1 #include "racer_weapon.qh"
5 void racer_fire_rocket(entity player, vector org, vector dir, entity trg);
6 METHOD(RacerAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
8 bool isPlayer = IS_PLAYER(actor);
9 entity player = isPlayer ? actor : actor.owner;
10 entity veh = player.vehicle;
12 if (weapon_prepareattack(thiswep, player, weaponentity, false, autocvar_g_vehicle_racer_cannon_refire)) {
14 veh.vehicle_energy -= autocvar_g_vehicle_racer_cannon_cost;
17 string tagname = (veh.cnt)
18 ? (veh.cnt = 0, "tag_fire1")
19 : (veh.cnt = 1, "tag_fire2");
20 vector shotorg = gettaginfo(veh, gettagindex(veh, tagname));
22 w_shotdir = v_forward;
23 // Fix z-aim (for chase mode)
24 crosshair_trace(player);
25 w_shotdir.z = normalize(trace_endpos - shotorg).z * 0.5;
27 if (isPlayer) W_SetupShot_Dir(player, weaponentity, v_forward, false, 0, SND_Null, CH_WEAPON_B, 0, DEATH_VH_WAKI_GUN.m_id);
28 vector org = w_shotorg;
29 vector dir = w_shotdir;
30 entity bolt = vehicles_projectile(veh, EFFECT_RACER_MUZZLEFLASH, SND_LASERGUN_FIRE,
31 org, normalize(v_forward + randomvec() * autocvar_g_vehicle_racer_cannon_spread) * autocvar_g_vehicle_racer_cannon_speed,
32 autocvar_g_vehicle_racer_cannon_damage, autocvar_g_vehicle_racer_cannon_radius, autocvar_g_vehicle_racer_cannon_force, 0,
33 DEATH_VH_WAKI_GUN.m_id, PROJECTILE_WAKICANNON, 0, true, true, player);
34 bolt.velocity = normalize(dir) * autocvar_g_vehicle_racer_cannon_speed;
35 weapon_thinkf(player, weaponentity, WFRAME_FIRE1, 0, w_ready);
38 if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, 0.2)) {
39 if (isPlayer) W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_Null, CH_WEAPON_B, 0, DEATH_VH_WAKI_ROCKET.m_id);
40 racer_fire_rocket(player, w_shotorg, w_shotdir, NULL);
41 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, 0, w_ready);
45 METHOD(RacerAttack, wr_checkammo1, bool(RacerAttack thiswep, entity actor, .entity weaponentity))
47 bool isPlayer = IS_PLAYER(actor);
48 entity player = isPlayer ? actor : actor.owner;
49 entity veh = player.vehicle;
50 return isPlayer || veh.vehicle_energy >= autocvar_g_vehicle_racer_cannon_cost;
53 void racer_rocket_tracker(entity this);
54 void racer_rocket_groundhugger(entity this);
56 void racer_fire_rocket(entity player, vector org, vector dir, entity trg)
58 entity rocket = vehicles_projectile(player.vehicle, EFFECT_RACER_ROCKETLAUNCH, SND_ROCKET_FIRE,
59 org, dir * autocvar_g_vehicle_racer_rocket_speed,
60 autocvar_g_vehicle_racer_rocket_damage, autocvar_g_vehicle_racer_rocket_radius, autocvar_g_vehicle_racer_rocket_force, 3,
61 DEATH_VH_WAKI_ROCKET.m_id, PROJECTILE_WAKIROCKET, 20, false, false, player);
63 rocket.lip = autocvar_g_vehicle_racer_rocket_accel * sys_frametime;
64 rocket.wait = autocvar_g_vehicle_racer_rocket_turnrate;
65 rocket.nextthink = time;
67 rocket.cnt = time + 15;
70 setthink(rocket, racer_rocket_tracker);
72 setthink(rocket, racer_rocket_groundhugger);
75 void racer_rocket_tracker(entity this)
77 vector olddir, newdir;
80 this.nextthink = time;
82 if (IS_DEAD(this.owner) || this.cnt < time)
84 this.use(this, NULL, NULL);
88 if(!this.realowner.vehicle)
90 UpdateCSQCProjectile(this);
94 olddir = normalize(this.velocity);
95 oldvel = vlen(this.velocity);
96 newvel = oldvel + this.lip;
97 makevectors(vectoangles(olddir));
99 float time_to_impact = min(vlen(this.enemy.origin - this.origin) / vlen(this.velocity), 1);
100 vector predicted_origin = this.enemy.origin + this.enemy.velocity * time_to_impact;
102 traceline(this.origin, this.origin + v_forward * 64 - '0 0 32', MOVE_NORMAL, this);
103 newdir = normalize(predicted_origin - this.origin);
106 float height_diff = predicted_origin_z - this.origin_z;
108 if(vdist(newdir - v_forward, >, autocvar_g_vehicle_racer_rocket_locked_maxangle))
110 //bprint("Target lost!\n");
111 //dprint("OF:", ftos(vlen(newdir - v_forward)), "\n");
112 setthink(this, racer_rocket_groundhugger);
116 if(trace_fraction != 1.0 && trace_ent != this.enemy)
117 newdir_z += 16 * sys_frametime;
119 this.velocity = normalize(olddir + newdir * autocvar_g_vehicle_racer_rocket_turnrate) * newvel;
120 this.velocity_z -= 800 * sys_frametime;
121 this.velocity_z += max(height_diff, autocvar_g_vehicle_racer_rocket_climbspeed) * sys_frametime ;
123 UpdateCSQCProjectile(this);
127 void racer_rocket_groundhugger(entity this)
129 vector olddir, newdir;
130 float oldvel, newvel;
132 this.nextthink = time;
134 if(IS_DEAD(this.owner) || this.cnt < time)
136 this.use(this, NULL, NULL);
140 if(!this.realowner.vehicle)
142 UpdateCSQCProjectile(this);
146 olddir = normalize(this.velocity);
147 oldvel = vlen(this.velocity);
148 newvel = oldvel + this.lip;
150 tracebox(this.origin, this.mins, this.maxs, this.origin + olddir * 64, MOVE_WORLDONLY,this);
151 if(trace_fraction <= 0.5)
153 // Hitting somethign soon, just speed ahead
154 this.velocity = olddir * newvel;
155 UpdateCSQCProjectile(this);
159 traceline(trace_endpos, trace_endpos - '0 0 64', MOVE_NORMAL, this);
160 if(trace_fraction != 1.0)
162 newdir = normalize(trace_endpos + '0 0 64' - this.origin) * autocvar_g_vehicle_racer_rocket_turnrate;
163 this.velocity = normalize(olddir + newdir) * newvel;
167 this.velocity = olddir * newvel;
168 this.velocity_z -= 1600 * sys_frametime; // 2x grav looks better for this one
171 int cont = pointcontents(this.origin - '0 0 32');
172 if(cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME)
173 this.velocity_z += 200;
175 UpdateCSQCProjectile(this);