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 /* refname */ "mortar",
14 /* wepname */ _("Mortar")
17 #define MORTAR_SETTINGS(w_cvar,w_prop) MORTAR_SETTINGS_LIST(w_cvar, w_prop, MORTAR, mortar)
18 #define MORTAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
19 w_cvar(id, sn, BOTH, ammo) \
20 w_cvar(id, sn, BOTH, animtime) \
21 w_cvar(id, sn, NONE, bouncefactor) \
22 w_cvar(id, sn, NONE, bouncestop) \
23 w_cvar(id, sn, BOTH, damage) \
24 w_cvar(id, sn, BOTH, damageforcescale) \
25 w_cvar(id, sn, BOTH, edgedamage) \
26 w_cvar(id, sn, BOTH, force) \
27 w_cvar(id, sn, BOTH, health) \
28 w_cvar(id, sn, BOTH, lifetime) \
29 w_cvar(id, sn, SEC, lifetime_bounce) \
30 w_cvar(id, sn, BOTH, lifetime_stick) \
31 w_cvar(id, sn, BOTH, radius) \
32 w_cvar(id, sn, BOTH, refire) \
33 w_cvar(id, sn, SEC, remote_detonateprimary) \
34 w_cvar(id, sn, PRI, remote_minbouncecnt) \
35 w_cvar(id, sn, BOTH, speed) \
36 w_cvar(id, sn, BOTH, speed_up) \
37 w_cvar(id, sn, BOTH, speed_z) \
38 w_cvar(id, sn, BOTH, spread) \
39 w_cvar(id, sn, BOTH, type) \
40 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
41 w_prop(id, sn, float, reloading_time, reload_time) \
42 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
43 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
44 w_prop(id, sn, string, weaponreplace, weaponreplace) \
45 w_prop(id, sn, float, weaponstart, weaponstart) \
46 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
49 MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
50 .float gl_detonate_later;
56 void spawnfunc_weapon_mortar() { weapon_defaultspawnfunc(WEP_MORTAR); }
57 void spawnfunc_weapon_grenadelauncher() { spawnfunc_weapon_mortar(); }
59 void W_Mortar_Grenade_Explode()
61 if(other.takedamage == DAMAGE_AIM)
63 if(DIFF_TEAM(self.realowner, other))
64 if(other.deadflag == DEAD_NO)
66 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
68 self.event_damage = func_null;
69 self.takedamage = DAMAGE_NO;
71 if(self.movetype == MOVETYPE_NONE)
72 self.velocity = self.oldvelocity;
74 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);
79 void W_Mortar_Grenade_Explode2()
81 if(other.takedamage == DAMAGE_AIM)
83 if(DIFF_TEAM(self.realowner, other))
84 if(other.deadflag == DEAD_NO)
86 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
88 self.event_damage = func_null;
89 self.takedamage = DAMAGE_NO;
91 if(self.movetype == MOVETYPE_NONE)
92 self.velocity = self.oldvelocity;
94 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);
100 void W_Mortar_Grenade_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
102 if (self.health <= 0)
105 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
106 return; // g_projectiles_damage says to halt
108 self.health = self.health - damage;
110 if (self.health <= 0)
111 W_PrepareExplosionByDamage(attacker, self.use);
114 void W_Mortar_Grenade_Think1()
116 self.nextthink = time;
120 self.projectiledeathtype |= HITTYPE_BOUNCE;
121 W_Mortar_Grenade_Explode();
124 if(self.gl_detonate_later && self.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
125 W_Mortar_Grenade_Explode();
128 void W_Mortar_Grenade_Touch1()
131 if (other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
135 else if (WEP_CVAR_PRI(mortar, type) == 1) // bounce
140 spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
142 spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
144 spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
146 spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
148 spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
150 spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
151 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
152 self.projectiledeathtype |= HITTYPE_BOUNCE;
153 self.gl_bouncecnt += 1;
155 else if(WEP_CVAR_PRI(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
157 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
159 // let it stick whereever it is
160 self.oldvelocity = self.velocity;
161 self.velocity = '0 0 0';
162 self.movetype = MOVETYPE_NONE; // also disables gravity
163 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
164 UpdateCSQCProjectile(self);
166 // do not respond to any more touches
167 self.solid = SOLID_NOT;
169 self.nextthink = min(self.nextthink, time + WEP_CVAR_PRI(mortar, lifetime_stick));
173 void W_Mortar_Grenade_Touch2()
176 if (other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
180 else if (WEP_CVAR_SEC(mortar, type) == 1) // bounce
185 spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
187 spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
189 spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
191 spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
193 spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
195 spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
196 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
197 self.projectiledeathtype |= HITTYPE_BOUNCE;
198 self.gl_bouncecnt += 1;
200 if (WEP_CVAR_SEC(mortar, lifetime_bounce) && self.gl_bouncecnt == 1)
201 self.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
204 else if(WEP_CVAR_SEC(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
206 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
208 // let it stick whereever it is
209 self.oldvelocity = self.velocity;
210 self.velocity = '0 0 0';
211 self.movetype = MOVETYPE_NONE; // also disables gravity
212 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
213 UpdateCSQCProjectile(self);
215 // do not respond to any more touches
216 self.solid = SOLID_NOT;
218 self.nextthink = min(self.nextthink, time + WEP_CVAR_SEC(mortar, lifetime_stick));
222 void W_Mortar_Attack()
226 W_DecreaseAmmo(WEP_CVAR_PRI(mortar, ammo));
228 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
229 w_shotdir = v_forward; // no TrueAim for grenades please
231 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
234 gren.owner = gren.realowner = self;
235 gren.classname = "grenade";
236 gren.bot_dodge = TRUE;
237 gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
238 gren.movetype = MOVETYPE_BOUNCE;
239 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
240 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
241 PROJECTILE_MAKETRIGGER(gren);
242 gren.projectiledeathtype = WEP_MORTAR;
243 setorigin(gren, w_shotorg);
244 setsize(gren, '-3 -3 -3', '3 3 3');
246 gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime);
247 gren.nextthink = time;
248 gren.think = W_Mortar_Grenade_Think1;
249 gren.use = W_Mortar_Grenade_Explode;
250 gren.touch = W_Mortar_Grenade_Touch1;
252 gren.takedamage = DAMAGE_YES;
253 gren.health = WEP_CVAR_PRI(mortar, health);
254 gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale);
255 gren.event_damage = W_Mortar_Grenade_Damage;
256 gren.damagedbycontents = TRUE;
257 gren.missile_flags = MIF_SPLASH | MIF_ARC;
258 W_SetupProjVelocity_UP_PRI(gren, mortar);
260 gren.angles = vectoangles (gren.velocity);
261 gren.flags = FL_PROJECTILE;
263 if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2)
264 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
266 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
268 other = gren; MUTATOR_CALLHOOK(EditProjectile);
271 void W_Mortar_Attack2()
275 W_DecreaseAmmo(WEP_CVAR_SEC(mortar, ammo));
277 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
278 w_shotdir = v_forward; // no TrueAim for grenades please
280 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
283 gren.owner = gren.realowner = self;
284 gren.classname = "grenade";
285 gren.bot_dodge = TRUE;
286 gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
287 gren.movetype = MOVETYPE_BOUNCE;
288 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
289 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
290 PROJECTILE_MAKETRIGGER(gren);
291 gren.projectiledeathtype = WEP_MORTAR | HITTYPE_SECONDARY;
292 setorigin(gren, w_shotorg);
293 setsize(gren, '-3 -3 -3', '3 3 3');
295 gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime);
296 gren.think = adaptor_think2use_hittype_splash;
297 gren.use = W_Mortar_Grenade_Explode2;
298 gren.touch = W_Mortar_Grenade_Touch2;
300 gren.takedamage = DAMAGE_YES;
301 gren.health = WEP_CVAR_SEC(mortar, health);
302 gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale);
303 gren.event_damage = W_Mortar_Grenade_Damage;
304 gren.damagedbycontents = TRUE;
305 gren.missile_flags = MIF_SPLASH | MIF_ARC;
306 W_SetupProjVelocity_UP_SEC(gren, mortar);
308 gren.angles = vectoangles (gren.velocity);
309 gren.flags = FL_PROJECTILE;
311 if(WEP_CVAR_SEC(mortar, type) == 0 || WEP_CVAR_SEC(mortar, type) == 2)
312 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
314 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
316 other = gren; MUTATOR_CALLHOOK(EditProjectile);
319 .float bot_secondary_grenademooth;
320 float W_Mortar(float req)
329 self.BUTTON_ATCK = FALSE;
330 self.BUTTON_ATCK2 = FALSE;
331 if (self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
333 if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), TRUE))
335 self.BUTTON_ATCK = TRUE;
336 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
341 if(bot_aim(WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), TRUE))
343 self.BUTTON_ATCK2 = TRUE;
344 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
352 wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime));
353 wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire));
354 wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed)))));
356 // for the range calculation, closer to 1 is better
357 wepinfo_pri_range_max = 2000 * wepinfo_pri_speed;
358 wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar,
360 wepinfo_sec_refire = max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime));
361 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / wepinfo_sec_refire));
363 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime))));
368 if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) // forced reload
369 WEP_ACTION(self.weapon, WR_RELOAD);
370 else if (self.BUTTON_ATCK)
372 if (weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
375 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
378 else if (self.BUTTON_ATCK2)
380 if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
383 for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
385 if(!nade.gl_detonate_later)
387 nade.gl_detonate_later = TRUE;
392 sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
394 else if (weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
397 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
405 precache_model ("models/weapons/g_gl.md3");
406 precache_model ("models/weapons/v_gl.md3");
407 precache_model ("models/weapons/h_gl.iqm");
408 precache_sound ("weapons/grenade_bounce1.wav");
409 precache_sound ("weapons/grenade_bounce2.wav");
410 precache_sound ("weapons/grenade_bounce3.wav");
411 precache_sound ("weapons/grenade_bounce4.wav");
412 precache_sound ("weapons/grenade_bounce5.wav");
413 precache_sound ("weapons/grenade_bounce6.wav");
414 precache_sound ("weapons/grenade_stick.wav");
415 precache_sound ("weapons/grenade_fire.wav");
416 MORTAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
421 ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_PRI(mortar, ammo);
422 ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_PRI(mortar, ammo);
427 ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_SEC(mortar, ammo);
428 ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_SEC(mortar, ammo);
433 MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
438 W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), "weapons/reload.wav"); // WEAPONTODO
441 case WR_SUICIDEMESSAGE:
443 if(w_deathtype & HITTYPE_SECONDARY)
444 return WEAPON_MORTAR_SUICIDE_BOUNCE;
446 return WEAPON_MORTAR_SUICIDE_EXPLODE;
450 if(w_deathtype & HITTYPE_SECONDARY)
451 return WEAPON_MORTAR_MURDER_BOUNCE;
453 return WEAPON_MORTAR_MURDER_EXPLODE;
460 float W_Mortar(float req)
464 case WR_IMPACTEFFECT:
467 org2 = w_org + w_backoff * 12;
468 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
470 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
476 precache_sound("weapons/grenade_impact.wav");
481 // no weapon specific image for this weapon