]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/w_grenadelauncher.qc
bugfix target_spawn, and change docs to match it
[divverent/nexuiz.git] / data / qcsrc / server / w_grenadelauncher.qc
1 void W_Grenade_Explode (void)
2 {
3         vector  org2;
4         org2 = findbetterlocation (self.origin, 12);
5         pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
6         sound (self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
7
8         self.event_damage = SUB_Null;
9         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);
10
11         remove (self);
12 }
13
14 void W_Grenade_Explode2 (void)
15 {
16         vector  org2;
17         org2 = findbetterlocation (self.origin, 12);
18         pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
19         sound (self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
20
21         self.event_damage = SUB_Null;
22         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);
23
24         remove (self);
25 }
26
27 void W_Grenade_Touch1 (void)
28 {
29         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
30         {
31                 remove(self);
32                 return;
33         }
34         W_Grenade_Explode ();
35 }
36
37 void W_Grenade_Touch2 (void)
38 {
39         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
40         {
41                 remove(self);
42                 return;
43         }
44         if (other.takedamage == DAMAGE_AIM)
45                 self.use ();
46         else
47         {
48                 float r;
49                 r = random() * 6;
50                 if(r < 1)
51                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
52                 else if(r < 2)
53                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
54                 else if(r < 3)
55                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
56                 else if(r < 4)
57                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
58                 else if(r < 5)
59                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
60                 else
61                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
62                 self.projectiledeathtype |= HITTYPE_BOUNCE;
63         }
64 }
65
66 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
67 {
68         self.health = self.health - damage;
69         if (self.health <= 0)
70         {
71                 self.owner = attacker;
72                 self.think ();
73         }
74 }
75
76 void W_Grenade_Attack (void)
77 {
78         local entity gren;
79
80         if not(self.items & IT_UNLIMITED_AMMO)
81                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
82         W_SetupShot (self, '25 6 -8', FALSE, 4, "weapons/grenade_fire.wav");
83         //W_SetupShot (self, '25 8 -8', FALSE, 4, "weapons/grenade_fire.wav"); // TODO: move model to the right a little
84
85         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
86
87         gren = spawn ();
88         gren.owner = self;
89         gren.classname = "grenade";
90         gren.bot_dodge = TRUE;
91         gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
92         gren.movetype = MOVETYPE_BOUNCE;
93         gren.solid = SOLID_BBOX;
94         gren.effects = EF_LOWPRECISION;
95         gren.modelflags = MF_TRACER2;
96         gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
97         setmodel(gren, "models/grenademodel.md3"); // precision set above
98         setsize(gren, '0 0 0', '0 0 0');
99         setorigin(gren, w_shotorg);
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         gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_primary_speed") + v_up * cvar("g_balance_grenadelauncher_primary_speed_up");
106         W_SetupProjectileVelocity(gren);
107         gren.avelocity_x = random () * -500 - 500;
108
109         gren.angles = vectoangles (gren.velocity);
110         gren.flags = FL_PROJECTILE;
111 }
112
113 void W_Grenade_Attack2 (void)
114 {
115         local entity gren;
116
117         if not(self.items & IT_UNLIMITED_AMMO)
118                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
119         W_SetupShot (self, '25 6 -8', FALSE, 4, "weapons/grenade_fire.wav");
120         //W_SetupShot (self, '25 8 -8', FALSE, 4, "weapons/grenade_fire.wav"); // TODO: move model to the right a little
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         gren.solid = SOLID_BBOX;
131         gren.effects = EF_LOWPRECISION;
132         gren.modelflags = MF_TRACER2;
133         gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
134         setmodel(gren, "models/grenademodel.md3"); // precision set above
135         setsize(gren, '0 0 -3', '0 0 -3');
136         setorigin(gren, w_shotorg);
137
138         gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
139         gren.think = adaptor_think2use;
140         gren.use = W_Grenade_Explode2;
141         gren.touch = W_Grenade_Touch2;
142         gren.takedamage = DAMAGE_YES;
143         gren.health = cvar("g_balance_grenadelauncher_secondary_health");
144         gren.damageforcescale = 4;
145         gren.event_damage = W_Grenade_Damage;
146         gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_secondary_speed") + v_up * cvar("g_balance_grenadelauncher_secondary_speed_up");
147         W_SetupProjectileVelocity(gren);
148         gren.avelocity = '100 150 100';
149
150         gren.angles = vectoangles (gren.velocity);
151         gren.flags = FL_PROJECTILE;
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                         W_Grenade_Attack();
189                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
190                 }
191                 if (self.BUTTON_ATCK2)
192                 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
193                 {
194                         W_Grenade_Attack2();
195                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
196                 }
197         }
198         else if (req == WR_PRECACHE)
199         {
200                 precache_model ("models/grenademodel.md3");
201                 precache_model ("models/weapons/g_gl.md3");
202                 precache_model ("models/weapons/v_gl.md3");
203                 precache_model ("models/weapons/w_gl.zym");
204                 precache_sound ("weapons/grenade_bounce1.wav");
205                 precache_sound ("weapons/grenade_bounce2.wav");
206                 precache_sound ("weapons/grenade_bounce3.wav");
207                 precache_sound ("weapons/grenade_bounce4.wav");
208                 precache_sound ("weapons/grenade_bounce5.wav");
209                 precache_sound ("weapons/grenade_bounce6.wav");
210                 precache_sound ("weapons/grenade_fire.wav");
211                 precache_sound ("weapons/grenade_impact.wav");
212         }
213         else if (req == WR_SETUP)
214                 weapon_setup(WEP_GRENADE_LAUNCHER);
215         else if (req == WR_CHECKAMMO1)
216                 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
217         else if (req == WR_CHECKAMMO2)
218                 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");
219         else if (req == WR_SUICIDEMESSAGE)
220         {
221                 if(w_deathtype & HITTYPE_SECONDARY)
222                         w_deathtypestring = "tried out his own grenade";
223                 else
224                         w_deathtypestring = "detonated";
225         }
226         else if (req == WR_KILLMESSAGE)
227         {
228                 if(w_deathtype & HITTYPE_SPLASH)
229                         if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
230                                 w_deathtypestring = "didn't see #'s grenade";
231                         else // unchecked: SECONDARY
232                                 w_deathtypestring = "almost dodged #'s grenade";
233                 else // unchecked: SECONDARY, BOUNCE
234                         w_deathtypestring = "ate #'s grenade";
235         }
236         return TRUE;
237 };