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 void W_Grenade_Explode (void)
7 if(other.takedamage == DAMAGE_AIM)
8 if(other.classname == "player")
9 if(IsDifferentTeam(self.owner, other))
10 if(other.deadflag == DEAD_NO)
12 AnnounceTo(self.owner, "airshot");
14 self.event_damage = SUB_Null;
15 self.takedamage = DAMAGE_NO;
16 RadiusDamage (self, self.owner, cvar("g_balance_grenadelauncher_primary_damage"), cvar("g_balance_grenadelauncher_primary_edgedamage"), cvar("g_balance_grenadelauncher_primary_radius"), world, cvar("g_balance_grenadelauncher_primary_force"), self.projectiledeathtype, other);
21 void W_Grenade_Explode2 (void)
23 if(other.takedamage == DAMAGE_AIM)
24 if(other.classname == "player")
25 if(IsDifferentTeam(self.owner, other))
27 AnnounceTo(self.owner, "airshot");
29 self.event_damage = SUB_Null;
30 self.takedamage = DAMAGE_NO;
31 RadiusDamage (self, self.owner, cvar("g_balance_grenadelauncher_secondary_damage"), cvar("g_balance_grenadelauncher_secondary_edgedamage"), cvar("g_balance_grenadelauncher_secondary_radius"), world, cvar("g_balance_grenadelauncher_secondary_force"), self.projectiledeathtype, other);
36 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
40 self.health = self.health - damage;
43 W_PrepareExplosionByDamage(attacker, self.think);
47 void W_Grenade_Touch1 (void)
50 if(cvar("g_balance_grenadelauncher_primary_sticky") && other.takedamage != DAMAGE_AIM)
52 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
54 // let it stick whereever it is
55 self.velocity = '0 0 0';
56 self.movetype = MOVETYPE_NONE; // also disables gravity
57 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
58 UpdateCSQCProjectile(self);
60 // do not respond to any more touches
61 self.solid = SOLID_NOT;
63 self.nextthink = min(self.nextthink, time + cvar("g_balance_grenadelauncher_primary_lifetime2"));
69 void W_Grenade_Touch2 (void)
72 if (other.takedamage == DAMAGE_AIM)
81 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
83 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
85 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
87 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
89 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
91 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
92 self.projectiledeathtype |= HITTYPE_BOUNCE;
96 void W_Grenade_Attack (void)
100 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
101 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
102 W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 4, "weapons/grenade_fire.wav", cvar("g_balance_grenadelauncher_primary_damage"));
103 w_shotdir = v_forward; // no TrueAim for grenades please
105 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
109 gren.classname = "grenade";
110 gren.bot_dodge = TRUE;
111 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
112 gren.movetype = MOVETYPE_BOUNCE;
113 PROJECTILE_MAKETRIGGER(gren);
114 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
115 setorigin(gren, w_shotorg);
116 setsize(gren, '0 0 -3', '0 0 -3');
118 gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
119 gren.think = adaptor_think2use_hittype_splash;
120 gren.use = W_Grenade_Explode;
121 gren.touch = W_Grenade_Touch1;
123 gren.takedamage = DAMAGE_YES;
124 gren.health = cvar("g_balance_grenadelauncher_primary_health");
125 gren.event_damage = W_Grenade_Damage;
126 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
128 gren.angles = vectoangles (gren.velocity);
129 gren.flags = FL_PROJECTILE;
131 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
134 void W_Grenade_Attack2 (void)
138 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
139 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
140 W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 4, "weapons/grenade_fire.wav", cvar("g_balance_grenadelauncher_secondary_damage"));
141 w_shotdir = v_forward; // no TrueAim for grenades please
143 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
147 gren.classname = "grenade";
148 gren.bot_dodge = TRUE;
149 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
150 gren.movetype = MOVETYPE_BOUNCE;
151 gren.bouncefactor = cvar("g_balance_grenadelauncher_secondary_bouncefactor");
152 gren.bouncestop = cvar("g_balance_grenadelauncher_secondary_bouncestop");
153 PROJECTILE_MAKETRIGGER(gren);
154 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
155 setorigin(gren, w_shotorg);
156 setsize(gren, '0 0 -3', '0 0 -3');
158 gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
159 gren.think = adaptor_think2use_hittype_splash;
160 gren.use = W_Grenade_Explode2;
161 gren.touch = W_Grenade_Touch2;
163 gren.takedamage = DAMAGE_YES;
164 gren.health = cvar("g_balance_grenadelauncher_secondary_health");
165 gren.damageforcescale = cvar("g_balance_grenadelauncher_secondary_damageforcescale");
166 gren.event_damage = W_Grenade_Damage;
167 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_secondary);
169 gren.angles = vectoangles (gren.velocity);
170 gren.flags = FL_PROJECTILE;
172 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
175 void spawnfunc_weapon_grenadelauncher (void)
177 weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
180 .float bot_secondary_grenademooth;
181 float w_glauncher(float req)
185 self.BUTTON_ATCK = FALSE;
186 self.BUTTON_ATCK2 = FALSE;
187 if (self.bot_secondary_grenademooth == 0)
189 if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
191 self.BUTTON_ATCK = TRUE;
192 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
197 if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
199 self.BUTTON_ATCK2 = TRUE;
200 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
204 else if (req == WR_THINK)
206 if (self.BUTTON_ATCK)
207 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
209 if(cvar("g_balance_grenadelauncher_primary2secondary"))
213 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
215 if (self.BUTTON_ATCK2 && !cvar("g_balance_grenadelauncher_primary2secondary"))
216 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
219 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
222 else if (req == WR_PRECACHE)
224 precache_model ("models/weapons/g_gl.md3");
225 precache_model ("models/weapons/v_gl.md3");
226 precache_model ("models/weapons/h_gl.iqm");
227 precache_sound ("weapons/grenade_bounce1.wav");
228 precache_sound ("weapons/grenade_bounce2.wav");
229 precache_sound ("weapons/grenade_bounce3.wav");
230 precache_sound ("weapons/grenade_bounce4.wav");
231 precache_sound ("weapons/grenade_bounce5.wav");
232 precache_sound ("weapons/grenade_bounce6.wav");
233 precache_sound ("weapons/grenade_stick.wav");
234 precache_sound ("weapons/grenade_fire.wav");
236 else if (req == WR_SETUP)
237 weapon_setup(WEP_GRENADE_LAUNCHER);
238 else if (req == WR_CHECKAMMO1)
239 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
240 else if (req == WR_CHECKAMMO2)
241 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");
246 float w_glauncher(float req)
248 if(req == WR_IMPACTEFFECT)
251 org2 = w_org + w_backoff * 12;
252 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
254 sound(self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
256 else if(req == WR_PRECACHE)
258 precache_sound("weapons/grenade_impact.wav");
260 else if (req == WR_SUICIDEMESSAGE)
262 if(w_deathtype & HITTYPE_SECONDARY)
263 w_deathtypestring = "tried out his own grenade";
265 w_deathtypestring = "detonated";
267 else if (req == WR_KILLMESSAGE)
269 if(w_deathtype & HITTYPE_SPLASH)
270 if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
271 w_deathtypestring = "didn't see #'s grenade";
272 else // unchecked: SECONDARY
273 w_deathtypestring = "almost dodged #'s grenade";
274 else // unchecked: SECONDARY, BOUNCE
275 w_deathtypestring = "ate #'s grenade";