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 /* model */ MDL_MORTAR_ITEM,
12 /* simplemdl */ "foobar",
13 /* crosshair */ "gfx/crosshairgrenadelauncher 0.7",
14 /* wepimg */ "weapongrenadelauncher",
15 /* refname */ "mortar",
16 /* wepname */ _("Mortar")
19 #define MORTAR_SETTINGS(w_cvar,w_prop) MORTAR_SETTINGS_LIST(w_cvar, w_prop, MORTAR, mortar)
20 #define MORTAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
21 w_cvar(id, sn, BOTH, ammo) \
22 w_cvar(id, sn, BOTH, animtime) \
23 w_cvar(id, sn, NONE, bouncefactor) \
24 w_cvar(id, sn, NONE, bouncestop) \
25 w_cvar(id, sn, BOTH, damage) \
26 w_cvar(id, sn, BOTH, damageforcescale) \
27 w_cvar(id, sn, BOTH, edgedamage) \
28 w_cvar(id, sn, BOTH, force) \
29 w_cvar(id, sn, BOTH, health) \
30 w_cvar(id, sn, BOTH, lifetime) \
31 w_cvar(id, sn, SEC, lifetime_bounce) \
32 w_cvar(id, sn, BOTH, lifetime_stick) \
33 w_cvar(id, sn, BOTH, radius) \
34 w_cvar(id, sn, BOTH, refire) \
35 w_cvar(id, sn, SEC, remote_detonateprimary) \
36 w_cvar(id, sn, PRI, remote_minbouncecnt) \
37 w_cvar(id, sn, BOTH, speed) \
38 w_cvar(id, sn, BOTH, speed_up) \
39 w_cvar(id, sn, BOTH, speed_z) \
40 w_cvar(id, sn, BOTH, spread) \
41 w_cvar(id, sn, BOTH, type) \
42 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
43 w_prop(id, sn, float, reloading_time, reload_time) \
44 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
45 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
46 w_prop(id, sn, string, weaponreplace, weaponreplace) \
47 w_prop(id, sn, float, weaponstart, weaponstart) \
48 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
49 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
52 MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
53 .float gl_detonate_later;
60 void spawnfunc_weapon_mortar(void) { weapon_defaultspawnfunc(WEP_MORTAR.m_id); }
61 void spawnfunc_weapon_grenadelauncher(void) { spawnfunc_weapon_mortar(); }
63 void W_Mortar_Grenade_Explode(void)
65 if(other.takedamage == DAMAGE_AIM)
67 if(DIFF_TEAM(self.realowner, other))
68 if(other.deadflag == DEAD_NO)
70 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
72 self.event_damage = func_null;
73 self.takedamage = DAMAGE_NO;
75 if(self.movetype == MOVETYPE_NONE)
76 self.velocity = self.oldvelocity;
78 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);
83 void W_Mortar_Grenade_Explode2(void)
85 if(other.takedamage == DAMAGE_AIM)
87 if(DIFF_TEAM(self.realowner, other))
88 if(other.deadflag == DEAD_NO)
90 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
92 self.event_damage = func_null;
93 self.takedamage = DAMAGE_NO;
95 if(self.movetype == MOVETYPE_NONE)
96 self.velocity = self.oldvelocity;
98 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);
104 void W_Mortar_Grenade_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
109 if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
110 return; // g_projectiles_damage says to halt
112 self.health = self.health - damage;
115 W_PrepareExplosionByDamage(attacker, self.use);
118 void W_Mortar_Grenade_Think1(void)
120 self.nextthink = time;
124 self.projectiledeathtype |= HITTYPE_BOUNCE;
125 W_Mortar_Grenade_Explode();
128 if(self.gl_detonate_later && self.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
129 W_Mortar_Grenade_Explode();
132 void W_Mortar_Grenade_Touch1(void)
135 if(other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
139 else if(WEP_CVAR_PRI(mortar, type) == 1) // bounce
141 spamsound(self, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTN_NORM);
142 Send_Effect(EFFECT_HAGAR_BOUNCE, self.origin, self.velocity, 1);
143 self.projectiledeathtype |= HITTYPE_BOUNCE;
144 self.gl_bouncecnt += 1;
146 else if(WEP_CVAR_PRI(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
148 spamsound(self, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
150 // let it stick whereever it is
151 self.oldvelocity = self.velocity;
152 self.velocity = '0 0 0';
153 self.movetype = MOVETYPE_NONE; // also disables gravity
154 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
155 UpdateCSQCProjectile(self);
157 // do not respond to any more touches
158 self.solid = SOLID_NOT;
160 self.nextthink = min(self.nextthink, time + WEP_CVAR_PRI(mortar, lifetime_stick));
164 void W_Mortar_Grenade_Touch2(void)
167 if(other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
171 else if(WEP_CVAR_SEC(mortar, type) == 1) // bounce
173 spamsound(self, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTN_NORM);
174 Send_Effect(EFFECT_HAGAR_BOUNCE, self.origin, self.velocity, 1);
175 self.projectiledeathtype |= HITTYPE_BOUNCE;
176 self.gl_bouncecnt += 1;
178 if(WEP_CVAR_SEC(mortar, lifetime_bounce) && self.gl_bouncecnt == 1)
179 self.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
182 else if(WEP_CVAR_SEC(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
184 spamsound(self, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
186 // let it stick whereever it is
187 self.oldvelocity = self.velocity;
188 self.velocity = '0 0 0';
189 self.movetype = MOVETYPE_NONE; // also disables gravity
190 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
191 UpdateCSQCProjectile(self);
193 // do not respond to any more touches
194 self.solid = SOLID_NOT;
196 self.nextthink = min(self.nextthink, time + WEP_CVAR_SEC(mortar, lifetime_stick));
200 void W_Mortar_Attack(void)
204 W_DecreaseAmmo(WEP_CVAR_PRI(mortar, ammo));
206 W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, SND(GRENADE_FIRE), CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
207 w_shotdir = v_forward; // no TrueAim for grenades please
209 Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
212 gren.owner = gren.realowner = self;
213 gren.classname = "grenade";
214 gren.bot_dodge = true;
215 gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
216 gren.movetype = MOVETYPE_BOUNCE;
217 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
218 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
219 PROJECTILE_MAKETRIGGER(gren);
220 gren.projectiledeathtype = WEP_MORTAR.m_id;
221 setorigin(gren, w_shotorg);
222 setsize(gren, '-3 -3 -3', '3 3 3');
224 gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime);
225 gren.nextthink = time;
226 gren.think = W_Mortar_Grenade_Think1;
227 gren.use = W_Mortar_Grenade_Explode;
228 gren.touch = W_Mortar_Grenade_Touch1;
230 gren.takedamage = DAMAGE_YES;
231 gren.health = WEP_CVAR_PRI(mortar, health);
232 gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale);
233 gren.event_damage = W_Mortar_Grenade_Damage;
234 gren.damagedbycontents = true;
235 gren.missile_flags = MIF_SPLASH | MIF_ARC;
236 W_SetupProjVelocity_UP_PRI(gren, mortar);
238 gren.angles = vectoangles(gren.velocity);
239 gren.flags = FL_PROJECTILE;
241 if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2)
242 CSQCProjectile(gren, true, PROJECTILE_GRENADE, true);
244 CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true);
246 MUTATOR_CALLHOOK(EditProjectile, self, gren);
249 void W_Mortar_Attack2(void)
253 W_DecreaseAmmo(WEP_CVAR_SEC(mortar, ammo));
255 W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, SND(GRENADE_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
256 w_shotdir = v_forward; // no TrueAim for grenades please
258 Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
261 gren.owner = gren.realowner = self;
262 gren.classname = "grenade";
263 gren.bot_dodge = true;
264 gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
265 gren.movetype = MOVETYPE_BOUNCE;
266 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
267 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
268 PROJECTILE_MAKETRIGGER(gren);
269 gren.projectiledeathtype = WEP_MORTAR.m_id | HITTYPE_SECONDARY;
270 setorigin(gren, w_shotorg);
271 setsize(gren, '-3 -3 -3', '3 3 3');
273 gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime);
274 gren.think = adaptor_think2use_hittype_splash;
275 gren.use = W_Mortar_Grenade_Explode2;
276 gren.touch = W_Mortar_Grenade_Touch2;
278 gren.takedamage = DAMAGE_YES;
279 gren.health = WEP_CVAR_SEC(mortar, health);
280 gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale);
281 gren.event_damage = W_Mortar_Grenade_Damage;
282 gren.damagedbycontents = true;
283 gren.missile_flags = MIF_SPLASH | MIF_ARC;
284 W_SetupProjVelocity_UP_SEC(gren, mortar);
286 gren.angles = vectoangles(gren.velocity);
287 gren.flags = FL_PROJECTILE;
289 if(WEP_CVAR_SEC(mortar, type) == 0 || WEP_CVAR_SEC(mortar, type) == 2)
290 CSQCProjectile(gren, true, PROJECTILE_GRENADE, true);
292 CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true);
294 MUTATOR_CALLHOOK(EditProjectile, self, gren);
297 .float bot_secondary_grenademooth;
298 bool W_Mortar(entity thiswep, int req)
307 self.BUTTON_ATCK = false;
308 self.BUTTON_ATCK2 = false;
309 if(self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
311 if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), true))
313 self.BUTTON_ATCK = true;
314 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
319 if(bot_aim(WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), true))
321 self.BUTTON_ATCK2 = true;
322 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
330 wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime));
331 wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire));
332 wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed)))));
334 // for the range calculation, closer to 1 is better
335 wepinfo_pri_range_max = 2000 * wepinfo_pri_speed;
336 wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar,
338 wepinfo_sec_refire = max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime));
339 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / wepinfo_sec_refire));
341 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime))));
346 if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) // forced reload
347 _WEP_ACTION(self.weapon, WR_RELOAD);
348 else if(self.BUTTON_ATCK)
350 if(weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
353 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
356 else if(self.BUTTON_ATCK2)
358 if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
361 for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
363 if(!nade.gl_detonate_later)
365 nade.gl_detonate_later = true;
370 sound(self, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
372 else if(weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
375 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
383 MORTAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
388 ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_PRI(mortar, ammo);
389 ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo);
394 ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_SEC(mortar, ammo);
395 ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo);
400 MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
405 W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND(RELOAD)); // WEAPONTODO
408 case WR_SUICIDEMESSAGE:
410 if(w_deathtype & HITTYPE_SECONDARY)
411 return WEAPON_MORTAR_SUICIDE_BOUNCE;
413 return WEAPON_MORTAR_SUICIDE_EXPLODE;
417 if(w_deathtype & HITTYPE_SECONDARY)
418 return WEAPON_MORTAR_MURDER_BOUNCE;
420 return WEAPON_MORTAR_MURDER_EXPLODE;
427 bool W_Mortar(entity thiswep, int req)
431 case WR_IMPACTEFFECT:
434 org2 = w_org + w_backoff * 12;
435 pointparticles(particleeffectnum(EFFECT_GRENADE_EXPLODE), org2, '0 0 0', 1);
437 sound(self, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTN_NORM);
447 // no weapon specific image for this weapon