4 /* function */ W_Mortar,
5 /* ammotype */ ammo_rockets,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_MID,
11 /* netname */ "grenadelauncher",
12 /* fullname */ _("Mortar")
15 #define MORTAR_SETTINGS(w_cvar,w_prop) MORTAR_SETTINGS_LIST(w_cvar, w_prop, MORTAR, mortar)
16 #define MORTAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
17 w_cvar(id, sn, BOTH, ammo) \
18 w_cvar(id, sn, BOTH, animtime) \
19 w_cvar(id, sn, NONE, bouncefactor) \
20 w_cvar(id, sn, NONE, bouncestop) \
21 w_cvar(id, sn, BOTH, damage) \
22 w_cvar(id, sn, BOTH, damageforcescale) \
23 w_cvar(id, sn, BOTH, edgedamage) \
24 w_cvar(id, sn, BOTH, force) \
25 w_cvar(id, sn, BOTH, health) \
26 w_cvar(id, sn, BOTH, lifetime) \
27 w_cvar(id, sn, SEC, lifetime_bounce) \
28 w_cvar(id, sn, BOTH, lifetime_stick) \
29 w_cvar(id, sn, BOTH, radius) \
30 w_cvar(id, sn, BOTH, refire) \
31 w_cvar(id, sn, SEC, remote_detonateprimary) \
32 w_cvar(id, sn, PRI, remote_minbouncecnt) \
33 w_cvar(id, sn, BOTH, speed) \
34 w_cvar(id, sn, BOTH, speed_up) \
35 w_cvar(id, sn, BOTH, speed_z) \
36 w_cvar(id, sn, BOTH, spread) \
37 w_cvar(id, sn, BOTH, type) \
38 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
39 w_prop(id, sn, float, reloading_time, reload_time) \
40 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
41 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
42 w_prop(id, sn, string, weaponreplace, weaponreplace) \
43 w_prop(id, sn, float, weaponstart, weaponstart) \
44 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
47 MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
48 .float gl_detonate_later;
54 void spawnfunc_weapon_mortar() { weapon_defaultspawnfunc(WEP_MORTAR); }
55 void spawnfunc_weapon_grenadelauncher() { spawnfunc_weapon_mortar(); }
57 void W_Mortar_Grenade_Explode()
59 if(other.takedamage == DAMAGE_AIM)
61 if(DIFF_TEAM(self.realowner, other))
62 if(other.deadflag == DEAD_NO)
64 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
66 self.event_damage = func_null;
67 self.takedamage = DAMAGE_NO;
69 if(self.movetype == MOVETYPE_NONE)
70 self.velocity = self.oldvelocity;
72 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);
77 void W_Mortar_Grenade_Explode2()
79 if(other.takedamage == DAMAGE_AIM)
81 if(DIFF_TEAM(self.realowner, other))
82 if(other.deadflag == DEAD_NO)
84 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
86 self.event_damage = func_null;
87 self.takedamage = DAMAGE_NO;
89 if(self.movetype == MOVETYPE_NONE)
90 self.velocity = self.oldvelocity;
92 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);
98 void W_Mortar_Grenade_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
100 if (self.health <= 0)
103 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
104 return; // g_projectiles_damage says to halt
106 self.health = self.health - damage;
108 if (self.health <= 0)
109 W_PrepareExplosionByDamage(attacker, self.use);
112 void W_Mortar_Grenade_Think1()
114 self.nextthink = time;
118 self.projectiledeathtype |= HITTYPE_BOUNCE;
119 W_Mortar_Grenade_Explode();
122 if(self.gl_detonate_later && self.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
123 W_Mortar_Grenade_Explode();
126 void W_Mortar_Grenade_Touch1()
129 if (other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
133 else if (WEP_CVAR_PRI(mortar, type) == 1) // bounce
138 spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
140 spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
142 spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
144 spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
146 spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
148 spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
149 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
150 self.projectiledeathtype |= HITTYPE_BOUNCE;
151 self.gl_bouncecnt += 1;
153 else if(WEP_CVAR_PRI(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
155 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
157 // let it stick whereever it is
158 self.oldvelocity = self.velocity;
159 self.velocity = '0 0 0';
160 self.movetype = MOVETYPE_NONE; // also disables gravity
161 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
162 UpdateCSQCProjectile(self);
164 // do not respond to any more touches
165 self.solid = SOLID_NOT;
167 self.nextthink = min(self.nextthink, time + WEP_CVAR_PRI(mortar, lifetime_stick));
171 void W_Mortar_Grenade_Touch2()
174 if (other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
178 else if (WEP_CVAR_SEC(mortar, type) == 1) // bounce
183 spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
185 spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
187 spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
189 spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
191 spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
193 spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
194 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
195 self.projectiledeathtype |= HITTYPE_BOUNCE;
196 self.gl_bouncecnt += 1;
198 if (WEP_CVAR_SEC(mortar, lifetime_bounce) && self.gl_bouncecnt == 1)
199 self.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
202 else if(WEP_CVAR_SEC(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
204 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
206 // let it stick whereever it is
207 self.oldvelocity = self.velocity;
208 self.velocity = '0 0 0';
209 self.movetype = MOVETYPE_NONE; // also disables gravity
210 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
211 UpdateCSQCProjectile(self);
213 // do not respond to any more touches
214 self.solid = SOLID_NOT;
216 self.nextthink = min(self.nextthink, time + WEP_CVAR_SEC(mortar, lifetime_stick));
220 void W_Mortar_Attack()
224 W_DecreaseAmmo(WEP_CVAR_PRI(mortar, ammo));
226 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
227 w_shotdir = v_forward; // no TrueAim for grenades please
229 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
232 gren.owner = gren.realowner = self;
233 gren.classname = "grenade";
234 gren.bot_dodge = TRUE;
235 gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
236 gren.movetype = MOVETYPE_BOUNCE;
237 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
238 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
239 PROJECTILE_MAKETRIGGER(gren);
240 gren.projectiledeathtype = WEP_MORTAR;
241 setorigin(gren, w_shotorg);
242 setsize(gren, '-3 -3 -3', '3 3 3');
244 gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime);
245 gren.nextthink = time;
246 gren.think = W_Mortar_Grenade_Think1;
247 gren.use = W_Mortar_Grenade_Explode;
248 gren.touch = W_Mortar_Grenade_Touch1;
250 gren.takedamage = DAMAGE_YES;
251 gren.health = WEP_CVAR_PRI(mortar, health);
252 gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale);
253 gren.event_damage = W_Mortar_Grenade_Damage;
254 gren.damagedbycontents = TRUE;
255 gren.missile_flags = MIF_SPLASH | MIF_ARC;
256 W_SetupProjVelocity_UP_PRI(gren, mortar);
258 gren.angles = vectoangles (gren.velocity);
259 gren.flags = FL_PROJECTILE;
261 if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2)
262 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
264 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
266 other = gren; MUTATOR_CALLHOOK(EditProjectile);
269 void W_Mortar_Attack2()
273 W_DecreaseAmmo(WEP_CVAR_SEC(mortar, ammo));
275 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
276 w_shotdir = v_forward; // no TrueAim for grenades please
278 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
281 gren.owner = gren.realowner = self;
282 gren.classname = "grenade";
283 gren.bot_dodge = TRUE;
284 gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
285 gren.movetype = MOVETYPE_BOUNCE;
286 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
287 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
288 PROJECTILE_MAKETRIGGER(gren);
289 gren.projectiledeathtype = WEP_MORTAR | HITTYPE_SECONDARY;
290 setorigin(gren, w_shotorg);
291 setsize(gren, '-3 -3 -3', '3 3 3');
293 gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime);
294 gren.think = adaptor_think2use_hittype_splash;
295 gren.use = W_Mortar_Grenade_Explode2;
296 gren.touch = W_Mortar_Grenade_Touch2;
298 gren.takedamage = DAMAGE_YES;
299 gren.health = WEP_CVAR_SEC(mortar, health);
300 gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale);
301 gren.event_damage = W_Mortar_Grenade_Damage;
302 gren.damagedbycontents = TRUE;
303 gren.missile_flags = MIF_SPLASH | MIF_ARC;
304 W_SetupProjVelocity_UP_SEC(gren, mortar); // WEAPONTODO
306 gren.angles = vectoangles (gren.velocity);
307 gren.flags = FL_PROJECTILE;
309 if(WEP_CVAR_SEC(mortar, type) == 0 || WEP_CVAR_SEC(mortar, type) == 2)
310 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
312 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
314 other = gren; MUTATOR_CALLHOOK(EditProjectile);
317 .float bot_secondary_grenademooth;
318 float W_Mortar(float req)
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
331 if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), TRUE))
333 self.BUTTON_ATCK = TRUE;
334 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
339 if(bot_aim(WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), TRUE))
341 self.BUTTON_ATCK2 = TRUE;
342 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
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)))));
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,
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));
361 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime))));
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)
370 if (weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
373 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
376 else if (self.BUTTON_ATCK2)
378 if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
381 for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
383 if(!nade.gl_detonate_later)
385 nade.gl_detonate_later = TRUE;
390 sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
392 else if (weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
395 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
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)
419 ammo_amount = self.AMMO_VAL(WEP_MORTAR) >= WEP_CVAR_PRI(mortar, ammo);
420 ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_PRI(mortar, ammo);
425 ammo_amount = self.AMMO_VAL(WEP_MORTAR) >= WEP_CVAR_SEC(mortar, ammo);
426 ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_SEC(mortar, ammo);
431 MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
436 W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), "weapons/reload.wav"); // WEAPONTODO
439 case WR_SUICIDEMESSAGE:
441 if(w_deathtype & HITTYPE_SECONDARY)
442 return WEAPON_MORTAR_SUICIDE_BOUNCE;
444 return WEAPON_MORTAR_SUICIDE_EXPLODE;
448 if(w_deathtype & HITTYPE_SECONDARY)
449 return WEAPON_MORTAR_MURDER_BOUNCE;
451 return WEAPON_MORTAR_MURDER_EXPLODE;
458 float W_Mortar(float req)
462 case WR_IMPACTEFFECT:
465 org2 = w_org + w_backoff * 12;
466 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
468 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
474 precache_sound("weapons/grenade_impact.wav");