]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_mortar.qc
Bring back old start weapons, and make shockwave a mutator blocked weapon
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_mortar.qc
index 3e3744e74d42162c8025a520658350b7a64a5318..de40fcb3933ec04462de65c03cd9287fdfbda626 100644 (file)
@@ -1,44 +1,51 @@
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
-/* WEP_##id */ MORTAR,
-/* function */ w_glauncher,
-/* ammotype */ IT_ROCKETS,
-/* impulse  */ 4,
-/* flags    */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
-/* rating   */ BOT_PICKUP_RATING_MID,
-/* model    */ "gl",
-/* netname  */ "grenadelauncher",
-/* fullname */ _("Mortar")
+/* 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) \
-       w_cvar(WEP_MORTAR, mortar, MO_BOTH, ammo) \
-       w_cvar(WEP_MORTAR, mortar, MO_BOTH, animtime) \
-       w_cvar(WEP_MORTAR, mortar, MO_NONE, bouncefactor) \
-       w_cvar(WEP_MORTAR, mortar, MO_NONE, bouncestop) \
-       w_cvar(WEP_MORTAR, mortar, MO_BOTH, damage) \
-       w_cvar(WEP_MORTAR, mortar, MO_BOTH, damageforcescale) \
-       w_cvar(WEP_MORTAR, mortar, MO_BOTH, edgedamage) \
-       w_cvar(WEP_MORTAR, mortar, MO_BOTH, force) \
-       w_cvar(WEP_MORTAR, mortar, MO_BOTH, health) \
-       w_cvar(WEP_MORTAR, mortar, MO_BOTH, lifetime) \
-       w_cvar(WEP_MORTAR, mortar, MO_SEC,  lifetime_bounce) \
-       w_cvar(WEP_MORTAR, mortar, MO_BOTH, lifetime_stick) \
-       w_cvar(WEP_MORTAR, mortar, MO_BOTH, radius) \
-       w_cvar(WEP_MORTAR, mortar, MO_BOTH, refire) \
-       w_cvar(WEP_MORTAR, mortar, MO_SEC,  remote_detonateprimary) \
-       w_cvar(WEP_MORTAR, mortar, MO_PRI,  remote_minbouncecnt) \
-       w_cvar(WEP_MORTAR, mortar, MO_BOTH, speed) \
-       w_cvar(WEP_MORTAR, mortar, MO_BOTH, speed_up) \
-       w_cvar(WEP_MORTAR, mortar, MO_BOTH, speed_z) \
-       w_cvar(WEP_MORTAR, mortar, MO_BOTH, spread) \
-       w_cvar(WEP_MORTAR, mortar, MO_BOTH, type) \
-       w_prop(WEP_MORTAR, mortar, float,  reloading_ammo, reload_ammo) \
-       w_prop(WEP_MORTAR, mortar, float,  reloading_time, reload_time) \
-       w_prop(WEP_MORTAR, mortar, float,  switchdelay_raise, switchdelay_raise) \
-       w_prop(WEP_MORTAR, mortar, float,  switchdelay_drop, switchdelay_drop) \
-       w_prop(WEP_MORTAR, mortar, string, weaponreplace, weaponreplace) \
-       w_prop(WEP_MORTAR, mortar, float,  weaponstart, weaponstart)
+#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)
@@ -48,7 +55,10 @@ MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #else
 #ifdef SVQC
 
-void W_Grenade_Explode (void)
+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))
@@ -63,12 +73,12 @@ void W_Grenade_Explode (void)
        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);
+       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);
+       remove(self);
 }
 
-void W_Grenade_Explode2 (void)
+void W_Mortar_Grenade_Explode2(void)
 {
        if(other.takedamage == DAMAGE_AIM)
                if(IS_PLAYER(other))
@@ -83,69 +93,70 @@ void W_Grenade_Explode2 (void)
        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);
+       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);
+       remove(self);
 }
 
-void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+
+void W_Mortar_Grenade_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 {
-       if (self.health <= 0)
+       if(self.health <= 0)
                return;
                
-       if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+       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)
+       if(self.health <= 0)
                W_PrepareExplosionByDamage(attacker, self.use);
 }
 
-void W_Grenade_Think1 (void)
+void W_Mortar_Grenade_Think1(void)
 {
        self.nextthink = time;
-       if (time > self.cnt)
+       if(time > self.cnt)
        {
                other = world;
                self.projectiledeathtype |= HITTYPE_BOUNCE;
-               W_Grenade_Explode ();
+               W_Mortar_Grenade_Explode();
                return;
        }
        if(self.gl_detonate_later && self.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
-               W_Grenade_Explode();
+               W_Mortar_Grenade_Explode();
 }
 
-void W_Grenade_Touch1 (void)
+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
+       if(other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
        {
-               self.use ();
+               self.use();
        }
-       else if (WEP_CVAR_PRI(mortar, type) == 1) // bounce
+       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);
+                       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);
+                       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);
+                       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);
+                       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);
+                       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);
+                       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);
+               spamsound(self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
 
                // let it stick whereever it is
                self.oldvelocity = self.velocity;
@@ -161,40 +172,40 @@ void W_Grenade_Touch1 (void)
        }
 }
 
-void W_Grenade_Touch2 (void)
+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
+       if(other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
        {
-               self.use ();
+               self.use();
        }
-       else if (WEP_CVAR_SEC(mortar, type) == 1) // bounce
+       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);
+                       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);
+                       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);
+                       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);
+                       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);
+                       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);
+                       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)
+               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);
+               spamsound(self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
 
                // let it stick whereever it is
                self.oldvelocity = self.velocity;
@@ -210,18 +221,18 @@ void W_Grenade_Touch2 (void)
        }
 }
 
-void W_Grenade_Attack (void)
+void W_Mortar_Attack(void)
 {
        entity gren;
 
-       W_DecreaseAmmo(ammo_rockets, WEP_CVAR_PRI(mortar, ammo), autocvar_g_balance_mortar_reload_ammo); // WEAPONTODO
+       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_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 = spawn();
        gren.owner = gren.realowner = self;
        gren.classname = "grenade";
        gren.bot_dodge = TRUE;
@@ -236,19 +247,19 @@ void W_Grenade_Attack (void)
 
        gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime);
        gren.nextthink = time;
-       gren.think = W_Grenade_Think1;
-       gren.use = W_Grenade_Explode;
-       gren.touch = W_Grenade_Touch1;
+       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_Grenade_Damage;
+       gren.event_damage = W_Mortar_Grenade_Damage;
        gren.damagedbycontents = TRUE;
        gren.missile_flags = MIF_SPLASH | MIF_ARC;
-       WEP_SETUPPROJVELOCITY_UP_PRI(gren, mortar);
+       W_SetupProjVelocity_UP_PRI(gren, mortar);
 
-       gren.angles = vectoangles (gren.velocity);
+       gren.angles = vectoangles(gren.velocity);
        gren.flags = FL_PROJECTILE;
 
        if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2)
@@ -259,18 +270,18 @@ void W_Grenade_Attack (void)
        other = gren; MUTATOR_CALLHOOK(EditProjectile);
 }
 
-void W_Grenade_Attack2 (void)
+void W_Mortar_Attack2(void)
 {
        entity gren;
 
-       W_DecreaseAmmo(ammo_rockets, WEP_CVAR_SEC(mortar, ammo), autocvar_g_balance_mortar_reload_ammo);
+       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_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 = spawn();
        gren.owner = gren.realowner = self;
        gren.classname = "grenade";
        gren.bot_dodge = TRUE;
@@ -285,18 +296,18 @@ void W_Grenade_Attack2 (void)
 
        gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime);
        gren.think = adaptor_think2use_hittype_splash;
-       gren.use = W_Grenade_Explode2;
-       gren.touch = W_Grenade_Touch2;
+       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_Grenade_Damage;
+       gren.event_damage = W_Mortar_Grenade_Damage;
        gren.damagedbycontents = TRUE;
        gren.missile_flags = MIF_SPLASH | MIF_ARC;
-       WEP_SETUPPROJVELOCITY_UP_SEC(gren, mortar); // WEAPONTODO
+       W_SetupProjVelocity_UP_SEC(gren, mortar);
 
-       gren.angles = vectoangles (gren.velocity);
+       gren.angles = vectoangles(gren.velocity);
        gren.flags = FL_PROJECTILE;
 
        if(WEP_CVAR_SEC(mortar, type) == 0 || WEP_CVAR_SEC(mortar, type) == 2)
@@ -307,13 +318,8 @@ void W_Grenade_Attack2 (void)
        other = gren; MUTATOR_CALLHOOK(EditProjectile);
 }
 
-void spawnfunc_weapon_grenadelauncher (void)
-{
-       weapon_defaultspawnfunc(WEP_MORTAR);
-}
-
 .float bot_secondary_grenademooth;
-float w_glauncher(float req)
+float W_Mortar(float req)
 {
        entity nade;
        float nadefound;
@@ -324,7 +330,7 @@ float w_glauncher(float req)
                {
                        self.BUTTON_ATCK = FALSE;
                        self.BUTTON_ATCK2 = FALSE;
-                       if (self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
+                       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))
                                {
@@ -363,15 +369,15 @@ float w_glauncher(float req)
                {
                        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)
+                       else if(self.BUTTON_ATCK)
                        {
-                               if (weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
+                               if(weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
                                {
-                                       W_Grenade_Attack();
+                                       W_Mortar_Attack();
                                        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
                                }
                        }
-                       else if (self.BUTTON_ATCK2)
+                       else if(self.BUTTON_ATCK2)
                        {
                                if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
                                {
@@ -385,11 +391,11 @@ float w_glauncher(float req)
                                                }
                                        }
                                        if(nadefound)
-                                               sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
+                                               sound(self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
                                }
-                               else if (weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
+                               else if(weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
                                {
-                                       W_Grenade_Attack2();
+                                       W_Mortar_Attack2();
                                        weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
                                }
                        }
@@ -398,34 +404,29 @@ float w_glauncher(float req)
                }
                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_SKIPCVAR, WEP_SET_PROP)
-                       return TRUE;
-               }
-               case WR_SETUP:
-               {
-                       self.current_ammo = ammo_rockets;
+                       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.ammo_rockets >= WEP_CVAR_PRI(mortar, ammo);
+                       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.ammo_rockets >= WEP_CVAR_SEC(mortar, ammo);
+                       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;
                }
@@ -454,11 +455,11 @@ float w_glauncher(float req)
                                return WEAPON_MORTAR_MURDER_EXPLODE;
                }
        }
-       return TRUE;
+       return FALSE;
 }
 #endif
 #ifdef CSQC
-float w_glauncher(float req)
+float W_Mortar(float req)
 {
        switch(req)
        {
@@ -477,8 +478,13 @@ float w_glauncher(float req)
                        precache_sound("weapons/grenade_impact.wav");
                        return TRUE;
                }
+               case WR_ZOOMRETICLE:
+               {
+                       // no weapon specific image for this weapon
+                       return FALSE;
+               }
        }
-       return TRUE;
+       return FALSE;
 }
 #endif
 #endif