1 void W_Grenade_Explode (void)
4 org2 = findbetterlocation (self.origin, 12);
5 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
6 sound (self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
8 if(other.takedamage == DAMAGE_AIM)
9 if(other.classname == "player")
10 if(IsDifferentTeam(self.owner, other))
12 announce(self.owner, "announcer/male/airshot.wav");
14 self.event_damage = SUB_Null;
15 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"), self.projectiledeathtype, other);
20 void W_Grenade_Explode2 (void)
23 org2 = findbetterlocation (self.origin, 12);
24 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
25 sound (self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
27 self.event_damage = SUB_Null;
28 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"), self.projectiledeathtype, other);
30 if(other.takedamage == DAMAGE_AIM)
31 if(other.classname == "player")
32 if(IsDifferentTeam(self.owner, other))
34 announce(self.owner, "announcer/male/airshot.wav");
39 void W_Grenade_Touch1 (void)
45 void W_Grenade_Touch2 (void)
48 if (other.takedamage == DAMAGE_AIM)
57 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
59 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
61 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
63 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
65 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
67 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
68 self.projectiledeathtype |= HITTYPE_BOUNCE;
72 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
74 self.health = self.health - damage;
77 W_PrepareExplosionByDamage(attacker, self.think);
81 void W_Grenade_Attack (void)
85 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
86 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
87 W_SetupShot (self, '25 6 -8', FALSE, 4, "weapons/grenade_fire.wav");
88 //W_SetupShot (self, '25 8 -8', FALSE, 4, "weapons/grenade_fire.wav"); // TODO: move model to the right a little
90 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
94 gren.classname = "grenade";
95 gren.bot_dodge = TRUE;
96 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
97 gren.movetype = MOVETYPE_BOUNCE;
98 gren.solid = SOLID_BBOX;
99 gren.effects = EF_LOWPRECISION;
100 gren.modelflags = MF_TRACER2;
101 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
102 setmodel(gren, "models/grenademodel.md3"); // precision set above
103 setsize(gren, '0 0 0', '0 0 0');
104 setorigin(gren, w_shotorg);
106 gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
107 gren.think = adaptor_think2use;
108 gren.use = W_Grenade_Explode;
109 gren.touch = W_Grenade_Touch1;
110 gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_primary_speed") + v_up * cvar("g_balance_grenadelauncher_primary_speed_up");
111 W_SetupProjectileVelocity(gren);
112 gren.avelocity_x = random () * -500 - 500;
114 gren.angles = vectoangles (gren.velocity);
115 gren.flags = FL_PROJECTILE;
118 void W_Grenade_Attack2 (void)
122 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
123 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
124 W_SetupShot (self, '25 6 -8', FALSE, 4, "weapons/grenade_fire.wav");
125 //W_SetupShot (self, '25 8 -8', FALSE, 4, "weapons/grenade_fire.wav"); // TODO: move model to the right a little
127 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
131 gren.classname = "grenade";
132 gren.bot_dodge = TRUE;
133 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
134 gren.movetype = MOVETYPE_BOUNCE;
135 gren.solid = SOLID_BBOX;
136 gren.effects = EF_LOWPRECISION;
137 gren.modelflags = MF_TRACER2;
138 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
139 setmodel(gren, "models/grenademodel.md3"); // precision set above
140 setsize(gren, '0 0 -3', '0 0 -3');
141 setorigin(gren, w_shotorg);
143 gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
144 gren.think = adaptor_think2use;
145 gren.use = W_Grenade_Explode2;
146 gren.touch = W_Grenade_Touch2;
147 gren.takedamage = DAMAGE_YES;
148 gren.health = cvar("g_balance_grenadelauncher_secondary_health");
149 gren.damageforcescale = 4;
150 gren.event_damage = W_Grenade_Damage;
151 gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_secondary_speed") + v_up * cvar("g_balance_grenadelauncher_secondary_speed_up");
152 W_SetupProjectileVelocity(gren);
153 gren.avelocity = '100 150 100';
155 gren.angles = vectoangles (gren.velocity);
156 gren.flags = FL_PROJECTILE;
159 void spawnfunc_weapon_grenadelauncher (void)
161 weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
164 .float bot_secondary_grenademooth;
165 float w_glauncher(float req)
169 self.BUTTON_ATCK = FALSE;
170 self.BUTTON_ATCK2 = FALSE;
171 if (self.bot_secondary_grenademooth == 0)
173 if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
175 self.BUTTON_ATCK = TRUE;
176 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
181 if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
183 self.BUTTON_ATCK2 = TRUE;
184 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
188 else if (req == WR_THINK)
190 if (self.BUTTON_ATCK)
191 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
194 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
196 if (self.BUTTON_ATCK2)
197 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
200 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
203 else if (req == WR_PRECACHE)
205 precache_model ("models/grenademodel.md3");
206 precache_model ("models/weapons/g_gl.md3");
207 precache_model ("models/weapons/v_gl.md3");
208 precache_model ("models/weapons/w_gl.zym");
209 precache_sound ("weapons/grenade_bounce1.wav");
210 precache_sound ("weapons/grenade_bounce2.wav");
211 precache_sound ("weapons/grenade_bounce3.wav");
212 precache_sound ("weapons/grenade_bounce4.wav");
213 precache_sound ("weapons/grenade_bounce5.wav");
214 precache_sound ("weapons/grenade_bounce6.wav");
215 precache_sound ("weapons/grenade_fire.wav");
216 precache_sound ("weapons/grenade_impact.wav");
218 else if (req == WR_SETUP)
219 weapon_setup(WEP_GRENADE_LAUNCHER);
220 else if (req == WR_CHECKAMMO1)
221 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
222 else if (req == WR_CHECKAMMO2)
223 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");
224 else if (req == WR_SUICIDEMESSAGE)
226 if(w_deathtype & HITTYPE_SECONDARY)
227 w_deathtypestring = "tried out his own grenade";
229 w_deathtypestring = "detonated";
231 else if (req == WR_KILLMESSAGE)
233 if(w_deathtype & HITTYPE_SPLASH)
234 if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
235 w_deathtypestring = "didn't see #'s grenade";
236 else // unchecked: SECONDARY
237 w_deathtypestring = "almost dodged #'s grenade";
238 else // unchecked: SECONDARY, BOUNCE
239 w_deathtypestring = "ate #'s grenade";