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 self.event_damage = SUB_Null;
9 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);
11 if(other.takedamage == DAMAGE_AIM)
12 if(other.classname == "player")
13 if(IsDifferentTeam(self.owner, other))
15 announce(self.owner, "announcer/male/airshot.ogg");
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.ogg");
39 void W_Grenade_Touch1 (void)
41 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
49 void W_Grenade_Touch2 (void)
51 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
56 if (other.takedamage == DAMAGE_AIM)
65 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
67 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
69 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
71 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
73 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
75 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
76 self.projectiledeathtype |= HITTYPE_BOUNCE;
80 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
82 self.health = self.health - damage;
85 self.owner = attacker;
90 void W_Grenade_Attack (void)
94 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
95 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
96 W_SetupShot (self, '25 6 -8', FALSE, 4, "weapons/grenade_fire.wav");
97 //W_SetupShot (self, '25 8 -8', FALSE, 4, "weapons/grenade_fire.wav"); // TODO: move model to the right a little
99 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
103 gren.classname = "grenade";
104 gren.bot_dodge = TRUE;
105 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
106 gren.movetype = MOVETYPE_BOUNCE;
107 gren.solid = SOLID_BBOX;
108 gren.effects = EF_LOWPRECISION;
109 gren.modelflags = MF_TRACER2;
110 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
111 setmodel(gren, "models/grenademodel.md3"); // precision set above
112 setsize(gren, '0 0 0', '0 0 0');
113 setorigin(gren, w_shotorg);
115 gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
116 gren.think = adaptor_think2use;
117 gren.use = W_Grenade_Explode;
118 gren.touch = W_Grenade_Touch1;
119 gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_primary_speed") + v_up * cvar("g_balance_grenadelauncher_primary_speed_up");
120 W_SetupProjectileVelocity(gren);
121 gren.avelocity_x = random () * -500 - 500;
123 gren.angles = vectoangles (gren.velocity);
124 gren.flags = FL_PROJECTILE;
127 void W_Grenade_Attack2 (void)
131 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
132 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
133 W_SetupShot (self, '25 6 -8', FALSE, 4, "weapons/grenade_fire.wav");
134 //W_SetupShot (self, '25 8 -8', FALSE, 4, "weapons/grenade_fire.wav"); // TODO: move model to the right a little
136 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
140 gren.classname = "grenade";
141 gren.bot_dodge = TRUE;
142 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
143 gren.movetype = MOVETYPE_BOUNCE;
144 gren.solid = SOLID_BBOX;
145 gren.effects = EF_LOWPRECISION;
146 gren.modelflags = MF_TRACER2;
147 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
148 setmodel(gren, "models/grenademodel.md3"); // precision set above
149 setsize(gren, '0 0 -3', '0 0 -3');
150 setorigin(gren, w_shotorg);
152 gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
153 gren.think = adaptor_think2use;
154 gren.use = W_Grenade_Explode2;
155 gren.touch = W_Grenade_Touch2;
156 gren.takedamage = DAMAGE_YES;
157 gren.health = cvar("g_balance_grenadelauncher_secondary_health");
158 gren.damageforcescale = 4;
159 gren.event_damage = W_Grenade_Damage;
160 gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_secondary_speed") + v_up * cvar("g_balance_grenadelauncher_secondary_speed_up");
161 W_SetupProjectileVelocity(gren);
162 gren.avelocity = '100 150 100';
164 gren.angles = vectoangles (gren.velocity);
165 gren.flags = FL_PROJECTILE;
168 void spawnfunc_weapon_grenadelauncher (void)
170 weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
173 .float bot_secondary_grenademooth;
174 float w_glauncher(float req)
178 self.BUTTON_ATCK = FALSE;
179 self.BUTTON_ATCK2 = FALSE;
180 if (self.bot_secondary_grenademooth == 0)
182 if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
184 self.BUTTON_ATCK = TRUE;
185 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
190 if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
192 self.BUTTON_ATCK2 = TRUE;
193 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
197 else if (req == WR_THINK)
199 if (self.BUTTON_ATCK)
200 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
203 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
205 if (self.BUTTON_ATCK2)
206 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
209 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
212 else if (req == WR_PRECACHE)
214 precache_model ("models/grenademodel.md3");
215 precache_model ("models/weapons/g_gl.md3");
216 precache_model ("models/weapons/v_gl.md3");
217 precache_model ("models/weapons/w_gl.zym");
218 precache_sound ("weapons/grenade_bounce1.wav");
219 precache_sound ("weapons/grenade_bounce2.wav");
220 precache_sound ("weapons/grenade_bounce3.wav");
221 precache_sound ("weapons/grenade_bounce4.wav");
222 precache_sound ("weapons/grenade_bounce5.wav");
223 precache_sound ("weapons/grenade_bounce6.wav");
224 precache_sound ("weapons/grenade_fire.wav");
225 precache_sound ("weapons/grenade_impact.wav");
227 else if (req == WR_SETUP)
228 weapon_setup(WEP_GRENADE_LAUNCHER);
229 else if (req == WR_CHECKAMMO1)
230 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
231 else if (req == WR_CHECKAMMO2)
232 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");
233 else if (req == WR_SUICIDEMESSAGE)
235 if(w_deathtype & HITTYPE_SECONDARY)
236 w_deathtypestring = "tried out his own grenade";
238 w_deathtypestring = "detonated";
240 else if (req == WR_KILLMESSAGE)
242 if(w_deathtype & HITTYPE_SPLASH)
243 if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
244 w_deathtypestring = "didn't see #'s grenade";
245 else // unchecked: SECONDARY
246 w_deathtypestring = "almost dodged #'s grenade";
247 else // unchecked: SECONDARY, BOUNCE
248 w_deathtypestring = "ate #'s grenade";