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[divverent/nexuiz.git] / data / qcsrc / server / w_grenadelauncher.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(GRENADE_LAUNCHER, w_glauncher, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "gl", "grenadelauncher", "Mortar");
3 #else
4 void W_Grenade_Explode (void)
5 {
6         if(other.takedamage == DAMAGE_AIM)
7                 if(other.classname == "player")
8                         if(IsDifferentTeam(self.owner, other))
9                                 if(other.deadflag == DEAD_NO)
10                                         if(IsFlying(other))
11                                                 AnnounceTo(self.owner, "airshot");
12
13         self.event_damage = SUB_Null;
14         self.takedamage = DAMAGE_NO;
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         if(other.takedamage == DAMAGE_AIM)
23                 if(other.classname == "player")
24                         if(IsDifferentTeam(self.owner, other))
25                                 if(IsFlying(other))
26                                         AnnounceTo(self.owner, "airshot");
27
28         self.event_damage = SUB_Null;
29         self.takedamage = DAMAGE_NO;
30         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);
31
32         remove (self);
33 }
34
35 void W_Grenade_Touch1 (void)
36 {
37         PROJECTILE_TOUCH;
38         W_Grenade_Explode ();
39 }
40
41 void W_Grenade_Touch2 (void)
42 {
43         PROJECTILE_TOUCH;
44         if (other.takedamage == DAMAGE_AIM)
45         {
46                 self.use ();
47         }
48         else
49         {
50                 float r;
51                 r = random() * 6;
52                 if(r < 1)
53                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
54                 else if(r < 2)
55                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
56                 else if(r < 3)
57                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
58                 else if(r < 4)
59                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
60                 else if(r < 5)
61                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
62                 else
63                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
64                 self.projectiledeathtype |= HITTYPE_BOUNCE;
65         }
66 }
67
68 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
69 {
70         if (self.health <= 0)
71                 return;
72         self.health = self.health - damage;
73         if (self.health <= 0)
74         {
75                 W_PrepareExplosionByDamage(attacker, self.think);
76         }
77 }
78
79 void W_Grenade_Attack (void)
80 {
81         local entity gren;
82
83         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
84                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
85         W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 4, "weapons/grenade_fire.wav", cvar("g_balance_grenadelauncher_primary_damage"));
86         w_shotdir = v_forward; // no TrueAim for grenades please
87
88         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
89
90         gren = spawn ();
91         gren.owner = self;
92         gren.classname = "grenade";
93         gren.bot_dodge = TRUE;
94         gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
95         gren.movetype = MOVETYPE_BOUNCE;
96         PROJECTILE_MAKETRIGGER(gren);
97         gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
98         setorigin(gren, w_shotorg);
99         setsize(gren, '0 0 -3', '0 0 -3');
100
101         gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
102         gren.think = adaptor_think2use;
103         gren.use = W_Grenade_Explode;
104         gren.touch = W_Grenade_Touch1;
105         W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
106
107         gren.angles = vectoangles (gren.velocity);
108         gren.flags = FL_PROJECTILE;
109
110         CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);   
111 }
112
113 void W_Grenade_Attack2 (void)
114 {
115         local entity gren;
116
117         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
118                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
119         W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 4, "weapons/grenade_fire.wav", cvar("g_balance_grenadelauncher_secondary_damage"));
120         w_shotdir = v_forward; // no TrueAim for grenades please
121
122         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
123
124         gren = spawn ();
125         gren.owner = self;
126         gren.classname = "grenade";
127         gren.bot_dodge = TRUE;
128         gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
129         gren.movetype = MOVETYPE_BOUNCE;
130         PROJECTILE_MAKETRIGGER(gren);
131         gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
132         setsize(gren, '0 0 -3', '0 0 -3');
133         setorigin(gren, w_shotorg);
134
135         gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
136         gren.think = adaptor_think2use;
137         gren.use = W_Grenade_Explode2;
138         gren.touch = W_Grenade_Touch2;
139         gren.takedamage = DAMAGE_YES;
140         gren.health = cvar("g_balance_grenadelauncher_secondary_health");
141         gren.damageforcescale = cvar("g_balance_grenadelauncher_secondary_damageforcescale");
142         gren.event_damage = W_Grenade_Damage;
143         if(cvar("g_balance_grenadelauncher_secondary_speed_up_zonly"))
144                 W_SetupProjectileVelocityEx(gren, w_shotdir, '0 0 1', cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_spread"));
145         else
146                 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_secondary);
147
148         gren.angles = vectoangles (gren.velocity);
149         gren.flags = FL_PROJECTILE;
150
151         CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
152 }
153
154 void spawnfunc_weapon_grenadelauncher (void)
155 {
156         weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
157 }
158
159 .float bot_secondary_grenademooth;
160 float w_glauncher(float req)
161 {
162         if (req == WR_AIM)
163         {
164                 self.BUTTON_ATCK = FALSE;
165                 self.BUTTON_ATCK2 = FALSE;
166                 if (self.bot_secondary_grenademooth == 0)
167                 {
168                         if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
169                         {
170                                 self.BUTTON_ATCK = TRUE;
171                                 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
172                         }
173                 }
174                 else
175                 {
176                         if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
177                         {
178                                 self.BUTTON_ATCK2 = TRUE;
179                                 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
180                         }
181                 }
182         }
183         else if (req == WR_THINK)
184         {
185                 if (self.BUTTON_ATCK)
186                 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
187                 {
188                         if(cvar("g_balance_grenadelauncher_primary2secondary"))
189                                 W_Grenade_Attack2();
190                         else
191                                 W_Grenade_Attack();
192                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
193                 }
194                 if (self.BUTTON_ATCK2 && !cvar("g_balance_grenadelauncher_primary2secondary"))
195                 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
196                 {
197                         W_Grenade_Attack2();
198                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
199                 }
200         }
201         else if (req == WR_PRECACHE)
202         {
203                 precache_model ("models/weapons/g_gl.md3");
204                 precache_model ("models/weapons/v_gl.md3");
205                 precache_model ("models/weapons/h_gl.dpm");
206                 precache_sound ("weapons/grenade_bounce1.wav");
207                 precache_sound ("weapons/grenade_bounce2.wav");
208                 precache_sound ("weapons/grenade_bounce3.wav");
209                 precache_sound ("weapons/grenade_bounce4.wav");
210                 precache_sound ("weapons/grenade_bounce5.wav");
211                 precache_sound ("weapons/grenade_bounce6.wav");
212                 precache_sound ("weapons/grenade_fire.wav");
213         }
214         else if (req == WR_SETUP)
215                 weapon_setup(WEP_GRENADE_LAUNCHER);
216         else if (req == WR_CHECKAMMO1)
217                 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
218         else if (req == WR_CHECKAMMO2)
219                 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");
220         else if (req == WR_SUICIDEMESSAGE)
221         {
222                 if(w_deathtype & HITTYPE_SECONDARY)
223                         w_deathtypestring = "tried out his own grenade";
224                 else
225                         w_deathtypestring = "detonated";
226         }
227         else if (req == WR_KILLMESSAGE)
228         {
229                 if(w_deathtype & HITTYPE_SPLASH)
230                         if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
231                                 w_deathtypestring = "didn't see #'s grenade";
232                         else // unchecked: SECONDARY
233                                 w_deathtypestring = "almost dodged #'s grenade";
234                 else // unchecked: SECONDARY, BOUNCE
235                         w_deathtypestring = "ate #'s grenade";
236         }
237         return TRUE;
238 };
239 #endif