3 /* ammotype */ ATTRIB(Mortar, ammo_field, .int, ammo_rockets)
4 /* impulse */ ATTRIB(Mortar, impulse, int, 4)
5 /* flags */ ATTRIB(Mortar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
6 /* rating */ ATTRIB(Mortar, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
7 /* color */ ATTRIB(Mortar, wpcolor, vector, '1 0 0');
8 /* modelname */ ATTRIB(Mortar, mdl, string, "gl");
10 /* model */ ATTRIB(Mortar, m_model, Model, MDL_MORTAR_ITEM);
12 /* crosshair */ ATTRIB(Mortar, w_crosshair, string, "gfx/crosshairgrenadelauncher");
13 /* crosshair */ ATTRIB(Mortar, w_crosshair_size, float, 0.7);
14 /* wepimg */ ATTRIB(Mortar, model2, string, "weapongrenadelauncher");
15 /* refname */ ATTRIB(Mortar, netname, string, "mortar");
16 /* wepname */ ATTRIB(Mortar, m_name, string, _("Mortar"));
18 #define X(BEGIN, P, END, class, prefix) \
20 P(class, prefix, ammo, float, BOTH) \
21 P(class, prefix, animtime, float, BOTH) \
22 P(class, prefix, bouncefactor, float, NONE) \
23 P(class, prefix, bouncestop, float, NONE) \
24 P(class, prefix, damageforcescale, float, BOTH) \
25 P(class, prefix, damage, float, BOTH) \
26 P(class, prefix, edgedamage, float, BOTH) \
27 P(class, prefix, force, float, BOTH) \
28 P(class, prefix, health, float, BOTH) \
29 P(class, prefix, lifetime, float, BOTH) \
30 P(class, prefix, lifetime_bounce, float, SEC) \
31 P(class, prefix, lifetime_stick, float, BOTH) \
32 P(class, prefix, radius, float, BOTH) \
33 P(class, prefix, refire, float, BOTH) \
34 P(class, prefix, reload_ammo, float, NONE) \
35 P(class, prefix, reload_time, float, NONE) \
36 P(class, prefix, remote_detonateprimary, float, SEC) \
37 P(class, prefix, remote_minbouncecnt, float, PRI) \
38 P(class, prefix, speed, float, BOTH) \
39 P(class, prefix, speed_up, float, BOTH) \
40 P(class, prefix, speed_z, float, BOTH) \
41 P(class, prefix, spread, float, BOTH) \
42 P(class, prefix, switchdelay_drop, float, NONE) \
43 P(class, prefix, switchdelay_raise, float, NONE) \
44 P(class, prefix, type, float, BOTH) \
45 P(class, prefix, weaponreplace, string, NONE) \
46 P(class, prefix, weaponstartoverride, float, NONE) \
47 P(class, prefix, weaponstart, float, NONE) \
48 P(class, prefix, weaponthrowable, float, NONE) \
50 W_PROPS(X, Mortar, mortar)
53 REGISTER_WEAPON(MORTAR, mortar, NEW(Mortar));
57 .float gl_detonate_later;
64 spawnfunc(weapon_mortar) { weapon_defaultspawnfunc(this, WEP_MORTAR); }
65 spawnfunc(weapon_grenadelauncher) { spawnfunc_weapon_mortar(this); }
67 void W_Mortar_Grenade_Explode(entity this)
69 if(other.takedamage == DAMAGE_AIM)
71 if(DIFF_TEAM(self.realowner, other))
74 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
76 self.event_damage = func_null;
77 self.takedamage = DAMAGE_NO;
79 if(self.movetype == MOVETYPE_NONE)
80 self.velocity = self.oldvelocity;
82 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);
87 void W_Mortar_Grenade_Explode_use(entity this, entity actor, entity trigger)
89 WITHSELF(this, W_Mortar_Grenade_Explode(this));
92 void W_Mortar_Grenade_Explode2(entity this)
94 if(other.takedamage == DAMAGE_AIM)
96 if(DIFF_TEAM(self.realowner, other))
99 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
101 self.event_damage = func_null;
102 self.takedamage = DAMAGE_NO;
104 if(self.movetype == MOVETYPE_NONE)
105 self.velocity = self.oldvelocity;
107 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);
112 void W_Mortar_Grenade_Explode2_use(entity this, entity actor, entity trigger)
114 WITHSELF(this, W_Mortar_Grenade_Explode2(this));
117 void W_Mortar_Grenade_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
122 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
123 return; // g_projectiles_damage says to halt
125 this.health = this.health - damage;
128 W_PrepareExplosionByDamage(this, attacker, adaptor_think2use);
131 void W_Mortar_Grenade_Think1(entity this)
133 self.nextthink = time;
137 self.projectiledeathtype |= HITTYPE_BOUNCE;
138 W_Mortar_Grenade_Explode(self);
141 if(self.gl_detonate_later && self.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
142 W_Mortar_Grenade_Explode(self);
145 void W_Mortar_Grenade_Touch1(entity this)
148 if(other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
150 this.use(this, NULL, NULL);
152 else if(WEP_CVAR_PRI(mortar, type) == 1) // bounce
154 spamsound(self, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTN_NORM);
155 Send_Effect(EFFECT_HAGAR_BOUNCE, self.origin, self.velocity, 1);
156 self.projectiledeathtype |= HITTYPE_BOUNCE;
157 self.gl_bouncecnt += 1;
159 else if(WEP_CVAR_PRI(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
161 spamsound(self, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
163 // let it stick whereever it is
164 self.oldvelocity = self.velocity;
165 self.velocity = '0 0 0';
166 self.movetype = MOVETYPE_NONE; // also disables gravity
167 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
168 UpdateCSQCProjectile(self);
170 // do not respond to any more touches
171 self.solid = SOLID_NOT;
173 self.nextthink = min(self.nextthink, time + WEP_CVAR_PRI(mortar, lifetime_stick));
177 void W_Mortar_Grenade_Touch2(entity this)
180 if(other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
182 this.use(this, NULL, NULL);
184 else if(WEP_CVAR_SEC(mortar, type) == 1) // bounce
186 spamsound(self, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTN_NORM);
187 Send_Effect(EFFECT_HAGAR_BOUNCE, self.origin, self.velocity, 1);
188 self.projectiledeathtype |= HITTYPE_BOUNCE;
189 self.gl_bouncecnt += 1;
191 if(WEP_CVAR_SEC(mortar, lifetime_bounce) && self.gl_bouncecnt == 1)
192 self.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
195 else if(WEP_CVAR_SEC(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
197 spamsound(self, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
199 // let it stick whereever it is
200 self.oldvelocity = self.velocity;
201 self.velocity = '0 0 0';
202 self.movetype = MOVETYPE_NONE; // also disables gravity
203 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
204 UpdateCSQCProjectile(self);
206 // do not respond to any more touches
207 self.solid = SOLID_NOT;
209 self.nextthink = min(self.nextthink, time + WEP_CVAR_SEC(mortar, lifetime_stick));
213 void W_Mortar_Attack(Weapon thiswep, entity actor)
214 {entity this = actor;
217 W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(mortar, ammo));
219 W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
220 w_shotdir = v_forward; // no TrueAim for grenades please
222 Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
225 gren.owner = gren.realowner = self;
226 gren.bot_dodge = true;
227 gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
228 gren.movetype = MOVETYPE_BOUNCE;
229 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
230 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
231 PROJECTILE_MAKETRIGGER(gren);
232 gren.projectiledeathtype = WEP_MORTAR.m_id;
233 setorigin(gren, w_shotorg);
234 setsize(gren, '-3 -3 -3', '3 3 3');
236 gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime);
237 gren.nextthink = time;
238 setthink(gren, W_Mortar_Grenade_Think1);
239 gren.use = W_Mortar_Grenade_Explode_use;
240 settouch(gren, W_Mortar_Grenade_Touch1);
242 gren.takedamage = DAMAGE_YES;
243 gren.health = WEP_CVAR_PRI(mortar, health);
244 gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale);
245 gren.event_damage = W_Mortar_Grenade_Damage;
246 gren.damagedbycontents = true;
247 gren.missile_flags = MIF_SPLASH | MIF_ARC;
248 W_SetupProjVelocity_UP_PRI(gren, mortar);
250 gren.angles = vectoangles(gren.velocity);
251 gren.flags = FL_PROJECTILE;
253 if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2)
254 CSQCProjectile(gren, true, PROJECTILE_GRENADE, true);
256 CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true);
258 MUTATOR_CALLHOOK(EditProjectile, self, gren);
261 void W_Mortar_Attack2(Weapon thiswep, entity actor)
262 {entity this = actor;
265 W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(mortar, ammo));
267 W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
268 w_shotdir = v_forward; // no TrueAim for grenades please
270 Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
273 gren.owner = gren.realowner = self;
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.m_id | 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 setthink(gren, adaptor_think2use_hittype_splash);
286 gren.use = W_Mortar_Grenade_Explode2_use;
287 settouch(gren, W_Mortar_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_Mortar_Grenade_Damage;
293 gren.damagedbycontents = true;
294 gren.missile_flags = MIF_SPLASH | MIF_ARC;
295 W_SetupProjVelocity_UP_SEC(gren, mortar);
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 MUTATOR_CALLHOOK(EditProjectile, self, gren);
308 .float bot_secondary_grenademooth;
310 METHOD(Mortar, wr_aim, void(entity thiswep, entity actor))
313 PHYS_INPUT_BUTTON_ATCK(self) = false;
314 PHYS_INPUT_BUTTON_ATCK2(self) = false;
315 if(self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
317 if(bot_aim(self, WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), true))
319 PHYS_INPUT_BUTTON_ATCK(self) = true;
320 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
325 if(bot_aim(self, WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), true))
327 PHYS_INPUT_BUTTON_ATCK2(self) = true;
328 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
334 wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime));
335 wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire));
336 wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed)))));
338 // for the range calculation, closer to 1 is better
339 wepinfo_pri_range_max = 2000 * wepinfo_pri_speed;
340 wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar,
342 wepinfo_sec_refire = max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime));
343 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / wepinfo_sec_refire));
345 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime))));
348 METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
350 if(autocvar_g_balance_mortar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) { // forced reload
351 thiswep.wr_reload(thiswep, actor, weaponentity);
354 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(mortar, refire)))
356 W_Mortar_Attack(thiswep, actor);
357 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
362 if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
364 bool nadefound = false;
366 for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == actor)
368 if(!nade.gl_detonate_later)
370 nade.gl_detonate_later = true;
375 sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
377 else if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(mortar, refire)))
379 W_Mortar_Attack2(thiswep, actor);
380 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
384 METHOD(Mortar, wr_checkammo1, bool(entity thiswep, entity actor))
386 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(mortar, ammo);
387 ammo_amount += actor.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo);
390 METHOD(Mortar, wr_checkammo2, bool(entity thiswep, entity actor))
392 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(mortar, ammo);
393 ammo_amount += actor.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo);
396 METHOD(Mortar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
398 W_Reload(actor, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND_RELOAD); // WEAPONTODO
400 METHOD(Mortar, wr_suicidemessage, Notification(entity thiswep))
402 if(w_deathtype & HITTYPE_SECONDARY)
403 return WEAPON_MORTAR_SUICIDE_BOUNCE;
405 return WEAPON_MORTAR_SUICIDE_EXPLODE;
407 METHOD(Mortar, wr_killmessage, Notification(entity thiswep))
409 if(w_deathtype & HITTYPE_SECONDARY)
410 return WEAPON_MORTAR_MURDER_BOUNCE;
412 return WEAPON_MORTAR_MURDER_EXPLODE;
418 METHOD(Mortar, wr_impacteffect, void(entity thiswep, entity actor))
422 org2 = w_org + w_backoff * 12;
423 pointparticles(EFFECT_GRENADE_EXPLODE, org2, '0 0 0', 1);
425 sound(self, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTN_NORM);