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Git Repos / fte_dogmode / qc / projectiles / flak.qc

Last update to this file was on 2024-04-05 at 14:18.

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//==============================================================================
// Flak
// BDW 31/08/00 - evil, nasty red-hot nail cluster-bomb attack...
// from Marcher -- dumptruck_ds
//==============================================================================

//======================================================================
// constants
//======================================================================
const float FLAK_DIRECT_DAMAGE = 4; // default direct damage
// flak doesn't splash
const float FLAK_SPEED = 800; // speed of BDW's OgreFireFlak

const vector FLAK_MINS = '0 0 0'; // let's not change this -- CEV
const vector FLAK_MAXS = '0 0 0'; //

const float MONSTER_FLAK_OGRE = 4; // TODO CEV remove

//======================================================================
// fields
//======================================================================

// bdw - saves up flak hits to do a single damage next frame -
// currently only used for flak ogre
.float spikecount;

//======================================================================
// forward declarations
//======================================================================

// projectile_flak
void() projectile_flak_think_damage;
void() projectile_flak_touch;
entity(entity src, vector org, vector vel) spawn_projectile_flak;
void(entity e) projectile_flak_init;
strip void() projectile_flak;

//------------------------------------------------------------------------------

//----------------------------------------------------------------------
// class projectile_flak: base_projectile
// {
//--------------------------------------------------------------
// FlakDoDamage
//--------------------------------------------------------------
void() projectile_flak_think_damage =
{
// get correct gib direction
self.origin = self.oldenemy.origin + self.oldorigin;
t_damage2 (self.oldenemy, self, self.owner,
self.oldenemy.spikecount);
self.oldenemy.spikecount = 0;
remove (self);
};

//--------------------------------------------------------------
// FlakTouch
//--------------------------------------------------------------
void() projectile_flak_touch =
{
// hit something that bleeds
if (other.takedamage)
{
spawn_touchblood (self.direct_damage);

sound (self, CHAN_VOICE, "fish/bite.wav", 1, ATTN_NORM);

if (other.spikecount)
{
// not the first one
other.spikecount += self.direct_damage;
remove (self);
return;
}

// the first one...
other.spikecount = self.direct_damage;

// stick around for a little while...
self.velocity = '0 0 0';
self.solid = SOLID_NOT;
self.touch = sub_null;
self.model = __NULL__;
// displacement from enemy origin (its gonna
// move next frame)
self.oldorigin = self.origin - other.origin;
self.oldenemy = other;
self.think = projectile_flak_think_damage;
self.nextthink = time + 0.05;
return;
}

WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_SUPERSPIKE);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);

// bit of a hack
if (self.spawnflags & MONSTER_FLAK_OGRE)
{
remove (self);
return;
}

// gets weaker with each bounce.
// also stops them getting stuck in world.
self.direct_damage = self.direct_damage - 5;
if (self.direct_damage <= 0)
{
remove (self);
return;
}

// reduce crazy ricochets
self.velocity = self.velocity * 0.5;
self.movetype = MOVETYPE_BOUNCE;
};

//--------------------------------------------------------------
entity(entity src, vector org, vector vel) spawn_projectile_flak =
{
local entity e = spawn();
e.owner = src;
e.enemy = src.enemy;
e.origin = org;
e.velocity = vel;
// parameters for homing
e.homing = src.homing;
e.proj_speed_mod = src.proj_speed_mod;
e.waitmin = src.waitmin;
// model, skin, & sounds
e.mdl_proj = src.mdl_proj;
e.skin_proj = src.skin_proj;
e.snd_hit = src.snd_hit;
// hack to tell FlakTouch this was spawned by an ogre
if (src.classtype == CT_MONSTER_OGRE)
e.spawnflags |= MONSTER_FLAK_OGRE;

projectile_flak_init (e);
return e;
};

//--------------------------------------------------------------
void(entity e) projectile_flak_init =
{
base_projectile_init (e);

e.classname = "projectile_flak";
e.classtype = CT_PROJECTILE_FLAK;
// flymissile is a bit too all-seeing for this gun...
e.movetype = MOVETYPE_FLY;
e.solid = SOLID_BBOX;
e.touch = projectile_flak_touch;
e.flags = FL_NOSELECT;
e.angles = vectoangles (e.velocity);

if (!e.proj_basespeed)
e.proj_basespeed = FLAK_SPEED;

if (!e.direct_damage)
e.direct_damage = FLAK_DIRECT_DAMAGE;

// dumptruck_ds
if (e.mdl_proj && e.mdl_proj != "")
setmodel (e, e.mdl_proj);
else
setmodel (e, "progs/spike.mdl");

// if (e.skin_proj)
// e.skin = e.skin_proj;
// else
e.skin = 0;
// dumptruck_ds - end

if (e.homing > 0)
{
base_projectile_setup_homing (e,
e.proj_basespeed * e.proj_speed_mod);
}
else
{
e.think = sub_remove;
e.nextthink = time + 6;
}

setsize (e, FLAK_MINS, FLAK_MAXS);
setorigin (e, e.origin);
};

//--------------------------------------------------------------
strip void() projectile_flak =
{
projectile_flak_init (self);
};
// };

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Log flak.qc

Date Commit Message Author + -
2024-04-05 Player footsteps, shareware monsters, misc? cev +4  
2024-03-24 2nd pass refactor, rework QC class structure cev +103 -57
2024-02-27 Bullet projectile, pmove changes, misc cev   -3
2024-02-18 Client/player, projectiles, entrypoints refactor cev +149  

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