#ifndef IMPLEMENTATION CLASS(Mortar, Weapon) /* ammotype */ ATTRIB(Mortar, ammo_field, .int, ammo_rockets) /* impulse */ ATTRIB(Mortar, impulse, int, 4) /* flags */ ATTRIB(Mortar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH); /* rating */ ATTRIB(Mortar, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID); /* color */ ATTRIB(Mortar, wpcolor, vector, '1 0 0'); /* modelname */ ATTRIB(Mortar, mdl, string, "gl"); #ifndef MENUQC /* model */ ATTRIB(Mortar, m_model, Model, MDL_MORTAR_ITEM); #endif /* crosshair */ ATTRIB(Mortar, w_crosshair, string, "gfx/crosshairgrenadelauncher"); /* crosshair */ ATTRIB(Mortar, w_crosshair_size, float, 0.7); /* wepimg */ ATTRIB(Mortar, model2, string, "weapongrenadelauncher"); /* refname */ ATTRIB(Mortar, netname, string, "mortar"); /* wepname */ ATTRIB(Mortar, m_name, string, _("Mortar")); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ P(class, prefix, ammo, float, BOTH) \ P(class, prefix, animtime, float, BOTH) \ P(class, prefix, bouncefactor, float, NONE) \ P(class, prefix, bouncestop, float, NONE) \ P(class, prefix, damageforcescale, float, BOTH) \ P(class, prefix, damage, float, BOTH) \ P(class, prefix, edgedamage, float, BOTH) \ P(class, prefix, force, float, BOTH) \ P(class, prefix, health, float, BOTH) \ P(class, prefix, lifetime, float, BOTH) \ P(class, prefix, lifetime_bounce, float, SEC) \ P(class, prefix, lifetime_stick, float, BOTH) \ P(class, prefix, radius, float, BOTH) \ P(class, prefix, refire, float, BOTH) \ P(class, prefix, reload_ammo, float, NONE) \ P(class, prefix, reload_time, float, NONE) \ P(class, prefix, remote_detonateprimary, float, SEC) \ P(class, prefix, remote_minbouncecnt, float, PRI) \ P(class, prefix, speed, float, BOTH) \ P(class, prefix, speed_up, float, BOTH) \ P(class, prefix, speed_z, float, BOTH) \ P(class, prefix, spread, float, BOTH) \ P(class, prefix, switchdelay_drop, float, NONE) \ P(class, prefix, switchdelay_raise, float, NONE) \ P(class, prefix, type, float, BOTH) \ P(class, prefix, weaponreplace, string, NONE) \ P(class, prefix, weaponstartoverride, float, NONE) \ P(class, prefix, weaponstart, float, NONE) \ P(class, prefix, weaponthrowable, float, NONE) \ END() W_PROPS(X, Mortar, mortar) #undef X ENDCLASS(Mortar) REGISTER_WEAPON(MORTAR, mortar, NEW(Mortar)); #ifdef SVQC .float gl_detonate_later; .float gl_bouncecnt; #endif #endif #ifdef IMPLEMENTATION #ifdef SVQC spawnfunc(weapon_mortar) { weapon_defaultspawnfunc(this, WEP_MORTAR); } spawnfunc(weapon_grenadelauncher) { spawnfunc_weapon_mortar(this); } void W_Mortar_Grenade_Explode() {SELFPARAM(); if(other.takedamage == DAMAGE_AIM) if(IS_PLAYER(other)) if(DIFF_TEAM(self.realowner, other)) if(!IS_DEAD(other)) 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_Explode_use(entity this, entity actor, entity trigger) { WITHSELF(this, W_Mortar_Grenade_Explode()); } void W_Mortar_Grenade_Explode2() {SELFPARAM(); if(other.takedamage == DAMAGE_AIM) if(IS_PLAYER(other)) if(DIFF_TEAM(self.realowner, other)) if(!IS_DEAD(other)) 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_Explode2_use(entity this, entity actor, entity trigger) { WITHSELF(this, W_Mortar_Grenade_Explode2()); } void W_Mortar_Grenade_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) { if(this.health <= 0) return; if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions return; // g_projectiles_damage says to halt this.health = this.health - damage; if(this.health <= 0) W_PrepareExplosionByDamage(this, attacker, adaptor_think2use); } void W_Mortar_Grenade_Think1() {SELFPARAM(); 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() {SELFPARAM(); PROJECTILE_TOUCH; if(other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile { this.use(this, NULL, NULL); } else if(WEP_CVAR_PRI(mortar, type) == 1) // bounce { spamsound(self, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTN_NORM); Send_Effect(EFFECT_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, SND(GRENADE_STICK), 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() {SELFPARAM(); PROJECTILE_TOUCH; if(other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile { this.use(this, NULL, NULL); } else if(WEP_CVAR_SEC(mortar, type) == 1) // bounce { spamsound(self, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTN_NORM); Send_Effect(EFFECT_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, SND(GRENADE_STICK), 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(Weapon thiswep) {SELFPARAM(); entity gren; W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(mortar, ammo)); W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage)); w_shotdir = v_forward; // no TrueAim for grenades please Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); gren = new(grenade); gren.owner = gren.realowner = self; 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.m_id; 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_use; 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); MUTATOR_CALLHOOK(EditProjectile, self, gren); } void W_Mortar_Attack2(Weapon thiswep) {SELFPARAM(); entity gren; W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(mortar, ammo)); W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage)); w_shotdir = v_forward; // no TrueAim for grenades please Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); gren = new(grenade); gren.owner = gren.realowner = self; 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.m_id | 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_use; 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); MUTATOR_CALLHOOK(EditProjectile, self, gren); } .float bot_secondary_grenademooth; METHOD(Mortar, wr_aim, void(entity thiswep)) { SELFPARAM(); PHYS_INPUT_BUTTON_ATCK(self) = false; PHYS_INPUT_BUTTON_ATCK2(self) = false; if(self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH { if(bot_aim(self, WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), true)) { PHYS_INPUT_BUTTON_ATCK(self) = true; if(random() < 0.01) self.bot_secondary_grenademooth = 1; } } else { if(bot_aim(self, WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), true)) { PHYS_INPUT_BUTTON_ATCK2(self) = true; if(random() < 0.02) self.bot_secondary_grenademooth = 0; } } } /*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; */ METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { if(autocvar_g_balance_mortar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) { // forced reload thiswep.wr_reload(thiswep, actor, weaponentity); } else if(fire & 1) { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(mortar, refire))) { W_Mortar_Attack(thiswep); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready); } } else if(fire & 2) { if(WEP_CVAR_SEC(mortar, remote_detonateprimary)) { bool nadefound = false; entity nade; for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == actor) { if(!nade.gl_detonate_later) { nade.gl_detonate_later = true; nadefound = true; } } if(nadefound) sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM); } else if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(mortar, refire))) { W_Mortar_Attack2(thiswep); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready); } } } METHOD(Mortar, wr_checkammo1, bool(entity thiswep)) { SELFPARAM(); float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(mortar, ammo); ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo); return ammo_amount; } METHOD(Mortar, wr_checkammo2, bool(entity thiswep)) { SELFPARAM(); float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(mortar, ammo); ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo); return ammo_amount; } METHOD(Mortar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { SELFPARAM(); W_Reload(self, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND_RELOAD); // WEAPONTODO } METHOD(Mortar, wr_suicidemessage, Notification(entity thiswep)) { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_MORTAR_SUICIDE_BOUNCE; else return WEAPON_MORTAR_SUICIDE_EXPLODE; } METHOD(Mortar, wr_killmessage, Notification(entity thiswep)) { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_MORTAR_MURDER_BOUNCE; else return WEAPON_MORTAR_MURDER_EXPLODE; } #endif #ifdef CSQC METHOD(Mortar, wr_impacteffect, void(entity thiswep)) { SELFPARAM(); vector org2; org2 = w_org + w_backoff * 12; pointparticles(EFFECT_GRENADE_EXPLODE, org2, '0 0 0', 1); if(!w_issilent) sound(self, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTN_NORM); } #endif #endif