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SERVER: Move Grenade Launcher firetype away from weapon_core
hehe :^)
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parent
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commit
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4 changed files with 56 additions and 22 deletions
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@ -34,6 +34,7 @@
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../source/server/weapons/rocket_launcher.qc
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../source/server/weapons/ray_gun.qc
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../source/server/weapons/flamethrower.qc
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../source/server/weapons/grenade_launcher.qc
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../source/server/weapons/weapon_core.qc
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../source/server/entities/powerups.qc
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@ -38,6 +38,7 @@
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../source/server/weapons/rocket_launcher.qc
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../source/server/weapons/ray_gun.qc
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../source/server/weapons/flamethrower.qc
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../source/server/weapons/grenade_launcher.qc
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../source/server/weapons/weapon_core.qc
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../source/server/entities/powerups.qc
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54
source/server/weapons/grenade_launcher.qc
Normal file
54
source/server/weapons/grenade_launcher.qc
Normal file
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@ -0,0 +1,54 @@
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/*
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server/weapons/grenade_launcher.qc
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Core logic for the Ray Gun special weapon.
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Modified from Unofficial Patch implementation.
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Copyright (C) 2021-2023 NZ:P Team
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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void() GrenadeExplode;
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//
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// W_FireGrenade()
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// Called by weapon_core for the Grenade firetype. Sets up the
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// nade and prepares it for impact and force forward.
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//
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void(float side) W_FireGrenade =
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{
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entity nade = spawn();
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nade.owner = self;
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nade.movetype = MOVETYPE_BOUNCE;
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nade.solid = SOLID_BBOX;
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nade.classname = "explosiveNade";
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makevectors (self.v_angle);
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nade.velocity = v_forward*1000;
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nade.avelocity = '50 -50 50';
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nade.touch = GrenadeExplode;
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setsize(nade, '0 0 0', '0 0 0');
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nade.origin = self.origin + self.view_ofs;
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setorigin(nade, nade.origin);
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}
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@ -1028,28 +1028,6 @@ void (float shotcount, float sprd, float Damage, float side) FireTrace =
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}
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void(float side) W_FireGrenade =
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{
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entity nade = spawn();
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nade.owner = self;
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nade.movetype = MOVETYPE_BOUNCE;
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nade.solid = SOLID_BBOX;
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nade.classname = "explosiveNade";
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makevectors (self.v_angle);
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nade.velocity = v_forward*1000;
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nade.avelocity = '50 -50 50';
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//centerprint(self, vtos(nade.angles));
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nade.touch = GrenadeExplode;
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setsize(nade, '0 0 0', '0 0 0');
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nade.origin = self.origin + self.view_ofs;
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setorigin(nade, nade.origin);
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}
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// Remove zombie, add money, request clone spawn.
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void(entity hit_ent) LightningHit =
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{
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