4 /* function */ w_glauncher,
5 /* ammotype */ IT_ROCKETS,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_MID,
10 /* netname */ "grenadelauncher",
11 /* fullname */ _("Mortar")
14 #define MORTAR_SETTINGS(w_cvar,w_prop) \
15 w_cvar(WEP_MORTAR, mortar, MO_BOTH, ammo) \
16 w_cvar(WEP_MORTAR, mortar, MO_BOTH, animtime) \
17 w_cvar(WEP_MORTAR, mortar, MO_NONE, bouncefactor) \
18 w_cvar(WEP_MORTAR, mortar, MO_NONE, bouncestop) \
19 w_cvar(WEP_MORTAR, mortar, MO_BOTH, damage) \
20 w_cvar(WEP_MORTAR, mortar, MO_BOTH, damageforcescale) \
21 w_cvar(WEP_MORTAR, mortar, MO_BOTH, edgedamage) \
22 w_cvar(WEP_MORTAR, mortar, MO_BOTH, force) \
23 w_cvar(WEP_MORTAR, mortar, MO_BOTH, health) \
24 w_cvar(WEP_MORTAR, mortar, MO_BOTH, lifetime) \
25 w_cvar(WEP_MORTAR, mortar, MO_SEC, lifetime_bounce) \
26 w_cvar(WEP_MORTAR, mortar, MO_BOTH, lifetime_stick) \
27 w_cvar(WEP_MORTAR, mortar, MO_BOTH, radius) \
28 w_cvar(WEP_MORTAR, mortar, MO_BOTH, refire) \
29 w_cvar(WEP_MORTAR, mortar, MO_PRI, remote_minbouncecnt) \
30 w_cvar(WEP_MORTAR, mortar, MO_BOTH, speed) \
31 w_cvar(WEP_MORTAR, mortar, MO_BOTH, speed_up) \
32 w_cvar(WEP_MORTAR, mortar, MO_BOTH, type) \
33 w_prop(WEP_MORTAR, mortar, reloading_ammo, reload_ammo) \
34 w_prop(WEP_MORTAR, mortar, reloading_time, reload_time) \
35 w_prop(WEP_MORTAR, mortar, switchdelay_raise, switchdelay_raise) \
36 w_prop(WEP_MORTAR, mortar, switchdelay_drop, switchdelay_drop)
39 MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
40 .float gl_detonate_later;
46 void W_Grenade_Explode (void)
48 if(other.takedamage == DAMAGE_AIM)
50 if(DIFF_TEAM(self.realowner, other))
51 if(other.deadflag == DEAD_NO)
53 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
55 self.event_damage = func_null;
56 self.takedamage = DAMAGE_NO;
58 if(self.movetype == MOVETYPE_NONE)
59 self.velocity = self.oldvelocity;
61 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);
66 void W_Grenade_Explode2 (void)
68 if(other.takedamage == DAMAGE_AIM)
70 if(DIFF_TEAM(self.realowner, other))
71 if(other.deadflag == DEAD_NO)
73 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
75 self.event_damage = func_null;
76 self.takedamage = DAMAGE_NO;
78 if(self.movetype == MOVETYPE_NONE)
79 self.velocity = self.oldvelocity;
81 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);
86 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
91 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
92 return; // g_projectiles_damage says to halt
94 self.health = self.health - damage;
97 W_PrepareExplosionByDamage(attacker, self.use);
100 void W_Grenade_Think1 (void)
102 self.nextthink = time;
106 self.projectiledeathtype |= HITTYPE_BOUNCE;
107 W_Grenade_Explode ();
110 if(self.gl_detonate_later && self.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
114 void W_Grenade_Touch1 (void)
117 if (other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
121 else if (WEP_CVAR_PRI(mortar, type) == 1) // bounce
126 spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
128 spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
130 spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
132 spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
134 spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
136 spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
137 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
138 self.projectiledeathtype |= HITTYPE_BOUNCE;
139 self.gl_bouncecnt += 1;
141 else if(WEP_CVAR_PRI(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
143 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
145 // let it stick whereever it is
146 self.oldvelocity = self.velocity;
147 self.velocity = '0 0 0';
148 self.movetype = MOVETYPE_NONE; // also disables gravity
149 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
150 UpdateCSQCProjectile(self);
152 // do not respond to any more touches
153 self.solid = SOLID_NOT;
155 self.nextthink = min(self.nextthink, time + WEP_CVAR_PRI(mortar, lifetime_stick));
159 void W_Grenade_Touch2 (void)
162 if (other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
166 else if (WEP_CVAR_SEC(mortar, type) == 1) // bounce
171 spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
173 spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
175 spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
177 spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
179 spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
181 spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
182 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
183 self.projectiledeathtype |= HITTYPE_BOUNCE;
184 self.gl_bouncecnt += 1;
186 if (WEP_CVAR_SEC(mortar, lifetime_bounce) && self.gl_bouncecnt == 1)
187 self.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
190 else if(WEP_CVAR_SEC(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
192 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
194 // let it stick whereever it is
195 self.oldvelocity = self.velocity;
196 self.velocity = '0 0 0';
197 self.movetype = MOVETYPE_NONE; // also disables gravity
198 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
199 UpdateCSQCProjectile(self);
201 // do not respond to any more touches
202 self.solid = SOLID_NOT;
204 self.nextthink = min(self.nextthink, time + WEP_CVAR_SEC(mortar, lifetime_stick));
208 void W_Grenade_Attack (void)
212 W_DecreaseAmmo(ammo_rockets, WEP_CVAR_PRI(mortar, ammo), autocvar_g_balance_mortar_reload_ammo); // WEAPONTODO
214 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
215 w_shotdir = v_forward; // no TrueAim for grenades please
217 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
220 gren.owner = gren.realowner = self;
221 gren.classname = "grenade";
222 gren.bot_dodge = TRUE;
223 gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
224 gren.movetype = MOVETYPE_BOUNCE;
225 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
226 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
227 PROJECTILE_MAKETRIGGER(gren);
228 gren.projectiledeathtype = WEP_MORTAR;
229 setorigin(gren, w_shotorg);
230 setsize(gren, '-3 -3 -3', '3 3 3');
232 gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime);
233 gren.nextthink = time;
234 gren.think = W_Grenade_Think1;
235 gren.use = W_Grenade_Explode;
236 gren.touch = W_Grenade_Touch1;
238 gren.takedamage = DAMAGE_YES;
239 gren.health = WEP_CVAR_PRI(mortar, health);
240 gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale);
241 gren.event_damage = W_Grenade_Damage;
242 gren.damagedbycontents = TRUE;
243 gren.missile_flags = MIF_SPLASH | MIF_ARC;
244 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_mortar_primary); // WEAPONTODO
246 gren.angles = vectoangles (gren.velocity);
247 gren.flags = FL_PROJECTILE;
249 if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2)
250 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
252 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
254 other = gren; MUTATOR_CALLHOOK(EditProjectile);
257 void W_Grenade_Attack2 (void)
261 W_DecreaseAmmo(ammo_rockets, WEP_CVAR_SEC(mortar, ammo), autocvar_g_balance_mortar_reload_ammo);
263 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
264 w_shotdir = v_forward; // no TrueAim for grenades please
266 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
269 gren.owner = gren.realowner = self;
270 gren.classname = "grenade";
271 gren.bot_dodge = TRUE;
272 gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
273 gren.movetype = MOVETYPE_BOUNCE;
274 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
275 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
276 PROJECTILE_MAKETRIGGER(gren);
277 gren.projectiledeathtype = WEP_MORTAR | HITTYPE_SECONDARY;
278 setorigin(gren, w_shotorg);
279 setsize(gren, '-3 -3 -3', '3 3 3');
281 gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime);
282 gren.think = adaptor_think2use_hittype_splash;
283 gren.use = W_Grenade_Explode2;
284 gren.touch = W_Grenade_Touch2;
286 gren.takedamage = DAMAGE_YES;
287 gren.health = WEP_CVAR_SEC(mortar, health);
288 gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale);
289 gren.event_damage = W_Grenade_Damage;
290 gren.damagedbycontents = TRUE;
291 gren.missile_flags = MIF_SPLASH | MIF_ARC;
292 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_mortar_secondary); // WEAPONTODO
294 gren.angles = vectoangles (gren.velocity);
295 gren.flags = FL_PROJECTILE;
297 if(WEP_CVAR_SEC(mortar, type) == 0 || WEP_CVAR_SEC(mortar, type) == 2)
298 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
300 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
302 other = gren; MUTATOR_CALLHOOK(EditProjectile);
305 void spawnfunc_weapon_grenadelauncher (void)
307 weapon_defaultspawnfunc(WEP_MORTAR);
310 .float bot_secondary_grenademooth;
311 float w_glauncher(float req)
320 self.BUTTON_ATCK = FALSE;
321 self.BUTTON_ATCK2 = FALSE;
322 if (self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
324 if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), TRUE))
326 self.BUTTON_ATCK = TRUE;
327 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
332 if(bot_aim(WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), TRUE))
334 self.BUTTON_ATCK2 = TRUE;
335 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
343 wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime));
344 wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire));
345 wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed)))));
347 // for the range calculation, closer to 1 is better
348 wepinfo_pri_range_max = 2000 * wepinfo_pri_speed;
349 wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar,
351 wepinfo_sec_refire = max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime));
352 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / wepinfo_sec_refire));
354 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime))));
359 if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) // forced reload
360 WEP_ACTION(self.weapon, WR_RELOAD);
361 else if (self.BUTTON_ATCK)
363 if (weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
366 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
369 else if (self.BUTTON_ATCK2)
371 if (cvar("g_balance_mortar_secondary_remote_detonateprimary"))
374 for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
376 if(!nade.gl_detonate_later)
378 nade.gl_detonate_later = TRUE;
383 sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
385 else if (weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
388 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
396 precache_model ("models/weapons/g_gl.md3");
397 precache_model ("models/weapons/v_gl.md3");
398 precache_model ("models/weapons/h_gl.iqm");
399 precache_sound ("weapons/grenade_bounce1.wav");
400 precache_sound ("weapons/grenade_bounce2.wav");
401 precache_sound ("weapons/grenade_bounce3.wav");
402 precache_sound ("weapons/grenade_bounce4.wav");
403 precache_sound ("weapons/grenade_bounce5.wav");
404 precache_sound ("weapons/grenade_bounce6.wav");
405 precache_sound ("weapons/grenade_stick.wav");
406 precache_sound ("weapons/grenade_fire.wav");
407 MORTAR_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
412 self.current_ammo = ammo_rockets;
417 ammo_amount = self.ammo_rockets >= WEP_CVAR_PRI(mortar, ammo);
418 ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_PRI(mortar, ammo);
423 ammo_amount = self.ammo_rockets >= WEP_CVAR_SEC(mortar, ammo);
424 ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_SEC(mortar, ammo);
429 MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
434 W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), "weapons/reload.wav"); // WEAPONTODO
437 case WR_SUICIDEMESSAGE:
439 if(w_deathtype & HITTYPE_SECONDARY)
440 return WEAPON_MORTAR_SUICIDE_BOUNCE;
442 return WEAPON_MORTAR_SUICIDE_EXPLODE;
446 if(w_deathtype & HITTYPE_SECONDARY)
447 return WEAPON_MORTAR_MURDER_BOUNCE;
449 return WEAPON_MORTAR_MURDER_EXPLODE;
456 float w_glauncher(float req)
460 case WR_IMPACTEFFECT:
463 org2 = w_org + w_backoff * 12;
464 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
466 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
472 precache_sound("weapons/grenade_impact.wav");