]> icculus.org git repositories - divverent/nexuiz.git/blob - qcsrc/gamec/w_grenadelauncher.c
added a muzzleflash for the uzi
[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         ImpactEffect (self, IT_GRENADE_LAUNCHER);
34
35         self.event_damage = SUB_Null;
36         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);
37
38         remove (self);
39 }
40
41 void W_Grenade_Touch (void)
42 {
43         if (other.classname == "player" || other.classname == "corpse")
44                 W_Grenade_Explode ();
45         else
46                 sound (self, CHAN_BODY, "weapons/grenade_bounce.wav", 1, ATTN_NORM);
47 }
48
49 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
50 {
51         self.health = self.health - damage;
52         if (self.health <= 0)
53                 W_Grenade_Explode();
54 }
55
56 void W_Grenade_Attack (void)
57 {
58         local entity gren;
59         local vector org;
60
61         sound (self, CHAN_WEAPON, "weapons/grenade_fire.wav", 1, ATTN_NORM);
62         self.punchangle_x = -4;
63         self.ammo_rockets = self.ammo_rockets - 2;
64         org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -12;
65
66         gren = spawn ();
67         gren.owner = self;
68         gren.classname = "grenade";
69         gren.movetype = MOVETYPE_BOUNCE;
70         gren.solid = SOLID_BBOX;
71         setmodel(gren, "models/grenademodel.md3");
72         setsize(gren, '-6 -6 -3', '6 6 3');
73         setorigin(gren, org);
74
75         if (self.button3)
76         {
77                 gren.nextthink = time + 2.5;
78                 gren.think = W_Grenade_Explode;
79                 gren.touch = W_Grenade_Touch;
80                 gren.takedamage = DAMAGE_YES;
81                 gren.health = 10;
82                 gren.damageforcescale = 4;
83                 gren.event_damage = W_Grenade_Damage;
84                 gren.velocity = v_forward * cvar("g_balance_grenadelauncher_speed2") + v_up * cvar("g_balance_grenadelauncher_speed2_up");
85                 gren.avelocity = '100 150 100';
86         }
87         else
88         {
89                 gren.nextthink = time + 30;
90                 gren.think = W_Grenade_Explode;
91                 gren.touch = W_Grenade_Explode;
92                 gren.velocity = v_forward * cvar("g_balance_grenadelauncher_speed") + v_up * cvar("g_balance_grenadelauncher_speed_up");
93                 gren.avelocity_x = random () * -500 - 500;
94         }
95
96         gren.angles = vectoangles (gren.velocity);
97 }
98
99 // weapon frames
100
101 void()  glauncher_ready_01 =    {weapon_thinkf(WFRAME_IDLE, 0.1, glauncher_ready_01); self.weaponentity.state = WS_READY;};
102 void()  glauncher_select_01 =   {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
103 void()  glauncher_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
104 void()  glauncher_fire1_01 =
105 {
106         weapon_doattack(glauncher_check, glauncher_check, W_Grenade_Attack);
107         weapon_thinkf(WFRAME_FIRE1, 0.3, glauncher_ready_01);
108 };