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major tweaks to ammo pickups, item respawn times, and all weapons are now parameteriz...
[divverent/nexuiz.git] / qcsrc / 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 >= 3)
10                 return TRUE;
11         return FALSE;
12 };
13
14 void(float req) w_glauncher =
15 {
16         if (req == WR_IDLE)
17                 glauncher_ready_01();
18         else if (req == WR_FIRE1)
19                 weapon_prepareattack(glauncher_check, glauncher_check, glauncher_fire1_01, 0.8);
20         else if (req == WR_FIRE2)
21                 weapon_prepareattack(glauncher_check, glauncher_check, glauncher_fire2_01, 1);
22         else if (req == WR_RAISE)
23                 glauncher_select_01();
24         else if (req == WR_UPDATECOUNTS)
25                 self.currentammo = self.ammo_rockets;
26         else if (req == WR_DROP)
27                 glauncher_deselect_01();
28         else if (req == WR_SETUP)
29                 weapon_setup(WEP_GRENADE_LAUNCHER, "w_gl.zym", IT_ROCKETS);
30         else if (req == WR_CHECKAMMO)
31                 weapon_hasammo = glauncher_check();
32 };
33
34 void W_Grenade_Explode (void)
35 {
36         ImpactEffect (self, IT_GRENADE_LAUNCHER);
37
38         self.event_damage = nullfunction;
39         RadiusDamage (self, self.owner, cvar("g_balance_grenadelauncher_damage"), cvar("g_balance_grenadelauncher_edgedamage"), cvar("g_balance_grenadelauncher_radius"), world, cvar("g_balance_grenadelauncher_force"), IT_GRENADE_LAUNCHER);
40
41         remove (self);
42 }
43
44 void W_Grenade_Touch (void)
45 {
46         if (other.classname == "player" || other.classname == "corpse")
47                 W_Grenade_Explode ();
48         else
49         sound (self, CHAN_BODY, "weapons/grenade_bounce.wav", 1, ATTN_NORM);
50 }
51
52 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
53 {
54         self.health = self.health - damage;
55         if (self.health <= 0)
56                 W_Grenade_Explode();
57 }
58
59 void W_Grenade_Attack (void)
60 {
61         makevectors(self.v_angle);
62         sound (self, CHAN_WEAPON, "weapons/grenade_fire.wav", 1, ATTN_NORM);
63         self.punchangle_x = -4;
64
65         entity gren;
66
67         gren = spawn ();
68         gren.owner = self;
69         gren.classname = "grenade";
70         gren.movetype = MOVETYPE_BOUNCE;
71         gren.solid = SOLID_BBOX;
72         setmodel(gren, "models/grenademodel.md3");
73         setsize(gren, '-6 -6 -3', '6 6 3');
74         setorigin(gren, self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -12);
75         gren.health = 1;
76         gren.takedamage = DAMAGE_YES;
77         gren.velocity = v_forward * cvar("g_balance_grenadelauncher_speed") + v_up * cvar("g_balance_grenadelauncher_speed_up");
78         gren.avelocity_x = random () * -500 - 500;
79         setsize (gren, gren.mins, gren.maxs);
80         gren.angles = vectoangles (gren.velocity);
81         gren.touch = W_Grenade_Explode;
82         gren.think = W_Grenade_Explode;
83         gren.nextthink = time + 30;
84         self.ammo_rockets = self.ammo_rockets - 3;
85
86
87         self.attack_finished = time + 0.8;
88 }
89
90 void W_Grenade_Attack2 (void)
91 {
92
93         entity  gren;
94         makevectors(self.v_angle);
95         sound (self, CHAN_WEAPON, "weapons/grenade_fire.wav", 1, ATTN_NORM);
96
97         self.punchangle_x = -4;
98
99         gren = spawn ();
100         gren.owner = self;
101         gren.classname = "grenade";
102
103         gren.movetype = MOVETYPE_BOUNCE;
104         gren.solid = SOLID_BBOX;
105
106         gren.takedamage = DAMAGE_YES;
107         gren.damageforcescale = 4;
108         gren.health = 10;
109         gren.event_damage = W_Grenade_Damage;
110
111         setmodel (gren, "models/grenademodel.md3");
112         setsize (gren, '-6 -6 -3', '6 6 3');
113
114         setorigin (gren, self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -12);
115
116         gren.velocity = v_forward * cvar("g_balance_grenadelauncher_speed2") + v_up * cvar("g_balance_grenadelauncher_speed2_up");
117         gren.angles = vectoangles (gren.velocity);
118         gren.avelocity = '100 150 100';
119
120         gren.touch = W_Grenade_Explode;
121         //gren.think = W_Grenade_FuseExplode;
122         //gren.nextthink = time + 5;
123
124         self.attack_finished = time + 1;
125         self.ammo_rockets = self.ammo_rockets - 3;
126 }
127
128 // weapon frames
129
130 void()  glauncher_ready_01 =    {weapon_thinkf(WFRAME_IDLE, 0.1, glauncher_ready_01); self.weaponentity.state = WS_READY;};
131 void()  glauncher_select_01 =   {weapon_thinkf(-1, PLAYER_WEAPONSELECTION_DELAY, w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
132 void()  glauncher_deselect_01 = {weapon_thinkf(-1, PLAYER_WEAPONSELECTION_DELAY, w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
133 void()  glauncher_fire1_01 =
134 {
135         weapon_doattack(glauncher_check, glauncher_check, W_Grenade_Attack);
136         weapon_thinkf(WFRAME_FIRE1, 0.3, glauncher_ready_01);
137 };
138 void()  glauncher_fire2_01 =
139 {
140         weapon_doattack(glauncher_check, glauncher_check, W_Grenade_Attack2);
141         weapon_thinkf(WFRAME_FIRE2, 0.8, glauncher_ready_01);
142 };