4 /* function */ W_Mortar,
5 /* ammotype */ ammo_rockets,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_MID,
11 /* crosshair */ "gfx/crosshairgrenadelauncher 0.7",
12 /* netname */ "grenadelauncher",
13 /* fullname */ _("Mortar")
16 #define MORTAR_SETTINGS(w_cvar,w_prop) MORTAR_SETTINGS_LIST(w_cvar, w_prop, MORTAR, mortar)
17 #define MORTAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
18 w_cvar(id, sn, BOTH, ammo) \
19 w_cvar(id, sn, BOTH, animtime) \
20 w_cvar(id, sn, NONE, bouncefactor) \
21 w_cvar(id, sn, NONE, bouncestop) \
22 w_cvar(id, sn, BOTH, damage) \
23 w_cvar(id, sn, BOTH, damageforcescale) \
24 w_cvar(id, sn, BOTH, edgedamage) \
25 w_cvar(id, sn, BOTH, force) \
26 w_cvar(id, sn, BOTH, health) \
27 w_cvar(id, sn, BOTH, lifetime) \
28 w_cvar(id, sn, SEC, lifetime_bounce) \
29 w_cvar(id, sn, BOTH, lifetime_stick) \
30 w_cvar(id, sn, BOTH, radius) \
31 w_cvar(id, sn, BOTH, refire) \
32 w_cvar(id, sn, SEC, remote_detonateprimary) \
33 w_cvar(id, sn, PRI, remote_minbouncecnt) \
34 w_cvar(id, sn, BOTH, speed) \
35 w_cvar(id, sn, BOTH, speed_up) \
36 w_cvar(id, sn, BOTH, speed_z) \
37 w_cvar(id, sn, BOTH, spread) \
38 w_cvar(id, sn, BOTH, type) \
39 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
40 w_prop(id, sn, float, reloading_time, reload_time) \
41 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
42 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
43 w_prop(id, sn, string, weaponreplace, weaponreplace) \
44 w_prop(id, sn, float, weaponstart, weaponstart) \
45 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
48 MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
49 .float gl_detonate_later;
55 void spawnfunc_weapon_mortar() { weapon_defaultspawnfunc(WEP_MORTAR); }
56 void spawnfunc_weapon_grenadelauncher() { spawnfunc_weapon_mortar(); }
58 void W_Mortar_Grenade_Explode()
60 if(other.takedamage == DAMAGE_AIM)
62 if(DIFF_TEAM(self.realowner, other))
63 if(other.deadflag == DEAD_NO)
65 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
67 self.event_damage = func_null;
68 self.takedamage = DAMAGE_NO;
70 if(self.movetype == MOVETYPE_NONE)
71 self.velocity = self.oldvelocity;
73 RadiusDamage (self, self.realowner, WEP_CVAR_PRI(mortar, damage), WEP_CVAR_PRI(mortar, edgedamage), WEP_CVAR_PRI(mortar, radius), world, world, WEP_CVAR_PRI(mortar, force), self.projectiledeathtype, other);
78 void W_Mortar_Grenade_Explode2()
80 if(other.takedamage == DAMAGE_AIM)
82 if(DIFF_TEAM(self.realowner, other))
83 if(other.deadflag == DEAD_NO)
85 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
87 self.event_damage = func_null;
88 self.takedamage = DAMAGE_NO;
90 if(self.movetype == MOVETYPE_NONE)
91 self.velocity = self.oldvelocity;
93 RadiusDamage (self, self.realowner, WEP_CVAR_SEC(mortar, damage), WEP_CVAR_SEC(mortar, edgedamage), WEP_CVAR_SEC(mortar, radius), world, world, WEP_CVAR_SEC(mortar, force), self.projectiledeathtype, other);
99 void W_Mortar_Grenade_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
101 if (self.health <= 0)
104 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
105 return; // g_projectiles_damage says to halt
107 self.health = self.health - damage;
109 if (self.health <= 0)
110 W_PrepareExplosionByDamage(attacker, self.use);
113 void W_Mortar_Grenade_Think1()
115 self.nextthink = time;
119 self.projectiledeathtype |= HITTYPE_BOUNCE;
120 W_Mortar_Grenade_Explode();
123 if(self.gl_detonate_later && self.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
124 W_Mortar_Grenade_Explode();
127 void W_Mortar_Grenade_Touch1()
130 if (other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
134 else if (WEP_CVAR_PRI(mortar, type) == 1) // bounce
139 spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
141 spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
143 spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
145 spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
147 spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
149 spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
150 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
151 self.projectiledeathtype |= HITTYPE_BOUNCE;
152 self.gl_bouncecnt += 1;
154 else if(WEP_CVAR_PRI(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
156 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
158 // let it stick whereever it is
159 self.oldvelocity = self.velocity;
160 self.velocity = '0 0 0';
161 self.movetype = MOVETYPE_NONE; // also disables gravity
162 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
163 UpdateCSQCProjectile(self);
165 // do not respond to any more touches
166 self.solid = SOLID_NOT;
168 self.nextthink = min(self.nextthink, time + WEP_CVAR_PRI(mortar, lifetime_stick));
172 void W_Mortar_Grenade_Touch2()
175 if (other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
179 else if (WEP_CVAR_SEC(mortar, type) == 1) // bounce
184 spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
186 spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
188 spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
190 spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
192 spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
194 spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
195 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
196 self.projectiledeathtype |= HITTYPE_BOUNCE;
197 self.gl_bouncecnt += 1;
199 if (WEP_CVAR_SEC(mortar, lifetime_bounce) && self.gl_bouncecnt == 1)
200 self.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
203 else if(WEP_CVAR_SEC(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
205 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
207 // let it stick whereever it is
208 self.oldvelocity = self.velocity;
209 self.velocity = '0 0 0';
210 self.movetype = MOVETYPE_NONE; // also disables gravity
211 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
212 UpdateCSQCProjectile(self);
214 // do not respond to any more touches
215 self.solid = SOLID_NOT;
217 self.nextthink = min(self.nextthink, time + WEP_CVAR_SEC(mortar, lifetime_stick));
221 void W_Mortar_Attack()
225 W_DecreaseAmmo(WEP_CVAR_PRI(mortar, ammo));
227 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
228 w_shotdir = v_forward; // no TrueAim for grenades please
230 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
233 gren.owner = gren.realowner = self;
234 gren.classname = "grenade";
235 gren.bot_dodge = TRUE;
236 gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
237 gren.movetype = MOVETYPE_BOUNCE;
238 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
239 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
240 PROJECTILE_MAKETRIGGER(gren);
241 gren.projectiledeathtype = WEP_MORTAR;
242 setorigin(gren, w_shotorg);
243 setsize(gren, '-3 -3 -3', '3 3 3');
245 gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime);
246 gren.nextthink = time;
247 gren.think = W_Mortar_Grenade_Think1;
248 gren.use = W_Mortar_Grenade_Explode;
249 gren.touch = W_Mortar_Grenade_Touch1;
251 gren.takedamage = DAMAGE_YES;
252 gren.health = WEP_CVAR_PRI(mortar, health);
253 gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale);
254 gren.event_damage = W_Mortar_Grenade_Damage;
255 gren.damagedbycontents = TRUE;
256 gren.missile_flags = MIF_SPLASH | MIF_ARC;
257 W_SetupProjVelocity_UP_PRI(gren, mortar);
259 gren.angles = vectoangles (gren.velocity);
260 gren.flags = FL_PROJECTILE;
262 if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2)
263 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
265 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
267 other = gren; MUTATOR_CALLHOOK(EditProjectile);
270 void W_Mortar_Attack2()
274 W_DecreaseAmmo(WEP_CVAR_SEC(mortar, ammo));
276 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
277 w_shotdir = v_forward; // no TrueAim for grenades please
279 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
282 gren.owner = gren.realowner = self;
283 gren.classname = "grenade";
284 gren.bot_dodge = TRUE;
285 gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
286 gren.movetype = MOVETYPE_BOUNCE;
287 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
288 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
289 PROJECTILE_MAKETRIGGER(gren);
290 gren.projectiledeathtype = WEP_MORTAR | HITTYPE_SECONDARY;
291 setorigin(gren, w_shotorg);
292 setsize(gren, '-3 -3 -3', '3 3 3');
294 gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime);
295 gren.think = adaptor_think2use_hittype_splash;
296 gren.use = W_Mortar_Grenade_Explode2;
297 gren.touch = W_Mortar_Grenade_Touch2;
299 gren.takedamage = DAMAGE_YES;
300 gren.health = WEP_CVAR_SEC(mortar, health);
301 gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale);
302 gren.event_damage = W_Mortar_Grenade_Damage;
303 gren.damagedbycontents = TRUE;
304 gren.missile_flags = MIF_SPLASH | MIF_ARC;
305 W_SetupProjVelocity_UP_SEC(gren, mortar);
307 gren.angles = vectoangles (gren.velocity);
308 gren.flags = FL_PROJECTILE;
310 if(WEP_CVAR_SEC(mortar, type) == 0 || WEP_CVAR_SEC(mortar, type) == 2)
311 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
313 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
315 other = gren; MUTATOR_CALLHOOK(EditProjectile);
318 .float bot_secondary_grenademooth;
319 float W_Mortar(float req)
328 self.BUTTON_ATCK = FALSE;
329 self.BUTTON_ATCK2 = FALSE;
330 if (self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
332 if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), TRUE))
334 self.BUTTON_ATCK = TRUE;
335 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
340 if(bot_aim(WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), TRUE))
342 self.BUTTON_ATCK2 = TRUE;
343 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
351 wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime));
352 wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire));
353 wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed)))));
355 // for the range calculation, closer to 1 is better
356 wepinfo_pri_range_max = 2000 * wepinfo_pri_speed;
357 wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar,
359 wepinfo_sec_refire = max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime));
360 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / wepinfo_sec_refire));
362 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime))));
367 if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) // forced reload
368 WEP_ACTION(self.weapon, WR_RELOAD);
369 else if (self.BUTTON_ATCK)
371 if (weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
374 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
377 else if (self.BUTTON_ATCK2)
379 if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
382 for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
384 if(!nade.gl_detonate_later)
386 nade.gl_detonate_later = TRUE;
391 sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
393 else if (weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
396 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
404 precache_model ("models/weapons/g_gl.md3");
405 precache_model ("models/weapons/v_gl.md3");
406 precache_model ("models/weapons/h_gl.iqm");
407 precache_sound ("weapons/grenade_bounce1.wav");
408 precache_sound ("weapons/grenade_bounce2.wav");
409 precache_sound ("weapons/grenade_bounce3.wav");
410 precache_sound ("weapons/grenade_bounce4.wav");
411 precache_sound ("weapons/grenade_bounce5.wav");
412 precache_sound ("weapons/grenade_bounce6.wav");
413 precache_sound ("weapons/grenade_stick.wav");
414 precache_sound ("weapons/grenade_fire.wav");
415 MORTAR_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
420 ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_PRI(mortar, ammo);
421 ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_PRI(mortar, ammo);
426 ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_SEC(mortar, ammo);
427 ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_SEC(mortar, ammo);
432 MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
437 W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), "weapons/reload.wav"); // WEAPONTODO
440 case WR_SUICIDEMESSAGE:
442 if(w_deathtype & HITTYPE_SECONDARY)
443 return WEAPON_MORTAR_SUICIDE_BOUNCE;
445 return WEAPON_MORTAR_SUICIDE_EXPLODE;
449 if(w_deathtype & HITTYPE_SECONDARY)
450 return WEAPON_MORTAR_MURDER_BOUNCE;
452 return WEAPON_MORTAR_MURDER_EXPLODE;
459 float W_Mortar(float req)
463 case WR_IMPACTEFFECT:
466 org2 = w_org + w_backoff * 12;
467 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
469 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
475 precache_sound("weapons/grenade_impact.wav");
480 // no weapon specific image for this weapon