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, entity directhitentity)
69 if(directhitentity.takedamage == DAMAGE_AIM)
70 if(IS_PLAYER(directhitentity))
71 if(DIFF_TEAM(this.realowner, directhitentity))
72 if(!IS_DEAD(directhitentity))
73 if(IsFlying(directhitentity))
74 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
76 this.event_damage = func_null;
77 this.takedamage = DAMAGE_NO;
79 if(this.move_movetype == MOVETYPE_NONE)
80 this.velocity = this.oldvelocity;
82 RadiusDamage(this, this.realowner, WEP_CVAR_PRI(mortar, damage), WEP_CVAR_PRI(mortar, edgedamage), WEP_CVAR_PRI(mortar, radius), NULL, NULL, WEP_CVAR_PRI(mortar, force), this.projectiledeathtype, directhitentity);
87 void W_Mortar_Grenade_Explode_use(entity this, entity actor, entity trigger)
89 W_Mortar_Grenade_Explode(this, trigger);
92 void W_Mortar_Grenade_Explode2(entity this, entity directhitentity)
94 if(directhitentity.takedamage == DAMAGE_AIM)
95 if(IS_PLAYER(directhitentity))
96 if(DIFF_TEAM(this.realowner, directhitentity))
97 if(!IS_DEAD(directhitentity))
98 if(IsFlying(directhitentity))
99 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
101 this.event_damage = func_null;
102 this.takedamage = DAMAGE_NO;
104 if(this.move_movetype == MOVETYPE_NONE)
105 this.velocity = this.oldvelocity;
107 RadiusDamage(this, this.realowner, WEP_CVAR_SEC(mortar, damage), WEP_CVAR_SEC(mortar, edgedamage), WEP_CVAR_SEC(mortar, radius), NULL, NULL, WEP_CVAR_SEC(mortar, force), this.projectiledeathtype, directhitentity);
112 void W_Mortar_Grenade_Explode2_use(entity this, entity actor, entity trigger)
114 W_Mortar_Grenade_Explode2(this, trigger);
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 this.nextthink = time;
136 this.projectiledeathtype |= HITTYPE_BOUNCE;
137 W_Mortar_Grenade_Explode(this, NULL);
140 if(this.gl_detonate_later && this.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
141 W_Mortar_Grenade_Explode(this, NULL);
144 void W_Mortar_Grenade_Touch1(entity this, entity toucher)
146 PROJECTILE_TOUCH(this, toucher);
147 if(toucher.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
149 this.use(this, NULL, toucher);
151 else if(WEP_CVAR_PRI(mortar, type) == 1) // bounce
153 spamsound(this, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTN_NORM);
154 Send_Effect(EFFECT_HAGAR_BOUNCE, this.origin, this.velocity, 1);
155 this.projectiledeathtype |= HITTYPE_BOUNCE;
156 this.gl_bouncecnt += 1;
158 else if(WEP_CVAR_PRI(mortar, type) == 2 && (!toucher || (toucher.takedamage != DAMAGE_AIM && toucher.move_movetype == MOVETYPE_NONE))) // stick
160 spamsound(this, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
162 // let it stick whereever it is
163 this.oldvelocity = this.velocity;
164 this.velocity = '0 0 0';
165 set_movetype(this, MOVETYPE_NONE); // also disables gravity
166 this.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
167 UpdateCSQCProjectile(this);
169 // do not respond to any more touches
170 this.solid = SOLID_NOT;
172 this.nextthink = min(this.nextthink, time + WEP_CVAR_PRI(mortar, lifetime_stick));
176 void W_Mortar_Grenade_Touch2(entity this, entity toucher)
178 PROJECTILE_TOUCH(this, toucher);
179 if(toucher.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
181 this.use(this, NULL, toucher);
183 else if(WEP_CVAR_SEC(mortar, type) == 1) // bounce
185 spamsound(this, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTN_NORM);
186 Send_Effect(EFFECT_HAGAR_BOUNCE, this.origin, this.velocity, 1);
187 this.projectiledeathtype |= HITTYPE_BOUNCE;
188 this.gl_bouncecnt += 1;
190 if(WEP_CVAR_SEC(mortar, lifetime_bounce) && this.gl_bouncecnt == 1)
191 this.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
194 else if(WEP_CVAR_SEC(mortar, type) == 2 && (!toucher || (toucher.takedamage != DAMAGE_AIM && toucher.move_movetype == MOVETYPE_NONE))) // stick
196 spamsound(this, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
198 // let it stick whereever it is
199 this.oldvelocity = this.velocity;
200 this.velocity = '0 0 0';
201 set_movetype(this, MOVETYPE_NONE); // also disables gravity
202 this.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
203 UpdateCSQCProjectile(this);
205 // do not respond to any more touches
206 this.solid = SOLID_NOT;
208 this.nextthink = min(this.nextthink, time + WEP_CVAR_SEC(mortar, lifetime_stick));
212 void W_Mortar_Attack(Weapon thiswep, entity actor, .entity weaponentity)
214 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(mortar, ammo));
216 W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
217 w_shotdir = v_forward; // no TrueAim for grenades please
219 Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
221 entity gren = new(grenade);
222 gren.owner = gren.realowner = actor;
223 gren.bot_dodge = true;
224 gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
225 set_movetype(gren, MOVETYPE_BOUNCE);
226 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
227 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
228 PROJECTILE_MAKETRIGGER(gren);
229 gren.projectiledeathtype = WEP_MORTAR.m_id;
230 setorigin(gren, w_shotorg);
231 setsize(gren, '-3 -3 -3', '3 3 3');
233 gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime);
234 gren.nextthink = time;
235 setthink(gren, W_Mortar_Grenade_Think1);
236 gren.use = W_Mortar_Grenade_Explode_use;
237 settouch(gren, W_Mortar_Grenade_Touch1);
239 gren.takedamage = DAMAGE_YES;
240 gren.health = WEP_CVAR_PRI(mortar, health);
241 gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale);
242 gren.event_damage = W_Mortar_Grenade_Damage;
243 gren.damagedbycontents = true;
244 gren.missile_flags = MIF_SPLASH | MIF_ARC;
245 W_SetupProjVelocity_UP_PRI(gren, mortar);
247 gren.angles = vectoangles(gren.velocity);
248 gren.flags = FL_PROJECTILE;
249 IL_PUSH(g_projectiles, gren);
251 if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2)
252 CSQCProjectile(gren, true, PROJECTILE_GRENADE, true);
254 CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true);
256 MUTATOR_CALLHOOK(EditProjectile, actor, gren);
259 void W_Mortar_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
263 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(mortar, ammo));
265 W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
266 w_shotdir = v_forward; // no TrueAim for grenades please
268 Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
271 gren.owner = gren.realowner = actor;
272 gren.bot_dodge = true;
273 gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
274 set_movetype(gren, MOVETYPE_BOUNCE);
275 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
276 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
277 PROJECTILE_MAKETRIGGER(gren);
278 gren.projectiledeathtype = WEP_MORTAR.m_id | HITTYPE_SECONDARY;
279 setorigin(gren, w_shotorg);
280 setsize(gren, '-3 -3 -3', '3 3 3');
282 gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime);
283 setthink(gren, adaptor_think2use_hittype_splash);
284 gren.use = W_Mortar_Grenade_Explode2_use;
285 settouch(gren, W_Mortar_Grenade_Touch2);
287 gren.takedamage = DAMAGE_YES;
288 gren.health = WEP_CVAR_SEC(mortar, health);
289 gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale);
290 gren.event_damage = W_Mortar_Grenade_Damage;
291 gren.damagedbycontents = true;
292 gren.missile_flags = MIF_SPLASH | MIF_ARC;
293 W_SetupProjVelocity_UP_SEC(gren, mortar);
295 gren.angles = vectoangles(gren.velocity);
296 gren.flags = FL_PROJECTILE;
297 IL_PUSH(g_projectiles, gren);
299 if(WEP_CVAR_SEC(mortar, type) == 0 || WEP_CVAR_SEC(mortar, type) == 2)
300 CSQCProjectile(gren, true, PROJECTILE_GRENADE, true);
302 CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true);
304 MUTATOR_CALLHOOK(EditProjectile, actor, gren);
307 .float bot_secondary_grenademooth;
309 METHOD(Mortar, wr_aim, void(entity thiswep, entity actor))
311 PHYS_INPUT_BUTTON_ATCK(actor) = false;
312 PHYS_INPUT_BUTTON_ATCK2(actor) = false;
313 if(actor.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
315 if(bot_aim(actor, WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), true))
317 PHYS_INPUT_BUTTON_ATCK(actor) = true;
318 if(random() < 0.01) actor.bot_secondary_grenademooth = 1;
323 if(bot_aim(actor, WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), true))
325 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
326 if(random() < 0.02) actor.bot_secondary_grenademooth = 0;
332 wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime));
333 wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire));
334 wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed)))));
336 // for the range calculation, closer to 1 is better
337 wepinfo_pri_range_max = 2000 * wepinfo_pri_speed;
338 wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar,
340 wepinfo_sec_refire = max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime));
341 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / wepinfo_sec_refire));
343 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime))));
346 METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
348 if(autocvar_g_balance_mortar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) { // forced reload
349 thiswep.wr_reload(thiswep, actor, weaponentity);
352 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(mortar, refire)))
354 W_Mortar_Attack(thiswep, actor, weaponentity);
355 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
360 if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
362 bool nadefound = false;
364 for(nade = NULL; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == actor)
366 if(!nade.gl_detonate_later)
368 nade.gl_detonate_later = true;
373 sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
375 else if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(mortar, refire)))
377 W_Mortar_Attack2(thiswep, actor, weaponentity);
378 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
382 METHOD(Mortar, wr_checkammo1, bool(entity thiswep, entity actor))
384 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(mortar, ammo);
385 ammo_amount += actor.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo);
388 METHOD(Mortar, wr_checkammo2, bool(entity thiswep, entity actor))
390 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(mortar, ammo);
391 ammo_amount += actor.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo);
394 METHOD(Mortar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
396 W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND_RELOAD); // WEAPONTODO
398 METHOD(Mortar, wr_suicidemessage, Notification(entity thiswep))
400 if(w_deathtype & HITTYPE_SECONDARY)
401 return WEAPON_MORTAR_SUICIDE_BOUNCE;
403 return WEAPON_MORTAR_SUICIDE_EXPLODE;
405 METHOD(Mortar, wr_killmessage, Notification(entity thiswep))
407 if(w_deathtype & HITTYPE_SECONDARY)
408 return WEAPON_MORTAR_MURDER_BOUNCE;
410 return WEAPON_MORTAR_MURDER_EXPLODE;
416 METHOD(Mortar, wr_impacteffect, void(entity thiswep, entity actor))
419 org2 = w_org + w_backoff * 12;
420 pointparticles(EFFECT_GRENADE_EXPLODE, org2, '0 0 0', 1);
422 sound(actor, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTN_NORM);