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 void W_GrenadeLauncher_SetAmmoCounter()
10 // set clip_load to the weapon we have switched to, if the gun uses reloading
11 if(!autocvar_g_balance_grenadelauncher_reload_ammo)
12 self.clip_load = 0; // also keeps crosshair ammo from displaying
15 self.clip_load = self.grenadelauncher_load;
16 self.clip_size = autocvar_g_balance_grenadelauncher_reload_ammo; // for the crosshair ammo display
20 void W_GrenadeLauncher_ReloadedAndReady()
24 // now do the ammo transfer
25 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
26 while(self.clip_load < autocvar_g_balance_grenadelauncher_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have
29 self.ammo_rockets -= 1;
31 self.grenadelauncher_load = self.clip_load;
33 t = ATTACK_FINISHED(self) - autocvar_g_balance_grenadelauncher_reload_time - 1;
34 ATTACK_FINISHED(self) = t;
38 void W_GrenadeLauncher_Reload()
40 // return if reloading is disabled for this weapon
41 if(!autocvar_g_balance_grenadelauncher_reload_ammo)
44 if(!W_ReloadCheck(self.ammo_rockets, min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo)))
49 sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
51 t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_grenadelauncher_reload_time + 1;
52 ATTACK_FINISHED(self) = t;
54 weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_grenadelauncher_reload_time, W_GrenadeLauncher_ReloadedAndReady);
56 self.old_clip_load = self.clip_load;
60 void W_Grenade_Explode (void)
62 if(other.takedamage == DAMAGE_AIM)
63 if(other.classname == "player")
64 if(IsDifferentTeam(self.owner, other))
65 if(other.deadflag == DEAD_NO)
67 AnnounceTo(self.owner, "airshot");
69 self.event_damage = SUB_Null;
70 self.takedamage = DAMAGE_NO;
72 if(self.movetype == MOVETYPE_NONE)
73 self.velocity = self.oldvelocity;
75 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);
80 void W_Grenade_Explode2 (void)
82 if(other.takedamage == DAMAGE_AIM)
83 if(other.classname == "player")
84 if(IsDifferentTeam(self.owner, other))
86 AnnounceTo(self.owner, "airshot");
88 self.event_damage = SUB_Null;
89 self.takedamage = DAMAGE_NO;
91 if(self.movetype == MOVETYPE_NONE)
92 self.velocity = self.oldvelocity;
94 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);
99 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
101 if (self.health <= 0)
103 self.health = self.health - damage;
104 if (self.health <= 0)
106 W_PrepareExplosionByDamage(attacker, self.think);
110 void W_Grenade_Think1 (void)
112 self.nextthink = time;
116 self.projectiledeathtype |= HITTYPE_BOUNCE;
117 W_Grenade_Explode ();
120 if(self.gl_detonate_later && self.gl_bouncecnt >= autocvar_g_balance_grenadelauncher_primary_remote_minbouncecnt)
124 void W_Grenade_Touch1 (void)
127 if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_primary_type == 0) // always explode when hitting a player, or if normal mortar projectile
131 else if (autocvar_g_balance_grenadelauncher_primary_type == 1) // bounce
136 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
138 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
140 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
142 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
144 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
146 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
147 self.projectiledeathtype |= HITTYPE_BOUNCE;
148 self.gl_bouncecnt += 1;
150 else if(autocvar_g_balance_grenadelauncher_primary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
152 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
154 // let it stick whereever it is
155 self.oldvelocity = self.velocity;
156 self.velocity = '0 0 0';
157 self.movetype = MOVETYPE_NONE; // also disables gravity
158 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
159 UpdateCSQCProjectile(self);
161 // do not respond to any more touches
162 self.solid = SOLID_NOT;
164 self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_primary_lifetime2);
168 void W_Grenade_Touch2 (void)
171 if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_secondary_type == 0) // always explode when hitting a player, or if normal mortar projectile
175 else if (autocvar_g_balance_grenadelauncher_secondary_type == 1) // bounce
180 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
182 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
184 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
186 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
188 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
190 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
191 self.projectiledeathtype |= HITTYPE_BOUNCE;
192 self.gl_bouncecnt += 1;
194 else if(autocvar_g_balance_grenadelauncher_secondary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
196 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
198 // let it stick whereever it is
199 self.oldvelocity = self.velocity;
200 self.velocity = '0 0 0';
201 self.movetype = MOVETYPE_NONE; // also disables gravity
202 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
203 UpdateCSQCProjectile(self);
205 // do not respond to any more touches
206 self.solid = SOLID_NOT;
208 self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_secondary_lifetime2);
212 void W_Grenade_Attack (void)
216 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
217 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
219 if(autocvar_g_balance_grenadelauncher_reload_ammo)
221 self.clip_load -= autocvar_g_balance_grenadelauncher_primary_ammo;
222 self.grenadelauncher_load = self.clip_load;
225 self.ammo_rockets -= autocvar_g_balance_grenadelauncher_primary_ammo;
228 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_primary_damage);
229 w_shotdir = v_forward; // no TrueAim for grenades please
231 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
235 gren.classname = "grenade";
236 gren.bot_dodge = TRUE;
237 gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_primary_damage;
238 gren.movetype = MOVETYPE_BOUNCE;
239 gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
240 gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
241 PROJECTILE_MAKETRIGGER(gren);
242 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
243 setorigin(gren, w_shotorg);
244 setsize(gren, '-3 -3 -3', '3 3 3');
246 gren.cnt = time + autocvar_g_balance_grenadelauncher_primary_lifetime;
247 gren.nextthink = time;
248 gren.think = W_Grenade_Think1;
249 gren.use = W_Grenade_Explode;
250 gren.touch = W_Grenade_Touch1;
252 gren.takedamage = DAMAGE_YES;
253 gren.health = autocvar_g_balance_grenadelauncher_primary_health;
254 gren.damageforcescale = autocvar_g_balance_grenadelauncher_primary_damageforcescale;
255 gren.event_damage = W_Grenade_Damage;
256 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
258 gren.angles = vectoangles (gren.velocity);
259 gren.flags = FL_PROJECTILE;
261 if(autocvar_g_balance_grenadelauncher_primary_type == 0 || autocvar_g_balance_grenadelauncher_primary_type == 2)
262 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
264 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
266 other = gren; MUTATOR_CALLHOOK(EditProjectile);
269 void W_Grenade_Attack2 (void)
273 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
274 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
276 if(autocvar_g_balance_grenadelauncher_reload_ammo)
278 self.clip_load -= autocvar_g_balance_grenadelauncher_secondary_ammo;
279 self.grenadelauncher_load = self.clip_load;
282 self.ammo_rockets -= autocvar_g_balance_grenadelauncher_secondary_ammo;
285 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_secondary_damage);
286 w_shotdir = v_forward; // no TrueAim for grenades please
288 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
292 gren.classname = "grenade";
293 gren.bot_dodge = TRUE;
294 gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_secondary_damage;
295 gren.movetype = MOVETYPE_BOUNCE;
296 gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
297 gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
298 PROJECTILE_MAKETRIGGER(gren);
299 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
300 setorigin(gren, w_shotorg);
301 setsize(gren, '-3 -3 -3', '3 3 3');
303 gren.nextthink = time + autocvar_g_balance_grenadelauncher_secondary_lifetime;
304 gren.think = adaptor_think2use_hittype_splash;
305 gren.use = W_Grenade_Explode2;
306 gren.touch = W_Grenade_Touch2;
308 gren.takedamage = DAMAGE_YES;
309 gren.health = autocvar_g_balance_grenadelauncher_secondary_health;
310 gren.damageforcescale = autocvar_g_balance_grenadelauncher_secondary_damageforcescale;
311 gren.event_damage = W_Grenade_Damage;
312 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_secondary);
314 gren.angles = vectoangles (gren.velocity);
315 gren.flags = FL_PROJECTILE;
317 if(autocvar_g_balance_grenadelauncher_secondary_type == 0 || autocvar_g_balance_grenadelauncher_secondary_type == 2)
318 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
320 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
322 other = gren; MUTATOR_CALLHOOK(EditProjectile);
325 void spawnfunc_weapon_grenadelauncher (void)
327 weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
330 .float bot_secondary_grenademooth;
331 float w_glauncher(float req)
338 self.BUTTON_ATCK = FALSE;
339 self.BUTTON_ATCK2 = FALSE;
340 if (self.bot_secondary_grenademooth == 0)
342 if(bot_aim(autocvar_g_balance_grenadelauncher_primary_speed, autocvar_g_balance_grenadelauncher_primary_speed_up, autocvar_g_balance_grenadelauncher_primary_lifetime, TRUE))
344 self.BUTTON_ATCK = TRUE;
345 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
350 if(bot_aim(autocvar_g_balance_grenadelauncher_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_grenadelauncher_secondary_lifetime, TRUE))
352 self.BUTTON_ATCK2 = TRUE;
353 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
357 else if (req == WR_THINK)
359 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
360 W_GrenadeLauncher_Reload();
361 else if (self.BUTTON_ATCK)
363 if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire))
366 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_grenadelauncher_primary_animtime, w_ready);
369 else if (self.BUTTON_ATCK2)
371 if (cvar("g_balance_grenadelauncher_secondary_remote_detonateprimary"))
374 for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.owner == self)
376 if(!nade.gl_detonate_later)
378 nade.gl_detonate_later = TRUE;
383 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
385 else if (weapon_prepareattack(1, autocvar_g_balance_grenadelauncher_secondary_refire))
388 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_grenadelauncher_secondary_animtime, w_ready);
392 else if (req == WR_PRECACHE)
394 precache_model ("models/weapons/g_gl.md3");
395 precache_model ("models/weapons/v_gl.md3");
396 precache_model ("models/weapons/h_gl.iqm");
397 precache_sound ("weapons/grenade_bounce1.wav");
398 precache_sound ("weapons/grenade_bounce2.wav");
399 precache_sound ("weapons/grenade_bounce3.wav");
400 precache_sound ("weapons/grenade_bounce4.wav");
401 precache_sound ("weapons/grenade_bounce5.wav");
402 precache_sound ("weapons/grenade_bounce6.wav");
403 precache_sound ("weapons/grenade_stick.wav");
404 precache_sound ("weapons/grenade_fire.wav");
405 precache_sound ("weapons/reload.wav");
407 else if (req == WR_SETUP)
409 weapon_setup(WEP_GRENADE_LAUNCHER);
410 W_GrenadeLauncher_SetAmmoCounter();
412 else if (req == WR_CHECKAMMO1)
414 if(autocvar_g_balance_grenadelauncher_reload_ammo)
415 return self.grenadelauncher_load >= autocvar_g_balance_grenadelauncher_primary_ammo;
417 return self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo;
419 else if (req == WR_CHECKAMMO2)
421 if(autocvar_g_balance_grenadelauncher_reload_ammo)
422 return self.grenadelauncher_load >= autocvar_g_balance_grenadelauncher_secondary_ammo;
424 return self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo;
426 else if (req == WR_RELOAD)
428 W_GrenadeLauncher_Reload();
430 else if (req == WR_SWITCHABLE)
432 // checks if this weapon can be switched to, when reloading is enabled
433 // returns true if there's either enough load in the weapon to use it,
434 // or we have enough ammo to reload the weapon to a usable point
436 ammo_amount = min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo);
437 return self.grenadelauncher_load >= ammo_amount || self.ammo_rockets >= ammo_amount;
443 float w_glauncher(float req)
445 if(req == WR_IMPACTEFFECT)
448 org2 = w_org + w_backoff * 12;
449 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
451 sound(self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
453 else if(req == WR_PRECACHE)
455 precache_sound("weapons/grenade_impact.wav");
457 else if (req == WR_SUICIDEMESSAGE)
459 if(w_deathtype & HITTYPE_SECONDARY)
460 w_deathtypestring = "%s tried out his own grenade";
462 w_deathtypestring = "%s detonated";
464 else if (req == WR_KILLMESSAGE)
466 if(w_deathtype & HITTYPE_SPLASH)
467 if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
468 w_deathtypestring = "%s didn't see %s's grenade";
469 else // unchecked: SECONDARY
470 w_deathtypestring = "%s almost dodged %s's grenade";
471 else // unchecked: SECONDARY, BOUNCE
472 w_deathtypestring = "%s ate %s's grenade";