#ifdef REGISTER_WEAPON
-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"))
+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"))
#else
#ifdef SVQC
.float gl_detonate_later;
.float gl_bouncecnt;
-// weapon load persistence, for weapons that support reloading
-.float grenadelauncher_load;
-
-void W_GrenadeLauncher_SetAmmoCounter()
-{
- // set clip_load to the weapon we have switched to, if the gun uses reloading
- if(!autocvar_g_balance_grenadelauncher_reload_ammo)
- self.clip_load = 0; // also keeps crosshair ammo from displaying
- else
- {
- self.clip_load = self.grenadelauncher_load;
- self.clip_size = autocvar_g_balance_grenadelauncher_reload_ammo; // for the crosshair ammo display
- }
-}
-
-void W_GrenadeLauncher_ReloadedAndReady()
-{
- float t;
-
- // now do the ammo transfer
- self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
- while(self.clip_load < autocvar_g_balance_grenadelauncher_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have
- {
- self.clip_load += 1;
- self.ammo_rockets -= 1;
- }
- self.grenadelauncher_load = self.clip_load;
-
- t = ATTACK_FINISHED(self) - autocvar_g_balance_grenadelauncher_reload_time - 1;
- ATTACK_FINISHED(self) = t;
- w_ready();
-}
-
-void W_GrenadeLauncher_Reload()
-{
- // return if reloading is disabled for this weapon
- if(!autocvar_g_balance_grenadelauncher_reload_ammo)
- return;
-
- if(!W_ReloadCheck(self.ammo_rockets, min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo)))
- return;
-
- float t;
-
- sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
-
- t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_grenadelauncher_reload_time + 1;
- ATTACK_FINISHED(self) = t;
-
- weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_grenadelauncher_reload_time, W_GrenadeLauncher_ReloadedAndReady);
-
- self.old_clip_load = self.clip_load;
- self.clip_load = -1;
-}
-
void W_Grenade_Explode (void)
{
if(other.takedamage == DAMAGE_AIM)
if(other.classname == "player")
- if(IsDifferentTeam(self.owner, other))
+ if(IsDifferentTeam(self.realowner, other))
if(other.deadflag == DEAD_NO)
if(IsFlying(other))
- AnnounceTo(self.owner, "airshot");
+ AnnounceTo(self.realowner, "airshot");
self.event_damage = SUB_Null;
self.takedamage = DAMAGE_NO;
if(self.movetype == MOVETYPE_NONE)
self.velocity = self.oldvelocity;
- 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);
+ 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);
remove (self);
}
{
if(other.takedamage == DAMAGE_AIM)
if(other.classname == "player")
- if(IsDifferentTeam(self.owner, other))
- if(IsFlying(other))
- AnnounceTo(self.owner, "airshot");
+ if(IsDifferentTeam(self.realowner, other))
+ if(other.deadflag == DEAD_NO)
+ if(IsFlying(other))
+ AnnounceTo(self.realowner, "airshot");
self.event_damage = SUB_Null;
self.takedamage = DAMAGE_NO;
if(self.movetype == MOVETYPE_NONE)
self.velocity = self.oldvelocity;
- 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);
+ 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);
remove (self);
}
float r;
r = random() * 6;
if(r < 1)
- spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
+ spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
else if(r < 2)
- spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
+ spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
else if(r < 3)
- spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
+ spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
else if(r < 4)
- spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
+ spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
else if(r < 5)
- spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
+ spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
else
- spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
+ spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
self.projectiledeathtype |= HITTYPE_BOUNCE;
self.gl_bouncecnt += 1;
}
else if(autocvar_g_balance_grenadelauncher_primary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
{
- spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
+ spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
// let it stick whereever it is
self.oldvelocity = self.velocity;
// do not respond to any more touches
self.solid = SOLID_NOT;
- self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_primary_lifetime2);
+ self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_primary_lifetime_stick);
}
}
float r;
r = random() * 6;
if(r < 1)
- spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
+ spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
else if(r < 2)
- spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
+ spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
else if(r < 3)
- spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
+ spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
else if(r < 4)
- spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
+ spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
else if(r < 5)
- spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
+ spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
else
- spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
+ spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
self.projectiledeathtype |= HITTYPE_BOUNCE;
self.gl_bouncecnt += 1;
+
+ if (autocvar_g_balance_grenadelauncher_secondary_lifetime_bounce && self.gl_bouncecnt == 1)
+ self.nextthink = time + autocvar_g_balance_grenadelauncher_secondary_lifetime_bounce;
+
}
else if(autocvar_g_balance_grenadelauncher_secondary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
{
- spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
+ spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
// let it stick whereever it is
self.oldvelocity = self.velocity;
// do not respond to any more touches
self.solid = SOLID_NOT;
- self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_secondary_lifetime2);
+ self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_secondary_lifetime_stick);
}
}
{
local entity gren;
- // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- {
- if(autocvar_g_balance_grenadelauncher_reload_ammo)
- {
- self.clip_load -= autocvar_g_balance_grenadelauncher_primary_ammo;
- self.grenadelauncher_load = self.clip_load;
- }
- else
- self.ammo_rockets -= autocvar_g_balance_grenadelauncher_primary_ammo;
- }
+ W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_reload_ammo);
- W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_primary_damage);
+ 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);
w_shotdir = v_forward; // no TrueAim for grenades please
pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
gren = spawn ();
- gren.owner = self;
+ gren.owner = gren.realowner = self;
gren.classname = "grenade";
gren.bot_dodge = TRUE;
gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_primary_damage;
{
local entity gren;
- // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- {
- if(autocvar_g_balance_grenadelauncher_reload_ammo)
- {
- self.clip_load -= autocvar_g_balance_grenadelauncher_secondary_ammo;
- self.grenadelauncher_load = self.clip_load;
- }
- else
- self.ammo_rockets -= autocvar_g_balance_grenadelauncher_secondary_ammo;
- }
+ W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_grenadelauncher_secondary_ammo, autocvar_g_balance_grenadelauncher_reload_ammo);
- W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_secondary_damage);
+ 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);
w_shotdir = v_forward; // no TrueAim for grenades please
pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
gren = spawn ();
- gren.owner = self;
+ gren.owner = gren.realowner = self;
gren.classname = "grenade";
gren.bot_dodge = TRUE;
gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_secondary_damage;
else if (req == WR_THINK)
{
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
- W_GrenadeLauncher_Reload();
+ weapon_action(self.weapon, WR_RELOAD);
else if (self.BUTTON_ATCK)
{
if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire))
if (cvar("g_balance_grenadelauncher_secondary_remote_detonateprimary"))
{
nadefound = 0;
- for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.owner == self)
+ for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
{
if(!nade.gl_detonate_later)
{
}
}
if(nadefound)
- sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
}
else if (weapon_prepareattack(1, autocvar_g_balance_grenadelauncher_secondary_refire))
{
precache_sound ("weapons/grenade_bounce6.wav");
precache_sound ("weapons/grenade_stick.wav");
precache_sound ("weapons/grenade_fire.wav");
- precache_sound ("weapons/reload.wav");
+ //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
}
else if (req == WR_SETUP)
{
weapon_setup(WEP_GRENADE_LAUNCHER);
- W_GrenadeLauncher_SetAmmoCounter();
+ self.current_ammo = ammo_rockets;
}
else if (req == WR_CHECKAMMO1)
{
ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo;
- ammo_amount += (autocvar_g_balance_grenadelauncher_reload_ammo && self.grenadelauncher_load >= autocvar_g_balance_grenadelauncher_primary_ammo);
+ ammo_amount += self.weapon_load[WEP_GRENADE_LAUNCHER] >= autocvar_g_balance_grenadelauncher_primary_ammo;
return ammo_amount;
}
else if (req == WR_CHECKAMMO2)
{
ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo;
- ammo_amount += (autocvar_g_balance_grenadelauncher_reload_ammo && self.grenadelauncher_load >= autocvar_g_balance_grenadelauncher_secondary_ammo);
+ ammo_amount += self.weapon_load[WEP_GRENADE_LAUNCHER] >= autocvar_g_balance_grenadelauncher_secondary_ammo;
return ammo_amount;
}
- else if (req == WR_RESETPLAYER)
- {
- // all weapons must be fully loaded when we spawn
- self.grenadelauncher_load = autocvar_g_balance_grenadelauncher_reload_ammo;
- }
else if (req == WR_RELOAD)
{
- W_GrenadeLauncher_Reload();
+ 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");
}
return TRUE;
};
org2 = w_org + w_backoff * 12;
pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
}
else if(req == WR_PRECACHE)
{
else if (req == WR_SUICIDEMESSAGE)
{
if(w_deathtype & HITTYPE_SECONDARY)
- w_deathtypestring = "%s tried out his own grenade";
+ w_deathtypestring = _("%s tried out his own grenade");
else
- w_deathtypestring = "%s detonated";
+ w_deathtypestring = _("%s detonated");
}
else if (req == WR_KILLMESSAGE)
{
if(w_deathtype & HITTYPE_SPLASH)
if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
- w_deathtypestring = "%s didn't see %s's grenade";
+ w_deathtypestring = _("%s didn't see %s's grenade");
else // unchecked: SECONDARY
- w_deathtypestring = "%s almost dodged %s's grenade";
+ w_deathtypestring = _("%s almost dodged %s's grenade");
else // unchecked: SECONDARY, BOUNCE
- w_deathtypestring = "%s ate %s's grenade";
+ w_deathtypestring = _("%s ate %s's grenade");
}
return TRUE;
}