]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/w_grenadelauncher.qc
mall stupid mod: the Portar (compile with -DPORTAR for testing)
[divverent/nexuiz.git] / data / qcsrc / server / w_grenadelauncher.qc
1 #ifdef PORTAR
2 .float portar_grenade_id;
3 #endif
4
5 #ifndef PORTAR
6 void W_Grenade_Explode (void)
7 {
8         vector  org2;
9         org2 = findbetterlocation (self.origin, 12);
10         pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
11         sound (self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
12
13         self.event_damage = SUB_Null;
14         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);
15
16         remove (self);
17 }
18
19 void W_Grenade_Explode2 (void)
20 {
21         vector  org2;
22         org2 = findbetterlocation (self.origin, 12);
23         pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
24         sound (self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
25
26         self.event_damage = SUB_Null;
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"), IT_GRENADE_LAUNCHER);
28
29         remove (self);
30 }
31
32 void W_Grenade_Touch1 (void)
33 {
34         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
35         {
36                 remove(self);
37                 return;
38         }
39         W_Grenade_Explode ();
40 }
41
42 void W_Grenade_Touch2 (void)
43 {
44         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
45         {
46                 remove(self);
47                 return;
48         }
49         if (other.takedamage == DAMAGE_AIM)
50                 self.think ();
51         else
52         {
53                 float r;
54                 r = random() * 6;
55                 if(r < 1)
56                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
57                 else if(r < 2)
58                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
59                 else if(r < 3)
60                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
61                 else if(r < 4)
62                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
63                 else if(r < 5)
64                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
65                 else
66                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
67         }
68 }
69
70 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
71 {
72         self.health = self.health - damage;
73         if (self.health <= 0)
74         {
75                 self.owner = attacker;
76                 self.think ();
77         }
78 }
79 #else
80 void W_Grenade_Explode (void)
81 {
82         remove(self);
83 }
84 void W_Grenade_Touch1 (void)
85 {
86         print(vtos(trace_plane_normal), "\n");
87         if(self.portar_grenade_id == 0)
88         {
89                 self.portar_grenade_id = time;
90                 if(!Portal_SpawnInPortalAtTrace(self.owner, self.velocity, self.portar_grenade_id))
91                         remove(self);
92         }
93         else
94         {
95                 Portal_SpawnOutPortalAtTrace(self.owner, self.velocity, self.portar_grenade_id);
96                 remove(self);
97         }
98 }
99 #endif
100
101 void W_Grenade_Attack (void)
102 {
103         local entity gren;
104
105         if (cvar("g_use_ammunition"))
106                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
107         W_SetupShot (self, '25 6 -8', FALSE, 4, "weapons/grenade_fire.wav");
108         //W_SetupShot (self, '25 8 -8', FALSE, 4, "weapons/grenade_fire.wav"); // TODO: move model to the right a little
109
110         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
111
112         gren = spawn ();
113         gren.owner = self;
114         gren.classname = "grenade";
115         gren.bot_dodge = TRUE;
116         gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
117         gren.movetype = MOVETYPE_BOUNCE;
118         gren.solid = SOLID_BBOX;
119         gren.effects = EF_LOWPRECISION;
120         gren.modelflags = MF_GRENADE;
121         setmodel(gren, "models/grenademodel.md3"); // precision set above
122         setsize(gren, '0 0 0', '0 0 0');
123         setorigin(gren, w_shotorg);
124
125         gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
126         gren.think = W_Grenade_Explode;
127         gren.touch = W_Grenade_Touch1;
128         gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_primary_speed") + v_up * cvar("g_balance_grenadelauncher_primary_speed_up");
129         W_SetupProjectileVelocity(gren);
130         gren.avelocity_x = random () * -500 - 500;
131
132         gren.angles = vectoangles (gren.velocity);
133         gren.flags = FL_PROJECTILE;
134 }
135
136 void W_Grenade_Attack2 (void)
137 {
138 #ifndef PORTAR
139         local entity gren;
140
141         if (cvar("g_use_ammunition"))
142                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
143         W_SetupShot (self, '25 6 -8', FALSE, 4, "weapons/grenade_fire.wav");
144         //W_SetupShot (self, '25 8 -8', FALSE, 4, "weapons/grenade_fire.wav"); // TODO: move model to the right a little
145
146         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
147
148         gren = spawn ();
149         gren.owner = self;
150         gren.classname = "grenade";
151         gren.bot_dodge = TRUE;
152         gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
153         gren.movetype = MOVETYPE_BOUNCE;
154         gren.solid = SOLID_BBOX;
155         gren.effects = EF_LOWPRECISION;
156         gren.modelflags = MF_GRENADE;
157         setmodel(gren, "models/grenademodel.md3"); // precision set above
158         setsize(gren, '0 0 -3', '0 0 -3');
159         setorigin(gren, w_shotorg);
160
161         gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
162         gren.think = W_Grenade_Explode2;
163         gren.touch = W_Grenade_Touch2;
164         gren.takedamage = DAMAGE_YES;
165         gren.health = 10;
166         gren.damageforcescale = 4;
167         gren.event_damage = W_Grenade_Damage;
168         gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_secondary_speed") + v_up * cvar("g_balance_grenadelauncher_secondary_speed_up");
169         W_SetupProjectileVelocity(gren);
170         gren.avelocity = '100 150 100';
171
172         gren.angles = vectoangles (gren.velocity);
173         gren.flags = FL_PROJECTILE;
174 #else
175         // nothing yet (maybe find the last one and detonate it?)
176 #endif
177 }
178
179 .float bot_secondary_grenademooth;
180 float w_glauncher(float req)
181 {
182         if (req == WR_AIM)
183         {
184                 self.BUTTON_ATCK = FALSE;
185                 self.BUTTON_ATCK2 = FALSE;
186                 if (self.bot_secondary_grenademooth == 0)
187                 {
188                         if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
189                         {
190                                 self.BUTTON_ATCK = TRUE;
191                                 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
192                         }
193                 }
194                 else
195                 {
196                         if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
197                         {
198                                 self.BUTTON_ATCK2 = TRUE;
199                                 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
200                         }
201                 }
202         }
203         else if (req == WR_THINK)
204         {
205                 if (self.BUTTON_ATCK)
206                 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
207                 {
208                         W_Grenade_Attack();
209                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
210                 }
211                 if (self.BUTTON_ATCK2)
212                 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
213                 {
214                         W_Grenade_Attack2();
215                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
216                 }
217         }
218         else if (req == WR_PRECACHE)
219         {
220                 precache_model ("models/grenademodel.md3");
221                 precache_model ("models/weapons/g_gl.md3");
222                 precache_model ("models/weapons/v_gl.md3");
223                 precache_model ("models/weapons/w_gl.zym");
224                 precache_sound ("weapons/grenade_bounce1.wav");
225                 precache_sound ("weapons/grenade_bounce2.wav");
226                 precache_sound ("weapons/grenade_bounce3.wav");
227                 precache_sound ("weapons/grenade_bounce4.wav");
228                 precache_sound ("weapons/grenade_bounce5.wav");
229                 precache_sound ("weapons/grenade_bounce6.wav");
230                 precache_sound ("weapons/grenade_fire.wav");
231                 precache_sound ("weapons/grenade_impact.wav");
232         }
233         else if (req == WR_SETUP)
234                 weapon_setup(WEP_GRENADE_LAUNCHER, "gl", IT_ROCKETS);
235         else if (req == WR_CHECKAMMO1)
236                 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
237         else if (req == WR_CHECKAMMO2)
238                 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");
239         else if (req == WR_REGISTER)
240                 weapon_register(WEP_GRENADE_LAUNCHER, min(cvar("g_balance_grenadelauncher_primary_ammo"), cvar("g_balance_grenadelauncher_secondary_ammo")));
241         return TRUE;
242 };