#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
-/* WEP_##id */ GRENADE_LAUNCHER,
-/* function */ w_glauncher,
-/* ammotype */ IT_ROCKETS,
+/* WEP_##id */ MORTAR,
+/* function */ W_Mortar,
+/* ammotype */ ammo_rockets,
/* impulse */ 4,
/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
/* rating */ BOT_PICKUP_RATING_MID,
-/* model */ "gl",
-/* shortname */ "grenadelauncher",
-/* fullname */ _("Mortar")
+/* color */ '1 0 0',
+/* modelname */ "gl",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairgrenadelauncher 0.7",
+/* refname */ "mortar",
+/* wepname */ _("Mortar")
);
-#define MORTAR_SETTINGS(weapon) \
- WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \
- WEP_ADD_CVAR(weapon, MO_BOTH, animtime) \
- WEP_ADD_CVAR(weapon, MO_NONE, bouncefactor) \
- WEP_ADD_CVAR(weapon, MO_NONE, bouncestop) \
- WEP_ADD_CVAR(weapon, MO_BOTH, damage) \
- WEP_ADD_CVAR(weapon, MO_BOTH, damageforcescale) \
- WEP_ADD_CVAR(weapon, MO_BOTH, edgedamage) \
- WEP_ADD_CVAR(weapon, MO_BOTH, force) \
- WEP_ADD_CVAR(weapon, MO_BOTH, health) \
- WEP_ADD_CVAR(weapon, MO_BOTH, lifetime) \
- WEP_ADD_CVAR(weapon, MO_SEC, lifetime_bounce) \
- WEP_ADD_CVAR(weapon, MO_BOTH, lifetime_stick) \
- WEP_ADD_CVAR(weapon, MO_BOTH, radius) \
- WEP_ADD_CVAR(weapon, MO_BOTH, refire) \
- WEP_ADD_CVAR(weapon, MO_PRI, remote_minbouncecnt) \
- WEP_ADD_CVAR(weapon, MO_BOTH, speed) \
- WEP_ADD_CVAR(weapon, MO_BOTH, speed_up) \
- WEP_ADD_CVAR(weapon, MO_BOTH, type) \
- WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
- WEP_ADD_PROP(weapon, reloading_time, reload_time) \
- WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
- WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
+#define MORTAR_SETTINGS(w_cvar,w_prop) MORTAR_SETTINGS_LIST(w_cvar, w_prop, MORTAR, mortar)
+#define MORTAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, BOTH, ammo) \
+ w_cvar(id, sn, BOTH, animtime) \
+ w_cvar(id, sn, NONE, bouncefactor) \
+ w_cvar(id, sn, NONE, bouncestop) \
+ w_cvar(id, sn, BOTH, damage) \
+ w_cvar(id, sn, BOTH, damageforcescale) \
+ w_cvar(id, sn, BOTH, edgedamage) \
+ w_cvar(id, sn, BOTH, force) \
+ w_cvar(id, sn, BOTH, health) \
+ w_cvar(id, sn, BOTH, lifetime) \
+ w_cvar(id, sn, SEC, lifetime_bounce) \
+ w_cvar(id, sn, BOTH, lifetime_stick) \
+ w_cvar(id, sn, BOTH, radius) \
+ w_cvar(id, sn, BOTH, refire) \
+ w_cvar(id, sn, SEC, remote_detonateprimary) \
+ w_cvar(id, sn, PRI, remote_minbouncecnt) \
+ w_cvar(id, sn, BOTH, speed) \
+ w_cvar(id, sn, BOTH, speed_up) \
+ w_cvar(id, sn, BOTH, speed_z) \
+ w_cvar(id, sn, BOTH, spread) \
+ w_cvar(id, sn, BOTH, type) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
#ifdef SVQC
-MORTAR_SETTINGS(mortar)
+MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.float gl_detonate_later;
.float gl_bouncecnt;
#endif
#else
#ifdef SVQC
-void W_Grenade_Explode (void)
+void spawnfunc_weapon_mortar() { weapon_defaultspawnfunc(WEP_MORTAR); }
+void spawnfunc_weapon_grenadelauncher() { spawnfunc_weapon_mortar(); }
+
+void W_Mortar_Grenade_Explode()
{
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
- if(IsDifferentTeam(self.realowner, other))
+ if(DIFF_TEAM(self.realowner, other))
if(other.deadflag == DEAD_NO)
if(IsFlying(other))
Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
remove (self);
}
-void W_Grenade_Explode2 (void)
+void W_Mortar_Grenade_Explode2()
{
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
- if(IsDifferentTeam(self.realowner, other))
+ if(DIFF_TEAM(self.realowner, other))
if(other.deadflag == DEAD_NO)
if(IsFlying(other))
Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
remove (self);
}
-void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+
+void W_Mortar_Grenade_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
if (self.health <= 0)
return;
W_PrepareExplosionByDamage(attacker, self.use);
}
-void W_Grenade_Think1 (void)
+void W_Mortar_Grenade_Think1()
{
self.nextthink = time;
if (time > self.cnt)
{
other = world;
self.projectiledeathtype |= HITTYPE_BOUNCE;
- W_Grenade_Explode ();
+ W_Mortar_Grenade_Explode();
return;
}
if(self.gl_detonate_later && self.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
- W_Grenade_Explode();
+ W_Mortar_Grenade_Explode();
}
-void W_Grenade_Touch1 (void)
+void W_Mortar_Grenade_Touch1()
{
PROJECTILE_TOUCH;
if (other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
else
spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
+ pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
self.projectiledeathtype |= HITTYPE_BOUNCE;
self.gl_bouncecnt += 1;
}
}
}
-void W_Grenade_Touch2 (void)
+void W_Mortar_Grenade_Touch2()
{
PROJECTILE_TOUCH;
if (other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
else
spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
+ pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
self.projectiledeathtype |= HITTYPE_BOUNCE;
self.gl_bouncecnt += 1;
}
}
-void W_Grenade_Attack (void)
+void W_Mortar_Attack()
{
entity gren;
- W_DecreaseAmmo(ammo_rockets, WEP_CVAR_PRI(mortar, ammo), autocvar_g_balance_mortar_reload_ammo); // WEAPONTODO
+ W_DecreaseAmmo(WEP_CVAR_PRI(mortar, ammo));
W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
w_shotdir = v_forward; // no TrueAim for grenades please
gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
gren.bouncestop = WEP_CVAR(mortar, bouncestop);
PROJECTILE_MAKETRIGGER(gren);
- gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
+ gren.projectiledeathtype = WEP_MORTAR;
setorigin(gren, w_shotorg);
setsize(gren, '-3 -3 -3', '3 3 3');
gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime);
gren.nextthink = time;
- gren.think = W_Grenade_Think1;
- gren.use = W_Grenade_Explode;
- gren.touch = W_Grenade_Touch1;
+ gren.think = W_Mortar_Grenade_Think1;
+ gren.use = W_Mortar_Grenade_Explode;
+ gren.touch = W_Mortar_Grenade_Touch1;
gren.takedamage = DAMAGE_YES;
gren.health = WEP_CVAR_PRI(mortar, health);
gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale);
- gren.event_damage = W_Grenade_Damage;
+ gren.event_damage = W_Mortar_Grenade_Damage;
gren.damagedbycontents = TRUE;
gren.missile_flags = MIF_SPLASH | MIF_ARC;
- W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_mortar_primary); // WEAPONTODO
+ W_SetupProjVelocity_UP_PRI(gren, mortar);
gren.angles = vectoangles (gren.velocity);
gren.flags = FL_PROJECTILE;
other = gren; MUTATOR_CALLHOOK(EditProjectile);
}
-void W_Grenade_Attack2 (void)
+void W_Mortar_Attack2()
{
entity gren;
- W_DecreaseAmmo(ammo_rockets, WEP_CVAR_SEC(mortar, ammo), autocvar_g_balance_mortar_reload_ammo);
+ W_DecreaseAmmo(WEP_CVAR_SEC(mortar, ammo));
W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
w_shotdir = v_forward; // no TrueAim for grenades please
gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
gren.bouncestop = WEP_CVAR(mortar, bouncestop);
PROJECTILE_MAKETRIGGER(gren);
- gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
+ gren.projectiledeathtype = WEP_MORTAR | HITTYPE_SECONDARY;
setorigin(gren, w_shotorg);
setsize(gren, '-3 -3 -3', '3 3 3');
gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime);
gren.think = adaptor_think2use_hittype_splash;
- gren.use = W_Grenade_Explode2;
- gren.touch = W_Grenade_Touch2;
+ gren.use = W_Mortar_Grenade_Explode2;
+ gren.touch = W_Mortar_Grenade_Touch2;
gren.takedamage = DAMAGE_YES;
gren.health = WEP_CVAR_SEC(mortar, health);
gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale);
- gren.event_damage = W_Grenade_Damage;
+ gren.event_damage = W_Mortar_Grenade_Damage;
gren.damagedbycontents = TRUE;
gren.missile_flags = MIF_SPLASH | MIF_ARC;
- W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_mortar_secondary); // WEAPONTODO
+ W_SetupProjVelocity_UP_SEC(gren, mortar);
gren.angles = vectoangles (gren.velocity);
gren.flags = FL_PROJECTILE;
other = gren; MUTATOR_CALLHOOK(EditProjectile);
}
-void spawnfunc_weapon_grenadelauncher (void)
-{
- weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
-}
-
.float bot_secondary_grenademooth;
-float w_glauncher(float req)
+float W_Mortar(float req)
{
entity nade;
float nadefound;
return TRUE;
}
+ /*case WR_CALCINFO:
+ {
+ wepinfo_pri_refire = max3(sys_frametime, WEP_CVAR_PRI(mortar, refire), WEP_CVAR_PRI(mortar, animtime));
+ wepinfo_pri_dps = (WEP_CVAR_PRI(mortar, damage) * (1 / wepinfo_pri_refire));
+ wepinfo_pri_speed = (1 / max(1, (10000 / max(1, WEP_CVAR_PRI(mortar, speed)))));
+
+ // for the range calculation, closer to 1 is better
+ wepinfo_pri_range_max = 2000 * wepinfo_pri_speed;
+ wepinfo_pri_range = wepinfo_pri_speed * WEP_CVAR_PRI(mortar,
+
+ wepinfo_sec_refire = max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime));
+ wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / wepinfo_sec_refire));
+
+ wepinfo_sec_dps = (WEP_CVAR_SEC(mortar, damage) * (1 / max3(sys_frametime, WEP_CVAR_SEC(mortar, refire), WEP_CVAR_SEC(mortar, animtime))));
+ wepinfo_ter_dps = 0;
+ */
case WR_THINK:
{
if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) // forced reload
- weapon_action(self.weapon, WR_RELOAD);
+ WEP_ACTION(self.weapon, WR_RELOAD);
else if (self.BUTTON_ATCK)
{
if (weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
{
- W_Grenade_Attack();
+ W_Mortar_Attack();
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
}
}
else if (self.BUTTON_ATCK2)
{
- if (cvar("g_balance_mortar_secondary_remote_detonateprimary"))
+ if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
{
nadefound = 0;
for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
}
else if (weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
{
- W_Grenade_Attack2();
+ W_Mortar_Attack2();
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
}
}
return TRUE;
}
- case WR_PRECACHE:
+ case WR_INIT:
{
precache_model ("models/weapons/g_gl.md3");
precache_model ("models/weapons/v_gl.md3");
precache_sound ("weapons/grenade_bounce6.wav");
precache_sound ("weapons/grenade_stick.wav");
precache_sound ("weapons/grenade_fire.wav");
-
- #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/
- #define WEP_ADD_PROP(weapon,prop,name) get_weaponinfo(WEP_GRENADE_LAUNCHER).##prop = autocvar_g_balance_##weapon##_##name;
- MORTAR_SETTINGS(mortar)
- #undef WEP_ADD_CVAR
- #undef WEP_ADD_PROP
- return TRUE;
- }
- case WR_SETUP:
- {
- weapon_setup(WEP_GRENADE_LAUNCHER);
- self.current_ammo = ammo_rockets;
+ MORTAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
case WR_CHECKAMMO1:
{
- ammo_amount = self.ammo_rockets >= WEP_CVAR_PRI(mortar, ammo);
- ammo_amount += self.(weapon_load[WEP_GRENADE_LAUNCHER]) >= WEP_CVAR_PRI(mortar, ammo);
+ ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_PRI(mortar, ammo);
+ ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_PRI(mortar, ammo);
return ammo_amount;
}
case WR_CHECKAMMO2:
{
- ammo_amount = self.ammo_rockets >= WEP_CVAR_SEC(mortar, ammo);
- ammo_amount += self.(weapon_load[WEP_GRENADE_LAUNCHER]) >= WEP_CVAR_SEC(mortar, ammo);
+ ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_SEC(mortar, ammo);
+ ammo_amount += self.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_SEC(mortar, ammo);
return ammo_amount;
}
+ case WR_CONFIG:
+ {
+ MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+ return TRUE;
+ }
case WR_RELOAD:
{
- W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), autocvar_g_balance_mortar_reload_ammo, autocvar_g_balance_mortar_reload_time, "weapons/reload.wav"); // WEAPONTODO
+ W_Reload(min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), "weapons/reload.wav"); // WEAPONTODO
return TRUE;
}
case WR_SUICIDEMESSAGE:
}
#endif
#ifdef CSQC
-float w_glauncher(float req)
+float W_Mortar(float req)
{
switch(req)
{
return TRUE;
}
- case WR_PRECACHE:
+ case WR_INIT:
{
precache_sound("weapons/grenade_impact.wav");
return TRUE;
}
+ case WR_ZOOMRETICLE:
+ {
+ // no weapon specific image for this weapon
+ return FALSE;
+ }
}
return TRUE;
}