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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id */ MORTAR,
4 /* function */ w_glauncher,
5 /* ammotype */ ammo_rockets,
6 /* impulse  */ 4,
7 /* flags    */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating   */ BOT_PICKUP_RATING_MID,
9 /* model    */ "gl",
10 /* netname  */ "grenadelauncher",
11 /* fullname */ _("Mortar")
12 );
13
14 #define MORTAR_SETTINGS(w_cvar,w_prop) MORTAR_SETTINGS_LIST(w_cvar, w_prop, MORTAR, mortar)
15 #define MORTAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
16         w_cvar(id, sn, BOTH, ammo) \
17         w_cvar(id, sn, BOTH, animtime) \
18         w_cvar(id, sn, NONE, bouncefactor) \
19         w_cvar(id, sn, NONE, bouncestop) \
20         w_cvar(id, sn, BOTH, damage) \
21         w_cvar(id, sn, BOTH, damageforcescale) \
22         w_cvar(id, sn, BOTH, edgedamage) \
23         w_cvar(id, sn, BOTH, force) \
24         w_cvar(id, sn, BOTH, health) \
25         w_cvar(id, sn, BOTH, lifetime) \
26         w_cvar(id, sn, SEC,  lifetime_bounce) \
27         w_cvar(id, sn, BOTH, lifetime_stick) \
28         w_cvar(id, sn, BOTH, radius) \
29         w_cvar(id, sn, BOTH, refire) \
30         w_cvar(id, sn, SEC,  remote_detonateprimary) \
31         w_cvar(id, sn, PRI,  remote_minbouncecnt) \
32         w_cvar(id, sn, BOTH, speed) \
33         w_cvar(id, sn, BOTH, speed_up) \
34         w_cvar(id, sn, BOTH, speed_z) \
35         w_cvar(id, sn, BOTH, spread) \
36         w_cvar(id, sn, BOTH, type) \
37         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
38         w_prop(id, sn, float,  reloading_time, reload_time) \
39         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
40         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
41         w_prop(id, sn, string, weaponreplace, weaponreplace) \
42         w_prop(id, sn, float,  weaponstart, weaponstart) \
43         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
44
45 #ifdef SVQC
46 MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
47 .float gl_detonate_later;
48 .float gl_bouncecnt;
49 #endif
50 #else
51 #ifdef SVQC
52
53 void W_Grenade_Explode (void)
54 {
55         if(other.takedamage == DAMAGE_AIM)
56                 if(IS_PLAYER(other))
57                         if(DIFF_TEAM(self.realowner, other))
58                                 if(other.deadflag == DEAD_NO)
59                                         if(IsFlying(other))
60                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
61
62         self.event_damage = func_null;
63         self.takedamage = DAMAGE_NO;
64
65         if(self.movetype == MOVETYPE_NONE)
66                 self.velocity = self.oldvelocity;
67
68         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
70         remove (self);
71 }
72
73 void W_Grenade_Explode2 (void)
74 {
75         if(other.takedamage == DAMAGE_AIM)
76                 if(IS_PLAYER(other))
77                         if(DIFF_TEAM(self.realowner, other))
78                                 if(other.deadflag == DEAD_NO)
79                                         if(IsFlying(other))
80                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
81
82         self.event_damage = func_null;
83         self.takedamage = DAMAGE_NO;
84
85         if(self.movetype == MOVETYPE_NONE)
86                 self.velocity = self.oldvelocity;
87
88         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
90         remove (self);
91 }
92
93 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
94 {
95         if (self.health <= 0)
96                 return;
97                 
98         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
99                 return; // g_projectiles_damage says to halt
100                 
101         self.health = self.health - damage;
102         
103         if (self.health <= 0)
104                 W_PrepareExplosionByDamage(attacker, self.use);
105 }
106
107 void W_Grenade_Think1 (void)
108 {
109         self.nextthink = time;
110         if (time > self.cnt)
111         {
112                 other = world;
113                 self.projectiledeathtype |= HITTYPE_BOUNCE;
114                 W_Grenade_Explode ();
115                 return;
116         }
117         if(self.gl_detonate_later && self.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
118                 W_Grenade_Explode();
119 }
120
121 void W_Grenade_Touch1 (void)
122 {
123         PROJECTILE_TOUCH;
124         if (other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
125         {
126                 self.use ();
127         }
128         else if (WEP_CVAR_PRI(mortar, type) == 1) // bounce
129         {
130                 float r;
131                 r = random() * 6;
132                 if(r < 1)
133                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
134                 else if(r < 2)
135                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
136                 else if(r < 3)
137                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
138                 else if(r < 4)
139                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
140                 else if(r < 5)
141                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
142                 else
143                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
144                 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
145                 self.projectiledeathtype |= HITTYPE_BOUNCE;
146                 self.gl_bouncecnt += 1;
147         }
148         else if(WEP_CVAR_PRI(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
149         {
150                 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
151
152                 // let it stick whereever it is
153                 self.oldvelocity = self.velocity;
154                 self.velocity = '0 0 0';
155                 self.movetype = MOVETYPE_NONE; // also disables gravity
156                 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
157                 UpdateCSQCProjectile(self);
158
159                 // do not respond to any more touches
160                 self.solid = SOLID_NOT;
161
162                 self.nextthink = min(self.nextthink, time + WEP_CVAR_PRI(mortar, lifetime_stick));
163         }
164 }
165
166 void W_Grenade_Touch2 (void)
167 {
168         PROJECTILE_TOUCH;
169         if (other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
170         {
171                 self.use ();
172         }
173         else if (WEP_CVAR_SEC(mortar, type) == 1) // bounce
174         {
175                 float r;
176                 r = random() * 6;
177                 if(r < 1)
178                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
179                 else if(r < 2)
180                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
181                 else if(r < 3)
182                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
183                 else if(r < 4)
184                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
185                 else if(r < 5)
186                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
187                 else
188                         spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
189                 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
190                 self.projectiledeathtype |= HITTYPE_BOUNCE;
191                 self.gl_bouncecnt += 1;
192                 
193                 if (WEP_CVAR_SEC(mortar, lifetime_bounce) && self.gl_bouncecnt == 1)
194                         self.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
195                         
196         }
197         else if(WEP_CVAR_SEC(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
198         {
199                 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
200
201                 // let it stick whereever it is
202                 self.oldvelocity = self.velocity;
203                 self.velocity = '0 0 0';
204                 self.movetype = MOVETYPE_NONE; // also disables gravity
205                 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
206                 UpdateCSQCProjectile(self);
207
208                 // do not respond to any more touches
209                 self.solid = SOLID_NOT;
210
211                 self.nextthink = min(self.nextthink, time + WEP_CVAR_SEC(mortar, lifetime_stick));
212         }
213 }
214
215 void W_Grenade_Attack (void)
216 {
217         entity gren;
218
219         W_DecreaseAmmo(WEP_CVAR_PRI(mortar, ammo));
220
221         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
222         w_shotdir = v_forward; // no TrueAim for grenades please
223
224         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
225
226         gren = spawn ();
227         gren.owner = gren.realowner = self;
228         gren.classname = "grenade";
229         gren.bot_dodge = TRUE;
230         gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
231         gren.movetype = MOVETYPE_BOUNCE;
232         gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
233         gren.bouncestop = WEP_CVAR(mortar, bouncestop);
234         PROJECTILE_MAKETRIGGER(gren);
235         gren.projectiledeathtype = WEP_MORTAR;
236         setorigin(gren, w_shotorg);
237         setsize(gren, '-3 -3 -3', '3 3 3');
238
239         gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime);
240         gren.nextthink = time;
241         gren.think = W_Grenade_Think1;
242         gren.use = W_Grenade_Explode;
243         gren.touch = W_Grenade_Touch1;
244
245         gren.takedamage = DAMAGE_YES;
246         gren.health = WEP_CVAR_PRI(mortar, health);
247         gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale);
248         gren.event_damage = W_Grenade_Damage;
249         gren.damagedbycontents = TRUE;
250         gren.missile_flags = MIF_SPLASH | MIF_ARC;
251         WEP_SETUPPROJVELOCITY_UP_PRI(gren, mortar);
252
253         gren.angles = vectoangles (gren.velocity);
254         gren.flags = FL_PROJECTILE;
255
256         if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2)
257                 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
258         else
259                 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
260
261         other = gren; MUTATOR_CALLHOOK(EditProjectile);
262 }
263
264 void W_Grenade_Attack2 (void)
265 {
266         entity gren;
267
268         W_DecreaseAmmo(WEP_CVAR_SEC(mortar, ammo));
269
270         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
271         w_shotdir = v_forward; // no TrueAim for grenades please
272
273         pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
274
275         gren = spawn ();
276         gren.owner = gren.realowner = self;
277         gren.classname = "grenade";
278         gren.bot_dodge = TRUE;
279         gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
280         gren.movetype = MOVETYPE_BOUNCE;
281         gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
282         gren.bouncestop = WEP_CVAR(mortar, bouncestop);
283         PROJECTILE_MAKETRIGGER(gren);
284         gren.projectiledeathtype = WEP_MORTAR | HITTYPE_SECONDARY;
285         setorigin(gren, w_shotorg);
286         setsize(gren, '-3 -3 -3', '3 3 3');
287
288         gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime);
289         gren.think = adaptor_think2use_hittype_splash;
290         gren.use = W_Grenade_Explode2;
291         gren.touch = W_Grenade_Touch2;
292
293         gren.takedamage = DAMAGE_YES;
294         gren.health = WEP_CVAR_SEC(mortar, health);
295         gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale);
296         gren.event_damage = W_Grenade_Damage;
297         gren.damagedbycontents = TRUE;
298         gren.missile_flags = MIF_SPLASH | MIF_ARC;
299         WEP_SETUPPROJVELOCITY_UP_SEC(gren, mortar); // WEAPONTODO
300
301         gren.angles = vectoangles (gren.velocity);
302         gren.flags = FL_PROJECTILE;
303
304         if(WEP_CVAR_SEC(mortar, type) == 0 || WEP_CVAR_SEC(mortar, type) == 2)
305                 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
306         else
307                 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
308
309         other = gren; MUTATOR_CALLHOOK(EditProjectile);
310 }
311
312 void spawnfunc_weapon_grenadelauncher (void)
313 {
314         weapon_defaultspawnfunc(WEP_MORTAR);
315 }
316
317 .float bot_secondary_grenademooth;
318 float w_glauncher(float req)
319 {
320         entity nade;
321         float nadefound;
322         float ammo_amount;
323         switch(req)
324         {
325                 case WR_AIM:
326                 {
327                         self.BUTTON_ATCK = FALSE;
328                         self.BUTTON_ATCK2 = FALSE;
329                         if (self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
330                         {
331                                 if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), TRUE))
332                                 {
333                                         self.BUTTON_ATCK = TRUE;
334                                         if(random() < 0.01) self.bot_secondary_grenademooth = 1;
335                                 }
336                         }
337                         else
338                         {
339                                 if(bot_aim(WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), TRUE))
340                                 {
341                                         self.BUTTON_ATCK2 = TRUE;
342                                         if(random() < 0.02) self.bot_secondary_grenademooth = 0;
343                                 }
344                         }
345                         
346                         return TRUE;
347                 }
348                 /*case WR_CALCINFO:
349                 {
350                         wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime));
351                         wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire));
352                         wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed)))));
353
354                         // for the range calculation, closer to 1 is better
355                         wepinfo_pri_range_max = 2000 * wepinfo_pri_speed;
356                         wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar, 
357                         
358                         wepinfo_sec_refire = max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime));
359                         wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / wepinfo_sec_refire));
360                         
361                         wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime))));
362                         wepinfo_ter_dps = 0;
363                         */
364                 case WR_THINK:
365                 {
366                         if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) // forced reload
367                                 WEP_ACTION(self.weapon, WR_RELOAD);
368                         else if (self.BUTTON_ATCK)
369                         {
370                                 if (weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
371                                 {
372                                         W_Grenade_Attack();
373                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
374                                 }
375                         }
376                         else if (self.BUTTON_ATCK2)
377                         {
378                                 if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
379                                 {
380                                         nadefound = 0;
381                                         for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
382                                         {
383                                                 if(!nade.gl_detonate_later)
384                                                 {
385                                                         nade.gl_detonate_later = TRUE;
386                                                         nadefound = 1;
387                                                 }
388                                         }
389                                         if(nadefound)
390                                                 sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
391                                 }
392                                 else if (weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
393                                 {
394                                         W_Grenade_Attack2();
395                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
396                                 }
397                         }
398                         
399                         return TRUE;
400                 }
401                 case WR_INIT:
402                 {
403                         precache_model ("models/weapons/g_gl.md3");
404                         precache_model ("models/weapons/v_gl.md3");
405                         precache_model ("models/weapons/h_gl.iqm");
406                         precache_sound ("weapons/grenade_bounce1.wav");
407                         precache_sound ("weapons/grenade_bounce2.wav");
408                         precache_sound ("weapons/grenade_bounce3.wav");
409                         precache_sound ("weapons/grenade_bounce4.wav");
410                         precache_sound ("weapons/grenade_bounce5.wav");
411                         precache_sound ("weapons/grenade_bounce6.wav");
412                         precache_sound ("weapons/grenade_stick.wav");
413                         precache_sound ("weapons/grenade_fire.wav");
414                         MORTAR_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
415                         return TRUE;
416                 }
417                 case WR_SETUP:
418                 {
419                         self.current_ammo = ammo_rockets;
420                         return TRUE;
421                 }
422                 case WR_CHECKAMMO1:
423                 {
424                         ammo_amount = self.ammo_rockets >= WEP_CVAR_PRI(mortar, ammo);
425                         ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_PRI(mortar, ammo);
426                         return ammo_amount;
427                 }
428                 case WR_CHECKAMMO2:
429                 {
430                         ammo_amount = self.ammo_rockets >= WEP_CVAR_SEC(mortar, ammo);
431                         ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_SEC(mortar, ammo);
432                         return ammo_amount;
433                 }
434                 case WR_CONFIG:
435                 {
436                         MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
437                         return TRUE;
438                 }
439                 case WR_RELOAD:
440                 {
441                         W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), "weapons/reload.wav"); // WEAPONTODO
442                         return TRUE;
443                 }
444                 case WR_SUICIDEMESSAGE:
445                 {
446                         if(w_deathtype & HITTYPE_SECONDARY)
447                                 return WEAPON_MORTAR_SUICIDE_BOUNCE;
448                         else
449                                 return WEAPON_MORTAR_SUICIDE_EXPLODE;
450                 }
451                 case WR_KILLMESSAGE:
452                 {
453                         if(w_deathtype & HITTYPE_SECONDARY)
454                                 return WEAPON_MORTAR_MURDER_BOUNCE;
455                         else
456                                 return WEAPON_MORTAR_MURDER_EXPLODE;
457                 }
458         }
459         return TRUE;
460 }
461 #endif
462 #ifdef CSQC
463 float w_glauncher(float req)
464 {
465         switch(req)
466         {
467                 case WR_IMPACTEFFECT:
468                 {
469                         vector org2;
470                         org2 = w_org + w_backoff * 12;
471                         pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
472                         if(!w_issilent)
473                                 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
474                                 
475                         return TRUE;
476                 }
477                 case WR_INIT:
478                 {
479                         precache_sound("weapons/grenade_impact.wav");
480                         return TRUE;
481                 }
482         }
483         return TRUE;
484 }
485 #endif
486 #endif