4 /* function */ w_glauncher,
5 /* ammotype */ IT_ROCKETS,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_MID,
10 /* netname */ "grenadelauncher",
11 /* fullname */ _("Mortar")
14 #define MORTAR_SETTINGS(w_cvar,w_prop) \
15 w_cvar(WEP_MORTAR, mortar, MO_BOTH, ammo) \
16 w_cvar(WEP_MORTAR, mortar, MO_BOTH, animtime) \
17 w_cvar(WEP_MORTAR, mortar, MO_NONE, bouncefactor) \
18 w_cvar(WEP_MORTAR, mortar, MO_NONE, bouncestop) \
19 w_cvar(WEP_MORTAR, mortar, MO_BOTH, damage) \
20 w_cvar(WEP_MORTAR, mortar, MO_BOTH, damageforcescale) \
21 w_cvar(WEP_MORTAR, mortar, MO_BOTH, edgedamage) \
22 w_cvar(WEP_MORTAR, mortar, MO_BOTH, force) \
23 w_cvar(WEP_MORTAR, mortar, MO_BOTH, health) \
24 w_cvar(WEP_MORTAR, mortar, MO_BOTH, lifetime) \
25 w_cvar(WEP_MORTAR, mortar, MO_SEC, lifetime_bounce) \
26 w_cvar(WEP_MORTAR, mortar, MO_BOTH, lifetime_stick) \
27 w_cvar(WEP_MORTAR, mortar, MO_BOTH, radius) \
28 w_cvar(WEP_MORTAR, mortar, MO_BOTH, refire) \
29 w_cvar(WEP_MORTAR, mortar, MO_SEC, remote_detonateprimary) \
30 w_cvar(WEP_MORTAR, mortar, MO_PRI, remote_minbouncecnt) \
31 w_cvar(WEP_MORTAR, mortar, MO_BOTH, speed) \
32 w_cvar(WEP_MORTAR, mortar, MO_BOTH, speed_up) \
33 w_cvar(WEP_MORTAR, mortar, MO_BOTH, speed_z) \
34 w_cvar(WEP_MORTAR, mortar, MO_BOTH, spread) \
35 w_cvar(WEP_MORTAR, mortar, MO_BOTH, type) \
36 w_prop(WEP_MORTAR, mortar, float, reloading_ammo, reload_ammo) \
37 w_prop(WEP_MORTAR, mortar, float, reloading_time, reload_time) \
38 w_prop(WEP_MORTAR, mortar, float, switchdelay_raise, switchdelay_raise) \
39 w_prop(WEP_MORTAR, mortar, float, switchdelay_drop, switchdelay_drop) \
40 w_prop(WEP_MORTAR, mortar, string, weaponreplace, weaponreplace) \
41 w_prop(WEP_MORTAR, mortar, float, weaponstart, weaponstart)
44 MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
45 .float gl_detonate_later;
51 void W_Grenade_Explode (void)
53 if(other.takedamage == DAMAGE_AIM)
55 if(DIFF_TEAM(self.realowner, other))
56 if(other.deadflag == DEAD_NO)
58 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
60 self.event_damage = func_null;
61 self.takedamage = DAMAGE_NO;
63 if(self.movetype == MOVETYPE_NONE)
64 self.velocity = self.oldvelocity;
66 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);
71 void W_Grenade_Explode2 (void)
73 if(other.takedamage == DAMAGE_AIM)
75 if(DIFF_TEAM(self.realowner, other))
76 if(other.deadflag == DEAD_NO)
78 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
80 self.event_damage = func_null;
81 self.takedamage = DAMAGE_NO;
83 if(self.movetype == MOVETYPE_NONE)
84 self.velocity = self.oldvelocity;
86 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);
91 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
96 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
97 return; // g_projectiles_damage says to halt
99 self.health = self.health - damage;
101 if (self.health <= 0)
102 W_PrepareExplosionByDamage(attacker, self.use);
105 void W_Grenade_Think1 (void)
107 self.nextthink = time;
111 self.projectiledeathtype |= HITTYPE_BOUNCE;
112 W_Grenade_Explode ();
115 if(self.gl_detonate_later && self.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
119 void W_Grenade_Touch1 (void)
122 if (other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
126 else if (WEP_CVAR_PRI(mortar, type) == 1) // bounce
131 spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
133 spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
135 spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
137 spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
139 spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
141 spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
142 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
143 self.projectiledeathtype |= HITTYPE_BOUNCE;
144 self.gl_bouncecnt += 1;
146 else if(WEP_CVAR_PRI(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
148 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
150 // let it stick whereever it is
151 self.oldvelocity = self.velocity;
152 self.velocity = '0 0 0';
153 self.movetype = MOVETYPE_NONE; // also disables gravity
154 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
155 UpdateCSQCProjectile(self);
157 // do not respond to any more touches
158 self.solid = SOLID_NOT;
160 self.nextthink = min(self.nextthink, time + WEP_CVAR_PRI(mortar, lifetime_stick));
164 void W_Grenade_Touch2 (void)
167 if (other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
171 else if (WEP_CVAR_SEC(mortar, type) == 1) // bounce
176 spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
178 spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
180 spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
182 spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
184 spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
186 spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
187 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
188 self.projectiledeathtype |= HITTYPE_BOUNCE;
189 self.gl_bouncecnt += 1;
191 if (WEP_CVAR_SEC(mortar, lifetime_bounce) && self.gl_bouncecnt == 1)
192 self.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
195 else if(WEP_CVAR_SEC(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
197 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
199 // let it stick whereever it is
200 self.oldvelocity = self.velocity;
201 self.velocity = '0 0 0';
202 self.movetype = MOVETYPE_NONE; // also disables gravity
203 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
204 UpdateCSQCProjectile(self);
206 // do not respond to any more touches
207 self.solid = SOLID_NOT;
209 self.nextthink = min(self.nextthink, time + WEP_CVAR_SEC(mortar, lifetime_stick));
213 void W_Grenade_Attack (void)
217 W_DecreaseAmmo(ammo_rockets, WEP_CVAR_PRI(mortar, ammo), autocvar_g_balance_mortar_reload_ammo); // WEAPONTODO
219 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
220 w_shotdir = v_forward; // no TrueAim for grenades please
222 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
225 gren.owner = gren.realowner = self;
226 gren.classname = "grenade";
227 gren.bot_dodge = TRUE;
228 gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
229 gren.movetype = MOVETYPE_BOUNCE;
230 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
231 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
232 PROJECTILE_MAKETRIGGER(gren);
233 gren.projectiledeathtype = WEP_MORTAR;
234 setorigin(gren, w_shotorg);
235 setsize(gren, '-3 -3 -3', '3 3 3');
237 gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime);
238 gren.nextthink = time;
239 gren.think = W_Grenade_Think1;
240 gren.use = W_Grenade_Explode;
241 gren.touch = W_Grenade_Touch1;
243 gren.takedamage = DAMAGE_YES;
244 gren.health = WEP_CVAR_PRI(mortar, health);
245 gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale);
246 gren.event_damage = W_Grenade_Damage;
247 gren.damagedbycontents = TRUE;
248 gren.missile_flags = MIF_SPLASH | MIF_ARC;
249 WEP_SETUPPROJVELOCITY_UP_PRI(gren, mortar);
251 gren.angles = vectoangles (gren.velocity);
252 gren.flags = FL_PROJECTILE;
254 if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2)
255 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
257 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
259 other = gren; MUTATOR_CALLHOOK(EditProjectile);
262 void W_Grenade_Attack2 (void)
266 W_DecreaseAmmo(ammo_rockets, WEP_CVAR_SEC(mortar, ammo), autocvar_g_balance_mortar_reload_ammo);
268 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
269 w_shotdir = v_forward; // no TrueAim for grenades please
271 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
274 gren.owner = gren.realowner = self;
275 gren.classname = "grenade";
276 gren.bot_dodge = TRUE;
277 gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
278 gren.movetype = MOVETYPE_BOUNCE;
279 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
280 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
281 PROJECTILE_MAKETRIGGER(gren);
282 gren.projectiledeathtype = WEP_MORTAR | HITTYPE_SECONDARY;
283 setorigin(gren, w_shotorg);
284 setsize(gren, '-3 -3 -3', '3 3 3');
286 gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime);
287 gren.think = adaptor_think2use_hittype_splash;
288 gren.use = W_Grenade_Explode2;
289 gren.touch = W_Grenade_Touch2;
291 gren.takedamage = DAMAGE_YES;
292 gren.health = WEP_CVAR_SEC(mortar, health);
293 gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale);
294 gren.event_damage = W_Grenade_Damage;
295 gren.damagedbycontents = TRUE;
296 gren.missile_flags = MIF_SPLASH | MIF_ARC;
297 WEP_SETUPPROJVELOCITY_UP_SEC(gren, mortar); // WEAPONTODO
299 gren.angles = vectoangles (gren.velocity);
300 gren.flags = FL_PROJECTILE;
302 if(WEP_CVAR_SEC(mortar, type) == 0 || WEP_CVAR_SEC(mortar, type) == 2)
303 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
305 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
307 other = gren; MUTATOR_CALLHOOK(EditProjectile);
310 void spawnfunc_weapon_grenadelauncher (void)
312 weapon_defaultspawnfunc(WEP_MORTAR);
315 .float bot_secondary_grenademooth;
316 float w_glauncher(float req)
325 self.BUTTON_ATCK = FALSE;
326 self.BUTTON_ATCK2 = FALSE;
327 if (self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
329 if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), TRUE))
331 self.BUTTON_ATCK = TRUE;
332 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
337 if(bot_aim(WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), TRUE))
339 self.BUTTON_ATCK2 = TRUE;
340 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
348 wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime));
349 wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire));
350 wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed)))));
352 // for the range calculation, closer to 1 is better
353 wepinfo_pri_range_max = 2000 * wepinfo_pri_speed;
354 wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar,
356 wepinfo_sec_refire = max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime));
357 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / wepinfo_sec_refire));
359 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime))));
364 if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) // forced reload
365 WEP_ACTION(self.weapon, WR_RELOAD);
366 else if (self.BUTTON_ATCK)
368 if (weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
371 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
374 else if (self.BUTTON_ATCK2)
376 if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
379 for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
381 if(!nade.gl_detonate_later)
383 nade.gl_detonate_later = TRUE;
388 sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
390 else if (weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
393 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
401 precache_model ("models/weapons/g_gl.md3");
402 precache_model ("models/weapons/v_gl.md3");
403 precache_model ("models/weapons/h_gl.iqm");
404 precache_sound ("weapons/grenade_bounce1.wav");
405 precache_sound ("weapons/grenade_bounce2.wav");
406 precache_sound ("weapons/grenade_bounce3.wav");
407 precache_sound ("weapons/grenade_bounce4.wav");
408 precache_sound ("weapons/grenade_bounce5.wav");
409 precache_sound ("weapons/grenade_bounce6.wav");
410 precache_sound ("weapons/grenade_stick.wav");
411 precache_sound ("weapons/grenade_fire.wav");
412 MORTAR_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
417 self.current_ammo = ammo_rockets;
422 ammo_amount = self.ammo_rockets >= WEP_CVAR_PRI(mortar, ammo);
423 ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_PRI(mortar, ammo);
428 ammo_amount = self.ammo_rockets >= WEP_CVAR_SEC(mortar, ammo);
429 ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_SEC(mortar, ammo);
434 MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
439 W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), "weapons/reload.wav"); // WEAPONTODO
442 case WR_SUICIDEMESSAGE:
444 if(w_deathtype & HITTYPE_SECONDARY)
445 return WEAPON_MORTAR_SUICIDE_BOUNCE;
447 return WEAPON_MORTAR_SUICIDE_EXPLODE;
451 if(w_deathtype & HITTYPE_SECONDARY)
452 return WEAPON_MORTAR_MURDER_BOUNCE;
454 return WEAPON_MORTAR_MURDER_EXPLODE;
461 float w_glauncher(float req)
465 case WR_IMPACTEFFECT:
468 org2 = w_org + w_backoff * 12;
469 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
471 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
477 precache_sound("weapons/grenade_impact.wav");