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");
5 void W_Grenade_Explode (void)
7 if(other.takedamage == DAMAGE_AIM)
8 if(other.classname == "player")
9 if(IsDifferentTeam(self.owner, other))
10 if(other.deadflag == DEAD_NO)
12 AnnounceTo(self.owner, "airshot");
14 self.event_damage = SUB_Null;
15 self.takedamage = DAMAGE_NO;
17 if(self.movetype == MOVETYPE_NONE)
18 self.velocity = self.oldvelocity;
20 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);
25 void W_Grenade_Explode2 (void)
27 if(other.takedamage == DAMAGE_AIM)
28 if(other.classname == "player")
29 if(IsDifferentTeam(self.owner, other))
31 AnnounceTo(self.owner, "airshot");
33 self.event_damage = SUB_Null;
34 self.takedamage = DAMAGE_NO;
35 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);
40 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
44 self.health = self.health - damage;
47 W_PrepareExplosionByDamage(attacker, self.think);
51 void W_Grenade_Touch1 (void)
54 if(cvar("g_balance_grenadelauncher_primary_sticky") && other.takedamage != DAMAGE_AIM)
56 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
58 // let it stick whereever it is
59 self.oldvelocity = self.velocity;
60 self.velocity = '0 0 0';
61 self.movetype = MOVETYPE_NONE; // also disables gravity
62 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
63 UpdateCSQCProjectile(self);
65 // do not respond to any more touches
66 self.solid = SOLID_NOT;
68 self.nextthink = min(self.nextthink, time + cvar("g_balance_grenadelauncher_primary_lifetime2"));
74 void W_Grenade_Touch2 (void)
77 if(cvar("g_balance_grenadelauncher_secondary_sticky") && other.takedamage != DAMAGE_AIM)
79 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
81 // let it stick whereever it is
82 self.oldvelocity = self.velocity;
83 self.velocity = '0 0 0';
84 self.movetype = MOVETYPE_NONE; // also disables gravity
85 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
86 UpdateCSQCProjectile(self);
88 // do not respond to any more touches
89 self.solid = SOLID_NOT;
91 self.nextthink = min(self.nextthink, time + cvar("g_balance_grenadelauncher_secondary_lifetime2"));
95 if (other.takedamage == DAMAGE_AIM)
104 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
106 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
108 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
110 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
112 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
114 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
115 self.projectiledeathtype |= HITTYPE_BOUNCE;
120 void W_Grenade_Attack (void)
124 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
125 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
126 W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 4, "weapons/grenade_fire.wav", cvar("g_balance_grenadelauncher_primary_damage"));
127 w_shotdir = v_forward; // no TrueAim for grenades please
129 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
133 gren.classname = "grenade";
134 gren.bot_dodge = TRUE;
135 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
136 gren.movetype = MOVETYPE_BOUNCE;
137 PROJECTILE_MAKETRIGGER(gren);
138 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
139 setorigin(gren, w_shotorg);
140 setsize(gren, '0 0 -3', '0 0 -3');
142 gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
143 gren.think = adaptor_think2use_hittype_splash;
144 gren.use = W_Grenade_Explode;
145 gren.touch = W_Grenade_Touch1;
147 gren.takedamage = DAMAGE_YES;
148 gren.health = cvar("g_balance_grenadelauncher_primary_health");
149 gren.event_damage = W_Grenade_Damage;
150 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
152 gren.angles = vectoangles (gren.velocity);
153 gren.flags = FL_PROJECTILE;
155 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
158 void W_Grenade_Attack2 (void)
162 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
163 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
164 W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 4, "weapons/grenade_fire.wav", cvar("g_balance_grenadelauncher_secondary_damage"));
165 w_shotdir = v_forward; // no TrueAim for grenades please
167 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
171 gren.classname = "grenade";
172 gren.bot_dodge = TRUE;
173 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
174 gren.movetype = MOVETYPE_BOUNCE;
175 gren.bouncefactor = cvar("g_balance_grenadelauncher_secondary_bouncefactor");
176 gren.bouncestop = cvar("g_balance_grenadelauncher_secondary_bouncestop");
177 PROJECTILE_MAKETRIGGER(gren);
178 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
179 setorigin(gren, w_shotorg);
180 setsize(gren, '0 0 -3', '0 0 -3');
182 gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
183 gren.think = adaptor_think2use_hittype_splash;
184 gren.use = W_Grenade_Explode2;
185 gren.touch = W_Grenade_Touch2;
187 gren.takedamage = DAMAGE_YES;
188 gren.health = cvar("g_balance_grenadelauncher_secondary_health");
189 gren.damageforcescale = cvar("g_balance_grenadelauncher_secondary_damageforcescale");
190 gren.event_damage = W_Grenade_Damage;
191 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_secondary);
193 gren.angles = vectoangles (gren.velocity);
194 gren.flags = FL_PROJECTILE;
196 if(cvar("g_balance_grenadelauncher_secondary_sticky"))
197 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
199 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
202 void spawnfunc_weapon_grenadelauncher (void)
204 weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
207 .float bot_secondary_grenademooth;
208 float w_glauncher(float req)
212 self.BUTTON_ATCK = FALSE;
213 self.BUTTON_ATCK2 = FALSE;
214 if (self.bot_secondary_grenademooth == 0)
216 if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
218 self.BUTTON_ATCK = TRUE;
219 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
224 if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
226 self.BUTTON_ATCK2 = TRUE;
227 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
231 else if (req == WR_THINK)
233 if (self.BUTTON_ATCK)
234 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
236 if(cvar("g_balance_grenadelauncher_primary2secondary"))
240 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
242 if (self.BUTTON_ATCK2 && !cvar("g_balance_grenadelauncher_primary2secondary"))
243 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
246 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
249 else if (req == WR_PRECACHE)
251 precache_model ("models/weapons/g_gl.md3");
252 precache_model ("models/weapons/v_gl.md3");
253 precache_model ("models/weapons/h_gl.iqm");
254 precache_sound ("weapons/grenade_bounce1.wav");
255 precache_sound ("weapons/grenade_bounce2.wav");
256 precache_sound ("weapons/grenade_bounce3.wav");
257 precache_sound ("weapons/grenade_bounce4.wav");
258 precache_sound ("weapons/grenade_bounce5.wav");
259 precache_sound ("weapons/grenade_bounce6.wav");
260 precache_sound ("weapons/grenade_stick.wav");
261 precache_sound ("weapons/grenade_fire.wav");
263 else if (req == WR_SETUP)
264 weapon_setup(WEP_GRENADE_LAUNCHER);
265 else if (req == WR_CHECKAMMO1)
266 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
267 else if (req == WR_CHECKAMMO2)
268 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");
273 float w_glauncher(float req)
275 if(req == WR_IMPACTEFFECT)
278 org2 = w_org + w_backoff * 12;
279 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
281 sound(self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
283 else if(req == WR_PRECACHE)
285 precache_sound("weapons/grenade_impact.wav");
287 else if (req == WR_SUICIDEMESSAGE)
289 if(w_deathtype & HITTYPE_SECONDARY)
290 w_deathtypestring = "%s tried out his own grenade";
292 w_deathtypestring = "%s detonated";
294 else if (req == WR_KILLMESSAGE)
296 if(w_deathtype & HITTYPE_SPLASH)
297 if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
298 w_deathtypestring = "%s didn't see %s's grenade";
299 else // unchecked: SECONDARY
300 w_deathtypestring = "%s almost dodged %s's grenade";
301 else // unchecked: SECONDARY, BOUNCE
302 w_deathtypestring = "%s ate %s's grenade";