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 void W_Grenade_Explode (void)
7 if(other.takedamage == DAMAGE_AIM)
8 if(other.classname == "player")
9 if(IsDifferentTeam(self.owner, other))
10 if(other.deadflag == DEAD_NO)
12 AnnounceTo(self.owner, "airshot");
14 self.event_damage = SUB_Null;
15 self.takedamage = DAMAGE_NO;
17 if(self.movetype == MOVETYPE_NONE)
18 self.velocity = self.oldvelocity;
20 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);
25 void W_Grenade_Explode2 (void)
27 if(other.takedamage == DAMAGE_AIM)
28 if(other.classname == "player")
29 if(IsDifferentTeam(self.owner, other))
31 AnnounceTo(self.owner, "airshot");
33 self.event_damage = SUB_Null;
34 self.takedamage = DAMAGE_NO;
35 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);
40 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
44 self.health = self.health - damage;
47 W_PrepareExplosionByDamage(attacker, self.think);
51 void W_Grenade_Touch1 (void)
54 if(cvar("g_balance_grenadelauncher_primary_sticky") && other.takedamage != DAMAGE_AIM)
56 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
58 // let it stick whereever it is
59 self.oldvelocity = self.velocity;
60 self.velocity = '0 0 0';
61 self.movetype = MOVETYPE_NONE; // also disables gravity
62 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
63 UpdateCSQCProjectile(self);
65 // do not respond to any more touches
66 self.solid = SOLID_NOT;
68 self.nextthink = min(self.nextthink, time + cvar("g_balance_grenadelauncher_primary_lifetime2"));
74 void W_Grenade_Touch2 (void)
77 if (other.takedamage == DAMAGE_AIM)
86 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
88 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
90 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
92 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
94 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
96 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
97 self.projectiledeathtype |= HITTYPE_BOUNCE;
101 void W_Grenade_Attack (void)
105 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
106 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
107 W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 4, "weapons/grenade_fire.wav", cvar("g_balance_grenadelauncher_primary_damage"));
108 w_shotdir = v_forward; // no TrueAim for grenades please
110 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
114 gren.classname = "grenade";
115 gren.bot_dodge = TRUE;
116 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
117 gren.movetype = MOVETYPE_BOUNCE;
118 PROJECTILE_MAKETRIGGER(gren);
119 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
120 setorigin(gren, w_shotorg);
121 setsize(gren, '0 0 -3', '0 0 -3');
123 gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
124 gren.think = adaptor_think2use_hittype_splash;
125 gren.use = W_Grenade_Explode;
126 gren.touch = W_Grenade_Touch1;
128 gren.takedamage = DAMAGE_YES;
129 gren.health = cvar("g_balance_grenadelauncher_primary_health");
130 gren.event_damage = W_Grenade_Damage;
131 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
133 gren.angles = vectoangles (gren.velocity);
134 gren.flags = FL_PROJECTILE;
136 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
139 void W_Grenade_Attack2 (void)
143 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
144 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
145 W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 4, "weapons/grenade_fire.wav", cvar("g_balance_grenadelauncher_secondary_damage"));
146 w_shotdir = v_forward; // no TrueAim for grenades please
148 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
152 gren.classname = "grenade";
153 gren.bot_dodge = TRUE;
154 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
155 gren.movetype = MOVETYPE_BOUNCE;
156 gren.bouncefactor = cvar("g_balance_grenadelauncher_secondary_bouncefactor");
157 gren.bouncestop = cvar("g_balance_grenadelauncher_secondary_bouncestop");
158 PROJECTILE_MAKETRIGGER(gren);
159 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
160 setorigin(gren, w_shotorg);
161 setsize(gren, '0 0 -3', '0 0 -3');
163 gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
164 gren.think = adaptor_think2use_hittype_splash;
165 gren.use = W_Grenade_Explode2;
166 gren.touch = W_Grenade_Touch2;
168 gren.takedamage = DAMAGE_YES;
169 gren.health = cvar("g_balance_grenadelauncher_secondary_health");
170 gren.damageforcescale = cvar("g_balance_grenadelauncher_secondary_damageforcescale");
171 gren.event_damage = W_Grenade_Damage;
172 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_secondary);
174 gren.angles = vectoangles (gren.velocity);
175 gren.flags = FL_PROJECTILE;
177 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
180 void spawnfunc_weapon_grenadelauncher (void)
182 weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
185 .float bot_secondary_grenademooth;
186 float w_glauncher(float req)
190 self.BUTTON_ATCK = FALSE;
191 self.BUTTON_ATCK2 = FALSE;
192 if (self.bot_secondary_grenademooth == 0)
194 if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
196 self.BUTTON_ATCK = TRUE;
197 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
202 if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
204 self.BUTTON_ATCK2 = TRUE;
205 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
209 else if (req == WR_THINK)
211 if (self.BUTTON_ATCK)
212 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
214 if(cvar("g_balance_grenadelauncher_primary2secondary"))
218 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
220 if (self.BUTTON_ATCK2 && !cvar("g_balance_grenadelauncher_primary2secondary"))
221 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
224 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
227 else if (req == WR_PRECACHE)
229 precache_model ("models/weapons/g_gl.md3");
230 precache_model ("models/weapons/v_gl.md3");
231 precache_model ("models/weapons/h_gl.iqm");
232 precache_sound ("weapons/grenade_bounce1.wav");
233 precache_sound ("weapons/grenade_bounce2.wav");
234 precache_sound ("weapons/grenade_bounce3.wav");
235 precache_sound ("weapons/grenade_bounce4.wav");
236 precache_sound ("weapons/grenade_bounce5.wav");
237 precache_sound ("weapons/grenade_bounce6.wav");
238 precache_sound ("weapons/grenade_stick.wav");
239 precache_sound ("weapons/grenade_fire.wav");
241 else if (req == WR_SETUP)
242 weapon_setup(WEP_GRENADE_LAUNCHER);
243 else if (req == WR_CHECKAMMO1)
244 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
245 else if (req == WR_CHECKAMMO2)
246 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");
251 float w_glauncher(float req)
253 if(req == WR_IMPACTEFFECT)
256 org2 = w_org + w_backoff * 12;
257 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
259 sound(self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
261 else if(req == WR_PRECACHE)
263 precache_sound("weapons/grenade_impact.wav");
265 else if (req == WR_SUICIDEMESSAGE)
267 if(w_deathtype & HITTYPE_SECONDARY)
268 w_deathtypestring = "tried out his own grenade";
270 w_deathtypestring = "detonated";
272 else if (req == WR_KILLMESSAGE)
274 if(w_deathtype & HITTYPE_SPLASH)
275 if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
276 w_deathtypestring = "didn't see #'s grenade";
277 else // unchecked: SECONDARY
278 w_deathtypestring = "almost dodged #'s grenade";
279 else // unchecked: SECONDARY, BOUNCE
280 w_deathtypestring = "ate #'s grenade";