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;
71 if(trace_ent && trace_ent.solid > SOLID_TRIGGER) // CSQC doesn't know about these entities well enough
72 UpdateCSQCProjectile(self);
75 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
77 self.health = self.health - damage;
80 W_PrepareExplosionByDamage(attacker, self.think);
84 void W_Grenade_Attack (void)
88 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
89 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
90 W_SetupShot (self, '25 6 -8', FALSE, 4, "weapons/grenade_fire.wav");
91 //W_SetupShot (self, '25 8 -8', FALSE, 4, "weapons/grenade_fire.wav"); // TODO: move model to the right a little
93 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
97 gren.classname = "grenade";
98 gren.bot_dodge = TRUE;
99 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
100 gren.movetype = MOVETYPE_BOUNCE;
101 gren.solid = SOLID_BBOX;
102 gren.effects = EF_LOWPRECISION;
103 gren.modelflags = MF_TRACER2;
104 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
105 setmodel(gren, "models/grenademodel.md3"); // precision set above
106 setsize(gren, '0 0 0', '0 0 0');
107 setorigin(gren, w_shotorg);
109 gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
110 gren.think = adaptor_think2use;
111 gren.use = W_Grenade_Explode;
112 gren.touch = W_Grenade_Touch1;
113 gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_primary_speed") + v_up * cvar("g_balance_grenadelauncher_primary_speed_up");
114 W_SetupProjectileVelocity(gren);
116 gren.angles = vectoangles (gren.velocity);
117 gren.flags = FL_PROJECTILE;
119 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE);
122 void W_Grenade_Attack2 (void)
126 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
127 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
128 W_SetupShot (self, '25 6 -8', FALSE, 4, "weapons/grenade_fire.wav");
129 //W_SetupShot (self, '25 8 -8', FALSE, 4, "weapons/grenade_fire.wav"); // TODO: move model to the right a little
131 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
135 gren.classname = "grenade";
136 gren.bot_dodge = TRUE;
137 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
138 gren.movetype = MOVETYPE_BOUNCE;
139 gren.solid = SOLID_BBOX;
140 gren.effects = EF_LOWPRECISION;
141 gren.modelflags = MF_TRACER2;
142 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
143 setmodel(gren, "models/grenademodel.md3"); // precision set above
144 setsize(gren, '0 0 -3', '0 0 -3');
145 setorigin(gren, w_shotorg);
147 gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
148 gren.think = adaptor_think2use;
149 gren.use = W_Grenade_Explode2;
150 gren.touch = W_Grenade_Touch2;
151 gren.takedamage = DAMAGE_YES;
152 gren.health = cvar("g_balance_grenadelauncher_secondary_health");
153 gren.damageforcescale = 4;
154 gren.event_damage = W_Grenade_Damage;
155 gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_secondary_speed") + v_up * cvar("g_balance_grenadelauncher_secondary_speed_up");
156 W_SetupProjectileVelocity(gren);
158 gren.angles = vectoangles (gren.velocity);
159 gren.flags = FL_PROJECTILE;
161 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING);
164 void spawnfunc_weapon_grenadelauncher (void)
166 weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
169 .float bot_secondary_grenademooth;
170 float w_glauncher(float req)
174 self.BUTTON_ATCK = FALSE;
175 self.BUTTON_ATCK2 = FALSE;
176 if (self.bot_secondary_grenademooth == 0)
178 if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
180 self.BUTTON_ATCK = TRUE;
181 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
186 if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
188 self.BUTTON_ATCK2 = TRUE;
189 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
193 else if (req == WR_THINK)
195 if (self.BUTTON_ATCK)
196 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
199 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
201 if (self.BUTTON_ATCK2)
202 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
205 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
208 else if (req == WR_PRECACHE)
210 precache_model ("models/grenademodel.md3");
211 precache_model ("models/weapons/g_gl.md3");
212 precache_model ("models/weapons/v_gl.md3");
213 precache_model ("models/weapons/w_gl.zym");
214 precache_sound ("weapons/grenade_bounce1.wav");
215 precache_sound ("weapons/grenade_bounce2.wav");
216 precache_sound ("weapons/grenade_bounce3.wav");
217 precache_sound ("weapons/grenade_bounce4.wav");
218 precache_sound ("weapons/grenade_bounce5.wav");
219 precache_sound ("weapons/grenade_bounce6.wav");
220 precache_sound ("weapons/grenade_fire.wav");
221 precache_sound ("weapons/grenade_impact.wav");
223 else if (req == WR_SETUP)
224 weapon_setup(WEP_GRENADE_LAUNCHER);
225 else if (req == WR_CHECKAMMO1)
226 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
227 else if (req == WR_CHECKAMMO2)
228 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");
229 else if (req == WR_SUICIDEMESSAGE)
231 if(w_deathtype & HITTYPE_SECONDARY)
232 w_deathtypestring = "tried out his own grenade";
234 w_deathtypestring = "detonated";
236 else if (req == WR_KILLMESSAGE)
238 if(w_deathtype & HITTYPE_SPLASH)
239 if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
240 w_deathtypestring = "didn't see #'s grenade";
241 else // unchecked: SECONDARY
242 w_deathtypestring = "almost dodged #'s grenade";
243 else // unchecked: SECONDARY, BOUNCE
244 w_deathtypestring = "ate #'s grenade";