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_SEC, remote_detonateprimary) \
30 w_cvar(WEP_MORTAR, mortar, MO_PRI, remote_minbouncecnt) \
31 w_cvar(WEP_MORTAR, mortar, MO_BOTH, speed) \
32 w_cvar(WEP_MORTAR, mortar, MO_BOTH, speed_up) \
33 w_cvar(WEP_MORTAR, mortar, MO_BOTH, speed_z) \
34 w_cvar(WEP_MORTAR, mortar, MO_BOTH, spread) \
35 w_cvar(WEP_MORTAR, mortar, MO_BOTH, type) \
36 w_prop(WEP_MORTAR, mortar, reloading_ammo, reload_ammo) \
37 w_prop(WEP_MORTAR, mortar, reloading_time, reload_time) \
38 w_prop(WEP_MORTAR, mortar, switchdelay_raise, switchdelay_raise) \
39 w_prop(WEP_MORTAR, mortar, switchdelay_drop, switchdelay_drop)
42 MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
43 .float gl_detonate_later;
49 void W_Grenade_Explode (void)
51 if(other.takedamage == DAMAGE_AIM)
53 if(DIFF_TEAM(self.realowner, other))
54 if(other.deadflag == DEAD_NO)
56 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
58 self.event_damage = func_null;
59 self.takedamage = DAMAGE_NO;
61 if(self.movetype == MOVETYPE_NONE)
62 self.velocity = self.oldvelocity;
64 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);
69 void W_Grenade_Explode2 (void)
71 if(other.takedamage == DAMAGE_AIM)
73 if(DIFF_TEAM(self.realowner, other))
74 if(other.deadflag == DEAD_NO)
76 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
78 self.event_damage = func_null;
79 self.takedamage = DAMAGE_NO;
81 if(self.movetype == MOVETYPE_NONE)
82 self.velocity = self.oldvelocity;
84 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);
89 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
94 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
95 return; // g_projectiles_damage says to halt
97 self.health = self.health - damage;
100 W_PrepareExplosionByDamage(attacker, self.use);
103 void W_Grenade_Think1 (void)
105 self.nextthink = time;
109 self.projectiledeathtype |= HITTYPE_BOUNCE;
110 W_Grenade_Explode ();
113 if(self.gl_detonate_later && self.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
117 void W_Grenade_Touch1 (void)
120 if (other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
124 else if (WEP_CVAR_PRI(mortar, type) == 1) // bounce
129 spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
131 spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
133 spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
135 spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
137 spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
139 spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
140 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
141 self.projectiledeathtype |= HITTYPE_BOUNCE;
142 self.gl_bouncecnt += 1;
144 else if(WEP_CVAR_PRI(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
146 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
148 // let it stick whereever it is
149 self.oldvelocity = self.velocity;
150 self.velocity = '0 0 0';
151 self.movetype = MOVETYPE_NONE; // also disables gravity
152 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
153 UpdateCSQCProjectile(self);
155 // do not respond to any more touches
156 self.solid = SOLID_NOT;
158 self.nextthink = min(self.nextthink, time + WEP_CVAR_PRI(mortar, lifetime_stick));
162 void W_Grenade_Touch2 (void)
165 if (other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
169 else if (WEP_CVAR_SEC(mortar, type) == 1) // bounce
174 spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
176 spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
178 spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
180 spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
182 spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
184 spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
185 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
186 self.projectiledeathtype |= HITTYPE_BOUNCE;
187 self.gl_bouncecnt += 1;
189 if (WEP_CVAR_SEC(mortar, lifetime_bounce) && self.gl_bouncecnt == 1)
190 self.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
193 else if(WEP_CVAR_SEC(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
195 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
197 // let it stick whereever it is
198 self.oldvelocity = self.velocity;
199 self.velocity = '0 0 0';
200 self.movetype = MOVETYPE_NONE; // also disables gravity
201 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
202 UpdateCSQCProjectile(self);
204 // do not respond to any more touches
205 self.solid = SOLID_NOT;
207 self.nextthink = min(self.nextthink, time + WEP_CVAR_SEC(mortar, lifetime_stick));
211 void W_Grenade_Attack (void)
215 W_DecreaseAmmo(ammo_rockets, WEP_CVAR_PRI(mortar, ammo), autocvar_g_balance_mortar_reload_ammo); // WEAPONTODO
217 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
218 w_shotdir = v_forward; // no TrueAim for grenades please
220 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
223 gren.owner = gren.realowner = self;
224 gren.classname = "grenade";
225 gren.bot_dodge = TRUE;
226 gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
227 gren.movetype = MOVETYPE_BOUNCE;
228 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
229 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
230 PROJECTILE_MAKETRIGGER(gren);
231 gren.projectiledeathtype = WEP_MORTAR;
232 setorigin(gren, w_shotorg);
233 setsize(gren, '-3 -3 -3', '3 3 3');
235 gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime);
236 gren.nextthink = time;
237 gren.think = W_Grenade_Think1;
238 gren.use = W_Grenade_Explode;
239 gren.touch = W_Grenade_Touch1;
241 gren.takedamage = DAMAGE_YES;
242 gren.health = WEP_CVAR_PRI(mortar, health);
243 gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale);
244 gren.event_damage = W_Grenade_Damage;
245 gren.damagedbycontents = TRUE;
246 gren.missile_flags = MIF_SPLASH | MIF_ARC;
247 WEP_SETUPPROJVELOCITY_UP_PRI(gren, mortar);
249 gren.angles = vectoangles (gren.velocity);
250 gren.flags = FL_PROJECTILE;
252 if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2)
253 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
255 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
257 other = gren; MUTATOR_CALLHOOK(EditProjectile);
260 void W_Grenade_Attack2 (void)
264 W_DecreaseAmmo(ammo_rockets, WEP_CVAR_SEC(mortar, ammo), autocvar_g_balance_mortar_reload_ammo);
266 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
267 w_shotdir = v_forward; // no TrueAim for grenades please
269 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
272 gren.owner = gren.realowner = self;
273 gren.classname = "grenade";
274 gren.bot_dodge = TRUE;
275 gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
276 gren.movetype = MOVETYPE_BOUNCE;
277 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
278 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
279 PROJECTILE_MAKETRIGGER(gren);
280 gren.projectiledeathtype = WEP_MORTAR | HITTYPE_SECONDARY;
281 setorigin(gren, w_shotorg);
282 setsize(gren, '-3 -3 -3', '3 3 3');
284 gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime);
285 gren.think = adaptor_think2use_hittype_splash;
286 gren.use = W_Grenade_Explode2;
287 gren.touch = W_Grenade_Touch2;
289 gren.takedamage = DAMAGE_YES;
290 gren.health = WEP_CVAR_SEC(mortar, health);
291 gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale);
292 gren.event_damage = W_Grenade_Damage;
293 gren.damagedbycontents = TRUE;
294 gren.missile_flags = MIF_SPLASH | MIF_ARC;
295 WEP_SETUPPROJVELOCITY_UP_SEC(gren, mortar); // WEAPONTODO
297 gren.angles = vectoangles (gren.velocity);
298 gren.flags = FL_PROJECTILE;
300 if(WEP_CVAR_SEC(mortar, type) == 0 || WEP_CVAR_SEC(mortar, type) == 2)
301 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
303 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
305 other = gren; MUTATOR_CALLHOOK(EditProjectile);
308 void spawnfunc_weapon_grenadelauncher (void)
310 weapon_defaultspawnfunc(WEP_MORTAR);
313 .float bot_secondary_grenademooth;
314 float w_glauncher(float req)
323 self.BUTTON_ATCK = FALSE;
324 self.BUTTON_ATCK2 = FALSE;
325 if (self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
327 if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), TRUE))
329 self.BUTTON_ATCK = TRUE;
330 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
335 if(bot_aim(WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), TRUE))
337 self.BUTTON_ATCK2 = TRUE;
338 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
346 wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime));
347 wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire));
348 wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed)))));
350 // for the range calculation, closer to 1 is better
351 wepinfo_pri_range_max = 2000 * wepinfo_pri_speed;
352 wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar,
354 wepinfo_sec_refire = max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime));
355 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / wepinfo_sec_refire));
357 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime))));
362 if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) // forced reload
363 WEP_ACTION(self.weapon, WR_RELOAD);
364 else if (self.BUTTON_ATCK)
366 if (weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
369 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
372 else if (self.BUTTON_ATCK2)
374 if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
377 for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
379 if(!nade.gl_detonate_later)
381 nade.gl_detonate_later = TRUE;
386 sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
388 else if (weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
391 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
399 precache_model ("models/weapons/g_gl.md3");
400 precache_model ("models/weapons/v_gl.md3");
401 precache_model ("models/weapons/h_gl.iqm");
402 precache_sound ("weapons/grenade_bounce1.wav");
403 precache_sound ("weapons/grenade_bounce2.wav");
404 precache_sound ("weapons/grenade_bounce3.wav");
405 precache_sound ("weapons/grenade_bounce4.wav");
406 precache_sound ("weapons/grenade_bounce5.wav");
407 precache_sound ("weapons/grenade_bounce6.wav");
408 precache_sound ("weapons/grenade_stick.wav");
409 precache_sound ("weapons/grenade_fire.wav");
410 MORTAR_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
415 self.current_ammo = ammo_rockets;
420 ammo_amount = self.ammo_rockets >= WEP_CVAR_PRI(mortar, ammo);
421 ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_PRI(mortar, ammo);
426 ammo_amount = self.ammo_rockets >= 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_glauncher(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");