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 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairgrenadelauncher 0.7",
13 /* wepimg */ "weapongrenadelauncher",
14 /* refname */ "mortar",
15 /* wepname */ _("Mortar")
18 #define MORTAR_SETTINGS(w_cvar,w_prop) MORTAR_SETTINGS_LIST(w_cvar, w_prop, MORTAR, mortar)
19 #define MORTAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20 w_cvar(id, sn, BOTH, ammo) \
21 w_cvar(id, sn, BOTH, animtime) \
22 w_cvar(id, sn, NONE, bouncefactor) \
23 w_cvar(id, sn, NONE, bouncestop) \
24 w_cvar(id, sn, BOTH, damage) \
25 w_cvar(id, sn, BOTH, damageforcescale) \
26 w_cvar(id, sn, BOTH, edgedamage) \
27 w_cvar(id, sn, BOTH, force) \
28 w_cvar(id, sn, BOTH, health) \
29 w_cvar(id, sn, BOTH, lifetime) \
30 w_cvar(id, sn, SEC, lifetime_bounce) \
31 w_cvar(id, sn, BOTH, lifetime_stick) \
32 w_cvar(id, sn, BOTH, radius) \
33 w_cvar(id, sn, BOTH, refire) \
34 w_cvar(id, sn, SEC, remote_detonateprimary) \
35 w_cvar(id, sn, PRI, remote_minbouncecnt) \
36 w_cvar(id, sn, BOTH, speed) \
37 w_cvar(id, sn, BOTH, speed_up) \
38 w_cvar(id, sn, BOTH, speed_z) \
39 w_cvar(id, sn, BOTH, spread) \
40 w_cvar(id, sn, BOTH, type) \
41 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
42 w_prop(id, sn, float, reloading_time, reload_time) \
43 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
44 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
45 w_prop(id, sn, string, weaponreplace, weaponreplace) \
46 w_prop(id, sn, float, weaponstart, weaponstart) \
47 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
50 MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
51 .float gl_detonate_later;
57 void spawnfunc_weapon_mortar() { weapon_defaultspawnfunc(WEP_MORTAR); }
58 void spawnfunc_weapon_grenadelauncher() { spawnfunc_weapon_mortar(); }
60 void W_Mortar_Grenade_Explode()
62 if(other.takedamage == DAMAGE_AIM)
64 if(DIFF_TEAM(self.realowner, other))
65 if(other.deadflag == DEAD_NO)
67 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
69 self.event_damage = func_null;
70 self.takedamage = DAMAGE_NO;
72 if(self.movetype == MOVETYPE_NONE)
73 self.velocity = self.oldvelocity;
75 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);
80 void W_Mortar_Grenade_Explode2()
82 if(other.takedamage == DAMAGE_AIM)
84 if(DIFF_TEAM(self.realowner, other))
85 if(other.deadflag == DEAD_NO)
87 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
89 self.event_damage = func_null;
90 self.takedamage = DAMAGE_NO;
92 if(self.movetype == MOVETYPE_NONE)
93 self.velocity = self.oldvelocity;
95 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);
101 void W_Mortar_Grenade_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
103 if (self.health <= 0)
106 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
107 return; // g_projectiles_damage says to halt
109 self.health = self.health - damage;
111 if (self.health <= 0)
112 W_PrepareExplosionByDamage(attacker, self.use);
115 void W_Mortar_Grenade_Think1()
117 self.nextthink = time;
121 self.projectiledeathtype |= HITTYPE_BOUNCE;
122 W_Mortar_Grenade_Explode();
125 if(self.gl_detonate_later && self.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
126 W_Mortar_Grenade_Explode();
129 void W_Mortar_Grenade_Touch1()
132 if (other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
136 else if (WEP_CVAR_PRI(mortar, type) == 1) // bounce
141 spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
143 spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
145 spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
147 spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
149 spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
151 spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
152 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
153 self.projectiledeathtype |= HITTYPE_BOUNCE;
154 self.gl_bouncecnt += 1;
156 else if(WEP_CVAR_PRI(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
158 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
160 // let it stick whereever it is
161 self.oldvelocity = self.velocity;
162 self.velocity = '0 0 0';
163 self.movetype = MOVETYPE_NONE; // also disables gravity
164 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
165 UpdateCSQCProjectile(self);
167 // do not respond to any more touches
168 self.solid = SOLID_NOT;
170 self.nextthink = min(self.nextthink, time + WEP_CVAR_PRI(mortar, lifetime_stick));
174 void W_Mortar_Grenade_Touch2()
177 if (other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
181 else if (WEP_CVAR_SEC(mortar, type) == 1) // bounce
186 spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
188 spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
190 spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
192 spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
194 spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
196 spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
197 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
198 self.projectiledeathtype |= HITTYPE_BOUNCE;
199 self.gl_bouncecnt += 1;
201 if (WEP_CVAR_SEC(mortar, lifetime_bounce) && self.gl_bouncecnt == 1)
202 self.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
205 else if(WEP_CVAR_SEC(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
207 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
209 // let it stick whereever it is
210 self.oldvelocity = self.velocity;
211 self.velocity = '0 0 0';
212 self.movetype = MOVETYPE_NONE; // also disables gravity
213 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
214 UpdateCSQCProjectile(self);
216 // do not respond to any more touches
217 self.solid = SOLID_NOT;
219 self.nextthink = min(self.nextthink, time + WEP_CVAR_SEC(mortar, lifetime_stick));
223 void W_Mortar_Attack()
227 W_DecreaseAmmo(WEP_CVAR_PRI(mortar, ammo));
229 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
230 w_shotdir = v_forward; // no TrueAim for grenades please
232 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
235 gren.owner = gren.realowner = self;
236 gren.classname = "grenade";
237 gren.bot_dodge = TRUE;
238 gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
239 gren.movetype = MOVETYPE_BOUNCE;
240 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
241 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
242 PROJECTILE_MAKETRIGGER(gren);
243 gren.projectiledeathtype = WEP_MORTAR;
244 setorigin(gren, w_shotorg);
245 setsize(gren, '-3 -3 -3', '3 3 3');
247 gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime);
248 gren.nextthink = time;
249 gren.think = W_Mortar_Grenade_Think1;
250 gren.use = W_Mortar_Grenade_Explode;
251 gren.touch = W_Mortar_Grenade_Touch1;
253 gren.takedamage = DAMAGE_YES;
254 gren.health = WEP_CVAR_PRI(mortar, health);
255 gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale);
256 gren.event_damage = W_Mortar_Grenade_Damage;
257 gren.damagedbycontents = TRUE;
258 gren.missile_flags = MIF_SPLASH | MIF_ARC;
259 W_SetupProjVelocity_UP_PRI(gren, mortar);
261 gren.angles = vectoangles (gren.velocity);
262 gren.flags = FL_PROJECTILE;
264 if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2)
265 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
267 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
269 other = gren; MUTATOR_CALLHOOK(EditProjectile);
272 void W_Mortar_Attack2()
276 W_DecreaseAmmo(WEP_CVAR_SEC(mortar, ammo));
278 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
279 w_shotdir = v_forward; // no TrueAim for grenades please
281 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
284 gren.owner = gren.realowner = self;
285 gren.classname = "grenade";
286 gren.bot_dodge = TRUE;
287 gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
288 gren.movetype = MOVETYPE_BOUNCE;
289 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
290 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
291 PROJECTILE_MAKETRIGGER(gren);
292 gren.projectiledeathtype = WEP_MORTAR | HITTYPE_SECONDARY;
293 setorigin(gren, w_shotorg);
294 setsize(gren, '-3 -3 -3', '3 3 3');
296 gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime);
297 gren.think = adaptor_think2use_hittype_splash;
298 gren.use = W_Mortar_Grenade_Explode2;
299 gren.touch = W_Mortar_Grenade_Touch2;
301 gren.takedamage = DAMAGE_YES;
302 gren.health = WEP_CVAR_SEC(mortar, health);
303 gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale);
304 gren.event_damage = W_Mortar_Grenade_Damage;
305 gren.damagedbycontents = TRUE;
306 gren.missile_flags = MIF_SPLASH | MIF_ARC;
307 W_SetupProjVelocity_UP_SEC(gren, mortar);
309 gren.angles = vectoangles (gren.velocity);
310 gren.flags = FL_PROJECTILE;
312 if(WEP_CVAR_SEC(mortar, type) == 0 || WEP_CVAR_SEC(mortar, type) == 2)
313 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
315 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
317 other = gren; MUTATOR_CALLHOOK(EditProjectile);
320 .float bot_secondary_grenademooth;
321 float W_Mortar(float req)
330 self.BUTTON_ATCK = FALSE;
331 self.BUTTON_ATCK2 = FALSE;
332 if (self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
334 if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), TRUE))
336 self.BUTTON_ATCK = TRUE;
337 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
342 if(bot_aim(WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), TRUE))
344 self.BUTTON_ATCK2 = TRUE;
345 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
353 wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime));
354 wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire));
355 wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed)))));
357 // for the range calculation, closer to 1 is better
358 wepinfo_pri_range_max = 2000 * wepinfo_pri_speed;
359 wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar,
361 wepinfo_sec_refire = max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime));
362 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / wepinfo_sec_refire));
364 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime))));
369 if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) // forced reload
370 WEP_ACTION(self.weapon, WR_RELOAD);
371 else if (self.BUTTON_ATCK)
373 if (weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
376 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
379 else if (self.BUTTON_ATCK2)
381 if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
384 for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
386 if(!nade.gl_detonate_later)
388 nade.gl_detonate_later = TRUE;
393 sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
395 else if (weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
398 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
406 precache_model ("models/weapons/g_gl.md3");
407 precache_model ("models/weapons/v_gl.md3");
408 precache_model ("models/weapons/h_gl.iqm");
409 precache_sound ("weapons/grenade_bounce1.wav");
410 precache_sound ("weapons/grenade_bounce2.wav");
411 precache_sound ("weapons/grenade_bounce3.wav");
412 precache_sound ("weapons/grenade_bounce4.wav");
413 precache_sound ("weapons/grenade_bounce5.wav");
414 precache_sound ("weapons/grenade_bounce6.wav");
415 precache_sound ("weapons/grenade_stick.wav");
416 precache_sound ("weapons/grenade_fire.wav");
417 MORTAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
422 ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_PRI(mortar, ammo);
423 ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_PRI(mortar, ammo);
428 ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_SEC(mortar, ammo);
429 ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_SEC(mortar, ammo);
434 MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
439 W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), "weapons/reload.wav"); // WEAPONTODO
442 case WR_SUICIDEMESSAGE:
444 if(w_deathtype & HITTYPE_SECONDARY)
445 return WEAPON_MORTAR_SUICIDE_BOUNCE;
447 return WEAPON_MORTAR_SUICIDE_EXPLODE;
451 if(w_deathtype & HITTYPE_SECONDARY)
452 return WEAPON_MORTAR_MURDER_BOUNCE;
454 return WEAPON_MORTAR_MURDER_EXPLODE;
461 float W_Mortar(float req)
465 case WR_IMPACTEFFECT:
468 org2 = w_org + w_backoff * 12;
469 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
471 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
477 precache_sound("weapons/grenade_impact.wav");
482 // no weapon specific image for this weapon