1 void W_Grenade_Explode (void)
3 if(other.takedamage == DAMAGE_AIM)
4 if(other.classname == "player")
5 if(IsDifferentTeam(self.owner, other))
6 if(other.deadflag == DEAD_NO)
8 announce(self.owner, "announcer/male/airshot.wav");
10 self.event_damage = SUB_Null;
11 self.takedamage = DAMAGE_NO;
12 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);
17 void W_Grenade_Explode2 (void)
19 if(other.takedamage == DAMAGE_AIM)
20 if(other.classname == "player")
21 if(IsDifferentTeam(self.owner, other))
23 announce(self.owner, "announcer/male/airshot.wav");
25 self.event_damage = SUB_Null;
26 self.takedamage = DAMAGE_NO;
27 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);
32 void W_Grenade_Touch1 (void)
38 void W_Grenade_Touch2 (void)
41 if (other.takedamage == DAMAGE_AIM)
50 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
52 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
54 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
56 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
58 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
60 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
61 self.projectiledeathtype |= HITTYPE_BOUNCE;
65 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
69 self.health = self.health - damage;
72 W_PrepareExplosionByDamage(attacker, self.think);
76 void W_Grenade_Attack (void)
80 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
81 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
82 W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 4, "weapons/grenade_fire.wav", cvar("g_balance_grenadelauncher_primary_damage"));
83 w_shotdir = v_forward; // no TrueAim for grenades please
85 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
89 gren.classname = "grenade";
90 gren.bot_dodge = TRUE;
91 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
92 gren.movetype = MOVETYPE_BOUNCE;
93 PROJECTILE_MAKETRIGGER(gren);
94 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
95 setorigin(gren, w_shotorg);
96 setsize(gren, '0 0 -3', '0 0 -3');
98 gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
99 gren.think = adaptor_think2use;
100 gren.use = W_Grenade_Explode;
101 gren.touch = W_Grenade_Touch1;
102 gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_primary_speed") + v_up * cvar("g_balance_grenadelauncher_primary_speed_up");
103 W_SetupProjectileVelocity(gren);
105 gren.angles = vectoangles (gren.velocity);
106 gren.flags = FL_PROJECTILE;
108 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
111 void W_Grenade_Attack2 (void)
115 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
116 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
117 W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 4, "weapons/grenade_fire.wav", cvar("g_balance_grenadelauncher_secondary_damage"));
118 w_shotdir = v_forward; // no TrueAim for grenades please
120 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
124 gren.classname = "grenade";
125 gren.bot_dodge = TRUE;
126 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
127 gren.movetype = MOVETYPE_BOUNCE;
128 PROJECTILE_MAKETRIGGER(gren);
129 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
130 setsize(gren, '0 0 -3', '0 0 -3');
131 setorigin(gren, w_shotorg);
133 gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
134 gren.think = adaptor_think2use;
135 gren.use = W_Grenade_Explode2;
136 gren.touch = W_Grenade_Touch2;
137 gren.takedamage = DAMAGE_YES;
138 gren.health = cvar("g_balance_grenadelauncher_secondary_health");
139 gren.damageforcescale = cvar("g_balance_grenadelauncher_secondary_damageforcescale");
140 gren.event_damage = W_Grenade_Damage;
141 gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_secondary_speed") + v_up * cvar("g_balance_grenadelauncher_secondary_speed_up");
142 W_SetupProjectileVelocity(gren);
144 gren.angles = vectoangles (gren.velocity);
145 gren.flags = FL_PROJECTILE;
147 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
150 void spawnfunc_weapon_grenadelauncher (void)
152 weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
155 .float bot_secondary_grenademooth;
156 float w_glauncher(float req)
160 self.BUTTON_ATCK = FALSE;
161 self.BUTTON_ATCK2 = FALSE;
162 if (self.bot_secondary_grenademooth == 0)
164 if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
166 self.BUTTON_ATCK = TRUE;
167 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
172 if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
174 self.BUTTON_ATCK2 = TRUE;
175 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
179 else if (req == WR_THINK)
181 if (self.BUTTON_ATCK)
182 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
185 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
187 if (self.BUTTON_ATCK2)
188 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
191 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
194 else if (req == WR_PRECACHE)
196 precache_model ("models/weapons/g_gl.md3");
197 precache_model ("models/weapons/v_gl.md3");
198 precache_model ("models/weapons/h_gl.dpm");
199 precache_sound ("weapons/grenade_bounce1.wav");
200 precache_sound ("weapons/grenade_bounce2.wav");
201 precache_sound ("weapons/grenade_bounce3.wav");
202 precache_sound ("weapons/grenade_bounce4.wav");
203 precache_sound ("weapons/grenade_bounce5.wav");
204 precache_sound ("weapons/grenade_bounce6.wav");
205 precache_sound ("weapons/grenade_fire.wav");
207 else if (req == WR_SETUP)
208 weapon_setup(WEP_GRENADE_LAUNCHER);
209 else if (req == WR_CHECKAMMO1)
210 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
211 else if (req == WR_CHECKAMMO2)
212 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");
213 else if (req == WR_SUICIDEMESSAGE)
215 if(w_deathtype & HITTYPE_SECONDARY)
216 w_deathtypestring = "tried out his own grenade";
218 w_deathtypestring = "detonated";
220 else if (req == WR_KILLMESSAGE)
222 if(w_deathtype & HITTYPE_SPLASH)
223 if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
224 w_deathtypestring = "didn't see #'s grenade";
225 else // unchecked: SECONDARY
226 w_deathtypestring = "almost dodged #'s grenade";
227 else // unchecked: SECONDARY, BOUNCE
228 w_deathtypestring = "ate #'s grenade";