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_Touch (void)
71 if (other.takedamage == DAMAGE_AIM)
74 sound (self, CHAN_IMPACT, "weapons/grenade_bounce.ogg", 1, ATTN_NORM);
77 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
79 self.health = self.health - damage;
82 self.owner = attacker;
87 void W_Grenade_Attack (void)
93 sound (self, CHAN_WEAPON, "weapons/grenade_fire.ogg", 1, ATTN_NORM);
94 if (self.items & IT_STRENGTH) {
95 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
98 self.punchangle_x = -4;
99 if (cvar("g_use_ammunition"))
100 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
101 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -12;
105 gren.classname = "grenade";
106 gren.movetype = MOVETYPE_BOUNCE;
107 gren.solid = SOLID_BBOX;
108 gren.effects = EF_NOSHADOW;
109 setmodel(gren, "models/grenademodel.md3");
110 setsize(gren, '-6 -6 -3', '6 6 3');
111 setorigin(gren, org);
113 gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
114 gren.think = W_Grenade_Explode;
115 gren.touch = W_Grenade_Explode;
116 gren.velocity = v_forward * cvar("g_balance_grenadelauncher_primary_speed") + v_up * cvar("g_balance_grenadelauncher_primary_speed_up");
117 gren.avelocity_x = random () * -500 - 500;
119 gren.angles = vectoangles (gren.velocity);
122 void W_Grenade_Attack2 (void)
128 sound (self, CHAN_WEAPON, "weapons/grenade_fire.ogg", 1, ATTN_NORM);
129 if (self.items & IT_STRENGTH) {
130 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
133 self.punchangle_x = -4;
134 if (cvar("g_use_ammunition"))
135 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
136 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -12;
140 gren.classname = "grenade";
141 gren.movetype = MOVETYPE_BOUNCE;
142 gren.solid = SOLID_BBOX;
143 gren.effects = EF_NOSHADOW;
144 setmodel(gren, "models/grenademodel.md3");
145 setsize(gren, '-6 -6 -3', '6 6 3');
146 setorigin(gren, org);
148 gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
149 gren.think = W_Grenade_Explode2;
150 gren.touch = W_Grenade_Touch;
151 gren.takedamage = DAMAGE_YES;
153 gren.damageforcescale = 4;
154 gren.event_damage = W_Grenade_Damage;
155 gren.velocity = v_forward * cvar("g_balance_grenadelauncher_secondary_speed") + v_up * cvar("g_balance_grenadelauncher_secondary_speed_up");
156 gren.avelocity = '100 150 100';
158 gren.angles = vectoangles (gren.velocity);
163 void() glauncher_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, glauncher_ready_01); self.weaponentity.state = WS_READY;};
164 void() glauncher_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
165 void() glauncher_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
166 void() glauncher_fire1_01 =
168 weapon_doattack(glauncher_check, glauncher_check, W_Grenade_Attack);
169 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), glauncher_ready_01);
171 void() glauncher_fire2_01 =
173 weapon_doattack(glauncher_check, glauncher_check, W_Grenade_Attack2);
174 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), glauncher_ready_01);