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_Grenade_Explode (void)
10 if(other.takedamage == DAMAGE_AIM)
11 if(other.classname == "player")
12 if(IsDifferentTeam(self.realowner, other))
13 if(other.deadflag == DEAD_NO)
15 AnnounceTo(self.realowner, "airshot");
17 self.event_damage = SUB_Null;
18 self.takedamage = DAMAGE_NO;
20 if(self.movetype == MOVETYPE_NONE)
21 self.velocity = self.oldvelocity;
23 RadiusDamage (self, self.realowner, 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);
28 void W_Grenade_Explode2 (void)
30 if(other.takedamage == DAMAGE_AIM)
31 if(other.classname == "player")
32 if(IsDifferentTeam(self.realowner, other))
33 if(other.deadflag == DEAD_NO)
35 AnnounceTo(self.realowner, "airshot");
37 self.event_damage = SUB_Null;
38 self.takedamage = DAMAGE_NO;
40 if(self.movetype == MOVETYPE_NONE)
41 self.velocity = self.oldvelocity;
43 RadiusDamage (self, self.realowner, 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);
48 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
52 self.health = self.health - damage;
55 W_PrepareExplosionByDamage(attacker, self.think);
59 void W_Grenade_Think1 (void)
61 self.nextthink = time;
65 self.projectiledeathtype |= HITTYPE_BOUNCE;
69 if(self.gl_detonate_later && self.gl_bouncecnt >= autocvar_g_balance_grenadelauncher_primary_remote_minbouncecnt)
73 void W_Grenade_Think2 (void)
75 self.nextthink = time;
79 self.projectiledeathtype |= HITTYPE_BOUNCE;
80 W_Grenade_Explode2 ();
85 void W_Grenade_Touch1 (void)
88 if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_primary_type == 0) // always explode when hitting a player, or if normal mortar projectile
92 else if (autocvar_g_balance_grenadelauncher_primary_type == 1) // bounce
97 spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
99 spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
101 spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
103 spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
105 spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
107 spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
108 self.projectiledeathtype |= HITTYPE_BOUNCE;
109 self.gl_bouncecnt += 1;
111 else if(autocvar_g_balance_grenadelauncher_primary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
113 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
115 // let it stick whereever it is
116 self.oldvelocity = self.velocity;
117 self.velocity = '0 0 0';
118 self.movetype = MOVETYPE_NONE; // also disables gravity
119 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
120 UpdateCSQCProjectile(self);
122 // do not respond to any more touches
123 self.solid = SOLID_NOT;
125 self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_primary_lifetime_stick);
129 void W_Grenade_Touch2 (void)
132 if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_secondary_type == 0) // always explode when hitting a player, or if normal mortar projectile
136 else if (autocvar_g_balance_grenadelauncher_secondary_type == 1) // bounce
141 spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
143 spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
145 spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
147 spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
149 spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
151 spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
152 self.projectiledeathtype |= HITTYPE_BOUNCE;
153 self.gl_bouncecnt += 1;
155 if (autocvar_g_balance_grenadelauncher_secondary_lifetime_bounce && self.gl_bouncecnt == 1)
156 self.cnt = time + autocvar_g_balance_grenadelauncher_secondary_lifetime_bounce;
159 else if(autocvar_g_balance_grenadelauncher_secondary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
161 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
163 // let it stick whereever it is
164 self.oldvelocity = self.velocity;
165 self.velocity = '0 0 0';
166 self.movetype = MOVETYPE_NONE; // also disables gravity
167 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
168 UpdateCSQCProjectile(self);
170 // do not respond to any more touches
171 self.solid = SOLID_NOT;
173 self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_secondary_lifetime_stick);
177 void W_Grenade_Attack (void)
181 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_reload_ammo);
183 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, autocvar_g_balance_grenadelauncher_primary_damage);
184 w_shotdir = v_forward; // no TrueAim for grenades please
186 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
189 gren.owner = gren.realowner = self;
190 gren.classname = "grenade";
191 gren.bot_dodge = TRUE;
192 gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_primary_damage;
193 gren.movetype = MOVETYPE_BOUNCE;
194 gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
195 gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
196 PROJECTILE_MAKETRIGGER(gren);
197 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
198 setorigin(gren, w_shotorg);
199 setsize(gren, '-3 -3 -3', '3 3 3');
201 gren.cnt = time + autocvar_g_balance_grenadelauncher_primary_lifetime;
202 gren.nextthink = time;
203 gren.think = W_Grenade_Think1;
204 gren.use = W_Grenade_Explode;
205 gren.touch = W_Grenade_Touch1;
207 gren.takedamage = DAMAGE_YES;
208 gren.health = autocvar_g_balance_grenadelauncher_primary_health;
209 gren.damageforcescale = autocvar_g_balance_grenadelauncher_primary_damageforcescale;
210 gren.event_damage = W_Grenade_Damage;
211 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
213 gren.angles = vectoangles (gren.velocity);
214 gren.flags = FL_PROJECTILE;
216 if(autocvar_g_balance_grenadelauncher_primary_type == 0 || autocvar_g_balance_grenadelauncher_primary_type == 2)
217 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
219 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
221 other = gren; MUTATOR_CALLHOOK(EditProjectile);
224 void W_Grenade_Attack2 (void)
228 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_grenadelauncher_secondary_ammo, autocvar_g_balance_grenadelauncher_reload_ammo);
230 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, autocvar_g_balance_grenadelauncher_secondary_damage);
231 w_shotdir = v_forward; // no TrueAim for grenades please
233 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
236 gren.owner = gren.realowner = self;
237 gren.classname = "grenade";
238 gren.bot_dodge = TRUE;
239 gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_secondary_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 | HITTYPE_SECONDARY;
245 setorigin(gren, w_shotorg);
246 setsize(gren, '-3 -3 -3', '3 3 3');
248 gren.cnt = time + autocvar_g_balance_grenadelauncher_secondary_lifetime;
249 gren.nextthink = time;
250 gren.think = W_Grenade_Think2;
251 gren.use = W_Grenade_Explode2;
252 gren.touch = W_Grenade_Touch2;
254 gren.takedamage = DAMAGE_YES;
255 gren.health = autocvar_g_balance_grenadelauncher_secondary_health;
256 gren.damageforcescale = autocvar_g_balance_grenadelauncher_secondary_damageforcescale;
257 gren.event_damage = W_Grenade_Damage;
258 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_secondary);
260 gren.angles = vectoangles (gren.velocity);
261 gren.flags = FL_PROJECTILE;
263 if(autocvar_g_balance_grenadelauncher_secondary_type == 0 || autocvar_g_balance_grenadelauncher_secondary_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 spawnfunc_weapon_grenadelauncher (void)
273 weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
276 .float bot_secondary_grenademooth;
277 float w_glauncher(float req)
285 self.BUTTON_ATCK = FALSE;
286 self.BUTTON_ATCK2 = FALSE;
287 if (self.bot_secondary_grenademooth == 0)
289 if(bot_aim(autocvar_g_balance_grenadelauncher_primary_speed, autocvar_g_balance_grenadelauncher_primary_speed_up, autocvar_g_balance_grenadelauncher_primary_lifetime, TRUE))
291 self.BUTTON_ATCK = TRUE;
292 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
297 if(bot_aim(autocvar_g_balance_grenadelauncher_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_grenadelauncher_secondary_lifetime, TRUE))
299 self.BUTTON_ATCK2 = TRUE;
300 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
304 else if (req == WR_THINK)
306 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
307 weapon_action(self.weapon, WR_RELOAD);
308 else if (self.BUTTON_ATCK)
310 if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire))
313 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_grenadelauncher_primary_animtime, w_ready);
316 else if (self.BUTTON_ATCK2)
318 if (cvar("g_balance_grenadelauncher_secondary_remote_detonateprimary"))
321 for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
323 if(!nade.gl_detonate_later)
325 nade.gl_detonate_later = TRUE;
330 sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
332 else if (weapon_prepareattack(1, autocvar_g_balance_grenadelauncher_secondary_refire))
335 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_grenadelauncher_secondary_animtime, w_ready);
339 else if (req == WR_PRECACHE)
341 precache_model ("models/weapons/g_gl.md3");
342 precache_model ("models/weapons/v_gl.md3");
343 precache_model ("models/weapons/h_gl.iqm");
344 precache_sound ("weapons/grenade_bounce1.wav");
345 precache_sound ("weapons/grenade_bounce2.wav");
346 precache_sound ("weapons/grenade_bounce3.wav");
347 precache_sound ("weapons/grenade_bounce4.wav");
348 precache_sound ("weapons/grenade_bounce5.wav");
349 precache_sound ("weapons/grenade_bounce6.wav");
350 precache_sound ("weapons/grenade_stick.wav");
351 precache_sound ("weapons/grenade_fire.wav");
352 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
354 else if (req == WR_SETUP)
356 weapon_setup(WEP_GRENADE_LAUNCHER);
357 self.current_ammo = ammo_rockets;
359 else if (req == WR_CHECKAMMO1)
361 ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo;
362 ammo_amount += self.weapon_load[WEP_GRENADE_LAUNCHER] >= autocvar_g_balance_grenadelauncher_primary_ammo;
365 else if (req == WR_CHECKAMMO2)
367 ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo;
368 ammo_amount += self.weapon_load[WEP_GRENADE_LAUNCHER] >= autocvar_g_balance_grenadelauncher_secondary_ammo;
371 else if (req == WR_RELOAD)
373 W_Reload(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");
379 float w_glauncher(float req)
381 if(req == WR_IMPACTEFFECT)
384 org2 = w_org + w_backoff * 12;
385 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
387 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
389 else if(req == WR_PRECACHE)
391 precache_sound("weapons/grenade_impact.wav");
393 else if (req == WR_SUICIDEMESSAGE)
395 if(w_deathtype & HITTYPE_SECONDARY)
396 w_deathtypestring = _("%s tried out his own grenade");
398 w_deathtypestring = _("%s detonated");
400 else if (req == WR_KILLMESSAGE)
402 if(w_deathtype & HITTYPE_SPLASH)
403 if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
404 w_deathtypestring = _("%s didn't see %s's grenade");
405 else // unchecked: SECONDARY
406 w_deathtypestring = _("%s almost dodged %s's grenade");
407 else // unchecked: SECONDARY, BOUNCE
408 w_deathtypestring = _("%s ate %s's grenade");