quakec/source/server/weapons/bouncing_betty.qc
2024-09-01 18:12:38 -07:00

178 lines
No EOL
4.6 KiB
C++

/*
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;
}