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 .float grenadelauncher_load;
10 void W_GrenadeLauncher_SetAmmoCounter()
12 // set clip_load to the weapon we have switched to, if the gun uses reloading
13 if(!autocvar_g_balance_grenadelauncher_reload_ammo)
14 self.clip_load = 0; // also keeps crosshair ammo from displaying
17 self.clip_load = self.grenadelauncher_load;
18 self.clip_size = autocvar_g_balance_grenadelauncher_reload_ammo; // for the crosshair ammo display
22 void W_GrenadeLauncher_ReloadedAndReady()
26 // now do the ammo transfer
27 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
28 while(self.clip_load < autocvar_g_balance_grenadelauncher_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have
31 self.ammo_rockets -= 1;
33 self.grenadelauncher_load = self.clip_load;
35 t = ATTACK_FINISHED(self) - autocvar_g_balance_grenadelauncher_reload_time - 1;
36 ATTACK_FINISHED(self) = t;
40 void W_GrenadeLauncher_Reload()
42 // return if reloading is disabled for this weapon
43 if(!autocvar_g_balance_grenadelauncher_reload_ammo)
46 if(!W_ReloadCheck(self.ammo_rockets, min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo)))
51 sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
53 t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_grenadelauncher_reload_time + 1;
54 ATTACK_FINISHED(self) = t;
56 weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_grenadelauncher_reload_time, W_GrenadeLauncher_ReloadedAndReady);
58 self.old_clip_load = self.clip_load;
62 void W_Grenade_Explode (void)
64 if(other.takedamage == DAMAGE_AIM)
65 if(other.classname == "player")
66 if(IsDifferentTeam(self.owner, other))
67 if(other.deadflag == DEAD_NO)
69 AnnounceTo(self.owner, "airshot");
71 self.event_damage = SUB_Null;
72 self.takedamage = DAMAGE_NO;
74 if(self.movetype == MOVETYPE_NONE)
75 self.velocity = self.oldvelocity;
77 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);
82 void W_Grenade_Explode2 (void)
84 if(other.takedamage == DAMAGE_AIM)
85 if(other.classname == "player")
86 if(IsDifferentTeam(self.owner, other))
88 AnnounceTo(self.owner, "airshot");
90 self.event_damage = SUB_Null;
91 self.takedamage = DAMAGE_NO;
93 if(self.movetype == MOVETYPE_NONE)
94 self.velocity = self.oldvelocity;
96 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);
101 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
103 if (self.health <= 0)
105 self.health = self.health - damage;
106 if (self.health <= 0)
108 W_PrepareExplosionByDamage(attacker, self.think);
112 void W_Grenade_Think1 (void)
114 self.nextthink = time;
118 self.projectiledeathtype |= HITTYPE_BOUNCE;
119 W_Grenade_Explode ();
122 if(self.gl_detonate_later && self.gl_bouncecnt >= autocvar_g_balance_grenadelauncher_primary_remote_minbouncecnt)
126 void W_Grenade_Touch1 (void)
129 if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_primary_type == 0) // always explode when hitting a player, or if normal mortar projectile
133 else if (autocvar_g_balance_grenadelauncher_primary_type == 1) // bounce
138 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
140 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
142 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
144 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
146 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
148 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
149 self.projectiledeathtype |= HITTYPE_BOUNCE;
150 self.gl_bouncecnt += 1;
152 else if(autocvar_g_balance_grenadelauncher_primary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
154 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
156 // let it stick whereever it is
157 self.oldvelocity = self.velocity;
158 self.velocity = '0 0 0';
159 self.movetype = MOVETYPE_NONE; // also disables gravity
160 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
161 UpdateCSQCProjectile(self);
163 // do not respond to any more touches
164 self.solid = SOLID_NOT;
166 self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_primary_lifetime2);
170 void W_Grenade_Touch2 (void)
173 if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_secondary_type == 0) // always explode when hitting a player, or if normal mortar projectile
177 else if (autocvar_g_balance_grenadelauncher_secondary_type == 1) // bounce
182 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
184 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
186 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
188 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
190 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
192 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
193 self.projectiledeathtype |= HITTYPE_BOUNCE;
194 self.gl_bouncecnt += 1;
196 else if(autocvar_g_balance_grenadelauncher_secondary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
198 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
200 // let it stick whereever it is
201 self.oldvelocity = self.velocity;
202 self.velocity = '0 0 0';
203 self.movetype = MOVETYPE_NONE; // also disables gravity
204 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
205 UpdateCSQCProjectile(self);
207 // do not respond to any more touches
208 self.solid = SOLID_NOT;
210 self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_secondary_lifetime2);
214 void W_Grenade_Attack (void)
218 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
219 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
221 if(autocvar_g_balance_grenadelauncher_reload_ammo)
223 self.clip_load -= autocvar_g_balance_grenadelauncher_primary_ammo;
224 self.grenadelauncher_load = self.clip_load;
227 self.ammo_rockets -= autocvar_g_balance_grenadelauncher_primary_ammo;
230 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_primary_damage);
231 w_shotdir = v_forward; // no TrueAim for grenades please
233 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
237 gren.classname = "grenade";
238 gren.bot_dodge = TRUE;
239 gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_primary_damage;
240 gren.movetype = MOVETYPE_BOUNCE;
241 gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
242 gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
243 PROJECTILE_MAKETRIGGER(gren);
244 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
245 setorigin(gren, w_shotorg);
246 setsize(gren, '-3 -3 -3', '3 3 3');
248 gren.cnt = time + autocvar_g_balance_grenadelauncher_primary_lifetime;
249 gren.nextthink = time;
250 gren.think = W_Grenade_Think1;
251 gren.use = W_Grenade_Explode;
252 gren.touch = W_Grenade_Touch1;
254 gren.takedamage = DAMAGE_YES;
255 gren.health = autocvar_g_balance_grenadelauncher_primary_health;
256 gren.damageforcescale = autocvar_g_balance_grenadelauncher_primary_damageforcescale;
257 gren.event_damage = W_Grenade_Damage;
258 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
260 gren.angles = vectoangles (gren.velocity);
261 gren.flags = FL_PROJECTILE;
263 if(autocvar_g_balance_grenadelauncher_primary_type == 0 || autocvar_g_balance_grenadelauncher_primary_type == 2)
264 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
266 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
268 other = gren; MUTATOR_CALLHOOK(EditProjectile);
271 void W_Grenade_Attack2 (void)
275 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
276 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
278 if(autocvar_g_balance_grenadelauncher_reload_ammo)
280 self.clip_load -= autocvar_g_balance_grenadelauncher_secondary_ammo;
281 self.grenadelauncher_load = self.clip_load;
284 self.ammo_rockets -= autocvar_g_balance_grenadelauncher_secondary_ammo;
287 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_secondary_damage);
288 w_shotdir = v_forward; // no TrueAim for grenades please
290 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
294 gren.classname = "grenade";
295 gren.bot_dodge = TRUE;
296 gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_secondary_damage;
297 gren.movetype = MOVETYPE_BOUNCE;
298 gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
299 gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
300 PROJECTILE_MAKETRIGGER(gren);
301 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
302 setorigin(gren, w_shotorg);
303 setsize(gren, '-3 -3 -3', '3 3 3');
305 gren.nextthink = time + autocvar_g_balance_grenadelauncher_secondary_lifetime;
306 gren.think = adaptor_think2use_hittype_splash;
307 gren.use = W_Grenade_Explode2;
308 gren.touch = W_Grenade_Touch2;
310 gren.takedamage = DAMAGE_YES;
311 gren.health = autocvar_g_balance_grenadelauncher_secondary_health;
312 gren.damageforcescale = autocvar_g_balance_grenadelauncher_secondary_damageforcescale;
313 gren.event_damage = W_Grenade_Damage;
314 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_secondary);
316 gren.angles = vectoangles (gren.velocity);
317 gren.flags = FL_PROJECTILE;
319 if(autocvar_g_balance_grenadelauncher_secondary_type == 0 || autocvar_g_balance_grenadelauncher_secondary_type == 2)
320 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
322 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
324 other = gren; MUTATOR_CALLHOOK(EditProjectile);
327 void spawnfunc_weapon_grenadelauncher (void)
329 weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
332 .float bot_secondary_grenademooth;
333 float w_glauncher(float req)
340 self.BUTTON_ATCK = FALSE;
341 self.BUTTON_ATCK2 = FALSE;
342 if (self.bot_secondary_grenademooth == 0)
344 if(bot_aim(autocvar_g_balance_grenadelauncher_primary_speed, autocvar_g_balance_grenadelauncher_primary_speed_up, autocvar_g_balance_grenadelauncher_primary_lifetime, TRUE))
346 self.BUTTON_ATCK = TRUE;
347 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
352 if(bot_aim(autocvar_g_balance_grenadelauncher_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_grenadelauncher_secondary_lifetime, TRUE))
354 self.BUTTON_ATCK2 = TRUE;
355 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
359 else if (req == WR_THINK)
361 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
362 W_GrenadeLauncher_Reload();
363 else if (self.BUTTON_ATCK)
365 if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire))
368 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_grenadelauncher_primary_animtime, w_ready);
371 else if (self.BUTTON_ATCK2)
373 if (cvar("g_balance_grenadelauncher_secondary_remote_detonateprimary"))
376 for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.owner == self)
378 if(!nade.gl_detonate_later)
380 nade.gl_detonate_later = TRUE;
385 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
387 else if (weapon_prepareattack(1, autocvar_g_balance_grenadelauncher_secondary_refire))
390 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_grenadelauncher_secondary_animtime, w_ready);
395 if(self.switchweapon == self.weapon)
397 if(self.weaponentity.state == WS_READY)
399 self.wish_reload = 0;
400 W_GrenadeLauncher_Reload();
405 else if (req == WR_PRECACHE)
407 precache_model ("models/weapons/g_gl.md3");
408 precache_model ("models/weapons/v_gl.md3");
409 precache_model ("models/weapons/h_gl.iqm");
410 precache_sound ("weapons/grenade_bounce1.wav");
411 precache_sound ("weapons/grenade_bounce2.wav");
412 precache_sound ("weapons/grenade_bounce3.wav");
413 precache_sound ("weapons/grenade_bounce4.wav");
414 precache_sound ("weapons/grenade_bounce5.wav");
415 precache_sound ("weapons/grenade_bounce6.wav");
416 precache_sound ("weapons/grenade_stick.wav");
417 precache_sound ("weapons/grenade_fire.wav");
419 else if (req == WR_SETUP)
421 weapon_setup(WEP_GRENADE_LAUNCHER);
422 W_GrenadeLauncher_SetAmmoCounter();
424 else if (req == WR_CHECKAMMO1)
426 if(autocvar_g_balance_grenadelauncher_reload_ammo)
427 return self.grenadelauncher_load >= autocvar_g_balance_grenadelauncher_primary_ammo;
429 return self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo;
431 else if (req == WR_CHECKAMMO2)
433 if(autocvar_g_balance_grenadelauncher_reload_ammo)
434 return self.grenadelauncher_load >= autocvar_g_balance_grenadelauncher_secondary_ammo;
436 return self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo;
442 float w_glauncher(float req)
444 if(req == WR_IMPACTEFFECT)
447 org2 = w_org + w_backoff * 12;
448 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
450 sound(self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
452 else if(req == WR_PRECACHE)
454 precache_sound("weapons/grenade_impact.wav");
456 else if (req == WR_SUICIDEMESSAGE)
458 if(w_deathtype & HITTYPE_SECONDARY)
459 w_deathtypestring = "%s tried out his own grenade";
461 w_deathtypestring = "%s detonated";
463 else if (req == WR_KILLMESSAGE)
465 if(w_deathtype & HITTYPE_SPLASH)
466 if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
467 w_deathtypestring = "%s didn't see %s's grenade";
468 else // unchecked: SECONDARY
469 w_deathtypestring = "%s almost dodged %s's grenade";
470 else // unchecked: SECONDARY, BOUNCE
471 w_deathtypestring = "%s ate %s's grenade";
473 else if (req == WR_RELOAD)
475 W_GrenadeLauncher_Reload();