1 void() glauncher_ready_01;
2 void() glauncher_fire1_01;
3 void() glauncher_fire2_01;
4 void() glauncher_fire3_01;
5 void() glauncher_deselect_01;
6 void() glauncher_select_01;
8 float() glauncher_check =
10 if (self.ammo_rockets > 0)
15 void(float req) w_glauncher =
19 else if (req == WR_FIRE1)
20 weapon_prepareattack(glauncher_check, glauncher_check, glauncher_fire1_01, 0.8);
21 else if (req == WR_FIRE2)
22 weapon_prepareattack(glauncher_check, glauncher_check, glauncher_fire2_01, 1);
23 else if (req == WR_FIRE3)
24 weapon_prepareattack(glauncher_check, glauncher_check, glauncher_fire3_01, 0.3);
25 else if (req == WR_RAISE)
26 glauncher_select_01();
27 else if (req == WR_UPDATECOUNTS)
28 self.currentammo = self.ammo_rockets;
29 else if (req == WR_DROP)
30 glauncher_deselect_01();
31 else if (req == WR_SETUP)
32 weapon_setup(WEP_GRENADE_LAUNCHER, "w_gl.zym", IT_ROCKETS);
33 else if (req == WR_CHECKAMMO)
34 weapon_hasammo = glauncher_check();
37 void W_Grenade_Explode (entity ignore)
39 ImpactEffect (self, IT_GRENADE_LAUNCHER);
41 self.event_damage = SUB_Null;
42 RadiusDamage (self, self.owner, 65, 35, 140, world, 400, IT_GRENADE_LAUNCHER);
47 void W_Grenade_FuseExplode (void)
49 W_Grenade_Explode (world);
53 void W_Grenade_Touch (void)
55 if (other.classname == "player" || other.classname == "corpse")
56 W_Grenade_Explode (other);
58 sound (self, CHAN_BODY, "weapons/grenade_bounce.wav", 1, ATTN_NORM);
61 void W_Grenade_Damage (vector hitloc, float damage, entity inflictor, entity attacker, float deathtype)
63 self.health = self.health - damage;
65 W_Grenade_FuseExplode();
68 void W_Grenade_Attack (void)
70 makevectors(self.v_angle);
71 sound (self, CHAN_WEAPON, "weapons/grenade_fire.wav", 1, ATTN_NORM);
72 self.punchangle_x = -4;
78 gren.classname = "grenade";
79 gren.movetype = MOVETYPE_BOUNCE;
80 gren.solid = SOLID_BBOX;
81 setmodel(gren, "models/grenademodel.md3");
82 setsize(gren, '-14 -5 -4', '16 4 5');
83 setorigin(gren, (self.origin + self.view_ofs));
85 gren.takedamage = DAMAGE_YES;
87 gren.velocity = v_forward * (1200 + 1 * 800) + (v_up * 200) + (crandom () * v_right * 10) + (crandom () * v_up * 10);
90 gren.velocity = aim (self, 10000) * (1200 + 1 * 800);
91 gren.velocity_z = 200;
93 gren.avelocity_x = random () * -500 - 500;
94 gren.mins = normalize (gren.angles) * gren.mins;
95 gren.maxs = normalize (gren.angles) * gren.maxs;
96 setsize (gren, gren.mins, gren.maxs);
97 gren.angles = vectoangles (gren.velocity);
98 gren.touch = W_Grenade_Explode;
99 gren.think = W_Grenade_Explode;
100 gren.nextthink = time + 3;
101 self.ammo_rockets = self.ammo_rockets - 1;
104 self.attack_finished = time + 0.8;
107 void W_Grenade_Attack2 (void)
111 makevectors(self.v_angle);
112 sound (self, CHAN_WEAPON, "weapons/grenade_fire.wav", 1, ATTN_NORM);
114 self.punchangle_x = -4;
118 gren.classname = "grenade";
120 gren.movetype = MOVETYPE_BOUNCE;
121 gren.solid = SOLID_BBOX;
123 gren.takedamage = DAMAGE_YES;
124 gren.damageforcescale = 4;
126 gren.event_damage = W_Grenade_Damage;
128 setmodel (gren, "models/grenademodel.md3");
129 setsize (gren, '-6 -6 -3', '6 6 3');
131 setorigin (gren, self.origin + self.view_ofs + v_forward * 18 + v_right * 5 + v_up * -12);
133 gren.velocity = v_forward * 900 + v_up * 200;
134 gren.angles = vectoangles (gren.velocity);
135 gren.avelocity = '100 150 100';
137 gren.touch = W_Grenade_Explode;
138 //gren.think = W_Grenade_FuseExplode;
139 //gren.nextthink = time + 5;
141 self.attack_finished = time + 1;
142 self.ammo_rockets = self.ammo_rockets - 1;
145 void W_Grenade_Attack3 (void)
147 makevectors(self.v_angle);
152 void() glauncher_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, glauncher_ready_01); self.weaponentity.state = WS_READY;};
153 void() glauncher_select_01 = {weapon_thinkf(-1, PLAYER_WEAPONSELECTION_DELAY, w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
154 void() glauncher_deselect_01 = {weapon_thinkf(-1, PLAYER_WEAPONSELECTION_DELAY, w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
155 void() glauncher_fire1_01 =
157 weapon_doattack(glauncher_check, glauncher_check, W_Grenade_Attack);
158 weapon_thinkf(WFRAME_FIRE1, 0.3, glauncher_ready_01);
160 void() glauncher_fire2_01 =
162 weapon_doattack(glauncher_check, glauncher_check, W_Grenade_Attack2);
163 weapon_thinkf(WFRAME_FIRE2, 0.8, glauncher_ready_01);
165 void() glauncher_fire3_01 =
167 weapon_doattack(glauncher_check, glauncher_check, W_Grenade_Attack3);
168 weapon_thinkf(WFRAME_FIRE2, 0.3, glauncher_ready_01);