#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png) \[UPDATE\] 40mm Grenade Launcher

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- **ozymandias81**
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   9 years 10 months ago - 9 years 10 months ago [\#4773](#4773) by ozymandias81  *[\[UPDATE\] 40mm Grenade Launcher](https://www.realm667.com/forum/closed-submissions/789-update-40mm-grenade-launcher#4773 "While this is first of several updates I am gonna post, I noticed that this weapon needed some polishment here and there.

What's changed:

* No more keyconf, instead included the slot for the weapon via Weapon.SlotNumber
* Commented out DoomEdNums

* Fixed caps & indentations inside decorate
* all sprites through Slade automated process

* Included INFO & CREDITS lump within the wad itself

Link:")* was created by *ozymandias81*

 While this is first of several updates I am gonna post, I noticed that this weapon needed some polishment here and there.
What's changed: - No more keyconf, instead included the slot for the weapon via Weapon.SlotNumber
- Commented out DoomEdNums
- Fixed caps &amp; indentations inside decorate
- [ Crushed](http://imgur.com/a/Hck24) all sprites through Slade automated process
- Included INFO &amp; CREDITS lump within the wad itself

Link: [ Updated version](https://www.dropbox.com/s/iaopwldm1scjspo/40mmGrenadeLauncher_Updated.zip?dl=0)

 Last edit: 9 years 10 months ago by ozymandias81. Reason: slotnumber thing

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- **Dreadopp**
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   9 years 9 months ago [\#4906](#4906) by Dreadopp  Replied by *Dreadopp* on topic *[\[UPDATE\] 40mm Grenade Launcher](https://www.realm667.com/forum/closed-submissions/789-update-40mm-grenade-launcher#4906 "While this is first of several updates I am gonna post, I noticed that this weapon needed some polishment here and there.

What's changed:

* No more keyconf, instead included the slot for the weapon via Weapon.SlotNumber
* Commented out DoomEdNums

* Fixed caps & indentations inside decorate
* all sprites through Slade automated process

* Included INFO & CREDITS lump within the wad itself

Link:")*

 Thanks for the update. ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

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- **ozymandias81**
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- Pain Elemental
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   9 years 9 months ago [\#4917](#4917) by ozymandias81  Replied by *ozymandias81* on topic *[\[UPDATE\] 40mm Grenade Launcher](https://www.realm667.com/forum/closed-submissions/789-update-40mm-grenade-launcher#4917 "While this is first of several updates I am gonna post, I noticed that this weapon needed some polishment here and there.

What's changed:

* No more keyconf, instead included the slot for the weapon via Weapon.SlotNumber
* Commented out DoomEdNums

* Fixed caps & indentations inside decorate
* all sprites through Slade automated process

* Included INFO & CREDITS lump within the wad itself

Link:")*

 You are welcome. ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

Probably I'll come with more updates for all other weapons near the end of this year, hopefully.

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- **MagicWazard**
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   9 years 9 months ago [\#4936](#4936) by MagicWazard  Replied by *MagicWazard* on topic *[\[UPDATE\] 40mm Grenade Launcher](https://www.realm667.com/forum/closed-submissions/789-update-40mm-grenade-launcher#4936 "While this is first of several updates I am gonna post, I noticed that this weapon needed some polishment here and there.

What's changed:

* No more keyconf, instead included the slot for the weapon via Weapon.SlotNumber
* Commented out DoomEdNums

* Fixed caps & indentations inside decorate
* all sprites through Slade automated process

* Included INFO & CREDITS lump within the wad itself

Link:")*

 I did see that these last round of updates got approved; I'll get them posted within the next couple of days. By the weekend, at the latest.

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   9 years 9 months ago [\#4975](#4975) by MagicWazard  Replied by *MagicWazard* on topic *[\[UPDATE\] 40mm Grenade Launcher](https://www.realm667.com/forum/closed-submissions/789-update-40mm-grenade-launcher#4975 "While this is first of several updates I am gonna post, I noticed that this weapon needed some polishment here and there.

What's changed:

* No more keyconf, instead included the slot for the weapon via Weapon.SlotNumber
* Commented out DoomEdNums

* Fixed caps & indentations inside decorate
* all sprites through Slade automated process

* Included INFO & CREDITS lump within the wad itself

Link:")*

 I took a look at this one, and the update itself looks OK, but the original weapon is missing a few bells and whistles that might be good to add while we're already updating it.

*The weapon produces no flash when firing (that is, it doesn't call A_GunFlash and has no flash state). The muzzle flash frame should probably be bright, if it doesn't have a brightmap or flash frame.
*The projectile could use GLDefs, for the explosion at the very least.
*The explosion is subject to gravity; it should probably have gravity disabled at the start of the death sequence.

Think you're up to adding these properties before I upload it?

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- **ozymandias81**
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- Pain Elemental
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   9 years 9 months ago [\#4995](#4995) by ozymandias81  Replied by *ozymandias81* on topic *[\[UPDATE\] 40mm Grenade Launcher](https://www.realm667.com/forum/closed-submissions/789-update-40mm-grenade-launcher#4995 "While this is first of several updates I am gonna post, I noticed that this weapon needed some polishment here and there.

What's changed:

* No more keyconf, instead included the slot for the weapon via Weapon.SlotNumber
* Commented out DoomEdNums

* Fixed caps & indentations inside decorate
* all sprites through Slade automated process

* Included INFO & CREDITS lump within the wad itself

Link:")*

 I'll add those properties after Blade of Agony Chapter 1 release, I am pretty busy atm.
Thanks for submitting all other updates in the end ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

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- **BadMojo**
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   9 years 9 months ago [\#4997](#4997) by BadMojo  Replied by *BadMojo* on topic *[\[UPDATE\] 40mm Grenade Launcher](https://www.realm667.com/forum/closed-submissions/789-update-40mm-grenade-launcher#4997 "While this is first of several updates I am gonna post, I noticed that this weapon needed some polishment here and there.

What's changed:

* No more keyconf, instead included the slot for the weapon via Weapon.SlotNumber
* Commented out DoomEdNums

* Fixed caps & indentations inside decorate
* all sprites through Slade automated process

* Included INFO & CREDITS lump within the wad itself

Link:")*

 Don't worry about it Ozy, I did it for you.... Hope you don't mind? ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

https://www.dropbox.com/s/z4gbhrtkeygkpgy/40mmGrenadeLauncher.zip?dl=0

Changes:
-Added GLDEFS for both 40mm projectiles
-Added a Flash state and A_GunFlash
-Added A_NoGravity to the death sequence of both projectiles

That seems to be everything MW suggested

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   9 years 8 months ago [\#5101](#5101) by Blue Shadow  Replied by *Blue Shadow* on topic *[\[UPDATE\] 40mm Grenade Launcher](https://www.realm667.com/forum/closed-submissions/789-update-40mm-grenade-launcher#5101 "While this is first of several updates I am gonna post, I noticed that this weapon needed some polishment here and there.

What's changed:

* No more keyconf, instead included the slot for the weapon via Weapon.SlotNumber
* Commented out DoomEdNums

* Fixed caps & indentations inside decorate
* all sprites through Slade automated process

* Included INFO & CREDITS lump within the wad itself

Link:")*

> BadMojo wrote: -Added a Flash state and A\_GunFlash

There is a small issue with that: when you fire the weapon, the room lights up and stays lit.

While testing the weapon, I noticed a couple of things which could do with being addressed:
- The weapon doesn't automatically switch when it runs out of ammo.
- Unlike the normal firing mode's grenade, The player doesn't suffer splash damage from the altfire mode's one if they happen to be in the area of effect.

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   9 years 8 months ago - 9 years 8 months ago [\#5104](#5104) by BadMojo  Replied by *BadMojo* on topic *[\[UPDATE\] 40mm Grenade Launcher](https://www.realm667.com/forum/closed-submissions/789-update-40mm-grenade-launcher#5104 "While this is first of several updates I am gonna post, I noticed that this weapon needed some polishment here and there.

What's changed:

* No more keyconf, instead included the slot for the weapon via Weapon.SlotNumber
* Commented out DoomEdNums

* Fixed caps & indentations inside decorate
* all sprites through Slade automated process

* Included INFO & CREDITS lump within the wad itself

Link:")*

> There is a small issue with that: when you fire the weapon, the room lights up and stays lit.

Whoops, forgot about that.. should be fixed now.

as for the other 2 issue, they should be addressed now.. I just updated my link.

-A_Explode had some extra parameters, not sure why they are there, but I just commented them out just in case they were there for a reason.
EDIT: I should clarify.. this was the reason why the splash damage wasn't working.

-Ready state didn't loop... I gather that's what stopped the auto switch?

 Last edit: 9 years 8 months ago by BadMojo.

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   9 years 8 months ago [\#5106](#5106) by Blue Shadow  Replied by *Blue Shadow* on topic *[\[UPDATE\] 40mm Grenade Launcher](https://www.realm667.com/forum/closed-submissions/789-update-40mm-grenade-launcher#5106 "While this is first of several updates I am gonna post, I noticed that this weapon needed some polishment here and there.

What's changed:

* No more keyconf, instead included the slot for the weapon via Weapon.SlotNumber
* Commented out DoomEdNums

* Fixed caps & indentations inside decorate
* all sprites through Slade automated process

* Included INFO & CREDITS lump within the wad itself

Link:")*

> BadMojo wrote: as for the other 2 issue, they should be addressed now.. I just updated my link.

The auto-switch problem is till there.
> A\_Explode had some extra parameters, not sure why they are there, but I just commented them out just in case they were there for a reason.
> I should clarify.. this was the reason why the splash damage wasn't working.

The first two parameters are for the damage and the radius. The third parameter is the culprit. See [ A\_Explode](https://zdoom.org/wiki/A_Explode).

Something else I noticed today concerning the original code of the weapon: the altfire mode consumes two points of ammo per shot, which makes no sense considering you're still firing one grenade.

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