#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");
#else
+#ifdef SVQC
+.float gl_detonate_later;
+.float gl_bouncecnt;
+
void W_Grenade_Explode (void)
{
if(other.takedamage == DAMAGE_AIM)
self.event_damage = SUB_Null;
self.takedamage = DAMAGE_NO;
+
+ if(self.movetype == MOVETYPE_NONE)
+ self.velocity = self.oldvelocity;
+
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);
remove (self);
self.event_damage = SUB_Null;
self.takedamage = DAMAGE_NO;
+
+ if(self.movetype == MOVETYPE_NONE)
+ self.velocity = self.oldvelocity;
+
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);
remove (self);
}
-void W_Grenade_Touch1 (void)
+void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
- PROJECTILE_TOUCH;
- W_Grenade_Explode ();
+ if (self.health <= 0)
+ return;
+ self.health = self.health - damage;
+ if (self.health <= 0)
+ {
+ W_PrepareExplosionByDamage(attacker, self.think);
+ }
}
-void W_Grenade_Touch2 (void)
+void W_Grenade_Think1 (void)
+{
+ self.nextthink = time;
+ if (time > self.cnt)
+ {
+ other = world;
+ self.projectiledeathtype |= HITTYPE_BOUNCE;
+ W_Grenade_Explode ();
+ return;
+ }
+ if(self.gl_detonate_later && self.gl_bouncecnt >= cvar("g_balance_grenadelauncher_primary_remote_minbouncecnt"))
+ W_Grenade_Explode();
+}
+
+void W_Grenade_Touch1 (void)
{
PROJECTILE_TOUCH;
- if (other.takedamage == DAMAGE_AIM)
+ if (other.takedamage == DAMAGE_AIM || cvar("g_balance_grenadelauncher_primary_type") == 0) // always explode when hitting a player, or if normal mortar projectile
{
self.use ();
}
- else
+ else if (cvar("g_balance_grenadelauncher_primary_type") == 1) // bounce
{
float r;
r = random() * 6;
else
spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
self.projectiledeathtype |= HITTYPE_BOUNCE;
+ self.gl_bouncecnt += 1;
+ }
+ else if(cvar("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);
+
+ // let it stick whereever it is
+ self.oldvelocity = self.velocity;
+ self.velocity = '0 0 0';
+ self.movetype = MOVETYPE_NONE; // also disables gravity
+ self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
+ UpdateCSQCProjectile(self);
+
+ // do not respond to any more touches
+ self.solid = SOLID_NOT;
+
+ self.nextthink = min(self.nextthink, time + cvar("g_balance_grenadelauncher_primary_lifetime2"));
}
}
-void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_Grenade_Touch2 (void)
{
- if (self.health <= 0)
- return;
- self.health = self.health - damage;
- if (self.health <= 0)
+ PROJECTILE_TOUCH;
+ if (other.takedamage == DAMAGE_AIM || cvar("g_balance_grenadelauncher_secondary_type") == 0) // always explode when hitting a player, or if normal mortar projectile
{
- W_PrepareExplosionByDamage(attacker, self.think);
+ self.use ();
+ }
+ else if (cvar("g_balance_grenadelauncher_secondary_type") == 1) // bounce
+ {
+ float r;
+ r = random() * 6;
+ if(r < 1)
+ spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
+ else if(r < 2)
+ spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
+ else if(r < 3)
+ spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
+ else if(r < 4)
+ spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
+ else if(r < 5)
+ spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
+ else
+ spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
+ self.projectiledeathtype |= HITTYPE_BOUNCE;
+ self.gl_bouncecnt += 1;
+ }
+ else if(cvar("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);
+
+ // let it stick whereever it is
+ self.oldvelocity = self.velocity;
+ self.velocity = '0 0 0';
+ self.movetype = MOVETYPE_NONE; // also disables gravity
+ self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
+ UpdateCSQCProjectile(self);
+
+ // do not respond to any more touches
+ self.solid = SOLID_NOT;
+
+ self.nextthink = min(self.nextthink, time + cvar("g_balance_grenadelauncher_secondary_lifetime2"));
}
}
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
- W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 4, "weapons/grenade_fire.wav", cvar("g_balance_grenadelauncher_primary_damage"));
+ W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", cvar("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.bot_dodge = TRUE;
gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
gren.movetype = MOVETYPE_BOUNCE;
+ gren.bouncefactor = cvar("g_balance_grenadelauncher_primary_bouncefactor");
+ gren.bouncestop = cvar("g_balance_grenadelauncher_primary_bouncestop");
PROJECTILE_MAKETRIGGER(gren);
gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
setorigin(gren, w_shotorg);
- setsize(gren, '0 0 -3', '0 0 -3');
+ setsize(gren, '-3 -3 -3', '3 3 3');
- gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
- gren.think = adaptor_think2use_hittype_splash;
+ gren.cnt = time + cvar("g_balance_grenadelauncher_primary_lifetime");
+ gren.nextthink = time;
+ gren.think = W_Grenade_Think1;
gren.use = W_Grenade_Explode;
gren.touch = W_Grenade_Touch1;
+
+ gren.takedamage = DAMAGE_YES;
+ gren.health = cvar("g_balance_grenadelauncher_primary_health");
+ gren.damageforcescale = cvar("g_balance_grenadelauncher_primary_damageforcescale");
+ gren.event_damage = W_Grenade_Damage;
W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
gren.angles = vectoangles (gren.velocity);
gren.flags = FL_PROJECTILE;
- CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
+ if(cvar("g_balance_grenadelauncher_primary_type") == 0 || cvar("g_balance_grenadelauncher_primary_type") == 2)
+ CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
+ else
+ CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
+
+ other = gren; MUTATOR_CALLHOOK(EditProjectile);
}
void W_Grenade_Attack2 (void)
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
- W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 4, "weapons/grenade_fire.wav", cvar("g_balance_grenadelauncher_secondary_damage"));
+ W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", cvar("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.bouncestop = cvar("g_balance_grenadelauncher_secondary_bouncestop");
PROJECTILE_MAKETRIGGER(gren);
gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
- setsize(gren, '0 0 -3', '0 0 -3');
setorigin(gren, w_shotorg);
+ setsize(gren, '-3 -3 -3', '3 3 3');
gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
gren.think = adaptor_think2use_hittype_splash;
gren.use = W_Grenade_Explode2;
gren.touch = W_Grenade_Touch2;
+
gren.takedamage = DAMAGE_YES;
gren.health = cvar("g_balance_grenadelauncher_secondary_health");
gren.damageforcescale = cvar("g_balance_grenadelauncher_secondary_damageforcescale");
gren.angles = vectoangles (gren.velocity);
gren.flags = FL_PROJECTILE;
- CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
+ if(cvar("g_balance_grenadelauncher_secondary_type") == 0 || cvar("g_balance_grenadelauncher_secondary_type") == 2)
+ CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
+ else
+ CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
+
+ other = gren; MUTATOR_CALLHOOK(EditProjectile);
}
void spawnfunc_weapon_grenadelauncher (void)
.float bot_secondary_grenademooth;
float w_glauncher(float req)
{
+ entity nade;
+ float nadefound;
+
if (req == WR_AIM)
{
self.BUTTON_ATCK = FALSE;
if (self.BUTTON_ATCK)
if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
{
- if(cvar("g_balance_grenadelauncher_primary2secondary"))
- W_Grenade_Attack2();
- else
- W_Grenade_Attack();
+ W_Grenade_Attack();
weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
}
- if (self.BUTTON_ATCK2 && !cvar("g_balance_grenadelauncher_primary2secondary"))
- if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
+ if (self.BUTTON_ATCK2)
{
- W_Grenade_Attack2();
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
+ if (cvar("g_balance_grenadelauncher_secondary_remote_detonateprimary"))
+ {
+ nadefound = 0;
+ for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.owner == self)
+ {
+ if(!nade.gl_detonate_later)
+ {
+ nade.gl_detonate_later = TRUE;
+ nadefound = 1;
+ }
+ }
+ if(nadefound)
+ sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
+ }
+ else if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
+ {
+ W_Grenade_Attack2();
+ weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
+ }
}
}
else if (req == WR_PRECACHE)
precache_sound ("weapons/grenade_bounce4.wav");
precache_sound ("weapons/grenade_bounce5.wav");
precache_sound ("weapons/grenade_bounce6.wav");
+ precache_sound ("weapons/grenade_stick.wav");
precache_sound ("weapons/grenade_fire.wav");
}
else if (req == WR_SETUP)
return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
else if (req == WR_CHECKAMMO2)
return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");
+ return TRUE;
+};
+#endif
+#ifdef CSQC
+float w_glauncher(float req)
+{
+ if(req == WR_IMPACTEFFECT)
+ {
+ vector org2;
+ 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);
+ }
+ else if(req == WR_PRECACHE)
+ {
+ precache_sound("weapons/grenade_impact.wav");
+ }
else if (req == WR_SUICIDEMESSAGE)
{
if(w_deathtype & HITTYPE_SECONDARY)
- w_deathtypestring = "tried out his own grenade";
+ w_deathtypestring = "%s tried out his own grenade";
else
- w_deathtypestring = "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 = "didn't see #'s grenade";
+ w_deathtypestring = "%s didn't see %s's grenade";
else // unchecked: SECONDARY
- w_deathtypestring = "almost dodged #'s grenade";
+ w_deathtypestring = "%s almost dodged %s's grenade";
else // unchecked: SECONDARY, BOUNCE
- w_deathtypestring = "ate #'s grenade";
+ w_deathtypestring = "%s ate %s's grenade";
}
return TRUE;
-};
+}
+#endif
#endif