1 void() glauncher_ready_01;
2 void() glauncher_fire1_01;
3 void() glauncher_deselect_01;
4 void() glauncher_select_01;
6 float() glauncher_check =
8 if (self.ammo_rockets >= 2)
13 void(float req) w_glauncher =
17 else if (req == WR_FIRE1)
18 weapon_prepareattack(glauncher_check, glauncher_check, glauncher_fire1_01, cvar("g_balance_grenadelauncher_refire"));
19 else if (req == WR_FIRE2)
20 weapon_prepareattack(glauncher_check, glauncher_check, glauncher_fire1_01, cvar("g_balance_grenadelauncher_refire2"));
21 else if (req == WR_RAISE)
22 glauncher_select_01();
23 else if (req == WR_UPDATECOUNTS)
24 self.currentammo = self.ammo_rockets;
25 else if (req == WR_DROP)
26 glauncher_deselect_01();
27 else if (req == WR_SETUP)
28 weapon_setup(WEP_GRENADE_LAUNCHER, "w_gl.zym", IT_ROCKETS);
29 else if (req == WR_CHECKAMMO)
30 weapon_hasammo = glauncher_check();
33 void W_Grenade_Explode (void)
36 org2 = findbetterlocation (self.origin);
38 effect (org2, "models/sprites/grenexpl.spr", 0, 12, 25);
39 sound (self, CHAN_BODY, "weapons/grenade_impact.ogg", 1, ATTN_NORM);
41 self.event_damage = SUB_Null;
42 RadiusDamage (self, self.owner, cvar("g_balance_grenadelauncher_damage"), cvar("g_balance_grenadelauncher_edgedamage"), cvar("g_balance_grenadelauncher_radius"), world, cvar("g_balance_grenadelauncher_force"), IT_GRENADE_LAUNCHER);
47 void W_Grenade_Touch (void)
49 if (other.takedamage == DAMAGE_AIM)
52 sound (self, CHAN_IMPACT, "weapons/grenade_bounce.ogg", 1, ATTN_NORM);
55 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
57 self.health = self.health - damage;
62 void W_Grenade_Attack (void)
67 sound (self, CHAN_WEAPON, "weapons/grenade_fire.ogg", 1, ATTN_NORM);
68 self.punchangle_x = -4;
69 if (cvar("g_use_ammunition"))
70 self.ammo_rockets = self.ammo_rockets - 2;
71 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -12;
75 gren.classname = "grenade";
76 gren.movetype = MOVETYPE_BOUNCE;
77 gren.solid = SOLID_BBOX;
78 setmodel(gren, "models/grenademodel.md3");
79 setsize(gren, '-6 -6 -3', '6 6 3');
84 gren.nextthink = time + 2.5;
85 gren.think = W_Grenade_Explode;
86 gren.touch = W_Grenade_Touch;
87 gren.takedamage = DAMAGE_YES;
89 gren.damageforcescale = 4;
90 gren.event_damage = W_Grenade_Damage;
91 gren.velocity = v_forward * cvar("g_balance_grenadelauncher_speed2") + v_up * cvar("g_balance_grenadelauncher_speed2_up");
92 gren.avelocity = '100 150 100';
96 gren.nextthink = time + 30;
97 gren.think = W_Grenade_Explode;
98 gren.touch = W_Grenade_Explode;
99 gren.velocity = v_forward * cvar("g_balance_grenadelauncher_speed") + v_up * cvar("g_balance_grenadelauncher_speed_up");
100 gren.avelocity_x = random () * -500 - 500;
103 gren.angles = vectoangles (gren.velocity);
108 void() glauncher_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, glauncher_ready_01); self.weaponentity.state = WS_READY;};
109 void() glauncher_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
110 void() glauncher_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
111 void() glauncher_fire1_01 =
113 weapon_doattack(glauncher_check, glauncher_check, W_Grenade_Attack);
114 weapon_thinkf(WFRAME_FIRE1, 0.3, glauncher_ready_01);