2 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"))
5 .float gl_detonate_later;
8 void W_Grenade_Explode (void)
10 if(other.takedamage == DAMAGE_AIM)
11 if(other.classname == "player")
12 if(IsDifferentTeam(self.owner, other))
13 if(other.deadflag == DEAD_NO)
15 AnnounceTo(self.owner, "airshot");
17 self.event_damage = SUB_Null;
18 self.takedamage = DAMAGE_NO;
20 if(self.movetype == MOVETYPE_NONE)
21 self.velocity = self.oldvelocity;
23 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);
28 void W_Grenade_Explode2 (void)
30 if(other.takedamage == DAMAGE_AIM)
31 if(other.classname == "player")
32 if(IsDifferentTeam(self.owner, other))
34 AnnounceTo(self.owner, "airshot");
36 self.event_damage = SUB_Null;
37 self.takedamage = DAMAGE_NO;
39 if(self.movetype == MOVETYPE_NONE)
40 self.velocity = self.oldvelocity;
42 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);
47 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
51 self.health = self.health - damage;
54 W_PrepareExplosionByDamage(attacker, self.think);
58 void W_Grenade_Think1 (void)
60 self.nextthink = time;
64 self.projectiledeathtype |= HITTYPE_BOUNCE;
68 if(self.gl_detonate_later && self.gl_bouncecnt >= autocvar_g_balance_grenadelauncher_primary_remote_minbouncecnt)
72 void W_Grenade_Touch1 (void)
75 if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_primary_type == 0) // always explode when hitting a player, or if normal mortar projectile
79 else if (autocvar_g_balance_grenadelauncher_primary_type == 1) // bounce
84 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
86 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
88 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
90 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
92 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
94 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
95 self.projectiledeathtype |= HITTYPE_BOUNCE;
96 self.gl_bouncecnt += 1;
98 else if(autocvar_g_balance_grenadelauncher_primary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
100 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
102 // let it stick whereever it is
103 self.oldvelocity = self.velocity;
104 self.velocity = '0 0 0';
105 self.movetype = MOVETYPE_NONE; // also disables gravity
106 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
107 UpdateCSQCProjectile(self);
109 // do not respond to any more touches
110 self.solid = SOLID_NOT;
112 self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_primary_lifetime2);
116 void W_Grenade_Touch2 (void)
119 if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_secondary_type == 0) // always explode when hitting a player, or if normal mortar projectile
123 else if (autocvar_g_balance_grenadelauncher_secondary_type == 1) // bounce
128 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
130 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
132 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
134 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
136 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
138 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
139 self.projectiledeathtype |= HITTYPE_BOUNCE;
140 self.gl_bouncecnt += 1;
142 else if(autocvar_g_balance_grenadelauncher_secondary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
144 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
146 // let it stick whereever it is
147 self.oldvelocity = self.velocity;
148 self.velocity = '0 0 0';
149 self.movetype = MOVETYPE_NONE; // also disables gravity
150 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
151 UpdateCSQCProjectile(self);
153 // do not respond to any more touches
154 self.solid = SOLID_NOT;
156 self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_secondary_lifetime2);
160 void W_Grenade_Attack (void)
164 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
165 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
167 if(autocvar_g_balance_grenadelauncher_reload_ammo)
169 self.clip_load -= autocvar_g_balance_grenadelauncher_primary_ammo;
170 self.weapon_load[WEP_GRENADE_LAUNCHER] = self.clip_load;
173 self.ammo_rockets -= autocvar_g_balance_grenadelauncher_primary_ammo;
176 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_primary_damage);
177 w_shotdir = v_forward; // no TrueAim for grenades please
179 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
183 gren.classname = "grenade";
184 gren.bot_dodge = TRUE;
185 gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_primary_damage;
186 gren.movetype = MOVETYPE_BOUNCE;
187 gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
188 gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
189 PROJECTILE_MAKETRIGGER(gren);
190 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
191 setorigin(gren, w_shotorg);
192 setsize(gren, '-3 -3 -3', '3 3 3');
194 gren.cnt = time + autocvar_g_balance_grenadelauncher_primary_lifetime;
195 gren.nextthink = time;
196 gren.think = W_Grenade_Think1;
197 gren.use = W_Grenade_Explode;
198 gren.touch = W_Grenade_Touch1;
200 gren.takedamage = DAMAGE_YES;
201 gren.health = autocvar_g_balance_grenadelauncher_primary_health;
202 gren.damageforcescale = autocvar_g_balance_grenadelauncher_primary_damageforcescale;
203 gren.event_damage = W_Grenade_Damage;
204 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
206 gren.angles = vectoangles (gren.velocity);
207 gren.flags = FL_PROJECTILE;
209 if(autocvar_g_balance_grenadelauncher_primary_type == 0 || autocvar_g_balance_grenadelauncher_primary_type == 2)
210 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
212 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
214 other = gren; MUTATOR_CALLHOOK(EditProjectile);
217 void W_Grenade_Attack2 (void)
221 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
222 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
224 if(autocvar_g_balance_grenadelauncher_reload_ammo)
226 self.clip_load -= autocvar_g_balance_grenadelauncher_secondary_ammo;
227 self.weapon_load[WEP_GRENADE_LAUNCHER] = self.clip_load;
230 self.ammo_rockets -= autocvar_g_balance_grenadelauncher_secondary_ammo;
233 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_secondary_damage);
234 w_shotdir = v_forward; // no TrueAim for grenades please
236 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
240 gren.classname = "grenade";
241 gren.bot_dodge = TRUE;
242 gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_secondary_damage;
243 gren.movetype = MOVETYPE_BOUNCE;
244 gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
245 gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
246 PROJECTILE_MAKETRIGGER(gren);
247 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
248 setorigin(gren, w_shotorg);
249 setsize(gren, '-3 -3 -3', '3 3 3');
251 gren.nextthink = time + autocvar_g_balance_grenadelauncher_secondary_lifetime;
252 gren.think = adaptor_think2use_hittype_splash;
253 gren.use = W_Grenade_Explode2;
254 gren.touch = W_Grenade_Touch2;
256 gren.takedamage = DAMAGE_YES;
257 gren.health = autocvar_g_balance_grenadelauncher_secondary_health;
258 gren.damageforcescale = autocvar_g_balance_grenadelauncher_secondary_damageforcescale;
259 gren.event_damage = W_Grenade_Damage;
260 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_secondary);
262 gren.angles = vectoangles (gren.velocity);
263 gren.flags = FL_PROJECTILE;
265 if(autocvar_g_balance_grenadelauncher_secondary_type == 0 || autocvar_g_balance_grenadelauncher_secondary_type == 2)
266 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
268 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
270 other = gren; MUTATOR_CALLHOOK(EditProjectile);
273 void spawnfunc_weapon_grenadelauncher (void)
275 weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
278 .float bot_secondary_grenademooth;
279 float w_glauncher(float req)
287 self.BUTTON_ATCK = FALSE;
288 self.BUTTON_ATCK2 = FALSE;
289 if (self.bot_secondary_grenademooth == 0)
291 if(bot_aim(autocvar_g_balance_grenadelauncher_primary_speed, autocvar_g_balance_grenadelauncher_primary_speed_up, autocvar_g_balance_grenadelauncher_primary_lifetime, TRUE))
293 self.BUTTON_ATCK = TRUE;
294 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
299 if(bot_aim(autocvar_g_balance_grenadelauncher_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_grenadelauncher_secondary_lifetime, TRUE))
301 self.BUTTON_ATCK2 = TRUE;
302 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
306 else if (req == WR_THINK)
308 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
309 weapon_action(self.weapon, WR_RELOAD);
310 else if (self.BUTTON_ATCK)
312 if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire))
315 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_grenadelauncher_primary_animtime, w_ready);
318 else if (self.BUTTON_ATCK2)
320 if (cvar("g_balance_grenadelauncher_secondary_remote_detonateprimary"))
323 for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.owner == self)
325 if(!nade.gl_detonate_later)
327 nade.gl_detonate_later = TRUE;
332 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
334 else if (weapon_prepareattack(1, autocvar_g_balance_grenadelauncher_secondary_refire))
337 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_grenadelauncher_secondary_animtime, w_ready);
341 else if (req == WR_PRECACHE)
343 precache_model ("models/weapons/g_gl.md3");
344 precache_model ("models/weapons/v_gl.md3");
345 precache_model ("models/weapons/h_gl.iqm");
346 precache_sound ("weapons/grenade_bounce1.wav");
347 precache_sound ("weapons/grenade_bounce2.wav");
348 precache_sound ("weapons/grenade_bounce3.wav");
349 precache_sound ("weapons/grenade_bounce4.wav");
350 precache_sound ("weapons/grenade_bounce5.wav");
351 precache_sound ("weapons/grenade_bounce6.wav");
352 precache_sound ("weapons/grenade_stick.wav");
353 precache_sound ("weapons/grenade_fire.wav");
354 precache_sound ("weapons/reload.wav");
356 else if (req == WR_SETUP)
358 weapon_setup(WEP_GRENADE_LAUNCHER);
360 else if (req == WR_CHECKAMMO1)
362 ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo;
363 ammo_amount += self.weapon_load[WEP_GRENADE_LAUNCHER] >= autocvar_g_balance_grenadelauncher_primary_ammo;
366 else if (req == WR_CHECKAMMO2)
368 ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo;
369 ammo_amount += self.weapon_load[WEP_GRENADE_LAUNCHER] >= autocvar_g_balance_grenadelauncher_secondary_ammo;
372 else if (req == WR_RELOAD)
374 W_Reload(ammo_rockets, 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");
380 float w_glauncher(float req)
382 if(req == WR_IMPACTEFFECT)
385 org2 = w_org + w_backoff * 12;
386 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
388 sound(self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
390 else if(req == WR_PRECACHE)
392 precache_sound("weapons/grenade_impact.wav");
394 else if (req == WR_SUICIDEMESSAGE)
396 if(w_deathtype & HITTYPE_SECONDARY)
397 w_deathtypestring = _("%s tried out his own grenade");
399 w_deathtypestring = _("%s detonated");
401 else if (req == WR_KILLMESSAGE)
403 if(w_deathtype & HITTYPE_SPLASH)
404 if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
405 w_deathtypestring = _("%s didn't see %s's grenade");
406 else // unchecked: SECONDARY
407 w_deathtypestring = _("%s almost dodged %s's grenade");
408 else // unchecked: SECONDARY, BOUNCE
409 w_deathtypestring = _("%s ate %s's grenade");