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[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"), WEP_GRENADE_LAUNCHER);
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"), WEP_GRENADE_LAUNCHER);
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.think ();
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         }
63 }
64
65 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
66 {
67         self.health = self.health - damage;
68         if (self.health <= 0)
69         {
70                 self.owner = attacker;
71                 self.think ();
72         }
73 }
74
75 void W_Grenade_Attack (void)
76 {
77         local entity gren;
78
79         if (cvar("g_use_ammunition"))
80                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
81         W_SetupShot (self, '25 6 -8', FALSE, 4, "weapons/grenade_fire.wav");
82         //W_SetupShot (self, '25 8 -8', FALSE, 4, "weapons/grenade_fire.wav"); // TODO: move model to the right a little
83
84         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
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         gren.modelflags = MF_GRENADE;
95         setmodel(gren, "models/grenademodel.md3"); // precision set above
96         setsize(gren, '0 0 0', '0 0 0');
97         setorigin(gren, w_shotorg);
98
99         gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
100         gren.think = 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         gren.avelocity_x = random () * -500 - 500;
105
106         gren.angles = vectoangles (gren.velocity);
107         gren.flags = FL_PROJECTILE;
108 }
109
110 void W_Grenade_Attack2 (void)
111 {
112         local entity gren;
113
114         if (cvar("g_use_ammunition"))
115                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
116         W_SetupShot (self, '25 6 -8', FALSE, 4, "weapons/grenade_fire.wav");
117         //W_SetupShot (self, '25 8 -8', FALSE, 4, "weapons/grenade_fire.wav"); // TODO: move model to the right a little
118
119         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
120
121         gren = spawn ();
122         gren.owner = self;
123         gren.classname = "grenade";
124         gren.bot_dodge = TRUE;
125         gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
126         gren.movetype = MOVETYPE_BOUNCE;
127         gren.solid = SOLID_BBOX;
128         gren.effects = EF_LOWPRECISION;
129         gren.modelflags = MF_GRENADE;
130         setmodel(gren, "models/grenademodel.md3"); // precision set above
131         setsize(gren, '0 0 -3', '0 0 -3');
132         setorigin(gren, w_shotorg);
133
134         gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
135         gren.think = W_Grenade_Explode2;
136         gren.touch = W_Grenade_Touch2;
137         gren.takedamage = DAMAGE_YES;
138         gren.health = 10;
139         gren.damageforcescale = 4;
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         gren.avelocity = '100 150 100';
144
145         gren.angles = vectoangles (gren.velocity);
146         gren.flags = FL_PROJECTILE;
147 }
148
149 void spawnfunc_weapon_grenadelauncher (void)
150 {
151         weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
152 }
153
154 .float bot_secondary_grenademooth;
155 float w_glauncher(float req)
156 {
157         if (req == WR_AIM)
158         {
159                 self.BUTTON_ATCK = FALSE;
160                 self.BUTTON_ATCK2 = FALSE;
161                 if (self.bot_secondary_grenademooth == 0)
162                 {
163                         if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
164                         {
165                                 self.BUTTON_ATCK = TRUE;
166                                 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
167                         }
168                 }
169                 else
170                 {
171                         if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
172                         {
173                                 self.BUTTON_ATCK2 = TRUE;
174                                 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
175                         }
176                 }
177         }
178         else if (req == WR_THINK)
179         {
180                 if (self.BUTTON_ATCK)
181                 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
182                 {
183                         W_Grenade_Attack();
184                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
185                 }
186                 if (self.BUTTON_ATCK2)
187                 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
188                 {
189                         W_Grenade_Attack2();
190                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
191                 }
192         }
193         else if (req == WR_PRECACHE)
194         {
195                 precache_model ("models/grenademodel.md3");
196                 precache_model ("models/weapons/g_gl.md3");
197                 precache_model ("models/weapons/v_gl.md3");
198                 precache_model ("models/weapons/w_gl.zym");
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                 precache_sound ("weapons/grenade_impact.wav");
207         }
208         else if (req == WR_SETUP)
209                 weapon_setup(WEP_GRENADE_LAUNCHER);
210         else if (req == WR_CHECKAMMO1)
211                 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
212         else if (req == WR_CHECKAMMO2)
213                 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");
214         else if (req == WR_SUICIDEMESSAGE)
215                 w_deathtypestring = "detonated";
216         else if (req == WR_KILLMESSAGE)
217                 w_deathtypestring = "was blasted by";
218         return TRUE;
219 };