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fix sound spam issue with projectiles stuck on jumppads
[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(IsFlying(other))
7                                         announce(self.owner, "announcer/male/airshot.wav");
8
9         self.event_damage = SUB_Null;
10         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);
11
12         remove (self);
13 }
14
15 void W_Grenade_Explode2 (void)
16 {
17         if(other.takedamage == DAMAGE_AIM)
18                 if(other.classname == "player")
19                         if(IsDifferentTeam(self.owner, other))
20                                 if(IsFlying(other))
21                                         announce(self.owner, "announcer/male/airshot.wav");
22
23         self.event_damage = SUB_Null;
24         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);
25
26         remove (self);
27 }
28
29 void W_Grenade_Touch1 (void)
30 {
31         PROJECTILE_TOUCH;
32         W_Grenade_Explode ();
33 }
34
35 void W_Grenade_Touch2 (void)
36 {
37         PROJECTILE_TOUCH;
38         if (other.takedamage == DAMAGE_AIM)
39         {
40                 self.use ();
41         }
42         else
43         {
44                 float r;
45                 r = random() * 6;
46                 if(r < 1)
47                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
48                 else if(r < 2)
49                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
50                 else if(r < 3)
51                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
52                 else if(r < 4)
53                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
54                 else if(r < 5)
55                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
56                 else
57                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
58                 self.projectiledeathtype |= HITTYPE_BOUNCE;
59         }
60 }
61
62 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
63 {
64         self.health = self.health - damage;
65         if (self.health <= 0)
66         {
67                 W_PrepareExplosionByDamage(attacker, self.think);
68         }
69 }
70
71 void W_Grenade_Attack (void)
72 {
73         local entity gren;
74
75         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
76                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
77         W_SetupShot (self, FALSE, 4, "weapons/grenade_fire.wav");
78
79         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
80
81         gren = spawn ();
82         gren.owner = self;
83         gren.classname = "grenade";
84         gren.bot_dodge = TRUE;
85         gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
86         gren.movetype = MOVETYPE_BOUNCE;
87         gren.solid = SOLID_BBOX;
88         gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
89         setorigin(gren, w_shotorg);
90
91         gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
92         gren.think = adaptor_think2use;
93         gren.use = W_Grenade_Explode;
94         gren.touch = W_Grenade_Touch1;
95         gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_primary_speed") + v_up * cvar("g_balance_grenadelauncher_primary_speed_up");
96         W_SetupProjectileVelocity(gren);
97
98         gren.angles = vectoangles (gren.velocity);
99         gren.flags = FL_PROJECTILE;
100
101         CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);   
102 }
103
104 void W_Grenade_Attack2 (void)
105 {
106         local entity gren;
107
108         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
109                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
110         W_SetupShot (self, FALSE, 4, "weapons/grenade_fire.wav");
111         //W_SetupShot (self, FALSE, 4, "weapons/grenade_fire.wav"); // TODO: move model to the right a little
112
113         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
114
115         gren = spawn ();
116         gren.owner = self;
117         gren.classname = "grenade";
118         gren.bot_dodge = TRUE;
119         gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
120         gren.movetype = MOVETYPE_BOUNCE;
121         gren.solid = SOLID_BBOX;
122         gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
123         setsize(gren, '0 0 -3', '0 0 -3'); // why, just, why?
124         setorigin(gren, w_shotorg);
125
126         gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
127         gren.think = adaptor_think2use;
128         gren.use = W_Grenade_Explode2;
129         gren.touch = W_Grenade_Touch2;
130         gren.takedamage = DAMAGE_YES;
131         gren.health = cvar("g_balance_grenadelauncher_secondary_health");
132         gren.damageforcescale = 4;
133         gren.event_damage = W_Grenade_Damage;
134         gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_secondary_speed") + v_up * cvar("g_balance_grenadelauncher_secondary_speed_up");
135         W_SetupProjectileVelocity(gren);
136
137         gren.angles = vectoangles (gren.velocity);
138         gren.flags = FL_PROJECTILE;
139
140         CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
141 }
142
143 void spawnfunc_weapon_grenadelauncher (void)
144 {
145         weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
146 }
147
148 .float bot_secondary_grenademooth;
149 float w_glauncher(float req)
150 {
151         if (req == WR_AIM)
152         {
153                 self.BUTTON_ATCK = FALSE;
154                 self.BUTTON_ATCK2 = FALSE;
155                 if (self.bot_secondary_grenademooth == 0)
156                 {
157                         if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
158                         {
159                                 self.BUTTON_ATCK = TRUE;
160                                 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
161                         }
162                 }
163                 else
164                 {
165                         if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
166                         {
167                                 self.BUTTON_ATCK2 = TRUE;
168                                 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
169                         }
170                 }
171         }
172         else if (req == WR_THINK)
173         {
174                 if (self.BUTTON_ATCK)
175                 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
176                 {
177                         W_Grenade_Attack();
178                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
179                 }
180                 if (self.BUTTON_ATCK2)
181                 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
182                 {
183                         W_Grenade_Attack2();
184                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
185                 }
186         }
187         else if (req == WR_PRECACHE)
188         {
189                 precache_model ("models/weapons/g_gl.md3");
190                 precache_model ("models/weapons/v_gl.md3");
191                 precache_model ("models/weapons/h_gl.dpm");
192                 precache_sound ("weapons/grenade_bounce1.wav");
193                 precache_sound ("weapons/grenade_bounce2.wav");
194                 precache_sound ("weapons/grenade_bounce3.wav");
195                 precache_sound ("weapons/grenade_bounce4.wav");
196                 precache_sound ("weapons/grenade_bounce5.wav");
197                 precache_sound ("weapons/grenade_bounce6.wav");
198                 precache_sound ("weapons/grenade_fire.wav");
199         }
200         else if (req == WR_SETUP)
201                 weapon_setup(WEP_GRENADE_LAUNCHER);
202         else if (req == WR_CHECKAMMO1)
203                 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
204         else if (req == WR_CHECKAMMO2)
205                 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");
206         else if (req == WR_SUICIDEMESSAGE)
207         {
208                 if(w_deathtype & HITTYPE_SECONDARY)
209                         w_deathtypestring = "tried out his own grenade";
210                 else
211                         w_deathtypestring = "detonated";
212         }
213         else if (req == WR_KILLMESSAGE)
214         {
215                 if(w_deathtype & HITTYPE_SPLASH)
216                         if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
217                                 w_deathtypestring = "didn't see #'s grenade";
218                         else // unchecked: SECONDARY
219                                 w_deathtypestring = "almost dodged #'s grenade";
220                 else // unchecked: SECONDARY, BOUNCE
221                         w_deathtypestring = "ate #'s grenade";
222         }
223         return TRUE;
224 };