]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/w_grenadelauncher.qc
the next batch of weapons using the new projectile code: grenade launcher, electro...
[divverent/nexuiz.git] / data / qcsrc / server / w_grenadelauncher.qc
1 void W_Grenade_Explode (void)
2 {
3         vector  org2;
4         org2 = findbetterlocation (self.origin, 12);
5         pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
6         sound (self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
7
8         if(other.takedamage == DAMAGE_AIM)
9                 if(other.classname == "player")
10                         if(IsDifferentTeam(self.owner, other))
11                                 if(IsFlying(other))
12                                         announce(self.owner, "announcer/male/airshot.wav");
13
14         self.event_damage = SUB_Null;
15         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"), self.projectiledeathtype, other);
16
17         remove (self);
18 }
19
20 void W_Grenade_Explode2 (void)
21 {
22         vector  org2;
23         org2 = findbetterlocation (self.origin, 12);
24         pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
25         sound (self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
26
27         self.event_damage = SUB_Null;
28         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"), self.projectiledeathtype, other);
29
30         if(other.takedamage == DAMAGE_AIM)
31                 if(other.classname == "player")
32                         if(IsDifferentTeam(self.owner, other))
33                                 if(IsFlying(other))
34                                         announce(self.owner, "announcer/male/airshot.wav");
35
36         remove (self);
37 }
38
39 void W_Grenade_Touch1 (void)
40 {
41         PROJECTILE_TOUCH;
42         W_Grenade_Explode ();
43 }
44
45 void W_Grenade_Touch2 (void)
46 {
47         PROJECTILE_TOUCH;
48         if (other.takedamage == DAMAGE_AIM)
49         {
50                 self.use ();
51         }
52         else
53         {
54                 float r;
55                 r = random() * 6;
56                 if(r < 1)
57                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
58                 else if(r < 2)
59                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
60                 else if(r < 3)
61                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
62                 else if(r < 4)
63                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
64                 else if(r < 5)
65                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
66                 else
67                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
68                 self.projectiledeathtype |= HITTYPE_BOUNCE;
69         }
70
71         if(trace_ent && trace_ent.solid > SOLID_TRIGGER) // CSQC doesn't know about these entities well enough
72                 UpdateCSQCProjectile(self);
73 }
74
75 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
76 {
77         self.health = self.health - damage;
78         if (self.health <= 0)
79         {
80                 W_PrepareExplosionByDamage(attacker, self.think);
81         }
82 }
83
84 void W_Grenade_Attack (void)
85 {
86         local entity gren;
87
88         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
89                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
90         W_SetupShot (self, '25 6 -8', FALSE, 4, "weapons/grenade_fire.wav");
91         //W_SetupShot (self, '25 8 -8', FALSE, 4, "weapons/grenade_fire.wav"); // TODO: move model to the right a little
92
93         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
94
95         gren = spawn ();
96         gren.owner = self;
97         gren.classname = "grenade";
98         gren.bot_dodge = TRUE;
99         gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
100         gren.movetype = MOVETYPE_BOUNCE;
101         gren.solid = SOLID_BBOX;
102         gren.effects = EF_LOWPRECISION;
103         gren.modelflags = MF_TRACER2;
104         gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
105         setmodel(gren, "models/grenademodel.md3"); // precision set above
106         setsize(gren, '0 0 0', '0 0 0');
107         setorigin(gren, w_shotorg);
108
109         gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
110         gren.think = adaptor_think2use;
111         gren.use = W_Grenade_Explode;
112         gren.touch = W_Grenade_Touch1;
113         gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_primary_speed") + v_up * cvar("g_balance_grenadelauncher_primary_speed_up");
114         W_SetupProjectileVelocity(gren);
115
116         gren.angles = vectoangles (gren.velocity);
117         gren.flags = FL_PROJECTILE;
118
119         CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE); 
120 }
121
122 void W_Grenade_Attack2 (void)
123 {
124         local entity gren;
125
126         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
127                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
128         W_SetupShot (self, '25 6 -8', FALSE, 4, "weapons/grenade_fire.wav");
129         //W_SetupShot (self, '25 8 -8', FALSE, 4, "weapons/grenade_fire.wav"); // TODO: move model to the right a little
130
131         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
132
133         gren = spawn ();
134         gren.owner = self;
135         gren.classname = "grenade";
136         gren.bot_dodge = TRUE;
137         gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
138         gren.movetype = MOVETYPE_BOUNCE;
139         gren.solid = SOLID_BBOX;
140         gren.effects = EF_LOWPRECISION;
141         gren.modelflags = MF_TRACER2;
142         gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
143         setmodel(gren, "models/grenademodel.md3"); // precision set above
144         setsize(gren, '0 0 -3', '0 0 -3');
145         setorigin(gren, w_shotorg);
146
147         gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
148         gren.think = adaptor_think2use;
149         gren.use = W_Grenade_Explode2;
150         gren.touch = W_Grenade_Touch2;
151         gren.takedamage = DAMAGE_YES;
152         gren.health = cvar("g_balance_grenadelauncher_secondary_health");
153         gren.damageforcescale = 4;
154         gren.event_damage = W_Grenade_Damage;
155         gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_secondary_speed") + v_up * cvar("g_balance_grenadelauncher_secondary_speed_up");
156         W_SetupProjectileVelocity(gren);
157
158         gren.angles = vectoangles (gren.velocity);
159         gren.flags = FL_PROJECTILE;
160
161         CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING);        
162 }
163
164 void spawnfunc_weapon_grenadelauncher (void)
165 {
166         weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
167 }
168
169 .float bot_secondary_grenademooth;
170 float w_glauncher(float req)
171 {
172         if (req == WR_AIM)
173         {
174                 self.BUTTON_ATCK = FALSE;
175                 self.BUTTON_ATCK2 = FALSE;
176                 if (self.bot_secondary_grenademooth == 0)
177                 {
178                         if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
179                         {
180                                 self.BUTTON_ATCK = TRUE;
181                                 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
182                         }
183                 }
184                 else
185                 {
186                         if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
187                         {
188                                 self.BUTTON_ATCK2 = TRUE;
189                                 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
190                         }
191                 }
192         }
193         else if (req == WR_THINK)
194         {
195                 if (self.BUTTON_ATCK)
196                 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
197                 {
198                         W_Grenade_Attack();
199                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
200                 }
201                 if (self.BUTTON_ATCK2)
202                 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
203                 {
204                         W_Grenade_Attack2();
205                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
206                 }
207         }
208         else if (req == WR_PRECACHE)
209         {
210                 precache_model ("models/grenademodel.md3");
211                 precache_model ("models/weapons/g_gl.md3");
212                 precache_model ("models/weapons/v_gl.md3");
213                 precache_model ("models/weapons/w_gl.zym");
214                 precache_sound ("weapons/grenade_bounce1.wav");
215                 precache_sound ("weapons/grenade_bounce2.wav");
216                 precache_sound ("weapons/grenade_bounce3.wav");
217                 precache_sound ("weapons/grenade_bounce4.wav");
218                 precache_sound ("weapons/grenade_bounce5.wav");
219                 precache_sound ("weapons/grenade_bounce6.wav");
220                 precache_sound ("weapons/grenade_fire.wav");
221                 precache_sound ("weapons/grenade_impact.wav");
222         }
223         else if (req == WR_SETUP)
224                 weapon_setup(WEP_GRENADE_LAUNCHER);
225         else if (req == WR_CHECKAMMO1)
226                 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
227         else if (req == WR_CHECKAMMO2)
228                 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");
229         else if (req == WR_SUICIDEMESSAGE)
230         {
231                 if(w_deathtype & HITTYPE_SECONDARY)
232                         w_deathtypestring = "tried out his own grenade";
233                 else
234                         w_deathtypestring = "detonated";
235         }
236         else if (req == WR_KILLMESSAGE)
237         {
238                 if(w_deathtype & HITTYPE_SPLASH)
239                         if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
240                                 w_deathtypestring = "didn't see #'s grenade";
241                         else // unchecked: SECONDARY
242                                 w_deathtypestring = "almost dodged #'s grenade";
243                 else // unchecked: SECONDARY, BOUNCE
244                         w_deathtypestring = "ate #'s grenade";
245         }
246         return TRUE;
247 };