]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/w_grenadelauncher.qc
undo "TrueAim" for mortar and electro secondary - it makes no sense for tossed projec...
[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                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
48                 else if(r < 2)
49                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
50                 else if(r < 3)
51                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
52                 else if(r < 4)
53                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
54                 else if(r < 5)
55                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
56                 else
57                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
58                 self.projectiledeathtype |= HITTYPE_BOUNCE;
59         }
60 }
61
62 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
63 {
64         self.health = self.health - damage;
65         if (self.health <= 0)
66         {
67                 W_PrepareExplosionByDamage(attacker, self.think);
68         }
69 }
70
71 void W_Grenade_Attack (void)
72 {
73         local entity gren;
74
75         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
76                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
77         W_SetupShot (self, FALSE, 4, "weapons/grenade_fire.wav");
78         w_shotdir = v_forward; // no TrueAim for grenades please
79
80         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
81
82         gren = spawn ();
83         gren.owner = self;
84         gren.classname = "grenade";
85         gren.bot_dodge = TRUE;
86         gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
87         gren.movetype = MOVETYPE_BOUNCE;
88         gren.solid = SOLID_BBOX;
89         gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
90         setorigin(gren, w_shotorg);
91
92         gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
93         gren.think = adaptor_think2use;
94         gren.use = W_Grenade_Explode;
95         gren.touch = W_Grenade_Touch1;
96         gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_primary_speed") + v_up * cvar("g_balance_grenadelauncher_primary_speed_up");
97         W_SetupProjectileVelocity(gren);
98
99         gren.angles = vectoangles (gren.velocity);
100         gren.flags = FL_PROJECTILE;
101
102         CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);   
103 }
104
105 void W_Grenade_Attack2 (void)
106 {
107         local entity gren;
108
109         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
110                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
111         W_SetupShot (self, FALSE, 4, "weapons/grenade_fire.wav");
112         w_shotdir = v_forward; // no TrueAim for grenades please
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_secondary_damage");
121         gren.movetype = MOVETYPE_BOUNCE;
122         gren.solid = SOLID_BBOX;
123         gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
124         setsize(gren, '0 0 -3', '0 0 -3'); // why, just, why?
125         setorigin(gren, w_shotorg);
126
127         gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
128         gren.think = adaptor_think2use;
129         gren.use = W_Grenade_Explode2;
130         gren.touch = W_Grenade_Touch2;
131         gren.takedamage = DAMAGE_YES;
132         gren.health = cvar("g_balance_grenadelauncher_secondary_health");
133         gren.damageforcescale = 4;
134         gren.event_damage = W_Grenade_Damage;
135         gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_secondary_speed") + v_up * cvar("g_balance_grenadelauncher_secondary_speed_up");
136         W_SetupProjectileVelocity(gren);
137
138         gren.angles = vectoangles (gren.velocity);
139         gren.flags = FL_PROJECTILE;
140
141         CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
142 }
143
144 void spawnfunc_weapon_grenadelauncher (void)
145 {
146         weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
147 }
148
149 .float bot_secondary_grenademooth;
150 float w_nexball_weapon(float req);
151 float w_glauncher(float req)
152 {
153         if (g_nexball) { return w_nexball_weapon(req); }
154         if (req == WR_AIM)
155         {
156                 self.BUTTON_ATCK = FALSE;
157                 self.BUTTON_ATCK2 = FALSE;
158                 if (self.bot_secondary_grenademooth == 0)
159                 {
160                         if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
161                         {
162                                 self.BUTTON_ATCK = TRUE;
163                                 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
164                         }
165                 }
166                 else
167                 {
168                         if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
169                         {
170                                 self.BUTTON_ATCK2 = TRUE;
171                                 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
172                         }
173                 }
174         }
175         else if (req == WR_THINK)
176         {
177                 if (self.BUTTON_ATCK)
178                 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
179                 {
180                         W_Grenade_Attack();
181                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
182                 }
183                 if (self.BUTTON_ATCK2)
184                 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
185                 {
186                         W_Grenade_Attack2();
187                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
188                 }
189         }
190         else if (req == WR_PRECACHE)
191         {
192                 precache_model ("models/weapons/g_gl.md3");
193                 precache_model ("models/weapons/v_gl.md3");
194                 precache_model ("models/weapons/h_gl.dpm");
195                 precache_sound ("weapons/grenade_bounce1.wav");
196                 precache_sound ("weapons/grenade_bounce2.wav");
197                 precache_sound ("weapons/grenade_bounce3.wav");
198                 precache_sound ("weapons/grenade_bounce4.wav");
199                 precache_sound ("weapons/grenade_bounce5.wav");
200                 precache_sound ("weapons/grenade_bounce6.wav");
201                 precache_sound ("weapons/grenade_fire.wav");
202         }
203         else if (req == WR_SETUP)
204                 weapon_setup(WEP_GRENADE_LAUNCHER);
205         else if (req == WR_CHECKAMMO1)
206                 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
207         else if (req == WR_CHECKAMMO2)
208                 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");
209         else if (req == WR_SUICIDEMESSAGE)
210         {
211                 if(w_deathtype & HITTYPE_SECONDARY)
212                         w_deathtypestring = "tried out his own grenade";
213                 else
214                         w_deathtypestring = "detonated";
215         }
216         else if (req == WR_KILLMESSAGE)
217         {
218                 if(w_deathtype & HITTYPE_SPLASH)
219                         if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
220                                 w_deathtypestring = "didn't see #'s grenade";
221                         else // unchecked: SECONDARY
222                                 w_deathtypestring = "almost dodged #'s grenade";
223                 else // unchecked: SECONDARY, BOUNCE
224                         w_deathtypestring = "ate #'s grenade";
225         }
226         return TRUE;
227 };