mirror of
https://github.com/nzp-team/quakec.git
synced 2024-12-13 06:00:54 +00:00
178 lines
No EOL
4.6 KiB
C++
178 lines
No EOL
4.6 KiB
C++
/*
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server/weapons/bouncing_betty.qc
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Core logic for the "Bouncing Betty" grenade.
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Copyright (C) 2021-2024 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() W_PlayTakeOut;
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//
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// Betty_Rise()
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// Rise from the ground and explode.
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//
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void() Betty_Rise =
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{
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if (self.ltime < time) {
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self.velocity = '0 0 0';
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self.movetype = MOVETYPE_NONE;
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self.think = SUB_Null;
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GrenadeExplode();
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}
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self.nextthink = time + 0.05;
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makevectors(self.angles);
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self.velocity = v_up*100;
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}
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//
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// Betty_Touch()
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// Check if contact is with an enemy,
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// trigger if so.
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//
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void() Betty_Touch =
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{
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// Only trigger if an enemy is making contact.
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if (other.classname != "ai_zombie" && other.classname != "ai_dog")
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return;
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// Additional sanity check -- don't activate because of us.
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if (other == self.owner || other.solid == SOLID_TRIGGER)
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return;
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// Don't activate if our center point can't even reach the enemy
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if (!CanDamage(other, self))
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return;
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// Next step is to rise!
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self.think = Betty_Rise;
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self.touch = SUB_Null;
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self.nextthink = time + 0.1;
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// Set a timer for when to explode.
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self.ltime = time + 0.28;
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}
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//
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// Betty_Drop()
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// Spawns the Betty grenade and puts it
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// on the ground.
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//
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void() Betty_Drop =
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{
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// Spawn it and set its attributes.
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entity betty;
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betty = spawn ();
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betty.owner = self;
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betty.grenade_delay = betty.owner.grenade_delay;
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betty.owner.grenade_delay = 0;
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betty.movetype = MOVETYPE_NOCLIP;
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betty.solid = SOLID_TRIGGER;
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betty.classname = "betty";
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betty.velocity = v_forward*0;
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betty.touch = Betty_Touch;
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setmodel (betty, "models/weapons/grenade/g_betty.mdl");
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setsize (betty, '-64 -64 -4', '64 64 32');
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betty.origin = betty.owner.origin - self.view_ofs + '0 0 1';
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// If we're in the air, just drop the betty to the ground
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// cypress -- This felt a little whack so I checked World at War..
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// ..and it does this too, so..
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if (!(self.flags & FL_ONGROUND)) {
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entity oldself;
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oldself = self;
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self = betty;
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#ifdef FTE
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droptofloor();
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#else
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droptofloor(0, 0);
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#endif // FTE
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self = oldself;
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}
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// Sink into the ground a bit
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betty.origin += v_forward * 0;
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betty.origin += v_up * -1;
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setorigin (betty, betty.origin);
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// Return the player's weapon to them
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self.animend = W_PlayTakeOut;
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self.callfuncat = 0;
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self.isBuying = false;
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nzp_rumble(self, 1000, 1200, 75);
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}
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//
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// Betty_CheckForRelease()
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// Holds the Bouncing Betty until the
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// action button is released, then kicks
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// off spawning the entity.
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//
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void() Betty_CheckForRelease =
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{
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// Release the Betty
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if (!self.button3) {
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if(self.grenade_delay < time)
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self.grenade_delay = time + 0.05;
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self.isBuying = true;
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Set_W_Frame (13, 19, 0.3, 5, GRENADE, Betty_Drop, "models/weapons/grenade/v_betty.mdl", true, S_RIGHT, true);
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Sound_PlaySound(self, "sounds/weapons/grenade/throw.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
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self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = time + 0.4;
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self.throw_delay = time + 0.9;
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}
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// Keep holding it
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else {
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self.isBuying = true;
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Set_W_Frame (13, 13, 0, 0, GRENADE, Betty_CheckForRelease, "models/weapons/grenade/v_betty.mdl", true, S_RIGHT, true);
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}
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}
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//
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// W_PrimeBetty()
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// Priming/Init state for the Bouncing Betty,
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// called inside of weapon_core.
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//
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void() W_PrimeBetty =
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{
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if (self.throw_delay > time || self.zoom || self.downed || self.secondary_grenades < 1 || self.isBuying)
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return;
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// Prevent the Player from Sprinting and also avoid issues with
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// the equipment being completely cancelled..
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W_SprintStop();
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W_HideCrosshair(self);
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// Play the "prime" animation for the betty viewmodel.
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Set_W_Frame (0, 13, 1, 0, GRENADE, Betty_CheckForRelease, "models/weapons/grenade/v_betty.mdl", true, S_RIGHT, true);
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// Subtract a betty from our inventory, set up delays, prevent use spam.
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self.secondary_grenades -= 1;
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self.grenade_delay = self.reload_delay2 = self.fire_delay2 = self.throw_delay = self.reload_delay = self.fire_delay = time + 6;
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} |