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1 #ifdef REGISTER_WEAPON
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");
3 #else
4 #ifdef SVQC
5 void W_Grenade_Explode (void)
6 {
7         if(other.takedamage == DAMAGE_AIM)
8                 if(other.classname == "player")
9                         if(IsDifferentTeam(self.owner, other))
10                                 if(other.deadflag == DEAD_NO)
11                                         if(IsFlying(other))
12                                                 AnnounceTo(self.owner, "airshot");
13
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);
17
18         remove (self);
19 }
20
21 void W_Grenade_Explode2 (void)
22 {
23         if(other.takedamage == DAMAGE_AIM)
24                 if(other.classname == "player")
25                         if(IsDifferentTeam(self.owner, other))
26                                 if(IsFlying(other))
27                                         AnnounceTo(self.owner, "airshot");
28
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);
32
33         remove (self);
34 }
35
36 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
37 {
38         if (self.health <= 0)
39                 return;
40         self.health = self.health - damage;
41         if (self.health <= 0)
42         {
43                 W_PrepareExplosionByDamage(attacker, self.think);
44         }
45 }
46
47 void W_Grenade_Touch1 (void)
48 {
49         PROJECTILE_TOUCH;
50         if(cvar("g_balance_grenadelauncher_primary_sticky") && other.takedamage != DAMAGE_AIM)
51         {
52                 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
53
54                 // let it stick whereever it is
55                 self.velocity = '0 0 0';
56                 self.movetype = MOVETYPE_NONE; // also disables gravity
57                 UpdateCSQCProjectile(self);
58
59                 // do not respond to any more touches
60                 self.solid = SOLID_NOT;
61
62                 self.nextthink = min(self.nextthink, time + cvar("g_balance_grenadelauncher_primary_lifetime2"));
63         }
64         else
65                 W_Grenade_Explode ();
66 }
67
68 void W_Grenade_Touch2 (void)
69 {
70         PROJECTILE_TOUCH;
71         if (other.takedamage == DAMAGE_AIM)
72         {
73                 self.use ();
74         }
75         else
76         {
77                 float r;
78                 r = random() * 6;
79                 if(r < 1)
80                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
81                 else if(r < 2)
82                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
83                 else if(r < 3)
84                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
85                 else if(r < 4)
86                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
87                 else if(r < 5)
88                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
89                 else
90                         spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
91                 self.projectiledeathtype |= HITTYPE_BOUNCE;
92         }
93 }
94
95 void W_Grenade_Attack (void)
96 {
97         local entity gren;
98
99         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
100                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
101         W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 4, "weapons/grenade_fire.wav", cvar("g_balance_grenadelauncher_primary_damage"));
102         w_shotdir = v_forward; // no TrueAim for grenades please
103
104         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
105
106         gren = spawn ();
107         gren.owner = self;
108         gren.classname = "grenade";
109         gren.bot_dodge = TRUE;
110         gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
111         gren.movetype = MOVETYPE_BOUNCE;
112         PROJECTILE_MAKETRIGGER(gren);
113         gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
114         setorigin(gren, w_shotorg);
115         setsize(gren, '0 0 -3', '0 0 -3');
116
117         gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
118         gren.think = adaptor_think2use_hittype_splash;
119         gren.use = W_Grenade_Explode;
120         gren.touch = W_Grenade_Touch1;
121
122         gren.takedamage = DAMAGE_YES;
123         gren.health = cvar("g_balance_grenadelauncher_primary_health");
124         gren.event_damage = W_Grenade_Damage;
125         W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
126
127         gren.angles = vectoangles (gren.velocity);
128         gren.flags = FL_PROJECTILE;
129
130         CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);   
131 }
132
133 void W_Grenade_Attack2 (void)
134 {
135         local entity gren;
136
137         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
138                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
139         W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 4, "weapons/grenade_fire.wav", cvar("g_balance_grenadelauncher_secondary_damage"));
140         w_shotdir = v_forward; // no TrueAim for grenades please
141
142         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
143
144         gren = spawn ();
145         gren.owner = self;
146         gren.classname = "grenade";
147         gren.bot_dodge = TRUE;
148         gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
149         gren.movetype = MOVETYPE_BOUNCE;
150         gren.bouncefactor = cvar("g_balance_grenadelauncher_secondary_bouncefactor");
151         gren.bouncestop = cvar("g_balance_grenadelauncher_secondary_bouncestop");
152         PROJECTILE_MAKETRIGGER(gren);
153         gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
154         setorigin(gren, w_shotorg);
155         setsize(gren, '0 0 -3', '0 0 -3');
156
157         gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
158         gren.think = adaptor_think2use_hittype_splash;
159         gren.use = W_Grenade_Explode2;
160         gren.touch = W_Grenade_Touch2;
161
162         gren.takedamage = DAMAGE_YES;
163         gren.health = cvar("g_balance_grenadelauncher_secondary_health");
164         gren.damageforcescale = cvar("g_balance_grenadelauncher_secondary_damageforcescale");
165         gren.event_damage = W_Grenade_Damage;
166         W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_secondary);
167
168         gren.angles = vectoangles (gren.velocity);
169         gren.flags = FL_PROJECTILE;
170
171         CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
172 }
173
174 void spawnfunc_weapon_grenadelauncher (void)
175 {
176         weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
177 }
178
179 .float bot_secondary_grenademooth;
180 float w_glauncher(float req)
181 {
182         if (req == WR_AIM)
183         {
184                 self.BUTTON_ATCK = FALSE;
185                 self.BUTTON_ATCK2 = FALSE;
186                 if (self.bot_secondary_grenademooth == 0)
187                 {
188                         if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
189                         {
190                                 self.BUTTON_ATCK = TRUE;
191                                 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
192                         }
193                 }
194                 else
195                 {
196                         if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
197                         {
198                                 self.BUTTON_ATCK2 = TRUE;
199                                 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
200                         }
201                 }
202         }
203         else if (req == WR_THINK)
204         {
205                 if (self.BUTTON_ATCK)
206                 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
207                 {
208                         if(cvar("g_balance_grenadelauncher_primary2secondary"))
209                                 W_Grenade_Attack2();
210                         else
211                                 W_Grenade_Attack();
212                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
213                 }
214                 if (self.BUTTON_ATCK2 && !cvar("g_balance_grenadelauncher_primary2secondary"))
215                 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
216                 {
217                         W_Grenade_Attack2();
218                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
219                 }
220         }
221         else if (req == WR_PRECACHE)
222         {
223                 precache_model ("models/weapons/g_gl.md3");
224                 precache_model ("models/weapons/v_gl.md3");
225                 precache_model ("models/weapons/h_gl.iqm");
226                 precache_sound ("weapons/grenade_bounce1.wav");
227                 precache_sound ("weapons/grenade_bounce2.wav");
228                 precache_sound ("weapons/grenade_bounce3.wav");
229                 precache_sound ("weapons/grenade_bounce4.wav");
230                 precache_sound ("weapons/grenade_bounce5.wav");
231                 precache_sound ("weapons/grenade_bounce6.wav");
232                 precache_sound ("weapons/grenade_stick.wav");
233                 precache_sound ("weapons/grenade_fire.wav");
234         }
235         else if (req == WR_SETUP)
236                 weapon_setup(WEP_GRENADE_LAUNCHER);
237         else if (req == WR_CHECKAMMO1)
238                 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
239         else if (req == WR_CHECKAMMO2)
240                 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");
241         return TRUE;
242 };
243 #endif
244 #ifdef CSQC
245 float w_glauncher(float req)
246 {
247         if(req == WR_IMPACTEFFECT)
248         {
249                 vector org2;
250                 org2 = w_org + w_backoff * 12;
251                 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
252                 if(!w_issilent)
253                         sound(self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
254         }
255         else if(req == WR_PRECACHE)
256         {
257                 precache_sound("weapons/grenade_impact.wav");
258         }
259         else if (req == WR_SUICIDEMESSAGE)
260         {
261                 if(w_deathtype & HITTYPE_SECONDARY)
262                         w_deathtypestring = "tried out his own grenade";
263                 else
264                         w_deathtypestring = "detonated";
265         }
266         else if (req == WR_KILLMESSAGE)
267         {
268                 if(w_deathtype & HITTYPE_SPLASH)
269                         if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
270                                 w_deathtypestring = "didn't see #'s grenade";
271                         else // unchecked: SECONDARY
272                                 w_deathtypestring = "almost dodged #'s grenade";
273                 else // unchecked: SECONDARY, BOUNCE
274                         w_deathtypestring = "ate #'s grenade";
275         }
276         return TRUE;
277 }
278 #endif
279 #endif