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");
79 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
83 gren.classname = "grenade";
84 gren.bot_dodge = TRUE;
85 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
86 gren.movetype = MOVETYPE_BOUNCE;
87 gren.solid = SOLID_BBOX;
88 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
89 setorigin(gren, w_shotorg);
91 gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
92 gren.think = adaptor_think2use;
93 gren.use = W_Grenade_Explode;
94 gren.touch = W_Grenade_Touch1;
95 gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_primary_speed") + v_up * cvar("g_balance_grenadelauncher_primary_speed_up");
96 W_SetupProjectileVelocity(gren);
98 gren.angles = vectoangles (gren.velocity);
99 gren.flags = FL_PROJECTILE;
101 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
104 void W_Grenade_Attack2 (void)
108 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
109 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_grenadelauncher_secondary_ammo");
110 W_SetupShot (self, FALSE, 4, "weapons/grenade_fire.wav");
111 //W_SetupShot (self, FALSE, 4, "weapons/grenade_fire.wav"); // TODO: move model to the right a little
113 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
117 gren.classname = "grenade";
118 gren.bot_dodge = TRUE;
119 gren.bot_dodgerating = cvar("g_balance_grenadelauncher_secondary_damage");
120 gren.movetype = MOVETYPE_BOUNCE;
121 gren.solid = SOLID_BBOX;
122 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
123 setsize(gren, '0 0 -3', '0 0 -3'); // why, just, why?
124 setorigin(gren, w_shotorg);
126 gren.nextthink = time + cvar("g_balance_grenadelauncher_secondary_lifetime");
127 gren.think = adaptor_think2use;
128 gren.use = W_Grenade_Explode2;
129 gren.touch = W_Grenade_Touch2;
130 gren.takedamage = DAMAGE_YES;
131 gren.health = cvar("g_balance_grenadelauncher_secondary_health");
132 gren.damageforcescale = 4;
133 gren.event_damage = W_Grenade_Damage;
134 gren.velocity = w_shotdir * cvar("g_balance_grenadelauncher_secondary_speed") + v_up * cvar("g_balance_grenadelauncher_secondary_speed_up");
135 W_SetupProjectileVelocity(gren);
137 gren.angles = vectoangles (gren.velocity);
138 gren.flags = FL_PROJECTILE;
140 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
143 void spawnfunc_weapon_grenadelauncher (void)
145 weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
148 .float bot_secondary_grenademooth;
149 float w_glauncher(float req)
153 self.BUTTON_ATCK = FALSE;
154 self.BUTTON_ATCK2 = FALSE;
155 if (self.bot_secondary_grenademooth == 0)
157 if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
159 self.BUTTON_ATCK = TRUE;
160 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
165 if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
167 self.BUTTON_ATCK2 = TRUE;
168 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
172 else if (req == WR_THINK)
174 if (self.BUTTON_ATCK)
175 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
178 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
180 if (self.BUTTON_ATCK2)
181 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
184 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
187 else if (req == WR_PRECACHE)
189 precache_model ("models/weapons/g_gl.md3");
190 precache_model ("models/weapons/v_gl.md3");
191 precache_model ("models/weapons/h_gl.dpm");
192 precache_sound ("weapons/grenade_bounce1.wav");
193 precache_sound ("weapons/grenade_bounce2.wav");
194 precache_sound ("weapons/grenade_bounce3.wav");
195 precache_sound ("weapons/grenade_bounce4.wav");
196 precache_sound ("weapons/grenade_bounce5.wav");
197 precache_sound ("weapons/grenade_bounce6.wav");
198 precache_sound ("weapons/grenade_fire.wav");
200 else if (req == WR_SETUP)
201 weapon_setup(WEP_GRENADE_LAUNCHER);
202 else if (req == WR_CHECKAMMO1)
203 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_primary_ammo");
204 else if (req == WR_CHECKAMMO2)
205 return self.ammo_rockets >= cvar("g_balance_grenadelauncher_secondary_ammo");
206 else if (req == WR_SUICIDEMESSAGE)
208 if(w_deathtype & HITTYPE_SECONDARY)
209 w_deathtypestring = "tried out his own grenade";
211 w_deathtypestring = "detonated";
213 else if (req == WR_KILLMESSAGE)
215 if(w_deathtype & HITTYPE_SPLASH)
216 if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
217 w_deathtypestring = "didn't see #'s grenade";
218 else // unchecked: SECONDARY
219 w_deathtypestring = "almost dodged #'s grenade";
220 else // unchecked: SECONDARY, BOUNCE
221 w_deathtypestring = "ate #'s grenade";