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_Grenade_Explode (void)
10 if(other.takedamage == DAMAGE_AIM)
11 if(other.classname == "player")
12 if(IsDifferentTeam(self.realowner, other))
13 if(other.deadflag == DEAD_NO)
15 AnnounceTo(self.realowner, "airshot");
17 self.event_damage = func_null;
18 self.takedamage = DAMAGE_NO;
20 if(self.movetype == MOVETYPE_NONE)
21 self.velocity = self.oldvelocity;
23 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);
28 void W_Grenade_Explode2 (void)
30 if(other.takedamage == DAMAGE_AIM)
31 if(other.classname == "player")
32 if(IsDifferentTeam(self.realowner, other))
33 if(other.deadflag == DEAD_NO)
35 AnnounceTo(self.realowner, "airshot");
37 self.event_damage = func_null;
38 self.takedamage = DAMAGE_NO;
40 if(self.movetype == MOVETYPE_NONE)
41 self.velocity = self.oldvelocity;
43 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);
48 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
53 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
54 return; // g_projectiles_damage says to halt
56 self.health = self.health - damage;
59 W_PrepareExplosionByDamage(attacker, self.use);
62 void W_Grenade_Think1 (void)
64 self.nextthink = time;
68 self.projectiledeathtype |= HITTYPE_BOUNCE;
72 if(self.gl_detonate_later && self.gl_bouncecnt >= autocvar_g_balance_grenadelauncher_primary_remote_minbouncecnt)
76 void W_Grenade_Touch1 (void)
79 if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_primary_type == 0) // always explode when hitting a player, or if normal mortar projectile
83 else if (autocvar_g_balance_grenadelauncher_primary_type == 1) // bounce
88 spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
90 spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
92 spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
94 spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
96 spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
98 spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
99 self.projectiledeathtype |= HITTYPE_BOUNCE;
100 self.gl_bouncecnt += 1;
102 else if(autocvar_g_balance_grenadelauncher_primary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
104 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
106 // let it stick whereever it is
107 self.oldvelocity = self.velocity;
108 self.velocity = '0 0 0';
109 self.movetype = MOVETYPE_NONE; // also disables gravity
110 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
111 UpdateCSQCProjectile(self);
113 // do not respond to any more touches
114 self.solid = SOLID_NOT;
116 self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_primary_lifetime_stick);
120 void W_Grenade_Touch2 (void)
123 if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_secondary_type == 0) // always explode when hitting a player, or if normal mortar projectile
127 else if (autocvar_g_balance_grenadelauncher_secondary_type == 1) // bounce
132 spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
134 spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
136 spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
138 spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
140 spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
142 spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
143 self.projectiledeathtype |= HITTYPE_BOUNCE;
144 self.gl_bouncecnt += 1;
146 if (autocvar_g_balance_grenadelauncher_secondary_lifetime_bounce && self.gl_bouncecnt == 1)
147 self.nextthink = time + autocvar_g_balance_grenadelauncher_secondary_lifetime_bounce;
150 else if(autocvar_g_balance_grenadelauncher_secondary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
152 spamsound (self, CH_SHOTS, "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_secondary_lifetime_stick);
168 void W_Grenade_Attack (void)
172 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_reload_ammo);
174 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);
175 w_shotdir = v_forward; // no TrueAim for grenades please
177 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
180 gren.owner = gren.realowner = self;
181 gren.classname = "grenade";
182 gren.bot_dodge = TRUE;
183 gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_primary_damage;
184 gren.movetype = MOVETYPE_BOUNCE;
185 gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
186 gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
187 PROJECTILE_MAKETRIGGER(gren);
188 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
189 setorigin(gren, w_shotorg);
190 setsize(gren, '-3 -3 -3', '3 3 3');
192 gren.cnt = time + autocvar_g_balance_grenadelauncher_primary_lifetime;
193 gren.nextthink = time;
194 gren.think = W_Grenade_Think1;
195 gren.use = W_Grenade_Explode;
196 gren.touch = W_Grenade_Touch1;
198 gren.takedamage = DAMAGE_YES;
199 gren.health = autocvar_g_balance_grenadelauncher_primary_health;
200 gren.damageforcescale = autocvar_g_balance_grenadelauncher_primary_damageforcescale;
201 gren.event_damage = W_Grenade_Damage;
202 gren.damagedbycontents = TRUE;
203 gren.missile_flags = MIF_SPLASH | MIF_ARC;
204 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
206 gren.angles = vectoangles (gren.velocity);
207 gren.flags = FL_PROJECTILE;
209 if(autocvar_g_balance_grenadelauncher_primary_type == 0 || autocvar_g_balance_grenadelauncher_primary_type == 2)
210 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
212 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
214 other = gren; MUTATOR_CALLHOOK(EditProjectile);
217 void W_Grenade_Attack2 (void)
221 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_grenadelauncher_secondary_ammo, autocvar_g_balance_grenadelauncher_reload_ammo);
223 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);
224 w_shotdir = v_forward; // no TrueAim for grenades please
226 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
229 gren.owner = gren.realowner = self;
230 gren.classname = "grenade";
231 gren.bot_dodge = TRUE;
232 gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_secondary_damage;
233 gren.movetype = MOVETYPE_BOUNCE;
234 gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
235 gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
236 PROJECTILE_MAKETRIGGER(gren);
237 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
238 setorigin(gren, w_shotorg);
239 setsize(gren, '-3 -3 -3', '3 3 3');
241 gren.nextthink = time + autocvar_g_balance_grenadelauncher_secondary_lifetime;
242 gren.think = adaptor_think2use_hittype_splash;
243 gren.use = W_Grenade_Explode2;
244 gren.touch = W_Grenade_Touch2;
246 gren.takedamage = DAMAGE_YES;
247 gren.health = autocvar_g_balance_grenadelauncher_secondary_health;
248 gren.damageforcescale = autocvar_g_balance_grenadelauncher_secondary_damageforcescale;
249 gren.event_damage = W_Grenade_Damage;
250 gren.damagedbycontents = TRUE;
251 gren.missile_flags = MIF_SPLASH | MIF_ARC;
252 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_secondary);
254 gren.angles = vectoangles (gren.velocity);
255 gren.flags = FL_PROJECTILE;
257 if(autocvar_g_balance_grenadelauncher_secondary_type == 0 || autocvar_g_balance_grenadelauncher_secondary_type == 2)
258 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
260 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
262 other = gren; MUTATOR_CALLHOOK(EditProjectile);
265 void spawnfunc_weapon_grenadelauncher (void)
267 weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
270 .float bot_secondary_grenademooth;
271 float w_glauncher(float req)
279 self.BUTTON_ATCK = FALSE;
280 self.BUTTON_ATCK2 = FALSE;
281 if (self.bot_secondary_grenademooth == 0)
283 if(bot_aim(autocvar_g_balance_grenadelauncher_primary_speed, autocvar_g_balance_grenadelauncher_primary_speed_up, autocvar_g_balance_grenadelauncher_primary_lifetime, TRUE))
285 self.BUTTON_ATCK = TRUE;
286 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
291 if(bot_aim(autocvar_g_balance_grenadelauncher_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_grenadelauncher_secondary_lifetime, TRUE))
293 self.BUTTON_ATCK2 = TRUE;
294 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
298 else if (req == WR_THINK)
300 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
301 weapon_action(self.weapon, WR_RELOAD);
302 else if (self.BUTTON_ATCK)
304 if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire))
307 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_grenadelauncher_primary_animtime, w_ready);
310 else if (self.BUTTON_ATCK2)
312 if (cvar("g_balance_grenadelauncher_secondary_remote_detonateprimary"))
315 for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
317 if(!nade.gl_detonate_later)
319 nade.gl_detonate_later = TRUE;
324 sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
326 else if (weapon_prepareattack(1, autocvar_g_balance_grenadelauncher_secondary_refire))
329 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_grenadelauncher_secondary_animtime, w_ready);
333 else if (req == WR_PRECACHE)
335 precache_model ("models/weapons/g_gl.md3");
336 precache_model ("models/weapons/v_gl.md3");
337 precache_model ("models/weapons/h_gl.iqm");
338 precache_sound ("weapons/grenade_bounce1.wav");
339 precache_sound ("weapons/grenade_bounce2.wav");
340 precache_sound ("weapons/grenade_bounce3.wav");
341 precache_sound ("weapons/grenade_bounce4.wav");
342 precache_sound ("weapons/grenade_bounce5.wav");
343 precache_sound ("weapons/grenade_bounce6.wav");
344 precache_sound ("weapons/grenade_stick.wav");
345 precache_sound ("weapons/grenade_fire.wav");
346 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
348 else if (req == WR_SETUP)
350 weapon_setup(WEP_GRENADE_LAUNCHER);
351 self.current_ammo = ammo_rockets;
353 else if (req == WR_CHECKAMMO1)
355 ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo;
356 ammo_amount += self.(weapon_load[WEP_GRENADE_LAUNCHER]) >= autocvar_g_balance_grenadelauncher_primary_ammo;
359 else if (req == WR_CHECKAMMO2)
361 ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo;
362 ammo_amount += self.(weapon_load[WEP_GRENADE_LAUNCHER]) >= autocvar_g_balance_grenadelauncher_secondary_ammo;
365 else if (req == WR_RELOAD)
367 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");
373 float w_glauncher(float req)
375 if(req == WR_IMPACTEFFECT)
378 org2 = w_org + w_backoff * 12;
379 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
381 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
383 else if(req == WR_PRECACHE)
385 precache_sound("weapons/grenade_impact.wav");
387 else if (req == WR_SUICIDEMESSAGE)
389 if(w_deathtype & HITTYPE_SECONDARY)
390 w_deathtypestring = _("%s didn't see their own grenade");
392 w_deathtypestring = _("%s blew themself up with their grenadelauncher");
394 else if (req == WR_KILLMESSAGE)
396 if(w_deathtype & HITTYPE_SPLASH)
397 if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
398 w_deathtypestring = _("%s didn't see %s's grenade");
399 else // unchecked: SECONDARY
400 w_deathtypestring = _("%s almost dodged %s's grenade");
401 else // unchecked: SECONDARY, BOUNCE
402 w_deathtypestring = _("%s ate %s's grenade");