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) \
42 w_prop(WEP_MORTAR, mortar, float, weaponstartoverride, weaponstartoverride)
45 MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
46 .float gl_detonate_later;
52 void W_Grenade_Explode (void)
54 if(other.takedamage == DAMAGE_AIM)
56 if(DIFF_TEAM(self.realowner, other))
57 if(other.deadflag == DEAD_NO)
59 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
61 self.event_damage = func_null;
62 self.takedamage = DAMAGE_NO;
64 if(self.movetype == MOVETYPE_NONE)
65 self.velocity = self.oldvelocity;
67 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);
72 void W_Grenade_Explode2 (void)
74 if(other.takedamage == DAMAGE_AIM)
76 if(DIFF_TEAM(self.realowner, other))
77 if(other.deadflag == DEAD_NO)
79 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
81 self.event_damage = func_null;
82 self.takedamage = DAMAGE_NO;
84 if(self.movetype == MOVETYPE_NONE)
85 self.velocity = self.oldvelocity;
87 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);
92 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
97 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
98 return; // g_projectiles_damage says to halt
100 self.health = self.health - damage;
102 if (self.health <= 0)
103 W_PrepareExplosionByDamage(attacker, self.use);
106 void W_Grenade_Think1 (void)
108 self.nextthink = time;
112 self.projectiledeathtype |= HITTYPE_BOUNCE;
113 W_Grenade_Explode ();
116 if(self.gl_detonate_later && self.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
120 void W_Grenade_Touch1 (void)
123 if (other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
127 else if (WEP_CVAR_PRI(mortar, type) == 1) // bounce
132 spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
134 spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
136 spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
138 spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
140 spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
142 spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
143 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
144 self.projectiledeathtype |= HITTYPE_BOUNCE;
145 self.gl_bouncecnt += 1;
147 else if(WEP_CVAR_PRI(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
149 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
151 // let it stick whereever it is
152 self.oldvelocity = self.velocity;
153 self.velocity = '0 0 0';
154 self.movetype = MOVETYPE_NONE; // also disables gravity
155 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
156 UpdateCSQCProjectile(self);
158 // do not respond to any more touches
159 self.solid = SOLID_NOT;
161 self.nextthink = min(self.nextthink, time + WEP_CVAR_PRI(mortar, lifetime_stick));
165 void W_Grenade_Touch2 (void)
168 if (other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
172 else if (WEP_CVAR_SEC(mortar, type) == 1) // bounce
177 spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
179 spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
181 spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
183 spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
185 spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
187 spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
188 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
189 self.projectiledeathtype |= HITTYPE_BOUNCE;
190 self.gl_bouncecnt += 1;
192 if (WEP_CVAR_SEC(mortar, lifetime_bounce) && self.gl_bouncecnt == 1)
193 self.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
196 else if(WEP_CVAR_SEC(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
198 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
200 // let it stick whereever it is
201 self.oldvelocity = self.velocity;
202 self.velocity = '0 0 0';
203 self.movetype = MOVETYPE_NONE; // also disables gravity
204 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
205 UpdateCSQCProjectile(self);
207 // do not respond to any more touches
208 self.solid = SOLID_NOT;
210 self.nextthink = min(self.nextthink, time + WEP_CVAR_SEC(mortar, lifetime_stick));
214 void W_Grenade_Attack (void)
218 W_DecreaseAmmo(ammo_rockets, WEP_CVAR_PRI(mortar, ammo), autocvar_g_balance_mortar_reload_ammo); // WEAPONTODO
220 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
221 w_shotdir = v_forward; // no TrueAim for grenades please
223 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
226 gren.owner = gren.realowner = self;
227 gren.classname = "grenade";
228 gren.bot_dodge = TRUE;
229 gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
230 gren.movetype = MOVETYPE_BOUNCE;
231 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
232 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
233 PROJECTILE_MAKETRIGGER(gren);
234 gren.projectiledeathtype = WEP_MORTAR;
235 setorigin(gren, w_shotorg);
236 setsize(gren, '-3 -3 -3', '3 3 3');
238 gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime);
239 gren.nextthink = time;
240 gren.think = W_Grenade_Think1;
241 gren.use = W_Grenade_Explode;
242 gren.touch = W_Grenade_Touch1;
244 gren.takedamage = DAMAGE_YES;
245 gren.health = WEP_CVAR_PRI(mortar, health);
246 gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale);
247 gren.event_damage = W_Grenade_Damage;
248 gren.damagedbycontents = TRUE;
249 gren.missile_flags = MIF_SPLASH | MIF_ARC;
250 WEP_SETUPPROJVELOCITY_UP_PRI(gren, mortar);
252 gren.angles = vectoangles (gren.velocity);
253 gren.flags = FL_PROJECTILE;
255 if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2)
256 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
258 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
260 other = gren; MUTATOR_CALLHOOK(EditProjectile);
263 void W_Grenade_Attack2 (void)
267 W_DecreaseAmmo(ammo_rockets, WEP_CVAR_SEC(mortar, ammo), autocvar_g_balance_mortar_reload_ammo);
269 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
270 w_shotdir = v_forward; // no TrueAim for grenades please
272 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
275 gren.owner = gren.realowner = self;
276 gren.classname = "grenade";
277 gren.bot_dodge = TRUE;
278 gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
279 gren.movetype = MOVETYPE_BOUNCE;
280 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
281 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
282 PROJECTILE_MAKETRIGGER(gren);
283 gren.projectiledeathtype = WEP_MORTAR | HITTYPE_SECONDARY;
284 setorigin(gren, w_shotorg);
285 setsize(gren, '-3 -3 -3', '3 3 3');
287 gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime);
288 gren.think = adaptor_think2use_hittype_splash;
289 gren.use = W_Grenade_Explode2;
290 gren.touch = W_Grenade_Touch2;
292 gren.takedamage = DAMAGE_YES;
293 gren.health = WEP_CVAR_SEC(mortar, health);
294 gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale);
295 gren.event_damage = W_Grenade_Damage;
296 gren.damagedbycontents = TRUE;
297 gren.missile_flags = MIF_SPLASH | MIF_ARC;
298 WEP_SETUPPROJVELOCITY_UP_SEC(gren, mortar); // WEAPONTODO
300 gren.angles = vectoangles (gren.velocity);
301 gren.flags = FL_PROJECTILE;
303 if(WEP_CVAR_SEC(mortar, type) == 0 || WEP_CVAR_SEC(mortar, type) == 2)
304 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
306 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
308 other = gren; MUTATOR_CALLHOOK(EditProjectile);
311 void spawnfunc_weapon_grenadelauncher (void)
313 weapon_defaultspawnfunc(WEP_MORTAR);
316 .float bot_secondary_grenademooth;
317 float w_glauncher(float req)
326 self.BUTTON_ATCK = FALSE;
327 self.BUTTON_ATCK2 = FALSE;
328 if (self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
330 if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), TRUE))
332 self.BUTTON_ATCK = TRUE;
333 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
338 if(bot_aim(WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), TRUE))
340 self.BUTTON_ATCK2 = TRUE;
341 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
349 wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime));
350 wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire));
351 wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed)))));
353 // for the range calculation, closer to 1 is better
354 wepinfo_pri_range_max = 2000 * wepinfo_pri_speed;
355 wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar,
357 wepinfo_sec_refire = max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime));
358 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / wepinfo_sec_refire));
360 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime))));
365 if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) // forced reload
366 WEP_ACTION(self.weapon, WR_RELOAD);
367 else if (self.BUTTON_ATCK)
369 if (weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
372 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
375 else if (self.BUTTON_ATCK2)
377 if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
380 for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
382 if(!nade.gl_detonate_later)
384 nade.gl_detonate_later = TRUE;
389 sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
391 else if (weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
394 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
402 precache_model ("models/weapons/g_gl.md3");
403 precache_model ("models/weapons/v_gl.md3");
404 precache_model ("models/weapons/h_gl.iqm");
405 precache_sound ("weapons/grenade_bounce1.wav");
406 precache_sound ("weapons/grenade_bounce2.wav");
407 precache_sound ("weapons/grenade_bounce3.wav");
408 precache_sound ("weapons/grenade_bounce4.wav");
409 precache_sound ("weapons/grenade_bounce5.wav");
410 precache_sound ("weapons/grenade_bounce6.wav");
411 precache_sound ("weapons/grenade_stick.wav");
412 precache_sound ("weapons/grenade_fire.wav");
413 MORTAR_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
418 self.current_ammo = ammo_rockets;
423 ammo_amount = self.ammo_rockets >= WEP_CVAR_PRI(mortar, ammo);
424 ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_PRI(mortar, ammo);
429 ammo_amount = self.ammo_rockets >= WEP_CVAR_SEC(mortar, ammo);
430 ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_SEC(mortar, ammo);
435 MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
440 W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), "weapons/reload.wav"); // WEAPONTODO
443 case WR_SUICIDEMESSAGE:
445 if(w_deathtype & HITTYPE_SECONDARY)
446 return WEAPON_MORTAR_SUICIDE_BOUNCE;
448 return WEAPON_MORTAR_SUICIDE_EXPLODE;
452 if(w_deathtype & HITTYPE_SECONDARY)
453 return WEAPON_MORTAR_MURDER_BOUNCE;
455 return WEAPON_MORTAR_MURDER_EXPLODE;
462 float w_glauncher(float req)
466 case WR_IMPACTEFFECT:
469 org2 = w_org + w_backoff * 12;
470 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
472 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
478 precache_sound("weapons/grenade_impact.wav");