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undo the most stupid change to RadiusDamage EVER
[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(other.deadflag == DEAD_NO)
7                                         if(IsFlying(other))
8                                                 announce(self.owner, "announcer/male/airshot.wav");
9
10         self.event_damage = SUB_Null;
11         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);
12
13         remove (self);
14 }
15
16 void W_Grenade_Explode2 (void)
17 {
18         if(other.takedamage == DAMAGE_AIM)
19                 if(other.classname == "player")
20                         if(IsDifferentTeam(self.owner, other))
21                                 if(IsFlying(other))
22                                         announce(self.owner, "announcer/male/airshot.wav");
23
24         self.event_damage = SUB_Null;
25         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);
26
27         remove (self);
28 }
29
30 void W_Grenade_Touch1 (void)
31 {
32         PROJECTILE_TOUCH;
33         W_Grenade_Explode ();
34 }
35
36 void W_Grenade_Touch2 (void)
37 {
38         PROJECTILE_TOUCH;
39         if (other.takedamage == DAMAGE_AIM)
40         {
41                 self.use ();
42         }
43         else
44         {
45                 float r;
46                 r = random() * 6;
47                 if(r < 1)
48                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
49                 else if(r < 2)
50                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
51                 else if(r < 3)
52                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
53                 else if(r < 4)
54                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
55                 else if(r < 5)
56                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
57                 else
58                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
59                 self.projectiledeathtype |= HITTYPE_BOUNCE;
60         }
61 }
62
63 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
64 {
65         if (self.health <= 0)
66                 return;
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_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 4, "weapons/grenade_fire.wav", cvar("g_balance_grenadelauncher_primary_damage"));
81         w_shotdir = v_forward; // no TrueAim for grenades please
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         setorigin(gren, w_shotorg);
94         setsize(gren, '0 0 -3', '0 0 -3');
95
96         gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
97         gren.think = adaptor_think2use;
98         gren.use = W_Grenade_Explode;
99         gren.touch = W_Grenade_Touch1;
100         gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_primary_speed") + v_up * cvar("g_balance_grenadelauncher_primary_speed_up");
101         W_SetupProjectileVelocity(gren);
102
103         gren.angles = vectoangles (gren.velocity);
104         gren.flags = FL_PROJECTILE;
105
106         CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);   
107 }
108
109 void W_Grenade_Attack2 (void)
110 {
111         local entity gren;
112
113         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
114                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
115         W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 4, "weapons/grenade_fire.wav", cvar("g_balance_grenadelauncher_secondary_damage"));
116         w_shotdir = v_forward; // no TrueAim for grenades please
117
118         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
119
120         gren = spawn ();
121         gren.owner = self;
122         gren.classname = "grenade";
123         gren.bot_dodge = TRUE;
124         gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
125         gren.movetype = MOVETYPE_BOUNCE;
126         gren.solid = SOLID_BBOX;
127         gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
128         setsize(gren, '0 0 -3', '0 0 -3');
129         setorigin(gren, w_shotorg);
130
131         gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
132         gren.think = adaptor_think2use;
133         gren.use = W_Grenade_Explode2;
134         gren.touch = W_Grenade_Touch2;
135         gren.takedamage = DAMAGE_YES;
136         gren.health = cvar("g_balance_grenadelauncher_secondary_health");
137         gren.damageforcescale = cvar("g_balance_grenadelauncher_secondary_damageforcescale");
138         gren.event_damage = W_Grenade_Damage;
139         gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_secondary_speed") + v_up * cvar("g_balance_grenadelauncher_secondary_speed_up");
140         W_SetupProjectileVelocity(gren);
141
142         gren.angles = vectoangles (gren.velocity);
143         gren.flags = FL_PROJECTILE;
144
145         CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
146 }
147
148 void spawnfunc_weapon_grenadelauncher (void)
149 {
150         weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
151 }
152
153 .float bot_secondary_grenademooth;
154 float w_glauncher(float req)
155 {
156         if (req == WR_AIM)
157         {
158                 self.BUTTON_ATCK = FALSE;
159                 self.BUTTON_ATCK2 = FALSE;
160                 if (self.bot_secondary_grenademooth == 0)
161                 {
162                         if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
163                         {
164                                 self.BUTTON_ATCK = TRUE;
165                                 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
166                         }
167                 }
168                 else
169                 {
170                         if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
171                         {
172                                 self.BUTTON_ATCK2 = TRUE;
173                                 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
174                         }
175                 }
176         }
177         else if (req == WR_THINK)
178         {
179                 if (self.BUTTON_ATCK)
180                 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
181                 {
182                         W_Grenade_Attack();
183                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
184                 }
185                 if (self.BUTTON_ATCK2)
186                 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
187                 {
188                         W_Grenade_Attack2();
189                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
190                 }
191         }
192         else if (req == WR_PRECACHE)
193         {
194                 precache_model ("models/weapons/g_gl.md3");
195                 precache_model ("models/weapons/v_gl.md3");
196                 precache_model ("models/weapons/h_gl.dpm");
197                 precache_sound ("weapons/grenade_bounce1.wav");
198                 precache_sound ("weapons/grenade_bounce2.wav");
199                 precache_sound ("weapons/grenade_bounce3.wav");
200                 precache_sound ("weapons/grenade_bounce4.wav");
201                 precache_sound ("weapons/grenade_bounce5.wav");
202                 precache_sound ("weapons/grenade_bounce6.wav");
203                 precache_sound ("weapons/grenade_fire.wav");
204         }
205         else if (req == WR_SETUP)
206                 weapon_setup(WEP_GRENADE_LAUNCHER);
207         else if (req == WR_CHECKAMMO1)
208                 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
209         else if (req == WR_CHECKAMMO2)
210                 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");
211         else if (req == WR_SUICIDEMESSAGE)
212         {
213                 if(w_deathtype & HITTYPE_SECONDARY)
214                         w_deathtypestring = "tried out his own grenade";
215                 else
216                         w_deathtypestring = "detonated";
217         }
218         else if (req == WR_KILLMESSAGE)
219         {
220                 if(w_deathtype & HITTYPE_SPLASH)
221                         if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
222                                 w_deathtypestring = "didn't see #'s grenade";
223                         else // unchecked: SECONDARY
224                                 w_deathtypestring = "almost dodged #'s grenade";
225                 else // unchecked: SECONDARY, BOUNCE
226                         w_deathtypestring = "ate #'s grenade";
227         }
228         return TRUE;
229 };