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 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
49 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
51 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
53 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
55 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
57 sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
58 self.projectiledeathtype |= HITTYPE_BOUNCE;
61 if(trace_ent && trace_ent.solid > SOLID_TRIGGER) // CSQC doesn't know about these entities well enough
62 UpdateCSQCProjectile(self);
65 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
67 self.health = self.health - damage;
70 W_PrepareExplosionByDamage(attacker, self.think);
74 void W_Grenade_Attack (void)
78 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
79 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_primary_ammo");
80 W_SetupShot (self, '25 6 -8', FALSE, 4, "weapons/grenade_fire.wav");
81 //W_SetupShot (self, '25 8 -8', FALSE, 4, "weapons/grenade_fire.wav"); // TODO: move model to the right a little
83 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
87 gren.classname = "grenade";
88 gren.bot_dodge = TRUE;
89 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
90 gren.movetype = MOVETYPE_BOUNCE;
91 gren.solid = SOLID_BBOX;
92 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
93 setorigin(gren, w_shotorg);
95 gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
96 gren.think = adaptor_think2use;
97 gren.use = W_Grenade_Explode;
98 gren.touch = W_Grenade_Touch1;
99 gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_primary_speed") + v_up * cvar("g_balance_grenadelauncher_primary_speed_up");
100 W_SetupProjectileVelocity(gren);
102 gren.angles = vectoangles (gren.velocity);
103 gren.flags = FL_PROJECTILE;
105 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
108 void W_Grenade_Attack2 (void)
112 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
113 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
114 W_SetupShot (self, '25 6 -8', FALSE, 4, "weapons/grenade_fire.wav");
115 //W_SetupShot (self, '25 8 -8', FALSE, 4, "weapons/grenade_fire.wav"); // TODO: move model to the right a little
117 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
121 gren.classname = "grenade";
122 gren.bot_dodge = TRUE;
123 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
124 gren.movetype = MOVETYPE_BOUNCE;
125 gren.solid = SOLID_BBOX;
126 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
127 setsize(gren, '0 0 -3', '0 0 -3'); // why, just, why?
128 setorigin(gren, w_shotorg);
130 gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
131 gren.think = adaptor_think2use;
132 gren.use = W_Grenade_Explode2;
133 gren.touch = W_Grenade_Touch2;
134 gren.takedamage = DAMAGE_YES;
135 gren.health = cvar("g_balance_grenadelauncher_secondary_health");
136 gren.damageforcescale = 4;
137 gren.event_damage = W_Grenade_Damage;
138 gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_secondary_speed") + v_up * cvar("g_balance_grenadelauncher_secondary_speed_up");
139 W_SetupProjectileVelocity(gren);
141 gren.angles = vectoangles (gren.velocity);
142 gren.flags = FL_PROJECTILE;
144 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
147 void spawnfunc_weapon_grenadelauncher (void)
149 weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
152 .float bot_secondary_grenademooth;
153 float w_glauncher(float req)
157 self.BUTTON_ATCK = FALSE;
158 self.BUTTON_ATCK2 = FALSE;
159 if (self.bot_secondary_grenademooth == 0)
161 if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
163 self.BUTTON_ATCK = TRUE;
164 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
169 if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
171 self.BUTTON_ATCK2 = TRUE;
172 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
176 else if (req == WR_THINK)
178 if (self.BUTTON_ATCK)
179 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
182 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
184 if (self.BUTTON_ATCK2)
185 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
188 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
191 else if (req == WR_PRECACHE)
193 precache_model ("models/weapons/g_gl.md3");
194 precache_model ("models/weapons/v_gl.md3");
195 precache_model ("models/weapons/w_gl.zym");
196 precache_sound ("weapons/grenade_bounce1.wav");
197 precache_sound ("weapons/grenade_bounce2.wav");
198 precache_sound ("weapons/grenade_bounce3.wav");
199 precache_sound ("weapons/grenade_bounce4.wav");
200 precache_sound ("weapons/grenade_bounce5.wav");
201 precache_sound ("weapons/grenade_bounce6.wav");
202 precache_sound ("weapons/grenade_fire.wav");
204 else if (req == WR_SETUP)
205 weapon_setup(WEP_GRENADE_LAUNCHER);
206 else if (req == WR_CHECKAMMO1)
207 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
208 else if (req == WR_CHECKAMMO2)
209 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");
210 else if (req == WR_SUICIDEMESSAGE)
212 if(w_deathtype & HITTYPE_SECONDARY)
213 w_deathtypestring = "tried out his own grenade";
215 w_deathtypestring = "detonated";
217 else if (req == WR_KILLMESSAGE)
219 if(w_deathtype & HITTYPE_SPLASH)
220 if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
221 w_deathtypestring = "didn't see #'s grenade";
222 else // unchecked: SECONDARY
223 w_deathtypestring = "almost dodged #'s grenade";
224 else // unchecked: SECONDARY, BOUNCE
225 w_deathtypestring = "ate #'s grenade";