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 >= 3)
13 void(float req) w_glauncher =
17 else if (req == WR_FIRE1 || req == WR_FIRE2)
18 weapon_prepareattack(glauncher_check, glauncher_check, glauncher_fire1_01, cvar("g_balance_grenadelauncher_refire"));
19 else if (req == WR_RAISE)
20 glauncher_select_01();
21 else if (req == WR_UPDATECOUNTS)
22 self.currentammo = self.ammo_rockets;
23 else if (req == WR_DROP)
24 glauncher_deselect_01();
25 else if (req == WR_SETUP)
26 weapon_setup(WEP_GRENADE_LAUNCHER, "w_gl.zym", IT_ROCKETS);
27 else if (req == WR_CHECKAMMO)
28 weapon_hasammo = glauncher_check();
31 void W_Grenade_Explode (void)
33 ImpactEffect (self, IT_GRENADE_LAUNCHER);
35 self.event_damage = nullfunction;
36 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);
41 void W_Grenade_Touch (void)
43 if (other.classname == "player" || other.classname == "corpse")
46 sound (self, CHAN_BODY, "weapons/grenade_bounce.wav", 1, ATTN_NORM);
49 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
51 self.health = self.health - damage;
56 void W_Grenade_Attack (void)
61 sound (self, CHAN_WEAPON, "weapons/grenade_fire.wav", 1, ATTN_NORM);
62 self.punchangle_x = -4;
63 self.ammo_rockets = self.ammo_rockets - 3;
64 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -12;
69 gren.classname = "grenade";
70 gren.movetype = MOVETYPE_BOUNCE;
71 gren.solid = SOLID_BBOX;
72 setmodel(gren, "models/grenademodel.md3");
73 setsize(gren, '-6 -6 -3', '6 6 3');
78 gren.nextthink = time + 2.5;
79 gren.think = W_Grenade_Explode;
80 gren.touch = W_Grenade_Touch;
81 gren.takedamage = DAMAGE_YES;
83 gren.damageforcescale = 4;
84 gren.event_damage = W_Grenade_Damage;
85 gren.velocity = v_forward * cvar("g_balance_grenadelauncher_speed2") + v_up * cvar("g_balance_grenadelauncher_speed2_up");
86 gren.avelocity = '100 150 100';
90 gren.nextthink = time + 30;
91 gren.think = W_Grenade_Explode;
92 gren.touch = W_Grenade_Explode;
93 gren.velocity = v_forward * cvar("g_balance_grenadelauncher_speed") + v_up * cvar("g_balance_grenadelauncher_speed_up");
94 gren.avelocity_x = random () * -500 - 500;
97 gren.angles = vectoangles (gren.velocity);
102 void() glauncher_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, glauncher_ready_01); self.weaponentity.state = WS_READY;};
103 void() glauncher_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
104 void() glauncher_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
105 void() glauncher_fire1_01 =
107 weapon_doattack(glauncher_check, glauncher_check, W_Grenade_Attack);
108 weapon_thinkf(WFRAME_FIRE1, 0.3, glauncher_ready_01);