#ifdef REGISTER_WEAPON 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")) #else #ifdef SVQC .float gl_detonate_later; .float gl_bouncecnt; .float grenadelauncher_load; void W_GrenadeLauncher_SetAmmoCounter() { // set clip_load to the weapon we have switched to, if the gun uses reloading if(!autocvar_g_balance_grenadelauncher_reload_ammo) self.clip_load = 0; // also keeps crosshair ammo from displaying else { self.clip_load = self.grenadelauncher_load; self.clip_size = autocvar_g_balance_grenadelauncher_reload_ammo; // for the crosshair ammo display } } void W_GrenadeLauncher_ReloadedAndReady() { float t; // now do the ammo transfer self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading while(self.clip_load < autocvar_g_balance_grenadelauncher_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have { self.clip_load += 1; self.ammo_rockets -= 1; } self.grenadelauncher_load = self.clip_load; t = ATTACK_FINISHED(self) - autocvar_g_balance_grenadelauncher_reload_time - 1; ATTACK_FINISHED(self) = t; w_ready(); } void W_GrenadeLauncher_Reload() { // return if reloading is disabled for this weapon if(!autocvar_g_balance_grenadelauncher_reload_ammo) return; if(!W_ReloadCheck(self.ammo_rockets)) return; float t; sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM); t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_grenadelauncher_reload_time + 1; ATTACK_FINISHED(self) = t; weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_grenadelauncher_reload_time, W_GrenadeLauncher_ReloadedAndReady); self.old_clip_load = self.clip_load; self.clip_load = -1; } void W_Grenade_Explode (void) { if(other.takedamage == DAMAGE_AIM) if(other.classname == "player") if(IsDifferentTeam(self.owner, other)) if(other.deadflag == DEAD_NO) if(IsFlying(other)) AnnounceTo(self.owner, "airshot"); self.event_damage = SUB_Null; self.takedamage = DAMAGE_NO; if(self.movetype == MOVETYPE_NONE) self.velocity = self.oldvelocity; 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); remove (self); } void W_Grenade_Explode2 (void) { if(other.takedamage == DAMAGE_AIM) if(other.classname == "player") if(IsDifferentTeam(self.owner, other)) if(IsFlying(other)) AnnounceTo(self.owner, "airshot"); self.event_damage = SUB_Null; self.takedamage = DAMAGE_NO; if(self.movetype == MOVETYPE_NONE) self.velocity = self.oldvelocity; 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); remove (self); } void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { if (self.health <= 0) return; self.health = self.health - damage; if (self.health <= 0) { W_PrepareExplosionByDamage(attacker, self.think); } } void W_Grenade_Think1 (void) { self.nextthink = time; if (time > self.cnt) { other = world; self.projectiledeathtype |= HITTYPE_BOUNCE; W_Grenade_Explode (); return; } if(self.gl_detonate_later && self.gl_bouncecnt >= autocvar_g_balance_grenadelauncher_primary_remote_minbouncecnt) W_Grenade_Explode(); } void W_Grenade_Touch1 (void) { PROJECTILE_TOUCH; if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_primary_type == 0) // always explode when hitting a player, or if normal mortar projectile { self.use (); } else if (autocvar_g_balance_grenadelauncher_primary_type == 1) // bounce { float r; r = random() * 6; if(r < 1) spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM); else if(r < 2) spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM); else if(r < 3) spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM); else if(r < 4) spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM); else if(r < 5) spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM); else spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM); self.projectiledeathtype |= HITTYPE_BOUNCE; self.gl_bouncecnt += 1; } else if(autocvar_g_balance_grenadelauncher_primary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick { spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM); // let it stick whereever it is self.oldvelocity = self.velocity; self.velocity = '0 0 0'; self.movetype = MOVETYPE_NONE; // also disables gravity self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO UpdateCSQCProjectile(self); // do not respond to any more touches self.solid = SOLID_NOT; self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_primary_lifetime2); } } void W_Grenade_Touch2 (void) { PROJECTILE_TOUCH; if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_secondary_type == 0) // always explode when hitting a player, or if normal mortar projectile { self.use (); } else if (autocvar_g_balance_grenadelauncher_secondary_type == 1) // bounce { float r; r = random() * 6; if(r < 1) spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM); else if(r < 2) spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM); else if(r < 3) spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM); else if(r < 4) spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM); else if(r < 5) spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM); else spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM); self.projectiledeathtype |= HITTYPE_BOUNCE; self.gl_bouncecnt += 1; } else if(autocvar_g_balance_grenadelauncher_secondary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick { spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM); // let it stick whereever it is self.oldvelocity = self.velocity; self.velocity = '0 0 0'; self.movetype = MOVETYPE_NONE; // also disables gravity self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO UpdateCSQCProjectile(self); // do not respond to any more touches self.solid = SOLID_NOT; self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_secondary_lifetime2); } } void W_Grenade_Attack (void) { local entity gren; W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_primary_damage); w_shotdir = v_forward; // no TrueAim for grenades please pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); gren = spawn (); gren.owner = self; gren.classname = "grenade"; gren.bot_dodge = TRUE; gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_primary_damage; gren.movetype = MOVETYPE_BOUNCE; gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor; gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop; PROJECTILE_MAKETRIGGER(gren); gren.projectiledeathtype = WEP_GRENADE_LAUNCHER; setorigin(gren, w_shotorg); setsize(gren, '-3 -3 -3', '3 3 3'); gren.cnt = time + autocvar_g_balance_grenadelauncher_primary_lifetime; gren.nextthink = time; gren.think = W_Grenade_Think1; gren.use = W_Grenade_Explode; gren.touch = W_Grenade_Touch1; gren.takedamage = DAMAGE_YES; gren.health = autocvar_g_balance_grenadelauncher_primary_health; gren.damageforcescale = autocvar_g_balance_grenadelauncher_primary_damageforcescale; gren.event_damage = W_Grenade_Damage; W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary); gren.angles = vectoangles (gren.velocity); gren.flags = FL_PROJECTILE; if(autocvar_g_balance_grenadelauncher_primary_type == 0 || autocvar_g_balance_grenadelauncher_primary_type == 2) CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE); else CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE); other = gren; MUTATOR_CALLHOOK(EditProjectile); // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { if(autocvar_g_balance_grenadelauncher_reload_ammo) { self.clip_load -= autocvar_g_balance_grenadelauncher_primary_ammo; self.grenadelauncher_load = self.clip_load; } else self.ammo_rockets -= autocvar_g_balance_grenadelauncher_primary_ammo; } } void W_Grenade_Attack2 (void) { local entity gren; W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_secondary_damage); w_shotdir = v_forward; // no TrueAim for grenades please pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); gren = spawn (); gren.owner = self; gren.classname = "grenade"; gren.bot_dodge = TRUE; gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_secondary_damage; gren.movetype = MOVETYPE_BOUNCE; gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor; gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop; PROJECTILE_MAKETRIGGER(gren); gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY; setorigin(gren, w_shotorg); setsize(gren, '-3 -3 -3', '3 3 3'); gren.nextthink = time + autocvar_g_balance_grenadelauncher_secondary_lifetime; gren.think = adaptor_think2use_hittype_splash; gren.use = W_Grenade_Explode2; gren.touch = W_Grenade_Touch2; gren.takedamage = DAMAGE_YES; gren.health = autocvar_g_balance_grenadelauncher_secondary_health; gren.damageforcescale = autocvar_g_balance_grenadelauncher_secondary_damageforcescale; gren.event_damage = W_Grenade_Damage; W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_secondary); gren.angles = vectoangles (gren.velocity); gren.flags = FL_PROJECTILE; if(autocvar_g_balance_grenadelauncher_secondary_type == 0 || autocvar_g_balance_grenadelauncher_secondary_type == 2) CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE); else CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE); other = gren; MUTATOR_CALLHOOK(EditProjectile); // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { if(autocvar_g_balance_grenadelauncher_reload_ammo) { self.clip_load -= autocvar_g_balance_grenadelauncher_secondary_ammo; self.grenadelauncher_load = self.clip_load; } else self.ammo_rockets -= autocvar_g_balance_grenadelauncher_secondary_ammo; } } void spawnfunc_weapon_grenadelauncher (void) { weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER); } .float bot_secondary_grenademooth; float w_glauncher(float req) { entity nade; float nadefound; if (req == WR_AIM) { self.BUTTON_ATCK = FALSE; self.BUTTON_ATCK2 = FALSE; if (self.bot_secondary_grenademooth == 0) { if(bot_aim(autocvar_g_balance_grenadelauncher_primary_speed, autocvar_g_balance_grenadelauncher_primary_speed_up, autocvar_g_balance_grenadelauncher_primary_lifetime, TRUE)) { self.BUTTON_ATCK = TRUE; if(random() < 0.01) self.bot_secondary_grenademooth = 1; } } else { if(bot_aim(autocvar_g_balance_grenadelauncher_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_grenadelauncher_secondary_lifetime, TRUE)) { self.BUTTON_ATCK2 = TRUE; if(random() < 0.02) self.bot_secondary_grenademooth = 0; } } } else if (req == WR_THINK) { 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 W_GrenadeLauncher_Reload(); else if (self.BUTTON_ATCK) { if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire)) { W_Grenade_Attack(); weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_grenadelauncher_primary_animtime, w_ready); } } else if (self.BUTTON_ATCK2) { if (cvar("g_balance_grenadelauncher_secondary_remote_detonateprimary")) { nadefound = 0; for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.owner == self) { if(!nade.gl_detonate_later) { nade.gl_detonate_later = TRUE; nadefound = 1; } } if(nadefound) sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM); } else if (weapon_prepareattack(1, autocvar_g_balance_grenadelauncher_secondary_refire)) { W_Grenade_Attack2(); weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_grenadelauncher_secondary_animtime, w_ready); } } if(self.wish_reload) { if(self.switchweapon == self.weapon) { if(self.weaponentity.state == WS_READY) { self.wish_reload = 0; W_GrenadeLauncher_Reload(); } } } } else if (req == WR_PRECACHE) { precache_model ("models/weapons/g_gl.md3"); precache_model ("models/weapons/v_gl.md3"); precache_model ("models/weapons/h_gl.iqm"); precache_sound ("weapons/grenade_bounce1.wav"); precache_sound ("weapons/grenade_bounce2.wav"); precache_sound ("weapons/grenade_bounce3.wav"); precache_sound ("weapons/grenade_bounce4.wav"); precache_sound ("weapons/grenade_bounce5.wav"); precache_sound ("weapons/grenade_bounce6.wav"); precache_sound ("weapons/grenade_stick.wav"); precache_sound ("weapons/grenade_fire.wav"); } else if (req == WR_SETUP) { weapon_setup(WEP_GRENADE_LAUNCHER); W_GrenadeLauncher_SetAmmoCounter(); } else if (req == WR_CHECKAMMO1) { if(autocvar_g_balance_grenadelauncher_reload_ammo) return self.grenadelauncher_load >= autocvar_g_balance_grenadelauncher_primary_ammo; else return self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo; } else if (req == WR_CHECKAMMO2) { if(autocvar_g_balance_grenadelauncher_reload_ammo) return self.grenadelauncher_load >= autocvar_g_balance_grenadelauncher_secondary_ammo; else return self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo; } return TRUE; }; #endif #ifdef CSQC float w_glauncher(float req) { if(req == WR_IMPACTEFFECT) { vector org2; org2 = w_org + w_backoff * 12; pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1); if(!w_issilent) sound(self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM); } else if(req == WR_PRECACHE) { precache_sound("weapons/grenade_impact.wav"); } else if (req == WR_SUICIDEMESSAGE) { if(w_deathtype & HITTYPE_SECONDARY) w_deathtypestring = "%s tried out his own grenade"; else w_deathtypestring = "%s detonated"; } else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_SPLASH) if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then) w_deathtypestring = "%s didn't see %s's grenade"; else // unchecked: SECONDARY w_deathtypestring = "%s almost dodged %s's grenade"; else // unchecked: SECONDARY, BOUNCE w_deathtypestring = "%s ate %s's grenade"; } else if (req == WR_RELOAD) { W_GrenadeLauncher_Reload(); } return TRUE; } #endif #endif