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add a fteqcc bug test case
[divverent/nexuiz.git] / data / qcsrc / server / w_grenadelauncher.qc
1 void W_Grenade_Explode (void)
2 {
3         if(other.takedamage == DAMAGE_AIM)
4                 if(other.classname == "player")
5                         if(IsDifferentTeam(self.owner, other))
6                                 if(other.deadflag == DEAD_NO)
7                                         if(IsFlying(other))
8                                                 announce(self.owner, "announcer/male/airshot.wav");
9
10         self.event_damage = SUB_Null;
11         self.takedamage = DAMAGE_NO;
12         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);
13
14         remove (self);
15 }
16
17 void W_Grenade_Explode2 (void)
18 {
19         if(other.takedamage == DAMAGE_AIM)
20                 if(other.classname == "player")
21                         if(IsDifferentTeam(self.owner, other))
22                                 if(IsFlying(other))
23                                         announce(self.owner, "announcer/male/airshot.wav");
24
25         self.event_damage = SUB_Null;
26         self.takedamage = DAMAGE_NO;
27         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);
28
29         remove (self);
30 }
31
32 void W_Grenade_Touch1 (void)
33 {
34         PROJECTILE_TOUCH;
35         W_Grenade_Explode ();
36 }
37
38 void W_Grenade_Touch2 (void)
39 {
40         PROJECTILE_TOUCH;
41         if (other.takedamage == DAMAGE_AIM)
42         {
43                 self.use ();
44         }
45         else
46         {
47                 float r;
48                 r = random() * 6;
49                 if(r < 1)
50                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
51                 else if(r < 2)
52                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
53                 else if(r < 3)
54                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
55                 else if(r < 4)
56                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
57                 else if(r < 5)
58                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
59                 else
60                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
61                 self.projectiledeathtype |= HITTYPE_BOUNCE;
62         }
63 }
64
65 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
66 {
67         if (self.health <= 0)
68                 return;
69         self.health = self.health - damage;
70         if (self.health <= 0)
71         {
72                 W_PrepareExplosionByDamage(attacker, self.think);
73         }
74 }
75
76 void W_Grenade_Attack (void)
77 {
78         local entity gren;
79
80         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
81                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
82         W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 4, "weapons/grenade_fire.wav", cvar("g_balance_grenadelauncher_primary_damage"));
83         w_shotdir = v_forward; // no TrueAim for grenades please
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         PROJECTILE_MAKETRIGGER(gren);
94         gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
95         setorigin(gren, w_shotorg);
96         setsize(gren, '0 0 -3', '0 0 -3');
97
98         gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
99         gren.think = adaptor_think2use;
100         gren.use = W_Grenade_Explode;
101         gren.touch = W_Grenade_Touch1;
102         gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_primary_speed") + v_up * cvar("g_balance_grenadelauncher_primary_speed_up");
103         W_SetupProjectileVelocity(gren);
104
105         gren.angles = vectoangles (gren.velocity);
106         gren.flags = FL_PROJECTILE;
107
108         CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);   
109 }
110
111 void W_Grenade_Attack2 (void)
112 {
113         local entity gren;
114
115         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
116                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
117         W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 4, "weapons/grenade_fire.wav", cvar("g_balance_grenadelauncher_secondary_damage"));
118         w_shotdir = v_forward; // no TrueAim for grenades please
119
120         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
121
122         gren = spawn ();
123         gren.owner = self;
124         gren.classname = "grenade";
125         gren.bot_dodge = TRUE;
126         gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
127         gren.movetype = MOVETYPE_BOUNCE;
128         PROJECTILE_MAKETRIGGER(gren);
129         gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
130         setsize(gren, '0 0 -3', '0 0 -3');
131         setorigin(gren, w_shotorg);
132
133         gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
134         gren.think = adaptor_think2use;
135         gren.use = W_Grenade_Explode2;
136         gren.touch = W_Grenade_Touch2;
137         gren.takedamage = DAMAGE_YES;
138         gren.health = cvar("g_balance_grenadelauncher_secondary_health");
139         gren.damageforcescale = cvar("g_balance_grenadelauncher_secondary_damageforcescale");
140         gren.event_damage = W_Grenade_Damage;
141         gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_secondary_speed") + v_up * cvar("g_balance_grenadelauncher_secondary_speed_up");
142         W_SetupProjectileVelocity(gren);
143
144         gren.angles = vectoangles (gren.velocity);
145         gren.flags = FL_PROJECTILE;
146
147         CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
148 }
149
150 void spawnfunc_weapon_grenadelauncher (void)
151 {
152         weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
153 }
154
155 .float bot_secondary_grenademooth;
156 float w_glauncher(float req)
157 {
158         if (req == WR_AIM)
159         {
160                 self.BUTTON_ATCK = FALSE;
161                 self.BUTTON_ATCK2 = FALSE;
162                 if (self.bot_secondary_grenademooth == 0)
163                 {
164                         if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
165                         {
166                                 self.BUTTON_ATCK = TRUE;
167                                 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
168                         }
169                 }
170                 else
171                 {
172                         if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
173                         {
174                                 self.BUTTON_ATCK2 = TRUE;
175                                 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
176                         }
177                 }
178         }
179         else if (req == WR_THINK)
180         {
181                 if (self.BUTTON_ATCK)
182                 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
183                 {
184                         W_Grenade_Attack();
185                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
186                 }
187                 if (self.BUTTON_ATCK2)
188                 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
189                 {
190                         W_Grenade_Attack2();
191                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
192                 }
193         }
194         else if (req == WR_PRECACHE)
195         {
196                 precache_model ("models/weapons/g_gl.md3");
197                 precache_model ("models/weapons/v_gl.md3");
198                 precache_model ("models/weapons/h_gl.dpm");
199                 precache_sound ("weapons/grenade_bounce1.wav");
200                 precache_sound ("weapons/grenade_bounce2.wav");
201                 precache_sound ("weapons/grenade_bounce3.wav");
202                 precache_sound ("weapons/grenade_bounce4.wav");
203                 precache_sound ("weapons/grenade_bounce5.wav");
204                 precache_sound ("weapons/grenade_bounce6.wav");
205                 precache_sound ("weapons/grenade_fire.wav");
206         }
207         else if (req == WR_SETUP)
208                 weapon_setup(WEP_GRENADE_LAUNCHER);
209         else if (req == WR_CHECKAMMO1)
210                 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
211         else if (req == WR_CHECKAMMO2)
212                 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");
213         else if (req == WR_SUICIDEMESSAGE)
214         {
215                 if(w_deathtype & HITTYPE_SECONDARY)
216                         w_deathtypestring = "tried out his own grenade";
217                 else
218                         w_deathtypestring = "detonated";
219         }
220         else if (req == WR_KILLMESSAGE)
221         {
222                 if(w_deathtype & HITTYPE_SPLASH)
223                         if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
224                                 w_deathtypestring = "didn't see #'s grenade";
225                         else // unchecked: SECONDARY
226                                 w_deathtypestring = "almost dodged #'s grenade";
227                 else // unchecked: SECONDARY, BOUNCE
228                         w_deathtypestring = "ate #'s grenade";
229         }
230         return TRUE;
231 };