void W_Grenade_Explode (void) { vector org2; org2 = findbetterlocation (self.origin, 12); pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1); sound (self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM); if(other.takedamage == DAMAGE_AIM) if(other.classname == "player") if(IsDifferentTeam(self.owner, other)) if(IsFlying(other)) announce(self.owner, "announcer/male/airshot.ogg"); self.event_damage = SUB_Null; 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); remove (self); } void W_Grenade_Explode2 (void) { vector org2; org2 = findbetterlocation (self.origin, 12); pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1); sound (self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM); self.event_damage = SUB_Null; 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); if(other.takedamage == DAMAGE_AIM) if(other.classname == "player") if(IsDifferentTeam(self.owner, other)) if(IsFlying(other)) announce(self.owner, "announcer/male/airshot.ogg"); remove (self); } void W_Grenade_Touch1 (void) { if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) { remove(self); return; } W_Grenade_Explode (); } void W_Grenade_Touch2 (void) { if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) { remove(self); return; } if (other.takedamage == DAMAGE_AIM) { self.use (); } else { float r; r = random() * 6; if(r < 1) sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM); else if(r < 2) sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM); else if(r < 3) sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM); else if(r < 4) sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM); else if(r < 5) sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM); else sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM); self.projectiledeathtype |= HITTYPE_BOUNCE; } } void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { self.health = self.health - damage; if (self.health <= 0) { W_PrepareExplosionByDamage(attacker, self.think); } } void W_Grenade_Attack (void) { local entity gren; if not(self.items & IT_UNLIMITED_WEAPON_AMMO) self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo"); W_SetupShot (self, '25 6 -8', FALSE, 4, "weapons/grenade_fire.wav"); //W_SetupShot (self, '25 8 -8', FALSE, 4, "weapons/grenade_fire.wav"); // TODO: move model to the right a little pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); gren = spawn (); gren.owner = self; gren.classname = "grenade"; gren.bot_dodge = TRUE; gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage"); gren.movetype = MOVETYPE_BOUNCE; gren.solid = SOLID_BBOX; gren.effects = EF_LOWPRECISION; gren.modelflags = MF_TRACER2; gren.projectiledeathtype = WEP_GRENADE_LAUNCHER; setmodel(gren, "models/grenademodel.md3"); // precision set above setsize(gren, '0 0 0', '0 0 0'); setorigin(gren, w_shotorg); gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime"); gren.think = adaptor_think2use; gren.use = W_Grenade_Explode; gren.touch = W_Grenade_Touch1; gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_primary_speed") + v_up * cvar("g_balance_grenadelauncher_primary_speed_up"); W_SetupProjectileVelocity(gren); gren.avelocity_x = random () * -500 - 500; gren.angles = vectoangles (gren.velocity); gren.flags = FL_PROJECTILE; } void W_Grenade_Attack2 (void) { local entity gren; if not(self.items & IT_UNLIMITED_WEAPON_AMMO) self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo"); W_SetupShot (self, '25 6 -8', FALSE, 4, "weapons/grenade_fire.wav"); //W_SetupShot (self, '25 8 -8', FALSE, 4, "weapons/grenade_fire.wav"); // TODO: move model to the right a little pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); gren = spawn (); gren.owner = self; gren.classname = "grenade"; gren.bot_dodge = TRUE; gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage"); gren.movetype = MOVETYPE_BOUNCE; gren.solid = SOLID_BBOX; gren.effects = EF_LOWPRECISION; gren.modelflags = MF_TRACER2; gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY; setmodel(gren, "models/grenademodel.md3"); // precision set above setsize(gren, '0 0 -3', '0 0 -3'); setorigin(gren, w_shotorg); gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime"); gren.think = adaptor_think2use; gren.use = W_Grenade_Explode2; gren.touch = W_Grenade_Touch2; gren.takedamage = DAMAGE_YES; gren.health = cvar("g_balance_grenadelauncher_secondary_health"); gren.damageforcescale = 4; gren.event_damage = W_Grenade_Damage; gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_secondary_speed") + v_up * cvar("g_balance_grenadelauncher_secondary_speed_up"); W_SetupProjectileVelocity(gren); gren.avelocity = '100 150 100'; gren.angles = vectoangles (gren.velocity); gren.flags = FL_PROJECTILE; } void spawnfunc_weapon_grenadelauncher (void) { weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER); } .float bot_secondary_grenademooth; float w_glauncher(float req) { if (req == WR_AIM) { self.BUTTON_ATCK = FALSE; self.BUTTON_ATCK2 = FALSE; if (self.bot_secondary_grenademooth == 0) { if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE)) { self.BUTTON_ATCK = TRUE; if(random() < 0.01) self.bot_secondary_grenademooth = 1; } } else { if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE)) { self.BUTTON_ATCK2 = TRUE; if(random() < 0.02) self.bot_secondary_grenademooth = 0; } } } else if (req == WR_THINK) { if (self.BUTTON_ATCK) if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire"))) { W_Grenade_Attack(); weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready); } if (self.BUTTON_ATCK2) if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire"))) { W_Grenade_Attack2(); weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready); } } else if (req == WR_PRECACHE) { precache_model ("models/grenademodel.md3"); precache_model ("models/weapons/g_gl.md3"); precache_model ("models/weapons/v_gl.md3"); precache_model ("models/weapons/w_gl.zym"); precache_sound ("weapons/grenade_bounce1.wav"); precache_sound ("weapons/grenade_bounce2.wav"); precache_sound ("weapons/grenade_bounce3.wav"); precache_sound ("weapons/grenade_bounce4.wav"); precache_sound ("weapons/grenade_bounce5.wav"); precache_sound ("weapons/grenade_bounce6.wav"); precache_sound ("weapons/grenade_fire.wav"); precache_sound ("weapons/grenade_impact.wav"); } else if (req == WR_SETUP) weapon_setup(WEP_GRENADE_LAUNCHER); else if (req == WR_CHECKAMMO1) return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo"); else if (req == WR_CHECKAMMO2) return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo"); else if (req == WR_SUICIDEMESSAGE) { if(w_deathtype & HITTYPE_SECONDARY) w_deathtypestring = "tried out his own grenade"; else w_deathtypestring = "detonated"; } else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_SPLASH) if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then) w_deathtypestring = "didn't see #'s grenade"; else // unchecked: SECONDARY w_deathtypestring = "almost dodged #'s grenade"; else // unchecked: SECONDARY, BOUNCE w_deathtypestring = "ate #'s grenade"; } return TRUE; };