Initial
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class entity_projectile_grenade_t extends entity_t {
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_init() {
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this._texture = 8;
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this._model = model_grenade;
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this._die_at = game_time + 2;
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this._bounciness = 0.5;
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this._damage = 120;
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}
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_update() {
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super._update_physics();
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this._draw_model();
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r_push_light(vec3_add(this.p, vec3(0,16,0)), (Math.sin(game_time*10)+2)*0.5, 255, 32, 0);
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this.f = this._on_ground ? 5 : 0.5;
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}
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_did_collide(axis) {
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if (axis != 1 || this.v.y < -128) {
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this._yaw += Math.random();
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this._play_sound(sfx_grenade_bounce);
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}
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}
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_did_collide_with_entity(other) {
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this._kill();
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}
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_kill() {
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// Deal some damage to nearby entities
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for (let entity of this._check_entities) {
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let dist = vec3_dist(this.p, entity.p);
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if (dist < 196) {
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entity._receive_damage(this, scale(dist, 0, 196, this._damage, 0));
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}
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}
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super._kill();
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this._play_sound(sfx_grenade_explode);
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this._spawn_particles(20, 800, model_explosion, 8, 1);
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game_spawn(entity_light_t, vec3_add(this.p, vec3(0,16,0)), 250, 0x08f)._die_at = game_time + 0.2;
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}
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}
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