3 /* WEP_##id */ GRENADE_LAUNCHER,
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_GRENADE_LAUNCHER, mortar, MO_BOTH, ammo) \
16 w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_BOTH, animtime) \
17 w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_NONE, bouncefactor) \
18 w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_NONE, bouncestop) \
19 w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_BOTH, damage) \
20 w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_BOTH, damageforcescale) \
21 w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_BOTH, edgedamage) \
22 w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_BOTH, force) \
23 w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_BOTH, health) \
24 w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_BOTH, lifetime) \
25 w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_SEC, lifetime_bounce) \
26 w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_BOTH, lifetime_stick) \
27 w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_BOTH, radius) \
28 w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_BOTH, refire) \
29 w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_PRI, remote_minbouncecnt) \
30 w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_BOTH, speed) \
31 w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_BOTH, speed_up) \
32 w_cvar(WEP_GRENADE_LAUNCHER, mortar, MO_BOTH, type) \
33 w_prop(WEP_GRENADE_LAUNCHER, mortar, reloading_ammo, reload_ammo) \
34 w_prop(WEP_GRENADE_LAUNCHER, mortar, reloading_time, reload_time) \
35 w_prop(WEP_GRENADE_LAUNCHER, mortar, switchdelay_raise, switchdelay_raise) \
36 w_prop(WEP_GRENADE_LAUNCHER, mortar, switchdelay_drop, switchdelay_drop)
39 MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
40 .float gl_detonate_later;
46 void W_Grenade_Explode (void)
48 if(other.takedamage == DAMAGE_AIM)
50 if(DIFF_TEAM(self.realowner, other))
51 if(other.deadflag == DEAD_NO)
53 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
55 self.event_damage = func_null;
56 self.takedamage = DAMAGE_NO;
58 if(self.movetype == MOVETYPE_NONE)
59 self.velocity = self.oldvelocity;
61 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);
66 void W_Grenade_Explode2 (void)
68 if(other.takedamage == DAMAGE_AIM)
70 if(DIFF_TEAM(self.realowner, other))
71 if(other.deadflag == DEAD_NO)
73 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
75 self.event_damage = func_null;
76 self.takedamage = DAMAGE_NO;
78 if(self.movetype == MOVETYPE_NONE)
79 self.velocity = self.oldvelocity;
81 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);
86 void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
91 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
92 return; // g_projectiles_damage says to halt
94 self.health = self.health - damage;
97 W_PrepareExplosionByDamage(attacker, self.use);
100 void W_Grenade_Think1 (void)
102 self.nextthink = time;
106 self.projectiledeathtype |= HITTYPE_BOUNCE;
107 W_Grenade_Explode ();
110 if(self.gl_detonate_later && self.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
114 void W_Grenade_Touch1 (void)
117 if (other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
121 else if (WEP_CVAR_PRI(mortar, type) == 1) // bounce
126 spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
128 spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
130 spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
132 spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
134 spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
136 spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
137 self.projectiledeathtype |= HITTYPE_BOUNCE;
138 self.gl_bouncecnt += 1;
140 else if(WEP_CVAR_PRI(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
142 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
144 // let it stick whereever it is
145 self.oldvelocity = self.velocity;
146 self.velocity = '0 0 0';
147 self.movetype = MOVETYPE_NONE; // also disables gravity
148 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
149 UpdateCSQCProjectile(self);
151 // do not respond to any more touches
152 self.solid = SOLID_NOT;
154 self.nextthink = min(self.nextthink, time + WEP_CVAR_PRI(mortar, lifetime_stick));
158 void W_Grenade_Touch2 (void)
161 if (other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
165 else if (WEP_CVAR_SEC(mortar, type) == 1) // bounce
170 spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
172 spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
174 spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
176 spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
178 spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
180 spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
181 self.projectiledeathtype |= HITTYPE_BOUNCE;
182 self.gl_bouncecnt += 1;
184 if (WEP_CVAR_SEC(mortar, lifetime_bounce) && self.gl_bouncecnt == 1)
185 self.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
188 else if(WEP_CVAR_SEC(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
190 spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
192 // let it stick whereever it is
193 self.oldvelocity = self.velocity;
194 self.velocity = '0 0 0';
195 self.movetype = MOVETYPE_NONE; // also disables gravity
196 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
197 UpdateCSQCProjectile(self);
199 // do not respond to any more touches
200 self.solid = SOLID_NOT;
202 self.nextthink = min(self.nextthink, time + WEP_CVAR_SEC(mortar, lifetime_stick));
206 void W_Grenade_Attack (void)
210 W_DecreaseAmmo(ammo_rockets, WEP_CVAR_PRI(mortar, ammo), autocvar_g_balance_mortar_reload_ammo); // WEAPONTODO
212 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
213 w_shotdir = v_forward; // no TrueAim for grenades please
215 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
218 gren.owner = gren.realowner = self;
219 gren.classname = "grenade";
220 gren.bot_dodge = TRUE;
221 gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
222 gren.movetype = MOVETYPE_BOUNCE;
223 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
224 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
225 PROJECTILE_MAKETRIGGER(gren);
226 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
227 setorigin(gren, w_shotorg);
228 setsize(gren, '-3 -3 -3', '3 3 3');
230 gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime);
231 gren.nextthink = time;
232 gren.think = W_Grenade_Think1;
233 gren.use = W_Grenade_Explode;
234 gren.touch = W_Grenade_Touch1;
236 gren.takedamage = DAMAGE_YES;
237 gren.health = WEP_CVAR_PRI(mortar, health);
238 gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale);
239 gren.event_damage = W_Grenade_Damage;
240 gren.damagedbycontents = TRUE;
241 gren.missile_flags = MIF_SPLASH | MIF_ARC;
242 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_mortar_primary); // WEAPONTODO
244 gren.angles = vectoangles (gren.velocity);
245 gren.flags = FL_PROJECTILE;
247 if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2)
248 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
250 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
252 other = gren; MUTATOR_CALLHOOK(EditProjectile);
255 void W_Grenade_Attack2 (void)
259 W_DecreaseAmmo(ammo_rockets, WEP_CVAR_SEC(mortar, ammo), autocvar_g_balance_mortar_reload_ammo);
261 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
262 w_shotdir = v_forward; // no TrueAim for grenades please
264 pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
267 gren.owner = gren.realowner = self;
268 gren.classname = "grenade";
269 gren.bot_dodge = TRUE;
270 gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
271 gren.movetype = MOVETYPE_BOUNCE;
272 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
273 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
274 PROJECTILE_MAKETRIGGER(gren);
275 gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
276 setorigin(gren, w_shotorg);
277 setsize(gren, '-3 -3 -3', '3 3 3');
279 gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime);
280 gren.think = adaptor_think2use_hittype_splash;
281 gren.use = W_Grenade_Explode2;
282 gren.touch = W_Grenade_Touch2;
284 gren.takedamage = DAMAGE_YES;
285 gren.health = WEP_CVAR_SEC(mortar, health);
286 gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale);
287 gren.event_damage = W_Grenade_Damage;
288 gren.damagedbycontents = TRUE;
289 gren.missile_flags = MIF_SPLASH | MIF_ARC;
290 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_mortar_secondary); // WEAPONTODO
292 gren.angles = vectoangles (gren.velocity);
293 gren.flags = FL_PROJECTILE;
295 if(WEP_CVAR_SEC(mortar, type) == 0 || WEP_CVAR_SEC(mortar, type) == 2)
296 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
298 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
300 other = gren; MUTATOR_CALLHOOK(EditProjectile);
303 void spawnfunc_weapon_grenadelauncher (void)
305 weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
308 .float bot_secondary_grenademooth;
309 float w_glauncher(float req)
318 self.BUTTON_ATCK = FALSE;
319 self.BUTTON_ATCK2 = FALSE;
320 if (self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
322 if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), TRUE))
324 self.BUTTON_ATCK = TRUE;
325 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
330 if(bot_aim(WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), TRUE))
332 self.BUTTON_ATCK2 = TRUE;
333 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
341 wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime));
342 wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire));
343 wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed)))));
345 // for the range calculation, closer to 1 is better
346 wepinfo_pri_range_max = 2000 * wepinfo_pri_speed;
347 wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar,
349 wepinfo_sec_refire = max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime));
350 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / wepinfo_sec_refire));
352 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime))));
357 if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) // forced reload
358 WEP_ACTION(self.weapon, WR_RELOAD);
359 else if (self.BUTTON_ATCK)
361 if (weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
364 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
367 else if (self.BUTTON_ATCK2)
369 if (cvar("g_balance_mortar_secondary_remote_detonateprimary"))
372 for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
374 if(!nade.gl_detonate_later)
376 nade.gl_detonate_later = TRUE;
381 sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
383 else if (weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
386 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
394 precache_model ("models/weapons/g_gl.md3");
395 precache_model ("models/weapons/v_gl.md3");
396 precache_model ("models/weapons/h_gl.iqm");
397 precache_sound ("weapons/grenade_bounce1.wav");
398 precache_sound ("weapons/grenade_bounce2.wav");
399 precache_sound ("weapons/grenade_bounce3.wav");
400 precache_sound ("weapons/grenade_bounce4.wav");
401 precache_sound ("weapons/grenade_bounce5.wav");
402 precache_sound ("weapons/grenade_bounce6.wav");
403 precache_sound ("weapons/grenade_stick.wav");
404 precache_sound ("weapons/grenade_fire.wav");
405 MORTAR_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
410 self.current_ammo = ammo_rockets;
415 ammo_amount = self.ammo_rockets >= WEP_CVAR_PRI(mortar, ammo);
416 ammo_amount += self.(weapon_load[WEP_GRENADE_LAUNCHER]) >= WEP_CVAR_PRI(mortar, ammo);
421 ammo_amount = self.ammo_rockets >= WEP_CVAR_SEC(mortar, ammo);
422 ammo_amount += self.(weapon_load[WEP_GRENADE_LAUNCHER]) >= WEP_CVAR_SEC(mortar, ammo);
427 MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
432 W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), "weapons/reload.wav"); // WEAPONTODO
435 case WR_SUICIDEMESSAGE:
437 if(w_deathtype & HITTYPE_SECONDARY)
438 return WEAPON_MORTAR_SUICIDE_BOUNCE;
440 return WEAPON_MORTAR_SUICIDE_EXPLODE;
444 if(w_deathtype & HITTYPE_SECONDARY)
445 return WEAPON_MORTAR_MURDER_BOUNCE;
447 return WEAPON_MORTAR_MURDER_EXPLODE;
454 float w_glauncher(float req)
458 case WR_IMPACTEFFECT:
461 org2 = w_org + w_backoff * 12;
462 pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
464 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
470 precache_sound("weapons/grenade_impact.wav");