]> icculus.org git repositories - divverent/nexuiz.git/blob - qcsrc/gamec/w_rocketlauncher.c
rocket launcher altfire now works any time, allowing detonation at very short ranges
[divverent/nexuiz.git] / qcsrc / gamec / w_rocketlauncher.c
1 void() rlauncher_ready_01;
2 void() rlauncher_fire1_01;
3 void() rlauncher_fire2_01;
4 void() rlauncher_deselect_01;
5 void() rlauncher_select_01;
6 void() W_Rocket_Attack2;
7
8 float() rlauncher_check =
9 {
10         if (self.ammo_rockets >= 3)
11                 return TRUE;
12         return FALSE;
13 };
14
15 void(float req) w_rlauncher =
16 {
17         if (req == WR_IDLE)
18                 rlauncher_ready_01();
19         else if (req == WR_FIRE1)
20                 weapon_prepareattack(rlauncher_check, rlauncher_check, rlauncher_fire1_01, cvar("g_balance_rocketlauncher_refire"));
21         /*
22         else if (req == WR_FIRE2)
23         {
24                 if (time < self.attack_finished)
25                         W_Rocket_Attack2();
26         }
27         */
28         else if (req == WR_RAISE)
29                 rlauncher_select_01();
30         else if (req == WR_UPDATECOUNTS)
31                 self.currentammo = self.ammo_rockets;
32         else if (req == WR_DROP)
33                 rlauncher_deselect_01();
34         else if (req == WR_SETUP)
35                 weapon_setup(WEP_ROCKET_LAUNCHER, "w_rl.zym", IT_ROCKETS);
36         else if (req == WR_CHECKAMMO)
37                 weapon_hasammo = rlauncher_check();
38 };
39
40
41 void W_Rocket_Explode (void)
42 {
43         ImpactEffect (self, IT_ROCKET_LAUNCHER);
44
45         self.event_damage = nullfunction;
46         RadiusDamage (self, self.owner, cvar("g_balance_rocketlauncher_damage"), cvar("g_balance_rocketlauncher_edgedamage"), cvar("g_balance_rocketlauncher_radius"), world, cvar("g_balance_rocketlauncher_force"), IT_ROCKET_LAUNCHER);
47
48         remove (self);
49 }
50
51 void W_Rocket_Think (void)
52 {
53         self.nextthink = time;
54         if (time > self.cnt)
55         {
56                 W_Rocket_Explode ();
57                 return;
58         }
59         if (self.owner)
60         {
61                 if (self.owner.deadflag)
62                         self.owner = self;
63                 else if (self.owner.weapon == WEP_ROCKET_LAUNCHER && self.owner.button3)
64                         W_Rocket_Explode ();
65         }
66 }
67
68 void W_Rocket_Touch (void)
69 {
70         if (pointcontents (self.origin) == CONTENT_SKY)
71         {
72                 remove (self);
73                 return;
74         }
75         else
76                 W_Rocket_Explode ();
77 }
78
79 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
80 {
81         self.health = self.health - damage;
82         if (self.health <= 0)
83                 W_Rocket_Explode();
84 }
85
86 void W_Rocket_Attack (void)
87 {
88         entity  missile;
89         vector  org;
90         makevectors (self.v_angle);
91         sound (self, CHAN_WEAPON, "weapons/rocket_fire.wav", 1, ATTN_NORM);
92
93         missile = spawn ();
94         missile.owner = self;
95         missile.classname = "missile";
96
97         missile.takedamage = DAMAGE_YES;
98         missile.damageforcescale = 4;
99         missile.health = 30;
100         missile.event_damage = W_Rocket_Damage;
101
102         missile.movetype = MOVETYPE_FLY;
103         missile.solid = SOLID_BBOX;
104         setmodel (missile, "models/rocket.md3");
105         setsize (missile, '0 0 0', '0 0 0');
106
107         org = self.origin + self.view_ofs + v_forward * 15 + v_right * 3 + v_up * -11;
108
109         setorigin (missile, org);
110         missile.velocity = v_forward * cvar("g_balance_rocketlauncher_speed");
111         missile.angles = vectoangles (missile.velocity);
112
113         missile.touch = W_Rocket_Touch ;
114         missile.think = W_Rocket_Think;
115         missile.nextthink = time;
116         missile.cnt = time + 9;
117
118         if (cvar("g_rocketarena") == 0)
119                 self.ammo_rockets = self.ammo_rockets - 3;
120
121         entity  flash;
122         flash = spawn ();
123         //flash.drawonlytoclient;
124         setorigin (flash, org);
125         setmodel (flash, "models/flash.md3");
126         flash.velocity = v_forward * 20;
127         flash.angles = vectoangles (flash.velocity);
128         SUB_SetFade (flash, time);
129         flash.effects = flash.effects | EF_ADDITIVE;
130         self.punchangle_x = -4;
131 }
132
133 /*
134 void W_Rocket_Attack2 (void)
135 {
136         entity  proj;
137         proj = findradius (self.origin, 50000);
138         while (proj)
139         {
140                 if (proj.classname == "missile" && proj.owner == self)
141                 {
142                         proj.nextthink = time;
143                 }
144                 proj = proj.chain;
145         }
146
147         self.attack_finished = time + 0.1;
148 }
149 */
150
151 // weapon frames
152
153 void()  rlauncher_ready_01 =    {weapon_thinkf(WFRAME_IDLE, 0.1, rlauncher_ready_01); self.weaponentity.state = WS_READY;};
154 void()  rlauncher_select_01 =   {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
155 void()  rlauncher_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
156 void()  rlauncher_fire1_01 =
157 {
158         weapon_doattack(rlauncher_check, rlauncher_check, W_Rocket_Attack);
159         weapon_thinkf(WFRAME_FIRE1, 0.3, rlauncher_ready_01);
160 };
161 /*
162 void()  rlauncher_fire2_01 =
163 {
164         weapon_doattack(rlauncher_check, rlauncher_check, W_Rocket_Attack2);
165         weapon_thinkf(WFRAME_FIRE2, 0.3, rlauncher_ready_01);
166 };
167 */