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) MORTAR_SETTINGS_LIST(w_cvar, w_prop, MORTAR, mortar)
15 #define MORTAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
16 w_cvar(id, sn, MO_BOTH, ammo) \
17 w_cvar(id, sn, MO_BOTH, animtime) \
18 w_cvar(id, sn, MO_NONE, bouncefactor) \
19 w_cvar(id, sn, MO_NONE, bouncestop) \
20 w_cvar(id, sn, MO_BOTH, damage) \
21 w_cvar(id, sn, MO_BOTH, damageforcescale) \
22 w_cvar(id, sn, MO_BOTH, edgedamage) \
23 w_cvar(id, sn, MO_BOTH, force) \
24 w_cvar(id, sn, MO_BOTH, health) \
25 w_cvar(id, sn, MO_BOTH, lifetime) \
26 w_cvar(id, sn, MO_SEC, lifetime_bounce) \
27 w_cvar(id, sn, MO_BOTH, lifetime_stick) \
28 w_cvar(id, sn, MO_BOTH, radius) \
29 w_cvar(id, sn, MO_BOTH, refire) \
30 w_cvar(id, sn, MO_SEC, remote_detonateprimary) \
31 w_cvar(id, sn, MO_PRI, remote_minbouncecnt) \
32 w_cvar(id, sn, MO_BOTH, speed) \
33 w_cvar(id, sn, MO_BOTH, speed_up) \
34 w_cvar(id, sn, MO_BOTH, speed_z) \
35 w_cvar(id, sn, MO_BOTH, spread) \
36 w_cvar(id, sn, MO_BOTH, type) \
37 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
38 w_prop(id, sn, float, reloading_time, reload_time) \
39 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
40 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
41 w_prop(id, sn, string, weaponreplace, weaponreplace) \
42 w_prop(id, sn, float, weaponstart, weaponstart) \
43 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
46 MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
47 .float gl_detonate_later;
53 void W_Grenade_Explode (void)
55 if(other.takedamage == DAMAGE_AIM)
57 if(DIFF_TEAM(self.realowner, other))
58 if(other.deadflag == DEAD_NO)
60 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
62 self.event_damage = func_null;
63 self.takedamage = DAMAGE_NO;
65 if(self.movetype == MOVETYPE_NONE)
66 self.velocity = self.oldvelocity;
68 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);
73 void W_Grenade_Explode2 (void)
75 if(other.takedamage == DAMAGE_AIM)
77 if(DIFF_TEAM(self.realowner, other))
78 if(other.deadflag == DEAD_NO)
80 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
82 self.event_damage = func_null;
83 self.takedamage = DAMAGE_NO;
85 if(self.movetype == MOVETYPE_NONE)
86 self.velocity = self.oldvelocity;
88 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);
93 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
98 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
99 return; // g_projectiles_damage says to halt
101 self.health = self.health - damage;
103 if (self.health <= 0)
104 W_PrepareExplosionByDamage(attacker, self.use);
107 void W_Grenade_Think1 (void)
109 self.nextthink = time;
113 self.projectiledeathtype |= HITTYPE_BOUNCE;
114 W_Grenade_Explode ();
117 if(self.gl_detonate_later && self.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
121 void W_Grenade_Touch1 (void)
124 if (other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
128 else if (WEP_CVAR_PRI(mortar, type) == 1) // bounce
133 spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
135 spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
137 spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
139 spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
141 spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
143 spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
144 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
145 self.projectiledeathtype |= HITTYPE_BOUNCE;
146 self.gl_bouncecnt += 1;
148 else if(WEP_CVAR_PRI(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
150 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
152 // let it stick whereever it is
153 self.oldvelocity = self.velocity;
154 self.velocity = '0 0 0';
155 self.movetype = MOVETYPE_NONE; // also disables gravity
156 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
157 UpdateCSQCProjectile(self);
159 // do not respond to any more touches
160 self.solid = SOLID_NOT;
162 self.nextthink = min(self.nextthink, time + WEP_CVAR_PRI(mortar, lifetime_stick));
166 void W_Grenade_Touch2 (void)
169 if (other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
173 else if (WEP_CVAR_SEC(mortar, type) == 1) // bounce
178 spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
180 spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
182 spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
184 spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
186 spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
188 spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
189 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
190 self.projectiledeathtype |= HITTYPE_BOUNCE;
191 self.gl_bouncecnt += 1;
193 if (WEP_CVAR_SEC(mortar, lifetime_bounce) && self.gl_bouncecnt == 1)
194 self.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
197 else if(WEP_CVAR_SEC(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
199 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
201 // let it stick whereever it is
202 self.oldvelocity = self.velocity;
203 self.velocity = '0 0 0';
204 self.movetype = MOVETYPE_NONE; // also disables gravity
205 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
206 UpdateCSQCProjectile(self);
208 // do not respond to any more touches
209 self.solid = SOLID_NOT;
211 self.nextthink = min(self.nextthink, time + WEP_CVAR_SEC(mortar, lifetime_stick));
215 void W_Grenade_Attack (void)
219 W_DecreaseAmmo(ammo_rockets, WEP_CVAR_PRI(mortar, ammo), autocvar_g_balance_mortar_reload_ammo); // WEAPONTODO
221 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
222 w_shotdir = v_forward; // no TrueAim for grenades please
224 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
227 gren.owner = gren.realowner = self;
228 gren.classname = "grenade";
229 gren.bot_dodge = TRUE;
230 gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
231 gren.movetype = MOVETYPE_BOUNCE;
232 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
233 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
234 PROJECTILE_MAKETRIGGER(gren);
235 gren.projectiledeathtype = WEP_MORTAR;
236 setorigin(gren, w_shotorg);
237 setsize(gren, '-3 -3 -3', '3 3 3');
239 gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime);
240 gren.nextthink = time;
241 gren.think = W_Grenade_Think1;
242 gren.use = W_Grenade_Explode;
243 gren.touch = W_Grenade_Touch1;
245 gren.takedamage = DAMAGE_YES;
246 gren.health = WEP_CVAR_PRI(mortar, health);
247 gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale);
248 gren.event_damage = W_Grenade_Damage;
249 gren.damagedbycontents = TRUE;
250 gren.missile_flags = MIF_SPLASH | MIF_ARC;
251 WEP_SETUPPROJVELOCITY_UP_PRI(gren, mortar);
253 gren.angles = vectoangles (gren.velocity);
254 gren.flags = FL_PROJECTILE;
256 if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2)
257 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
259 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
261 other = gren; MUTATOR_CALLHOOK(EditProjectile);
264 void W_Grenade_Attack2 (void)
268 W_DecreaseAmmo(ammo_rockets, WEP_CVAR_SEC(mortar, ammo), autocvar_g_balance_mortar_reload_ammo);
270 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
271 w_shotdir = v_forward; // no TrueAim for grenades please
273 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
276 gren.owner = gren.realowner = self;
277 gren.classname = "grenade";
278 gren.bot_dodge = TRUE;
279 gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
280 gren.movetype = MOVETYPE_BOUNCE;
281 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
282 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
283 PROJECTILE_MAKETRIGGER(gren);
284 gren.projectiledeathtype = WEP_MORTAR | HITTYPE_SECONDARY;
285 setorigin(gren, w_shotorg);
286 setsize(gren, '-3 -3 -3', '3 3 3');
288 gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime);
289 gren.think = adaptor_think2use_hittype_splash;
290 gren.use = W_Grenade_Explode2;
291 gren.touch = W_Grenade_Touch2;
293 gren.takedamage = DAMAGE_YES;
294 gren.health = WEP_CVAR_SEC(mortar, health);
295 gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale);
296 gren.event_damage = W_Grenade_Damage;
297 gren.damagedbycontents = TRUE;
298 gren.missile_flags = MIF_SPLASH | MIF_ARC;
299 WEP_SETUPPROJVELOCITY_UP_SEC(gren, mortar); // WEAPONTODO
301 gren.angles = vectoangles (gren.velocity);
302 gren.flags = FL_PROJECTILE;
304 if(WEP_CVAR_SEC(mortar, type) == 0 || WEP_CVAR_SEC(mortar, type) == 2)
305 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
307 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
309 other = gren; MUTATOR_CALLHOOK(EditProjectile);
312 void spawnfunc_weapon_grenadelauncher (void)
314 weapon_defaultspawnfunc(WEP_MORTAR);
317 .float bot_secondary_grenademooth;
318 float w_glauncher(float req)
327 self.BUTTON_ATCK = FALSE;
328 self.BUTTON_ATCK2 = FALSE;
329 if (self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
331 if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), TRUE))
333 self.BUTTON_ATCK = TRUE;
334 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
339 if(bot_aim(WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), TRUE))
341 self.BUTTON_ATCK2 = TRUE;
342 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
350 wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime));
351 wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire));
352 wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed)))));
354 // for the range calculation, closer to 1 is better
355 wepinfo_pri_range_max = 2000 * wepinfo_pri_speed;
356 wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar,
358 wepinfo_sec_refire = max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime));
359 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / wepinfo_sec_refire));
361 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime))));
366 if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) // forced reload
367 WEP_ACTION(self.weapon, WR_RELOAD);
368 else if (self.BUTTON_ATCK)
370 if (weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
373 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
376 else if (self.BUTTON_ATCK2)
378 if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
381 for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
383 if(!nade.gl_detonate_later)
385 nade.gl_detonate_later = TRUE;
390 sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
392 else if (weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
395 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
403 precache_model ("models/weapons/g_gl.md3");
404 precache_model ("models/weapons/v_gl.md3");
405 precache_model ("models/weapons/h_gl.iqm");
406 precache_sound ("weapons/grenade_bounce1.wav");
407 precache_sound ("weapons/grenade_bounce2.wav");
408 precache_sound ("weapons/grenade_bounce3.wav");
409 precache_sound ("weapons/grenade_bounce4.wav");
410 precache_sound ("weapons/grenade_bounce5.wav");
411 precache_sound ("weapons/grenade_bounce6.wav");
412 precache_sound ("weapons/grenade_stick.wav");
413 precache_sound ("weapons/grenade_fire.wav");
414 MORTAR_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
419 self.current_ammo = ammo_rockets;
424 ammo_amount = self.ammo_rockets >= WEP_CVAR_PRI(mortar, ammo);
425 ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_PRI(mortar, ammo);
430 ammo_amount = self.ammo_rockets >= WEP_CVAR_SEC(mortar, ammo);
431 ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_SEC(mortar, ammo);
436 MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
441 W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), "weapons/reload.wav"); // WEAPONTODO
444 case WR_SUICIDEMESSAGE:
446 if(w_deathtype & HITTYPE_SECONDARY)
447 return WEAPON_MORTAR_SUICIDE_BOUNCE;
449 return WEAPON_MORTAR_SUICIDE_EXPLODE;
453 if(w_deathtype & HITTYPE_SECONDARY)
454 return WEAPON_MORTAR_MURDER_BOUNCE;
456 return WEAPON_MORTAR_MURDER_EXPLODE;
463 float w_glauncher(float req)
467 case WR_IMPACTEFFECT:
470 org2 = w_org + w_backoff * 12;
471 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
473 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
479 precache_sound("weapons/grenade_impact.wav");