1 void() glauncher_ready_01;
2 void() glauncher_fire1_01;
3 void() glauncher_fire2_01;
4 void() glauncher_deselect_01;
5 void() glauncher_select_01;
7 float() glauncher_check =
9 if (self.ammo_rockets > 0)
14 void(float req) w_glauncher =
18 else if (req == WR_FIRE1)
19 weapon_prepareattack(glauncher_check, glauncher_check, glauncher_fire1_01, 0.8);
20 else if (req == WR_FIRE2)
21 weapon_prepareattack(glauncher_check, glauncher_check, glauncher_fire2_01, 1);
22 else if (req == WR_RAISE)
23 glauncher_select_01();
24 else if (req == WR_UPDATECOUNTS)
25 self.currentammo = self.ammo_rockets;
26 else if (req == WR_DROP)
27 glauncher_deselect_01();
28 else if (req == WR_SETUP)
29 weapon_setup(WEP_GRENADE_LAUNCHER, "w_gl.zym", IT_ROCKETS);
30 else if (req == WR_CHECKAMMO)
31 weapon_hasammo = glauncher_check();
34 void W_Grenade_Explode (entity ignore)
36 ImpactEffect (self, IT_GRENADE_LAUNCHER);
38 self.event_damage = SUB_Null;
39 RadiusDamage (self, self.owner, 65, 35, 140, world, 400, IT_GRENADE_LAUNCHER);
44 void W_Grenade_FuseExplode (void)
46 W_Grenade_Explode (world);
50 void W_Grenade_Touch (void)
52 if (other.classname == "player" || other.classname == "corpse")
53 W_Grenade_Explode (other);
55 sound (self, CHAN_BODY, "weapons/grenade_bounce.wav", 1, ATTN_NORM);
58 void W_Grenade_Damage (vector hitloc, float damage, entity inflictor, entity attacker, float deathtype)
60 self.health = self.health - damage;
62 W_Grenade_FuseExplode();
65 void W_Grenade_Attack (void)
67 makevectors(self.v_angle);
68 sound (self, CHAN_WEAPON, "weapons/grenade_fire.wav", 1, ATTN_NORM);
69 self.punchangle_x = -4;
75 gren.classname = "grenade";
76 gren.movetype = MOVETYPE_BOUNCE;
77 gren.solid = SOLID_BBOX;
78 setmodel(gren, "models/grenademodel.md3");
79 setsize(gren, '-12 -12 -4', '12 12 4');
80 setorigin(gren, (self.origin + self.view_ofs));
82 gren.takedamage = DAMAGE_YES;
84 gren.velocity = v_forward * (1200 + 1 * 800) + (v_up * 200) + (crandom () * v_right * 10) + (crandom () * v_up * 10);
87 gren.velocity = aim (self, 10000) * (1200 + 1 * 800);
88 gren.velocity_z = 200;
90 gren.avelocity_x = random () * -500 - 500;
91 gren.angles = vectoangles (gren.velocity);
92 gren.touch = W_Grenade_Explode;
93 gren.think = W_Grenade_Explode;
94 gren.nextthink = time + 3;
95 self.ammo_rockets = self.ammo_rockets - 1;
98 self.attack_finished = time + 0.8;
101 void W_Grenade_Attack2 (void)
105 makevectors(self.v_angle);
106 sound (self, CHAN_WEAPON, "weapons/grenade_fire.wav", 1, ATTN_NORM);
108 self.punchangle_x = -4;
112 gren.classname = "grenade";
114 gren.movetype = MOVETYPE_BOUNCE;
115 gren.solid = SOLID_BBOX;
117 gren.takedamage = DAMAGE_YES;
118 gren.damageforcescale = 4;
120 gren.event_damage = W_Grenade_Damage;
122 setmodel (gren, "models/grenademodel.md3");
123 setsize (gren, '-6 -6 -3', '6 6 3');
125 setorigin (gren, self.origin + self.view_ofs + v_forward * 18 + v_right * 5 + v_up * -12);
127 gren.velocity = v_forward * 900 + v_up * 200;
128 gren.angles = vectoangles (gren.velocity);
129 gren.avelocity = '100 150 100';
131 gren.touch = W_Grenade_Explode;
132 //gren.think = W_Grenade_FuseExplode;
133 //gren.nextthink = time + 5;
135 self.attack_finished = time + 1;
136 self.ammo_rockets = self.ammo_rockets - 1;
141 void() glauncher_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, glauncher_ready_01); self.weaponentity.state = WS_READY;};
142 void() glauncher_select_01 = {weapon_thinkf(-1, PLAYER_WEAPONSELECTION_DELAY, w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
143 void() glauncher_deselect_01 = {weapon_thinkf(-1, PLAYER_WEAPONSELECTION_DELAY, w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
144 void() glauncher_fire1_01 =
146 weapon_doattack(glauncher_check, glauncher_check, W_Grenade_Attack);
147 weapon_thinkf(WFRAME_FIRE1, 0.3, glauncher_ready_01);
149 void() glauncher_fire2_01 =
151 weapon_doattack(glauncher_check, glauncher_check, W_Grenade_Attack2);
152 weapon_thinkf(WFRAME_FIRE2, 0.8, glauncher_ready_01);