2 .float portar_grenade_id;
6 void W_Grenade_Explode (void)
9 org2 = findbetterlocation (self.origin, 12);
10 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
11 sound (self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
13 self.event_damage = SUB_Null;
14 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);
19 void W_Grenade_Explode2 (void)
22 org2 = findbetterlocation (self.origin, 12);
23 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
24 sound (self, CHAN_PROJECTILE, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
26 self.event_damage = SUB_Null;
27 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);
32 void W_Grenade_Touch1 (void)
34 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
42 void W_Grenade_Touch2 (void)
44 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
49 if (other.takedamage == DAMAGE_AIM)
56 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
58 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
60 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
62 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
64 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
66 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
70 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
72 self.health = self.health - damage;
75 self.owner = attacker;
80 void W_Grenade_Explode (void)
84 void W_Grenade_Touch1 (void)
86 print(vtos(trace_plane_normal), "\n");
87 if(self.portar_grenade_id == 0)
89 self.portar_grenade_id = time;
90 if(!Portal_SpawnInPortalAtTrace(self.owner, self.velocity, self.portar_grenade_id))
95 Portal_SpawnOutPortalAtTrace(self.owner, self.velocity, self.portar_grenade_id);
101 void W_Grenade_Attack (void)
105 if (cvar("g_use_ammunition"))
106 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
107 W_SetupShot (self, '25 6 -8', FALSE, 4, "weapons/grenade_fire.wav");
108 //W_SetupShot (self, '25 8 -8', FALSE, 4, "weapons/grenade_fire.wav"); // TODO: move model to the right a little
110 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
114 gren.classname = "grenade";
115 gren.bot_dodge = TRUE;
116 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
117 gren.movetype = MOVETYPE_BOUNCE;
118 gren.solid = SOLID_BBOX;
119 gren.effects = EF_LOWPRECISION;
120 gren.modelflags = MF_GRENADE;
121 setmodel(gren, "models/grenademodel.md3"); // precision set above
122 setsize(gren, '0 0 0', '0 0 0');
123 setorigin(gren, w_shotorg);
125 gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
126 gren.think = W_Grenade_Explode;
127 gren.touch = W_Grenade_Touch1;
128 gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_primary_speed") + v_up * cvar("g_balance_grenadelauncher_primary_speed_up");
129 W_SetupProjectileVelocity(gren);
130 gren.avelocity_x = random () * -500 - 500;
132 gren.angles = vectoangles (gren.velocity);
133 gren.flags = FL_PROJECTILE;
136 void W_Grenade_Attack2 (void)
141 if (cvar("g_use_ammunition"))
142 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
143 W_SetupShot (self, '25 6 -8', FALSE, 4, "weapons/grenade_fire.wav");
144 //W_SetupShot (self, '25 8 -8', FALSE, 4, "weapons/grenade_fire.wav"); // TODO: move model to the right a little
146 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
150 gren.classname = "grenade";
151 gren.bot_dodge = TRUE;
152 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
153 gren.movetype = MOVETYPE_BOUNCE;
154 gren.solid = SOLID_BBOX;
155 gren.effects = EF_LOWPRECISION;
156 gren.modelflags = MF_GRENADE;
157 setmodel(gren, "models/grenademodel.md3"); // precision set above
158 setsize(gren, '0 0 -3', '0 0 -3');
159 setorigin(gren, w_shotorg);
161 gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
162 gren.think = W_Grenade_Explode2;
163 gren.touch = W_Grenade_Touch2;
164 gren.takedamage = DAMAGE_YES;
166 gren.damageforcescale = 4;
167 gren.event_damage = W_Grenade_Damage;
168 gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_secondary_speed") + v_up * cvar("g_balance_grenadelauncher_secondary_speed_up");
169 W_SetupProjectileVelocity(gren);
170 gren.avelocity = '100 150 100';
172 gren.angles = vectoangles (gren.velocity);
173 gren.flags = FL_PROJECTILE;
175 // nothing yet (maybe find the last one and detonate it?)
179 .float bot_secondary_grenademooth;
180 float w_glauncher(float req)
184 self.BUTTON_ATCK = FALSE;
185 self.BUTTON_ATCK2 = FALSE;
186 if (self.bot_secondary_grenademooth == 0)
188 if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
190 self.BUTTON_ATCK = TRUE;
191 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
196 if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
198 self.BUTTON_ATCK2 = TRUE;
199 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
203 else if (req == WR_THINK)
205 if (self.BUTTON_ATCK)
206 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
209 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
211 if (self.BUTTON_ATCK2)
212 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
215 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
218 else if (req == WR_PRECACHE)
220 precache_model ("models/grenademodel.md3");
221 precache_model ("models/weapons/g_gl.md3");
222 precache_model ("models/weapons/v_gl.md3");
223 precache_model ("models/weapons/w_gl.zym");
224 precache_sound ("weapons/grenade_bounce1.wav");
225 precache_sound ("weapons/grenade_bounce2.wav");
226 precache_sound ("weapons/grenade_bounce3.wav");
227 precache_sound ("weapons/grenade_bounce4.wav");
228 precache_sound ("weapons/grenade_bounce5.wav");
229 precache_sound ("weapons/grenade_bounce6.wav");
230 precache_sound ("weapons/grenade_fire.wav");
231 precache_sound ("weapons/grenade_impact.wav");
233 else if (req == WR_SETUP)
234 weapon_setup(WEP_GRENADE_LAUNCHER, "gl", IT_ROCKETS);
235 else if (req == WR_CHECKAMMO1)
236 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
237 else if (req == WR_CHECKAMMO2)
238 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");
239 else if (req == WR_REGISTER)
240 weapon_register(WEP_GRENADE_LAUNCHER, min(cvar("g_balance_grenadelauncher_primary_ammo"), cvar("g_balance_grenadelauncher_secondary_ammo")));