]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/w_grenadelauncher.qc
fix the other precaches
[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                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
48                 else if(r < 2)
49                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
50                 else if(r < 3)
51                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
52                 else if(r < 4)
53                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
54                 else if(r < 5)
55                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
56                 else
57                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
58                 self.projectiledeathtype |= HITTYPE_BOUNCE;
59         }
60
61         if(trace_ent && trace_ent.solid > SOLID_TRIGGER) // CSQC doesn't know about these entities well enough
62                 UpdateCSQCProjectile(self);
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                 W_PrepareExplosionByDamage(attacker, self.think);
71         }
72 }
73
74 void W_Grenade_Attack (void)
75 {
76         local entity gren;
77
78         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
79                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
80         W_SetupShot (self, '25 6 -8', FALSE, 4, "weapons/grenade_fire.wav");
81         //W_SetupShot (self, '25 8 -8', FALSE, 4, "weapons/grenade_fire.wav"); // TODO: move model to the right a little
82
83         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
84
85         gren = spawn ();
86         gren.owner = self;
87         gren.classname = "grenade";
88         gren.bot_dodge = TRUE;
89         gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
90         gren.movetype = MOVETYPE_BOUNCE;
91         gren.solid = SOLID_BBOX;
92         gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
93         setmodel(gren, "null"); // precision set above
94         setsize(gren, '0 0 0', '0 0 0');
95         setorigin(gren, w_shotorg);
96
97         gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
98         gren.think = adaptor_think2use;
99         gren.use = W_Grenade_Explode;
100         gren.touch = W_Grenade_Touch1;
101         gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_primary_speed") + v_up * cvar("g_balance_grenadelauncher_primary_speed_up");
102         W_SetupProjectileVelocity(gren);
103
104         gren.angles = vectoangles (gren.velocity);
105         gren.flags = FL_PROJECTILE;
106
107         CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE); 
108 }
109
110 void W_Grenade_Attack2 (void)
111 {
112         local entity gren;
113
114         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
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.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
129         setmodel(gren, "null"); // precision set above
130         setsize(gren, '0 0 -3', '0 0 -3');
131         setorigin(gren, w_shotorg);
132
133         gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
134         gren.think = adaptor_think2use;
135         gren.use = W_Grenade_Explode2;
136         gren.touch = W_Grenade_Touch2;
137         gren.takedamage = DAMAGE_YES;
138         gren.health = cvar("g_balance_grenadelauncher_secondary_health");
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
144         gren.angles = vectoangles (gren.velocity);
145         gren.flags = FL_PROJECTILE;
146
147         CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING);        
148 }
149
150 void spawnfunc_weapon_grenadelauncher (void)
151 {
152         weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
153 }
154
155 .float bot_secondary_grenademooth;
156 float w_glauncher(float req)
157 {
158         if (req == WR_AIM)
159         {
160                 self.BUTTON_ATCK = FALSE;
161                 self.BUTTON_ATCK2 = FALSE;
162                 if (self.bot_secondary_grenademooth == 0)
163                 {
164                         if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
165                         {
166                                 self.BUTTON_ATCK = TRUE;
167                                 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
168                         }
169                 }
170                 else
171                 {
172                         if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
173                         {
174                                 self.BUTTON_ATCK2 = TRUE;
175                                 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
176                         }
177                 }
178         }
179         else if (req == WR_THINK)
180         {
181                 if (self.BUTTON_ATCK)
182                 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
183                 {
184                         W_Grenade_Attack();
185                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
186                 }
187                 if (self.BUTTON_ATCK2)
188                 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
189                 {
190                         W_Grenade_Attack2();
191                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
192                 }
193         }
194         else if (req == WR_PRECACHE)
195         {
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         }
207         else if (req == WR_SETUP)
208                 weapon_setup(WEP_GRENADE_LAUNCHER);
209         else if (req == WR_CHECKAMMO1)
210                 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
211         else if (req == WR_CHECKAMMO2)
212                 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");
213         else if (req == WR_SUICIDEMESSAGE)
214         {
215                 if(w_deathtype & HITTYPE_SECONDARY)
216                         w_deathtypestring = "tried out his own grenade";
217                 else
218                         w_deathtypestring = "detonated";
219         }
220         else if (req == WR_KILLMESSAGE)
221         {
222                 if(w_deathtype & HITTYPE_SPLASH)
223                         if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
224                                 w_deathtypestring = "didn't see #'s grenade";
225                         else // unchecked: SECONDARY
226                                 w_deathtypestring = "almost dodged #'s grenade";
227                 else // unchecked: SECONDARY, BOUNCE
228                         w_deathtypestring = "ate #'s grenade";
229         }
230         return TRUE;
231 };