--[[ This file is part of Ice Lua Components. Ice Lua Components is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Ice Lua Components is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with Ice Lua Components. If not, see . ]] function nade_add(nade) nades.tail = nades.tail + 1 nades[nades.tail] = nade end function nade_prune(sec_current) local i for i=nades.head,nades.tail do if nades[i].dead then nades[i] = nil if i == nades.head then nades.head = nades.head + 1 end end end if nades.head > nades.tail then nades.head = 1 nades.tail = 0 end end function new_nade(settings) local this = { x = settings.x, y = settings.y, z = settings.z, x0 = settings.x, y0 = settings.y, z0 = settings.z, x1 = settings.x, y1 = settings.y, z1 = settings.z, vx = settings.vx, vy = settings.vy, vz = settings.vz, pid = settings.pid, trem = 0.0, fuse = settings.fuse, dead = false } this.this = this local function prv_advance() local d,x1,y1,z1,x2,y2,z2,_ this.x0 = this.x1 this.y0 = this.y1 this.z0 = this.z1 local db = math.sqrt(this.vx*this.vx+this.vy*this.vy+this.vz*this.vz) --print("a",this.x0,this.y0,this.z0,this.vx,this.vy,this.vz) --print("db",db) d,x1,y1,z1,x2,y2,z2 = trace_map_ray_dist( this.x0,this.y0,this.z0, this.vx/db,this.vy/db,this.vz/db, db) local df = 1.0 if d then df = math.max(0,d/db-0.001) --print("df",df,d,db) end this.x1 = this.x0 + this.vx*df this.y1 = this.y0 + this.vy*df this.z1 = this.z0 + this.vz*df if x1 then if x1 ~= x2 then this.vx = -this.vx*MODE_NADE_BDAMP end if y1 ~= y2 then this.vy = -this.vy*MODE_NADE_BDAMP end if z1 ~= z2 then this.vz = -this.vz*MODE_NADE_BDAMP end this.vx = this.vx * MODE_NADE_ADAMP this.vy = this.vy * MODE_NADE_ADAMP this.vz = this.vz * MODE_NADE_ADAMP end this.vy = this.vy + 5*9.81*MODE_NADE_STEP*MODE_NADE_STEP end function this.explode_dmg() local x,y,z local x0,y0,z0 x0,y0,z0 = math.floor(this.x) , math.floor(this.y) , math.floor(this.z) local xlen,ylen,zlen xlen,ylen,zlen = common.map_get_dims() local hplr = this.pid and players[this.pid] local i for i=1,players.max do local plr = players[i] if plr and ((not hplr) or plr == hplr or plr.team ~= hplr.team) then local dx,dy,dz dx = plr.x-this.x dy = (plr.y+0.9)-this.y dz = plr.z-this.z local dd = dx*dx+dy*dy+dz*dz if dd < MODE_NADE_RANGE*MODE_NADE_RANGE then dd = math.sqrt(dd) dx = dx/dd dy = dy/dd dz = dz/dd local nd nd = trace_map_ray_dist(this.x,this.y,this.z, dx,dy,dz, dd) if not nd then local dmg = ((MODE_NADE_RANGE-dd)/MODE_NADE_RANGE) dmg = dmg * dmg dmg = dmg * MODE_NADE_DAMAGE plr.grenade_damage(dmg, hplr) end end end end if map_block_get(x0,y0,z0) ~= nil then if y0 < ylen-2 then map_block_break(x0,y0,z0) net_broadcast(nil, common.net_pack("BHHH" , 0x09, x0,y0,z0)) end else for z=z0-1,z0+1 do for x=x0-1,x0+1 do for y=y0-1,y0+1 do if y < ylen-2 and map_block_break(x,y,z) then net_broadcast(nil, common.net_pack("BHHH" , 0x09, x,y,z)) end end end end end end function this.tick(sec_current, sec_delta) if this.dead then return end this.trem = this.trem - sec_delta local i = 10 while this.trem < 0 do prv_advance() this.trem = this.trem + MODE_NADE_STEP i = i - 1 if i <= 0 then break end end local lerp = 1-this.trem/MODE_NADE_STEP this.x = this.x1*lerp+this.x0*(1-lerp) this.y = this.y1*lerp+this.y0*(1-lerp) this.z = this.z1*lerp+this.z0*(1-lerp) this.fuse = this.fuse - sec_delta if this.fuse <= 0 then -- TODO: explosion gfx if server then this.explode_dmg() end this.dead = true end end function this.render() if this.dead then return end client.model_render_bone_global(mdl_nade, mdl_nade_bone, this.x, this.y, this.z, 0.0, 0.0, 0.0, 1.0) end return this end