]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/w_grenadelauncher.qc
factor out noimpact checks, make ALL projectiles use the anti-skygrapple workaround...
[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         if(other.takedamage == DAMAGE_AIM)
9                 if(other.classname == "player")
10                         if(IsDifferentTeam(self.owner, other))
11                                 if(IsFlying(other))
12                                         announce(self.owner, "announcer/male/airshot.ogg");
13
14         self.event_damage = SUB_Null;
15         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);
16
17         remove (self);
18 }
19
20 void W_Grenade_Explode2 (void)
21 {
22         vector  org2;
23         org2 = findbetterlocation (self.origin, 12);
24         pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
25         sound (self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
26
27         self.event_damage = SUB_Null;
28         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);
29
30         if(other.takedamage == DAMAGE_AIM)
31                 if(other.classname == "player")
32                         if(IsDifferentTeam(self.owner, other))
33                                 if(IsFlying(other))
34                                         announce(self.owner, "announcer/male/airshot.ogg");
35
36         remove (self);
37 }
38
39 void W_Grenade_Touch1 (void)
40 {
41         PROJECTILE_TOUCH;
42         W_Grenade_Explode ();
43 }
44
45 void W_Grenade_Touch2 (void)
46 {
47         PROJECTILE_TOUCH;
48         if (other.takedamage == DAMAGE_AIM)
49         {
50                 self.use ();
51         }
52         else
53         {
54                 float r;
55                 r = random() * 6;
56                 if(r < 1)
57                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
58                 else if(r < 2)
59                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
60                 else if(r < 3)
61                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
62                 else if(r < 4)
63                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
64                 else if(r < 5)
65                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
66                 else
67                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
68                 self.projectiledeathtype |= HITTYPE_BOUNCE;
69         }
70 }
71
72 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
73 {
74         self.health = self.health - damage;
75         if (self.health <= 0)
76         {
77                 W_PrepareExplosionByDamage(attacker, self.think);
78         }
79 }
80
81 void W_Grenade_Attack (void)
82 {
83         local entity gren;
84
85         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
86                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
87         W_SetupShot (self, '25 6 -8', FALSE, 4, "weapons/grenade_fire.wav");
88         //W_SetupShot (self, '25 8 -8', FALSE, 4, "weapons/grenade_fire.wav"); // TODO: move model to the right a little
89
90         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
91
92         gren = spawn ();
93         gren.owner = self;
94         gren.classname = "grenade";
95         gren.bot_dodge = TRUE;
96         gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
97         gren.movetype = MOVETYPE_BOUNCE;
98         gren.solid = SOLID_BBOX;
99         gren.effects = EF_LOWPRECISION;
100         gren.modelflags = MF_TRACER2;
101         gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
102         setmodel(gren, "models/grenademodel.md3"); // precision set above
103         setsize(gren, '0 0 0', '0 0 0');
104         setorigin(gren, w_shotorg);
105
106         gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
107         gren.think = adaptor_think2use;
108         gren.use = W_Grenade_Explode;
109         gren.touch = W_Grenade_Touch1;
110         gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_primary_speed") + v_up * cvar("g_balance_grenadelauncher_primary_speed_up");
111         W_SetupProjectileVelocity(gren);
112         gren.avelocity_x = random () * -500 - 500;
113
114         gren.angles = vectoangles (gren.velocity);
115         gren.flags = FL_PROJECTILE;
116 }
117
118 void W_Grenade_Attack2 (void)
119 {
120         local entity gren;
121
122         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
123                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
124         W_SetupShot (self, '25 6 -8', FALSE, 4, "weapons/grenade_fire.wav");
125         //W_SetupShot (self, '25 8 -8', FALSE, 4, "weapons/grenade_fire.wav"); // TODO: move model to the right a little
126
127         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
128
129         gren = spawn ();
130         gren.owner = self;
131         gren.classname = "grenade";
132         gren.bot_dodge = TRUE;
133         gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
134         gren.movetype = MOVETYPE_BOUNCE;
135         gren.solid = SOLID_BBOX;
136         gren.effects = EF_LOWPRECISION;
137         gren.modelflags = MF_TRACER2;
138         gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
139         setmodel(gren, "models/grenademodel.md3"); // precision set above
140         setsize(gren, '0 0 -3', '0 0 -3');
141         setorigin(gren, w_shotorg);
142
143         gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
144         gren.think = adaptor_think2use;
145         gren.use = W_Grenade_Explode2;
146         gren.touch = W_Grenade_Touch2;
147         gren.takedamage = DAMAGE_YES;
148         gren.health = cvar("g_balance_grenadelauncher_secondary_health");
149         gren.damageforcescale = 4;
150         gren.event_damage = W_Grenade_Damage;
151         gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_secondary_speed") + v_up * cvar("g_balance_grenadelauncher_secondary_speed_up");
152         W_SetupProjectileVelocity(gren);
153         gren.avelocity = '100 150 100';
154
155         gren.angles = vectoangles (gren.velocity);
156         gren.flags = FL_PROJECTILE;
157 }
158
159 void spawnfunc_weapon_grenadelauncher (void)
160 {
161         weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
162 }
163
164 .float bot_secondary_grenademooth;
165 float w_glauncher(float req)
166 {
167         if (req == WR_AIM)
168         {
169                 self.BUTTON_ATCK = FALSE;
170                 self.BUTTON_ATCK2 = FALSE;
171                 if (self.bot_secondary_grenademooth == 0)
172                 {
173                         if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
174                         {
175                                 self.BUTTON_ATCK = TRUE;
176                                 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
177                         }
178                 }
179                 else
180                 {
181                         if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
182                         {
183                                 self.BUTTON_ATCK2 = TRUE;
184                                 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
185                         }
186                 }
187         }
188         else if (req == WR_THINK)
189         {
190                 if (self.BUTTON_ATCK)
191                 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
192                 {
193                         W_Grenade_Attack();
194                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
195                 }
196                 if (self.BUTTON_ATCK2)
197                 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
198                 {
199                         W_Grenade_Attack2();
200                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
201                 }
202         }
203         else if (req == WR_PRECACHE)
204         {
205                 precache_model ("models/grenademodel.md3");
206                 precache_model ("models/weapons/g_gl.md3");
207                 precache_model ("models/weapons/v_gl.md3");
208                 precache_model ("models/weapons/w_gl.zym");
209                 precache_sound ("weapons/grenade_bounce1.wav");
210                 precache_sound ("weapons/grenade_bounce2.wav");
211                 precache_sound ("weapons/grenade_bounce3.wav");
212                 precache_sound ("weapons/grenade_bounce4.wav");
213                 precache_sound ("weapons/grenade_bounce5.wav");
214                 precache_sound ("weapons/grenade_bounce6.wav");
215                 precache_sound ("weapons/grenade_fire.wav");
216                 precache_sound ("weapons/grenade_impact.wav");
217         }
218         else if (req == WR_SETUP)
219                 weapon_setup(WEP_GRENADE_LAUNCHER);
220         else if (req == WR_CHECKAMMO1)
221                 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
222         else if (req == WR_CHECKAMMO2)
223                 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");
224         else if (req == WR_SUICIDEMESSAGE)
225         {
226                 if(w_deathtype & HITTYPE_SECONDARY)
227                         w_deathtypestring = "tried out his own grenade";
228                 else
229                         w_deathtypestring = "detonated";
230         }
231         else if (req == WR_KILLMESSAGE)
232         {
233                 if(w_deathtype & HITTYPE_SPLASH)
234                         if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
235                                 w_deathtypestring = "didn't see #'s grenade";
236                         else // unchecked: SECONDARY
237                                 w_deathtypestring = "almost dodged #'s grenade";
238                 else // unchecked: SECONDARY, BOUNCE
239                         w_deathtypestring = "ate #'s grenade";
240         }
241         return TRUE;
242 };