/* Copyright 2016-2018 Marco "eukara" Hladik MIT LICENSE Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ .int iAmmo_HEGRENADE; // This is to keep track of us holding down the nade #ifdef SSQC .int iMode_HEGRENADE; #endif // Weapon Info weaponinfo_t wptHEGRENADE = { WEAPON_HEGRENADE, // Identifier SLOT_GRENADE, // Slot 200, // Price EXPLOSIVE_HE, // Caliber ID 1.0, // Max Player Speed 1, // Bullets Per Shot 1, // Clip/MagSize 50, // Damage Per Bullet 1, // Penetration Multiplier 64, // Bullet Range 0.75, // Range Modifier TYPE_SEMI, // Firing Type 1.0, // Attack-Delay 1.0, // Reload-Delay iAmmo_9MM, // Caliber Pointer iAmmo_HEGRENADE, // Clip Pointer 1, // Accuracy Divisor 1.0, // Accuracy Offset 1.0, // Max Inaccuracy 7, // Minimum Crosshair Distance 3, // Crosshair Movement Delta 1.0, // Armor penetration ratio ATYPE_GRENADE, // Animation Type FALSE }; // Anim Table enum { ANIM_HEGRENADE_IDLE1, ANIM_HEGRENADE_PULLPIN, ANIM_HEGRENADE_THROW, ANIM_HEGRENADE_DRAW, }; void WeaponHEGRENADE_Draw( void ) { #ifdef SSQC BaseMelee_Draw(); self.iMode_HEGRENADE = GRENADE_UNREADY; #else View_PlayAnimation( ANIM_HEGRENADE_DRAW ); #endif } void WeaponHEGRENADE_PrimaryFire( void ) { #ifdef SSQC static void WeaponHEGRENADE_Release_Ready( void ) { self.iMode_HEGRENADE = GRENADE_READY; } if ( self.iMode_HEGRENADE != GRENADE_UNREADY ) { return; } Client_SendEvent( self, EV_WEAPON_PRIMARYATTACK ); Animation_ShootWeapon( self ); self.fAttackFinished = time + wptHEGRENADE.fAttackFinished; // Mark the nade as ready once the pin has been pulled self.iMode_HEGRENADE = GRENADE_PULLING; self.think = WeaponHEGRENADE_Release_Ready; self.nextthink = self.fAttackFinished; #else View_PlayAnimation( ANIM_HEGRENADE_PULLPIN ); #endif } #ifdef SSQC void WeaponHEGRENADE_Throw( void ) { static void WeaponHEGRENADE_Explode( void ) { Effect_CreateExplosion( self.origin ); Damage_Radius( self.origin, self, 100, 512, TRUE ); sound( self, CHAN_WEAPON, sprintf( "weapons/explode%d.wav", floor( random() * 2 ) + 3 ), 1, ATTN_NORM ); remove( self ); } static void Weapon_HEGRENADE_Touch( void ) { if ( other.solid == SOLID_TRIGGER ) { return; } if ( other == self.owner ) { return; } if ( ( other.classname == "func_breakable" ) && ( other.material == MATERIAL_GLASS ) ) { Damage_Apply( other, self, other.health, self.origin, FALSE ); } sound( self, CHAN_WEAPON, "weapons/he_bounce-1.wav", 1, ATTN_NORM ); } makevectors( self.v_angle ); entity eNade = spawn(); setorigin( eNade, ( self.origin + self.view_ofs ) + ( v_forward * 16 ) ); setmodel( eNade, "models/w_hegrenade.mdl" ); setsize( eNade, '-1 -1 -1', '1 1 1' ); vector vDir = aim ( self, 100000 ); eNade.owner = self; eNade.classname = "remove_me"; eNade.solid = SOLID_TRIGGER; // This is so grenades will not get slowed down by windows they touch eNade.angles = vectoangles( vDir ); eNade.velocity = ( vDir * 1000 ); eNade.avelocity = ( v_forward * 1000 ); eNade.movetype = MOVETYPE_BOUNCE; eNade.touch = Weapon_HEGRENADE_Touch; eNade.think = WeaponHEGRENADE_Explode; eNade.nextthink = time + 3.0f; self.iAmmo_HEGRENADE--; if ( !self.iAmmo_HEGRENADE ) { Weapon_SwitchBest(); } else { Weapon_Draw( WEAPON_HEGRENADE ); } } #endif void WeaponHEGRENADE_Release( void ) { #ifdef SSQC if ( self.iMode_HEGRENADE == GRENADE_READY ) { // Throw immediately WeaponHEGRENADE_Throw(); self.iMode_HEGRENADE = GRENADE_UNREADY; } else if ( self.iMode_HEGRENADE == GRENADE_PULLING ) { // Trying to release the grenade before it's done pulling, throw asap self.iMode_HEGRENADE = GRENADE_UNREADY; self.think = WeaponHEGRENADE_Throw; } #endif }