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 >= cvar("g_balance_grenadelauncher_primary_ammo"))
14 float() glauncher_check2 =
16 if (self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo"))
21 void(float req) w_glauncher =
25 else if (req == WR_FIRE1)
26 weapon_prepareattack(glauncher_check, glauncher_check, glauncher_fire1_01, cvar("g_balance_grenadelauncher_primary_refire"));
27 else if (req == WR_FIRE2)
28 weapon_prepareattack(glauncher_check2, glauncher_check2, glauncher_fire2_01, cvar("g_balance_grenadelauncher_secondary_refire"));
29 else if (req == WR_RAISE)
30 glauncher_select_01();
31 else if (req == WR_UPDATECOUNTS)
32 self.currentammo = self.ammo_rockets;
33 else if (req == WR_DROP)
34 glauncher_deselect_01();
35 else if (req == WR_SETUP)
36 weapon_setup(WEP_GRENADE_LAUNCHER, "w_gl.zym", IT_ROCKETS);
37 else if (req == WR_CHECKAMMO)
38 weapon_hasammo = glauncher_check() + glauncher_check2();
41 void W_Grenade_Explode (void)
44 org2 = findbetterlocation (self.origin);
46 effect (org2, "models/sprites/grenexpl.spr", 0, 12, 35);
47 sound (self, CHAN_BODY, "weapons/grenade_impact.ogg", 1, ATTN_NORM);
49 self.event_damage = SUB_Null;
50 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"), IT_GRENADE_LAUNCHER);
55 void W_Grenade_Explode2 (void)
58 org2 = findbetterlocation (self.origin);
60 effect (org2, "models/sprites/grenexpl.spr", 0, 12, 35);
61 sound (self, CHAN_BODY, "weapons/grenade_impact.ogg", 1, ATTN_NORM);
63 self.event_damage = SUB_Null;
64 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"), IT_GRENADE_LAUNCHER);
69 void W_Grenade_Touch (void)
71 if (other.takedamage == DAMAGE_AIM)
78 sound (self, CHAN_IMPACT, "weapons/grenade_bounce1.ogg", 1, ATTN_NORM);
80 sound (self, CHAN_IMPACT, "weapons/grenade_bounce2.ogg", 1, ATTN_NORM);
82 sound (self, CHAN_IMPACT, "weapons/grenade_bounce3.ogg", 1, ATTN_NORM);
86 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
88 self.health = self.health - damage;
91 self.owner = attacker;
96 void W_Grenade_Attack (void)
101 sound (self, CHAN_WEAPON, "weapons/grenade_fire.ogg", 1, ATTN_NORM);
102 if (self.items & IT_STRENGTH)
103 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
105 self.punchangle_x = -4;
106 if (cvar("g_use_ammunition"))
107 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
108 org = W_MuzzleOrigin (self, '24 8 -10');
112 gren.classname = "grenade";
113 gren.movetype = MOVETYPE_BOUNCE;
114 gren.solid = SOLID_BBOX;
115 gren.effects = EF_NOSHADOW;
116 setmodel(gren, "models/grenademodel.md3");
117 setsize(gren, '0 0 0', '0 0 0');
118 setorigin(gren, org);
120 gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
121 gren.think = W_Grenade_Explode;
122 gren.touch = W_Grenade_Explode;
123 gren.velocity = v_forward * cvar("g_balance_grenadelauncher_primary_speed") + v_up * cvar("g_balance_grenadelauncher_primary_speed_up");
124 gren.avelocity_x = random () * -500 - 500;
126 gren.angles = vectoangles (gren.velocity);
129 void W_Grenade_Attack2 (void)
134 sound (self, CHAN_WEAPON, "weapons/grenade_fire.ogg", 1, ATTN_NORM);
135 if (self.items & IT_STRENGTH)
136 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
138 self.punchangle_x = -4;
139 if (cvar("g_use_ammunition"))
140 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
141 org = W_MuzzleOrigin (self, '24 8 -10');
145 gren.classname = "grenade";
146 gren.movetype = MOVETYPE_BOUNCE;
147 gren.solid = SOLID_BBOX;
148 gren.effects = EF_NOSHADOW;
149 setmodel(gren, "models/grenademodel.md3");
150 setsize(gren, '0 0 -3', '0 0 -3');
151 setorigin(gren, org);
153 gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
154 gren.think = W_Grenade_Explode2;
155 gren.touch = W_Grenade_Touch;
156 gren.takedamage = DAMAGE_YES;
158 gren.damageforcescale = 4;
159 gren.event_damage = W_Grenade_Damage;
160 gren.velocity = v_forward * cvar("g_balance_grenadelauncher_secondary_speed") + v_up * cvar("g_balance_grenadelauncher_secondary_speed_up");
161 gren.avelocity = '100 150 100';
163 gren.angles = vectoangles (gren.velocity);
168 void() glauncher_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, glauncher_ready_01); self.weaponentity.state = WS_READY;};
169 void() glauncher_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
170 void() glauncher_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
171 void() glauncher_fire1_01 =
173 weapon_doattack(glauncher_check, glauncher_check, W_Grenade_Attack);
174 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), glauncher_ready_01);
176 void() glauncher_fire2_01 =
178 weapon_doattack(glauncher_check2, glauncher_check2, W_Grenade_Attack2);
179 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), glauncher_ready_01);