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;
59 void spawnfunc_weapon_mortar(void) { weapon_defaultspawnfunc(WEP_MORTAR.m_id); }
60 void spawnfunc_weapon_grenadelauncher(void) { spawnfunc_weapon_mortar(); }
62 void W_Mortar_Grenade_Explode(void)
64 if(other.takedamage == DAMAGE_AIM)
66 if(DIFF_TEAM(self.realowner, other))
67 if(other.deadflag == DEAD_NO)
69 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
71 self.event_damage = func_null;
72 self.takedamage = DAMAGE_NO;
74 if(self.movetype == MOVETYPE_NONE)
75 self.velocity = self.oldvelocity;
77 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);
82 void W_Mortar_Grenade_Explode2(void)
84 if(other.takedamage == DAMAGE_AIM)
86 if(DIFF_TEAM(self.realowner, other))
87 if(other.deadflag == DEAD_NO)
89 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
91 self.event_damage = func_null;
92 self.takedamage = DAMAGE_NO;
94 if(self.movetype == MOVETYPE_NONE)
95 self.velocity = self.oldvelocity;
97 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);
103 void W_Mortar_Grenade_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
108 if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
109 return; // g_projectiles_damage says to halt
111 self.health = self.health - damage;
114 W_PrepareExplosionByDamage(attacker, self.use);
117 void W_Mortar_Grenade_Think1(void)
119 self.nextthink = time;
123 self.projectiledeathtype |= HITTYPE_BOUNCE;
124 W_Mortar_Grenade_Explode();
127 if(self.gl_detonate_later && self.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
128 W_Mortar_Grenade_Explode();
131 void W_Mortar_Grenade_Touch1(void)
134 if(other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
138 else if(WEP_CVAR_PRI(mortar, type) == 1) // bounce
143 spamsound(self, CH_SHOTS, W_Sound("grenade_bounce1"), VOL_BASE, ATTN_NORM);
145 spamsound(self, CH_SHOTS, W_Sound("grenade_bounce2"), VOL_BASE, ATTN_NORM);
147 spamsound(self, CH_SHOTS, W_Sound("grenade_bounce3"), VOL_BASE, ATTN_NORM);
149 spamsound(self, CH_SHOTS, W_Sound("grenade_bounce4"), VOL_BASE, ATTN_NORM);
151 spamsound(self, CH_SHOTS, W_Sound("grenade_bounce5"), VOL_BASE, ATTN_NORM);
153 spamsound(self, CH_SHOTS, W_Sound("grenade_bounce6"), VOL_BASE, ATTN_NORM);
154 Send_Effect(EFFECT_HAGAR_BOUNCE, self.origin, self.velocity, 1);
155 self.projectiledeathtype |= HITTYPE_BOUNCE;
156 self.gl_bouncecnt += 1;
158 else if(WEP_CVAR_PRI(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
160 spamsound(self, CH_SHOTS, W_Sound("grenade_stick"), VOL_BASE, ATTN_NORM);
162 // let it stick whereever it is
163 self.oldvelocity = self.velocity;
164 self.velocity = '0 0 0';
165 self.movetype = MOVETYPE_NONE; // also disables gravity
166 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
167 UpdateCSQCProjectile(self);
169 // do not respond to any more touches
170 self.solid = SOLID_NOT;
172 self.nextthink = min(self.nextthink, time + WEP_CVAR_PRI(mortar, lifetime_stick));
176 void W_Mortar_Grenade_Touch2(void)
179 if(other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
183 else if(WEP_CVAR_SEC(mortar, type) == 1) // bounce
188 spamsound(self, CH_SHOTS, W_Sound("grenade_bounce1"), VOL_BASE, ATTN_NORM);
190 spamsound(self, CH_SHOTS, W_Sound("grenade_bounce2"), VOL_BASE, ATTN_NORM);
192 spamsound(self, CH_SHOTS, W_Sound("grenade_bounce3"), VOL_BASE, ATTN_NORM);
194 spamsound(self, CH_SHOTS, W_Sound("grenade_bounce4"), VOL_BASE, ATTN_NORM);
196 spamsound(self, CH_SHOTS, W_Sound("grenade_bounce5"), VOL_BASE, ATTN_NORM);
198 spamsound(self, CH_SHOTS, W_Sound("grenade_bounce6"), VOL_BASE, ATTN_NORM);
199 Send_Effect(EFFECT_HAGAR_BOUNCE, self.origin, self.velocity, 1);
200 self.projectiledeathtype |= HITTYPE_BOUNCE;
201 self.gl_bouncecnt += 1;
203 if(WEP_CVAR_SEC(mortar, lifetime_bounce) && self.gl_bouncecnt == 1)
204 self.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
207 else if(WEP_CVAR_SEC(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
209 spamsound(self, CH_SHOTS, W_Sound("grenade_stick"), VOL_BASE, ATTN_NORM);
211 // let it stick whereever it is
212 self.oldvelocity = self.velocity;
213 self.velocity = '0 0 0';
214 self.movetype = MOVETYPE_NONE; // also disables gravity
215 self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
216 UpdateCSQCProjectile(self);
218 // do not respond to any more touches
219 self.solid = SOLID_NOT;
221 self.nextthink = min(self.nextthink, time + WEP_CVAR_SEC(mortar, lifetime_stick));
225 void W_Mortar_Attack(void)
229 W_DecreaseAmmo(WEP_CVAR_PRI(mortar, ammo));
231 W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, W_Sound("grenade_fire"), CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
232 w_shotdir = v_forward; // no TrueAim for grenades please
234 Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
237 gren.owner = gren.realowner = self;
238 gren.classname = "grenade";
239 gren.bot_dodge = true;
240 gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
241 gren.movetype = MOVETYPE_BOUNCE;
242 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
243 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
244 PROJECTILE_MAKETRIGGER(gren);
245 gren.projectiledeathtype = WEP_MORTAR.m_id;
246 setorigin(gren, w_shotorg);
247 setsize(gren, '-3 -3 -3', '3 3 3');
249 gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime);
250 gren.nextthink = time;
251 gren.think = W_Mortar_Grenade_Think1;
252 gren.use = W_Mortar_Grenade_Explode;
253 gren.touch = W_Mortar_Grenade_Touch1;
255 gren.takedamage = DAMAGE_YES;
256 gren.health = WEP_CVAR_PRI(mortar, health);
257 gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale);
258 gren.event_damage = W_Mortar_Grenade_Damage;
259 gren.damagedbycontents = true;
260 gren.missile_flags = MIF_SPLASH | MIF_ARC;
261 W_SetupProjVelocity_UP_PRI(gren, mortar);
263 gren.angles = vectoangles(gren.velocity);
264 gren.flags = FL_PROJECTILE;
266 if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2)
267 CSQCProjectile(gren, true, PROJECTILE_GRENADE, true);
269 CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true);
271 MUTATOR_CALLHOOK(EditProjectile, self, gren);
274 void W_Mortar_Attack2(void)
278 W_DecreaseAmmo(WEP_CVAR_SEC(mortar, ammo));
280 W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, W_Sound("grenade_fire"), CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
281 w_shotdir = v_forward; // no TrueAim for grenades please
283 Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
286 gren.owner = gren.realowner = self;
287 gren.classname = "grenade";
288 gren.bot_dodge = true;
289 gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
290 gren.movetype = MOVETYPE_BOUNCE;
291 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
292 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
293 PROJECTILE_MAKETRIGGER(gren);
294 gren.projectiledeathtype = WEP_MORTAR.m_id | HITTYPE_SECONDARY;
295 setorigin(gren, w_shotorg);
296 setsize(gren, '-3 -3 -3', '3 3 3');
298 gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime);
299 gren.think = adaptor_think2use_hittype_splash;
300 gren.use = W_Mortar_Grenade_Explode2;
301 gren.touch = W_Mortar_Grenade_Touch2;
303 gren.takedamage = DAMAGE_YES;
304 gren.health = WEP_CVAR_SEC(mortar, health);
305 gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale);
306 gren.event_damage = W_Mortar_Grenade_Damage;
307 gren.damagedbycontents = true;
308 gren.missile_flags = MIF_SPLASH | MIF_ARC;
309 W_SetupProjVelocity_UP_SEC(gren, mortar);
311 gren.angles = vectoangles(gren.velocity);
312 gren.flags = FL_PROJECTILE;
314 if(WEP_CVAR_SEC(mortar, type) == 0 || WEP_CVAR_SEC(mortar, type) == 2)
315 CSQCProjectile(gren, true, PROJECTILE_GRENADE, true);
317 CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true);
319 MUTATOR_CALLHOOK(EditProjectile, self, gren);
322 .float bot_secondary_grenademooth;
323 bool W_Mortar(int req)
332 self.BUTTON_ATCK = false;
333 self.BUTTON_ATCK2 = false;
334 if(self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
336 if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), true))
338 self.BUTTON_ATCK = true;
339 if(random() < 0.01) self.bot_secondary_grenademooth = 1;
344 if(bot_aim(WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), true))
346 self.BUTTON_ATCK2 = true;
347 if(random() < 0.02) self.bot_secondary_grenademooth = 0;
355 wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime));
356 wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire));
357 wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed)))));
359 // for the range calculation, closer to 1 is better
360 wepinfo_pri_range_max = 2000 * wepinfo_pri_speed;
361 wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar,
363 wepinfo_sec_refire = max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime));
364 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / wepinfo_sec_refire));
366 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime))));
371 if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) // forced reload
372 WEP_ACTION(self.weapon, WR_RELOAD);
373 else if(self.BUTTON_ATCK)
375 if(weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
378 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
381 else if(self.BUTTON_ATCK2)
383 if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
386 for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
388 if(!nade.gl_detonate_later)
390 nade.gl_detonate_later = true;
395 sound(self, CH_WEAPON_B, W_Sound("rocket_det"), VOL_BASE, ATTN_NORM);
397 else if(weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
400 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
408 precache_model(W_Model("g_gl.md3"));
409 precache_model(W_Model("v_gl.md3"));
410 precache_model(W_Model("h_gl.iqm"));
411 precache_sound(W_Sound("grenade_bounce1"));
412 precache_sound(W_Sound("grenade_bounce2"));
413 precache_sound(W_Sound("grenade_bounce3"));
414 precache_sound(W_Sound("grenade_bounce4"));
415 precache_sound(W_Sound("grenade_bounce5"));
416 precache_sound(W_Sound("grenade_bounce6"));
417 precache_sound(W_Sound("grenade_stick"));
418 precache_sound(W_Sound("grenade_fire"));
419 MORTAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
424 ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_PRI(mortar, ammo);
425 ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo);
430 ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_SEC(mortar, ammo);
431 ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= 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)), W_Sound("reload")); // 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 bool W_Mortar(int req)
467 case WR_IMPACTEFFECT:
470 org2 = w_org + w_backoff * 12;
471 pointparticles(particleeffectnum(EFFECT_GRENADE_EXPLODE), org2, '0 0 0', 1);
473 sound(self, CH_SHOTS, W_Sound("grenade_impact"), VOL_BASE, ATTN_NORM);
479 precache_sound(W_Sound("grenade_impact"));
484 // no weapon specific image for this weapon