2 REGISTER_WEAPON(GRENADE_LAUNCHER, w_glauncher, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "gl", "grenadelauncher", "Mortar");
4 void W_Grenade_Explode (void)
6 if(other.takedamage == DAMAGE_AIM)
7 if(other.classname == "player")
8 if(IsDifferentTeam(self.owner, other))
9 if(other.deadflag == DEAD_NO)
11 AnnounceTo(self.owner, "airshot");
13 self.event_damage = SUB_Null;
14 self.takedamage = DAMAGE_NO;
15 RadiusDamage (self, self.owner, cvar("g_balance_grenadelauncher_primary_damage"), cvar("g_balance_grenadelauncher_primary_edgedamage"), cvar("g_balance_grenadelauncher_primary_radius"), world, cvar("g_balance_grenadelauncher_primary_force"), self.projectiledeathtype, other);
20 void W_Grenade_Explode2 (void)
22 if(other.takedamage == DAMAGE_AIM)
23 if(other.classname == "player")
24 if(IsDifferentTeam(self.owner, other))
26 AnnounceTo(self.owner, "airshot");
28 self.event_damage = SUB_Null;
29 self.takedamage = DAMAGE_NO;
30 RadiusDamage (self, self.owner, cvar("g_balance_grenadelauncher_secondary_damage"), cvar("g_balance_grenadelauncher_secondary_edgedamage"), cvar("g_balance_grenadelauncher_secondary_radius"), world, cvar("g_balance_grenadelauncher_secondary_force"), self.projectiledeathtype, other);
35 void W_Grenade_Touch1 (void)
41 void W_Grenade_Touch2 (void)
44 if (other.takedamage == DAMAGE_AIM)
53 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
55 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
57 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
59 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
61 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
63 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
64 self.projectiledeathtype |= HITTYPE_BOUNCE;
68 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
72 self.health = self.health - damage;
75 W_PrepareExplosionByDamage(attacker, self.think);
79 void W_Grenade_Attack (void)
83 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
84 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
85 W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 4, "weapons/grenade_fire.wav", cvar("g_balance_grenadelauncher_primary_damage"));
86 w_shotdir = v_forward; // no TrueAim for grenades please
88 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
92 gren.classname = "grenade";
93 gren.bot_dodge = TRUE;
94 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
95 gren.movetype = MOVETYPE_BOUNCE;
96 PROJECTILE_MAKETRIGGER(gren);
97 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
98 setorigin(gren, w_shotorg);
99 setsize(gren, '0 0 -3', '0 0 -3');
101 gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
102 gren.think = adaptor_think2use;
103 gren.use = W_Grenade_Explode;
104 gren.touch = W_Grenade_Touch1;
105 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
107 gren.angles = vectoangles (gren.velocity);
108 gren.flags = FL_PROJECTILE;
110 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
113 void W_Grenade_Attack2 (void)
117 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
118 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
119 W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 4, "weapons/grenade_fire.wav", cvar("g_balance_grenadelauncher_secondary_damage"));
120 w_shotdir = v_forward; // no TrueAim for grenades please
122 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
126 gren.classname = "grenade";
127 gren.bot_dodge = TRUE;
128 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
129 gren.movetype = MOVETYPE_BOUNCE;
130 gren.bouncefactor = cvar("g_balance_grenadelauncher_secondary_bouncefactor");
131 gren.bouncestop = cvar("g_balance_grenadelauncher_secondary_bouncestop");
132 PROJECTILE_MAKETRIGGER(gren);
133 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
134 setsize(gren, '0 0 -3', '0 0 -3');
135 setorigin(gren, w_shotorg);
137 gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
138 gren.think = adaptor_think2use;
139 gren.use = W_Grenade_Explode2;
140 gren.touch = W_Grenade_Touch2;
141 gren.takedamage = DAMAGE_YES;
142 gren.health = cvar("g_balance_grenadelauncher_secondary_health");
143 gren.damageforcescale = cvar("g_balance_grenadelauncher_secondary_damageforcescale");
144 gren.event_damage = W_Grenade_Damage;
145 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_secondary);
147 gren.angles = vectoangles (gren.velocity);
148 gren.flags = FL_PROJECTILE;
150 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
153 void spawnfunc_weapon_grenadelauncher (void)
155 weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
158 .float bot_secondary_grenademooth;
159 float w_glauncher(float req)
163 self.BUTTON_ATCK = FALSE;
164 self.BUTTON_ATCK2 = FALSE;
165 if (self.bot_secondary_grenademooth == 0)
167 if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
169 self.BUTTON_ATCK = TRUE;
170 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
175 if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
177 self.BUTTON_ATCK2 = TRUE;
178 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
182 else if (req == WR_THINK)
184 if (self.BUTTON_ATCK)
185 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
187 if(cvar("g_balance_grenadelauncher_primary2secondary"))
191 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
193 if (self.BUTTON_ATCK2 && !cvar("g_balance_grenadelauncher_primary2secondary"))
194 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
197 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
200 else if (req == WR_PRECACHE)
202 precache_model ("models/weapons/g_gl.md3");
203 precache_model ("models/weapons/v_gl.md3");
204 precache_model ("models/weapons/h_gl.dpm");
205 precache_sound ("weapons/grenade_bounce1.wav");
206 precache_sound ("weapons/grenade_bounce2.wav");
207 precache_sound ("weapons/grenade_bounce3.wav");
208 precache_sound ("weapons/grenade_bounce4.wav");
209 precache_sound ("weapons/grenade_bounce5.wav");
210 precache_sound ("weapons/grenade_bounce6.wav");
211 precache_sound ("weapons/grenade_fire.wav");
213 else if (req == WR_SETUP)
214 weapon_setup(WEP_GRENADE_LAUNCHER);
215 else if (req == WR_CHECKAMMO1)
216 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
217 else if (req == WR_CHECKAMMO2)
218 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");
219 else if (req == WR_SUICIDEMESSAGE)
221 if(w_deathtype & HITTYPE_SECONDARY)
222 w_deathtypestring = "tried out his own grenade";
224 w_deathtypestring = "detonated";
226 else if (req == WR_KILLMESSAGE)
228 if(w_deathtype & HITTYPE_SPLASH)
229 if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
230 w_deathtypestring = "didn't see #'s grenade";
231 else // unchecked: SECONDARY
232 w_deathtypestring = "almost dodged #'s grenade";
233 else // unchecked: SECONDARY, BOUNCE
234 w_deathtypestring = "ate #'s grenade";