#ifdef REGISTER_WEAPON
-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"))
+REGISTER_WEAPON(
+/* WEP_##id */ GRENADE_LAUNCHER,
+/* function */ w_glauncher,
+/* ammotype */ IT_ROCKETS,
+/* impulse */ 4,
+/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
+/* rating */ BOT_PICKUP_RATING_MID,
+/* model */ "gl",
+/* shortname */ "grenadelauncher",
+/* fullname */ _("Mortar")
+);
#else
#ifdef SVQC
.float gl_detonate_later;
if(IsDifferentTeam(self.realowner, other))
if(other.deadflag == DEAD_NO)
if(IsFlying(other))
- AnnounceTo(self.realowner, "airshot");
+ Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
if(IsDifferentTeam(self.realowner, other))
if(other.deadflag == DEAD_NO)
if(IsFlying(other))
- AnnounceTo(self.realowner, "airshot");
+ Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
{
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");
}
+ else if (req == WR_SUICIDEMESSAGE)
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_MORTAR_SUICIDE_BOUNCE;
+ else
+ return WEAPON_MORTAR_SUICIDE_EXPLODE;
+ }
+ else if (req == WR_KILLMESSAGE)
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_MORTAR_MURDER_BOUNCE;
+ else
+ return WEAPON_MORTAR_MURDER_EXPLODE;
+ }
return TRUE;
}
#endif
{
precache_sound("weapons/grenade_impact.wav");
}
- else if (req == WR_SUICIDEMESSAGE)
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- w_deathtypestring = _("%s didn't see their own grenade");
- else
- w_deathtypestring = _("%s blew themself up with their grenadelauncher");
- }
- 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");
- else // unchecked: SECONDARY
- w_deathtypestring = _("%s almost dodged %s's grenade");
- else // unchecked: SECONDARY, BOUNCE
- w_deathtypestring = _("%s ate %s's grenade");
- }
return TRUE;
}
#endif