4 /* ammotype */ ATTRIB(Mortar, ammo_field, .int, ammo_rockets);
5 /* impulse */ ATTRIB(Mortar, impulse, int, 4);
6 /* flags */ ATTRIB(Mortar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
7 /* rating */ ATTRIB(Mortar, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
8 /* color */ ATTRIB(Mortar, wpcolor, vector, '1 0 0');
9 /* modelname */ ATTRIB(Mortar, mdl, string, "gl");
11 /* model */ ATTRIB(Mortar, m_model, Model, MDL_MORTAR_ITEM);
13 /* crosshair */ ATTRIB(Mortar, w_crosshair, string, "gfx/crosshairgrenadelauncher");
14 /* crosshair */ ATTRIB(Mortar, w_crosshair_size, float, 0.7);
15 /* wepimg */ ATTRIB(Mortar, model2, string, "weapongrenadelauncher");
16 /* refname */ ATTRIB(Mortar, netname, string, "mortar");
17 /* wepname */ ATTRIB(Mortar, m_name, string, _("Mortar"));
19 #define X(BEGIN, P, END, class, prefix) \
21 P(class, prefix, ammo, float, BOTH) \
22 P(class, prefix, animtime, float, BOTH) \
23 P(class, prefix, bouncefactor, float, NONE) \
24 P(class, prefix, bouncestop, float, NONE) \
25 P(class, prefix, damageforcescale, float, BOTH) \
26 P(class, prefix, damage, float, BOTH) \
27 P(class, prefix, edgedamage, float, BOTH) \
28 P(class, prefix, force, float, BOTH) \
29 P(class, prefix, health, float, BOTH) \
30 P(class, prefix, lifetime, float, BOTH) \
31 P(class, prefix, lifetime_bounce, float, SEC) \
32 P(class, prefix, lifetime_stick, float, BOTH) \
33 P(class, prefix, radius, float, BOTH) \
34 P(class, prefix, refire, float, BOTH) \
35 P(class, prefix, reload_ammo, float, NONE) \
36 P(class, prefix, reload_time, float, NONE) \
37 P(class, prefix, remote_detonateprimary, float, SEC) \
38 P(class, prefix, remote_minbouncecnt, float, PRI) \
39 P(class, prefix, speed, float, BOTH) \
40 P(class, prefix, speed_up, float, BOTH) \
41 P(class, prefix, speed_z, float, BOTH) \
42 P(class, prefix, spread, float, BOTH) \
43 P(class, prefix, switchdelay_drop, float, NONE) \
44 P(class, prefix, switchdelay_raise, float, NONE) \
45 P(class, prefix, type, float, BOTH) \
46 P(class, prefix, weaponreplace, string, NONE) \
47 P(class, prefix, weaponstartoverride, float, NONE) \
48 P(class, prefix, weaponstart, float, NONE) \
49 P(class, prefix, weaponthrowable, float, NONE) \
51 W_PROPS(X, Mortar, mortar)
54 REGISTER_WEAPON(MORTAR, mortar, NEW(Mortar));
58 .float gl_detonate_later;
65 spawnfunc(weapon_mortar) { weapon_defaultspawnfunc(this, WEP_MORTAR); }
66 spawnfunc(weapon_grenadelauncher) { spawnfunc_weapon_mortar(this); }
68 void W_Mortar_Grenade_Explode(entity this, entity directhitentity)
70 if(directhitentity.takedamage == DAMAGE_AIM)
71 if(IS_PLAYER(directhitentity))
72 if(DIFF_TEAM(this.realowner, directhitentity))
73 if(!IS_DEAD(directhitentity))
74 if(IsFlying(directhitentity))
75 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
77 this.event_damage = func_null;
78 this.takedamage = DAMAGE_NO;
80 if(this.move_movetype == MOVETYPE_NONE)
81 this.velocity = this.oldvelocity;
83 RadiusDamage(this, this.realowner, WEP_CVAR_PRI(mortar, damage), WEP_CVAR_PRI(mortar, edgedamage), WEP_CVAR_PRI(mortar, radius), NULL, NULL, WEP_CVAR_PRI(mortar, force), this.projectiledeathtype, directhitentity);
88 void W_Mortar_Grenade_Explode_use(entity this, entity actor, entity trigger)
90 W_Mortar_Grenade_Explode(this, trigger);
93 void W_Mortar_Grenade_Explode2(entity this, entity directhitentity)
95 if(directhitentity.takedamage == DAMAGE_AIM)
96 if(IS_PLAYER(directhitentity))
97 if(DIFF_TEAM(this.realowner, directhitentity))
98 if(!IS_DEAD(directhitentity))
99 if(IsFlying(directhitentity))
100 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
102 this.event_damage = func_null;
103 this.takedamage = DAMAGE_NO;
105 if(this.move_movetype == MOVETYPE_NONE)
106 this.velocity = this.oldvelocity;
108 RadiusDamage(this, this.realowner, WEP_CVAR_SEC(mortar, damage), WEP_CVAR_SEC(mortar, edgedamage), WEP_CVAR_SEC(mortar, radius), NULL, NULL, WEP_CVAR_SEC(mortar, force), this.projectiledeathtype, directhitentity);
113 void W_Mortar_Grenade_Explode2_use(entity this, entity actor, entity trigger)
115 W_Mortar_Grenade_Explode2(this, trigger);
118 void W_Mortar_Grenade_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
123 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
124 return; // g_projectiles_damage says to halt
126 this.health = this.health - damage;
129 W_PrepareExplosionByDamage(this, attacker, adaptor_think2use);
132 void W_Mortar_Grenade_Think1(entity this)
134 this.nextthink = time;
137 this.projectiledeathtype |= HITTYPE_BOUNCE;
138 W_Mortar_Grenade_Explode(this, NULL);
141 if(this.gl_detonate_later && this.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
142 W_Mortar_Grenade_Explode(this, NULL);
145 void W_Mortar_Grenade_Touch1(entity this, entity toucher)
147 PROJECTILE_TOUCH(this, toucher);
148 if(toucher.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
150 this.use(this, NULL, toucher);
152 else if(WEP_CVAR_PRI(mortar, type) == 1) // bounce
154 spamsound(this, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTN_NORM);
155 Send_Effect(EFFECT_HAGAR_BOUNCE, this.origin, this.velocity, 1);
156 this.projectiledeathtype |= HITTYPE_BOUNCE;
157 this.gl_bouncecnt += 1;
159 else if(WEP_CVAR_PRI(mortar, type) == 2 && (!toucher || (toucher.takedamage != DAMAGE_AIM && toucher.move_movetype == MOVETYPE_NONE))) // stick
161 spamsound(this, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
163 // let it stick whereever it is
164 this.oldvelocity = this.velocity;
165 this.velocity = '0 0 0';
166 set_movetype(this, MOVETYPE_NONE); // also disables gravity
167 this.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
168 UpdateCSQCProjectile(this);
170 // do not respond to any more touches
171 this.solid = SOLID_NOT;
173 this.nextthink = min(this.nextthink, time + WEP_CVAR_PRI(mortar, lifetime_stick));
177 void W_Mortar_Grenade_Touch2(entity this, entity toucher)
179 PROJECTILE_TOUCH(this, toucher);
180 if(toucher.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
182 this.use(this, NULL, toucher);
184 else if(WEP_CVAR_SEC(mortar, type) == 1) // bounce
186 spamsound(this, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTN_NORM);
187 Send_Effect(EFFECT_HAGAR_BOUNCE, this.origin, this.velocity, 1);
188 this.projectiledeathtype |= HITTYPE_BOUNCE;
189 this.gl_bouncecnt += 1;
191 if(WEP_CVAR_SEC(mortar, lifetime_bounce) && this.gl_bouncecnt == 1)
192 this.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
195 else if(WEP_CVAR_SEC(mortar, type) == 2 && (!toucher || (toucher.takedamage != DAMAGE_AIM && toucher.move_movetype == MOVETYPE_NONE))) // stick
197 spamsound(this, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
199 // let it stick whereever it is
200 this.oldvelocity = this.velocity;
201 this.velocity = '0 0 0';
202 set_movetype(this, MOVETYPE_NONE); // also disables gravity
203 this.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
204 UpdateCSQCProjectile(this);
206 // do not respond to any more touches
207 this.solid = SOLID_NOT;
209 this.nextthink = min(this.nextthink, time + WEP_CVAR_SEC(mortar, lifetime_stick));
213 void W_Mortar_Attack(Weapon thiswep, entity actor, .entity weaponentity)
215 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(mortar, ammo));
217 W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
218 w_shotdir = v_forward; // no TrueAim for grenades please
220 Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
222 entity gren = new(grenade);
223 gren.owner = gren.realowner = actor;
224 gren.bot_dodge = true;
225 gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
226 set_movetype(gren, MOVETYPE_BOUNCE);
227 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
228 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
229 PROJECTILE_MAKETRIGGER(gren);
230 gren.projectiledeathtype = WEP_MORTAR.m_id;
231 setorigin(gren, w_shotorg);
232 setsize(gren, '-3 -3 -3', '3 3 3');
234 gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime);
235 gren.nextthink = time;
236 setthink(gren, W_Mortar_Grenade_Think1);
237 gren.use = W_Mortar_Grenade_Explode_use;
238 settouch(gren, W_Mortar_Grenade_Touch1);
240 gren.takedamage = DAMAGE_YES;
241 gren.health = WEP_CVAR_PRI(mortar, health);
242 gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale);
243 gren.event_damage = W_Mortar_Grenade_Damage;
244 gren.damagedbycontents = true;
245 IL_PUSH(g_damagedbycontents, gren);
246 gren.missile_flags = MIF_SPLASH | MIF_ARC;
247 W_SetupProjVelocity_UP_PRI(gren, mortar);
249 gren.angles = vectoangles(gren.velocity);
250 gren.flags = FL_PROJECTILE;
251 IL_PUSH(g_projectiles, gren);
252 IL_PUSH(g_bot_dodge, gren);
254 if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2)
255 CSQCProjectile(gren, true, PROJECTILE_GRENADE, true);
257 CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true);
259 MUTATOR_CALLHOOK(EditProjectile, actor, gren);
262 void W_Mortar_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
266 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(mortar, ammo));
268 W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
269 w_shotdir = v_forward; // no TrueAim for grenades please
271 Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
274 gren.owner = gren.realowner = actor;
275 gren.bot_dodge = true;
276 gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
277 set_movetype(gren, MOVETYPE_BOUNCE);
278 gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
279 gren.bouncestop = WEP_CVAR(mortar, bouncestop);
280 PROJECTILE_MAKETRIGGER(gren);
281 gren.projectiledeathtype = WEP_MORTAR.m_id | HITTYPE_SECONDARY;
282 setorigin(gren, w_shotorg);
283 setsize(gren, '-3 -3 -3', '3 3 3');
285 gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime);
286 setthink(gren, adaptor_think2use_hittype_splash);
287 gren.use = W_Mortar_Grenade_Explode2_use;
288 settouch(gren, W_Mortar_Grenade_Touch2);
290 gren.takedamage = DAMAGE_YES;
291 gren.health = WEP_CVAR_SEC(mortar, health);
292 gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale);
293 gren.event_damage = W_Mortar_Grenade_Damage;
294 gren.damagedbycontents = true;
295 IL_PUSH(g_damagedbycontents, gren);
296 gren.missile_flags = MIF_SPLASH | MIF_ARC;
297 W_SetupProjVelocity_UP_SEC(gren, mortar);
299 gren.angles = vectoangles(gren.velocity);
300 gren.flags = FL_PROJECTILE;
301 IL_PUSH(g_projectiles, gren);
302 IL_PUSH(g_bot_dodge, gren);
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 MUTATOR_CALLHOOK(EditProjectile, actor, gren);
312 .float bot_secondary_grenademooth;
314 METHOD(Mortar, wr_aim, void(entity thiswep, entity actor))
316 PHYS_INPUT_BUTTON_ATCK(actor) = false;
317 PHYS_INPUT_BUTTON_ATCK2(actor) = false;
318 if(actor.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
320 if(bot_aim(actor, WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), true))
322 PHYS_INPUT_BUTTON_ATCK(actor) = true;
323 if(random() < 0.01) actor.bot_secondary_grenademooth = 1;
328 if(bot_aim(actor, WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), true))
330 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
331 if(random() < 0.02) actor.bot_secondary_grenademooth = 0;
337 wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime));
338 wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire));
339 wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed)))));
341 // for the range calculation, closer to 1 is better
342 wepinfo_pri_range_max = 2000 * wepinfo_pri_speed;
343 wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar,
345 wepinfo_sec_refire = max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime));
346 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / wepinfo_sec_refire));
348 wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime))));
351 METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
353 if(autocvar_g_balance_mortar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) { // forced reload
354 thiswep.wr_reload(thiswep, actor, weaponentity);
357 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(mortar, refire)))
359 W_Mortar_Attack(thiswep, actor, weaponentity);
360 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
365 if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
367 bool nadefound = false;
368 IL_EACH(g_projectiles, it.realowner == actor && it.classname == "grenade",
370 if(!it.gl_detonate_later)
372 it.gl_detonate_later = true;
377 sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
379 else if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(mortar, refire)))
381 W_Mortar_Attack2(thiswep, actor, weaponentity);
382 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
386 METHOD(Mortar, wr_checkammo1, bool(entity thiswep, entity actor))
388 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(mortar, ammo);
389 ammo_amount += actor.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo);
392 METHOD(Mortar, wr_checkammo2, bool(entity thiswep, entity actor))
394 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(mortar, ammo);
395 ammo_amount += actor.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo);
398 METHOD(Mortar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
400 W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND_RELOAD); // WEAPONTODO
402 METHOD(Mortar, wr_suicidemessage, Notification(entity thiswep))
404 if(w_deathtype & HITTYPE_SECONDARY)
405 return WEAPON_MORTAR_SUICIDE_BOUNCE;
407 return WEAPON_MORTAR_SUICIDE_EXPLODE;
409 METHOD(Mortar, wr_killmessage, Notification(entity thiswep))
411 if(w_deathtype & HITTYPE_SECONDARY)
412 return WEAPON_MORTAR_MURDER_BOUNCE;
414 return WEAPON_MORTAR_MURDER_EXPLODE;
420 METHOD(Mortar, wr_impacteffect, void(entity thiswep, entity actor))
423 org2 = w_org + w_backoff * 12;
424 pointparticles(EFFECT_GRENADE_EXPLODE, org2, '0 0 0', 1);
426 sound(actor, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTN_NORM);