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 .float gl_detonate_later;
8 // weapon load persistence, for weapons that support reloading
9 .float grenadelauncher_load;
11 void W_GrenadeLauncher_SetAmmoCounter()
13 // set clip_load to the weapon we have switched to, if the gun uses reloading
14 if(!autocvar_g_balance_grenadelauncher_reload_ammo)
15 self.clip_load = 0; // also keeps crosshair ammo from displaying
18 self.clip_load = self.grenadelauncher_load;
19 self.clip_size = autocvar_g_balance_grenadelauncher_reload_ammo; // for the crosshair ammo display
23 void W_GrenadeLauncher_Reload()
25 self.reload_ammo_player = ammo_fuel;
26 self.reload_ammo_min = min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo);
27 self.reload_ammo_amount = autocvar_g_balance_grenadelauncher_reload_ammo;
28 self.reload_time = autocvar_g_balance_grenadelauncher_reload_time;
29 self.reload_sound = "weapons/reload.wav";
34 void W_Grenade_Explode (void)
36 if(other.takedamage == DAMAGE_AIM)
37 if(other.classname == "player")
38 if(IsDifferentTeam(self.owner, other))
39 if(other.deadflag == DEAD_NO)
41 AnnounceTo(self.owner, "airshot");
43 self.event_damage = SUB_Null;
44 self.takedamage = DAMAGE_NO;
46 if(self.movetype == MOVETYPE_NONE)
47 self.velocity = self.oldvelocity;
49 RadiusDamage (self, self.owner, autocvar_g_balance_grenadelauncher_primary_damage, autocvar_g_balance_grenadelauncher_primary_edgedamage, autocvar_g_balance_grenadelauncher_primary_radius, world, autocvar_g_balance_grenadelauncher_primary_force, self.projectiledeathtype, other);
54 void W_Grenade_Explode2 (void)
56 if(other.takedamage == DAMAGE_AIM)
57 if(other.classname == "player")
58 if(IsDifferentTeam(self.owner, other))
60 AnnounceTo(self.owner, "airshot");
62 self.event_damage = SUB_Null;
63 self.takedamage = DAMAGE_NO;
65 if(self.movetype == MOVETYPE_NONE)
66 self.velocity = self.oldvelocity;
68 RadiusDamage (self, self.owner, autocvar_g_balance_grenadelauncher_secondary_damage, autocvar_g_balance_grenadelauncher_secondary_edgedamage, autocvar_g_balance_grenadelauncher_secondary_radius, world, autocvar_g_balance_grenadelauncher_secondary_force, self.projectiledeathtype, other);
73 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
77 self.health = self.health - damage;
80 W_PrepareExplosionByDamage(attacker, self.think);
84 void W_Grenade_Think1 (void)
86 self.nextthink = time;
90 self.projectiledeathtype |= HITTYPE_BOUNCE;
94 if(self.gl_detonate_later && self.gl_bouncecnt >= autocvar_g_balance_grenadelauncher_primary_remote_minbouncecnt)
98 void W_Grenade_Touch1 (void)
101 if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_primary_type == 0) // always explode when hitting a player, or if normal mortar projectile
105 else if (autocvar_g_balance_grenadelauncher_primary_type == 1) // bounce
110 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
112 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
114 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
116 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
118 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
120 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
121 self.projectiledeathtype |= HITTYPE_BOUNCE;
122 self.gl_bouncecnt += 1;
124 else if(autocvar_g_balance_grenadelauncher_primary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
126 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
128 // let it stick whereever it is
129 self.oldvelocity = self.velocity;
130 self.velocity = '0 0 0';
131 self.movetype = MOVETYPE_NONE; // also disables gravity
132 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
133 UpdateCSQCProjectile(self);
135 // do not respond to any more touches
136 self.solid = SOLID_NOT;
138 self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_primary_lifetime2);
142 void W_Grenade_Touch2 (void)
145 if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_secondary_type == 0) // always explode when hitting a player, or if normal mortar projectile
149 else if (autocvar_g_balance_grenadelauncher_secondary_type == 1) // bounce
154 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
156 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
158 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
160 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
162 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
164 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
165 self.projectiledeathtype |= HITTYPE_BOUNCE;
166 self.gl_bouncecnt += 1;
168 else if(autocvar_g_balance_grenadelauncher_secondary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
170 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
172 // let it stick whereever it is
173 self.oldvelocity = self.velocity;
174 self.velocity = '0 0 0';
175 self.movetype = MOVETYPE_NONE; // also disables gravity
176 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
177 UpdateCSQCProjectile(self);
179 // do not respond to any more touches
180 self.solid = SOLID_NOT;
182 self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_secondary_lifetime2);
186 void W_Grenade_Attack (void)
190 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
191 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
193 if(autocvar_g_balance_grenadelauncher_reload_ammo)
195 self.clip_load -= autocvar_g_balance_grenadelauncher_primary_ammo;
196 self.grenadelauncher_load = self.clip_load;
199 self.ammo_rockets -= autocvar_g_balance_grenadelauncher_primary_ammo;
202 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_primary_damage);
203 w_shotdir = v_forward; // no TrueAim for grenades please
205 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
209 gren.classname = "grenade";
210 gren.bot_dodge = TRUE;
211 gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_primary_damage;
212 gren.movetype = MOVETYPE_BOUNCE;
213 gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
214 gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
215 PROJECTILE_MAKETRIGGER(gren);
216 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
217 setorigin(gren, w_shotorg);
218 setsize(gren, '-3 -3 -3', '3 3 3');
220 gren.cnt = time + autocvar_g_balance_grenadelauncher_primary_lifetime;
221 gren.nextthink = time;
222 gren.think = W_Grenade_Think1;
223 gren.use = W_Grenade_Explode;
224 gren.touch = W_Grenade_Touch1;
226 gren.takedamage = DAMAGE_YES;
227 gren.health = autocvar_g_balance_grenadelauncher_primary_health;
228 gren.damageforcescale = autocvar_g_balance_grenadelauncher_primary_damageforcescale;
229 gren.event_damage = W_Grenade_Damage;
230 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
232 gren.angles = vectoangles (gren.velocity);
233 gren.flags = FL_PROJECTILE;
235 if(autocvar_g_balance_grenadelauncher_primary_type == 0 || autocvar_g_balance_grenadelauncher_primary_type == 2)
236 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
238 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
240 other = gren; MUTATOR_CALLHOOK(EditProjectile);
243 void W_Grenade_Attack2 (void)
247 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
248 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
250 if(autocvar_g_balance_grenadelauncher_reload_ammo)
252 self.clip_load -= autocvar_g_balance_grenadelauncher_secondary_ammo;
253 self.grenadelauncher_load = self.clip_load;
256 self.ammo_rockets -= autocvar_g_balance_grenadelauncher_secondary_ammo;
259 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_secondary_damage);
260 w_shotdir = v_forward; // no TrueAim for grenades please
262 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
266 gren.classname = "grenade";
267 gren.bot_dodge = TRUE;
268 gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_secondary_damage;
269 gren.movetype = MOVETYPE_BOUNCE;
270 gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
271 gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
272 PROJECTILE_MAKETRIGGER(gren);
273 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
274 setorigin(gren, w_shotorg);
275 setsize(gren, '-3 -3 -3', '3 3 3');
277 gren.nextthink = time + autocvar_g_balance_grenadelauncher_secondary_lifetime;
278 gren.think = adaptor_think2use_hittype_splash;
279 gren.use = W_Grenade_Explode2;
280 gren.touch = W_Grenade_Touch2;
282 gren.takedamage = DAMAGE_YES;
283 gren.health = autocvar_g_balance_grenadelauncher_secondary_health;
284 gren.damageforcescale = autocvar_g_balance_grenadelauncher_secondary_damageforcescale;
285 gren.event_damage = W_Grenade_Damage;
286 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_secondary);
288 gren.angles = vectoangles (gren.velocity);
289 gren.flags = FL_PROJECTILE;
291 if(autocvar_g_balance_grenadelauncher_secondary_type == 0 || autocvar_g_balance_grenadelauncher_secondary_type == 2)
292 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
294 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
296 other = gren; MUTATOR_CALLHOOK(EditProjectile);
299 void spawnfunc_weapon_grenadelauncher (void)
301 weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
304 .float bot_secondary_grenademooth;
305 float w_glauncher(float req)
313 self.BUTTON_ATCK = FALSE;
314 self.BUTTON_ATCK2 = FALSE;
315 if (self.bot_secondary_grenademooth == 0)
317 if(bot_aim(autocvar_g_balance_grenadelauncher_primary_speed, autocvar_g_balance_grenadelauncher_primary_speed_up, autocvar_g_balance_grenadelauncher_primary_lifetime, TRUE))
319 self.BUTTON_ATCK = TRUE;
320 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
325 if(bot_aim(autocvar_g_balance_grenadelauncher_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_grenadelauncher_secondary_lifetime, TRUE))
327 self.BUTTON_ATCK2 = TRUE;
328 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
332 else if (req == WR_THINK)
334 if(autocvar_g_balance_grenadelauncher_reload_ammo && self.clip_load < min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo)) // forced reload
335 W_GrenadeLauncher_Reload();
336 else if (self.BUTTON_ATCK)
338 if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire))
341 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_grenadelauncher_primary_animtime, w_ready);
344 else if (self.BUTTON_ATCK2)
346 if (cvar("g_balance_grenadelauncher_secondary_remote_detonateprimary"))
349 for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.owner == self)
351 if(!nade.gl_detonate_later)
353 nade.gl_detonate_later = TRUE;
358 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
360 else if (weapon_prepareattack(1, autocvar_g_balance_grenadelauncher_secondary_refire))
363 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_grenadelauncher_secondary_animtime, w_ready);
367 else if (req == WR_PRECACHE)
369 precache_model ("models/weapons/g_gl.md3");
370 precache_model ("models/weapons/v_gl.md3");
371 precache_model ("models/weapons/h_gl.iqm");
372 precache_sound ("weapons/grenade_bounce1.wav");
373 precache_sound ("weapons/grenade_bounce2.wav");
374 precache_sound ("weapons/grenade_bounce3.wav");
375 precache_sound ("weapons/grenade_bounce4.wav");
376 precache_sound ("weapons/grenade_bounce5.wav");
377 precache_sound ("weapons/grenade_bounce6.wav");
378 precache_sound ("weapons/grenade_stick.wav");
379 precache_sound ("weapons/grenade_fire.wav");
380 precache_sound ("weapons/reload.wav");
382 else if (req == WR_SETUP)
384 weapon_setup(WEP_GRENADE_LAUNCHER);
385 W_GrenadeLauncher_SetAmmoCounter();
387 else if (req == WR_CHECKAMMO1)
389 ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo;
390 ammo_amount += self.grenadelauncher_load >= autocvar_g_balance_grenadelauncher_primary_ammo;
393 else if (req == WR_CHECKAMMO2)
395 ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo;
396 ammo_amount += self.grenadelauncher_load >= autocvar_g_balance_grenadelauncher_secondary_ammo;
399 else if (req == WR_RESETPLAYER)
401 // all weapons must be fully loaded when we spawn
402 self.grenadelauncher_load = autocvar_g_balance_grenadelauncher_reload_ammo;
404 else if (req == WR_RELOAD)
406 W_GrenadeLauncher_Reload();
412 float w_glauncher(float req)
414 if(req == WR_IMPACTEFFECT)
417 org2 = w_org + w_backoff * 12;
418 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
420 sound(self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
422 else if(req == WR_PRECACHE)
424 precache_sound("weapons/grenade_impact.wav");
426 else if (req == WR_SUICIDEMESSAGE)
428 if(w_deathtype & HITTYPE_SECONDARY)
429 w_deathtypestring = _("%s tried out his own grenade");
431 w_deathtypestring = _("%s detonated");
433 else if (req == WR_KILLMESSAGE)
435 if(w_deathtype & HITTYPE_SPLASH)
436 if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
437 w_deathtypestring = _("%s didn't see %s's grenade");
438 else // unchecked: SECONDARY
439 w_deathtypestring = _("%s almost dodged %s's grenade");
440 else // unchecked: SECONDARY, BOUNCE
441 w_deathtypestring = _("%s ate %s's grenade");