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[divverent/nexuiz.git] / qcsrc / gamec / w_grenadelauncher.c
1 void() glauncher_ready_01;
2 void() glauncher_fire1_01;
3 void() glauncher_deselect_01;
4 void() glauncher_select_01;
5
6 float() glauncher_check =
7 {
8         if (self.ammo_rockets >= 2)
9                 return TRUE;
10         return FALSE;
11 };
12
13 void(float req) w_glauncher =
14 {
15         if (req == WR_IDLE)
16                 glauncher_ready_01();
17         else if (req == WR_FIRE1 || req == WR_FIRE2)
18                 weapon_prepareattack(glauncher_check, glauncher_check, glauncher_fire1_01, cvar("g_balance_grenadelauncher_refire"));
19         else if (req == WR_RAISE)
20                 glauncher_select_01();
21         else if (req == WR_UPDATECOUNTS)
22                 self.currentammo = self.ammo_rockets;
23         else if (req == WR_DROP)
24                 glauncher_deselect_01();
25         else if (req == WR_SETUP)
26                 weapon_setup(WEP_GRENADE_LAUNCHER, "w_gl.zym", IT_ROCKETS);
27         else if (req == WR_CHECKAMMO)
28                 weapon_hasammo = glauncher_check();
29 };
30
31 void W_Grenade_Explode (void)
32 {
33         vector  org2;
34         org2 = findbetterlocation (self.origin);
35         te_explosion (org2);
36         effect (org2, "models/sprites/grenadeexplosion.spr32", 0, 20, 30);
37         sound (self, CHAN_BODY, "weapons/grenade_impact.wav", 1, ATTN_NORM);
38
39         self.event_damage = SUB_Null;
40         RadiusDamage (self, self.owner, cvar("g_balance_grenadelauncher_damage"), cvar("g_balance_grenadelauncher_edgedamage"), cvar("g_balance_grenadelauncher_radius"), world, cvar("g_balance_grenadelauncher_force"), IT_GRENADE_LAUNCHER);
41
42         remove (self);
43 }
44
45 void W_Grenade_Touch (void)
46 {
47         if (other.classname == "player" || other.classname == "corpse")
48                 W_Grenade_Explode ();
49         else
50                 sound (self, CHAN_IMPACT, "weapons/grenade_bounce.wav", 1, ATTN_NORM);
51 }
52
53 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
54 {
55         self.health = self.health - damage;
56         if (self.health <= 0)
57                 W_Grenade_Explode();
58 }
59
60 void W_Grenade_Attack (void)
61 {
62         local entity gren;
63         local vector org;
64
65         sound (self, CHAN_WEAPON, "weapons/grenade_fire.wav", 1, ATTN_NORM);
66         self.punchangle_x = -4;
67         self.ammo_rockets = self.ammo_rockets - 2;
68         org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -12;
69
70         gren = spawn ();
71         gren.owner = self;
72         gren.classname = "grenade";
73         gren.movetype = MOVETYPE_BOUNCE;
74         gren.solid = SOLID_BBOX;
75         setmodel(gren, "models/grenademodel.md3");
76         setsize(gren, '-6 -6 -3', '6 6 3');
77         setorigin(gren, org);
78
79         if (self.button3)
80         {
81                 gren.nextthink = time + 2.5;
82                 gren.think = W_Grenade_Explode;
83                 gren.touch = W_Grenade_Touch;
84                 gren.takedamage = DAMAGE_YES;
85                 gren.health = 10;
86                 gren.damageforcescale = 4;
87                 gren.event_damage = W_Grenade_Damage;
88                 gren.velocity = v_forward * cvar("g_balance_grenadelauncher_speed2") + v_up * cvar("g_balance_grenadelauncher_speed2_up");
89                 gren.avelocity = '100 150 100';
90         }
91         else
92         {
93                 gren.nextthink = time + 30;
94                 gren.think = W_Grenade_Explode;
95                 gren.touch = W_Grenade_Explode;
96                 gren.velocity = v_forward * cvar("g_balance_grenadelauncher_speed") + v_up * cvar("g_balance_grenadelauncher_speed_up");
97                 gren.avelocity_x = random () * -500 - 500;
98         }
99
100         gren.angles = vectoangles (gren.velocity);
101 }
102
103 // weapon frames
104
105 void()  glauncher_ready_01 =    {weapon_thinkf(WFRAME_IDLE, 0.1, glauncher_ready_01); self.weaponentity.state = WS_READY;};
106 void()  glauncher_select_01 =   {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
107 void()  glauncher_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
108 void()  glauncher_fire1_01 =
109 {
110         weapon_doattack(glauncher_check, glauncher_check, W_Grenade_Attack);
111         weapon_thinkf(WFRAME_FIRE1, 0.3, glauncher_ready_01);
112 };