//=========== (C) Copyright 1996-2002, Valve, L.L.C. All rights reserved. =========== // // The copyright to the contents herein is the property of Valve, L.L.C. // The contents may be used and/or copied only with the written permission of // Valve, L.L.C., or in accordance with the terms and conditions stipulated in // the agreement/contract under which the contents have been supplied. // // Purpose: Quake rocket entity // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //============================================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "weapons.h" #define GRENADE_TRAIL 1 #define ROCKET_TRAIL 2 extern unsigned short g_sTrail; extern unsigned short g_sExplosion; LINK_ENTITY_TO_CLASS( quake_rocket, CQuakeRocket ); //========================================================= CQuakeRocket *CQuakeRocket::CreateRocket( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner ) { CQuakeRocket *pRocket = GetClassPtr( (CQuakeRocket *)NULL ); UTIL_SetOrigin( pRocket->pev, vecOrigin ); SET_MODEL(ENT(pRocket->pev), "models/rocket.mdl"); pRocket->Spawn(); pRocket->pev->classname = MAKE_STRING("missile"); pRocket->pev->owner = pOwner->edict(); // Setup pRocket->pev->movetype = MOVETYPE_FLYMISSILE; pRocket->pev->solid = SOLID_BBOX; // Velocity pRocket->pev->velocity = vecAngles * 1000; pRocket->pev->angles = UTIL_VecToAngles( vecAngles ); // Touch pRocket->SetTouch( &CQuakeRocket::RocketTouch ); // Safety Remove pRocket->pev->nextthink = gpGlobals->time + 5; pRocket->SetThink( &CBaseEntity::SUB_Remove ); // Effects // pRocket->pev->effects |= EF_LIGHT; PLAYBACK_EVENT_FULL (FEV_GLOBAL, pRocket->edict(), g_sTrail, 0.0, pRocket->pev->origin, pRocket->pev->angles, 0.7, 0.0, pRocket->entindex(), ROCKET_TRAIL, 0, 0); return pRocket; } //========================================================= CQuakeRocket *CQuakeRocket::CreateGrenade( Vector vecOrigin, Vector vecVelocity, CBaseEntity *pOwner ) { CQuakeRocket *pRocket = GetClassPtr( (CQuakeRocket *)NULL ); UTIL_SetOrigin( pRocket->pev, vecOrigin ); SET_MODEL(ENT(pRocket->pev), "models/grenade.mdl"); pRocket->Spawn(); pRocket->pev->classname = MAKE_STRING("grenade"); pRocket->pev->owner = pOwner->edict(); // Setup pRocket->pev->movetype = MOVETYPE_BOUNCE; pRocket->pev->solid = SOLID_BBOX; pRocket->pev->avelocity = Vector(300,300,300); // Velocity pRocket->pev->velocity = vecVelocity; pRocket->pev->angles = UTIL_VecToAngles(vecVelocity); pRocket->pev->friction = 0.5; // Touch pRocket->SetTouch( &CQuakeRocket::GrenadeTouch ); // set newmis duration if ( gpGlobals->deathmatch == 4 ) { pRocket->m_flAttackFinished = gpGlobals->time + 1.1f; // What's this used for? if (pOwner) pOwner->TakeDamage( pOwner->pev, pOwner->pev, 10, DMG_GENERIC ); } pRocket->pev->nextthink = gpGlobals->time + 2.5f; pRocket->SetThink( &CQuakeRocket::GrenadeExplode ); PLAYBACK_EVENT_FULL (FEV_GLOBAL, pRocket->edict(), g_sTrail, 0.0, g_vecZero, g_vecZero, 0.7, 0.0, pRocket->entindex(), GRENADE_TRAIL, 0, 0); return pRocket; } //========================================================= void CQuakeRocket::Spawn( void ) { Precache(); UTIL_SetSize(pev, g_vecZero, g_vecZero ); UTIL_SetOrigin( pev, pev->origin ); } //========================================================= void CQuakeRocket::Precache( void ) { m_iTrail = PRECACHE_MODEL("sprites/smoke.spr"); } //========================================================= void CQuakeRocket::RocketTouch ( CBaseEntity *pOther ) { // Remove if we've hit skybrush if ( UTIL_PointContents(pev->origin) == CONTENT_SKY ) { UTIL_Remove( this ); return; } // Do touch damage float flDmg = RANDOM_FLOAT( 100, 120 ); CBaseEntity *pOwner = CBaseEntity::Instance(pev->owner); if (pOther->pev->health) pOther->TakeDamage( pev, pOwner->pev, flDmg, DMG_BULLET ); // Don't do radius damage to the other, because all the damage was done in the impact Q_RadiusDamage(this, pOwner, 120, pOther); // Finish and remove Explode(); } //========================================================= void CQuakeRocket::GrenadeTouch( CBaseEntity *pOther ) { if (pOther->pev->takedamage == DAMAGE_AIM) { GrenadeExplode(); return; } if (pev->flags & FL_ONGROUND) { // add a bit of static friction pev->velocity = pev->velocity * 0.75; if (pev->velocity.Length() <= 20) { pev->avelocity = g_vecZero; } } EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM); if (pev->velocity == g_vecZero) pev->avelocity = g_vecZero; } //========================================================= void CQuakeRocket::GrenadeExplode() { CBaseEntity *pOwner = CBaseEntity::Instance(pev->owner); Q_RadiusDamage(this, pOwner, 120, NULL); // Finish and remove Explode(); } //========================================================= void CQuakeRocket::Explode() { //We use the angles field to send the rocket velocity. PLAYBACK_EVENT_FULL( FEV_GLOBAL, edict(), g_sExplosion, 0.0, pev->origin, pev->velocity, 0.0, 0.0, 0, 0, 0, 0 ); UTIL_Remove( this ); }