]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/w_grenadelauncher.qc
Merge branch 'master' into fruitiex/fruitbalance
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_grenadelauncher.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(GRENADE_LAUNCHER, w_glauncher, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "gl", "grenadelauncher", "Mortar");
3 #else
4 #ifdef SVQC
5 void W_Grenade_Explode (void)
6 {
7         if(other.takedamage == DAMAGE_AIM)
8                 if(other.classname == "player")
9                         if(IsDifferentTeam(self.owner, other))
10                                 if(other.deadflag == DEAD_NO)
11                                         if(IsFlying(other))
12                                                 AnnounceTo(self.owner, "airshot");
13
14         self.event_damage = SUB_Null;
15         self.takedamage = DAMAGE_NO;
16         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);
17
18         remove (self);
19 }
20
21 void W_Grenade_Explode2 (void)
22 {
23         if(other.takedamage == DAMAGE_AIM)
24                 if(other.classname == "player")
25                         if(IsDifferentTeam(self.owner, other))
26                                 if(IsFlying(other))
27                                         AnnounceTo(self.owner, "airshot");
28
29         self.event_damage = SUB_Null;
30         self.takedamage = DAMAGE_NO;
31         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);
32
33         remove (self);
34 }
35
36 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
37 {
38         if (self.health <= 0)
39                 return;
40         self.health = self.health - damage;
41         if (self.health <= 0)
42         {
43                 W_PrepareExplosionByDamage(attacker, self.think);
44         }
45 }
46
47 void W_Grenade_Touch1 (void)
48 {
49         PROJECTILE_TOUCH;
50         if(cvar("g_balance_grenadelauncher_primary_sticky") && other.takedamage != DAMAGE_AIM)
51         {
52                 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
53
54                 // let it stick whereever it is
55                 self.velocity = '0 0 0';
56                 self.movetype = MOVETYPE_NONE; // also disables gravity
57                 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
58                 UpdateCSQCProjectile(self);
59
60                 // do not respond to any more touches
61                 self.solid = SOLID_NOT;
62
63                 self.nextthink = min(self.nextthink, time + cvar("g_balance_grenadelauncher_primary_lifetime2"));
64         }
65         else
66                 W_Grenade_Explode ();
67 }
68
69 void W_Grenade_Touch2 (void)
70 {
71         PROJECTILE_TOUCH;
72         if (other.takedamage == DAMAGE_AIM)
73         {
74                 self.use ();
75         }
76         else
77         {
78                 float r;
79                 r = random() * 6;
80                 if(r < 1)
81                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
82                 else if(r < 2)
83                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
84                 else if(r < 3)
85                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
86                 else if(r < 4)
87                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
88                 else if(r < 5)
89                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
90                 else
91                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
92                 self.projectiledeathtype |= HITTYPE_BOUNCE;
93         }
94 }
95
96 void W_Grenade_Attack (void)
97 {
98         local entity gren;
99
100         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
101                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
102         W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 4, "weapons/grenade_fire.wav", cvar("g_balance_grenadelauncher_primary_damage"));
103         w_shotdir = v_forward; // no TrueAim for grenades please
104
105         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
106
107         gren = spawn ();
108         gren.owner = self;
109         gren.classname = "grenade";
110         gren.bot_dodge = TRUE;
111         gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
112         gren.movetype = MOVETYPE_BOUNCE;
113         PROJECTILE_MAKETRIGGER(gren);
114         gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
115         setorigin(gren, w_shotorg);
116         setsize(gren, '0 0 -3', '0 0 -3');
117
118         gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
119         gren.think = adaptor_think2use_hittype_splash;
120         gren.use = W_Grenade_Explode;
121         gren.touch = W_Grenade_Touch1;
122
123         gren.takedamage = DAMAGE_YES;
124         gren.health = cvar("g_balance_grenadelauncher_primary_health");
125         gren.event_damage = W_Grenade_Damage;
126         W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
127
128         gren.angles = vectoangles (gren.velocity);
129         gren.flags = FL_PROJECTILE;
130
131         CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);   
132 }
133
134 void W_Grenade_Attack2 (void)
135 {
136         local entity gren;
137
138         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
139                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
140         W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 4, "weapons/grenade_fire.wav", cvar("g_balance_grenadelauncher_secondary_damage"));
141         w_shotdir = v_forward; // no TrueAim for grenades please
142
143         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
144
145         gren = spawn ();
146         gren.owner = self;
147         gren.classname = "grenade";
148         gren.bot_dodge = TRUE;
149         gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
150         gren.movetype = MOVETYPE_BOUNCE;
151         gren.bouncefactor = cvar("g_balance_grenadelauncher_secondary_bouncefactor");
152         gren.bouncestop = cvar("g_balance_grenadelauncher_secondary_bouncestop");
153         PROJECTILE_MAKETRIGGER(gren);
154         gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
155         setorigin(gren, w_shotorg);
156         setsize(gren, '0 0 -3', '0 0 -3');
157
158         gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
159         gren.think = adaptor_think2use_hittype_splash;
160         gren.use = W_Grenade_Explode2;
161         gren.touch = W_Grenade_Touch2;
162
163         gren.takedamage = DAMAGE_YES;
164         gren.health = cvar("g_balance_grenadelauncher_secondary_health");
165         gren.damageforcescale = cvar("g_balance_grenadelauncher_secondary_damageforcescale");
166         gren.event_damage = W_Grenade_Damage;
167         W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_secondary);
168
169         gren.angles = vectoangles (gren.velocity);
170         gren.flags = FL_PROJECTILE;
171
172         CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
173 }
174
175 void spawnfunc_weapon_grenadelauncher (void)
176 {
177         weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
178 }
179
180 .float bot_secondary_grenademooth;
181 float w_glauncher(float req)
182 {
183         if (req == WR_AIM)
184         {
185                 self.BUTTON_ATCK = FALSE;
186                 self.BUTTON_ATCK2 = FALSE;
187                 if (self.bot_secondary_grenademooth == 0)
188                 {
189                         if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
190                         {
191                                 self.BUTTON_ATCK = TRUE;
192                                 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
193                         }
194                 }
195                 else
196                 {
197                         if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
198                         {
199                                 self.BUTTON_ATCK2 = TRUE;
200                                 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
201                         }
202                 }
203         }
204         else if (req == WR_THINK)
205         {
206                 if (self.BUTTON_ATCK)
207                 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
208                 {
209                         if(cvar("g_balance_grenadelauncher_primary2secondary"))
210                                 W_Grenade_Attack2();
211                         else
212                                 W_Grenade_Attack();
213                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
214                 }
215                 if (self.BUTTON_ATCK2 && !cvar("g_balance_grenadelauncher_primary2secondary"))
216                 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
217                 {
218                         W_Grenade_Attack2();
219                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
220                 }
221         }
222         else if (req == WR_PRECACHE)
223         {
224                 precache_model ("models/weapons/g_gl.md3");
225                 precache_model ("models/weapons/v_gl.md3");
226                 precache_model ("models/weapons/h_gl.iqm");
227                 precache_sound ("weapons/grenade_bounce1.wav");
228                 precache_sound ("weapons/grenade_bounce2.wav");
229                 precache_sound ("weapons/grenade_bounce3.wav");
230                 precache_sound ("weapons/grenade_bounce4.wav");
231                 precache_sound ("weapons/grenade_bounce5.wav");
232                 precache_sound ("weapons/grenade_bounce6.wav");
233                 precache_sound ("weapons/grenade_stick.wav");
234                 precache_sound ("weapons/grenade_fire.wav");
235         }
236         else if (req == WR_SETUP)
237                 weapon_setup(WEP_GRENADE_LAUNCHER);
238         else if (req == WR_CHECKAMMO1)
239                 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
240         else if (req == WR_CHECKAMMO2)
241                 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");
242         return TRUE;
243 };
244 #endif
245 #ifdef CSQC
246 float w_glauncher(float req)
247 {
248         if(req == WR_IMPACTEFFECT)
249         {
250                 vector org2;
251                 org2 = w_org + w_backoff * 12;
252                 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
253                 if(!w_issilent)
254                         sound(self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
255         }
256         else if(req == WR_PRECACHE)
257         {
258                 precache_sound("weapons/grenade_impact.wav");
259         }
260         else if (req == WR_SUICIDEMESSAGE)
261         {
262                 if(w_deathtype & HITTYPE_SECONDARY)
263                         w_deathtypestring = "tried out his own grenade";
264                 else
265                         w_deathtypestring = "detonated";
266         }
267         else if (req == WR_KILLMESSAGE)
268         {
269                 if(w_deathtype & HITTYPE_SPLASH)
270                         if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
271                                 w_deathtypestring = "didn't see #'s grenade";
272                         else // unchecked: SECONDARY
273                                 w_deathtypestring = "almost dodged #'s grenade";
274                 else // unchecked: SECONDARY, BOUNCE
275                         w_deathtypestring = "ate #'s grenade";
276         }
277         return TRUE;
278 }
279 #endif
280 #endif