2 void W_Grenade_Explode (void)
5 org2 = findbetterlocation (self.origin, 12);
7 //effect (org2, "models/sprites/grenexpl.spr", 0, 12, 35);
8 sound (self, CHAN_BODY, "weapons/grenade_impact.ogg", 1, ATTN_NORM);
10 self.event_damage = SUB_Null;
11 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);
16 void W_Grenade_Explode2 (void)
19 org2 = findbetterlocation (self.origin, 12);
21 //effect (org2, "models/sprites/grenexpl.spr", 0, 12, 35);
22 sound (self, CHAN_BODY, "weapons/grenade_impact.ogg", 1, ATTN_NORM);
24 self.event_damage = SUB_Null;
25 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);
30 void W_Grenade_Touch1 (void)
32 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
40 void W_Grenade_Touch2 (void)
42 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
47 if (other.takedamage == DAMAGE_AIM)
54 sound (self, CHAN_IMPACT, "weapons/grenade_bounce1.ogg", 1, ATTN_NORM);
56 sound (self, CHAN_IMPACT, "weapons/grenade_bounce2.ogg", 1, ATTN_NORM);
58 sound (self, CHAN_IMPACT, "weapons/grenade_bounce3.ogg", 1, ATTN_NORM);
60 sound (self, CHAN_IMPACT, "weapons/grenade_bounce4.ogg", 1, ATTN_NORM);
62 sound (self, CHAN_IMPACT, "weapons/grenade_bounce5.ogg", 1, ATTN_NORM);
64 sound (self, CHAN_IMPACT, "weapons/grenade_bounce6.ogg", 1, ATTN_NORM);
68 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
70 self.health = self.health - damage;
73 self.owner = attacker;
78 void W_Grenade_Attack (void)
82 if (cvar("g_use_ammunition"))
83 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
84 W_SetupShot (self, '15 8 -8', FALSE, 4, "weapons/grenade_fire.ogg");
88 gren.classname = "grenade";
89 gren.bot_dodge = TRUE;
90 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
91 gren.movetype = MOVETYPE_BOUNCE;
92 gren.solid = SOLID_BBOX;
93 gren.effects = EF_NOSHADOW | EF_LOWPRECISION;
94 setmodel(gren, "models/grenademodel.md3");
95 setsize(gren, '0 0 0', '0 0 0');
96 setorigin(gren, w_shotorg);
98 gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
99 gren.think = W_Grenade_Explode;
100 gren.touch = W_Grenade_Touch1;
101 gren.velocity = v_forward * cvar("g_balance_grenadelauncher_primary_speed") + v_up * cvar("g_balance_grenadelauncher_primary_speed_up");
102 gren.avelocity_x = random () * -500 - 500;
104 gren.angles = vectoangles (gren.velocity);
105 gren.flags = FL_PROJECTILE;
108 void W_Grenade_Attack2 (void)
112 if (cvar("g_use_ammunition"))
113 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
114 W_SetupShot (self, '15 8 -8', FALSE, 4, "weapons/grenade_fire.ogg");
118 gren.classname = "grenade";
119 gren.bot_dodge = TRUE;
120 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
121 gren.movetype = MOVETYPE_BOUNCE;
122 gren.solid = SOLID_BBOX;
123 gren.effects = EF_NOSHADOW | EF_LOWPRECISION;
124 setmodel(gren, "models/grenademodel.md3");
125 setsize(gren, '0 0 -3', '0 0 -3');
126 setorigin(gren, w_shotorg);
128 gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
129 gren.think = W_Grenade_Explode2;
130 gren.touch = W_Grenade_Touch2;
131 gren.takedamage = DAMAGE_YES;
133 gren.damageforcescale = 4;
134 gren.event_damage = W_Grenade_Damage;
135 gren.velocity = v_forward * cvar("g_balance_grenadelauncher_secondary_speed") + v_up * cvar("g_balance_grenadelauncher_secondary_speed_up");
136 gren.avelocity = '100 150 100';
138 gren.angles = vectoangles (gren.velocity);
139 gren.flags = FL_PROJECTILE;
142 .float bot_secondary_grenademooth;
143 float(float req) w_glauncher =
147 self.button0 = FALSE;
148 self.button3 = FALSE;
149 if (self.bot_secondary_grenademooth == 0)
151 if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
154 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
159 if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
162 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
166 else if (req == WR_THINK)
169 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
172 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
175 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
178 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
181 else if (req == WR_SETUP)
182 weapon_setup(WEP_GRENADE_LAUNCHER, "gl", IT_ROCKETS);
183 else if (req == WR_CHECKAMMO1)
184 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
185 else if (req == WR_CHECKAMMO2)
186 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");