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 .float gl_detonate_later;
8 void W_GrenadeLauncher_SetAmmoCounter()
10 // set clip_load to the weapon we have switched to, if the gun uses reloading
11 if(!autocvar_g_balance_grenadelauncher_reload_ammo)
12 self.clip_load = 0; // also keeps crosshair ammo from displaying
15 self.clip_load = self.weapon_load[WEP_GRENADE_LAUNCHER];
16 self.clip_size = autocvar_g_balance_grenadelauncher_reload_ammo; // for the crosshair ammo display
20 void W_GrenadeLauncher_Reload()
22 self.reload_ammo_player = ammo_rockets;
23 self.reload_ammo_min = min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo);
24 self.reload_ammo_amount = autocvar_g_balance_grenadelauncher_reload_ammo;
25 self.reload_time = autocvar_g_balance_grenadelauncher_reload_time;
26 self.reload_sound = "weapons/reload.wav";
31 void W_Grenade_Explode (void)
33 if(other.takedamage == DAMAGE_AIM)
34 if(other.classname == "player")
35 if(IsDifferentTeam(self.owner, other))
36 if(other.deadflag == DEAD_NO)
38 AnnounceTo(self.owner, "airshot");
40 self.event_damage = SUB_Null;
41 self.takedamage = DAMAGE_NO;
43 if(self.movetype == MOVETYPE_NONE)
44 self.velocity = self.oldvelocity;
46 RadiusDamage (self, self.owner, 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);
51 void W_Grenade_Explode2 (void)
53 if(other.takedamage == DAMAGE_AIM)
54 if(other.classname == "player")
55 if(IsDifferentTeam(self.owner, other))
57 AnnounceTo(self.owner, "airshot");
59 self.event_damage = SUB_Null;
60 self.takedamage = DAMAGE_NO;
62 if(self.movetype == MOVETYPE_NONE)
63 self.velocity = self.oldvelocity;
65 RadiusDamage (self, self.owner, 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);
70 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
74 self.health = self.health - damage;
77 W_PrepareExplosionByDamage(attacker, self.think);
81 void W_Grenade_Think1 (void)
83 self.nextthink = time;
87 self.projectiledeathtype |= HITTYPE_BOUNCE;
91 if(self.gl_detonate_later && self.gl_bouncecnt >= autocvar_g_balance_grenadelauncher_primary_remote_minbouncecnt)
95 void W_Grenade_Touch1 (void)
98 if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_primary_type == 0) // always explode when hitting a player, or if normal mortar projectile
102 else if (autocvar_g_balance_grenadelauncher_primary_type == 1) // bounce
107 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
109 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
111 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
113 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
115 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
117 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
118 self.projectiledeathtype |= HITTYPE_BOUNCE;
119 self.gl_bouncecnt += 1;
121 else if(autocvar_g_balance_grenadelauncher_primary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
123 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
125 // let it stick whereever it is
126 self.oldvelocity = self.velocity;
127 self.velocity = '0 0 0';
128 self.movetype = MOVETYPE_NONE; // also disables gravity
129 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
130 UpdateCSQCProjectile(self);
132 // do not respond to any more touches
133 self.solid = SOLID_NOT;
135 self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_primary_lifetime2);
139 void W_Grenade_Touch2 (void)
142 if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_secondary_type == 0) // always explode when hitting a player, or if normal mortar projectile
146 else if (autocvar_g_balance_grenadelauncher_secondary_type == 1) // bounce
151 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
153 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
155 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
157 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
159 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
161 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
162 self.projectiledeathtype |= HITTYPE_BOUNCE;
163 self.gl_bouncecnt += 1;
165 else if(autocvar_g_balance_grenadelauncher_secondary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
167 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
169 // let it stick whereever it is
170 self.oldvelocity = self.velocity;
171 self.velocity = '0 0 0';
172 self.movetype = MOVETYPE_NONE; // also disables gravity
173 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
174 UpdateCSQCProjectile(self);
176 // do not respond to any more touches
177 self.solid = SOLID_NOT;
179 self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_secondary_lifetime2);
183 void W_Grenade_Attack (void)
187 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
188 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
190 if(autocvar_g_balance_grenadelauncher_reload_ammo)
192 self.clip_load -= autocvar_g_balance_grenadelauncher_primary_ammo;
193 self.weapon_load[WEP_GRENADE_LAUNCHER] = self.clip_load;
196 self.ammo_rockets -= autocvar_g_balance_grenadelauncher_primary_ammo;
199 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_primary_damage);
200 w_shotdir = v_forward; // no TrueAim for grenades please
202 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
206 gren.classname = "grenade";
207 gren.bot_dodge = TRUE;
208 gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_primary_damage;
209 gren.movetype = MOVETYPE_BOUNCE;
210 gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
211 gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
212 PROJECTILE_MAKETRIGGER(gren);
213 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
214 setorigin(gren, w_shotorg);
215 setsize(gren, '-3 -3 -3', '3 3 3');
217 gren.cnt = time + autocvar_g_balance_grenadelauncher_primary_lifetime;
218 gren.nextthink = time;
219 gren.think = W_Grenade_Think1;
220 gren.use = W_Grenade_Explode;
221 gren.touch = W_Grenade_Touch1;
223 gren.takedamage = DAMAGE_YES;
224 gren.health = autocvar_g_balance_grenadelauncher_primary_health;
225 gren.damageforcescale = autocvar_g_balance_grenadelauncher_primary_damageforcescale;
226 gren.event_damage = W_Grenade_Damage;
227 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
229 gren.angles = vectoangles (gren.velocity);
230 gren.flags = FL_PROJECTILE;
232 if(autocvar_g_balance_grenadelauncher_primary_type == 0 || autocvar_g_balance_grenadelauncher_primary_type == 2)
233 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
235 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
237 other = gren; MUTATOR_CALLHOOK(EditProjectile);
240 void W_Grenade_Attack2 (void)
244 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
245 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
247 if(autocvar_g_balance_grenadelauncher_reload_ammo)
249 self.clip_load -= autocvar_g_balance_grenadelauncher_secondary_ammo;
250 self.weapon_load[WEP_GRENADE_LAUNCHER] = self.clip_load;
253 self.ammo_rockets -= autocvar_g_balance_grenadelauncher_secondary_ammo;
256 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_secondary_damage);
257 w_shotdir = v_forward; // no TrueAim for grenades please
259 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
263 gren.classname = "grenade";
264 gren.bot_dodge = TRUE;
265 gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_secondary_damage;
266 gren.movetype = MOVETYPE_BOUNCE;
267 gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
268 gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
269 PROJECTILE_MAKETRIGGER(gren);
270 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
271 setorigin(gren, w_shotorg);
272 setsize(gren, '-3 -3 -3', '3 3 3');
274 gren.nextthink = time + autocvar_g_balance_grenadelauncher_secondary_lifetime;
275 gren.think = adaptor_think2use_hittype_splash;
276 gren.use = W_Grenade_Explode2;
277 gren.touch = W_Grenade_Touch2;
279 gren.takedamage = DAMAGE_YES;
280 gren.health = autocvar_g_balance_grenadelauncher_secondary_health;
281 gren.damageforcescale = autocvar_g_balance_grenadelauncher_secondary_damageforcescale;
282 gren.event_damage = W_Grenade_Damage;
283 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_secondary);
285 gren.angles = vectoangles (gren.velocity);
286 gren.flags = FL_PROJECTILE;
288 if(autocvar_g_balance_grenadelauncher_secondary_type == 0 || autocvar_g_balance_grenadelauncher_secondary_type == 2)
289 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
291 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
293 other = gren; MUTATOR_CALLHOOK(EditProjectile);
296 void spawnfunc_weapon_grenadelauncher (void)
298 weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
301 .float bot_secondary_grenademooth;
302 float w_glauncher(float req)
310 self.BUTTON_ATCK = FALSE;
311 self.BUTTON_ATCK2 = FALSE;
312 if (self.bot_secondary_grenademooth == 0)
314 if(bot_aim(autocvar_g_balance_grenadelauncher_primary_speed, autocvar_g_balance_grenadelauncher_primary_speed_up, autocvar_g_balance_grenadelauncher_primary_lifetime, TRUE))
316 self.BUTTON_ATCK = TRUE;
317 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
322 if(bot_aim(autocvar_g_balance_grenadelauncher_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_grenadelauncher_secondary_lifetime, TRUE))
324 self.BUTTON_ATCK2 = TRUE;
325 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
329 else if (req == WR_THINK)
331 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
332 W_GrenadeLauncher_Reload();
333 else if (self.BUTTON_ATCK)
335 if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire))
338 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_grenadelauncher_primary_animtime, w_ready);
341 else if (self.BUTTON_ATCK2)
343 if (cvar("g_balance_grenadelauncher_secondary_remote_detonateprimary"))
346 for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.owner == self)
348 if(!nade.gl_detonate_later)
350 nade.gl_detonate_later = TRUE;
355 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
357 else if (weapon_prepareattack(1, autocvar_g_balance_grenadelauncher_secondary_refire))
360 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_grenadelauncher_secondary_animtime, w_ready);
364 else if (req == WR_PRECACHE)
366 precache_model ("models/weapons/g_gl.md3");
367 precache_model ("models/weapons/v_gl.md3");
368 precache_model ("models/weapons/h_gl.iqm");
369 precache_sound ("weapons/grenade_bounce1.wav");
370 precache_sound ("weapons/grenade_bounce2.wav");
371 precache_sound ("weapons/grenade_bounce3.wav");
372 precache_sound ("weapons/grenade_bounce4.wav");
373 precache_sound ("weapons/grenade_bounce5.wav");
374 precache_sound ("weapons/grenade_bounce6.wav");
375 precache_sound ("weapons/grenade_stick.wav");
376 precache_sound ("weapons/grenade_fire.wav");
377 precache_sound ("weapons/reload.wav");
379 else if (req == WR_SETUP)
381 weapon_setup(WEP_GRENADE_LAUNCHER);
382 W_GrenadeLauncher_SetAmmoCounter();
384 else if (req == WR_CHECKAMMO1)
386 ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo;
387 ammo_amount += self.weapon_load[WEP_GRENADE_LAUNCHER] >= autocvar_g_balance_grenadelauncher_primary_ammo;
390 else if (req == WR_CHECKAMMO2)
392 ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo;
393 ammo_amount += self.weapon_load[WEP_GRENADE_LAUNCHER] >= autocvar_g_balance_grenadelauncher_secondary_ammo;
396 else if (req == WR_RESETPLAYER)
398 // all weapons must be fully loaded when we spawn
399 self.weapon_load[WEP_GRENADE_LAUNCHER] = autocvar_g_balance_grenadelauncher_reload_ammo;
401 else if (req == WR_RELOAD)
403 W_GrenadeLauncher_Reload();
409 float w_glauncher(float req)
411 if(req == WR_IMPACTEFFECT)
414 org2 = w_org + w_backoff * 12;
415 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
417 sound(self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
419 else if(req == WR_PRECACHE)
421 precache_sound("weapons/grenade_impact.wav");
423 else if (req == WR_SUICIDEMESSAGE)
425 if(w_deathtype & HITTYPE_SECONDARY)
426 w_deathtypestring = _("%s tried out his own grenade");
428 w_deathtypestring = _("%s detonated");
430 else if (req == WR_KILLMESSAGE)
432 if(w_deathtype & HITTYPE_SPLASH)
433 if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
434 w_deathtypestring = _("%s didn't see %s's grenade");
435 else // unchecked: SECONDARY
436 w_deathtypestring = _("%s almost dodged %s's grenade");
437 else // unchecked: SECONDARY, BOUNCE
438 w_deathtypestring = _("%s ate %s's grenade");