/* server/weapons/bouncing_betty.qc Core logic for the "Bouncing Betty" grenade. Copyright (C) 2021-2024 NZ:P Team This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ void() W_PlayTakeOut; // // Betty_Rise() // Rise from the ground and explode. // void() Betty_Rise = { if (self.ltime < time) { self.velocity = '0 0 0'; self.movetype = MOVETYPE_NONE; self.think = SUB_Null; GrenadeExplode(); } self.nextthink = time + 0.05; makevectors(self.angles); self.velocity = v_up*100; } // // Betty_Touch() // Check if contact is with an enemy, // trigger if so. // void() Betty_Touch = { // Only trigger if an enemy is making contact. if (other.classname != "ai_zombie" && other.classname != "ai_dog") return; // Additional sanity check -- don't activate because of us. if (other == self.owner || other.solid == SOLID_TRIGGER) return; // Don't activate if our center point can't even reach the enemy if (!CanDamage(other, self)) return; // Next step is to rise! self.think = Betty_Rise; self.touch = SUB_Null; self.nextthink = time + 0.1; // Set a timer for when to explode. self.ltime = time + 0.28; } // // Betty_Drop() // Spawns the Betty grenade and puts it // on the ground. // void() Betty_Drop = { // Spawn it and set its attributes. entity betty; betty = spawn (); betty.owner = self; betty.grenade_delay = betty.owner.grenade_delay; betty.owner.grenade_delay = 0; betty.movetype = MOVETYPE_NOCLIP; betty.solid = SOLID_TRIGGER; betty.classname = "betty"; betty.velocity = v_forward*0; betty.touch = Betty_Touch; setmodel (betty, "models/weapons/grenade/g_betty.mdl"); setsize (betty, '-64 -64 -4', '64 64 32'); betty.origin = betty.owner.origin - self.view_ofs + '0 0 1'; // If we're in the air, just drop the betty to the ground // cypress -- This felt a little whack so I checked World at War.. // ..and it does this too, so.. if (!(self.flags & FL_ONGROUND)) { entity oldself; oldself = self; self = betty; #ifdef FTE droptofloor(); #else droptofloor(0, 0); #endif // FTE self = oldself; } // Sink into the ground a bit betty.origin += v_forward * 0; betty.origin += v_up * -1; setorigin (betty, betty.origin); // Return the player's weapon to them self.animend = W_PlayTakeOut; self.callfuncat = 0; self.isBuying = false; nzp_rumble(self, 1000, 1200, 75); } // // Betty_CheckForRelease() // Holds the Bouncing Betty until the // action button is released, then kicks // off spawning the entity. // void() Betty_CheckForRelease = { // Release the Betty if (!self.button3) { if(self.grenade_delay < time) self.grenade_delay = time + 0.05; self.isBuying = true; Set_W_Frame (13, 19, 0.3, 5, GRENADE, Betty_Drop, "models/weapons/grenade/v_betty.mdl", true, S_RIGHT, true); Sound_PlaySound(self, "sounds/weapons/grenade/throw.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS); self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = time + 0.4; self.throw_delay = time + 0.9; } // Keep holding it else { self.isBuying = true; Set_W_Frame (13, 13, 0, 0, GRENADE, Betty_CheckForRelease, "models/weapons/grenade/v_betty.mdl", true, S_RIGHT, true); } } // // W_PrimeBetty() // Priming/Init state for the Bouncing Betty, // called inside of weapon_core. // void() W_PrimeBetty = { if (self.throw_delay > time || self.zoom || self.downed || self.secondary_grenades < 1 || self.isBuying) return; // Prevent the Player from Sprinting and also avoid issues with // the equipment being completely cancelled.. W_SprintStop(); W_HideCrosshair(self); // Play the "prime" animation for the betty viewmodel. Set_W_Frame (0, 13, 1, 0, GRENADE, Betty_CheckForRelease, "models/weapons/grenade/v_betty.mdl", true, S_RIGHT, true); // Subtract a betty from our inventory, set up delays, prevent use spam. self.secondary_grenades -= 1; self.grenade_delay = self.reload_delay2 = self.fire_delay2 = self.throw_delay = self.reload_delay = self.fire_delay = time + 6; }