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.realowner, other))
13 if(other.deadflag == DEAD_NO)
15 AnnounceTo(self.realowner, "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.realowner, 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.realowner, other))
33 if(other.deadflag == DEAD_NO)
35 AnnounceTo(self.realowner, "airshot");
37 self.event_damage = SUB_Null;
38 self.takedamage = DAMAGE_NO;
40 if(self.movetype == MOVETYPE_NONE)
41 self.velocity = self.oldvelocity;
43 RadiusDamage (self, self.realowner, 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);
48 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
52 self.health = self.health - damage;
55 W_PrepareExplosionByDamage(attacker, self.think);
59 void W_Grenade_Think1 (void)
61 self.nextthink = time;
65 self.projectiledeathtype |= HITTYPE_BOUNCE;
69 if(self.gl_detonate_later && self.gl_bouncecnt >= autocvar_g_balance_grenadelauncher_primary_remote_minbouncecnt)
73 void W_Grenade_Touch1 (void)
76 if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_primary_type == 0) // always explode when hitting a player, or if normal mortar projectile
80 else if (autocvar_g_balance_grenadelauncher_primary_type == 1) // bounce
85 spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
87 spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
89 spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
91 spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
93 spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
95 spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
96 self.projectiledeathtype |= HITTYPE_BOUNCE;
97 self.gl_bouncecnt += 1;
99 else if(autocvar_g_balance_grenadelauncher_primary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
101 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
103 // let it stick whereever it is
104 self.oldvelocity = self.velocity;
105 self.velocity = '0 0 0';
106 self.movetype = MOVETYPE_NONE; // also disables gravity
107 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
108 UpdateCSQCProjectile(self);
110 // do not respond to any more touches
111 self.solid = SOLID_NOT;
113 self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_primary_lifetime_stick);
117 void W_Grenade_Touch2 (void)
120 if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_secondary_type == 0) // always explode when hitting a player, or if normal mortar projectile
124 else if (autocvar_g_balance_grenadelauncher_secondary_type == 1) // bounce
129 spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
131 spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
133 spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
135 spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
137 spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
139 spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
140 self.projectiledeathtype |= HITTYPE_BOUNCE;
141 self.gl_bouncecnt += 1;
143 if (autocvar_g_balance_grenadelauncher_secondary_lifetime_bounce && self.gl_bouncecnt == 1)
144 self.nextthink = time + autocvar_g_balance_grenadelauncher_secondary_lifetime_bounce;
146 UpdateCSQCProjectile(self);
149 else if(autocvar_g_balance_grenadelauncher_secondary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
151 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
153 // let it stick whereever it is
154 self.oldvelocity = self.velocity;
155 self.velocity = '0 0 0';
156 self.movetype = MOVETYPE_NONE; // also disables gravity
157 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
158 UpdateCSQCProjectile(self);
160 // do not respond to any more touches
161 self.solid = SOLID_NOT;
163 self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_secondary_lifetime_stick);
167 void W_Grenade_Attack (void)
171 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_reload_ammo);
173 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, autocvar_g_balance_grenadelauncher_primary_damage);
174 w_shotdir = v_forward; // no TrueAim for grenades please
176 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
179 gren.owner = gren.realowner = self;
180 gren.classname = "grenade";
181 gren.bot_dodge = TRUE;
182 gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_primary_damage;
183 gren.movetype = MOVETYPE_BOUNCE;
184 gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
185 gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
186 PROJECTILE_MAKETRIGGER(gren);
187 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
188 setorigin(gren, w_shotorg);
189 setsize(gren, '-3 -3 -3', '3 3 3');
191 gren.cnt = time + autocvar_g_balance_grenadelauncher_primary_lifetime;
192 gren.nextthink = time;
193 gren.think = W_Grenade_Think1;
194 gren.use = W_Grenade_Explode;
195 gren.touch = W_Grenade_Touch1;
197 gren.takedamage = DAMAGE_YES;
198 gren.health = autocvar_g_balance_grenadelauncher_primary_health;
199 gren.damageforcescale = autocvar_g_balance_grenadelauncher_primary_damageforcescale;
200 gren.event_damage = W_Grenade_Damage;
201 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
203 gren.angles = vectoangles (gren.velocity);
204 gren.flags = FL_PROJECTILE;
206 if(autocvar_g_balance_grenadelauncher_primary_type == 0 || autocvar_g_balance_grenadelauncher_primary_type == 2)
207 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
209 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
211 other = gren; MUTATOR_CALLHOOK(EditProjectile);
214 void W_Grenade_Attack2 (void)
218 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_grenadelauncher_secondary_ammo, autocvar_g_balance_grenadelauncher_reload_ammo);
220 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, autocvar_g_balance_grenadelauncher_secondary_damage);
221 w_shotdir = v_forward; // no TrueAim for grenades please
223 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
226 gren.owner = gren.realowner = self;
227 gren.classname = "grenade";
228 gren.bot_dodge = TRUE;
229 gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_secondary_damage;
230 gren.movetype = MOVETYPE_BOUNCE;
231 gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
232 gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
233 PROJECTILE_MAKETRIGGER(gren);
234 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
235 setorigin(gren, w_shotorg);
236 setsize(gren, '-3 -3 -3', '3 3 3');
238 gren.nextthink = time + autocvar_g_balance_grenadelauncher_secondary_lifetime;
239 gren.think = adaptor_think2use_hittype_splash;
240 gren.use = W_Grenade_Explode2;
241 gren.touch = W_Grenade_Touch2;
243 gren.takedamage = DAMAGE_YES;
244 gren.health = autocvar_g_balance_grenadelauncher_secondary_health;
245 gren.damageforcescale = autocvar_g_balance_grenadelauncher_secondary_damageforcescale;
246 gren.event_damage = W_Grenade_Damage;
247 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_secondary);
249 gren.angles = vectoangles (gren.velocity);
250 gren.flags = FL_PROJECTILE;
252 if(autocvar_g_balance_grenadelauncher_secondary_type == 0 || autocvar_g_balance_grenadelauncher_secondary_type == 2)
253 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
255 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
257 other = gren; MUTATOR_CALLHOOK(EditProjectile);
260 void spawnfunc_weapon_grenadelauncher (void)
262 weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
265 .float bot_secondary_grenademooth;
266 float w_glauncher(float req)
274 self.BUTTON_ATCK = FALSE;
275 self.BUTTON_ATCK2 = FALSE;
276 if (self.bot_secondary_grenademooth == 0)
278 if(bot_aim(autocvar_g_balance_grenadelauncher_primary_speed, autocvar_g_balance_grenadelauncher_primary_speed_up, autocvar_g_balance_grenadelauncher_primary_lifetime, TRUE))
280 self.BUTTON_ATCK = TRUE;
281 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
286 if(bot_aim(autocvar_g_balance_grenadelauncher_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_grenadelauncher_secondary_lifetime, TRUE))
288 self.BUTTON_ATCK2 = TRUE;
289 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
293 else if (req == WR_THINK)
295 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
296 weapon_action(self.weapon, WR_RELOAD);
297 else if (self.BUTTON_ATCK)
299 if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire))
302 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_grenadelauncher_primary_animtime, w_ready);
305 else if (self.BUTTON_ATCK2)
307 if (cvar("g_balance_grenadelauncher_secondary_remote_detonateprimary"))
310 for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
312 if(!nade.gl_detonate_later)
314 nade.gl_detonate_later = TRUE;
319 sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
321 else if (weapon_prepareattack(1, autocvar_g_balance_grenadelauncher_secondary_refire))
324 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_grenadelauncher_secondary_animtime, w_ready);
328 else if (req == WR_PRECACHE)
330 precache_model ("models/weapons/g_gl.md3");
331 precache_model ("models/weapons/v_gl.md3");
332 precache_model ("models/weapons/h_gl.iqm");
333 precache_sound ("weapons/grenade_bounce1.wav");
334 precache_sound ("weapons/grenade_bounce2.wav");
335 precache_sound ("weapons/grenade_bounce3.wav");
336 precache_sound ("weapons/grenade_bounce4.wav");
337 precache_sound ("weapons/grenade_bounce5.wav");
338 precache_sound ("weapons/grenade_bounce6.wav");
339 precache_sound ("weapons/grenade_stick.wav");
340 precache_sound ("weapons/grenade_fire.wav");
341 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
343 else if (req == WR_SETUP)
345 weapon_setup(WEP_GRENADE_LAUNCHER);
346 self.current_ammo = ammo_rockets;
348 else if (req == WR_CHECKAMMO1)
350 ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo;
351 ammo_amount += self.weapon_load[WEP_GRENADE_LAUNCHER] >= autocvar_g_balance_grenadelauncher_primary_ammo;
354 else if (req == WR_CHECKAMMO2)
356 ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo;
357 ammo_amount += self.weapon_load[WEP_GRENADE_LAUNCHER] >= autocvar_g_balance_grenadelauncher_secondary_ammo;
360 else if (req == WR_RELOAD)
362 W_Reload(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");
368 float w_glauncher(float req)
370 if(req == WR_IMPACTEFFECT)
373 org2 = w_org + w_backoff * 12;
374 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
376 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
378 else if(req == WR_PRECACHE)
380 precache_sound("weapons/grenade_impact.wav");
382 else if (req == WR_SUICIDEMESSAGE)
384 if(w_deathtype & HITTYPE_SECONDARY)
385 w_deathtypestring = _("%s tried out his own grenade");
387 w_deathtypestring = _("%s detonated");
389 else if (req == WR_KILLMESSAGE)
391 if(w_deathtype & HITTYPE_SPLASH)
392 if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
393 w_deathtypestring = _("%s didn't see %s's grenade");
394 else // unchecked: SECONDARY
395 w_deathtypestring = _("%s almost dodged %s's grenade");
396 else // unchecked: SECONDARY, BOUNCE
397 w_deathtypestring = _("%s ate %s's grenade");