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);
62 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
64 self.health = self.health - damage;
67 self.owner = attacker;
72 void W_Grenade_Attack (void)
76 if (cvar("g_use_ammunition"))
77 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
78 W_SetupShot (self, '15 8 -8', FALSE, 4, "weapons/grenade_fire.ogg");
82 gren.classname = "grenade";
83 gren.bot_dodge = TRUE;
84 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
85 gren.movetype = MOVETYPE_BOUNCE;
86 gren.solid = SOLID_BBOX;
87 gren.effects = EF_NOSHADOW | EF_LOWPRECISION;
88 setmodel(gren, "models/grenademodel.md3");
89 setsize(gren, '0 0 0', '0 0 0');
90 setorigin(gren, w_shotorg);
92 gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
93 gren.think = W_Grenade_Explode;
94 gren.touch = W_Grenade_Touch1;
95 gren.velocity = v_forward * cvar("g_balance_grenadelauncher_primary_speed") + v_up * cvar("g_balance_grenadelauncher_primary_speed_up");
96 gren.avelocity_x = random () * -500 - 500;
98 gren.angles = vectoangles (gren.velocity);
99 gren.flags = FL_PROJECTILE;
102 void W_Grenade_Attack2 (void)
106 if (cvar("g_use_ammunition"))
107 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
108 W_SetupShot (self, '15 8 -8', FALSE, 4, "weapons/grenade_fire.ogg");
112 gren.classname = "grenade";
113 gren.bot_dodge = TRUE;
114 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
115 gren.movetype = MOVETYPE_BOUNCE;
116 gren.solid = SOLID_BBOX;
117 gren.effects = EF_NOSHADOW | EF_LOWPRECISION;
118 setmodel(gren, "models/grenademodel.md3");
119 setsize(gren, '0 0 -3', '0 0 -3');
120 setorigin(gren, w_shotorg);
122 gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
123 gren.think = W_Grenade_Explode2;
124 gren.touch = W_Grenade_Touch2;
125 gren.takedamage = DAMAGE_YES;
127 gren.damageforcescale = 4;
128 gren.event_damage = W_Grenade_Damage;
129 gren.velocity = v_forward * cvar("g_balance_grenadelauncher_secondary_speed") + v_up * cvar("g_balance_grenadelauncher_secondary_speed_up");
130 gren.avelocity = '100 150 100';
132 gren.angles = vectoangles (gren.velocity);
133 gren.flags = FL_PROJECTILE;
136 float(float req) w_glauncher =
139 self.button0 = bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE);
140 else if (req == WR_THINK)
143 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
146 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
149 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
152 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
155 else if (req == WR_SETUP)
156 weapon_setup(WEP_GRENADE_LAUNCHER, "gl", IT_ROCKETS);
157 else if (req == WR_CHECKAMMO1)
158 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
159 else if (req == WR_CHECKAMMO2)
160 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");