quakec/source/server/weapons/grenade_launcher.qc
2024-01-13 12:53:48 -05:00

60 lines
No EOL
1.5 KiB
C++

/*
server/weapons/grenade_launcher.qc
Core logic for the Ray Gun special weapon.
Modified from Unofficial Patch implementation.
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() GrenadeExplode;
//
// W_FireGrenade()
// Called by weapon_core for the Grenade firetype. Sets up the
// nade and prepares it for impact and force forward.
//
void(float side) W_FireGrenade =
{
entity nade = spawn();
nade.owner = self;
nade.movetype = MOVETYPE_BOUNCE;
nade.solid = SOLID_BBOX;
nade.classname = "projectile_grenade";
makevectors (self.v_angle);
nade.velocity = v_forward*3000;
nade.avelocity = '50 -50 50';
nade.touch = GrenadeExplode;
setsize(nade, '0 0 0', '0 0 0');
nade.origin = self.origin + self.view_ofs;
setorigin(nade, nade.origin);
#ifdef FTE
FTE_RunParticleEffect(self, CSQC_PART_MUZZLEFLASH, '0 0 0', side, world);
#endif // FTE
}