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1 void W_Grenade_Explode (void)
2 {
3         if(other.takedamage == DAMAGE_AIM)
4                 if(other.classname == "player")
5                         if(IsDifferentTeam(self.owner, other))
6                                 if(IsFlying(other))
7                                         announce(self.owner, "announcer/male/airshot.wav");
8
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);
11
12         remove (self);
13 }
14
15 void W_Grenade_Explode2 (void)
16 {
17         if(other.takedamage == DAMAGE_AIM)
18                 if(other.classname == "player")
19                         if(IsDifferentTeam(self.owner, other))
20                                 if(IsFlying(other))
21                                         announce(self.owner, "announcer/male/airshot.wav");
22
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);
25
26         remove (self);
27 }
28
29 void W_Grenade_Touch1 (void)
30 {
31         PROJECTILE_TOUCH;
32         W_Grenade_Explode ();
33 }
34
35 void W_Grenade_Touch2 (void)
36 {
37         PROJECTILE_TOUCH;
38         if (other.takedamage == DAMAGE_AIM)
39         {
40                 self.use ();
41         }
42         else
43         {
44                 float r;
45                 r = random() * 6;
46                 if(r < 1)
47                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
48                 else if(r < 2)
49                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
50                 else if(r < 3)
51                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
52                 else if(r < 4)
53                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
54                 else if(r < 5)
55                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
56                 else
57                         sound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
58                 self.projectiledeathtype |= HITTYPE_BOUNCE;
59         }
60
61         if(trace_ent && trace_ent.solid > SOLID_TRIGGER) // CSQC doesn't know about these entities well enough
62                 UpdateCSQCProjectile(self);
63 }
64
65 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
66 {
67         self.health = self.health - damage;
68         if (self.health <= 0)
69         {
70                 W_PrepareExplosionByDamage(attacker, self.think);
71         }
72 }
73
74 void W_Grenade_Attack (void)
75 {
76         local entity gren;
77
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
82
83         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
84
85         gren = spawn ();
86         gren.owner = self;
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);
94
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);
101
102         gren.angles = vectoangles (gren.velocity);
103         gren.flags = FL_PROJECTILE;
104
105         CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);   
106 }
107
108 void W_Grenade_Attack2 (void)
109 {
110         local entity gren;
111
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
116
117         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
118
119         gren = spawn ();
120         gren.owner = self;
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);
129
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);
140
141         gren.angles = vectoangles (gren.velocity);
142         gren.flags = FL_PROJECTILE;
143
144         CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
145 }
146
147 void spawnfunc_weapon_grenadelauncher (void)
148 {
149         weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
150 }
151
152 .float bot_secondary_grenademooth;
153 float w_glauncher(float req)
154 {
155         if (req == WR_AIM)
156         {
157                 self.BUTTON_ATCK = FALSE;
158                 self.BUTTON_ATCK2 = FALSE;
159                 if (self.bot_secondary_grenademooth == 0)
160                 {
161                         if(bot_aim(cvar("g_balance_grenadelauncher_primary_speed"), cvar("g_balance_grenadelauncher_primary_speed_up"), cvar("g_balance_grenadelauncher_primary_lifetime"), TRUE))
162                         {
163                                 self.BUTTON_ATCK = TRUE;
164                                 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
165                         }
166                 }
167                 else
168                 {
169                         if(bot_aim(cvar("g_balance_grenadelauncher_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_grenadelauncher_secondary_lifetime"), TRUE))
170                         {
171                                 self.BUTTON_ATCK2 = TRUE;
172                                 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
173                         }
174                 }
175         }
176         else if (req == WR_THINK)
177         {
178                 if (self.BUTTON_ATCK)
179                 if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
180                 {
181                         W_Grenade_Attack();
182                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
183                 }
184                 if (self.BUTTON_ATCK2)
185                 if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
186                 {
187                         W_Grenade_Attack2();
188                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
189                 }
190         }
191         else if (req == WR_PRECACHE)
192         {
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");
203         }
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)
211         {
212                 if(w_deathtype & HITTYPE_SECONDARY)
213                         w_deathtypestring = "tried out his own grenade";
214                 else
215                         w_deathtypestring = "detonated";
216         }
217         else if (req == WR_KILLMESSAGE)
218         {
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";
226         }
227         return TRUE;
228 };