1 void() glauncher_ready_01;
2 void() glauncher_fire1_01;
3 void() glauncher_fire2_01;
4 void() glauncher_deselect_01;
5 void() glauncher_select_01;
7 float() glauncher_check =
9 if (self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo"))
14 float() glauncher_check2 =
16 if (self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo"))
21 void(float req) w_glauncher =
25 else if (req == WR_FIRE1)
26 weapon_prepareattack(glauncher_check, glauncher_check, glauncher_fire1_01, cvar("g_balance_grenadelauncher_primary_refire"));
27 else if (req == WR_FIRE2)
28 weapon_prepareattack(glauncher_check2, glauncher_check2, glauncher_fire2_01, cvar("g_balance_grenadelauncher_secondary_refire"));
29 else if (req == WR_RAISE)
30 glauncher_select_01();
31 else if (req == WR_UPDATECOUNTS)
32 self.currentammo = self.ammo_rockets;
33 else if (req == WR_DROP)
34 glauncher_deselect_01();
35 else if (req == WR_SETUP)
36 weapon_setup(WEP_GRENADE_LAUNCHER, "w_gl.zym", IT_ROCKETS);
37 else if (req == WR_CHECKAMMO)
38 weapon_hasammo = glauncher_check() + glauncher_check2();
41 void W_Grenade_Explode (void)
44 org2 = findbetterlocation (self.origin);
46 effect (org2, "models/sprites/grenexpl.spr", 0, 12, 35);
47 sound (self, CHAN_BODY, "weapons/grenade_impact.ogg", 1, ATTN_NORM);
49 self.event_damage = SUB_Null;
50 RadiusDamage (self, self.owner, cvar("g_balance_grenadelauncher_primary_damage"), cvar("g_balance_grenadelauncher_primary_edgedamage"), cvar("g_balance_grenadelauncher_primary_radius"), world, cvar("g_balance_grenadelauncher_primary_force"), IT_GRENADE_LAUNCHER);
55 void W_Grenade_Explode2 (void)
58 org2 = findbetterlocation (self.origin);
60 effect (org2, "models/sprites/grenexpl.spr", 0, 12, 35);
61 sound (self, CHAN_BODY, "weapons/grenade_impact.ogg", 1, ATTN_NORM);
63 self.event_damage = SUB_Null;
64 RadiusDamage (self, self.owner, cvar("g_balance_grenadelauncher_secondary_damage"), cvar("g_balance_grenadelauncher_secondary_edgedamage"), cvar("g_balance_grenadelauncher_secondary_radius"), world, cvar("g_balance_grenadelauncher_secondary_force"), IT_GRENADE_LAUNCHER);
69 void W_Grenade_Touch1 (void)
71 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
79 void W_Grenade_Touch2 (void)
81 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
86 if (other.takedamage == DAMAGE_AIM)
93 sound (self, CHAN_IMPACT, "weapons/grenade_bounce1.ogg", 1, ATTN_NORM);
95 sound (self, CHAN_IMPACT, "weapons/grenade_bounce2.ogg", 1, ATTN_NORM);
97 sound (self, CHAN_IMPACT, "weapons/grenade_bounce3.ogg", 1, ATTN_NORM);
101 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
103 self.health = self.health - damage;
104 if (self.health <= 0)
106 self.owner = attacker;
111 void W_Grenade_Attack (void)
116 sound (self, CHAN_WEAPON, "weapons/grenade_fire.ogg", 1, ATTN_NORM);
117 if (self.items & IT_STRENGTH)
118 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
120 self.punchangle_x = -4;
121 if (cvar("g_use_ammunition"))
122 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
123 org = W_MuzzleOrigin (self, '24 8 -10');
127 gren.classname = "grenade";
128 gren.movetype = MOVETYPE_BOUNCE;
129 gren.solid = SOLID_BBOX;
130 gren.effects = EF_NOSHADOW;
131 setmodel(gren, "models/grenademodel.md3");
132 setsize(gren, '0 0 0', '0 0 0');
133 setorigin(gren, org);
135 gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
136 gren.think = W_Grenade_Explode;
137 gren.touch = W_Grenade_Touch1;
138 gren.velocity = v_forward * cvar("g_balance_grenadelauncher_primary_speed") + v_up * cvar("g_balance_grenadelauncher_primary_speed_up");
139 gren.avelocity_x = random () * -500 - 500;
141 gren.angles = vectoangles (gren.velocity);
144 void W_Grenade_Attack2 (void)
149 sound (self, CHAN_WEAPON, "weapons/grenade_fire.ogg", 1, ATTN_NORM);
150 if (self.items & IT_STRENGTH)
151 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
153 self.punchangle_x = -4;
154 if (cvar("g_use_ammunition"))
155 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
156 org = W_MuzzleOrigin (self, '24 8 -10');
160 gren.classname = "grenade";
161 gren.movetype = MOVETYPE_BOUNCE;
162 gren.solid = SOLID_BBOX;
163 gren.effects = EF_NOSHADOW;
164 setmodel(gren, "models/grenademodel.md3");
165 setsize(gren, '0 0 -3', '0 0 -3');
166 setorigin(gren, org);
168 gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
169 gren.think = W_Grenade_Explode2;
170 gren.touch = W_Grenade_Touch2;
171 gren.takedamage = DAMAGE_YES;
173 gren.damageforcescale = 4;
174 gren.event_damage = W_Grenade_Damage;
175 gren.velocity = v_forward * cvar("g_balance_grenadelauncher_secondary_speed") + v_up * cvar("g_balance_grenadelauncher_secondary_speed_up");
176 gren.avelocity = '100 150 100';
178 gren.angles = vectoangles (gren.velocity);
183 void() glauncher_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, glauncher_ready_01); self.weaponentity.state = WS_READY;};
184 void() glauncher_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
185 void() glauncher_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
186 void() glauncher_fire1_01 =
188 weapon_doattack(glauncher_check, glauncher_check, W_Grenade_Attack);
189 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), glauncher_ready_01);
191 void() glauncher_fire2_01 =
193 weapon_doattack(glauncher_check2, glauncher_check2, W_Grenade_Attack2);
194 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), glauncher_ready_01);