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 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
49 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
51 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
53 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
55 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
57 spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
58 self.projectiledeathtype |= HITTYPE_BOUNCE;
62 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
64 self.health = self.health - damage;
67 W_PrepareExplosionByDamage(attacker, self.think);
71 void W_Grenade_Attack (void)
75 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
76 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
77 W_SetupShot (self, FALSE, 4, "weapons/grenade_fire.wav");
78 w_shotdir = v_forward; // no TrueAim for grenades please
80 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
84 gren.classname = "grenade";
85 gren.bot_dodge = TRUE;
86 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
87 gren.movetype = MOVETYPE_BOUNCE;
88 gren.solid = SOLID_BBOX;
89 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
90 setorigin(gren, w_shotorg);
92 gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
93 gren.think = adaptor_think2use;
94 gren.use = W_Grenade_Explode;
95 gren.touch = W_Grenade_Touch1;
96 gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_primary_speed") + v_up * cvar("g_balance_grenadelauncher_primary_speed_up");
97 W_SetupProjectileVelocity(gren);
99 gren.angles = vectoangles (gren.velocity);
100 gren.flags = FL_PROJECTILE;
102 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
105 void W_Grenade_Attack2 (void)
109 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
110 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
111 W_SetupShot (self, FALSE, 4, "weapons/grenade_fire.wav");
112 w_shotdir = v_forward; // no TrueAim for grenades please
114 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
118 gren.classname = "grenade";
119 gren.bot_dodge = TRUE;
120 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
121 gren.movetype = MOVETYPE_BOUNCE;
122 gren.solid = SOLID_BBOX;
123 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
124 setsize(gren, '0 0 -3', '0 0 -3'); // why, just, why?
125 setorigin(gren, w_shotorg);
127 gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
128 gren.think = adaptor_think2use;
129 gren.use = W_Grenade_Explode2;
130 gren.touch = W_Grenade_Touch2;
131 gren.takedamage = DAMAGE_YES;
132 gren.health = cvar("g_balance_grenadelauncher_secondary_health");
133 gren.damageforcescale = 4;
134 gren.event_damage = W_Grenade_Damage;
135 gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_secondary_speed") + v_up * cvar("g_balance_grenadelauncher_secondary_speed_up");
136 W_SetupProjectileVelocity(gren);
138 gren.angles = vectoangles (gren.velocity);
139 gren.flags = FL_PROJECTILE;
141 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
144 void spawnfunc_weapon_grenadelauncher (void)
146 weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
149 .float bot_secondary_grenademooth;
150 float w_nexball_weapon(float req);
151 float w_glauncher(float req)
153 if (g_nexball) { return w_nexball_weapon(req); }
156 self.BUTTON_ATCK = FALSE;
157 self.BUTTON_ATCK2 = FALSE;
158 if (self.bot_secondary_grenademooth == 0)
160 if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
162 self.BUTTON_ATCK = TRUE;
163 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
168 if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
170 self.BUTTON_ATCK2 = TRUE;
171 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
175 else if (req == WR_THINK)
177 if (self.BUTTON_ATCK)
178 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
181 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
183 if (self.BUTTON_ATCK2)
184 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
187 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
190 else if (req == WR_PRECACHE)
192 precache_model ("models/weapons/g_gl.md3");
193 precache_model ("models/weapons/v_gl.md3");
194 precache_model ("models/weapons/h_gl.dpm");
195 precache_sound ("weapons/grenade_bounce1.wav");
196 precache_sound ("weapons/grenade_bounce2.wav");
197 precache_sound ("weapons/grenade_bounce3.wav");
198 precache_sound ("weapons/grenade_bounce4.wav");
199 precache_sound ("weapons/grenade_bounce5.wav");
200 precache_sound ("weapons/grenade_bounce6.wav");
201 precache_sound ("weapons/grenade_fire.wav");
203 else if (req == WR_SETUP)
204 weapon_setup(WEP_GRENADE_LAUNCHER);
205 else if (req == WR_CHECKAMMO1)
206 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
207 else if (req == WR_CHECKAMMO2)
208 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");
209 else if (req == WR_SUICIDEMESSAGE)
211 if(w_deathtype & HITTYPE_SECONDARY)
212 w_deathtypestring = "tried out his own grenade";
214 w_deathtypestring = "detonated";
216 else if (req == WR_KILLMESSAGE)
218 if(w_deathtype & HITTYPE_SPLASH)
219 if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
220 w_deathtypestring = "didn't see #'s grenade";
221 else // unchecked: SECONDARY
222 w_deathtypestring = "almost dodged #'s grenade";
223 else // unchecked: SECONDARY, BOUNCE
224 w_deathtypestring = "ate #'s grenade";