1 void W_Grenade_Explode (void)
4 org2 = findbetterlocation (self.origin, 12);
5 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
6 sound (self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
8 self.event_damage = SUB_Null;
9 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);
14 void W_Grenade_Explode2 (void)
17 org2 = findbetterlocation (self.origin, 12);
18 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
19 sound (self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
21 self.event_damage = SUB_Null;
22 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);
27 void W_Grenade_Touch1 (void)
29 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
37 void W_Grenade_Touch2 (void)
39 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
44 if (other.takedamage == DAMAGE_AIM)
51 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
53 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
55 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
57 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
59 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
61 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
62 self.projectiledeathtype |= HITTYPE_BOUNCE;
66 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
68 self.health = self.health - damage;
71 self.owner = attacker;
76 void W_Grenade_Attack (void)
80 if not(self.items & IT_UNLIMITED_AMMO)
81 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
82 W_SetupShot (self, '25 6 -8', FALSE, 4, "weapons/grenade_fire.wav");
83 //W_SetupShot (self, '25 8 -8', FALSE, 4, "weapons/grenade_fire.wav"); // TODO: move model to the right a little
85 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
89 gren.classname = "grenade";
90 gren.bot_dodge = TRUE;
91 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
92 gren.movetype = MOVETYPE_BOUNCE;
93 gren.solid = SOLID_BBOX;
94 gren.effects = EF_LOWPRECISION;
95 gren.modelflags = MF_TRACER2;
96 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
97 setmodel(gren, "models/grenademodel.md3"); // precision set above
98 setsize(gren, '0 0 0', '0 0 0');
99 setorigin(gren, w_shotorg);
101 gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
102 gren.think = adaptor_think2use;
103 gren.use = W_Grenade_Explode;
104 gren.touch = W_Grenade_Touch1;
105 gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_primary_speed") + v_up * cvar("g_balance_grenadelauncher_primary_speed_up");
106 W_SetupProjectileVelocity(gren);
107 gren.avelocity_x = random () * -500 - 500;
109 gren.angles = vectoangles (gren.velocity);
110 gren.flags = FL_PROJECTILE;
113 void W_Grenade_Attack2 (void)
117 if not(self.items & IT_UNLIMITED_AMMO)
118 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
119 W_SetupShot (self, '25 6 -8', FALSE, 4, "weapons/grenade_fire.wav");
120 //W_SetupShot (self, '25 8 -8', FALSE, 4, "weapons/grenade_fire.wav"); // TODO: move model to the right a little
122 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
126 gren.classname = "grenade";
127 gren.bot_dodge = TRUE;
128 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
129 gren.movetype = MOVETYPE_BOUNCE;
130 gren.solid = SOLID_BBOX;
131 gren.effects = EF_LOWPRECISION;
132 gren.modelflags = MF_TRACER2;
133 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
134 setmodel(gren, "models/grenademodel.md3"); // precision set above
135 setsize(gren, '0 0 -3', '0 0 -3');
136 setorigin(gren, w_shotorg);
138 gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
139 gren.think = adaptor_think2use;
140 gren.use = W_Grenade_Explode2;
141 gren.touch = W_Grenade_Touch2;
142 gren.takedamage = DAMAGE_YES;
143 gren.health = cvar("g_balance_grenadelauncher_secondary_health");
144 gren.damageforcescale = 4;
145 gren.event_damage = W_Grenade_Damage;
146 gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_secondary_speed") + v_up * cvar("g_balance_grenadelauncher_secondary_speed_up");
147 W_SetupProjectileVelocity(gren);
148 gren.avelocity = '100 150 100';
150 gren.angles = vectoangles (gren.velocity);
151 gren.flags = FL_PROJECTILE;
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";