]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/gamec/w_grenadelauncher.c
Stuff now shoots out of what appears to be the actual muzzles of the weapons. I modif...
[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_Touch (void)
70 {
71         if (other.takedamage == DAMAGE_AIM)
72                 self.think ();
73         else
74                 sound (self, CHAN_IMPACT, "weapons/grenade_bounce.ogg", 1, ATTN_NORM);
75 }
76
77 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
78 {
79         self.health = self.health - damage;
80         if (self.health <= 0)
81         {
82                 self.owner = attacker;
83                 self.think ();
84         }
85 }
86
87 void W_Grenade_Attack (void)
88 {
89         local entity gren;
90         local vector org;
91
92         sound (self, CHAN_WEAPON, "weapons/grenade_fire.ogg", 1, ATTN_NORM);
93         if (self.items & IT_STRENGTH)
94                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
95
96         self.punchangle_x = -4;
97         if (cvar("g_use_ammunition"))
98                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
99         org = W_MuzzleOrigin (self, '24 8 -8');
100
101         gren = spawn ();
102         gren.owner = self;
103         gren.classname = "grenade";
104         gren.movetype = MOVETYPE_BOUNCE;
105         gren.solid = SOLID_BBOX;
106         gren.effects = EF_NOSHADOW;
107         setmodel(gren, "models/grenademodel.md3");
108         setsize(gren, '0 0 0', '0 0 0');
109         setorigin(gren, org);
110
111         gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
112         gren.think = W_Grenade_Explode;
113         gren.touch = W_Grenade_Explode;
114         gren.velocity = v_forward * cvar("g_balance_grenadelauncher_primary_speed") + v_up * cvar("g_balance_grenadelauncher_primary_speed_up");
115         gren.avelocity_x = random () * -500 - 500;
116
117         gren.angles = vectoangles (gren.velocity);
118 }
119
120 void W_Grenade_Attack2 (void)
121 {
122         local entity gren;
123         local vector org;
124
125         sound (self, CHAN_WEAPON, "weapons/grenade_fire.ogg", 1, ATTN_NORM);
126         if (self.items & IT_STRENGTH)
127                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
128
129         self.punchangle_x = -4;
130         if (cvar("g_use_ammunition"))
131                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
132         org = W_MuzzleOrigin (self, '24 8 -8');
133
134         gren = spawn ();
135         gren.owner = self;
136         gren.classname = "grenade";
137         gren.movetype = MOVETYPE_BOUNCE;
138         gren.solid = SOLID_BBOX;
139         gren.effects = EF_NOSHADOW;
140         setmodel(gren, "models/grenademodel.md3");
141         setsize(gren, '0 0 -3', '0 0 -3');
142         setorigin(gren, org);
143
144         gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
145         gren.think = W_Grenade_Explode2;
146         gren.touch = W_Grenade_Touch;
147         gren.takedamage = DAMAGE_YES;
148         gren.health = 10;
149         gren.damageforcescale = 4;
150         gren.event_damage = W_Grenade_Damage;
151         gren.velocity = v_forward * cvar("g_balance_grenadelauncher_secondary_speed") + v_up * cvar("g_balance_grenadelauncher_secondary_speed_up");
152         gren.avelocity = '100 150 100';
153
154         gren.angles = vectoangles (gren.velocity);
155 }
156
157 // weapon frames
158
159 void()  glauncher_ready_01 =    {weapon_thinkf(WFRAME_IDLE, 0.1, glauncher_ready_01); self.weaponentity.state = WS_READY;};
160 void()  glauncher_select_01 =   {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
161 void()  glauncher_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
162 void()  glauncher_fire1_01 =
163 {
164         weapon_doattack(glauncher_check, glauncher_check, W_Grenade_Attack);
165         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), glauncher_ready_01);
166 };
167 void()  glauncher_fire2_01 =
168 {
169         weapon_doattack(glauncher_check2, glauncher_check2, W_Grenade_Attack2);
170         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), glauncher_ready_01);
171 };