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;
17 if(self.movetype == MOVETYPE_NONE)
18 self.velocity = self.oldvelocity;
20 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);
25 void W_Grenade_Explode2 (void)
27 if(other.takedamage == DAMAGE_AIM)
28 if(other.classname == "player")
29 if(IsDifferentTeam(self.owner, other))
31 AnnounceTo(self.owner, "airshot");
33 self.event_damage = SUB_Null;
34 self.takedamage = DAMAGE_NO;
36 if(self.movetype == MOVETYPE_NONE)
37 self.velocity = self.oldvelocity;
39 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);
44 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
48 self.health = self.health - damage;
51 W_PrepareExplosionByDamage(attacker, self.think);
55 void W_Grenade_Touch1 (void)
58 if(cvar("g_balance_grenadelauncher_primary_sticky") && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE)))
60 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
62 // let it stick whereever it is
63 self.oldvelocity = self.velocity;
64 self.velocity = '0 0 0';
65 self.movetype = MOVETYPE_NONE; // also disables gravity
66 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
67 UpdateCSQCProjectile(self);
69 // do not respond to any more touches
70 self.solid = SOLID_NOT;
72 self.nextthink = min(self.nextthink, time + cvar("g_balance_grenadelauncher_primary_lifetime2"));
78 void W_Grenade_Touch2 (void)
81 print(sprintf("%e takedamage=%d movetype=%d\n", other, other.takedamage, other.movetype));
82 if(cvar("g_balance_grenadelauncher_secondary_sticky") && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE)))
84 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
86 // let it stick whereever it is
87 self.oldvelocity = self.velocity;
88 self.velocity = '0 0 0';
89 self.movetype = MOVETYPE_NONE; // also disables gravity
90 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
91 UpdateCSQCProjectile(self);
93 // do not respond to any more touches
94 self.solid = SOLID_NOT;
96 self.nextthink = min(self.nextthink, time + cvar("g_balance_grenadelauncher_secondary_lifetime2"));
100 if (cvar("g_balance_grenadelauncher_secondary_sticky") || other.takedamage == DAMAGE_AIM)
109 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
111 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
113 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
115 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
117 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
119 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
120 self.projectiledeathtype |= HITTYPE_BOUNCE;
125 void W_Grenade_Attack (void)
129 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
130 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
131 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", cvar("g_balance_grenadelauncher_primary_damage"));
132 w_shotdir = v_forward; // no TrueAim for grenades please
134 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
138 gren.classname = "grenade";
139 gren.bot_dodge = TRUE;
140 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
141 gren.movetype = MOVETYPE_BOUNCE;
142 PROJECTILE_MAKETRIGGER(gren);
143 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
144 setorigin(gren, w_shotorg);
145 setsize(gren, '-3 -3 -3', '3 3 3');
147 gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
148 gren.think = adaptor_think2use_hittype_splash;
149 gren.use = W_Grenade_Explode;
150 gren.touch = W_Grenade_Touch1;
152 gren.takedamage = DAMAGE_YES;
153 gren.health = cvar("g_balance_grenadelauncher_primary_health");
154 gren.event_damage = W_Grenade_Damage;
155 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
157 gren.angles = vectoangles (gren.velocity);
158 gren.flags = FL_PROJECTILE;
160 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
163 void W_Grenade_Attack2 (void)
167 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
168 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
169 W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 4, "weapons/grenade_fire.wav", cvar("g_balance_grenadelauncher_secondary_damage"));
170 w_shotdir = v_forward; // no TrueAim for grenades please
172 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
176 gren.classname = "grenade";
177 gren.bot_dodge = TRUE;
178 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
179 gren.movetype = MOVETYPE_BOUNCE;
180 gren.bouncefactor = cvar("g_balance_grenadelauncher_secondary_bouncefactor");
181 gren.bouncestop = cvar("g_balance_grenadelauncher_secondary_bouncestop");
182 PROJECTILE_MAKETRIGGER(gren);
183 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
184 setorigin(gren, w_shotorg);
185 setsize(gren, '-3 -3 -3', '3 3 3');
187 gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
188 gren.think = adaptor_think2use_hittype_splash;
189 gren.use = W_Grenade_Explode2;
190 gren.touch = W_Grenade_Touch2;
192 gren.takedamage = DAMAGE_YES;
193 gren.health = cvar("g_balance_grenadelauncher_secondary_health");
194 gren.damageforcescale = cvar("g_balance_grenadelauncher_secondary_damageforcescale");
195 gren.event_damage = W_Grenade_Damage;
196 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_secondary);
198 gren.angles = vectoangles (gren.velocity);
199 gren.flags = FL_PROJECTILE;
201 if(cvar("g_balance_grenadelauncher_secondary_sticky"))
202 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
204 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
207 void spawnfunc_weapon_grenadelauncher (void)
209 weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
212 .float bot_secondary_grenademooth;
213 float w_glauncher(float req)
217 self.BUTTON_ATCK = FALSE;
218 self.BUTTON_ATCK2 = FALSE;
219 if (self.bot_secondary_grenademooth == 0)
221 if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
223 self.BUTTON_ATCK = TRUE;
224 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
229 if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
231 self.BUTTON_ATCK2 = TRUE;
232 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
236 else if (req == WR_THINK)
238 if (self.BUTTON_ATCK)
239 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
241 if(cvar("g_balance_grenadelauncher_primary2secondary"))
245 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
247 if (self.BUTTON_ATCK2 && !cvar("g_balance_grenadelauncher_primary2secondary"))
248 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
251 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
254 else if (req == WR_PRECACHE)
256 precache_model ("models/weapons/g_gl.md3");
257 precache_model ("models/weapons/v_gl.md3");
258 precache_model ("models/weapons/h_gl.iqm");
259 precache_sound ("weapons/grenade_bounce1.wav");
260 precache_sound ("weapons/grenade_bounce2.wav");
261 precache_sound ("weapons/grenade_bounce3.wav");
262 precache_sound ("weapons/grenade_bounce4.wav");
263 precache_sound ("weapons/grenade_bounce5.wav");
264 precache_sound ("weapons/grenade_bounce6.wav");
265 precache_sound ("weapons/grenade_stick.wav");
266 precache_sound ("weapons/grenade_fire.wav");
268 else if (req == WR_SETUP)
269 weapon_setup(WEP_GRENADE_LAUNCHER);
270 else if (req == WR_CHECKAMMO1)
271 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
272 else if (req == WR_CHECKAMMO2)
273 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");
278 float w_glauncher(float req)
280 if(req == WR_IMPACTEFFECT)
283 org2 = w_org + w_backoff * 12;
284 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
286 sound(self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
288 else if(req == WR_PRECACHE)
290 precache_sound("weapons/grenade_impact.wav");
292 else if (req == WR_SUICIDEMESSAGE)
294 if(w_deathtype & HITTYPE_SECONDARY)
295 w_deathtypestring = "%s tried out his own grenade";
297 w_deathtypestring = "%s detonated";
299 else if (req == WR_KILLMESSAGE)
301 if(w_deathtype & HITTYPE_SPLASH)
302 if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
303 w_deathtypestring = "%s didn't see %s's grenade";
304 else // unchecked: SECONDARY
305 w_deathtypestring = "%s almost dodged %s's grenade";
306 else // unchecked: SECONDARY, BOUNCE
307 w_deathtypestring = "%s ate %s's grenade";