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more modular weapon system
[divverent/nexuiz.git] / data / qcsrc / server / w_grenadelauncher.qc
1 #ifdef PORTAR
2 .float portar_grenade_id;
3 #endif
4
5 #ifndef PORTAR
6 void W_Grenade_Explode (void)
7 {
8         vector  org2;
9         org2 = findbetterlocation (self.origin, 12);
10         pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
11         sound (self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
12
13         self.event_damage = SUB_Null;
14         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);
15
16         remove (self);
17 }
18
19 void W_Grenade_Explode2 (void)
20 {
21         vector  org2;
22         org2 = findbetterlocation (self.origin, 12);
23         pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
24         sound (self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
25
26         self.event_damage = SUB_Null;
27         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);
28
29         remove (self);
30 }
31
32 void W_Grenade_Touch1 (void)
33 {
34         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
35         {
36                 remove(self);
37                 return;
38         }
39         W_Grenade_Explode ();
40 }
41
42 void W_Grenade_Touch2 (void)
43 {
44         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
45         {
46                 remove(self);
47                 return;
48         }
49         if (other.takedamage == DAMAGE_AIM)
50                 self.think ();
51         else
52         {
53                 float r;
54                 r = random() * 6;
55                 if(r < 1)
56                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
57                 else if(r < 2)
58                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
59                 else if(r < 3)
60                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
61                 else if(r < 4)
62                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
63                 else if(r < 5)
64                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
65                 else
66                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
67         }
68 }
69
70 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
71 {
72         self.health = self.health - damage;
73         if (self.health <= 0)
74         {
75                 self.owner = attacker;
76                 self.think ();
77         }
78 }
79 #else
80 void W_Grenade_Explode (void)
81 {
82         remove(self);
83 }
84 void W_Grenade_Touch1 (void)
85 {
86         print(vtos(trace_plane_normal), "\n");
87         if(self.portar_grenade_id == 0)
88         {
89                 self.portar_grenade_id = time;
90                 if(!Portal_SpawnInPortalAtTrace(self.owner, self.velocity, self.portar_grenade_id))
91                         remove(self);
92         }
93         else
94         {
95                 Portal_SpawnOutPortalAtTrace(self.owner, self.velocity, self.portar_grenade_id);
96                 remove(self);
97         }
98 }
99 #endif
100
101 void W_Grenade_Attack (void)
102 {
103         local entity gren;
104
105         if (cvar("g_use_ammunition"))
106                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
107 #ifndef PORTAR
108         W_SetupShot (self, '25 6 -8', FALSE, 4, "weapons/grenade_fire.wav");
109 #else
110         W_SetupShot (self, '0 0 0', FALSE, 4, "weapons/grenade_fire.wav");
111 #endif
112         //W_SetupShot (self, '25 8 -8', FALSE, 4, "weapons/grenade_fire.wav"); // TODO: move model to the right a little
113
114         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
115
116         gren = spawn ();
117         gren.owner = self;
118         gren.classname = "grenade";
119         gren.bot_dodge = TRUE;
120         gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
121 #ifndef PORTAR
122         gren.movetype = MOVETYPE_BOUNCE;
123 #else
124         gren.movetype = MOVETYPE_BOUNCEMISSILE;
125 #endif
126         gren.solid = SOLID_BBOX;
127         gren.effects = EF_LOWPRECISION;
128         gren.modelflags = MF_GRENADE;
129         setmodel(gren, "models/grenademodel.md3"); // precision set above
130         setsize(gren, '0 0 0', '0 0 0');
131         setorigin(gren, w_shotorg);
132
133         gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
134         gren.think = W_Grenade_Explode;
135         gren.touch = W_Grenade_Touch1;
136 #ifndef PORTAR
137         gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_primary_speed") + v_up * cvar("g_balance_grenadelauncher_primary_speed_up");
138 #else
139         gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_primary_speed");
140 #endif
141         W_SetupProjectileVelocity(gren);
142         gren.avelocity_x = random () * -500 - 500;
143
144         gren.angles = vectoangles (gren.velocity);
145         gren.flags = FL_PROJECTILE;
146 }
147
148 void W_Grenade_Attack2 (void)
149 {
150 #ifndef PORTAR
151         local entity gren;
152
153         if (cvar("g_use_ammunition"))
154                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
155         W_SetupShot (self, '25 6 -8', FALSE, 4, "weapons/grenade_fire.wav");
156         //W_SetupShot (self, '25 8 -8', FALSE, 4, "weapons/grenade_fire.wav"); // TODO: move model to the right a little
157
158         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
159
160         gren = spawn ();
161         gren.owner = self;
162         gren.classname = "grenade";
163         gren.bot_dodge = TRUE;
164         gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
165         gren.movetype = MOVETYPE_BOUNCE;
166         gren.solid = SOLID_BBOX;
167         gren.effects = EF_LOWPRECISION;
168         gren.modelflags = MF_GRENADE;
169         setmodel(gren, "models/grenademodel.md3"); // precision set above
170         setsize(gren, '0 0 -3', '0 0 -3');
171         setorigin(gren, w_shotorg);
172
173         gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
174         gren.think = W_Grenade_Explode2;
175         gren.touch = W_Grenade_Touch2;
176         gren.takedamage = DAMAGE_YES;
177         gren.health = 10;
178         gren.damageforcescale = 4;
179         gren.event_damage = W_Grenade_Damage;
180         gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_secondary_speed") + v_up * cvar("g_balance_grenadelauncher_secondary_speed_up");
181         W_SetupProjectileVelocity(gren);
182         gren.avelocity = '100 150 100';
183
184         gren.angles = vectoangles (gren.velocity);
185         gren.flags = FL_PROJECTILE;
186 #else
187         // nothing yet (maybe find the last one and detonate it?)
188 #endif
189 }
190
191 void spawnfunc_weapon_grenadelauncher (void)
192 {
193         weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER, 5000);
194 }
195
196 .float bot_secondary_grenademooth;
197 float w_glauncher(float req)
198 {
199         if (req == WR_AIM)
200         {
201                 self.BUTTON_ATCK = FALSE;
202                 self.BUTTON_ATCK2 = FALSE;
203                 if (self.bot_secondary_grenademooth == 0)
204                 {
205                         if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
206                         {
207                                 self.BUTTON_ATCK = TRUE;
208                                 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
209                         }
210                 }
211                 else
212                 {
213                         if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
214                         {
215                                 self.BUTTON_ATCK2 = TRUE;
216                                 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
217                         }
218                 }
219         }
220         else if (req == WR_THINK)
221         {
222                 if (self.BUTTON_ATCK)
223                 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
224                 {
225                         W_Grenade_Attack();
226                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
227                 }
228                 if (self.BUTTON_ATCK2)
229                 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
230                 {
231                         W_Grenade_Attack2();
232                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
233                 }
234         }
235         else if (req == WR_PRECACHE)
236         {
237                 precache_model ("models/grenademodel.md3");
238                 precache_model ("models/weapons/g_gl.md3");
239                 precache_model ("models/weapons/v_gl.md3");
240                 precache_model ("models/weapons/w_gl.zym");
241                 precache_sound ("weapons/grenade_bounce1.wav");
242                 precache_sound ("weapons/grenade_bounce2.wav");
243                 precache_sound ("weapons/grenade_bounce3.wav");
244                 precache_sound ("weapons/grenade_bounce4.wav");
245                 precache_sound ("weapons/grenade_bounce5.wav");
246                 precache_sound ("weapons/grenade_bounce6.wav");
247                 precache_sound ("weapons/grenade_fire.wav");
248                 precache_sound ("weapons/grenade_impact.wav");
249         }
250         else if (req == WR_SETUP)
251                 weapon_setup(WEP_GRENADE_LAUNCHER, "gl");
252         else if (req == WR_CHECKAMMO1)
253                 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
254         else if (req == WR_CHECKAMMO2)
255                 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");
256         else if (req == WR_SUICIDEMESSAGE)
257                 w_deathtypestring = "detonated";
258         else if (req == WR_KILLMESSAGE)
259                 w_deathtypestring = "was blasted by";
260         else if (req == WR_SPAWNFUNC)
261                 spawnfunc_weapon_grenadelauncher();
262         return TRUE;
263 };