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Add weaponstartoverride property to weapons
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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id */ MORTAR,
4 /* function */ w_glauncher,
5 /* ammotype */ IT_ROCKETS,
6 /* impulse  */ 4,
7 /* flags    */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating   */ BOT_PICKUP_RATING_MID,
9 /* model    */ "gl",
10 /* netname  */ "grenadelauncher",
11 /* fullname */ _("Mortar")
12 );
13
14 #define MORTAR_SETTINGS(w_cvar,w_prop) \
15         w_cvar(WEP_MORTAR, mortar, MO_BOTH, ammo) \
16         w_cvar(WEP_MORTAR, mortar, MO_BOTH, animtime) \
17         w_cvar(WEP_MORTAR, mortar, MO_NONE, bouncefactor) \
18         w_cvar(WEP_MORTAR, mortar, MO_NONE, bouncestop) \
19         w_cvar(WEP_MORTAR, mortar, MO_BOTH, damage) \
20         w_cvar(WEP_MORTAR, mortar, MO_BOTH, damageforcescale) \
21         w_cvar(WEP_MORTAR, mortar, MO_BOTH, edgedamage) \
22         w_cvar(WEP_MORTAR, mortar, MO_BOTH, force) \
23         w_cvar(WEP_MORTAR, mortar, MO_BOTH, health) \
24         w_cvar(WEP_MORTAR, mortar, MO_BOTH, lifetime) \
25         w_cvar(WEP_MORTAR, mortar, MO_SEC,  lifetime_bounce) \
26         w_cvar(WEP_MORTAR, mortar, MO_BOTH, lifetime_stick) \
27         w_cvar(WEP_MORTAR, mortar, MO_BOTH, radius) \
28         w_cvar(WEP_MORTAR, mortar, MO_BOTH, refire) \
29         w_cvar(WEP_MORTAR, mortar, MO_SEC,  remote_detonateprimary) \
30         w_cvar(WEP_MORTAR, mortar, MO_PRI,  remote_minbouncecnt) \
31         w_cvar(WEP_MORTAR, mortar, MO_BOTH, speed) \
32         w_cvar(WEP_MORTAR, mortar, MO_BOTH, speed_up) \
33         w_cvar(WEP_MORTAR, mortar, MO_BOTH, speed_z) \
34         w_cvar(WEP_MORTAR, mortar, MO_BOTH, spread) \
35         w_cvar(WEP_MORTAR, mortar, MO_BOTH, type) \
36         w_prop(WEP_MORTAR, mortar, float,  reloading_ammo, reload_ammo) \
37         w_prop(WEP_MORTAR, mortar, float,  reloading_time, reload_time) \
38         w_prop(WEP_MORTAR, mortar, float,  switchdelay_raise, switchdelay_raise) \
39         w_prop(WEP_MORTAR, mortar, float,  switchdelay_drop, switchdelay_drop) \
40         w_prop(WEP_MORTAR, mortar, string, weaponreplace, weaponreplace) \
41         w_prop(WEP_MORTAR, mortar, float,  weaponstart, weaponstart) \
42         w_prop(WEP_MORTAR, mortar, float,  weaponstartoverride, weaponstartoverride)
43
44 #ifdef SVQC
45 MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
46 .float gl_detonate_later;
47 .float gl_bouncecnt;
48 #endif
49 #else
50 #ifdef SVQC
51
52 void W_Grenade_Explode (void)
53 {
54         if(other.takedamage == DAMAGE_AIM)
55                 if(IS_PLAYER(other))
56                         if(DIFF_TEAM(self.realowner, other))
57                                 if(other.deadflag == DEAD_NO)
58                                         if(IsFlying(other))
59                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
60
61         self.event_damage = func_null;
62         self.takedamage = DAMAGE_NO;
63
64         if(self.movetype == MOVETYPE_NONE)
65                 self.velocity = self.oldvelocity;
66
67         RadiusDamage (self, self.realowner, WEP_CVAR_PRI(mortar, damage), WEP_CVAR_PRI(mortar, edgedamage), WEP_CVAR_PRI(mortar, radius), world, world, WEP_CVAR_PRI(mortar, force), self.projectiledeathtype, other);
68
69         remove (self);
70 }
71
72 void W_Grenade_Explode2 (void)
73 {
74         if(other.takedamage == DAMAGE_AIM)
75                 if(IS_PLAYER(other))
76                         if(DIFF_TEAM(self.realowner, other))
77                                 if(other.deadflag == DEAD_NO)
78                                         if(IsFlying(other))
79                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
80
81         self.event_damage = func_null;
82         self.takedamage = DAMAGE_NO;
83
84         if(self.movetype == MOVETYPE_NONE)
85                 self.velocity = self.oldvelocity;
86
87         RadiusDamage (self, self.realowner, WEP_CVAR_SEC(mortar, damage), WEP_CVAR_SEC(mortar, edgedamage), WEP_CVAR_SEC(mortar, radius), world, world, WEP_CVAR_SEC(mortar, force), self.projectiledeathtype, other);
88
89         remove (self);
90 }
91
92 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
93 {
94         if (self.health <= 0)
95                 return;
96                 
97         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
98                 return; // g_projectiles_damage says to halt
99                 
100         self.health = self.health - damage;
101         
102         if (self.health <= 0)
103                 W_PrepareExplosionByDamage(attacker, self.use);
104 }
105
106 void W_Grenade_Think1 (void)
107 {
108         self.nextthink = time;
109         if (time > self.cnt)
110         {
111                 other = world;
112                 self.projectiledeathtype |= HITTYPE_BOUNCE;
113                 W_Grenade_Explode ();
114                 return;
115         }
116         if(self.gl_detonate_later && self.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
117                 W_Grenade_Explode();
118 }
119
120 void W_Grenade_Touch1 (void)
121 {
122         PROJECTILE_TOUCH;
123         if (other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
124         {
125                 self.use ();
126         }
127         else if (WEP_CVAR_PRI(mortar, type) == 1) // bounce
128         {
129                 float r;
130                 r = random() * 6;
131                 if(r < 1)
132                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
133                 else if(r < 2)
134                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
135                 else if(r < 3)
136                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
137                 else if(r < 4)
138                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
139                 else if(r < 5)
140                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
141                 else
142                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
143                 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
144                 self.projectiledeathtype |= HITTYPE_BOUNCE;
145                 self.gl_bouncecnt += 1;
146         }
147         else if(WEP_CVAR_PRI(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
148         {
149                 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
150
151                 // let it stick whereever it is
152                 self.oldvelocity = self.velocity;
153                 self.velocity = '0 0 0';
154                 self.movetype = MOVETYPE_NONE; // also disables gravity
155                 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
156                 UpdateCSQCProjectile(self);
157
158                 // do not respond to any more touches
159                 self.solid = SOLID_NOT;
160
161                 self.nextthink = min(self.nextthink, time + WEP_CVAR_PRI(mortar, lifetime_stick));
162         }
163 }
164
165 void W_Grenade_Touch2 (void)
166 {
167         PROJECTILE_TOUCH;
168         if (other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
169         {
170                 self.use ();
171         }
172         else if (WEP_CVAR_SEC(mortar, type) == 1) // bounce
173         {
174                 float r;
175                 r = random() * 6;
176                 if(r < 1)
177                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
178                 else if(r < 2)
179                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
180                 else if(r < 3)
181                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
182                 else if(r < 4)
183                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
184                 else if(r < 5)
185                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
186                 else
187                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
188                 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
189                 self.projectiledeathtype |= HITTYPE_BOUNCE;
190                 self.gl_bouncecnt += 1;
191                 
192                 if (WEP_CVAR_SEC(mortar, lifetime_bounce) && self.gl_bouncecnt == 1)
193                         self.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
194                         
195         }
196         else if(WEP_CVAR_SEC(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
197         {
198                 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
199
200                 // let it stick whereever it is
201                 self.oldvelocity = self.velocity;
202                 self.velocity = '0 0 0';
203                 self.movetype = MOVETYPE_NONE; // also disables gravity
204                 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
205                 UpdateCSQCProjectile(self);
206
207                 // do not respond to any more touches
208                 self.solid = SOLID_NOT;
209
210                 self.nextthink = min(self.nextthink, time + WEP_CVAR_SEC(mortar, lifetime_stick));
211         }
212 }
213
214 void W_Grenade_Attack (void)
215 {
216         entity gren;
217
218         W_DecreaseAmmo(ammo_rockets, WEP_CVAR_PRI(mortar, ammo), autocvar_g_balance_mortar_reload_ammo); // WEAPONTODO
219
220         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
221         w_shotdir = v_forward; // no TrueAim for grenades please
222
223         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
224
225         gren = spawn ();
226         gren.owner = gren.realowner = self;
227         gren.classname = "grenade";
228         gren.bot_dodge = TRUE;
229         gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
230         gren.movetype = MOVETYPE_BOUNCE;
231         gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
232         gren.bouncestop = WEP_CVAR(mortar, bouncestop);
233         PROJECTILE_MAKETRIGGER(gren);
234         gren.projectiledeathtype = WEP_MORTAR;
235         setorigin(gren, w_shotorg);
236         setsize(gren, '-3 -3 -3', '3 3 3');
237
238         gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime);
239         gren.nextthink = time;
240         gren.think = W_Grenade_Think1;
241         gren.use = W_Grenade_Explode;
242         gren.touch = W_Grenade_Touch1;
243
244         gren.takedamage = DAMAGE_YES;
245         gren.health = WEP_CVAR_PRI(mortar, health);
246         gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale);
247         gren.event_damage = W_Grenade_Damage;
248         gren.damagedbycontents = TRUE;
249         gren.missile_flags = MIF_SPLASH | MIF_ARC;
250         WEP_SETUPPROJVELOCITY_UP_PRI(gren, mortar);
251
252         gren.angles = vectoangles (gren.velocity);
253         gren.flags = FL_PROJECTILE;
254
255         if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2)
256                 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
257         else
258                 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
259
260         other = gren; MUTATOR_CALLHOOK(EditProjectile);
261 }
262
263 void W_Grenade_Attack2 (void)
264 {
265         entity gren;
266
267         W_DecreaseAmmo(ammo_rockets, WEP_CVAR_SEC(mortar, ammo), autocvar_g_balance_mortar_reload_ammo);
268
269         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
270         w_shotdir = v_forward; // no TrueAim for grenades please
271
272         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
273
274         gren = spawn ();
275         gren.owner = gren.realowner = self;
276         gren.classname = "grenade";
277         gren.bot_dodge = TRUE;
278         gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
279         gren.movetype = MOVETYPE_BOUNCE;
280         gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
281         gren.bouncestop = WEP_CVAR(mortar, bouncestop);
282         PROJECTILE_MAKETRIGGER(gren);
283         gren.projectiledeathtype = WEP_MORTAR | HITTYPE_SECONDARY;
284         setorigin(gren, w_shotorg);
285         setsize(gren, '-3 -3 -3', '3 3 3');
286
287         gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime);
288         gren.think = adaptor_think2use_hittype_splash;
289         gren.use = W_Grenade_Explode2;
290         gren.touch = W_Grenade_Touch2;
291
292         gren.takedamage = DAMAGE_YES;
293         gren.health = WEP_CVAR_SEC(mortar, health);
294         gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale);
295         gren.event_damage = W_Grenade_Damage;
296         gren.damagedbycontents = TRUE;
297         gren.missile_flags = MIF_SPLASH | MIF_ARC;
298         WEP_SETUPPROJVELOCITY_UP_SEC(gren, mortar); // WEAPONTODO
299
300         gren.angles = vectoangles (gren.velocity);
301         gren.flags = FL_PROJECTILE;
302
303         if(WEP_CVAR_SEC(mortar, type) == 0 || WEP_CVAR_SEC(mortar, type) == 2)
304                 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
305         else
306                 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
307
308         other = gren; MUTATOR_CALLHOOK(EditProjectile);
309 }
310
311 void spawnfunc_weapon_grenadelauncher (void)
312 {
313         weapon_defaultspawnfunc(WEP_MORTAR);
314 }
315
316 .float bot_secondary_grenademooth;
317 float w_glauncher(float req)
318 {
319         entity nade;
320         float nadefound;
321         float ammo_amount;
322         switch(req)
323         {
324                 case WR_AIM:
325                 {
326                         self.BUTTON_ATCK = FALSE;
327                         self.BUTTON_ATCK2 = FALSE;
328                         if (self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
329                         {
330                                 if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), TRUE))
331                                 {
332                                         self.BUTTON_ATCK = TRUE;
333                                         if(random() < 0.01) self.bot_secondary_grenademooth = 1;
334                                 }
335                         }
336                         else
337                         {
338                                 if(bot_aim(WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), TRUE))
339                                 {
340                                         self.BUTTON_ATCK2 = TRUE;
341                                         if(random() < 0.02) self.bot_secondary_grenademooth = 0;
342                                 }
343                         }
344                         
345                         return TRUE;
346                 }
347                 /*case WR_CALCINFO:
348                 {
349                         wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime));
350                         wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire));
351                         wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed)))));
352
353                         // for the range calculation, closer to 1 is better
354                         wepinfo_pri_range_max = 2000 * wepinfo_pri_speed;
355                         wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar, 
356                         
357                         wepinfo_sec_refire = max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime));
358                         wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / wepinfo_sec_refire));
359                         
360                         wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime))));
361                         wepinfo_ter_dps = 0;
362                         */
363                 case WR_THINK:
364                 {
365                         if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) // forced reload
366                                 WEP_ACTION(self.weapon, WR_RELOAD);
367                         else if (self.BUTTON_ATCK)
368                         {
369                                 if (weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
370                                 {
371                                         W_Grenade_Attack();
372                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
373                                 }
374                         }
375                         else if (self.BUTTON_ATCK2)
376                         {
377                                 if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
378                                 {
379                                         nadefound = 0;
380                                         for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
381                                         {
382                                                 if(!nade.gl_detonate_later)
383                                                 {
384                                                         nade.gl_detonate_later = TRUE;
385                                                         nadefound = 1;
386                                                 }
387                                         }
388                                         if(nadefound)
389                                                 sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
390                                 }
391                                 else if (weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
392                                 {
393                                         W_Grenade_Attack2();
394                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
395                                 }
396                         }
397                         
398                         return TRUE;
399                 }
400                 case WR_INIT:
401                 {
402                         precache_model ("models/weapons/g_gl.md3");
403                         precache_model ("models/weapons/v_gl.md3");
404                         precache_model ("models/weapons/h_gl.iqm");
405                         precache_sound ("weapons/grenade_bounce1.wav");
406                         precache_sound ("weapons/grenade_bounce2.wav");
407                         precache_sound ("weapons/grenade_bounce3.wav");
408                         precache_sound ("weapons/grenade_bounce4.wav");
409                         precache_sound ("weapons/grenade_bounce5.wav");
410                         precache_sound ("weapons/grenade_bounce6.wav");
411                         precache_sound ("weapons/grenade_stick.wav");
412                         precache_sound ("weapons/grenade_fire.wav");
413                         MORTAR_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
414                         return TRUE;
415                 }
416                 case WR_SETUP:
417                 {
418                         self.current_ammo = ammo_rockets;
419                         return TRUE;
420                 }
421                 case WR_CHECKAMMO1:
422                 {
423                         ammo_amount = self.ammo_rockets >= WEP_CVAR_PRI(mortar, ammo);
424                         ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_PRI(mortar, ammo);
425                         return ammo_amount;
426                 }
427                 case WR_CHECKAMMO2:
428                 {
429                         ammo_amount = self.ammo_rockets >= WEP_CVAR_SEC(mortar, ammo);
430                         ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_SEC(mortar, ammo);
431                         return ammo_amount;
432                 }
433                 case WR_CONFIG:
434                 {
435                         MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
436                         return TRUE;
437                 }
438                 case WR_RELOAD:
439                 {
440                         W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), "weapons/reload.wav"); // WEAPONTODO
441                         return TRUE;
442                 }
443                 case WR_SUICIDEMESSAGE:
444                 {
445                         if(w_deathtype & HITTYPE_SECONDARY)
446                                 return WEAPON_MORTAR_SUICIDE_BOUNCE;
447                         else
448                                 return WEAPON_MORTAR_SUICIDE_EXPLODE;
449                 }
450                 case WR_KILLMESSAGE:
451                 {
452                         if(w_deathtype & HITTYPE_SECONDARY)
453                                 return WEAPON_MORTAR_MURDER_BOUNCE;
454                         else
455                                 return WEAPON_MORTAR_MURDER_EXPLODE;
456                 }
457         }
458         return TRUE;
459 }
460 #endif
461 #ifdef CSQC
462 float w_glauncher(float req)
463 {
464         switch(req)
465         {
466                 case WR_IMPACTEFFECT:
467                 {
468                         vector org2;
469                         org2 = w_org + w_backoff * 12;
470                         pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
471                         if(!w_issilent)
472                                 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
473                                 
474                         return TRUE;
475                 }
476                 case WR_INIT:
477                 {
478                         precache_sound("weapons/grenade_impact.wav");
479                         return TRUE;
480                 }
481         }
482         return TRUE;
483 }
484 #endif
485 #endif