]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/gamec/w_grenadelauncher.c
fixed repeating sound with weapons stay
[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_FIRE1)
26                 weapon_prepareattack(glauncher_check, glauncher_check, glauncher_fire1_01, cvar("g_balance_grenadelauncher_primary_refire"));
27         else if (req == WR_FIRE2)
28                 weapon_prepareattack(glauncher_check2, glauncher_check2, glauncher_fire2_01, cvar("g_balance_grenadelauncher_secondary_refire"));
29         else if (req == WR_RAISE)
30                 glauncher_select_01();
31         else if (req == WR_UPDATECOUNTS)
32                 self.currentammo = self.ammo_rockets;
33         else if (req == WR_DROP)
34                 glauncher_deselect_01();
35         else if (req == WR_SETUP)
36                 weapon_setup(WEP_GRENADE_LAUNCHER, "w_gl.zym", IT_ROCKETS);
37         else if (req == WR_CHECKAMMO)
38                 weapon_hasammo = glauncher_check() + glauncher_check2();
39 };
40
41 void W_Grenade_Explode (void)
42 {
43         vector  org2;
44         org2 = findbetterlocation (self.origin);
45         te_explosion (org2);
46         effect (org2, "models/sprites/grenexpl.spr", 0, 12, 35);
47         sound (self, CHAN_BODY, "weapons/grenade_impact.ogg", 1, ATTN_NORM);
48
49         self.event_damage = SUB_Null;
50         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);
51
52         remove (self);
53 }
54
55 void W_Grenade_Explode2 (void)
56 {
57         vector  org2;
58         org2 = findbetterlocation (self.origin);
59         te_explosion (org2);
60         effect (org2, "models/sprites/grenexpl.spr", 0, 12, 35);
61         sound (self, CHAN_BODY, "weapons/grenade_impact.ogg", 1, ATTN_NORM);
62
63         self.event_damage = SUB_Null;
64         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);
65
66         remove (self);
67 }
68
69 void W_Grenade_Touch1 (void)
70 {
71         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
72         {
73                 remove(self);
74                 return;
75         }
76         W_Grenade_Explode ();
77 }
78
79 void W_Grenade_Touch2 (void)
80 {
81         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
82         {
83                 remove(self);
84                 return;
85         }
86         if (other.takedamage == DAMAGE_AIM)
87                 self.think ();
88         else
89         {
90                 float r;
91                 r = random() * 3;
92                 if(r < 1)
93                         sound (self, CHAN_IMPACT, "weapons/grenade_bounce1.ogg", 1, ATTN_NORM);
94                 else if(r < 2)
95                         sound (self, CHAN_IMPACT, "weapons/grenade_bounce2.ogg", 1, ATTN_NORM);
96                 else
97                         sound (self, CHAN_IMPACT, "weapons/grenade_bounce3.ogg", 1, ATTN_NORM);
98         }
99 }
100
101 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
102 {
103         self.health = self.health - damage;
104         if (self.health <= 0)
105         {
106                 self.owner = attacker;
107                 self.think ();
108         }
109 }
110
111 void W_Grenade_Attack (void)
112 {
113         local entity gren;
114         local vector org;
115
116         sound (self, CHAN_WEAPON, "weapons/grenade_fire.ogg", 1, ATTN_NORM);
117         if (self.items & IT_STRENGTH)
118                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
119
120         self.punchangle_x = -4;
121         if (cvar("g_use_ammunition"))
122                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
123         org = W_MuzzleOrigin (self, '24 8 -10');
124
125         gren = spawn ();
126         gren.owner = self;
127         gren.classname = "grenade";
128         gren.movetype = MOVETYPE_BOUNCE;
129         gren.solid = SOLID_BBOX;
130         gren.effects = EF_NOSHADOW;
131         setmodel(gren, "models/grenademodel.md3");
132         setsize(gren, '0 0 0', '0 0 0');
133         setorigin(gren, org);
134
135         gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
136         gren.think = W_Grenade_Explode;
137         gren.touch = W_Grenade_Touch1;
138         gren.velocity = v_forward * cvar("g_balance_grenadelauncher_primary_speed") + v_up * cvar("g_balance_grenadelauncher_primary_speed_up");
139         gren.avelocity_x = random () * -500 - 500;
140
141         gren.angles = vectoangles (gren.velocity);
142 }
143
144 void W_Grenade_Attack2 (void)
145 {
146         local entity gren;
147         local vector org;
148
149         sound (self, CHAN_WEAPON, "weapons/grenade_fire.ogg", 1, ATTN_NORM);
150         if (self.items & IT_STRENGTH)
151                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
152
153         self.punchangle_x = -4;
154         if (cvar("g_use_ammunition"))
155                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
156         org = W_MuzzleOrigin (self, '24 8 -10');
157
158         gren = spawn ();
159         gren.owner = self;
160         gren.classname = "grenade";
161         gren.movetype = MOVETYPE_BOUNCE;
162         gren.solid = SOLID_BBOX;
163         gren.effects = EF_NOSHADOW;
164         setmodel(gren, "models/grenademodel.md3");
165         setsize(gren, '0 0 -3', '0 0 -3');
166         setorigin(gren, org);
167
168         gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
169         gren.think = W_Grenade_Explode2;
170         gren.touch = W_Grenade_Touch2;
171         gren.takedamage = DAMAGE_YES;
172         gren.health = 10;
173         gren.damageforcescale = 4;
174         gren.event_damage = W_Grenade_Damage;
175         gren.velocity = v_forward * cvar("g_balance_grenadelauncher_secondary_speed") + v_up * cvar("g_balance_grenadelauncher_secondary_speed_up");
176         gren.avelocity = '100 150 100';
177
178         gren.angles = vectoangles (gren.velocity);
179 }
180
181 // weapon frames
182
183 void()  glauncher_ready_01 =    {weapon_thinkf(WFRAME_IDLE, 0.1, glauncher_ready_01); self.weaponentity.state = WS_READY;};
184 void()  glauncher_select_01 =   {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
185 void()  glauncher_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
186 void()  glauncher_fire1_01 =
187 {
188         weapon_doattack(glauncher_check, glauncher_check, W_Grenade_Attack);
189         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), glauncher_ready_01);
190 };
191 void()  glauncher_fire2_01 =
192 {
193         weapon_doattack(glauncher_check2, glauncher_check2, W_Grenade_Attack2);
194         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), glauncher_ready_01);
195 };