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make use of DP_CON_BESTWEAPON to make the bestweapon command actually work
[divverent/nexuiz.git] / data / qcsrc / server / w_grenadelauncher.qc
1
2 void W_Grenade_Explode (void)
3 {
4         vector  org2;
5         org2 = findbetterlocation (self.origin, 12);
6         te_explosion (org2);
7         //effect (org2, "models/sprites/grenexpl.spr", 0, 12, 35);
8         sound (self, CHAN_BODY, "weapons/grenade_impact.wav", 1, ATTN_NORM);
9
10         self.event_damage = SUB_Null;
11         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);
12
13         remove (self);
14 }
15
16 void W_Grenade_Explode2 (void)
17 {
18         vector  org2;
19         org2 = findbetterlocation (self.origin, 12);
20         te_explosion (org2);
21         //effect (org2, "models/sprites/grenexpl.spr", 0, 12, 35);
22         sound (self, CHAN_BODY, "weapons/grenade_impact.wav", 1, ATTN_NORM);
23
24         self.event_damage = SUB_Null;
25         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);
26
27         remove (self);
28 }
29
30 void W_Grenade_Touch1 (void)
31 {
32         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
33         {
34                 remove(self);
35                 return;
36         }
37         W_Grenade_Explode ();
38 }
39
40 void W_Grenade_Touch2 (void)
41 {
42         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
43         {
44                 remove(self);
45                 return;
46         }
47         if (other.takedamage == DAMAGE_AIM)
48                 self.think ();
49         else
50         {
51                 float r;
52                 r = random() * 6;
53                 if(r < 1)
54                         sound (self, CHAN_IMPACT, "weapons/grenade_bounce1.wav", 1, ATTN_NORM);
55                 else if(r < 2)
56                         sound (self, CHAN_IMPACT, "weapons/grenade_bounce2.wav", 1, ATTN_NORM);
57                 else if(r < 3)
58                         sound (self, CHAN_IMPACT, "weapons/grenade_bounce3.wav", 1, ATTN_NORM);
59                 else if(r < 4)
60                         sound (self, CHAN_IMPACT, "weapons/grenade_bounce4.wav", 1, ATTN_NORM);
61                 else if(r < 5)
62                         sound (self, CHAN_IMPACT, "weapons/grenade_bounce5.wav", 1, ATTN_NORM);
63                 else
64                         sound (self, CHAN_IMPACT, "weapons/grenade_bounce6.wav", 1, ATTN_NORM);
65         }
66 }
67
68 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
69 {
70         self.health = self.health - damage;
71         if (self.health <= 0)
72         {
73                 self.owner = attacker;
74                 self.think ();
75         }
76 }
77
78 void W_Grenade_Attack (void)
79 {
80         local entity gren;
81
82         if (cvar("g_use_ammunition"))
83                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
84         W_SetupShot (self, '11 8 -8', FALSE, 4, "weapons/grenade_fire.wav");
85
86         gren = spawn ();
87         gren.owner = self;
88         gren.classname = "grenade";
89         gren.bot_dodge = TRUE;
90         gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
91         gren.movetype = MOVETYPE_BOUNCE;
92         gren.solid = SOLID_BBOX;
93         gren.effects = EF_LOWPRECISION;
94         setmodel(gren, "models/grenademodel.md3"); // precision set above
95         setsize(gren, '0 0 0', '0 0 0');
96         setorigin(gren, w_shotorg);
97
98         gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
99         gren.think = W_Grenade_Explode;
100         gren.touch = W_Grenade_Touch1;
101         gren.velocity = v_forward * cvar("g_balance_grenadelauncher_primary_speed") + v_up * cvar("g_balance_grenadelauncher_primary_speed_up");
102         W_SetupProjectileVelocity(gren);
103         gren.avelocity_x = random () * -500 - 500;
104
105         gren.angles = vectoangles (gren.velocity);
106         gren.flags = FL_PROJECTILE;
107 }
108
109 void W_Grenade_Attack2 (void)
110 {
111         local entity gren;
112
113         if (cvar("g_use_ammunition"))
114                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
115         W_SetupShot (self, '11 8 -8', FALSE, 4, "weapons/grenade_fire.wav");
116
117         gren = spawn ();
118         gren.owner = self;
119         gren.classname = "grenade";
120         gren.bot_dodge = TRUE;
121         gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
122         gren.movetype = MOVETYPE_BOUNCE;
123         gren.solid = SOLID_BBOX;
124         gren.effects = EF_LOWPRECISION;
125         setmodel(gren, "models/grenademodel.md3"); // precision set above
126         setsize(gren, '0 0 -3', '0 0 -3');
127         setorigin(gren, w_shotorg);
128
129         gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
130         gren.think = W_Grenade_Explode2;
131         gren.touch = W_Grenade_Touch2;
132         gren.takedamage = DAMAGE_YES;
133         gren.health = 10;
134         gren.damageforcescale = 4;
135         gren.event_damage = W_Grenade_Damage;
136         gren.velocity = v_forward * cvar("g_balance_grenadelauncher_secondary_speed") + v_up * cvar("g_balance_grenadelauncher_secondary_speed_up");
137         W_SetupProjectileVelocity(gren);
138         gren.avelocity = '100 150 100';
139
140         gren.angles = vectoangles (gren.velocity);
141         gren.flags = FL_PROJECTILE;
142 }
143
144 .float bot_secondary_grenademooth;
145 float(float req) w_glauncher =
146 {
147         if (req == WR_AIM)
148         {
149                 self.button0 = FALSE;
150                 self.button3 = FALSE;
151                 if (self.bot_secondary_grenademooth == 0)
152                 {
153                         if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
154                         {
155                                 self.button0 = TRUE;
156                                 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
157                         }
158                 }
159                 else
160                 {
161                         if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
162                         {
163                                 self.button3 = TRUE;
164                                 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
165                         }
166                 }
167         }
168         else if (req == WR_THINK)
169         {
170                 if (self.button0)
171                 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
172                 {
173                         W_Grenade_Attack();
174                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
175                 }
176                 if (self.button3)
177                 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
178                 {
179                         W_Grenade_Attack2();
180                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
181                 }
182         }
183         else if (req == WR_PRECACHE)
184         {
185                 precache_model ("models/grenademodel.md3");
186                 precache_model ("models/weapons/g_gl.md3");
187                 precache_model ("models/weapons/v_gl.md3");
188                 precache_model ("models/weapons/w_gl.zym");
189                 precache_sound ("weapons/grenade_bounce1.wav");
190                 precache_sound ("weapons/grenade_bounce2.wav");
191                 precache_sound ("weapons/grenade_bounce3.wav");
192                 precache_sound ("weapons/grenade_bounce4.wav");
193                 precache_sound ("weapons/grenade_bounce5.wav");
194                 precache_sound ("weapons/grenade_bounce6.wav");
195                 precache_sound ("weapons/grenade_fire.wav");
196                 precache_sound ("weapons/grenade_impact.wav");
197         }
198         else if (req == WR_SETUP)
199                 weapon_setup(WEP_GRENADE_LAUNCHER, "gl", IT_ROCKETS);
200         else if (req == WR_CHECKAMMO1)
201                 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
202         else if (req == WR_CHECKAMMO2)
203                 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");
204         else if (req == WR_REGISTER)
205                 weapon_register(WEP_GRENADE_LAUNCHER, min(cvar("g_balance_grenadelauncher_primary_ammo"), cvar("g_balance_grenadelauncher_secondary_ammo")));
206         return TRUE;
207 };