2 REGISTER_WEAPON(GRENADE_LAUNCHER, w_glauncher, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "gl", "grenadelauncher", _("Mortar"))
5 .float gl_detonate_later;
8 void W_GrenadeLauncher_Reload()
10 W_Reload(ammo_rockets, min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo), autocvar_g_balance_grenadelauncher_reload_ammo, autocvar_g_balance_grenadelauncher_reload_time, "weapons/reload.wav");
13 void W_Grenade_Explode (void)
15 if(other.takedamage == DAMAGE_AIM)
16 if(other.classname == "player")
17 if(IsDifferentTeam(self.owner, other))
18 if(other.deadflag == DEAD_NO)
20 AnnounceTo(self.owner, "airshot");
22 self.event_damage = SUB_Null;
23 self.takedamage = DAMAGE_NO;
25 if(self.movetype == MOVETYPE_NONE)
26 self.velocity = self.oldvelocity;
28 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);
33 void W_Grenade_Explode2 (void)
35 if(other.takedamage == DAMAGE_AIM)
36 if(other.classname == "player")
37 if(IsDifferentTeam(self.owner, other))
39 AnnounceTo(self.owner, "airshot");
41 self.event_damage = SUB_Null;
42 self.takedamage = DAMAGE_NO;
44 if(self.movetype == MOVETYPE_NONE)
45 self.velocity = self.oldvelocity;
47 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);
52 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
56 self.health = self.health - damage;
59 W_PrepareExplosionByDamage(attacker, self.think);
63 void W_Grenade_Think1 (void)
65 self.nextthink = time;
69 self.projectiledeathtype |= HITTYPE_BOUNCE;
73 if(self.gl_detonate_later && self.gl_bouncecnt >= autocvar_g_balance_grenadelauncher_primary_remote_minbouncecnt)
77 void W_Grenade_Touch1 (void)
80 if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_primary_type == 0) // always explode when hitting a player, or if normal mortar projectile
84 else if (autocvar_g_balance_grenadelauncher_primary_type == 1) // bounce
89 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
91 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
93 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
95 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
97 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
99 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
100 self.projectiledeathtype |= HITTYPE_BOUNCE;
101 self.gl_bouncecnt += 1;
103 else if(autocvar_g_balance_grenadelauncher_primary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
105 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
107 // let it stick whereever it is
108 self.oldvelocity = self.velocity;
109 self.velocity = '0 0 0';
110 self.movetype = MOVETYPE_NONE; // also disables gravity
111 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
112 UpdateCSQCProjectile(self);
114 // do not respond to any more touches
115 self.solid = SOLID_NOT;
117 self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_primary_lifetime2);
121 void W_Grenade_Touch2 (void)
124 if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_secondary_type == 0) // always explode when hitting a player, or if normal mortar projectile
128 else if (autocvar_g_balance_grenadelauncher_secondary_type == 1) // bounce
133 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
135 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
137 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
139 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
141 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
143 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
144 self.projectiledeathtype |= HITTYPE_BOUNCE;
145 self.gl_bouncecnt += 1;
147 else if(autocvar_g_balance_grenadelauncher_secondary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
149 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
151 // let it stick whereever it is
152 self.oldvelocity = self.velocity;
153 self.velocity = '0 0 0';
154 self.movetype = MOVETYPE_NONE; // also disables gravity
155 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
156 UpdateCSQCProjectile(self);
158 // do not respond to any more touches
159 self.solid = SOLID_NOT;
161 self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_secondary_lifetime2);
165 void W_Grenade_Attack (void)
169 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
170 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
172 if(autocvar_g_balance_grenadelauncher_reload_ammo)
174 self.clip_load -= autocvar_g_balance_grenadelauncher_primary_ammo;
175 self.weapon_load[WEP_GRENADE_LAUNCHER] = self.clip_load;
178 self.ammo_rockets -= autocvar_g_balance_grenadelauncher_primary_ammo;
181 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_primary_damage);
182 w_shotdir = v_forward; // no TrueAim for grenades please
184 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
188 gren.classname = "grenade";
189 gren.bot_dodge = TRUE;
190 gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_primary_damage;
191 gren.movetype = MOVETYPE_BOUNCE;
192 gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
193 gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
194 PROJECTILE_MAKETRIGGER(gren);
195 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
196 setorigin(gren, w_shotorg);
197 setsize(gren, '-3 -3 -3', '3 3 3');
199 gren.cnt = time + autocvar_g_balance_grenadelauncher_primary_lifetime;
200 gren.nextthink = time;
201 gren.think = W_Grenade_Think1;
202 gren.use = W_Grenade_Explode;
203 gren.touch = W_Grenade_Touch1;
205 gren.takedamage = DAMAGE_YES;
206 gren.health = autocvar_g_balance_grenadelauncher_primary_health;
207 gren.damageforcescale = autocvar_g_balance_grenadelauncher_primary_damageforcescale;
208 gren.event_damage = W_Grenade_Damage;
209 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
211 gren.angles = vectoangles (gren.velocity);
212 gren.flags = FL_PROJECTILE;
214 if(autocvar_g_balance_grenadelauncher_primary_type == 0 || autocvar_g_balance_grenadelauncher_primary_type == 2)
215 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
217 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
219 other = gren; MUTATOR_CALLHOOK(EditProjectile);
222 void W_Grenade_Attack2 (void)
226 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
227 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
229 if(autocvar_g_balance_grenadelauncher_reload_ammo)
231 self.clip_load -= autocvar_g_balance_grenadelauncher_secondary_ammo;
232 self.weapon_load[WEP_GRENADE_LAUNCHER] = self.clip_load;
235 self.ammo_rockets -= autocvar_g_balance_grenadelauncher_secondary_ammo;
238 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_secondary_damage);
239 w_shotdir = v_forward; // no TrueAim for grenades please
241 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
245 gren.classname = "grenade";
246 gren.bot_dodge = TRUE;
247 gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_secondary_damage;
248 gren.movetype = MOVETYPE_BOUNCE;
249 gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
250 gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
251 PROJECTILE_MAKETRIGGER(gren);
252 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
253 setorigin(gren, w_shotorg);
254 setsize(gren, '-3 -3 -3', '3 3 3');
256 gren.nextthink = time + autocvar_g_balance_grenadelauncher_secondary_lifetime;
257 gren.think = adaptor_think2use_hittype_splash;
258 gren.use = W_Grenade_Explode2;
259 gren.touch = W_Grenade_Touch2;
261 gren.takedamage = DAMAGE_YES;
262 gren.health = autocvar_g_balance_grenadelauncher_secondary_health;
263 gren.damageforcescale = autocvar_g_balance_grenadelauncher_secondary_damageforcescale;
264 gren.event_damage = W_Grenade_Damage;
265 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_secondary);
267 gren.angles = vectoangles (gren.velocity);
268 gren.flags = FL_PROJECTILE;
270 if(autocvar_g_balance_grenadelauncher_secondary_type == 0 || autocvar_g_balance_grenadelauncher_secondary_type == 2)
271 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
273 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
275 other = gren; MUTATOR_CALLHOOK(EditProjectile);
278 void spawnfunc_weapon_grenadelauncher (void)
280 weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
283 .float bot_secondary_grenademooth;
284 float w_glauncher(float req)
292 self.BUTTON_ATCK = FALSE;
293 self.BUTTON_ATCK2 = FALSE;
294 if (self.bot_secondary_grenademooth == 0)
296 if(bot_aim(autocvar_g_balance_grenadelauncher_primary_speed, autocvar_g_balance_grenadelauncher_primary_speed_up, autocvar_g_balance_grenadelauncher_primary_lifetime, TRUE))
298 self.BUTTON_ATCK = TRUE;
299 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
304 if(bot_aim(autocvar_g_balance_grenadelauncher_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_grenadelauncher_secondary_lifetime, TRUE))
306 self.BUTTON_ATCK2 = TRUE;
307 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
311 else if (req == WR_THINK)
313 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
314 W_GrenadeLauncher_Reload();
315 else if (self.BUTTON_ATCK)
317 if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire))
320 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_grenadelauncher_primary_animtime, w_ready);
323 else if (self.BUTTON_ATCK2)
325 if (cvar("g_balance_grenadelauncher_secondary_remote_detonateprimary"))
328 for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.owner == self)
330 if(!nade.gl_detonate_later)
332 nade.gl_detonate_later = TRUE;
337 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
339 else if (weapon_prepareattack(1, autocvar_g_balance_grenadelauncher_secondary_refire))
342 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_grenadelauncher_secondary_animtime, w_ready);
346 else if (req == WR_PRECACHE)
348 precache_model ("models/weapons/g_gl.md3");
349 precache_model ("models/weapons/v_gl.md3");
350 precache_model ("models/weapons/h_gl.iqm");
351 precache_sound ("weapons/grenade_bounce1.wav");
352 precache_sound ("weapons/grenade_bounce2.wav");
353 precache_sound ("weapons/grenade_bounce3.wav");
354 precache_sound ("weapons/grenade_bounce4.wav");
355 precache_sound ("weapons/grenade_bounce5.wav");
356 precache_sound ("weapons/grenade_bounce6.wav");
357 precache_sound ("weapons/grenade_stick.wav");
358 precache_sound ("weapons/grenade_fire.wav");
359 precache_sound ("weapons/reload.wav");
361 else if (req == WR_SETUP)
363 weapon_setup(WEP_GRENADE_LAUNCHER);
365 else if (req == WR_CHECKAMMO1)
367 ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo;
368 ammo_amount += self.weapon_load[WEP_GRENADE_LAUNCHER] >= autocvar_g_balance_grenadelauncher_primary_ammo;
371 else if (req == WR_CHECKAMMO2)
373 ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo;
374 ammo_amount += self.weapon_load[WEP_GRENADE_LAUNCHER] >= autocvar_g_balance_grenadelauncher_secondary_ammo;
377 else if (req == WR_RELOAD)
379 W_GrenadeLauncher_Reload();
385 float w_glauncher(float req)
387 if(req == WR_IMPACTEFFECT)
390 org2 = w_org + w_backoff * 12;
391 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
393 sound(self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
395 else if(req == WR_PRECACHE)
397 precache_sound("weapons/grenade_impact.wav");
399 else if (req == WR_SUICIDEMESSAGE)
401 if(w_deathtype & HITTYPE_SECONDARY)
402 w_deathtypestring = _("%s tried out his own grenade");
404 w_deathtypestring = _("%s detonated");
406 else if (req == WR_KILLMESSAGE)
408 if(w_deathtype & HITTYPE_SPLASH)
409 if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
410 w_deathtypestring = _("%s didn't see %s's grenade");
411 else // unchecked: SECONDARY
412 w_deathtypestring = _("%s almost dodged %s's grenade");
413 else // unchecked: SECONDARY, BOUNCE
414 w_deathtypestring = _("%s ate %s's grenade");