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_AIM)
26 self.button0 = bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE);
27 else if (req == WR_FIRE1)
28 weapon_prepareattack(glauncher_check, glauncher_check, glauncher_fire1_01, cvar("g_balance_grenadelauncher_primary_refire"));
29 else if (req == WR_FIRE2)
30 weapon_prepareattack(glauncher_check2, glauncher_check2, glauncher_fire2_01, cvar("g_balance_grenadelauncher_secondary_refire"));
31 else if (req == WR_RAISE)
32 glauncher_select_01();
33 else if (req == WR_UPDATECOUNTS)
34 self.currentammo = self.ammo_rockets;
35 else if (req == WR_DROP)
36 glauncher_deselect_01();
37 else if (req == WR_SETUP)
38 weapon_setup(WEP_GRENADE_LAUNCHER, "w_gl.zym", IT_ROCKETS);
39 else if (req == WR_CHECKAMMO)
40 weapon_hasammo = glauncher_check() + glauncher_check2();
43 void W_Grenade_Explode (void)
46 org2 = findbetterlocation (self.origin, 12);
48 //effect (org2, "models/sprites/grenexpl.spr", 0, 12, 35);
49 sound (self, CHAN_BODY, "weapons/grenade_impact.ogg", 1, ATTN_NORM);
51 self.event_damage = SUB_Null;
52 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);
57 void W_Grenade_Explode2 (void)
60 org2 = findbetterlocation (self.origin, 12);
62 //effect (org2, "models/sprites/grenexpl.spr", 0, 12, 35);
63 sound (self, CHAN_BODY, "weapons/grenade_impact.ogg", 1, ATTN_NORM);
65 self.event_damage = SUB_Null;
66 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);
71 void W_Grenade_Touch1 (void)
73 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
81 void W_Grenade_Touch2 (void)
83 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
88 if (other.takedamage == DAMAGE_AIM)
95 sound (self, CHAN_IMPACT, "weapons/grenade_bounce1.ogg", 1, ATTN_NORM);
97 sound (self, CHAN_IMPACT, "weapons/grenade_bounce2.ogg", 1, ATTN_NORM);
99 sound (self, CHAN_IMPACT, "weapons/grenade_bounce3.ogg", 1, ATTN_NORM);
103 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
105 self.health = self.health - damage;
106 if (self.health <= 0)
108 self.owner = attacker;
113 void W_Grenade_Attack (void)
118 sound (self, CHAN_WEAPON, "weapons/grenade_fire.ogg", 1, ATTN_NORM);
119 if (self.items & IT_STRENGTH)
120 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
122 self.punchangle_x = -4;
123 if (cvar("g_use_ammunition"))
124 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
125 org = W_MuzzleOrigin (self, '24 8 -10');
129 gren.classname = "grenade";
130 gren.bot_dodge = TRUE;
131 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
132 gren.movetype = MOVETYPE_BOUNCE;
133 gren.solid = SOLID_BBOX;
134 gren.effects = EF_NOSHADOW;
135 setmodel(gren, "models/grenademodel.md3");
136 setsize(gren, '0 0 0', '0 0 0');
137 setorigin(gren, org);
139 gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
140 gren.think = W_Grenade_Explode;
141 gren.touch = W_Grenade_Touch1;
142 gren.velocity = v_forward * cvar("g_balance_grenadelauncher_primary_speed") + v_up * cvar("g_balance_grenadelauncher_primary_speed_up");
143 gren.avelocity_x = random () * -500 - 500;
145 gren.angles = vectoangles (gren.velocity);
146 gren.flags = FL_PROJECTILE;
149 void W_Grenade_Attack2 (void)
154 sound (self, CHAN_WEAPON, "weapons/grenade_fire.ogg", 1, ATTN_NORM);
155 if (self.items & IT_STRENGTH)
156 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
158 self.punchangle_x = -4;
159 if (cvar("g_use_ammunition"))
160 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
161 org = W_MuzzleOrigin (self, '24 8 -10');
165 gren.classname = "grenade";
166 gren.bot_dodge = TRUE;
167 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
168 gren.movetype = MOVETYPE_BOUNCE;
169 gren.solid = SOLID_BBOX;
170 gren.effects = EF_NOSHADOW;
171 setmodel(gren, "models/grenademodel.md3");
172 setsize(gren, '0 0 -3', '0 0 -3');
173 setorigin(gren, org);
175 gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
176 gren.think = W_Grenade_Explode2;
177 gren.touch = W_Grenade_Touch2;
178 gren.takedamage = DAMAGE_YES;
180 gren.damageforcescale = 4;
181 gren.event_damage = W_Grenade_Damage;
182 gren.velocity = v_forward * cvar("g_balance_grenadelauncher_secondary_speed") + v_up * cvar("g_balance_grenadelauncher_secondary_speed_up");
183 gren.avelocity = '100 150 100';
185 gren.angles = vectoangles (gren.velocity);
186 gren.flags = FL_PROJECTILE;
191 void() glauncher_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, glauncher_ready_01); self.weaponentity.state = WS_READY;};
192 void() glauncher_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
193 void() glauncher_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
194 void() glauncher_fire1_01 =
196 weapon_doattack(glauncher_check, glauncher_check, W_Grenade_Attack);
197 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), glauncher_ready_01);
199 void() glauncher_fire2_01 =
201 weapon_doattack(glauncher_check2, glauncher_check2, W_Grenade_Attack2);
202 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), glauncher_ready_01);