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- Added body damage to railgun fire function
[divverent/nexuiz.git] / TeamNexuiz / game / gamec / w_common.c
1 \r
2 // increments sprite frame, loops when end is hit.. simple\r
3 \r
4 float TE_SMOKE =77;\r
5 void (vector vec) WriteVec =\r
6 {\r
7                 WriteCoord (MSG_BROADCAST, vec_x);\r
8                 WriteCoord (MSG_BROADCAST, vec_y);\r
9                 WriteCoord (MSG_BROADCAST, vec_z);\r
10 }\r
11 void (vector org, vector dir, float counts) W_Smoke =\r
12 {\r
13                 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);\r
14                 WriteByte (MSG_BROADCAST, TE_SMOKE);\r
15                 WriteVec (org);\r
16                 WriteVec (dir);\r
17                 WriteByte (MSG_BROADCAST, counts);\r
18 }\r
19 \r
20 // increments sprite frame, loops when end is hit.. simple\r
21 void animate_sprite (float startframe, float frame_count)\r
22 {\r
23         if ((self.frame - startframe) >= (frame_count - 1 ))\r
24                 self.frame = startframe;\r
25         else\r
26                 self.frame = self.frame + 1;\r
27 }\r
28 \r
29 void W_UpdateAmmo (void)\r
30 {\r
31         /*\r
32         self.items = self.items - (self.items & (IT_NAILS | IT_SHELLS | IT_ROCKETS | IT_CELLS));\r
33 \r
34         if (self.weapon == IT_LASER)\r
35                 self.currentammo = 1;\r
36         else if (self.weapon == IT_SHOTGUN)\r
37         {\r
38                 self.currentammo = self.ammo_shells;\r
39                 self.items = self.items | IT_SHELLS;\r
40         }\r
41         else if (self.weapon == IT_UZI)\r
42         {\r
43                 self.currentammo = self.ammo_nails;\r
44                 self.items = self.items | IT_NAILS;\r
45         }\r
46         else if (self.weapon == IT_GRENADE_LAUNCHER || self.weapon == IT_HAGAR || self.weapon == IT_ROCKET_LAUNCHER)\r
47         {\r
48                 self.currentammo = self.ammo_rockets;\r
49                 self.items = self.items | IT_ROCKETS;\r
50         }\r
51         else if (self.weapon == IT_ELECTRO || self.weapon == IT_NEX || self.weapon == IT_CRYLINK)\r
52         {\r
53                 self.currentammo = self.ammo_cells;\r
54                 self.items = self.items | IT_CELLS;\r
55         }\r
56         */\r
57 }\r
58 \r
59 void W_UpdateWeapon (void)\r
60 {\r
61         /*\r
62         if (self.weapon == IT_LASER)\r
63                 self.weaponmodel = "models/weapons/w_laser.zym";\r
64         else if (self.weapon == IT_SHOTGUN)\r
65                 self.weaponmodel = "models/weapons/w_shotgun.zym";\r
66         else if (self.weapon == IT_UZI)\r
67                 self.weaponmodel = "models/weapons/w_uzi.zym";\r
68         else if (self.weapon == IT_GRENADE_LAUNCHER)\r
69                 self.weaponmodel = "models/weapons/w_gl.zym";\r
70         else if (self.weapon == IT_ELECTRO)\r
71                 self.weaponmodel = "models/weapons/w_electro.zym";\r
72         else if (self.weapon == IT_CRYLINK)\r
73                 self.weaponmodel = "models/weapons/w_crylink.zym";\r
74         else if (self.weapon == IT_NEX)\r
75                 self.weaponmodel = "models/weapons/w_nex.zym";\r
76         else if (self.weapon == IT_HAGAR)\r
77                 self.weaponmodel = "models/weapons/w_hagar.zym";\r
78         else if (self.weapon == IT_ROCKET_LAUNCHER)\r
79                 self.weaponmodel = "models/weapons/w_rl.zym";\r
80         else\r
81                 objerror ("Illegal weapon - please register your guns please!");\r
82         */\r
83 }\r
84 \r
85 float W_GetBestWeapon (entity e)\r
86 {\r
87         /*\r
88         if ((e.items & IT_ROCKET_LAUNCHER) && e.ammo_rockets)\r
89                 return IT_ROCKET_LAUNCHER;\r
90         else if ((e.items & IT_NEX) && e.ammo_cells)\r
91                 return IT_NEX;\r
92         else if ((e.items & IT_HAGAR) && e.ammo_rockets)\r
93                 return IT_HAGAR;\r
94         else if ((e.items & IT_GRENADE_LAUNCHER) && e.ammo_rockets)\r
95                 return IT_GRENADE_LAUNCHER;\r
96         else if ((e.items & IT_ELECTRO) && e.ammo_cells)\r
97                 return IT_ELECTRO;\r
98         else if ((e.items & IT_CRYLINK) && e.ammo_cells)\r
99                 return IT_CRYLINK;\r
100         else if ((e.items & IT_UZI) && e.ammo_nails)\r
101                 return IT_UZI;\r
102         else if ((e.items & IT_SHOTGUN) && e.ammo_shells)\r
103                 return IT_SHOTGUN;\r
104         else\r
105 \r
106                 */\r
107         return IT_LASER;\r
108 }\r
109 \r
110 void ResetExtraWeapon()\r
111 {\r
112         if(self.wpn5 == world)\r
113         {\r
114                 self.wpn5 = spawn();\r
115         }\r
116 \r
117         self.wpn5.weapon = 0;\r
118         self.wpn5.mass = 0;\r
119         self.items = self.items - (self.items & IT_WEP5);\r
120 }\r
121 \r
122 void W_GiveWeapon (entity e, float wep, string name, float wmass)\r
123 {\r
124         entity oldself;\r
125 \r
126         if (!wep)\r
127                 return;\r
128 \r
129         //e.items = e.items | wep;\r
130 \r
131         oldself = self;\r
132         self = e;\r
133 \r
134         self.wpn5.weapon = wep;\r
135         self.wpn5.mass = wmass;\r
136 \r
137         self.items = self.items | IT_WEP5;\r
138 \r
139         weapon_action(self.weapon, WR_UPDATECOUNTS);\r
140         if(self.weapon == WEP5)                                 // if using carrying # 5 already\r
141         {\r
142                 //bprint("reset wep5\n");\r
143                 self.wpn = self.wpn5.weapon;\r
144                 self.switchweapon = WEP5;\r
145                 weapon_action(self.weapon, WR_DROP);\r
146                 self.weapon = 0;\r
147                 //weapon_action(self.wpn, WR_SETUP);    // update the weapon we're holding\r
148                 //weapon_action(self.wpn, WR_RAISE);    // update the weapon we're holding\r
149         }\r
150 \r
151         if (other.classname == "player")\r
152         {\r
153                 sprint (other, "You got the ^2");\r
154                 sprint (other, name);\r
155                 sprint (other, "\n");\r
156         }\r
157 \r
158 \r
159 /*\r
160         W_UpdateWeapon ();\r
161         W_UpdateAmmo ();\r
162 */\r
163         self = oldself;\r
164 }\r
165 \r
166 /*\r
167 void W_SwitchWeapon (float wep)\r
168 {\r
169         float           nextwep;\r
170         var float       noammo = FALSE;\r
171 \r
172         if (wep == 1)\r
173                 nextwep = IT_LASER;\r
174         else if (wep == 2)\r
175         {\r
176                 nextwep = IT_SHOTGUN;\r
177                 if (!self.ammo_shells)\r
178                         noammo = TRUE;\r
179         }\r
180         else if (wep == 3)\r
181         {\r
182                 nextwep = IT_UZI;\r
183                 if (!self.ammo_nails)\r
184                         noammo = TRUE;\r
185         }\r
186         else if (wep == 4)\r
187         {\r
188                 nextwep = IT_CRYLINK;\r
189                 if (!self.ammo_cells)\r
190                         noammo = TRUE;\r
191         }\r
192         else if (wep == 5)\r
193         {\r
194                 nextwep = IT_ELECTRO;\r
195                 if (!self.ammo_cells)\r
196                         noammo = TRUE;\r
197         }\r
198         else if (wep == 6)\r
199         {\r
200                 nextwep = IT_GRENADE_LAUNCHER;\r
201                 if (!self.ammo_rockets)\r
202                         noammo = TRUE;\r
203         }\r
204         else if (wep == 7)\r
205         {\r
206                 nextwep = IT_HAGAR;\r
207                 if (!self.ammo_rockets)\r
208                         noammo = TRUE;\r
209         }\r
210         else if (wep == 8)\r
211         {\r
212                 nextwep = IT_NEX;\r
213                 if (!self.ammo_cells)\r
214                         noammo = TRUE;\r
215         }\r
216         else if (wep == 9)\r
217         {\r
218                 nextwep = IT_ROCKET_LAUNCHER;\r
219                 if (!self.ammo_rockets)\r
220                         noammo = TRUE;\r
221         }\r
222 \r
223 \r
224         if (!(self.items & nextwep))\r
225         {\r
226                 sprint (self, "You don't own that weapon\n");\r
227                 return;\r
228         }\r
229         else if (noammo)\r
230         {\r
231                 sprint (self, "You don't have any ammo for that weapon\n");\r
232                 return;\r
233         }\r
234 \r
235         self.weapon = nextwep;\r
236         W_UpdateWeapon ();\r
237         W_UpdateAmmo ();\r
238         self.attack_finished = time + 0.2;\r
239         if (self.viewzoom != 1)\r
240                 self.viewzoom = 1;\r
241 }\r
242 \r
243 void W_NextWeapon (void)\r
244 {\r
245         float   noammo;\r
246 \r
247         while (TRUE)\r
248         {\r
249                 noammo = FALSE;\r
250 \r
251                 if (self.weapon == IT_ROCKET_LAUNCHER)\r
252                         self.weapon = IT_LASER;\r
253                 else if (self.weapon == IT_LASER)\r
254                 {\r
255                         self.weapon = IT_SHOTGUN;\r
256                         if (!self.ammo_shells)\r
257                                 noammo = TRUE;\r
258                 }\r
259                 else if (self.weapon == IT_SHOTGUN)\r
260                 {\r
261                         self.weapon = IT_UZI;\r
262                         if (!self.ammo_nails)\r
263                                 noammo = TRUE;\r
264                 }\r
265                 else if (self.weapon == IT_UZI)\r
266                 {\r
267                         self.weapon = IT_CRYLINK;\r
268                         if (!self.ammo_cells)\r
269                         noammo = TRUE;\r
270                 }\r
271                 else if (self.weapon == IT_CRYLINK)\r
272                 {\r
273                         self.weapon = IT_ELECTRO;\r
274                         if (!self.ammo_cells)\r
275                                 noammo = TRUE;\r
276                 }\r
277                 else if (self.weapon == IT_ELECTRO)\r
278                 {\r
279                         self.weapon = IT_GRENADE_LAUNCHER;\r
280                         if (!self.ammo_cells)\r
281                                 noammo = TRUE;\r
282                 }\r
283                 else if (self.weapon == IT_GRENADE_LAUNCHER)\r
284                 {\r
285                         self.weapon = IT_HAGAR;\r
286                         if (!self.ammo_rockets)\r
287                                 noammo = TRUE;\r
288                 }\r
289                 else if (self.weapon == IT_HAGAR)\r
290                 {\r
291                         self.weapon = IT_NEX;\r
292                         if (!self.ammo_rockets)\r
293                         noammo = TRUE;\r
294                 }\r
295                 else if (self.weapon == IT_NEX)\r
296                 {\r
297                         self.weapon = IT_ROCKET_LAUNCHER;\r
298                         if (!self.ammo_cells)\r
299                         noammo = TRUE;\r
300                 }\r
301 \r
302                 if ((self.items & self.weapon) && !noammo)\r
303                 {\r
304                         W_UpdateWeapon ();\r
305                         W_UpdateAmmo ();\r
306                         return;\r
307                 }\r
308         }\r
309 }\r
310 \r
311 void W_PreviousWeapon (void)\r
312 {\r
313         float   noammo;\r
314 \r
315         while (TRUE)\r
316         {\r
317                 noammo = FALSE;\r
318 \r
319                 if (self.weapon == IT_SHOTGUN)\r
320                         self.weapon = IT_LASER;\r
321                 else if (self.weapon == IT_UZI)\r
322                 {\r
323                         self.weapon = IT_SHOTGUN;\r
324                         if (!self.ammo_shells)\r
325                                 noammo = TRUE;\r
326                 }\r
327                 else if (self.weapon == IT_CRYLINK)\r
328                 {\r
329                         self.weapon = IT_UZI;\r
330                         if (!self.ammo_nails)\r
331                                 noammo = TRUE;\r
332                 }\r
333                 else if (self.weapon == IT_ELECTRO)\r
334                 {\r
335                         self.weapon = IT_CRYLINK;\r
336                         if (!self.ammo_cells)\r
337                                 noammo = TRUE;\r
338                 }\r
339                 else if (self.weapon == IT_GRENADE_LAUNCHER)\r
340                 {\r
341                         self.weapon = IT_ELECTRO;\r
342                         if (!self.ammo_cells)\r
343                                 noammo = TRUE;\r
344                 }\r
345                 else if (self.weapon == IT_HAGAR)\r
346                 {\r
347                         self.weapon = IT_GRENADE_LAUNCHER;\r
348                         if (!self.ammo_rockets)\r
349                                 noammo = TRUE;\r
350                 }\r
351                 else if (self.weapon == IT_NEX)\r
352                 {\r
353                         self.weapon = IT_HAGAR;\r
354                         if (!self.ammo_rockets)\r
355                                 noammo = TRUE;\r
356                 }\r
357                 else if (self.weapon == IT_ROCKET_LAUNCHER)\r
358                 {\r
359                         self.weapon = IT_NEX;\r
360                         if (!self.ammo_cells)\r
361                                 noammo = TRUE;\r
362                 }\r
363                 else if (self.weapon == IT_LASER)\r
364                 {\r
365                         self.weapon = IT_ROCKET_LAUNCHER;\r
366                         if (!self.ammo_rockets)\r
367                                 noammo = TRUE;\r
368                 }\r
369 \r
370                 if ((self.items & self.weapon) && !noammo)\r
371                 {\r
372                         W_UpdateWeapon ();\r
373                         W_UpdateAmmo ();\r
374                         return;\r
375                 }\r
376         }\r
377 }\r
378 */\r
379 float W_CheckAmmo (void)\r
380 {\r
381         if ((cvar("g_instagib") == 1) | (cvar("g_rocketarena") == 1))\r
382                 return TRUE;\r
383 \r
384         W_UpdateAmmo ();\r
385         if (self.weapon == IT_LASER)\r
386                 return TRUE;\r
387         else if (self.currentammo)\r
388                 return TRUE;\r
389 \r
390         self.weapon = W_GetBestWeapon (self);\r
391         W_UpdateWeapon ();\r
392 \r
393         return FALSE;\r
394 }\r
395 \r
396 /*\r
397 void FireRailgunBullet (vector src, float bdamage, vector dir, float spread, float deathtype)\r
398 {\r
399         vector  v, lastpos;\r
400         entity  saveself, last;\r
401         vector  org;\r
402         org = self.origin + self.view_ofs;\r
403         if (bdamage < 1)\r
404                 return;\r
405 \r
406         last = self;\r
407         lastpos = src;\r
408 \r
409         while (bdamage > 0)\r
410         {\r
411                 traceline_hitcorpse (self, org, org + v_forward * 4096 + v_right * crandom () * spread + v_up * crandom () * spread, FALSE, self);\r
412                 last = trace_ent;\r
413                 lastpos = trace_endpos;\r
414                 if (trace_fraction != 1.0)\r
415                 {\r
416                         if (pointcontents(trace_endpos - dir*4) == CONTENT_SKY)\r
417                                 return;\r
418 \r
419                         if (trace_ent.takedamage || trace_ent.classname == "case")\r
420                         {\r
421                                 if (trace_ent.classname == "player" || trace_ent.classname == "corpse" || trace_ent.classname == "gib")\r
422                                         te_blood (trace_endpos, dir * bdamage * 16, bdamage);\r
423                                 Damage (trace_ent, self, self, bdamage, deathtype, trace_endpos, dir * bdamage);\r
424                         }\r
425                 }\r
426                 if (last.solid == SOLID_BSP)\r
427                         bdamage = 0;\r
428         }\r
429 }\r
430 */\r
431 \r
432 void FireRailgunBullet (vector start, vector end, float bdamage, float deathtype)\r
433 {\r
434         local vector hitloc, force;\r
435         local entity ent;\r
436         //local entity explosion;\r
437 \r
438         force = normalize(end - start) * 800; //(bdamage * 10);\r
439 \r
440         // find how far the beam can go until it hits a wall\r
441         //traceline (start, end, MOVE_HITMODEL, self);          // doing this enables checking against model\r
442                                                                                                                 // geometry -- leaving it disabled for now since\r
443                                                                                                                 // it's a cpu hog.\r
444         traceline (start, end, TRUE, self);\r
445         // go a little bit into the wall because we need to hit this wall later\r
446         end = trace_endpos + normalize(end - start);\r
447 \r
448         local float dam_mult;\r
449         local float zdif;\r
450         local float use_this;\r
451         local float tracline;\r
452         local float x;\r
453         local vector f;\r
454         local vector g;\r
455         local vector h;\r
456 \r
457         traceline_hitcorpse (self, start, end, FALSE, self);\r
458         if (trace_ent/* && deathtype == WEP_RAILGUN*/)                  // Area damage?\r
459         {\r
460                 if ((trace_ent.classname == "player"))\r
461                 {\r
462                         f = (trace_endpos - start);\r
463                         g_x = trace_endpos_x;\r
464                         g_y = trace_endpos_y;\r
465                         g_z = 0;\r
466                         h_x = trace_ent.origin_x;\r
467                         h_y = trace_ent.origin_y;\r
468                         h_z = 0;\r
469                         x = vlen ((g - h));\r
470                         f = ((normalize (f) * x) + trace_endpos);\r
471                         zdif = (f_z - trace_ent.origin_z);\r
472                         deathmsg = 18;\r
473                         trace_ent.head_shot_vector = '0 0 0';\r
474                         if (zdif < 0)\r
475                         {\r
476                                 dam_mult = 0.5;\r
477                                 if ((trace_ent.team_no != self.team_no))\r
478                                 {\r
479                                         trace_ent.leg_damage = (trace_ent.leg_damage + 1);\r
480                                         TeamFortress_SetSpeed (trace_ent);\r
481                                         deathmsg = 28;\r
482                                         bdamage = bdamage * .8;\r
483                                         //T_Damage (trace_ent, self, self, (self.heat * dam_mult));\r
484                                 }\r
485                                 if ((trace_ent.health > 0))\r
486                                 {\r
487                                         if ((trace_ent.team_no == self.team_no))\r
488                                         {\r
489                                                 sprint (self, "Stop shooting team mates!!!\n");\r
490                                         }\r
491                                         else\r
492                                         {\r
493                                                 sprint (trace_ent, "Leg injury!\n");\r
494                                                 sprint (self, "Leg shot - that'll slow him down!\n");\r
495                                         }\r
496                                 }\r
497                                 //return;\r
498                         }\r
499                         else\r
500                         {\r
501                                 if (zdif > 20)\r
502                                 {\r
503                                         dam_mult = 3;\r
504                                         stuffcmd (trace_ent, "bf\n");\r
505                                         deathmsg = 29;\r
506                                         if ((trace_ent.health > 0))\r
507                                         {\r
508                                                 if ((trace_ent.team_no == self.team_no))\r
509                                                 {\r
510                                                         sprint (self, "Stop shooting team mates!!!\n");\r
511                                                 }\r
512                                                 else\r
513                                                 {\r
514                                                         trace_ent.head_shot_vector = (trace_ent.origin - self.origin);\r
515                                                         deathmsg = 29;\r
516                                                         bdamage = floor(bdamage * 3.5);\r
517 //                                                      T_Damage (trace_ent, self, self, (self.heat * dam_mult));\r
518                                                         sound (self, 0, "speech/excelent.wav", 1, 0);\r
519 //                                                      if ((trace_ent.health > 0))\r
520 //                                                      {\r
521 //                                                              sprint (trace_ent, 0, "Head injury!\n");\r
522 //                                                              sprint (self, 1, "Head shot - that's gotta hurt!\n");\r
523 //                                                      }\r
524                                                 }\r
525                                                 //return;\r
526                                         }\r
527                                         else\r
528                                         {\r
529                                                 deathmsg = 18;\r
530                                         }\r
531                                 }\r
532                         }\r
533                 }\r
534         }\r
535 \r
536         // trace multiple times until we hit a wall, each obstacle will be made\r
537         // non-solid so we can hit the next, while doing this we spawn effects and\r
538         // note down which entities were hit so we can damage them later\r
539         while (1)\r
540         {\r
541                 traceline_hitcorpse (self, start, end, FALSE, self);\r
542 \r
543                 // if it is world we can't hurt it so stop now\r
544                 if (trace_ent == world || trace_fraction == 1)\r
545                         break;\r
546 \r
547                 // make the entity non-solid so we can hit the next one\r
548                 trace_ent.railgunhit = TRUE;\r
549                 trace_ent.railgunhitloc = trace_endpos;\r
550                 trace_ent.railgunhitsolidbackup = trace_ent.solid;\r
551 \r
552                 // stop if this is a wall\r
553                 if (trace_ent.solid == SOLID_BSP)\r
554                         break;\r
555 \r
556                 // make the entity non-solid\r
557                 trace_ent.solid = SOLID_NOT;\r
558         }\r
559 \r
560         // find all the entities the railgun hit and restore their solid state\r
561         ent = findfloat(world, railgunhit, TRUE);\r
562         while (ent)\r
563         {\r
564                 // restore their solid type\r
565                 ent.solid = ent.railgunhitsolidbackup;\r
566                 ent = findfloat(ent, railgunhit, TRUE);\r
567         }\r
568 \r
569         // spawn a temporary explosion entity for RadiusDamage calls\r
570         //explosion = spawn();\r
571 \r
572         // find all the entities the railgun hit and hurt them\r
573         ent = findfloat(world, railgunhit, TRUE);\r
574         while (ent)\r
575         {\r
576                 // get the details we need to call the damage function\r
577                 hitloc = ent.railgunhitloc;\r
578                 ent.railgunhitloc = '0 0 0';\r
579                 ent.railgunhitsolidbackup = SOLID_NOT;\r
580                 ent.railgunhit = FALSE;\r
581 \r
582                 // apply the damage\r
583                 if (ent.takedamage || ent.classname == "case")\r
584                         Damage (ent, self, self, bdamage, deathtype, hitloc, force);\r
585 \r
586                 // create a small explosion to throw gibs around (if applicable)\r
587                 //setorigin (explosion, hitloc);\r
588                 //RadiusDamage (explosion, self, 10, 0, 50, world, 300, deathtype);\r
589 \r
590                 // advance to the next entity\r
591                 ent = findfloat(ent, railgunhit, TRUE);\r
592         }\r
593 \r
594         // we're done with the explosion entity, remove it\r
595         //remove(explosion);\r
596 }\r
597 \r
598 void fireBullet2 (vector start, vector dir, float spread, float damage, float dtype, float tracer, float force)\r
599 {\r
600         vector  end;\r
601         float r;\r
602         local entity e;\r
603 \r
604         // use traceline_hitcorpse to make sure it can hit gibs and corpses too\r
605         dir = dir + randomvec() * spread;\r
606         end = start + dir * 4096;\r
607         traceline_hitcorpse (self, start, end, FALSE, self);\r
608 \r
609         if (tracer)\r
610         {\r
611                 e = spawn();\r
612                 e.owner = self;\r
613                 e.movetype = MOVETYPE_FLY;\r
614                 e.solid = SOLID_NOT;\r
615                 e.think = SUB_Remove;\r
616                 e.nextthink = time + vlen(trace_endpos - start) / 6000;\r
617                 e.velocity = dir * 6000;\r
618                 e.angles = vectoangles(e.velocity);\r
619                 setmodel (e, "models/tracer.mdl");\r
620                 setsize (e, '0 0 0', '0 0 0');\r
621                 setorigin (e, start);\r
622                 e.effects = e.effects | EF_ADDITIVE;\r
623         }\r
624 \r
625         // FIXME - causes excessive 'tinking'. Hopefully remove "tink1.wav" from the ricochets with csqc\r
626         if ((trace_fraction != 1.0) && (pointcontents (trace_endpos) != CONTENT_SKY))\r
627         {\r
628                 if (trace_ent.solid == SOLID_BSP)\r
629                 {\r
630                         pointcontents (self.origin);\r
631                         te_gunshot (trace_endpos);\r
632                         r = random ();\r
633                         if (r < 0.10)\r
634                                 PointSound (trace_endpos, "weapons/ric1.wav", 1, ATTN_NORM);\r
635                         else if (r < 0.20)\r
636                                 PointSound (trace_endpos, "weapons/ric2.wav", 1, ATTN_NORM);\r
637                         else if (r < 0.30)\r
638                                 PointSound (trace_endpos, "weapons/ric3.wav", 1, ATTN_NORM);\r
639                 }\r
640                 else if (trace_ent.classname == "player" || trace_ent.classname == "corpse" || trace_ent.classname == "gib")\r
641                         sound (self, CHAN_BODY, "misc/hit.wav", 1, ATTN_NORM);\r
642                 Damage (trace_ent, self, self, damage, dtype, trace_endpos, dir * force);\r
643         }\r
644 }\r
645 \r
646 void fireBullet (vector start, vector dir, float spread, float damage, float dtype, float tracer)\r
647 {\r
648         fireBullet2(start, dir, spread, damage, dtype, tracer, damage * 5); // default force value\r
649 }\r
650 \r
651 /*\r
652 void W_Attack (void)\r
653 {\r
654         if (self.deadflag != DEAD_NO)\r
655         {\r
656                 if (self.death_time < time)\r
657                         PutClientInServer();\r
658 \r
659                 return;\r
660         }\r
661 \r
662         if (!W_CheckAmmo ())\r
663                 return;\r
664 \r
665         makevectors (self.v_angle);\r
666         //if (self.weapon == IT_LASER)\r
667         //      W_Laser_Attack ();\r
668         //if (self.weapon == IT_SHOTGUN)\r
669                 //W_Shotgun_Attack ();\r
670         //else if (self.weapon == IT_UZI)\r
671                 //W_Uzi_Attack ();\r
672         if (self.weapon == IT_CRYLINK)\r
673                 W_Crylink_Attack ();\r
674         else if (self.weapon == IT_ELECTRO)\r
675                 {\r
676                 W_Electro_Attack (self.electrocount);\r
677                 self.electrocount = self.electrocount + 1;\r
678                 if (self.electrocount == 3)\r
679                         self.electrocount = 0;\r
680                 }\r
681         else if (self.weapon == IT_GRENADE_LAUNCHER)\r
682                 W_Grenade_Attack ();\r
683         else if (self.weapon == IT_HAGAR)\r
684                 W_Hagar_Attack ();\r
685         else if (self.weapon == IT_NEX)\r
686                 W_Nex_Attack ();\r
687         //else if (self.weapon == IT_ROCKET_LAUNCHER)\r
688         //      W_Rocket_Attack ();\r
689 \r
690         W_UpdateAmmo ();\r
691 }\r
692 \r
693 void W_SecondaryAttack (void)\r
694 {\r
695         if (self.deadflag != DEAD_NO)\r
696         {\r
697                 if (self.death_time < time)\r
698                         PutClientInServer();\r
699 \r
700                 return;\r
701         }\r
702 \r
703         if (!W_CheckAmmo ())\r
704                 return;\r
705 \r
706         makevectors (self.v_angle);\r
707         //if (self.weapon == IT_LASER)\r
708                 //W_Laser_Attack2 ();\r
709         //if (self.weapon == IT_SHOTGUN)\r
710                 //W_Shotgun_Attack2 ();\r
711         //else if (self.weapon == IT_UZI)\r
712                 //W_Uzi_Attack2 ();\r
713         else if (self.weapon == IT_CRYLINK)\r
714                 W_Crylink_Attack2 ();\r
715         else if (self.weapon == IT_ELECTRO) {\r
716                 W_Electro_Attack2 (self.electrocount);\r
717                 self.electrocount = self.electrocount + 1;\r
718                 if (self.electrocount == 3)\r
719                         self.electrocount = 0;\r
720                 }\r
721         else if (self.weapon == IT_GRENADE_LAUNCHER)\r
722                 W_Grenade_Attack2 ();\r
723         else if (self.weapon == IT_HAGAR)\r
724                 W_Hagar_Attack2 ();\r
725         else if (self.weapon == IT_NEX)\r
726                 W_Nex_Attack2 ();\r
727         //else if (self.weapon == IT_ROCKET_LAUNCHER)\r
728                 //W_Rocket_Attack2 ();\r
729 \r
730         W_UpdateAmmo ();\r
731 }\r
732 \r
733 void W_ThirdAttack (void)\r
734 {\r
735         if (self.deadflag != DEAD_NO)\r
736         {\r
737                 if (self.death_time < time)\r
738                         PutClientInServer();\r
739 \r
740                 return;\r
741         }\r
742 \r
743         if (!W_CheckAmmo ())\r
744                 return;\r
745 \r
746         makevectors (self.v_angle);\r
747         //if (self.weapon == IT_LASER)\r
748                 //W_Laser_Attack2 ();\r
749         //if (self.weapon == IT_SHOTGUN)\r
750                 //W_Shotgun_Attack2 ();\r
751         //else if (self.weapon == IT_UZI)\r
752                 //W_Uzi_Attack3 ();\r
753         else if (self.weapon == IT_CRYLINK)\r
754                 W_Crylink_Attack2 ();\r
755         else if (self.weapon == IT_ELECTRO) {\r
756                 W_Electro_Attack3 (self.electrocount);\r
757                 self.electrocount = self.electrocount + 1;\r
758                 if (self.electrocount == 3)\r
759                         self.electrocount = 0;\r
760                 }\r
761         else if (self.weapon == IT_GRENADE_LAUNCHER)\r
762                 W_Grenade_Attack3 ();\r
763         else if (self.weapon == IT_HAGAR)\r
764                 W_Hagar_Attack3 ();\r
765         else if (self.weapon == IT_NEX)\r
766                 W_Nex_Attack2 ();\r
767         //else if (self.weapon == IT_ROCKET_LAUNCHER)\r
768                 //W_Rocket_Attack3 ();\r
769 \r
770         W_UpdateAmmo ();\r
771 }\r
772 */\r
773 \r
774 float RateFlameDamage(float flametime, float flamedmg, float flamerate)\r
775 {\r
776         // return (how much longer flame will last) * (how much to damage per think / how often to think)\r
777         return (flametime - time) * (flamedmg / flamerate);\r
778 }\r
779 \r
780 /*void FlamePuffThink()\r
781 {\r
782         self.nextthink = time + self.cnt;\r
783         self.frame = self.frame + 1;\r
784         if(self.frame >= self.count)\r
785                 self.think = SUB_Remove;\r
786 }\r
787 */\r
788 void FlameBurnTarget();\r
789 \r
790 \r
791 entity CreateFlame(entity targ, entity attacker)\r
792 {\r
793         entity f;\r
794         f = targ.onfire = spawn();\r
795         f.classname = "burning";\r
796         f.owner = attacker;\r
797         f.enemy = targ;\r
798         f.dmg = 0;\r
799         f.ltime = 0;\r
800         f.wait = 0;\r
801         f.think = FlameBurnTarget;\r
802         f.onfire = spawn();\r
803 \r
804         f.effects = f.onfire.effects = EF_ADDITIVE;\r
805         f.scale = f.onfire.scale = 2;\r
806 \r
807         setmodel(f, "models/sprites/fire_top.spr32");\r
808         setattachment(f, f.enemy, "");\r
809         setmodel(f.onfire, "models/sprites/fire_base.spr32");\r
810 \r
811         setorigin(f.onfire, '0 0 -5' * f.scale);\r
812         setorigin(f, '0 0 2' * f.scale + '0 0 20');\r
813         setattachment(f.onfire, f, "");\r
814 \r
815         return f;\r
816 }\r
817 \r
818 entity IgniteTarget (entity targ, entity attacker, float flametime, float flamedmg, float flamerate, float rateflame)\r
819 {\r
820         entity f;\r
821 \r
822         //bprint("ignite targets?\n");\r
823 \r
824         if(targ.class == CLASS_PYRO)\r
825         {\r
826                 //flametime = flametime / 5; // pyros don't stay on fire for long\r
827                 return world; // don't set pyros on fire\r
828         }\r
829 \r
830         if(targ.class == CLASS_MEDIC)\r
831         {\r
832                 //flametime = flametime / 3; // medics don't stay on fire for long\r
833                 return world; // don't set medics on fire\r
834         }\r
835 \r
836         f = targ.onfire;\r
837         if(f == world)\r
838         {\r
839                 f = CreateFlame(targ, attacker);\r
840         }\r
841         else\r
842         {\r
843                 if(f.nextthink <= 0)\r
844                         f.nextthink = time + flamerate;\r
845         }\r
846 \r
847 \r
848 //      bprint(ftos(f.wait), ", ", ftos(f.dmg), ", ", ftos(f.ltime), "\n");\r
849         //bprint(ftos(flametime), ", ", ftos(flamedmg), ", ", ftos(flamerate), "\n");\r
850 //      bprint(ftos(RateFlameDamage(f.wait, f.dmg, f.ltime)), ", ", ftos(RateFlameDamage(flametime, flamedmg, flamerate)), "\n");\r
851 \r
852         if(rateflame && RateFlameDamage(f.wait, f.dmg, f.ltime) > RateFlameDamage(time + flametime, flamedmg, flamerate))\r
853         {\r
854                 f.owner = attacker; // give the new attacker ownership of the burn damage\r
855                 return f; // current damage rating is larger, don't replace it\r
856         }\r
857 \r
858         //bprint("burning success: ", ftos(flametime), "\n");\r
859 \r
860         f.dmg = flamedmg;\r
861         f.ltime = flamerate;\r
862         f.wait = time + flametime;\r
863 \r
864         if(!f.nextthink || f.nextthink > time + f.ltime)\r
865                 f.nextthink = time + f.ltime;\r
866 \r
867         return f;\r
868 }\r
869 \r
870 void ExtinguishFlame(entity targ)\r
871 {\r
872         entity f, b;\r
873         if(!targ.onfire)//targ.onfire.classname != "burning")\r
874                 return;\r
875         //bprint(strcat("ExtinguishFlame(", targ.classname, ") ", targ.onfire.classname, "\n"));\r
876 \r
877         f = targ.onfire;\r
878         b = targ.onfire.onfire;\r
879 \r
880         // fixme: hiss sound\r
881 \r
882         if(b)\r
883         {\r
884                 b.think = SUB_Null;\r
885                 b.nextthink = -1;\r
886                 setmodel(b, "models/sprites/null.spr");\r
887                 setattachment(b, world, "");\r
888                 remove(b); // remove base model\r
889                 //targ.onfire.onfire.think = SUB_Remove;\r
890                 //targ.onfire.onfire.nextthink = time + 0.1;\r
891                 f.onfire = world;\r
892         }\r
893         f.think = SUB_Null;\r
894         f.nextthink = -1;\r
895         setmodel(f, "models/sprites/null.spr");\r
896         setattachment(f, world, "");\r
897         //targ.onfire.think = SUB_Remove;\r
898         //targ.onfire.nextthink = time + 0.1;\r
899         remove(f);\r
900         targ.onfire = world;\r
901 }\r
902 \r
903 void FlameBurnTarget()\r
904 {\r
905         entity head;\r
906         float flametime, flametimemax, radius, flameratio, distratio, edgeratio, damage;\r
907         //bprint("flame burn target\n");\r
908 \r
909         if(self.enemy == world || self.enemy.classname == "gib")\r
910         {\r
911                 if(self.enemy != world)\r
912                 {\r
913                         //bprint("on a gib, remove flame\n");\r
914                         //self.enemy.onfire = world;\r
915                         ExtinguishFlame(self.enemy);\r
916                         return;\r
917                 }\r
918                 //bprint("enemy is world, remove flame\n");\r
919                 self.think = SUB_Null;\r
920                 self.nextthink = -1;\r
921                 setmodel(self, "models/sprites/null.spr");\r
922                 setattachment(self, world, "");\r
923                 if(self.onfire)\r
924                 {\r
925                         self.onfire.think = SUB_Null;\r
926                         self.onfire.nextthink = -1;\r
927                         setmodel(self.onfire, "models/sprites/null.spr");\r
928                         setattachment(self.onfire, world, "");\r
929                         remove(self.onfire);\r
930                         self.onfire = world;\r
931                 }\r
932                 remove(self);\r
933                 return;\r
934         }\r
935 \r
936         if(self.wait < time || self.enemy.waterlevel > 2 || (!self.enemy.takedamage && self.enemy.classname != "grenade"))\r
937         {\r
938                 /*if(self.enemy != world)\r
939                 {\r
940                         self.enemy.effects = self.enemy.effects - (self.enemy.effects & EF_FLAME);\r
941                         self.enemy.onfire = world;\r
942                 }\r
943                 remove(self);*/\r
944                 ExtinguishFlame(self.enemy);\r
945                 return;\r
946         }\r
947         self.nextthink = time + self.ltime;\r
948 \r
949         Damage (self.enemy, self, self.owner, self.dmg, DEATH_BURNING, self.enemy.origin - '0 0 5', '0 0 0');//'0 0 -1' * self.dmg);\r
950 \r
951         // flames spread to other targets\r
952 \r
953         radius = cvar("g_balance_heat_radius");\r
954         head = findradius(self.enemy.origin, radius);\r
955         while(head)\r
956         {\r
957                 if((head.takedamage || head.classname == "grenade") && head != self.enemy)\r
958                 {\r
959                         //bprint(strcat("maybe burn ", head.classname, "\n"));\r
960                         // don't harm or spread to allies or pyros\r
961                         //if(!(head.classname == "player" && (head.team == self.owner.team || head.class == CLASS_PYRO)) )\r
962                         if(head.classname == "player")\r
963                         {\r
964                                 if(head.class == CLASS_PYRO || head.class == CLASS_MEDIC) // pyros & medics are mostly immune to fire\r
965                                 {       head = head.chain;      continue;}\r
966                                 if(head.team == self.owner.team && teamplay) // don't hurt teammates\r
967                                 {       head = head.chain;      continue;}\r
968                         }\r
969 \r
970                         traceline(self.enemy.origin, head.origin, TRUE, self);\r
971                         if(trace_fraction >= 1)\r
972                         {\r
973                                 //bprint(strcat("burn ", head.classname, "\n"));\r
974                                 edgeratio = cvar("g_balance_heat_edgeratio");\r
975                                 distratio = ( 1 - (vlen(self.enemy.origin - head.origin) / radius) );\r
976                                 flameratio = edgeratio + distratio*(1 - edgeratio);\r
977 \r
978                                 // increase the player's heat; if it goes over the max it'll get capped automatically by the cooldown code\r
979                                 //head.flame_heat = cvar("g_balance_maxheat");\r
980                                 head.flame_heat = head.flame_heat + flameratio * cvar("g_balance_heatup_rate") * self.ltime;\r
981                                 //head.flame_heat_time = time;\r
982 \r
983                                 // deal direct damage from the heat radiated by the fire\r
984                                 damage = flameratio * self.dmg*cvar("g_balance_heat_damage");\r
985                                 Damage (head, self, self.owner, damage, DEATH_BURNING, self.enemy.origin, '0 0 0');\r
986 \r
987                                 if(head.flame_heat >= 1.0 && head.takedamage == DAMAGE_AIM && head.health > 0)\r
988                                 {\r
989                                         flametimemax = cvar("g_balance_heat_timemax");\r
990                                         flametime = (self.wait - time) * cvar("g_balance_heat_transfer");\r
991                                         if(flametime > flametimemax)\r
992                                                 flametime = flametimemax;\r
993 \r
994 \r
995                                         //bprint(ftos(time), " - flame transfer - ", ftos(flametime), "\n");\r
996 \r
997                                         \r
998                                         IgniteTarget(head, self.owner, flametime, self.dmg, self.ltime, TRUE);\r
999                                 }\r
1000                         }\r
1001                 }\r
1002                 head = head.chain;\r
1003         }\r
1004 }\r
1005 \r
1006 \r
1007 void PoisonTarget(entity targ, float poisonDamage, float poisonTime, float ratepoison)\r
1008 {\r
1009         if(targ.class == CLASS_MEDIC)\r
1010         {\r
1011                 return; // don't poison medics\r
1012         }\r
1013 \r
1014         if(ratepoison && targ.poison_damage > poisonDamage)\r
1015                 return; // current damage rating is larger, don't replace it\r
1016 \r
1017         targ.poison_damage = poisonDamage;\r
1018         targ.poison_rate = poisonDamage / poisonTime;\r
1019 }\r
1020 \r
1021 \r
1022 \r
1023 \r
1024 \r
1025 \r
1026 \r
1027 \r
1028 \r
1029 \r
1030 \r
1031 float W_LimitNumEnts(string clname, float num_allowed, void() DeathFunc)\r
1032 {\r
1033         float num, oldest;\r
1034         local entity e, selected;\r
1035         e = world;\r
1036         oldest = time + 1;\r
1037         num = 0;\r
1038         do\r
1039         {\r
1040                 e = find(e, classname, clname);\r
1041                 if(e != world && e.owner == self)\r
1042                 {\r
1043                         num = num + 1;\r
1044                         if(e.create_time < oldest)\r
1045                         {\r
1046                                 selected = e;\r
1047                                 oldest = e.create_time;\r
1048                         }\r
1049                 }\r
1050         }while(e);\r
1051 \r
1052         if(num > num_allowed)\r
1053         {\r
1054                 if(selected != world)\r
1055                 {\r
1056                         e = self;\r
1057                         self = selected;\r
1058                         DeathFunc();\r
1059                         self = e;\r
1060                         return TRUE;\r
1061                 }\r
1062                 else\r
1063                         bprint("error (W_LimitNumEnts): cannot find oldest entity\n");\r
1064         }\r
1065         return FALSE;\r
1066 }\r
1067 \r