#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
-/* WEP_##id */ GRENADE_LAUNCHER,
+/* WEP_##id */ MORTAR,
/* function */ w_glauncher,
/* ammotype */ IT_ROCKETS,
/* impulse */ 4,
/* fullname */ _("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) \
+ w_cvar(WEP_MORTAR, mortar, MO_BOTH, ammo) \
+ w_cvar(WEP_MORTAR, mortar, MO_BOTH, animtime) \
+ w_cvar(WEP_MORTAR, mortar, MO_NONE, bouncefactor) \
+ w_cvar(WEP_MORTAR, mortar, MO_NONE, bouncestop) \
+ w_cvar(WEP_MORTAR, mortar, MO_BOTH, damage) \
+ w_cvar(WEP_MORTAR, mortar, MO_BOTH, damageforcescale) \
+ w_cvar(WEP_MORTAR, mortar, MO_BOTH, edgedamage) \
+ w_cvar(WEP_MORTAR, mortar, MO_BOTH, force) \
+ w_cvar(WEP_MORTAR, mortar, MO_BOTH, health) \
+ w_cvar(WEP_MORTAR, mortar, MO_BOTH, lifetime) \
+ w_cvar(WEP_MORTAR, mortar, MO_SEC, lifetime_bounce) \
+ w_cvar(WEP_MORTAR, mortar, MO_BOTH, lifetime_stick) \
+ w_cvar(WEP_MORTAR, mortar, MO_BOTH, radius) \
+ w_cvar(WEP_MORTAR, mortar, MO_BOTH, refire) \
+ w_cvar(WEP_MORTAR, mortar, MO_SEC, remote_detonateprimary) \
+ w_cvar(WEP_MORTAR, mortar, MO_PRI, remote_minbouncecnt) \
+ w_cvar(WEP_MORTAR, mortar, MO_BOTH, speed) \
+ w_cvar(WEP_MORTAR, mortar, MO_BOTH, speed_up) \
+ w_cvar(WEP_MORTAR, mortar, MO_BOTH, speed_z) \
+ w_cvar(WEP_MORTAR, mortar, MO_BOTH, spread) \
+ w_cvar(WEP_MORTAR, mortar, MO_BOTH, type) \
+ w_prop(WEP_MORTAR, mortar, float, reloading_ammo, reload_ammo) \
+ w_prop(WEP_MORTAR, mortar, float, reloading_time, reload_time) \
+ w_prop(WEP_MORTAR, mortar, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(WEP_MORTAR, mortar, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(WEP_MORTAR, mortar, string, weaponreplace, weaponreplace) \
+ w_prop(WEP_MORTAR, mortar, float, weaponstart, weaponstart)
#ifdef SVQC
-MORTAR_SETTINGS(mortar)
+MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.float gl_detonate_later;
.float gl_bouncecnt;
#endif
{
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);
{
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);
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;
}
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;
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.event_damage = W_Grenade_Damage;
gren.damagedbycontents = TRUE;
gren.missile_flags = MIF_SPLASH | MIF_ARC;
- W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_mortar_primary); // WEAPONTODO
+ WEP_SETUPPROJVELOCITY_UP_PRI(gren, mortar);
gren.angles = vectoangles (gren.velocity);
gren.flags = FL_PROJECTILE;
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.event_damage = W_Grenade_Damage;
gren.damagedbycontents = TRUE;
gren.missile_flags = MIF_SPLASH | MIF_ARC;
- W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_mortar_secondary); // WEAPONTODO
+ WEP_SETUPPROJVELOCITY_UP_SEC(gren, mortar); // WEAPONTODO
gren.angles = vectoangles (gren.velocity);
gren.flags = FL_PROJECTILE;
void spawnfunc_weapon_grenadelauncher (void)
{
- weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
+ weapon_defaultspawnfunc(WEP_MORTAR);
}
.float bot_secondary_grenademooth;
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
}
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)
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) WEP_SET_PROP(WEP_GRENADE_LAUNCHER,weapon,prop,name)
- MORTAR_SETTINGS(mortar)
- #undef WEP_ADD_CVAR
- #undef WEP_ADD_PROP
+ MORTAR_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
return TRUE;
}
case WR_SETUP:
{
- weapon_setup(WEP_GRENADE_LAUNCHER);
self.current_ammo = ammo_rockets;
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.(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.(weapon_load[WEP_MORTAR]) >= WEP_CVAR_SEC(mortar, ammo);
return ammo_amount;
}
case WR_CONFIG:
{
- WEP_CONFIG_SETTINGS(MORTAR_SETTINGS(mortar))
+ 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: