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 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairgrenadelauncher 0.7",
13 /* wepimg */ "weapongrenadelauncher",
14 /* refname */ "mortar",
15 /* wepname */ _("Mortar")
18 #define MORTAR_SETTINGS(w_cvar,w_prop) MORTAR_SETTINGS_LIST(w_cvar, w_prop, MORTAR, mortar)
19 #define MORTAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20 w_cvar(id, sn, BOTH, ammo) \
21 w_cvar(id, sn, BOTH, animtime) \
22 w_cvar(id, sn, NONE, bouncefactor) \
23 w_cvar(id, sn, NONE, bouncestop) \
24 w_cvar(id, sn, BOTH, damage) \
25 w_cvar(id, sn, BOTH, damageforcescale) \
26 w_cvar(id, sn, BOTH, edgedamage) \
27 w_cvar(id, sn, BOTH, force) \
28 w_cvar(id, sn, BOTH, health) \
29 w_cvar(id, sn, BOTH, lifetime) \
30 w_cvar(id, sn, SEC, lifetime_bounce) \
31 w_cvar(id, sn, BOTH, lifetime_stick) \
32 w_cvar(id, sn, BOTH, radius) \
33 w_cvar(id, sn, BOTH, refire) \
34 w_cvar(id, sn, SEC, remote_detonateprimary) \
35 w_cvar(id, sn, PRI, remote_minbouncecnt) \
36 w_cvar(id, sn, BOTH, speed) \
37 w_cvar(id, sn, BOTH, speed_up) \
38 w_cvar(id, sn, BOTH, speed_z) \
39 w_cvar(id, sn, BOTH, spread) \
40 w_cvar(id, sn, BOTH, type) \
41 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
42 w_prop(id, sn, float, reloading_time, reload_time) \
43 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
44 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
45 w_prop(id, sn, string, weaponreplace, weaponreplace) \
46 w_prop(id, sn, float, weaponstart, weaponstart) \
47 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
48 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
51 MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
52 .float gl_detonate_later;
59 void spawnfunc_weapon_mortar(void) { weapon_defaultspawnfunc(WEP_MORTAR.m_id); }
60 void spawnfunc_weapon_grenadelauncher(void) { spawnfunc_weapon_mortar(); }
62 void W_Mortar_Grenade_Explode(void)
64 if(other.takedamage == DAMAGE_AIM)
66 if(DIFF_TEAM(self.realowner, other))
67 if(other.deadflag == DEAD_NO)
69 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
71 self.event_damage = func_null;
72 self.takedamage = DAMAGE_NO;
74 if(self.movetype == MOVETYPE_NONE)
75 self.velocity = self.oldvelocity;
77 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);
82 void W_Mortar_Grenade_Explode2(void)
84 if(other.takedamage == DAMAGE_AIM)
86 if(DIFF_TEAM(self.realowner, other))
87 if(other.deadflag == DEAD_NO)
89 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
91 self.event_damage = func_null;
92 self.takedamage = DAMAGE_NO;
94 if(self.movetype == MOVETYPE_NONE)
95 self.velocity = self.oldvelocity;
97 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);
103 void W_Mortar_Grenade_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
108 if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
109 return; // g_projectiles_damage says to halt
111 self.health = self.health - damage;
114 W_PrepareExplosionByDamage(attacker, self.use);
117 void W_Mortar_Grenade_Think1(void)
119 self.nextthink = time;
123 self.projectiledeathtype |= HITTYPE_BOUNCE;
124 W_Mortar_Grenade_Explode();
127 if(self.gl_detonate_later && self.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
128 W_Mortar_Grenade_Explode();
131 void W_Mortar_Grenade_Touch1(void)
134 if(other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
138 else if(WEP_CVAR_PRI(mortar, type) == 1) // bounce
140 spamsound(self, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTN_NORM);
141 Send_Effect(EFFECT_HAGAR_BOUNCE, self.origin, self.velocity, 1);
142 self.projectiledeathtype |= HITTYPE_BOUNCE;
143 self.gl_bouncecnt += 1;
145 else if(WEP_CVAR_PRI(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
147 spamsound(self, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
149 // let it stick whereever it is
150 self.oldvelocity = self.velocity;
151 self.velocity = '0 0 0';
152 self.movetype = MOVETYPE_NONE; // also disables gravity
153 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
154 UpdateCSQCProjectile(self);
156 // do not respond to any more touches
157 self.solid = SOLID_NOT;
159 self.nextthink = min(self.nextthink, time + WEP_CVAR_PRI(mortar, lifetime_stick));
163 void W_Mortar_Grenade_Touch2(void)
166 if(other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
170 else if(WEP_CVAR_SEC(mortar, type) == 1) // bounce
172 spamsound(self, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTN_NORM);
173 Send_Effect(EFFECT_HAGAR_BOUNCE, self.origin, self.velocity, 1);
174 self.projectiledeathtype |= HITTYPE_BOUNCE;
175 self.gl_bouncecnt += 1;
177 if(WEP_CVAR_SEC(mortar, lifetime_bounce) && self.gl_bouncecnt == 1)
178 self.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
181 else if(WEP_CVAR_SEC(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
183 spamsound(self, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
185 // let it stick whereever it is
186 self.oldvelocity = self.velocity;
187 self.velocity = '0 0 0';
188 self.movetype = MOVETYPE_NONE; // also disables gravity
189 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
190 UpdateCSQCProjectile(self);
192 // do not respond to any more touches
193 self.solid = SOLID_NOT;
195 self.nextthink = min(self.nextthink, time + WEP_CVAR_SEC(mortar, lifetime_stick));
199 void W_Mortar_Attack(void)
203 W_DecreaseAmmo(WEP_CVAR_PRI(mortar, ammo));
205 W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, SND(GRENADE_FIRE), CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
206 w_shotdir = v_forward; // no TrueAim for grenades please
208 Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
211 gren.owner = gren.realowner = self;
212 gren.classname = "grenade";
213 gren.bot_dodge = true;
214 gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
215 gren.movetype = MOVETYPE_BOUNCE;
216 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
217 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
218 PROJECTILE_MAKETRIGGER(gren);
219 gren.projectiledeathtype = WEP_MORTAR.m_id;
220 setorigin(gren, w_shotorg);
221 setsize(gren, '-3 -3 -3', '3 3 3');
223 gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime);
224 gren.nextthink = time;
225 gren.think = W_Mortar_Grenade_Think1;
226 gren.use = W_Mortar_Grenade_Explode;
227 gren.touch = W_Mortar_Grenade_Touch1;
229 gren.takedamage = DAMAGE_YES;
230 gren.health = WEP_CVAR_PRI(mortar, health);
231 gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale);
232 gren.event_damage = W_Mortar_Grenade_Damage;
233 gren.damagedbycontents = true;
234 gren.missile_flags = MIF_SPLASH | MIF_ARC;
235 W_SetupProjVelocity_UP_PRI(gren, mortar);
237 gren.angles = vectoangles(gren.velocity);
238 gren.flags = FL_PROJECTILE;
240 if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2)
241 CSQCProjectile(gren, true, PROJECTILE_GRENADE, true);
243 CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true);
245 MUTATOR_CALLHOOK(EditProjectile, self, gren);
248 void W_Mortar_Attack2(void)
252 W_DecreaseAmmo(WEP_CVAR_SEC(mortar, ammo));
254 W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, SND(GRENADE_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
255 w_shotdir = v_forward; // no TrueAim for grenades please
257 Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
260 gren.owner = gren.realowner = self;
261 gren.classname = "grenade";
262 gren.bot_dodge = true;
263 gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
264 gren.movetype = MOVETYPE_BOUNCE;
265 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
266 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
267 PROJECTILE_MAKETRIGGER(gren);
268 gren.projectiledeathtype = WEP_MORTAR.m_id | HITTYPE_SECONDARY;
269 setorigin(gren, w_shotorg);
270 setsize(gren, '-3 -3 -3', '3 3 3');
272 gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime);
273 gren.think = adaptor_think2use_hittype_splash;
274 gren.use = W_Mortar_Grenade_Explode2;
275 gren.touch = W_Mortar_Grenade_Touch2;
277 gren.takedamage = DAMAGE_YES;
278 gren.health = WEP_CVAR_SEC(mortar, health);
279 gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale);
280 gren.event_damage = W_Mortar_Grenade_Damage;
281 gren.damagedbycontents = true;
282 gren.missile_flags = MIF_SPLASH | MIF_ARC;
283 W_SetupProjVelocity_UP_SEC(gren, mortar);
285 gren.angles = vectoangles(gren.velocity);
286 gren.flags = FL_PROJECTILE;
288 if(WEP_CVAR_SEC(mortar, type) == 0 || WEP_CVAR_SEC(mortar, type) == 2)
289 CSQCProjectile(gren, true, PROJECTILE_GRENADE, true);
291 CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true);
293 MUTATOR_CALLHOOK(EditProjectile, self, gren);
296 .float bot_secondary_grenademooth;
297 bool W_Mortar(int req)
306 self.BUTTON_ATCK = false;
307 self.BUTTON_ATCK2 = false;
308 if(self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
310 if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), true))
312 self.BUTTON_ATCK = true;
313 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
318 if(bot_aim(WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), true))
320 self.BUTTON_ATCK2 = true;
321 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
329 wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime));
330 wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire));
331 wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed)))));
333 // for the range calculation, closer to 1 is better
334 wepinfo_pri_range_max = 2000 * wepinfo_pri_speed;
335 wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar,
337 wepinfo_sec_refire = max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime));
338 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / wepinfo_sec_refire));
340 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime))));
345 if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) // forced reload
346 WEP_ACTION(self.weapon, WR_RELOAD);
347 else if(self.BUTTON_ATCK)
349 if(weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
352 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
355 else if(self.BUTTON_ATCK2)
357 if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
360 for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
362 if(!nade.gl_detonate_later)
364 nade.gl_detonate_later = true;
369 sound(self, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
371 else if(weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
374 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
382 MORTAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
387 ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_PRI(mortar, ammo);
388 ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo);
393 ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_SEC(mortar, ammo);
394 ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo);
399 MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
404 W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND(RELOAD)); // WEAPONTODO
407 case WR_SUICIDEMESSAGE:
409 if(w_deathtype & HITTYPE_SECONDARY)
410 return WEAPON_MORTAR_SUICIDE_BOUNCE;
412 return WEAPON_MORTAR_SUICIDE_EXPLODE;
416 if(w_deathtype & HITTYPE_SECONDARY)
417 return WEAPON_MORTAR_MURDER_BOUNCE;
419 return WEAPON_MORTAR_MURDER_EXPLODE;
426 bool W_Mortar(int req)
430 case WR_IMPACTEFFECT:
433 org2 = w_org + w_backoff * 12;
434 pointparticles(particleeffectnum(EFFECT_GRENADE_EXPLODE), org2, '0 0 0', 1);
436 sound(self, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTN_NORM);
446 // no weapon specific image for this weapon