Initial implementation of the Nail Grenade
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1 changed files with 85 additions and 1 deletions
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@ -114,8 +114,92 @@ TFCNade_ThrowConcussion(player pl)
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void
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TFCNade_ThrowNail(player pl)
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{
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vector vecNadeVelocity;
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float flTimer;
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print("Throwing Nail grenade!\n");
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static void TFCNade_ThrowNail_Touch(void) {
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Sound_Play(self, CHAN_BODY, "weapon_handgrenade.bounce");
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if (!vlen(self.velocity))
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self.avelocity = g_vec_null;
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}
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static void TFCNade_ThrowNail_Explode(void) {
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float dmg = 100;
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FX_Explosion(self.origin);
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Damage_Radius(self.origin, self.owner, dmg, dmg * 2.5f, TRUE, WEAPON_GLAUNCHER);
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sound(self, CHAN_WEAPON, sprintf("weapons/explode%d.wav", floor(random() * 2) + 3), 1, ATTN_NORM);
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NSEntity::Destroy();
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}
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static void TFCNade_ThrowNail_Shoot(entity source, vector euler_dir) {
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static void TFCNade_ThrowNail_Shoot_Touch(void) {
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if (trace_ent.iBleeds == 0) {
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DecalGroups_Place("Impact.BigShot", trace_endpos + (v_forward * -2));
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SurfData_Impact(trace_ent, trace_surfaceflagsi, trace_endpos, trace_plane_normal);
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}
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if (trace_ent.takedamage == DAMAGE_YES) {
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Damage_Apply(trace_ent, self.owner.owner, 9, WEAPON_NAILGUN, DMG_BULLET);
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}
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remove(self);
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}
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makevectors(source.angles + euler_dir);
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entity p = spawn();
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setmodel(p, "models/nail.mdl");
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setorigin(p, source.origin + (v_forward * 8) + (v_up * 2));
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p.owner = source;
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p.movetype = MOVETYPE_FLYMISSILE;
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p.solid = SOLID_BBOX;
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p.gravity = 0.5f;
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p.velocity = (v_forward * 1000);
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p.angles = vectoangles(p.velocity);
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p.touch = TFCNade_ThrowNail_Shoot_Touch;
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p.think = Util_Destroy;
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}
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static void TFCNade_ThrowNail_Unload(void) {
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if (self.ammo_nails <= 0) {
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TFCNade_ThrowNail_Explode();
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return;
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}
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self.angles[1] += 15.0;
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TFCNade_ThrowNail_Shoot(self, [0, 0, 0]);
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TFCNade_ThrowNail_Shoot(self, [0, 60, 0]);
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TFCNade_ThrowNail_Shoot(self, [0, 120, 0]);
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TFCNade_ThrowNail_Shoot(self, [0, 180, 0]);
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TFCNade_ThrowNail_Shoot(self, [0, 240, 0]);
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TFCNade_ThrowNail_Shoot(self, [0, 300, 0]);
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self.ammo_nails -= 6;
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self.nextthink = time + 0.15f;
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}
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static void TFCNade_ThrowNail_Deploy(void) {
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self.solid = SOLID_BBOX;
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self.movetype = MOVETYPE_NONE;
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self.velocity = [0,0,0];
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setorigin(self, self.origin + [0,0, 32]);
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self.think = TFCNade_ThrowNail_Unload;
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self.nextthink = time + 1.0f;
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}
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Weapons_MakeVectors(pl);
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vecNadeVelocity = v_forward * 600 + v_up * 200 + crandom() * v_right * 10 + crandom() * v_up * 10;
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flTimer = max(0.0, pl.gren2.GetNextThinkTime() - time);
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NSRenderableEntity eNade = spawn(NSRenderableEntity);
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eNade.SetModel("models/ngrenade.mdl");
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eNade.SetOrigin(Weapons_GetCameraPos(pl) + (v_forward * 14) + (v_up * -4) + (v_right * 2));
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eNade.SetOwner(pl);
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eNade.SetMovetype(MOVETYPE_BOUNCE);
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eNade.SetSolid(SOLID_BBOX);
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eNade.SetGravity(1.0f);
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eNade.SetVelocity(vecNadeVelocity);
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eNade.SetAngularVelocity([0, 600, 0]);
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eNade.ammo_nails = 200;
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eNade.touch = TFCNade_ThrowNail_Touch;
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eNade.ScheduleThink(TFCNade_ThrowNail_Deploy, flTimer);
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}
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void
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