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 self.reload_ammo_player = ammo_rockets;
11 self.reload_ammo_min = min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo);
12 self.reload_ammo_amount = autocvar_g_balance_grenadelauncher_reload_ammo;
13 self.reload_time = autocvar_g_balance_grenadelauncher_reload_time;
14 self.reload_sound = "weapons/reload.wav";
19 void W_Grenade_Explode (void)
21 if(other.takedamage == DAMAGE_AIM)
22 if(other.classname == "player")
23 if(IsDifferentTeam(self.owner, other))
24 if(other.deadflag == DEAD_NO)
26 AnnounceTo(self.owner, "airshot");
28 self.event_damage = SUB_Null;
29 self.takedamage = DAMAGE_NO;
31 if(self.movetype == MOVETYPE_NONE)
32 self.velocity = self.oldvelocity;
34 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);
39 void W_Grenade_Explode2 (void)
41 if(other.takedamage == DAMAGE_AIM)
42 if(other.classname == "player")
43 if(IsDifferentTeam(self.owner, other))
45 AnnounceTo(self.owner, "airshot");
47 self.event_damage = SUB_Null;
48 self.takedamage = DAMAGE_NO;
50 if(self.movetype == MOVETYPE_NONE)
51 self.velocity = self.oldvelocity;
53 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);
58 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
62 self.health = self.health - damage;
65 W_PrepareExplosionByDamage(attacker, self.think);
69 void W_Grenade_Think1 (void)
71 self.nextthink = time;
75 self.projectiledeathtype |= HITTYPE_BOUNCE;
79 if(self.gl_detonate_later && self.gl_bouncecnt >= autocvar_g_balance_grenadelauncher_primary_remote_minbouncecnt)
83 void W_Grenade_Touch1 (void)
86 if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_primary_type == 0) // always explode when hitting a player, or if normal mortar projectile
90 else if (autocvar_g_balance_grenadelauncher_primary_type == 1) // bounce
95 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
97 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
99 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
101 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
103 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
105 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
106 self.projectiledeathtype |= HITTYPE_BOUNCE;
107 self.gl_bouncecnt += 1;
109 else if(autocvar_g_balance_grenadelauncher_primary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
111 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
113 // let it stick whereever it is
114 self.oldvelocity = self.velocity;
115 self.velocity = '0 0 0';
116 self.movetype = MOVETYPE_NONE; // also disables gravity
117 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
118 UpdateCSQCProjectile(self);
120 // do not respond to any more touches
121 self.solid = SOLID_NOT;
123 self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_primary_lifetime2);
127 void W_Grenade_Touch2 (void)
130 if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_secondary_type == 0) // always explode when hitting a player, or if normal mortar projectile
134 else if (autocvar_g_balance_grenadelauncher_secondary_type == 1) // bounce
139 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
141 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
143 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
145 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
147 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
149 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
150 self.projectiledeathtype |= HITTYPE_BOUNCE;
151 self.gl_bouncecnt += 1;
153 else if(autocvar_g_balance_grenadelauncher_secondary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
155 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
157 // let it stick whereever it is
158 self.oldvelocity = self.velocity;
159 self.velocity = '0 0 0';
160 self.movetype = MOVETYPE_NONE; // also disables gravity
161 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
162 UpdateCSQCProjectile(self);
164 // do not respond to any more touches
165 self.solid = SOLID_NOT;
167 self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_secondary_lifetime2);
171 void W_Grenade_Attack (void)
175 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
176 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
178 if(autocvar_g_balance_grenadelauncher_reload_ammo)
180 self.clip_load -= autocvar_g_balance_grenadelauncher_primary_ammo;
181 self.weapon_load[WEP_GRENADE_LAUNCHER] = self.clip_load;
184 self.ammo_rockets -= autocvar_g_balance_grenadelauncher_primary_ammo;
187 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_primary_damage);
188 w_shotdir = v_forward; // no TrueAim for grenades please
190 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
194 gren.classname = "grenade";
195 gren.bot_dodge = TRUE;
196 gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_primary_damage;
197 gren.movetype = MOVETYPE_BOUNCE;
198 gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
199 gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
200 PROJECTILE_MAKETRIGGER(gren);
201 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
202 setorigin(gren, w_shotorg);
203 setsize(gren, '-3 -3 -3', '3 3 3');
205 gren.cnt = time + autocvar_g_balance_grenadelauncher_primary_lifetime;
206 gren.nextthink = time;
207 gren.think = W_Grenade_Think1;
208 gren.use = W_Grenade_Explode;
209 gren.touch = W_Grenade_Touch1;
211 gren.takedamage = DAMAGE_YES;
212 gren.health = autocvar_g_balance_grenadelauncher_primary_health;
213 gren.damageforcescale = autocvar_g_balance_grenadelauncher_primary_damageforcescale;
214 gren.event_damage = W_Grenade_Damage;
215 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
217 gren.angles = vectoangles (gren.velocity);
218 gren.flags = FL_PROJECTILE;
220 if(autocvar_g_balance_grenadelauncher_primary_type == 0 || autocvar_g_balance_grenadelauncher_primary_type == 2)
221 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
223 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
225 other = gren; MUTATOR_CALLHOOK(EditProjectile);
228 void W_Grenade_Attack2 (void)
232 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
233 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
235 if(autocvar_g_balance_grenadelauncher_reload_ammo)
237 self.clip_load -= autocvar_g_balance_grenadelauncher_secondary_ammo;
238 self.weapon_load[WEP_GRENADE_LAUNCHER] = self.clip_load;
241 self.ammo_rockets -= autocvar_g_balance_grenadelauncher_secondary_ammo;
244 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_secondary_damage);
245 w_shotdir = v_forward; // no TrueAim for grenades please
247 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
251 gren.classname = "grenade";
252 gren.bot_dodge = TRUE;
253 gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_secondary_damage;
254 gren.movetype = MOVETYPE_BOUNCE;
255 gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
256 gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
257 PROJECTILE_MAKETRIGGER(gren);
258 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
259 setorigin(gren, w_shotorg);
260 setsize(gren, '-3 -3 -3', '3 3 3');
262 gren.nextthink = time + autocvar_g_balance_grenadelauncher_secondary_lifetime;
263 gren.think = adaptor_think2use_hittype_splash;
264 gren.use = W_Grenade_Explode2;
265 gren.touch = W_Grenade_Touch2;
267 gren.takedamage = DAMAGE_YES;
268 gren.health = autocvar_g_balance_grenadelauncher_secondary_health;
269 gren.damageforcescale = autocvar_g_balance_grenadelauncher_secondary_damageforcescale;
270 gren.event_damage = W_Grenade_Damage;
271 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_secondary);
273 gren.angles = vectoangles (gren.velocity);
274 gren.flags = FL_PROJECTILE;
276 if(autocvar_g_balance_grenadelauncher_secondary_type == 0 || autocvar_g_balance_grenadelauncher_secondary_type == 2)
277 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
279 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
281 other = gren; MUTATOR_CALLHOOK(EditProjectile);
284 void spawnfunc_weapon_grenadelauncher (void)
286 weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
289 .float bot_secondary_grenademooth;
290 float w_glauncher(float req)
298 self.BUTTON_ATCK = FALSE;
299 self.BUTTON_ATCK2 = FALSE;
300 if (self.bot_secondary_grenademooth == 0)
302 if(bot_aim(autocvar_g_balance_grenadelauncher_primary_speed, autocvar_g_balance_grenadelauncher_primary_speed_up, autocvar_g_balance_grenadelauncher_primary_lifetime, TRUE))
304 self.BUTTON_ATCK = TRUE;
305 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
310 if(bot_aim(autocvar_g_balance_grenadelauncher_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_grenadelauncher_secondary_lifetime, TRUE))
312 self.BUTTON_ATCK2 = TRUE;
313 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
317 else if (req == WR_THINK)
319 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
320 W_GrenadeLauncher_Reload();
321 else if (self.BUTTON_ATCK)
323 if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire))
326 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_grenadelauncher_primary_animtime, w_ready);
329 else if (self.BUTTON_ATCK2)
331 if (cvar("g_balance_grenadelauncher_secondary_remote_detonateprimary"))
334 for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.owner == self)
336 if(!nade.gl_detonate_later)
338 nade.gl_detonate_later = TRUE;
343 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
345 else if (weapon_prepareattack(1, autocvar_g_balance_grenadelauncher_secondary_refire))
348 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_grenadelauncher_secondary_animtime, w_ready);
352 else if (req == WR_PRECACHE)
354 precache_model ("models/weapons/g_gl.md3");
355 precache_model ("models/weapons/v_gl.md3");
356 precache_model ("models/weapons/h_gl.iqm");
357 precache_sound ("weapons/grenade_bounce1.wav");
358 precache_sound ("weapons/grenade_bounce2.wav");
359 precache_sound ("weapons/grenade_bounce3.wav");
360 precache_sound ("weapons/grenade_bounce4.wav");
361 precache_sound ("weapons/grenade_bounce5.wav");
362 precache_sound ("weapons/grenade_bounce6.wav");
363 precache_sound ("weapons/grenade_stick.wav");
364 precache_sound ("weapons/grenade_fire.wav");
365 precache_sound ("weapons/reload.wav");
367 else if (req == WR_SETUP)
369 weapon_setup(WEP_GRENADE_LAUNCHER);
371 else if (req == WR_CHECKAMMO1)
373 ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo;
374 ammo_amount += self.weapon_load[WEP_GRENADE_LAUNCHER] >= autocvar_g_balance_grenadelauncher_primary_ammo;
377 else if (req == WR_CHECKAMMO2)
379 ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo;
380 ammo_amount += self.weapon_load[WEP_GRENADE_LAUNCHER] >= autocvar_g_balance_grenadelauncher_secondary_ammo;
383 else if (req == WR_RELOAD)
385 W_GrenadeLauncher_Reload();
391 float w_glauncher(float req)
393 if(req == WR_IMPACTEFFECT)
396 org2 = w_org + w_backoff * 12;
397 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
399 sound(self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
401 else if(req == WR_PRECACHE)
403 precache_sound("weapons/grenade_impact.wav");
405 else if (req == WR_SUICIDEMESSAGE)
407 if(w_deathtype & HITTYPE_SECONDARY)
408 w_deathtypestring = _("%s tried out his own grenade");
410 w_deathtypestring = _("%s detonated");
412 else if (req == WR_KILLMESSAGE)
414 if(w_deathtype & HITTYPE_SPLASH)
415 if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
416 w_deathtypestring = _("%s didn't see %s's grenade");
417 else // unchecked: SECONDARY
418 w_deathtypestring = _("%s almost dodged %s's grenade");
419 else // unchecked: SECONDARY, BOUNCE
420 w_deathtypestring = _("%s ate %s's grenade");