#ifdef REGISTER_WEAPON REGISTER_WEAPON( /* WEP_##id */ MORTAR, /* function */ W_Mortar, /* ammotype */ ammo_rockets, /* impulse */ 4, /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, /* rating */ BOT_PICKUP_RATING_MID, /* color */ '1 0 0', /* modelname */ "gl", /* simplemdl */ "foobar", /* crosshair */ "gfx/crosshairgrenadelauncher 0.7", /* wepimg */ "weapongrenadelauncher", /* refname */ "mortar", /* wepname */ _("Mortar") ); #define MORTAR_SETTINGS(w_cvar,w_prop) MORTAR_SETTINGS_LIST(w_cvar, w_prop, MORTAR, mortar) #define MORTAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ w_cvar(id, sn, BOTH, ammo) \ w_cvar(id, sn, BOTH, animtime) \ w_cvar(id, sn, NONE, bouncefactor) \ w_cvar(id, sn, NONE, bouncestop) \ w_cvar(id, sn, BOTH, damage) \ w_cvar(id, sn, BOTH, damageforcescale) \ w_cvar(id, sn, BOTH, edgedamage) \ w_cvar(id, sn, BOTH, force) \ w_cvar(id, sn, BOTH, health) \ w_cvar(id, sn, BOTH, lifetime) \ w_cvar(id, sn, SEC, lifetime_bounce) \ w_cvar(id, sn, BOTH, lifetime_stick) \ w_cvar(id, sn, BOTH, radius) \ w_cvar(id, sn, BOTH, refire) \ w_cvar(id, sn, SEC, remote_detonateprimary) \ w_cvar(id, sn, PRI, remote_minbouncecnt) \ w_cvar(id, sn, BOTH, speed) \ w_cvar(id, sn, BOTH, speed_up) \ w_cvar(id, sn, BOTH, speed_z) \ w_cvar(id, sn, BOTH, spread) \ w_cvar(id, sn, BOTH, type) \ w_prop(id, sn, float, reloading_ammo, reload_ammo) \ w_prop(id, sn, float, reloading_time, reload_time) \ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ w_prop(id, sn, string, weaponreplace, weaponreplace) \ w_prop(id, sn, float, weaponstart, weaponstart) \ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ w_prop(id, sn, float, weaponthrowable, weaponthrowable) #ifdef SVQC MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) .float gl_detonate_later; .float gl_bouncecnt; #endif #else #ifdef SVQC void spawnfunc_weapon_mortar(void) { weapon_defaultspawnfunc(WEP_MORTAR); } void spawnfunc_weapon_grenadelauncher(void) { spawnfunc_weapon_mortar(); } void W_Mortar_Grenade_Explode(void) { if(other.takedamage == DAMAGE_AIM) if(IS_PLAYER(other)) if(DIFF_TEAM(self.realowner, other)) if(other.deadflag == DEAD_NO) if(IsFlying(other)) Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT); self.event_damage = func_null; self.takedamage = DAMAGE_NO; if(self.movetype == MOVETYPE_NONE) self.velocity = self.oldvelocity; 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); remove(self); } void W_Mortar_Grenade_Explode2(void) { if(other.takedamage == DAMAGE_AIM) if(IS_PLAYER(other)) if(DIFF_TEAM(self.realowner, other)) if(other.deadflag == DEAD_NO) if(IsFlying(other)) Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT); self.event_damage = func_null; self.takedamage = DAMAGE_NO; if(self.movetype == MOVETYPE_NONE) self.velocity = self.oldvelocity; 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); remove(self); } void W_Mortar_Grenade_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { if(self.health <= 0) return; if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions return; // g_projectiles_damage says to halt self.health = self.health - damage; if(self.health <= 0) W_PrepareExplosionByDamage(attacker, self.use); } void W_Mortar_Grenade_Think1(void) { self.nextthink = time; if(time > self.cnt) { other = world; self.projectiledeathtype |= HITTYPE_BOUNCE; W_Mortar_Grenade_Explode(); return; } if(self.gl_detonate_later && self.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt)) W_Mortar_Grenade_Explode(); } void W_Mortar_Grenade_Touch1(void) { PROJECTILE_TOUCH; if(other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile { self.use(); } else if(WEP_CVAR_PRI(mortar, type) == 1) // bounce { float r; r = random() * 6; if(r < 1) spamsound(self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM); else if(r < 2) spamsound(self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM); else if(r < 3) spamsound(self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM); else if(r < 4) spamsound(self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM); else if(r < 5) spamsound(self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM); else spamsound(self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM); pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1); self.projectiledeathtype |= HITTYPE_BOUNCE; self.gl_bouncecnt += 1; } else if(WEP_CVAR_PRI(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick { spamsound(self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM); // let it stick whereever it is self.oldvelocity = self.velocity; self.velocity = '0 0 0'; self.movetype = MOVETYPE_NONE; // also disables gravity self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO UpdateCSQCProjectile(self); // do not respond to any more touches self.solid = SOLID_NOT; self.nextthink = min(self.nextthink, time + WEP_CVAR_PRI(mortar, lifetime_stick)); } } void W_Mortar_Grenade_Touch2(void) { PROJECTILE_TOUCH; if(other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile { self.use(); } else if(WEP_CVAR_SEC(mortar, type) == 1) // bounce { float r; r = random() * 6; if(r < 1) spamsound(self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM); else if(r < 2) spamsound(self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM); else if(r < 3) spamsound(self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM); else if(r < 4) spamsound(self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM); else if(r < 5) spamsound(self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM); else spamsound(self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM); pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1); self.projectiledeathtype |= HITTYPE_BOUNCE; self.gl_bouncecnt += 1; if(WEP_CVAR_SEC(mortar, lifetime_bounce) && self.gl_bouncecnt == 1) self.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce); } else if(WEP_CVAR_SEC(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick { spamsound(self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM); // let it stick whereever it is self.oldvelocity = self.velocity; self.velocity = '0 0 0'; self.movetype = MOVETYPE_NONE; // also disables gravity self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO UpdateCSQCProjectile(self); // do not respond to any more touches self.solid = SOLID_NOT; self.nextthink = min(self.nextthink, time + WEP_CVAR_SEC(mortar, lifetime_stick)); } } void W_Mortar_Attack(void) { entity gren; W_DecreaseAmmo(WEP_CVAR_PRI(mortar, ammo)); W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage)); w_shotdir = v_forward; // no TrueAim for grenades please pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); gren = spawn(); gren.owner = gren.realowner = self; gren.classname = "grenade"; gren.bot_dodge = TRUE; gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage); gren.movetype = MOVETYPE_BOUNCE; gren.bouncefactor = WEP_CVAR(mortar, bouncefactor); gren.bouncestop = WEP_CVAR(mortar, bouncestop); PROJECTILE_MAKETRIGGER(gren); gren.projectiledeathtype = WEP_MORTAR; setorigin(gren, w_shotorg); setsize(gren, '-3 -3 -3', '3 3 3'); gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime); gren.nextthink = time; gren.think = W_Mortar_Grenade_Think1; gren.use = W_Mortar_Grenade_Explode; gren.touch = W_Mortar_Grenade_Touch1; gren.takedamage = DAMAGE_YES; gren.health = WEP_CVAR_PRI(mortar, health); gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale); gren.event_damage = W_Mortar_Grenade_Damage; gren.damagedbycontents = TRUE; gren.missile_flags = MIF_SPLASH | MIF_ARC; W_SetupProjVelocity_UP_PRI(gren, mortar); gren.angles = vectoangles(gren.velocity); gren.flags = FL_PROJECTILE; if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2) CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE); else CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE); other = gren; MUTATOR_CALLHOOK(EditProjectile); } void W_Mortar_Attack2(void) { entity gren; W_DecreaseAmmo(WEP_CVAR_SEC(mortar, ammo)); W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage)); w_shotdir = v_forward; // no TrueAim for grenades please pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); gren = spawn(); gren.owner = gren.realowner = self; gren.classname = "grenade"; gren.bot_dodge = TRUE; gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage); gren.movetype = MOVETYPE_BOUNCE; gren.bouncefactor = WEP_CVAR(mortar, bouncefactor); gren.bouncestop = WEP_CVAR(mortar, bouncestop); PROJECTILE_MAKETRIGGER(gren); gren.projectiledeathtype = WEP_MORTAR | HITTYPE_SECONDARY; setorigin(gren, w_shotorg); setsize(gren, '-3 -3 -3', '3 3 3'); gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime); gren.think = adaptor_think2use_hittype_splash; gren.use = W_Mortar_Grenade_Explode2; gren.touch = W_Mortar_Grenade_Touch2; gren.takedamage = DAMAGE_YES; gren.health = WEP_CVAR_SEC(mortar, health); gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale); gren.event_damage = W_Mortar_Grenade_Damage; gren.damagedbycontents = TRUE; gren.missile_flags = MIF_SPLASH | MIF_ARC; W_SetupProjVelocity_UP_SEC(gren, mortar); gren.angles = vectoangles(gren.velocity); gren.flags = FL_PROJECTILE; if(WEP_CVAR_SEC(mortar, type) == 0 || WEP_CVAR_SEC(mortar, type) == 2) CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE); else CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE); other = gren; MUTATOR_CALLHOOK(EditProjectile); } .float bot_secondary_grenademooth; float W_Mortar(float req) { entity nade; float nadefound; float ammo_amount; switch(req) { case WR_AIM: { self.BUTTON_ATCK = FALSE; self.BUTTON_ATCK2 = FALSE; if(self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH { if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), TRUE)) { self.BUTTON_ATCK = TRUE; if(random() < 0.01) self.bot_secondary_grenademooth = 1; } } else { if(bot_aim(WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), TRUE)) { self.BUTTON_ATCK2 = TRUE; if(random() < 0.02) self.bot_secondary_grenademooth = 0; } } return TRUE; } /*case WR_CALCINFO: { wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime)); wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire)); wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed))))); // for the range calculation, closer to 1 is better wepinfo_pri_range_max = 2000 * wepinfo_pri_speed; wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar, wepinfo_sec_refire = max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime)); wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / wepinfo_sec_refire)); wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime)))); wepinfo_ter_dps = 0; */ case WR_THINK: { if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) // forced reload WEP_ACTION(self.weapon, WR_RELOAD); else if(self.BUTTON_ATCK) { if(weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire))) { W_Mortar_Attack(); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready); } } else if(self.BUTTON_ATCK2) { if(WEP_CVAR_SEC(mortar, remote_detonateprimary)) { nadefound = 0; for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self) { if(!nade.gl_detonate_later) { nade.gl_detonate_later = TRUE; nadefound = 1; } } if(nadefound) sound(self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM); } else if(weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire))) { W_Mortar_Attack2(); weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready); } } return TRUE; } case WR_INIT: { precache_model("models/weapons/g_gl.md3"); precache_model("models/weapons/v_gl.md3"); precache_model("models/weapons/h_gl.iqm"); precache_sound("weapons/grenade_bounce1.wav"); precache_sound("weapons/grenade_bounce2.wav"); precache_sound("weapons/grenade_bounce3.wav"); precache_sound("weapons/grenade_bounce4.wav"); precache_sound("weapons/grenade_bounce5.wav"); precache_sound("weapons/grenade_bounce6.wav"); precache_sound("weapons/grenade_stick.wav"); precache_sound("weapons/grenade_fire.wav"); MORTAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP) return TRUE; } case WR_CHECKAMMO1: { ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_PRI(mortar, ammo); ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_PRI(mortar, ammo); return ammo_amount; } case WR_CHECKAMMO2: { ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_SEC(mortar, ammo); ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_SEC(mortar, ammo); return ammo_amount; } case WR_CONFIG: { MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS) return TRUE; } case WR_RELOAD: { W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), "weapons/reload.wav"); // WEAPONTODO return TRUE; } case WR_SUICIDEMESSAGE: { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_MORTAR_SUICIDE_BOUNCE; else return WEAPON_MORTAR_SUICIDE_EXPLODE; } case WR_KILLMESSAGE: { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_MORTAR_MURDER_BOUNCE; else return WEAPON_MORTAR_MURDER_EXPLODE; } } return FALSE; } #endif #ifdef CSQC float W_Mortar(float req) { switch(req) { case WR_IMPACTEFFECT: { vector org2; org2 = w_org + w_backoff * 12; pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1); if(!w_issilent) sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM); return TRUE; } case WR_INIT: { precache_sound("weapons/grenade_impact.wav"); return TRUE; } case WR_ZOOMRETICLE: { // no weapon specific image for this weapon return FALSE; } } return FALSE; } #endif #endif