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.wav", 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.wav", 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.wav", 1, ATTN_NORM);
56 sound (self, CHAN_IMPACT, "weapons/grenade_bounce2.wav", 1, ATTN_NORM);
58 sound (self, CHAN_IMPACT, "weapons/grenade_bounce3.wav", 1, ATTN_NORM);
60 sound (self, CHAN_IMPACT, "weapons/grenade_bounce4.wav", 1, ATTN_NORM);
62 sound (self, CHAN_IMPACT, "weapons/grenade_bounce5.wav", 1, ATTN_NORM);
64 sound (self, CHAN_IMPACT, "weapons/grenade_bounce6.wav", 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, '11 8 -8', FALSE, 4, "weapons/grenade_fire.wav");
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_LOWPRECISION;
94 setmodel(gren, "models/grenademodel.md3"); // precision set above
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 W_SetupProjectileVelocity(gren);
103 gren.avelocity_x = random () * -500 - 500;
105 gren.angles = vectoangles (gren.velocity);
106 gren.flags = FL_PROJECTILE;
109 void W_Grenade_Attack2 (void)
113 if (cvar("g_use_ammunition"))
114 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
115 W_SetupShot (self, '11 8 -8', FALSE, 4, "weapons/grenade_fire.wav");
119 gren.classname = "grenade";
120 gren.bot_dodge = TRUE;
121 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
122 gren.movetype = MOVETYPE_BOUNCE;
123 gren.solid = SOLID_BBOX;
124 gren.effects = EF_LOWPRECISION;
125 setmodel(gren, "models/grenademodel.md3"); // precision set above
126 setsize(gren, '0 0 -3', '0 0 -3');
127 setorigin(gren, w_shotorg);
129 gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
130 gren.think = W_Grenade_Explode2;
131 gren.touch = W_Grenade_Touch2;
132 gren.takedamage = DAMAGE_YES;
134 gren.damageforcescale = 4;
135 gren.event_damage = W_Grenade_Damage;
136 gren.velocity = v_forward * cvar("g_balance_grenadelauncher_secondary_speed") + v_up * cvar("g_balance_grenadelauncher_secondary_speed_up");
137 W_SetupProjectileVelocity(gren);
138 gren.avelocity = '100 150 100';
140 gren.angles = vectoangles (gren.velocity);
141 gren.flags = FL_PROJECTILE;
144 .float bot_secondary_grenademooth;
145 float(float req) w_glauncher =
149 self.button0 = FALSE;
150 self.button3 = FALSE;
151 if (self.bot_secondary_grenademooth == 0)
153 if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
156 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
161 if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
164 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
168 else if (req == WR_THINK)
171 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
174 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
177 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
180 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
183 else if (req == WR_PRECACHE)
185 precache_model ("models/grenademodel.md3");
186 precache_model ("models/weapons/g_gl.md3");
187 precache_model ("models/weapons/v_gl.md3");
188 precache_model ("models/weapons/w_gl.zym");
189 precache_sound ("weapons/grenade_bounce1.wav");
190 precache_sound ("weapons/grenade_bounce2.wav");
191 precache_sound ("weapons/grenade_bounce3.wav");
192 precache_sound ("weapons/grenade_bounce4.wav");
193 precache_sound ("weapons/grenade_bounce5.wav");
194 precache_sound ("weapons/grenade_bounce6.wav");
195 precache_sound ("weapons/grenade_fire.wav");
196 precache_sound ("weapons/grenade_impact.wav");
198 else if (req == WR_SETUP)
199 weapon_setup(WEP_GRENADE_LAUNCHER, "gl", IT_ROCKETS);
200 else if (req == WR_CHECKAMMO1)
201 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
202 else if (req == WR_CHECKAMMO2)
203 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");