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Get VoreTournament code to compile with gmqcc. To be compiled with the same parameter...
[voretournament/voretournament.git] / data / qcsrc / server / tturrets / system / system_damage.qc
1 /*\r
2 * Trow a turret gib\r
3 */\r
4 void turret_gib_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)\r
5 {\r
6     self.velocity += vforce;\r
7 }\r
8 \r
9 void turret_trowgib(\r
10     vector v_from, vector v_to, vector v_colormod,\r
11     string smodel,\r
12     float f_lifetime, float f_fadetime, float b_burn)\r
13 {\r
14     local entity gib;\r
15     local entity burn;\r
16 \r
17     gib = spawn();\r
18 \r
19     gib.classname = "turret_gib";\r
20     setmodel(gib,smodel);\r
21     setorigin(gib,v_from);\r
22     SUB_SetFade(gib,time + f_lifetime,2);\r
23 \r
24     gib.solid              = SOLID_BBOX;\r
25 \r
26     gib.movetype           = MOVETYPE_BOUNCE;\r
27     gib.takedamage         = DAMAGE_YES;\r
28     gib.event_damage       = turret_gib_damage;\r
29     gib.health             = -1;\r
30     gib.effects            = EF_LOWPRECISION;\r
31     gib.flags              = FL_NOTARGET;\r
32     gib.colormod           = v_colormod;\r
33     gib.velocity           = v_to;\r
34 \r
35     if (b_burn)\r
36     {\r
37         burn = spawn();\r
38         burn.effects        = EF_LOWPRECISION;//|EF_FLAME;\r
39         setattachment(burn,gib,"");\r
40         setorigin(burn,(gib.mins + gib.maxs) * 0.5);\r
41         SUB_SetFade(burn,time + (f_lifetime * 0.5) ,2);\r
42     }\r
43 }\r
44 \r
45 void turret_gib_boom()\r
46 {\r
47     entity gib;\r
48     float i;\r
49     string s;\r
50 \r
51     for (i = 1; i < 5; i = i +1)\r
52     {\r
53         gib = spawn();\r
54         gib.classname = "turret_gib";\r
55 \r
56         s = strcat("models/turrets/head-gib",ftos(i));\r
57         s = strcat(s,".md3");\r
58         // bprint("s:",s,"\n");\r
59         setmodel(gib,s);\r
60 \r
61         setorigin(gib,self.origin);\r
62 \r
63         SUB_SetFade(gib,time + 5,2);\r
64 \r
65         gib.solid              = SOLID_BBOX;\r
66 \r
67         gib.movetype           = MOVETYPE_BOUNCE;\r
68         gib.gravity            = 0.5;\r
69         gib.damageforcescale   = 2;\r
70         gib.takedamage         = DAMAGE_YES;\r
71         gib.event_damage       = turret_gib_damage;\r
72         gib.health             = -1;\r
73         gib.effects            = EF_LOWPRECISION;\r
74         gib.flags              = FL_NOTARGET;\r
75         gib.velocity           = self.velocity + (randomvec() * 700);\r
76         gib.avelocity          = randomvec() * 64;\r
77     }\r
78 \r
79     WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);\r
80     WriteByte (MSG_BROADCAST, 78);\r
81     WriteCoord (MSG_BROADCAST, self.origin_x);\r
82     WriteCoord (MSG_BROADCAST, self.origin_y);\r
83     WriteCoord (MSG_BROADCAST, self.origin_z);\r
84 \r
85     remove(self);\r
86 }\r
87 \r
88 void turret_trowgib2(\r
89     vector v_from, vector v_to, vector v_colormod,\r
90     entity e_mimic, float boomtime)\r
91 {\r
92     entity gib;\r
93 \r
94     gib = spawn();\r
95 \r
96     gib.classname = "turret_gib";\r
97     setmodel(gib,e_mimic.model);\r
98     setorigin(gib,v_from);\r
99 \r
100     gib.solid              = SOLID_BBOX;\r
101 \r
102     gib.movetype           = MOVETYPE_BOUNCE;\r
103     gib.gravity            = 0.75;\r
104     gib.damageforcescale   = 2;\r
105     gib.takedamage         = DAMAGE_YES;\r
106     gib.event_damage       = turret_gib_damage;\r
107     gib.health             = -1;\r
108     gib.effects            = EF_LOWPRECISION;\r
109     gib.flags              = FL_NOTARGET;\r
110     gib.colormod           = v_colormod;\r
111     gib.velocity           = v_to;\r
112     gib.avelocity          = randomvec() * 32;\r
113     gib.think              = turret_gib_boom;\r
114     gib.nextthink          = boomtime;\r
115     //gib.effects            = EF_FLAME;\r
116 \r
117 \r
118 }\r
119 /*\r
120 * Spawn a boom, trow fake bits arround\r
121 * and hide the real ones.\r
122 */\r
123 void turret_stdproc_die()\r
124 {\r
125     vector org2;\r
126     vector t_dir;\r
127 \r
128     self.deadflag           = DEAD_DEAD;\r
129     self.tur_head.deadflag  = self.deadflag;\r
130 \r
131     sound (self, CHAN_PLAYER, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);\r
132     org2 = self.origin + '0 0 40';\r
133 \r
134 // Explotion grafix\r
135     WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);\r
136     WriteByte (MSG_BROADCAST, 78);\r
137     WriteCoord (MSG_BROADCAST, org2_x);\r
138     WriteCoord (MSG_BROADCAST, org2_y);\r
139     WriteCoord (MSG_BROADCAST, org2_z);\r
140 \r
141 // Unsolidify and hide real parts\r
142     self.solid              = SOLID_NOT;\r
143     self.tur_head.solid     = self.solid;\r
144 \r
145     self.alpha             = -1;\r
146     self.tur_head.alpha    = self.alpha;\r
147     self.customizeentityforclient = SUB_False;\r
148     self.tur_head.customizeentityforclient = SUB_False;\r
149 \r
150 #ifndef GMQCC\r
151     self.event_damage           = SUB_Null;\r
152 #else\r
153         self.event_damage           = nil;\r
154 #endif\r
155     self.takedamage             = DAMAGE_NO;\r
156 \r
157     self.effects            = 0;\r
158     self.tur_head.effects   = self.effects;\r
159     self.health             = 0;\r
160 \r
161 // Trow fake parts arround\r
162     // base\r
163     if not(self.damage_flags & TFL_DMG_DEATH_NOGIBS)\r
164     {\r
165         makevectors(self.angles);\r
166         if (random() > 0.5)\r
167         {\r
168             turret_trowgib(self.origin, '0 0 0','1 1 1',"models/turrets/base-gib2.md3",min(self.respawntime,20),1,1);\r
169             t_dir = (v_up * 700) + (randomvec() * 300);\r
170             turret_trowgib(self.origin, t_dir,'1 1 1',"models/turrets/base-gib3.md3",min(self.respawntime,10),1,1);\r
171             t_dir = (v_up * 700) + (randomvec() * 300);\r
172             turret_trowgib(self.origin, t_dir,'1 1 1',"models/turrets/base-gib4.md3",min(self.respawntime,10),1,1);\r
173         }\r
174         else\r
175         {\r
176             turret_trowgib(self.origin, '0 0 0','1 1 1',"models/turrets/base-gib1.md3",min(self.respawntime,20),1,1);\r
177         }\r
178 \r
179         // Blow the top part up into the air\r
180         turret_trowgib2( self.origin + (v_up * 50),\r
181                          v_up * 150 + randomvec() * 50,\r
182                          '0.2 0.2 0.2',\r
183                          self.tur_head,time + 0.5 + (random() * 0.5));\r
184     }\r
185 \r
186 // Go boom\r
187     //RadiusDamage (self,self, min(self.ammo,50),min(self.ammo,50) * 0.25,250,world,min(self.ammo,50)*5,DEATH_TURRET,world);\r
188 \r
189         sound(self, CHAN_TRIGGER, "turrets/turret_exp.wav", VOL_BASE, ATTN_NORM);\r
190 \r
191     if(self.damage_flags & TFL_DMG_DEATH_NORESPAWN)\r
192     {\r
193         if (self.turret_diehook)\r
194             self.turret_diehook();\r
195 \r
196         remove(self.tur_head);\r
197         remove(self);\r
198     }\r
199     else\r
200     {\r
201     // Setup respawn\r
202         self.nextthink      = time + self.respawntime;\r
203         //self.think          = self.turret_spawnfunc;\r
204         self.think          = turret_stdproc_respawn;\r
205         if (self.turret_diehook)\r
206             self.turret_diehook();\r
207     }\r
208 \r
209 }\r
210 \r
211 void turret_stdproc_respawn()\r
212 {\r
213     // Make sure all parts belong to the same team since\r
214     // this function doubles as "teamchange" function.\r
215 \r
216     self.tur_head.team = self.team;\r
217 \r
218     /*\r
219     COLOR_TEAM1       = 4;  // red\r
220     COLOR_TEAM2       = 13; // blue\r
221     COLOR_TEAM3       = 12; // yellow\r
222     COLOR_TEAM4       = 9; // pink\r
223     */\r
224 \r
225         self.colormod = '0 0 0';\r
226 \r
227         switch(self.team)\r
228         {\r
229         case COLOR_TEAM1: // Red\r
230             self.colormod = '1.4 0.8 0.8';\r
231             break;\r
232 \r
233         case COLOR_TEAM2: // Blue\r
234             self.colormod = '0.8 0.8 1.4';\r
235             break;\r
236 \r
237         case COLOR_TEAM3: // Yellow\r
238             self.colormod = '1.4 1.4 0.6';\r
239             break;\r
240 \r
241         case COLOR_TEAM4: // Pink\r
242             self.colormod = '1.4 0.6 1.4';\r
243             break;\r
244         }\r
245 \r
246     self.deadflag           = DEAD_NO;\r
247     self.effects            = 0;\r
248     self.tur_head.effects   = self.effects;\r
249 \r
250     self.solid              = SOLID_BBOX;\r
251 \r
252     self.alpha = 1;\r
253     self.tur_head.alpha     = self.alpha;\r
254     self.customizeentityforclient = SUB_True;\r
255     self.tur_head.customizeentityforclient = SUB_True;\r
256 \r
257     self.takedamage             = DAMAGE_AIM;\r
258     self.event_damage           = turret_stdproc_damage;\r
259 \r
260     self.avelocity              = '0 0 0';\r
261     self.tur_head.avelocity     = self.avelocity;\r
262     self.tur_head.angles        = self.idle_aim;\r
263     self.health                 = self.tur_health;\r
264 \r
265     self.enemy                  = world;\r
266     self.volly_counter          = self.shot_volly;\r
267     self.ammo                   = self.ammo_max;\r
268 \r
269     self.nextthink  = time + self.ticrate;\r
270     self.think      = turret_think;\r
271 \r
272     if (self.turret_respawnhook)\r
273         self.turret_respawnhook();\r
274 \r
275 }\r
276 \r
277 /*\r
278 * Standard damage proc.\r
279 */\r
280 void turret_stdproc_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)\r
281 {\r
282 \r
283     // Enougth allready!\r
284     if (self.health <= 0)\r
285         return;\r
286 \r
287     // Inactive turrets take no damage. (hm..)\r
288     if not (self.tur_active)\r
289         return;\r
290 \r
291     if (teamplay != 0)\r
292     if (self.team == attacker.team)\r
293     {\r
294         // This does not happen anymore. Re-enable if you fix that.\r
295         if(clienttype(attacker) == CLIENTTYPE_REAL)\r
296             sprint(attacker, "\{1}Turret tells you: I'm on your team!\n");\r
297 \r
298         if(cvar("g_friendlyfire"))\r
299             damage = damage * cvar("g_friendlyfire");\r
300         else\r
301             return;\r
302     }\r
303 \r
304     self.health = self.health - damage;\r
305 \r
306         //sound on every hit\r
307         if (random() < 0.5)\r
308                 sound(self, CHAN_TRIGGER, "turrets/turret_hit1.wav", VOL_BASE, ATTN_NORM);\r
309         else\r
310                 sound(self, CHAN_TRIGGER, "turrets/turret_hit2.wav", VOL_BASE, ATTN_NORM);\r
311 \r
312     // thorw head slightly off aim when hit?\r
313     if (self.damage_flags & TFL_DMG_HEADSHAKE)\r
314     {\r
315         //baseent.tur_aimoff_x += (random() * damage);\r
316         //baseent.tur_aimoff_y += ((random()*0.75) * damage);\r
317         self.tur_head.angles_x = self.tur_head.angles_x + (-0.5 + random()) * damage;\r
318         self.tur_head.angles_y = self.tur_head.angles_y + (-0.5 + random()) * damage;\r
319     }\r
320 \r
321     if (self.turrcaps_flags & TFL_TURRCAPS_MOVE)\r
322         self.velocity = self.velocity + vforce;\r
323 \r
324     // FIXME: Better damage feedback\r
325     // Start burning when we have 10% or less health left\r
326     //if (self.health < (self.tur_health * 0.1))\r
327     //    self.effects = EF_FLAME;\r
328 \r
329     if (self.health <= 0)\r
330     {\r
331 #ifndef GMQCC\r
332         self.event_damage           = SUB_Null;\r
333         self.tur_head.event_damage  = SUB_Null;\r
334 #else\r
335         self.event_damage           = nil;\r
336         self.tur_head.event_damage  = nil;\r
337 #endif\r
338         self.takedamage             = DAMAGE_NO;\r
339         self.nextthink = time;\r
340         self.think = turret_stdproc_die;\r
341     }\r
342 }\r