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untyped
global function Grenade_FileInit
global function GetGrenadeThrowSound_1p
global function GetGrenadeDeploySound_1p
global function GetGrenadeThrowSound_3p
global function GetGrenadeDeploySound_3p
global function GetGrenadeProjectileSound
const DEFAULT_FUSE_TIME = 2.25
const DEFAULT_WARNING_TIME = 1.0
global const float DEFAULT_MAX_COOK_TIME = 99999.9 //Longer than an entire day. Really just an arbitrarily large number
global function Grenade_OnWeaponTossReleaseAnimEvent
global function Grenade_OnWeaponTossCancelDrop
global function Grenade_OnWeaponDeactivate
global function Grenade_OnWeaponTossPrep
global function Grenade_OnProjectileIgnite
#if SERVER
global function Grenade_OnPlayerNPCTossGrenade_Common
global function ProxMine_Triggered
global function EnableTrapWarningSound
global function AddToProximityTargets
global function ProximityMineThink
#endif
global function Grenade_Init
const GRENADE_EXPLOSIVE_WARNING_SFX_LOOP = "Weapon_Vortex_Gun.ExplosiveWarningBeep"
const EMP_MAGNETIC_FORCE = 1600
const MAG_FLIGHT_SFX_LOOP = "Explo_MGL_MagneticAttract"
//Proximity Mine Settings
global const PROXIMITY_MINE_EXPLOSION_DELAY = 1.2
global const PROXIMITY_MINE_ARMING_DELAY = 1.0
const TRIGGERED_ALARM_SFX = "Weapon_ProximityMine_CloseWarning"
global const THERMITE_GRENADE_FX = $"P_grenade_thermite"
global const CLUSTER_BASE_FX = $"P_wpn_meteor_exp"
global const ProximityTargetClassnames = {
[ "npc_soldier_shield" ] = true,
[ "npc_soldier_heavy" ] = true,
[ "npc_soldier" ] = true,
[ "npc_spectre" ] = true,
[ "npc_drone" ] = true,
[ "npc_titan" ] = true,
[ "npc_marvin" ] = true,
[ "player" ] = true,
[ "npc_turret_mega" ] = true,
[ "npc_turret_sentry" ] = true,
[ "npc_dropship" ] = true,
}
const SOLDIER_ARC_STUN_ANIMS = [
"pt_react_ARC_fall",
"pt_react_ARC_kneefall",
"pt_react_ARC_sidefall",
"pt_react_ARC_slowfall",
"pt_react_ARC_scream",
"pt_react_ARC_stumble_F",
"pt_react_ARC_stumble_R" ]
function Grenade_FileInit()
{
PrecacheParticleSystem( CLUSTER_BASE_FX )
RegisterSignal( "ThrowGrenade" )
RegisterSignal( "WeaponDeactivateEvent" )
RegisterSignal( "OnEMPPilotHit" )
RegisterSignal( "StopGrenadeClientEffects" )
RegisterSignal( "DisableTrapWarningSound" )
//Globalize( MagneticFlight )
#if CLIENT
AddDestroyCallback( "grenade_frag", ClientDestroyCallback_GrenadeDestroyed )
#endif
#if SERVER
level._empForcedCallbacks <- {}
level._proximityTargetArrayID <- CreateScriptManagedEntArray()
AddDamageCallbackSourceID( eDamageSourceId.mp_weapon_proximity_mine, ProxMine_Triggered )
AddDamageCallbackSourceID( eDamageSourceId.mp_weapon_thermite_grenade, Thermite_DamagedPlayerOrNPC )
AddDamageCallbackSourceID( eDamageSourceId.mp_weapon_frag_grenade, Frag_DamagedPlayerOrNPC )
level._empForcedCallbacks[eDamageSourceId.mp_weapon_grenade_emp] <- true
level._empForcedCallbacks[eDamageSourceId.mp_weapon_proximity_mine] <- true
PrecacheParticleSystem( THERMITE_GRENADE_FX )
#endif
}
void function Grenade_OnWeaponTossPrep( entity weapon, WeaponTossPrepParams prepParams )
{
weapon.w.startChargeTime = Time()
entity weaponOwner = weapon.GetWeaponOwner()
weapon.EmitWeaponSound_1p3p( GetGrenadeDeploySound_1p( weapon ), GetGrenadeDeploySound_3p( weapon ) )
#if SERVER
thread HACK_CookGrenade( weapon, weaponOwner )
thread HACK_DropGrenadeOnDeath( weapon, weaponOwner )
#elseif CLIENT
if ( weaponOwner.IsPlayer() )
{
weaponOwner.p.grenadePulloutTime = Time()
}
#endif
}
void function Grenade_OnWeaponDeactivate( entity weapon )
{
StopSoundOnEntity( weapon, GRENADE_EXPLOSIVE_WARNING_SFX_LOOP )
weapon.Signal( "WeaponDeactivateEvent" )
}
void function Grenade_OnProjectileIgnite( entity weapon )
{
printt( "Grenade_OnProjectileIgnite() callback." )
}
function Grenade_Init( entity grenade, entity weapon )
{
entity weaponOwner = weapon.GetOwner()
if ( IsValid( weaponOwner ) )
SetTeam( grenade, weaponOwner.GetTeam() )
// JFS: this is because I don't know if the above line should be
// weapon.GetOwner() or it's a typo and should really be weapon.GetWeaponOwner()
// and it's too close to ship and who knows what effect that will have
entity owner = weapon.GetWeaponOwner()
if ( IsMultiplayer() && IsValid( owner ) )
{
if ( owner.IsNPC() )
{
SetTeam( grenade, owner.GetTeam() )
}
}
#if SERVER
bool smartPistolVisible = weapon.GetWeaponSettingBool( eWeaponVar.projectile_visible_to_smart_ammo )
if ( smartPistolVisible )
{
grenade.SetDamageNotifications( true )
grenade.SetTakeDamageType( DAMAGE_EVENTS_ONLY )
grenade.proj.onlyAllowSmartPistolDamage = true
if ( !grenade.GetProjectileWeaponSettingBool( eWeaponVar.projectile_damages_owner ) && !grenade.GetProjectileWeaponSettingBool( eWeaponVar.explosion_damages_owner ) )
SetCustomSmartAmmoTarget( grenade, true ) // prevent friendly target lockon
}
else
{
grenade.SetTakeDamageType( DAMAGE_NO )
}
#endif
if ( IsValid( weaponOwner ) )
grenade.s.originalOwner <- weaponOwner // for later in damage callbacks, to skip damage vs friendlies but not for og owner or his enemies
}
int function Grenade_OnWeaponToss_( entity weapon, WeaponPrimaryAttackParams attackParams, float directionScale )
{
weapon.EmitWeaponSound_1p3p( GetGrenadeThrowSound_1p( weapon ), GetGrenadeThrowSound_3p( weapon ) )
bool projectilePredicted = PROJECTILE_PREDICTED
bool projectileLagCompensated = PROJECTILE_LAG_COMPENSATED
#if SERVER
if ( weapon.IsForceReleaseFromServer() )
{
projectilePredicted = false
projectileLagCompensated = false
}
#endif
entity grenade = Grenade_Launch( weapon, attackParams.pos, (attackParams.dir * directionScale), projectilePredicted, projectileLagCompensated )
entity weaponOwner = weapon.GetWeaponOwner()
weaponOwner.Signal( "ThrowGrenade" )
PlayerUsedOffhand( weaponOwner, weapon ) // intentionally here and in Hack_DropGrenadeOnDeath - accurate for when cooldown actually begins
#if SERVER
#if BATTLECHATTER_ENABLED
TryPlayWeaponBattleChatterLine( weaponOwner, weapon )
#endif
#endif
return weapon.GetWeaponSettingInt( eWeaponVar.ammo_per_shot )
}
var function Grenade_OnWeaponTossReleaseAnimEvent( entity weapon, WeaponPrimaryAttackParams attackParams )
{
var result = Grenade_OnWeaponToss_( weapon, attackParams, 1.0 )
return result
}
var function Grenade_OnWeaponTossCancelDrop( entity weapon, WeaponPrimaryAttackParams attackParams )
{
var result = Grenade_OnWeaponToss_( weapon, attackParams, 0.2 )
return result
}
// Can return entity or nothing
entity function Grenade_Launch( entity weapon, vector attackPos, vector throwVelocity, bool isPredicted, bool isLagCompensated )
{
#if CLIENT
if ( !weapon.ShouldPredictProjectiles() )
return null
#endif
//TEMP FIX while Deploy anim is added to sprint
float currentTime = Time()
if ( weapon.w.startChargeTime == 0.0 )
weapon.w.startChargeTime = currentTime
entity weaponOwner = weapon.GetWeaponOwner()
var discThrow = weapon.GetWeaponInfoFileKeyField( "grenade_disc_throw" )
vector angularVelocity = Vector( 3600, RandomFloatRange( -1200, 1200 ), 0 )
if ( discThrow == 1 )
angularVelocity = Vector( 100, 100, RandomFloatRange( 1200, 2200 ) )
float fuseTime
float baseFuseTime = weapon.GetGrenadeFuseTime() //Note that fuse time of 0 means the grenade won't explode on its own, instead it depends on OnProjectileCollision() functions to be defined and explode there. Arguably in this case grenade_fuse_time shouldn't be 0, but an arbitrarily large number instead.
if ( baseFuseTime > 0.0 )
{
fuseTime = baseFuseTime - ( currentTime - weapon.w.startChargeTime )
if ( fuseTime <= 0 )
fuseTime = 0.001
}
else
{
fuseTime = baseFuseTime
}
int damageFlags = weapon.GetWeaponDamageFlags()
entity frag = weapon.FireWeaponGrenade( attackPos, throwVelocity, angularVelocity, fuseTime, damageFlags, damageFlags, isPredicted, isLagCompensated, true )
if ( frag == null )
return null
if ( discThrow == 1 ) // add wobble by pitching it slightly
{
Assert( !frag.IsMarkedForDeletion(), "Frag before .SetAngles() is marked for deletion." )
frag.SetAngles( frag.GetAngles() + < RandomFloatRange( 7,11 ),0,0 > )
//Assert( !frag.IsMarkedForDeletion(), "Frag after .SetAngles() is marked for deletion." )
if ( frag.IsMarkedForDeletion() )
{
CodeWarning( "Frag after .SetAngles() was marked for deletion." )
return null
}
}
Grenade_OnPlayerNPCTossGrenade_Common( weapon, frag )
return frag
}
void function Grenade_OnPlayerNPCTossGrenade_Common( entity weapon, entity frag )
{
Grenade_Init( frag, weapon )
#if SERVER
thread TrapExplodeOnDamage( frag, 20, 0.0, 0.0 )
string projectileSound = GetGrenadeProjectileSound( weapon )
if ( projectileSound != "" )
EmitSoundOnEntity( frag, projectileSound )
#endif
if( weapon.HasMod( "burn_mod_emp_grenade" ) )
frag.InitMagnetic( EMP_MAGNETIC_FORCE, MAG_FLIGHT_SFX_LOOP )
}
struct CookGrenadeStruct //Really just a convenience struct so we can read the changed value of a bool in an OnThreadEnd
{
bool shouldOverrideFuseTime = false
}
void function HACK_CookGrenade( entity weapon, entity weaponOwner )
{
float maxCookTime = GetMaxCookTime( weapon )
if ( maxCookTime >= DEFAULT_MAX_COOK_TIME )
return
weaponOwner.EndSignal( "OnDeath" )
weaponOwner.EndSignal( "ThrowGrenade" )
weapon.EndSignal( "WeaponDeactivateEvent" )
weapon.EndSignal( "OnDestroy" )
/*CookGrenadeStruct grenadeStruct
OnThreadEnd(
function() : ( weapon, grenadeStruct )
{
if ( grenadeStruct.shouldOverrideFuseTime )
{
var minFuseTime = weapon.GetWeaponInfoFileKeyField( "min_fuse_time" )
printt( "minFuseTime: " + minFuseTime )
if ( minFuseTime != null )
{
expect float( minFuseTime )
printt( "Setting overrideFuseTime to : " + weapon.GetWeaponInfoFileKeyField( "min_fuse_time" ) )
weapon.w.overrideFuseTime = minFuseTime
}
}
}
)
*/
if ( maxCookTime - DEFAULT_WARNING_TIME <= 0 )
{
EmitSoundOnEntity( weapon, GRENADE_EXPLOSIVE_WARNING_SFX_LOOP )
wait maxCookTime
}
else
{
wait( maxCookTime - DEFAULT_WARNING_TIME )
EmitSoundOnEntity( weapon, GRENADE_EXPLOSIVE_WARNING_SFX_LOOP )
wait( DEFAULT_WARNING_TIME )
}
if ( !IsValid( weapon.GetWeaponOwner() ) )
return
weapon.ForceReleaseFromServer() // Will eventually result in Grenade_OnWeaponToss_() or equivalent function
// JFS: prevent grenade cook exploit in coliseum
if ( GameRules_GetGameMode() == COLISEUM )
{
#if SERVER
int damageSource = weapon.GetDamageSourceID()
if ( damageSource == eDamageSourceId.mp_weapon_frag_grenade )
{
var impact_effect_table = weapon.GetWeaponInfoFileKeyField( "impact_effect_table" )
if ( impact_effect_table != null )
{
string fx = expect string( impact_effect_table )
PlayImpactFXTable( weaponOwner.EyePosition(), weaponOwner, fx )
}
weaponOwner.Die( weaponOwner, weapon, { damageSourceId = damageSource } )
}
#endif
}
weaponOwner.Signal( "ThrowGrenade" ) // Only necessary to end HACK_DropGrenadeOnDeath
}
void function HACK_WaitForGrenadeDropEvent( weapon, entity weaponOwner )
{
weapon.EndSignal( "WeaponDeactivateEvent" )
weaponOwner.WaitSignal( "OnDeath" )
}
void function HACK_DropGrenadeOnDeath( entity weapon, entity weaponOwner )
{
if ( weapon.HasMod( "burn_card_weapon_mod" ) ) //JFS: Primarily to stop boost grenade weapons (e.g. frag_drone ) not doing TryUsingBurnCardWeapon() when dropped through this function.
return
weaponOwner.EndSignal( "ThrowGrenade" )
weaponOwner.EndSignal( "OnDestroy" )
waitthread HACK_WaitForGrenadeDropEvent( weapon, weaponOwner )
if( !IsValid( weaponOwner ) || !IsValid( weapon ) || IsAlive( weaponOwner ) )
return
float elapsedTime = Time() - weapon.w.startChargeTime
float baseFuseTime = weapon.GetGrenadeFuseTime()
float fuseDelta = (baseFuseTime - elapsedTime)
if ( (baseFuseTime == 0.0) || (fuseDelta > -0.1) )
{
float forwardScale = weapon.GetWeaponSettingFloat( eWeaponVar.grenade_death_drop_velocity_scale )
vector velocity = weaponOwner.GetForwardVector() * forwardScale
velocity.z += weapon.GetWeaponSettingFloat( eWeaponVar.grenade_death_drop_velocity_extraUp )
vector angularVelocity = Vector( 0, 0, 0 )
float fuseTime = baseFuseTime ? baseFuseTime - elapsedTime : baseFuseTime
int primaryClipCount = weapon.GetWeaponPrimaryClipCount()
int ammoPerShot = weapon.GetWeaponSettingInt( eWeaponVar.ammo_per_shot )
weapon.SetWeaponPrimaryClipCountAbsolute( maxint( 0, primaryClipCount - ammoPerShot ) )
PlayerUsedOffhand( weaponOwner, weapon ) // intentionally here and in ReleaseAnimEvent - for cases where grenade is dropped on death
entity grenade = Grenade_Launch( weapon, weaponOwner.GetOrigin(), velocity, PROJECTILE_NOT_PREDICTED, PROJECTILE_NOT_LAG_COMPENSATED )
}
}
#if SERVER
void function ProxMine_Triggered( entity ent, var damageInfo )
{
if ( !IsValid( ent ) )
return
if ( DamageInfo_GetCustomDamageType( damageInfo ) & DF_DOOMED_HEALTH_LOSS )
return
entity attacker = DamageInfo_GetAttacker( damageInfo )
if ( !IsValid( attacker ) )
return
if ( attacker == ent )
return
if ( ent.IsPlayer() || ent.IsNPC() )
thread ShowProxMineTriggeredIcon( ent )
//If this feature is good, we should add this to NPCs as well. Currently script errors if applied to an NPC.
//if ( ent.IsPlayer() )
// thread ProxMine_ShowOnMinimapTimed( ent, GetOtherTeam( ent.GetTeam() ), PROX_MINE_MARKER_TIME )
}
/*
function ProxMine_ShowOnMinimapTimed( ent, teamToDisplayEntTo, duration )
{
ent.Minimap_AlwaysShow( teamToDisplayEntTo, null )
Minimap_CreatePingForTeam( teamToDisplayEntTo, ent.GetOrigin(), $"vgui/HUD/titanFiringPing", 1.0 )
wait duration
if ( IsValid( ent ) && ent.IsPlayer() )
ent.Minimap_DisplayDefault( teamToDisplayEntTo, ent )
}
*/
void function Thermite_DamagedPlayerOrNPC( entity ent, var damageInfo )
{
if ( !IsValid( ent ) )
return
Thermite_DamagePlayerOrNPCSounds( ent )
}
void function Frag_DamagedPlayerOrNPC( entity ent, var damageInfo )
{
#if MP
if ( !IsValid( ent ) || ent.IsPlayer() || ent.IsTitan() )
return
if ( ent.IsMechanical() )
DamageInfo_ScaleDamage( damageInfo, 0.5 )
#endif
}
#endif // SERVER
#if CLIENT
void function ClientDestroyCallback_GrenadeDestroyed( entity grenade )
{
}
#endif // CLIENT
#if SERVER
function EnableTrapWarningSound( entity trap, delay = 0, warningSound = DEFAULT_WARNING_SFX )
{
trap.EndSignal( "OnDestroy" )
trap.EndSignal( "DisableTrapWarningSound" )
if ( delay > 0 )
wait delay
while ( IsValid( trap ) )
{
EmitSoundOnEntity( trap, warningSound )
wait 1.0
}
}
void function AddToProximityTargets( entity ent )
{
AddToScriptManagedEntArray( level._proximityTargetArrayID, ent );
}
function ProximityMineThink( entity proximityMine, entity owner )
{
proximityMine.EndSignal( "OnDestroy" )
OnThreadEnd(
function() : ( proximityMine )
{
if ( IsValid( proximityMine ) )
proximityMine.Destroy()
}
)
thread TrapExplodeOnDamage( proximityMine, 50 )
wait PROXIMITY_MINE_ARMING_DELAY
int teamNum = proximityMine.GetTeam()
float explodeRadius = proximityMine.GetDamageRadius()
float triggerRadius = ( ( explodeRadius * 0.75 ) + 0.5 )
local lastTimeNPCsChecked = 0
local NPCTickRate = 0.5
local PlayerTickRate = 0.2
// Wait for someone to enter proximity
while( IsValid( proximityMine ) && IsValid( owner ) )
{
if ( lastTimeNPCsChecked + NPCTickRate <= Time() )
{
array<entity> nearbyNPCs = GetNPCArrayEx( "any", TEAM_ANY, teamNum, proximityMine.GetOrigin(), triggerRadius )
foreach( ent in nearbyNPCs )
{
if ( ShouldSetOffProximityMine( proximityMine, ent ) )
{
ProximityMine_Explode( proximityMine )
return
}
}
lastTimeNPCsChecked = Time()
}
array<entity> nearbyPlayers = GetPlayerArrayEx( "any", TEAM_ANY, teamNum, proximityMine.GetOrigin(), triggerRadius )
foreach( ent in nearbyPlayers )
{
if ( ShouldSetOffProximityMine( proximityMine, ent ) )
{
ProximityMine_Explode( proximityMine )
return
}
}
wait PlayerTickRate
}
}
function ProximityMine_Explode( proximityMine )
{
local explodeTime = Time() + PROXIMITY_MINE_EXPLOSION_DELAY
EmitSoundOnEntity( proximityMine, TRIGGERED_ALARM_SFX )
wait PROXIMITY_MINE_EXPLOSION_DELAY
if ( IsValid( proximityMine ) )
proximityMine.GrenadeExplode( proximityMine.GetForwardVector() )
}
bool function ShouldSetOffProximityMine( entity proximityMine, entity ent )
{
if ( !IsAlive( ent ) )
return false
if ( ent.IsPhaseShifted() )
return false
TraceResults results = TraceLine( proximityMine.GetOrigin(), ent.EyePosition(), proximityMine, (TRACE_MASK_SHOT | CONTENTS_BLOCKLOS), TRACE_COLLISION_GROUP_NONE )
if ( results.fraction >= 1 || results.hitEnt == ent )
return true
return false
}
#endif // SERVER
float function GetMaxCookTime( entity weapon )
{
var cookTime = weapon.GetWeaponInfoFileKeyField( "max_cook_time" )
if (cookTime == null )
return DEFAULT_MAX_COOK_TIME
expect float ( cookTime )
return cookTime
}
function GetGrenadeThrowSound_1p( weapon )
{
return weapon.GetWeaponInfoFileKeyField( "sound_throw_1p" ) ? weapon.GetWeaponInfoFileKeyField( "sound_throw_1p" ) : ""
}
function GetGrenadeDeploySound_1p( weapon )
{
return weapon.GetWeaponInfoFileKeyField( "sound_deploy_1p" ) ? weapon.GetWeaponInfoFileKeyField( "sound_deploy_1p" ) : ""
}
function GetGrenadeThrowSound_3p( weapon )
{
return weapon.GetWeaponInfoFileKeyField( "sound_throw_3p" ) ? weapon.GetWeaponInfoFileKeyField( "sound_throw_3p" ) : ""
}
function GetGrenadeDeploySound_3p( weapon )
{
return weapon.GetWeaponInfoFileKeyField( "sound_deploy_3p" ) ? weapon.GetWeaponInfoFileKeyField( "sound_deploy_3p" ) : ""
}
string function GetGrenadeProjectileSound( weapon )
{
return expect string( weapon.GetWeaponInfoFileKeyField( "sound_grenade_projectile" ) ? weapon.GetWeaponInfoFileKeyField( "sound_grenade_projectile" ) : "" )
}
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