]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/gamec/w_grenadelauncher.c
a piece of code I forgot to commit... but it's ifdeffed out anyway (variable
[divverent/nexuiz.git] / data / qcsrc / server / gamec / w_grenadelauncher.c
1 void() glauncher_ready_01;
2 void() glauncher_fire1_01;
3 void() glauncher_fire2_01;
4 void() glauncher_deselect_01;
5 void() glauncher_select_01;
6
7 float() glauncher_check =
8 {
9         if (self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo"))
10                 return TRUE;
11         return FALSE;
12 };
13
14 float() glauncher_check2 =
15 {
16         if (self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo"))
17                 return TRUE;
18         return FALSE;
19 };
20
21 void(float req) w_glauncher =
22 {
23         if (req == WR_IDLE)
24                 glauncher_ready_01();
25         else if (req == WR_AIM)
26                 self.button0 = bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE);
27         else if (req == WR_FIRE1)
28                 weapon_prepareattack(glauncher_check, glauncher_check, glauncher_fire1_01, cvar("g_balance_grenadelauncher_primary_refire"));
29         else if (req == WR_FIRE2)
30                 weapon_prepareattack(glauncher_check2, glauncher_check2, glauncher_fire2_01, cvar("g_balance_grenadelauncher_secondary_refire"));
31         else if (req == WR_RAISE)
32                 glauncher_select_01();
33         else if (req == WR_UPDATECOUNTS)
34                 self.currentammo = self.ammo_rockets;
35         else if (req == WR_DROP)
36                 glauncher_deselect_01();
37         else if (req == WR_SETUP)
38                 weapon_setup(WEP_GRENADE_LAUNCHER, "w_gl.zym", IT_ROCKETS);
39         else if (req == WR_CHECKAMMO)
40                 weapon_hasammo = glauncher_check() + glauncher_check2();
41 };
42
43 void W_Grenade_Explode (void)
44 {
45         vector  org2;
46         org2 = findbetterlocation (self.origin, 12);
47         te_explosion (org2);
48         //effect (org2, "models/sprites/grenexpl.spr", 0, 12, 35);
49         sound (self, CHAN_BODY, "weapons/grenade_impact.ogg", 1, ATTN_NORM);
50
51         self.event_damage = SUB_Null;
52         RadiusDamage (self, self.owner, cvar("g_balance_grenadelauncher_primary_damage"), cvar("g_balance_grenadelauncher_primary_edgedamage"), cvar("g_balance_grenadelauncher_primary_radius"), world, cvar("g_balance_grenadelauncher_primary_force"), IT_GRENADE_LAUNCHER);
53
54         remove (self);
55 }
56
57 void W_Grenade_Explode2 (void)
58 {
59         vector  org2;
60         org2 = findbetterlocation (self.origin, 12);
61         te_explosion (org2);
62         //effect (org2, "models/sprites/grenexpl.spr", 0, 12, 35);
63         sound (self, CHAN_BODY, "weapons/grenade_impact.ogg", 1, ATTN_NORM);
64
65         self.event_damage = SUB_Null;
66         RadiusDamage (self, self.owner, cvar("g_balance_grenadelauncher_secondary_damage"), cvar("g_balance_grenadelauncher_secondary_edgedamage"), cvar("g_balance_grenadelauncher_secondary_radius"), world, cvar("g_balance_grenadelauncher_secondary_force"), IT_GRENADE_LAUNCHER);
67
68         remove (self);
69 }
70
71 void W_Grenade_Touch1 (void)
72 {
73         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
74         {
75                 remove(self);
76                 return;
77         }
78         W_Grenade_Explode ();
79 }
80
81 void W_Grenade_Touch2 (void)
82 {
83         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
84         {
85                 remove(self);
86                 return;
87         }
88         if (other.takedamage == DAMAGE_AIM)
89                 self.think ();
90         else
91         {
92                 float r;
93                 r = random() * 3;
94                 if(r < 1)
95                         sound (self, CHAN_IMPACT, "weapons/grenade_bounce1.ogg", 1, ATTN_NORM);
96                 else if(r < 2)
97                         sound (self, CHAN_IMPACT, "weapons/grenade_bounce2.ogg", 1, ATTN_NORM);
98                 else
99                         sound (self, CHAN_IMPACT, "weapons/grenade_bounce3.ogg", 1, ATTN_NORM);
100         }
101 }
102
103 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
104 {
105         self.health = self.health - damage;
106         if (self.health <= 0)
107         {
108                 self.owner = attacker;
109                 self.think ();
110         }
111 }
112
113 void W_Grenade_Attack (void)
114 {
115         local entity gren;
116         local vector org;
117
118         sound (self, CHAN_WEAPON, "weapons/grenade_fire.ogg", 1, ATTN_NORM);
119         if (self.items & IT_STRENGTH)
120                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
121
122         self.punchangle_x = -4;
123         if (cvar("g_use_ammunition"))
124                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
125         org = W_MuzzleOrigin (self, '24 8 -10');
126
127         gren = spawn ();
128         gren.owner = self;
129         gren.classname = "grenade";
130         gren.bot_dodge = TRUE;
131         gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
132         gren.movetype = MOVETYPE_BOUNCE;
133         gren.solid = SOLID_BBOX;
134         gren.effects = EF_NOSHADOW;
135         setmodel(gren, "models/grenademodel.md3");
136         setsize(gren, '0 0 0', '0 0 0');
137         setorigin(gren, org);
138
139         gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
140         gren.think = W_Grenade_Explode;
141         gren.touch = W_Grenade_Touch1;
142         gren.velocity = v_forward * cvar("g_balance_grenadelauncher_primary_speed") + v_up * cvar("g_balance_grenadelauncher_primary_speed_up");
143         gren.avelocity_x = random () * -500 - 500;
144
145         gren.angles = vectoangles (gren.velocity);
146         gren.flags = FL_PROJECTILE;
147 }
148
149 void W_Grenade_Attack2 (void)
150 {
151         local entity gren;
152         local vector org;
153
154         sound (self, CHAN_WEAPON, "weapons/grenade_fire.ogg", 1, ATTN_NORM);
155         if (self.items & IT_STRENGTH)
156                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
157
158         self.punchangle_x = -4;
159         if (cvar("g_use_ammunition"))
160                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
161         org = W_MuzzleOrigin (self, '24 8 -10');
162
163         gren = spawn ();
164         gren.owner = self;
165         gren.classname = "grenade";
166         gren.bot_dodge = TRUE;
167         gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
168         gren.movetype = MOVETYPE_BOUNCE;
169         gren.solid = SOLID_BBOX;
170         gren.effects = EF_NOSHADOW;
171         setmodel(gren, "models/grenademodel.md3");
172         setsize(gren, '0 0 -3', '0 0 -3');
173         setorigin(gren, org);
174
175         gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
176         gren.think = W_Grenade_Explode2;
177         gren.touch = W_Grenade_Touch2;
178         gren.takedamage = DAMAGE_YES;
179         gren.health = 10;
180         gren.damageforcescale = 4;
181         gren.event_damage = W_Grenade_Damage;
182         gren.velocity = v_forward * cvar("g_balance_grenadelauncher_secondary_speed") + v_up * cvar("g_balance_grenadelauncher_secondary_speed_up");
183         gren.avelocity = '100 150 100';
184
185         gren.angles = vectoangles (gren.velocity);
186         gren.flags = FL_PROJECTILE;
187 }
188
189 // weapon frames
190
191 void()  glauncher_ready_01 =    {weapon_thinkf(WFRAME_IDLE, 0.1, glauncher_ready_01); self.weaponentity.state = WS_READY;};
192 void()  glauncher_select_01 =   {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
193 void()  glauncher_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
194 void()  glauncher_fire1_01 =
195 {
196         weapon_doattack(glauncher_check, glauncher_check, W_Grenade_Attack);
197         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), glauncher_ready_01);
198 };
199 void()  glauncher_fire2_01 =
200 {
201         weapon_doattack(glauncher_check2, glauncher_check2, W_Grenade_Attack2);
202         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), glauncher_ready_01);
203 };