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Git Repos / fte_dogmode / qc / projectiles / multigrenade.qc

Last update to this file was on 2024-06-15 at 19:50.

Show multigrenade.qc

//==============================================================================
// Multi Grenade Code from doe progs MULT_WPN.QC -- dumptruck_ds
//==============================================================================

//======================================================================
// constants
//======================================================================
const float MININADE_SPLASH_DAMAGE = 35;// PD3 is 90 for player, 60 other
const float MULTINADE_SPLASH_DAMAGE = 35;// 35 is the tribolt from QC
const float MULTINADE_HEALTH = 50; //

const vector MININADE_MINS = '0 0 0'; // zero size for mininades
const vector MININADE_MAXS = '0 0 0';
const vector MULTINADE_MINS = '-8 -8 -8';// a generous grenade size -- CEV
const vector MULTINADE_MAXS = '8 8 8';

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

// base_doegrenade
void() projectile_minigrenade_explode;

// projectile_minigrenade
void() projectile_minigrenade_think;
void() projectile_minigrenade_touch;
entity(entity src, vector org, vector vel) spawn_projectile_minigrenade;
void(entity e) projectile_minigrenade_init;
strip void() projectile_minigrenade;

// projectile_multigrenade
void(vector dir) projectile_multigrenade_destroy;
void(float offset_angle) projectile_multigrenade_fire;
void() projectile_multigrenade_think;
void() projectile_multigrenade_touch;
entity(entity src, vector org, vector vel) spawn_projectile_multigrenade;
void(entity e) projectile_multigrenade_init;
strip void() projectile_multigrenade;

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

//----------------------------------------------------------------------
// class base_doegrenade: base_projectile
// {
//--------------------------------------------------------------
// MiniGrenadeExplode
//--------------------------------------------------------------
void() projectile_minigrenade_explode =
{
if (self.takedamage)
self.takedamage = DAMAGE_NO;

// removed distinction between player and monster-fired
// minigrenades in favor of a fixed common damage -- CEV
t_radiusdamage2 (self, self.owner, self.splash_damage, world);

// BecomeExplosion
write_explosion2 (self.origin);
// TODO CEV what are the following two writes doing?
WriteByte (MSG_BROADCAST, 230);
WriteByte (MSG_BROADCAST, 5);
become_base_explosion (self);
};
// };

//----------------------------------------------------------------------
// class projectile_minigrenade: base_doegrenade
// {
//--------------------------------------------------------------
void() projectile_minigrenade_think =
{
projectile_minigrenade_explode ();
};

//--------------------------------------------------------------
// MultiGrenadeTouch (modified)
//--------------------------------------------------------------
void() projectile_minigrenade_touch =
{
if (base_projectile_check_touch())
return;

if (other.takedamage == DAMAGE_AIM)
{
projectile_minigrenade_explode ();
return;
}

// bounce sound
sound (self, CHAN_WEAPON, "weapons/bounce.wav",
VOL_HIGH, ATTN_NORM);
if (self.velocity == '0 0 0')
self.avelocity = '0 0 0';
};

//--------------------------------------------------------------
entity(entity src, vector org, vector vel)
spawn_projectile_minigrenade =
{
local entity e = spawn ();
e.owner = src;
e.origin = org;
e.velocity = vel;
// damage
e.splash_damage = MININADE_SPLASH_DAMAGE;
// model, skin, & sounds
e.mdl_proj = src.mdl_proj;
e.skin_proj = src.skin_proj;
e.snd_hit = src.snd_hit;

projectile_minigrenade_init (e);
return e;
};

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

e.classname = "MiniGrenade";
e.classtype = CT_PROJECTILE_MINIGRENADE;
e.movetype = MOVETYPE_BOUNCE;
e.solid = SOLID_BBOX;
e.think = projectile_minigrenade_think;
e.touch = projectile_minigrenade_touch;
e.aflag |= PROJECTILE_EXPLOSIVE;
e.angles = vectoangles (e.velocity);

if (!e.avelocity)
e.avelocity = '300 300 300';

// reuse grenade speed -- CEV
// if (!e.proj_basespeed)
// e.proj_basespeed = GRENADE_SPEED;

if (!e.splash_damage)
e.splash_damage = MININADE_SPLASH_DAMAGE;

setmodel (e, "progs/mervup.mdl");
e.skin = 0;

setsize (e, MININADE_MINS, MININADE_MAXS);
setorigin (e, e.origin);

// set missile duration
e.nextthink = time + 1 + (crandom() * 0.5);
};

//--------------------------------------------------------------
strip void() projectile_minigrenade =
{
projectile_minigrenade_init (self);
};
// };

//----------------------------------------------------------------------
// class projectile_multigrenade: base_doegrenade
// {
//--------------------------------------------------------------
void(vector dir) projectile_multigrenade_destroy =
{
if (self.aflag & PROJECTILE_DESTROYED)
return;

self.aflag |= PROJECTILE_DESTROYED;
self.destroy = sub_nulldestroy;
self.think = sub_null;
self.touch = sub_null;
projectile_minigrenade_explode ();
};

//--------------------------------------------------------------
// MiniGrenadeLaunch
//--------------------------------------------------------------
void(float offset_angle) projectile_multigrenade_fire =
{
local float temp_rand;
local vector mis_angle, mis_vel;

// figure out missile speed
mis_angle = self.v_angle;
mis_angle_y = mis_angle_y + offset_angle;
makevectors (mis_angle);

// TODO CEV some suspicious fixed values here
mis_vel = v_forward * 100 + v_up * 400;
temp_rand = (crandom() * 60) - 30;
mis_vel += temp_rand * v_forward;
temp_rand = (crandom() * 40) - 20;
mis_vel += temp_rand * v_right;
temp_rand = (crandom() * 60) - 30;
mis_vel += temp_rand * v_up;

spawn_projectile_minigrenade (self, self.origin, mis_vel);
};

//--------------------------------------------------------------
// MultiGrenadeExplode
//--------------------------------------------------------------
void() projectile_multigrenade_think =
{
projectile_multigrenade_fire (0);
projectile_multigrenade_fire (72);
projectile_multigrenade_fire (144);
projectile_multigrenade_fire (216);
projectile_multigrenade_fire (288);

remove (self);
};

//--------------------------------------------------------------
// MultiGrenadeTouch (modified)
//--------------------------------------------------------------
void() projectile_multigrenade_touch =
{
if (base_projectile_check_touch())
return;

if (other.takedamage == DAMAGE_AIM)
{
// this previously called GrenadeExplode if fired
// by the player or MiniGrenadeExplode if fired
// by anything else. I've changed that. -- CEV
projectile_minigrenade_explode ();
return;
}

// bounce sound
sound (self, CHAN_WEAPON, "weapons/bounce.wav",
VOL_HIGH, ATTN_NORM);
if (self.velocity == '0 0 0')
self.avelocity = '0 0 0';
};

//--------------------------------------------------------------
entity(entity src, vector org, vector vel)
spawn_projectile_multigrenade =
{
local entity e = spawn ();
e.owner = src;
e.origin = org;
e.velocity = vel;
// damage
e.splash_damage = MULTINADE_SPLASH_DAMAGE;
// model, skin, & sounds
e.mdl_proj = src.mdl_proj;
e.skin_proj = src.skin_proj;
e.snd_hit = src.snd_hit;

projectile_multigrenade_init (e);
return e;
};

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

e.classname = "MultiGrenade";
e.classtype = CT_PROJECTILE_MULTIGRENADE;
e.movetype = MOVETYPE_BOUNCE;
e.solid = SOLID_BBOX;
// e.destroy = projectile_multigrenade_destroy;
e.think = projectile_multigrenade_think;
e.touch = projectile_multigrenade_touch;
e.aflag |= PROJECTILE_EXPLOSIVE;
// e.health = MULTINADE_HEALTH;
// e.takedamage = DAMAGE_YES;
e.angles = vectoangles (e.velocity);

if (!e.avelocity)
e.avelocity = '300 300 300';

// reuse grenade speed -- CEV
if (!e.proj_basespeed)
e.proj_basespeed = GRENADE_SPEED;

if (!e.splash_damage)
e.splash_damage = MULTINADE_SPLASH_DAMAGE;

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

if (e.skin_proj)
e.skin = e.skin_proj;
else
e.skin = 0;

// setsize (e, MULTINADE_MINS, MULTINADE_MAXS);
setsize (e, '0 0 0', '0 0 0');
setorigin (e, e.origin);

// set missile duration
e.nextthink = time + 1;
};

//--------------------------------------------------------------
strip void() projectile_multigrenade =
{
projectile_multigrenade_init (self);
};
// };

//----------------------------------------------------------------------
// end doe qc -- dumptruck_ds
//----------------------------------------------------------------------

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Log multigrenade.qc

Date Commit Message Author + -
2024-06-15 Major update, committing as-is, will have bugs cev +9 -6
2024-04-12 Moveable gibs, heads, some bugfixes cev +3 -3
2024-04-08 Registered monsters, projectile bugfixes cev +9 -4
2024-03-24 2nd pass refactor, rework QC class structure cev +188 -95
2024-02-18 Client/player, projectiles, entrypoints refactor cev +207  

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