlags & EF_BOUNCE_HALF ) + { + VectorScale( ent->s.pos.trDelta, 0.65, ent->s.pos.trDelta ); + // check for stop + if( trace->plane.normal[ 2 ] > 0.2 && VectorLength( ent->s.pos.trDelta ) < 40 ) + { + G_SetOrigin( ent, trace->endpos ); + return; + } + } + + VectorAdd( ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin ); + VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase ); + ent->s.pos.trTime = level.time; +} + + +/* +================ +G_ExplodeMissile + +Explode a missile without an impact +================ +*/ +void G_ExplodeMissile( gentity_t *ent ) +{ + vec3_t dir; + vec3_t origin; + + BG_EvaluateTrajectory( &ent->s.pos, level.time, origin ); + SnapVector( origin ); + G_SetOrigin( ent, origin ); + + // we don't have a valid direction, so just point straight up + dir[ 0 ] = dir[ 1 ] = 0; + dir[ 2 ] = 1; + + ent->s.eType = ET_GENERAL; + + //TA: tired... can't be fucked... hack + if( ent->s.weapon != WP_LOCKBLOB_LAUNCHER && + ent->s.weapon != WP_FLAMER ) + G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( dir ) ); + + ent->freeAfterEvent = qtrue; + + // splash damage + if( ent->splashDamage ) + G_RadiusDamage( ent->r.currentOrigin, ent->parent, ent->splashDamage, + ent->splashRadius, ent, ent->splashMethodOfDeath ); + + trap_LinkEntity( ent ); +} + +void AHive_ReturnToHive( gentity_t *self ); + +/* +================ +G_MissileImpact + +================ +*/ +void G_MissileImpact( gentity_t *ent, trace_t *trace ) +{ + gentity_t *other, *attacker; + qboolean returnAfterDamage = qfalse; + vec3_t dir; + + other = &g_entities[ trace->entityNum ]; + attacker = &g_entities[ ent->r.ownerNum ]; + + // check for bounce + if( !other->takedamage && + ( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) + { + G_BounceMissile( ent, trace ); + + //only play a sound if requested + if( !( ent->s.eFlags & EF_NO_BOUNCE_SOUND ) ) + G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 ); + + return; + } + + if( !strcmp( ent->classname, "grenade" ) ) + { + //grenade doesn't explode on impact + G_BounceMissile( ent, trace ); + + //only play a sound if requested + if( !( ent->s.eFlags & EF_NO_BOUNCE_SOUND ) ) + G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 ); + + return; + } + else if( !strcmp( ent->classname, "lockblob" ) ) + { + if( other->client && other->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + other->client->ps.stats[ STAT_STATE ] |= SS_BLOBLOCKED; + other->client->lastLockTime = level.time; + AngleVectors( other->client->ps.viewangles, dir, NULL, NULL ); + other->client->ps.stats[ STAT_VIEWLOCK ] = DirToByte( dir ); + } + } + else if( !strcmp( ent->classname, "slowblob" ) ) + { + if( other->client && other->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + other->client->ps.stats[ STAT_STATE ] |= SS_SLOWLOCKED; + other->client->lastSlowTime = level.time; + AngleVectors( other->client->ps.viewangles, dir, NULL, NULL ); + other->client->ps.stats[ STAT_VIEWLOCK ] = DirToByte( dir ); + } + } + else if( !strcmp( ent->classname, "hive" ) ) + { + if( other->s.eType == ET_BUILDABLE && other->s.modelindex == BA_A_HIVE ) + { + if( !ent->parent ) + G_Printf( S_COLOR_YELLOW "WARNING: hive entity has no parent in G_MissileImpact\n" ); + else + ent->parent->active = qfalse; + + G_FreeEntity( ent ); + return; + } + else + { + //prevent collision with the client when returning + ent->r.ownerNum = other->s.number; + + ent->think = AHive_ReturnToHive; + ent->nextthink = level.time + FRAMETIME; + + //only damage humans + if( other->client && other->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + returnAfterDamage = qtrue; + else + return; + } + } + + // impact damage + if( other->takedamage ) + { + // FIXME: wrong damage direction? + if( ent->damage ) + { + vec3_t velocity; + + BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity ); + if( VectorLength( velocity ) == 0 ) + velocity[ 2 ] = 1; // stepped on a grenade + + G_Damage( other, ent, attacker, velocity, ent->s.origin, ent->damage, + 0, ent->methodOfDeath ); + } + } + + if( returnAfterDamage ) + return; + + // is it cheaper in bandwidth to just remove this ent and create a new + // one, rather than changing the missile into the explosion? + + if( other->takedamage && other->client ) + { + G_AddEvent( ent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) ); + ent->s.otherEntityNum = other->s.number; + } + else if( trace->surfaceFlags & SURF_METALSTEPS ) + G_AddEvent( ent, EV_MISSILE_MISS_METAL, DirToByte( trace->plane.normal ) ); + else + G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) ); + + ent->freeAfterEvent = qtrue; + + // change over to a normal entity right at the point of impact + ent->s.eType = ET_GENERAL; + + SnapVectorTowards( trace->endpos, ent->s.pos.trBase ); // save net bandwidth + + G_SetOrigin( ent, trace->endpos ); + + // splash damage (doesn't apply to person directly hit) + if( ent->splashDamage ) + G_RadiusDamage( trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius, + other, ent->splashMethodOfDeath ); + + trap_LinkEntity( ent ); +} + + +/* +================ +G_RunMissile + +================ +*/ +void G_RunMissile( gentity_t *ent ) +{ + vec3_t origin; + trace_t tr; + int passent; + + // get current position + BG_EvaluateTrajectory( &ent->s.pos, level.time, origin ); + + // ignore interactions with the missile owner + passent = ent->r.ownerNum; + + // trace a line from the previous position to the current position + trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, passent, ent->clipmask ); + + if( tr.startsolid || tr.allsolid ) + { + // make sure the tr.entityNum is set to the entity we're stuck in + trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, passent, ent->clipmask ); + tr.fraction = 0; + } + else + VectorCopy( tr.endpos, ent->r.currentOrigin ); + + ent->r.contents = CONTENTS_SOLID; //trick trap_LinkEntity into... + trap_LinkEntity( ent ); + ent->r.contents = 0; //...encoding bbox information + + if( tr.fraction != 1 ) + { + // never explode or bounce on sky + if( tr.surfaceFlags & SURF_NOIMPACT ) + { + // If grapple, reset owner + if( ent->parent && ent->parent->client && ent->parent->client->hook == ent ) + ent->parent->client->hook = NULL; + + G_FreeEntity( ent ); + return; + } + + G_MissileImpact( ent, &tr ); + if( ent->s.eType != ET_MISSILE ) + return; // exploded + } + + // check think function after bouncing + G_RunThink( ent ); +} + + +//============================================================================= + +/* +================= +fire_flamer + +================= +*/ +gentity_t *fire_flamer( gentity_t *self, vec3_t start, vec3_t dir ) +{ + gentity_t *bolt; + vec3_t pvel; + + VectorNormalize (dir); + + bolt = G_Spawn(); + bolt->classname = "flame"; + bolt->nextthink = level.time + FLAMER_LIFETIME; + bolt->think = G_ExplodeMissile; + bolt->s.eType = ET_MISSILE; + bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; + bolt->s.weapon = WP_FLAMER; + bolt->s.generic1 = self->s.generic1; //weaponMode + bolt->r.ownerNum = self->s.number; + bolt->parent = self; + bolt->damage = FLAMER_DMG; + bolt->splashDamage = FLAMER_DMG; + bolt->splashRadius = FLAMER_RADIUS; + bolt->methodOfDeath = MOD_FLAMER; + bolt->splashMethodOfDeath = MOD_FLAMER_SPLASH; + bolt->clipmask = MASK_SHOT; + bolt->target_ent = NULL; + bolt->r.mins[ 0 ] = bolt->r.mins[ 1 ] = bolt->r.mins[ 2 ] = -15.0f; + bolt->r.maxs[ 0 ] = bolt->r.maxs[ 1 ] = bolt->r.maxs[ 2 ] = 15.0f; + + bolt->s.pos.trType = TR_LINEAR; + bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame + VectorCopy( start, bolt->s.pos.trBase ); + VectorScale( self->client->ps.velocity, FLAMER_LAG, pvel ); + VectorMA( pvel, FLAMER_SPEED, dir, bolt->s.pos.trDelta ); + SnapVector( bolt->s.pos.trDelta ); // save net bandwidth + + VectorCopy( start, bolt->r.currentOrigin ); + + return bolt; +} + +//============================================================================= + +/* +================= +fire_blaster + +================= +*/ +gentity_t *fire_blaster( gentity_t *self, vec3_t start, vec3_t dir ) +{ + gentity_t *bolt; + + VectorNormalize (dir); + + bolt = G_Spawn(); + bolt->classname = "blaster"; + bolt->nextthink = level.time + 10000; + bolt->think = G_ExplodeMissile; + bolt->s.eType = ET_MISSILE; + bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; + bolt->s.weapon = WP_BLASTER; + bolt->s.generic1 = self->s.generic1; //weaponMode + bolt->r.ownerNum = self->s.number; + bolt->parent = self; + bolt->damage = BLASTER_DMG; + bolt->splashDamage = 0; + bolt->splashRadius = 0; + bolt->methodOfDeath = MOD_BLASTER; + bolt->splashMethodOfDeath = MOD_BLASTER; + bolt->clipmask = MASK_SHOT; + bolt->target_ent = NULL; + + bolt->s.pos.trType = TR_LINEAR; + bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame + VectorCopy( start, bolt->s.pos.trBase ); + VectorScale( dir, BLASTER_SPEED, bolt->s.pos.trDelta ); + SnapVector( bolt->s.pos.trDelta ); // save net bandwidth + + VectorCopy( start, bolt->r.currentOrigin ); + + return bolt; +} + +//============================================================================= + +/* +================= +fire_pulseRifle + +================= +*/ +gentity_t *fire_pulseRifle( gentity_t *self, vec3_t start, vec3_t dir ) +{ + gentity_t *bolt; + + VectorNormalize (dir); + + bolt = G_Spawn(); + bolt->classname = "pulse"; + bolt->nextthink = level.time + 10000; + bolt->think = G_ExplodeMissile; + bolt->s.eType = ET_MISSILE; + bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; + bolt->s.weapon = WP_PULSE_RIFLE; + bolt->s.generic1 = self->s.generic1; //weaponMode + bolt->r.ownerNum = self->s.number; + bolt->parent = self; + bolt->damage = PRIFLE_DMG; + bolt->splashDamage = 0; + bolt->splashRadius = 0; + bolt->methodOfDeath = MOD_PRIFLE; + bolt->splashMethodOfDeath = MOD_PRIFLE; + bolt->clipmask = MASK_SHOT; + bolt->target_ent = NULL; + + bolt->s.pos.trType = TR_LINEAR; + bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame + VectorCopy( start, bolt->s.pos.trBase ); + VectorScale( dir, PRIFLE_SPEED, bolt->s.pos.trDelta ); + SnapVector( bolt->s.pos.trDelta ); // save net bandwidth + + VectorCopy( start, bolt->r.currentOrigin ); + + return bolt; +} + +//============================================================================= + +/* +================= +fire_luciferCannon + +================= +*/ +gentity_t *fire_luciferCannon( gentity_t *self, vec3_t start, vec3_t dir, int damage, int radius ) +{ + gentity_t *bolt; + int localDamage = (int)( ceil( ( (float)damage / + (float)LCANNON_TOTAL_CHARGE ) * (float)LCANNON_DAMAGE ) ); + + VectorNormalize( dir ); + + bolt = G_Spawn( ); + bolt->classname = "lcannon"; + + if( damage == LCANNON_TOTAL_CHARGE ) + bolt->nextthink = level.time; + else + bolt->nextthink = level.time + 10000; + + bolt->think = G_ExplodeMissile; + bolt->s.eType = ET_MISSILE; + bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; + bolt->s.weapon = WP_LUCIFER_CANNON; + bolt->s.generic1 = self->s.generic1; //weaponMode + bolt->r.ownerNum = self->s.number; + bolt->parent = self; + bolt->damage = localDamage; + bolt->splashDamage = localDamage / 2; + bolt->splashRadius = radius; + bolt->methodOfDeath = MOD_LCANNON; + bolt->splashMethodOfDeath = MOD_LCANNON_SPLASH; + bolt->clipmask = MASK_SHOT; + bolt->target_ent = NULL; + + bolt->s.pos.trType = TR_LINEAR; + bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame + VectorCopy( start, bolt->s.pos.trBase ); + VectorScale( dir, LCANNON_SPEED, bolt->s.pos.trDelta ); + SnapVector( bolt->s.pos.trDelta ); // save net bandwidth + + VectorCopy( start, bolt->r.currentOrigin ); + + return bolt; +} + +/* +================= +launch_grenade + +================= +*/ +gentity_t *launch_grenade( gentity_t *self, vec3_t start, vec3_t dir ) +{ + gentity_t *bolt; + + VectorNormalize( dir ); + + bolt = G_Spawn( ); + bolt->classname = "grenade"; + bolt->nextthink = level.time + 5000; + bolt->think = G_ExplodeMissile; + bolt->s.eType = ET_MISSILE; + bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; + bolt->s.weapon = WP_GRENADE; + bolt->s.eFlags = EF_BOUNCE_HALF; + bolt->s.generic1 = WPM_PRIMARY; //weaponMode + bolt->r.ownerNum = self->s.number; + bolt->parent = self; + bolt->damage = GRENADE_DAMAGE; + bolt->splashDamage = GRENADE_DAMAGE; + bolt->splashRadius = GRENADE_RANGE; + bolt->methodOfDeath = MOD_GRENADE; + bolt->splashMethodOfDeath = MOD_GRENADE; + bolt->clipmask = MASK_SHOT; + bolt->target_ent = NULL; + bolt->r.mins[ 0 ] = bolt->r.mins[ 1 ] = bolt->r.mins[ 2 ] = -3.0f; + bolt->r.maxs[ 0 ] = bolt->r.maxs[ 1 ] = bolt->r.maxs[ 2 ] = 3.0f; + bolt->s.time = level.time; + + bolt->s.pos.trType = TR_GRAVITY; + bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame + VectorCopy( start, bolt->s.pos.trBase ); + VectorScale( dir, GRENADE_SPEED, bolt->s.pos.trDelta ); + SnapVector( bolt->s.pos.trDelta ); // save net bandwidth + + VectorCopy( start, bolt->r.currentOrigin ); + + return bolt; +} +//============================================================================= + +/* +================ +AHive_ReturnToHive + +Adjust the trajectory to point towards the hive +================ +*/ +void AHive_ReturnToHive( gentity_t *self ) +{ + vec3_t dir; + trace_t tr; + + if( !self->parent ) + { + G_Printf( S_COLOR_YELLOW "WARNING: AHive_ReturnToHive called with no self->parent\n" ); + return; + } + + trap_UnlinkEntity( self->parent ); + trap_Trace( &tr, self->r.currentOrigin, self->r.mins, self->r.maxs, + self->parent->r.currentOrigin, self->r.ownerNum, self->clipmask ); + trap_LinkEntity( self->parent ); + + if( tr.fraction < 1.0f ) + { + //if can't see hive then disperse + VectorCopy( self->r.currentOrigin, self->s.pos.trBase ); + self->s.pos.trType = TR_STATIONARY; + self->s.pos.trTime = level.time; + + self->think = G_ExplodeMissile; + self->nextthink = level.time + 2000; + self->parent->active = qfalse; //allow the parent to start again + } + else + { + VectorSubtract( self->parent->r.currentOrigin, self->r.currentOrigin, dir ); + VectorNormalize( dir ); + + //change direction towards the hive + VectorScale( dir, HIVE_SPEED, self->s.pos.trDelta ); + SnapVector( self->s.pos.trDelta ); // save net bandwidth + VectorCopy( self->r.currentOrigin, self->s.pos.trBase ); + self->s.pos.trTime = level.time; + + self->think = G_ExplodeMissile; + self->nextthink = level.time + 15000; + } +} + +/* +================ +AHive_SearchAndDestroy + +Adjust the trajectory to point towards the target +================ +*/ +void AHive_SearchAndDestroy( gentity_t *self ) +{ + vec3_t dir; + trace_t tr; + + trap_Trace( &tr, self->r.currentOrigin, self->r.mins, self->r.maxs, + self->target_ent->r.currentOrigin, self->r.ownerNum, self->clipmask ); + + //if there is no LOS or the parent hive is too far away or the target is dead or notargeting, return + if( tr.entityNum == ENTITYNUM_WORLD || + Distance( self->r.currentOrigin, self->parent->r.currentOrigin ) > ( HIVE_RANGE * 5 ) || + self->target_ent->health <= 0 || self->target_ent->flags & FL_NOTARGET ) + { + self->r.ownerNum = ENTITYNUM_WORLD; + + self->think = AHive_ReturnToHive; + self->nextthink = level.time + FRAMETIME; + } + else + { + VectorSubtract( self->target_ent->r.currentOrigin, self->r.currentOrigin, dir ); + VectorNormalize( dir ); + + //change direction towards the player + VectorScale( dir, HIVE_SPEED, self->s.pos.trDelta ); + SnapVector( self->s.pos.trDelta ); // save net bandwidth + VectorCopy( self->r.currentOrigin, self->s.pos.trBase ); + self->s.pos.trTime = level.time; + + self->nextthink = level.time + HIVE_DIR_CHANGE_PERIOD; + } +} + +/* +================= +fire_hive +================= +*/ +gentity_t *fire_hive( gentity_t *self, vec3_t start, vec3_t dir ) +{ + gentity_t *bolt; + + VectorNormalize ( dir ); + + bolt = G_Spawn( ); + bolt->classname = "hive"; + bolt->nextthink = level.time + HIVE_DIR_CHANGE_PERIOD; + bolt->think = AHive_SearchAndDestroy; + bolt->s.eType = ET_MISSILE; + bolt->s.eFlags |= EF_BOUNCE|EF_NO_BOUNCE_SOUND; + bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; + bolt->s.weapon = WP_HIVE; + bolt->s.generic1 = WPM_PRIMARY; //weaponMode + bolt->r.ownerNum = self->s.number; + bolt->parent = self; + bolt->damage = HIVE_DMG; + bolt->splashDamage = 0; + bolt->splashRadius = 0; + bolt->methodOfDeath = MOD_SWARM; + bolt->clipmask = MASK_SHOT; + bolt->target_ent = self->target_ent; + + bolt->s.pos.trType = TR_LINEAR; + bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame + VectorCopy( start, bolt->s.pos.trBase ); + VectorScale( dir, HIVE_SPEED, bolt->s.pos.trDelta ); + SnapVector( bolt->s.pos.trDelta ); // save net bandwidth + VectorCopy( start, bolt->r.currentOrigin ); + + return bolt; +} + +//============================================================================= + +/* +================= +fire_lockblob +================= +*/ +gentity_t *fire_lockblob( gentity_t *self, vec3_t start, vec3_t dir ) +{ + gentity_t *bolt; + + VectorNormalize ( dir ); + + bolt = G_Spawn( ); + bolt->classname = "lockblob"; + bolt->nextthink = level.time + 15000; + bolt->think = G_ExplodeMissile; + bolt->s.eType = ET_MISSILE; + bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; + bolt->s.weapon = WP_LOCKBLOB_LAUNCHER; + bolt->s.generic1 = WPM_PRIMARY; //weaponMode + bolt->r.ownerNum = self->s.number; + bolt->parent = self; + bolt->damage = 0; + bolt->splashDamage = 0; + bolt->splashRadius = 0; + bolt->methodOfDeath = MOD_UNKNOWN; //doesn't do damage so will never kill + bolt->clipmask = MASK_SHOT; + bolt->target_ent = NULL; + + bolt->s.pos.trType = TR_LINEAR; + bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame + VectorCopy( start, bolt->s.pos.trBase ); + VectorScale( dir, 500, bolt->s.pos.trDelta ); + SnapVector( bolt->s.pos.trDelta ); // save net bandwidth + VectorCopy( start, bolt->r.currentOrigin ); + + return bolt; +} + +/* +================= +fire_slowBlob +================= +*/ +gentity_t *fire_slowBlob( gentity_t *self, vec3_t start, vec3_t dir ) +{ + gentity_t *bolt; + + VectorNormalize ( dir ); + + bolt = G_Spawn( ); + bolt->classname = "slowblob"; + bolt->nextthink = level.time + 15000; + bolt->think = G_ExplodeMissile; + bolt->s.eType = ET_MISSILE; + bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; + bolt->s.weapon = WP_ABUILD2; + bolt->s.generic1 = self->s.generic1; //weaponMode + bolt->r.ownerNum = self->s.number; + bolt->parent = self; + bolt->damage = ABUILDER_BLOB_DMG; + bolt->splashDamage = 0; + bolt->splashRadius = 0; + bolt->methodOfDeath = MOD_SLOWBLOB; + bolt->splashMethodOfDeath = MOD_SLOWBLOB; + bolt->clipmask = MASK_SHOT; + bolt->target_ent = NULL; + + bolt->s.pos.trType = TR_GRAVITY; + bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame + VectorCopy( start, bolt->s.pos.trBase ); + VectorScale( dir, ABUILDER_BLOB_SPEED, bolt->s.pos.trDelta ); + SnapVector( bolt->s.pos.trDelta ); // save net bandwidth + VectorCopy( start, bolt->r.currentOrigin ); + + return bolt; +} + +/* +================= +fire_paraLockBlob +================= +*/ +gentity_t *fire_paraLockBlob( gentity_t *self, vec3_t start, vec3_t dir ) +{ + gentity_t *bolt; + + VectorNormalize ( dir ); + + bolt = G_Spawn( ); + bolt->classname = "lockblob"; + bolt->nextthink = level.time + 15000; + bolt->think = G_ExplodeMissile; + bolt->s.eType = ET_MISSILE; + bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; + bolt->s.weapon = WP_LOCKBLOB_LAUNCHER; + bolt->s.generic1 = self->s.generic1; //weaponMode + bolt->r.ownerNum = self->s.number; + bolt->parent = self; + bolt->damage = 0; + bolt->splashDamage = 0; + bolt->splashRadius = 0; + bolt->clipmask = MASK_SHOT; + bolt->target_ent = NULL; + + bolt->s.pos.trType = TR_GRAVITY; + bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame + VectorCopy( start, bolt->s.pos.trBase ); + VectorScale( dir, LOCKBLOB_SPEED, bolt->s.pos.trDelta ); + SnapVector( bolt->s.pos.trDelta ); // save net bandwidth + VectorCopy( start, bolt->r.currentOrigin ); + + return bolt; +} + +/* +================= +fire_bounceBall +================= +*/ +gentity_t *fire_bounceBall( gentity_t *self, vec3_t start, vec3_t dir ) +{ + gentity_t *bolt; + + VectorNormalize ( dir ); + + bolt = G_Spawn( ); + bolt->classname = "bounceball"; + bolt->nextthink = level.time + 3000; + bolt->think = G_ExplodeMissile; + bolt->s.eType = ET_MISSILE; + bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; + bolt->s.weapon = WP_ALEVEL3_UPG; + bolt->s.generic1 = self->s.generic1; //weaponMode + bolt->r.ownerNum = self->s.number; + bolt->parent = self; + bolt->damage = LEVEL3_BOUNCEBALL_DMG; + bolt->splashDamage = 0; + bolt->splashRadius = 0; + bolt->methodOfDeath = MOD_LEVEL3_BOUNCEBALL; + bolt->splashMethodOfDeath = MOD_LEVEL3_BOUNCEBALL; + bolt->clipmask = MASK_SHOT; + bolt->target_ent = NULL; + + bolt->s.pos.trType = TR_GRAVITY; + bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame + VectorCopy( start, bolt->s.pos.trBase ); + VectorScale( dir, LEVEL3_BOUNCEBALL_SPEED, bolt->s.pos.trDelta ); + SnapVector( bolt->s.pos.trDelta ); // save net bandwidth + VectorCopy( start, bolt->r.currentOrigin ); + /*bolt->s.eFlags |= EF_BOUNCE;*/ + + return bolt; +} + |