1 void W_Grenade_Explode (void)
3 if(other.takedamage == DAMAGE_AIM)
4 if(other.classname == "player")
5 if(IsDifferentTeam(self.owner, other))
7 announce(self.owner, "announcer/male/airshot.wav");
9 self.event_damage = SUB_Null;
10 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);
15 void W_Grenade_Explode2 (void)
17 if(other.takedamage == DAMAGE_AIM)
18 if(other.classname == "player")
19 if(IsDifferentTeam(self.owner, other))
21 announce(self.owner, "announcer/male/airshot.wav");
23 self.event_damage = SUB_Null;
24 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);
29 void W_Grenade_Touch1 (void)
35 void W_Grenade_Touch2 (void)
38 if (other.takedamage == DAMAGE_AIM)
47 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
49 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
51 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
53 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
55 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
57 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
58 self.projectiledeathtype |= HITTYPE_BOUNCE;
61 if(trace_ent && trace_ent.solid > SOLID_TRIGGER) // CSQC doesn't know about these entities well enough
62 UpdateCSQCProjectile(self);
65 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
67 self.health = self.health - damage;
70 W_PrepareExplosionByDamage(attacker, self.think);
74 void W_Grenade_Attack (void)
78 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
79 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
80 W_SetupShot (self, '25 6 -8', FALSE, 4, "weapons/grenade_fire.wav");
81 //W_SetupShot (self, '25 8 -8', FALSE, 4, "weapons/grenade_fire.wav"); // TODO: move model to the right a little
83 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
87 gren.classname = "grenade";
88 gren.bot_dodge = TRUE;
89 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
90 gren.movetype = MOVETYPE_BOUNCE;
91 gren.solid = SOLID_BBOX;
92 gren.effects = EF_LOWPRECISION;
93 gren.modelflags = MF_TRACER2;
94 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
95 setmodel(gren, "models/grenademodel.md3"); // precision set above
96 setsize(gren, '0 0 0', '0 0 0');
97 setorigin(gren, w_shotorg);
99 gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
100 gren.think = adaptor_think2use;
101 gren.use = W_Grenade_Explode;
102 gren.touch = W_Grenade_Touch1;
103 gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_primary_speed") + v_up * cvar("g_balance_grenadelauncher_primary_speed_up");
104 W_SetupProjectileVelocity(gren);
106 gren.angles = vectoangles (gren.velocity);
107 gren.flags = FL_PROJECTILE;
109 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE);
112 void W_Grenade_Attack2 (void)
116 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
117 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
118 W_SetupShot (self, '25 6 -8', FALSE, 4, "weapons/grenade_fire.wav");
119 //W_SetupShot (self, '25 8 -8', FALSE, 4, "weapons/grenade_fire.wav"); // TODO: move model to the right a little
121 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
125 gren.classname = "grenade";
126 gren.bot_dodge = TRUE;
127 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
128 gren.movetype = MOVETYPE_BOUNCE;
129 gren.solid = SOLID_BBOX;
130 gren.effects = EF_LOWPRECISION;
131 gren.modelflags = MF_TRACER2;
132 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
133 setmodel(gren, "models/grenademodel.md3"); // precision set above
134 setsize(gren, '0 0 -3', '0 0 -3');
135 setorigin(gren, w_shotorg);
137 gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
138 gren.think = adaptor_think2use;
139 gren.use = W_Grenade_Explode2;
140 gren.touch = W_Grenade_Touch2;
141 gren.takedamage = DAMAGE_YES;
142 gren.health = cvar("g_balance_grenadelauncher_secondary_health");
143 gren.damageforcescale = 4;
144 gren.event_damage = W_Grenade_Damage;
145 gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_secondary_speed") + v_up * cvar("g_balance_grenadelauncher_secondary_speed_up");
146 W_SetupProjectileVelocity(gren);
148 gren.angles = vectoangles (gren.velocity);
149 gren.flags = FL_PROJECTILE;
151 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING);
154 void spawnfunc_weapon_grenadelauncher (void)
156 weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
159 .float bot_secondary_grenademooth;
160 float w_glauncher(float req)
164 self.BUTTON_ATCK = FALSE;
165 self.BUTTON_ATCK2 = FALSE;
166 if (self.bot_secondary_grenademooth == 0)
168 if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
170 self.BUTTON_ATCK = TRUE;
171 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
176 if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
178 self.BUTTON_ATCK2 = TRUE;
179 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
183 else if (req == WR_THINK)
185 if (self.BUTTON_ATCK)
186 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
189 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
191 if (self.BUTTON_ATCK2)
192 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
195 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
198 else if (req == WR_PRECACHE)
200 precache_model ("models/grenademodel.md3");
201 precache_model ("models/weapons/g_gl.md3");
202 precache_model ("models/weapons/v_gl.md3");
203 precache_model ("models/weapons/w_gl.zym");
204 precache_sound ("weapons/grenade_bounce1.wav");
205 precache_sound ("weapons/grenade_bounce2.wav");
206 precache_sound ("weapons/grenade_bounce3.wav");
207 precache_sound ("weapons/grenade_bounce4.wav");
208 precache_sound ("weapons/grenade_bounce5.wav");
209 precache_sound ("weapons/grenade_bounce6.wav");
210 precache_sound ("weapons/grenade_fire.wav");
211 precache_sound ("weapons/grenade_impact.wav");
213 else if (req == WR_SETUP)
214 weapon_setup(WEP_GRENADE_LAUNCHER);
215 else if (req == WR_CHECKAMMO1)
216 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
217 else if (req == WR_CHECKAMMO2)
218 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");
219 else if (req == WR_SUICIDEMESSAGE)
221 if(w_deathtype & HITTYPE_SECONDARY)
222 w_deathtypestring = "tried out his own grenade";
224 w_deathtypestring = "detonated";
226 else if (req == WR_KILLMESSAGE)
228 if(w_deathtype & HITTYPE_SPLASH)
229 if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
230 w_deathtypestring = "didn't see #'s grenade";
231 else // unchecked: SECONDARY
232 w_deathtypestring = "almost dodged #'s grenade";
233 else // unchecked: SECONDARY, BOUNCE
234 w_deathtypestring = "ate #'s grenade";