1 void() glauncher_ready_01;
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2 void() glauncher_fire1_01;
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3 void() glauncher_deselect_01;
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4 void() glauncher_select_01;
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6 float() glauncher_check =
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8 if (self.ammo_rockets >= 2)
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13 void(float req) w_glauncher =
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16 glauncher_ready_01();
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17 else if (req == WR_FIRE1 || req == WR_FIRE2)
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18 weapon_prepareattack(glauncher_check, glauncher_check, glauncher_fire1_01, cvar("g_balance_grenadelauncher_refire"));
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19 else if (req == WR_RAISE)
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20 glauncher_select_01();
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21 else if (req == WR_UPDATECOUNTS)
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22 self.currentammo = floor(self.ammo_rockets / 2);
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23 else if (req == WR_DROP)
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24 glauncher_deselect_01();
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25 else if (req == WR_SETUP)
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26 weapon_setup(WEP_GRENADE_LAUNCHER, "w_gl.zym", IT_ROCKETS);
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27 else if (req == WR_CHECKAMMO)
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28 weapon_hasammo = glauncher_check();
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31 void W_Grenade_Explode (void)
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34 org2 = findbetterlocation (self.origin);
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35 te_explosion (org2);
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36 effect (org2, "models/sprites/grenadeexplosion.spr32", 0, 20, 30);
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37 sound (self, CHAN_BODY, "weapons/grenade_impact.wav", 1, ATTN_NORM);
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39 self.event_damage = SUB_Null;
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40 RadiusDamage (self, self.owner, cvar("g_balance_grenadelauncher_damage"), cvar("g_balance_grenadelauncher_edgedamage"), cvar("g_balance_grenadelauncher_radius"), world, cvar("g_balance_grenadelauncher_force"), WEP_GRENADE_LAUNCHER);
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45 void W_Grenade_Touch (void)
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47 if (other.classname == "player" || other.classname == "corpse")
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48 W_Grenade_Explode ();
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50 sound (self, CHAN_IMPACT, "weapons/grenade_bounce.wav", 1, ATTN_NORM);
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53 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
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55 self.health = self.health - damage;
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56 if (self.health <= 0)
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57 W_Grenade_Explode();
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60 void W_Grenade_Attack (void)
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65 sound (self, CHAN_WEAPON, "weapons/grenade_fire.wav", 1, ATTN_NORM);
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66 self.punchangle_x = -4;
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67 self.ammo_rockets = self.ammo_rockets - 2;
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68 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -12;
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72 gren.classname = "grenade";
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73 gren.movetype = MOVETYPE_BOUNCE;
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74 gren.solid = SOLID_BBOX;
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75 setmodel(gren, "models/grenademodel.md3");
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76 setsize(gren, '-6 -6 -3', '6 6 3');
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77 setorigin(gren, org);
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81 gren.nextthink = time + 2.5;
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82 gren.think = W_Grenade_Explode;
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83 gren.touch = W_Grenade_Touch;
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84 gren.takedamage = DAMAGE_YES;
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86 gren.damageforcescale = 4;
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87 gren.event_damage = W_Grenade_Damage;
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88 gren.velocity = v_forward * cvar("g_balance_grenadelauncher_speed2") + v_up * cvar("g_balance_grenadelauncher_speed2_up");
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89 gren.avelocity = '100 150 100';
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93 gren.nextthink = time + 30;
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94 gren.think = W_Grenade_Explode;
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95 gren.touch = W_Grenade_Explode;
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96 gren.velocity = v_forward * cvar("g_balance_grenadelauncher_speed") + v_up * cvar("g_balance_grenadelauncher_speed_up");
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97 gren.avelocity_x = random () * -500 - 500;
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100 gren.angles = vectoangles (gren.velocity);
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105 void() glauncher_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, glauncher_ready_01); self.weaponentity.state = WS_READY;};
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106 void() glauncher_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
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107 void() glauncher_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
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108 void() glauncher_fire1_01 =
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110 weapon_doattack(glauncher_check, glauncher_check, W_Grenade_Attack);
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111 weapon_thinkf(WFRAME_FIRE1, 0.3, glauncher_ready_01);
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