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;
58 void spawnfunc_weapon_mortar(void) { weapon_defaultspawnfunc(WEP_MORTAR); }
59 void spawnfunc_weapon_grenadelauncher(void) { spawnfunc_weapon_mortar(); }
61 void W_Mortar_Grenade_Explode(void)
63 if(other.takedamage == DAMAGE_AIM)
65 if(DIFF_TEAM(self.realowner, other))
66 if(other.deadflag == DEAD_NO)
68 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
70 self.event_damage = func_null;
71 self.takedamage = DAMAGE_NO;
73 if(self.movetype == MOVETYPE_NONE)
74 self.velocity = self.oldvelocity;
76 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);
81 void W_Mortar_Grenade_Explode2(void)
83 if(other.takedamage == DAMAGE_AIM)
85 if(DIFF_TEAM(self.realowner, other))
86 if(other.deadflag == DEAD_NO)
88 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
90 self.event_damage = func_null;
91 self.takedamage = DAMAGE_NO;
93 if(self.movetype == MOVETYPE_NONE)
94 self.velocity = self.oldvelocity;
96 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);
102 void W_Mortar_Grenade_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
107 if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
108 return; // g_projectiles_damage says to halt
110 self.health = self.health - damage;
113 W_PrepareExplosionByDamage(attacker, self.use);
116 void W_Mortar_Grenade_Think1(void)
118 self.nextthink = time;
122 self.projectiledeathtype |= HITTYPE_BOUNCE;
123 W_Mortar_Grenade_Explode();
126 if(self.gl_detonate_later && self.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
127 W_Mortar_Grenade_Explode();
130 void W_Mortar_Grenade_Touch1(void)
133 if(other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
137 else if(WEP_CVAR_PRI(mortar, type) == 1) // bounce
142 spamsound(self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
144 spamsound(self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
146 spamsound(self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
148 spamsound(self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
150 spamsound(self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
152 spamsound(self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
153 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
154 self.projectiledeathtype |= HITTYPE_BOUNCE;
155 self.gl_bouncecnt += 1;
157 else if(WEP_CVAR_PRI(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
159 spamsound(self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
161 // let it stick whereever it is
162 self.oldvelocity = self.velocity;
163 self.velocity = '0 0 0';
164 self.movetype = MOVETYPE_NONE; // also disables gravity
165 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
166 UpdateCSQCProjectile(self);
168 // do not respond to any more touches
169 self.solid = SOLID_NOT;
171 self.nextthink = min(self.nextthink, time + WEP_CVAR_PRI(mortar, lifetime_stick));
175 void W_Mortar_Grenade_Touch2(void)
178 if(other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
182 else if(WEP_CVAR_SEC(mortar, type) == 1) // bounce
187 spamsound(self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
189 spamsound(self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
191 spamsound(self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
193 spamsound(self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
195 spamsound(self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
197 spamsound(self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
198 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
199 self.projectiledeathtype |= HITTYPE_BOUNCE;
200 self.gl_bouncecnt += 1;
202 if(WEP_CVAR_SEC(mortar, lifetime_bounce) && self.gl_bouncecnt == 1)
203 self.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
206 else if(WEP_CVAR_SEC(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
208 spamsound(self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
210 // let it stick whereever it is
211 self.oldvelocity = self.velocity;
212 self.velocity = '0 0 0';
213 self.movetype = MOVETYPE_NONE; // also disables gravity
214 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
215 UpdateCSQCProjectile(self);
217 // do not respond to any more touches
218 self.solid = SOLID_NOT;
220 self.nextthink = min(self.nextthink, time + WEP_CVAR_SEC(mortar, lifetime_stick));
224 void W_Mortar_Attack(void)
228 W_DecreaseAmmo(WEP_CVAR_PRI(mortar, ammo));
230 W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
231 w_shotdir = v_forward; // no TrueAim for grenades please
233 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
236 gren.owner = gren.realowner = self;
237 gren.classname = "grenade";
238 gren.bot_dodge = true;
239 gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
240 gren.movetype = MOVETYPE_BOUNCE;
241 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
242 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
243 PROJECTILE_MAKETRIGGER(gren);
244 gren.projectiledeathtype = WEP_MORTAR;
245 setorigin(gren, w_shotorg);
246 setsize(gren, '-3 -3 -3', '3 3 3');
248 gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime);
249 gren.nextthink = time;
250 gren.think = W_Mortar_Grenade_Think1;
251 gren.use = W_Mortar_Grenade_Explode;
252 gren.touch = W_Mortar_Grenade_Touch1;
254 gren.takedamage = DAMAGE_YES;
255 gren.health = WEP_CVAR_PRI(mortar, health);
256 gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale);
257 gren.event_damage = W_Mortar_Grenade_Damage;
258 gren.damagedbycontents = true;
259 gren.missile_flags = MIF_SPLASH | MIF_ARC;
260 W_SetupProjVelocity_UP_PRI(gren, mortar);
262 gren.angles = vectoangles(gren.velocity);
263 gren.flags = FL_PROJECTILE;
265 if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2)
266 CSQCProjectile(gren, true, PROJECTILE_GRENADE, true);
268 CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true);
270 other = gren; MUTATOR_CALLHOOK(EditProjectile);
273 void W_Mortar_Attack2(void)
277 W_DecreaseAmmo(WEP_CVAR_SEC(mortar, ammo));
279 W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
280 w_shotdir = v_forward; // no TrueAim for grenades please
282 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
285 gren.owner = gren.realowner = self;
286 gren.classname = "grenade";
287 gren.bot_dodge = true;
288 gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
289 gren.movetype = MOVETYPE_BOUNCE;
290 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
291 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
292 PROJECTILE_MAKETRIGGER(gren);
293 gren.projectiledeathtype = WEP_MORTAR | HITTYPE_SECONDARY;
294 setorigin(gren, w_shotorg);
295 setsize(gren, '-3 -3 -3', '3 3 3');
297 gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime);
298 gren.think = adaptor_think2use_hittype_splash;
299 gren.use = W_Mortar_Grenade_Explode2;
300 gren.touch = W_Mortar_Grenade_Touch2;
302 gren.takedamage = DAMAGE_YES;
303 gren.health = WEP_CVAR_SEC(mortar, health);
304 gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale);
305 gren.event_damage = W_Mortar_Grenade_Damage;
306 gren.damagedbycontents = true;
307 gren.missile_flags = MIF_SPLASH | MIF_ARC;
308 W_SetupProjVelocity_UP_SEC(gren, mortar);
310 gren.angles = vectoangles(gren.velocity);
311 gren.flags = FL_PROJECTILE;
313 if(WEP_CVAR_SEC(mortar, type) == 0 || WEP_CVAR_SEC(mortar, type) == 2)
314 CSQCProjectile(gren, true, PROJECTILE_GRENADE, true);
316 CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true);
318 other = gren; MUTATOR_CALLHOOK(EditProjectile);
321 .float bot_secondary_grenademooth;
322 float W_Mortar(float req)
331 self.BUTTON_ATCK = false;
332 self.BUTTON_ATCK2 = false;
333 if(self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
335 if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), true))
337 self.BUTTON_ATCK = true;
338 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
343 if(bot_aim(WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), true))
345 self.BUTTON_ATCK2 = true;
346 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
354 wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime));
355 wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire));
356 wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed)))));
358 // for the range calculation, closer to 1 is better
359 wepinfo_pri_range_max = 2000 * wepinfo_pri_speed;
360 wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar,
362 wepinfo_sec_refire = max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime));
363 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / wepinfo_sec_refire));
365 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime))));
370 if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) // forced reload
371 WEP_ACTION(self.weapon, WR_RELOAD);
372 else if(self.BUTTON_ATCK)
374 if(weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
377 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
380 else if(self.BUTTON_ATCK2)
382 if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
385 for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
387 if(!nade.gl_detonate_later)
389 nade.gl_detonate_later = true;
394 sound(self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
396 else if(weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
399 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
407 precache_model("models/weapons/g_gl.md3");
408 precache_model("models/weapons/v_gl.md3");
409 precache_model("models/weapons/h_gl.iqm");
410 precache_sound("weapons/grenade_bounce1.wav");
411 precache_sound("weapons/grenade_bounce2.wav");
412 precache_sound("weapons/grenade_bounce3.wav");
413 precache_sound("weapons/grenade_bounce4.wav");
414 precache_sound("weapons/grenade_bounce5.wav");
415 precache_sound("weapons/grenade_bounce6.wav");
416 precache_sound("weapons/grenade_stick.wav");
417 precache_sound("weapons/grenade_fire.wav");
418 MORTAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
423 ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_PRI(mortar, ammo);
424 ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_PRI(mortar, ammo);
429 ammo_amount = self.WEP_AMMO(MORTAR) >= 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_Mortar(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");
483 // no weapon specific image for this weapon