2 REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", "Mine Layer");
5 .float minelayer_detonate;
6 .float mine_number, mine_time;
8 void spawnfunc_weapon_minelayer (void)
10 weapon_defaultspawnfunc(WEP_MINE_LAYER);
13 void W_Mine_RespawnEntity ()
15 // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
19 newmine.classname = self.classname;
21 newmine.bot_dodge = self.bot_dodge;
22 newmine.bot_dodgerating = self.bot_dodgerating;
24 newmine.owner = self.owner;
25 setsize(newmine, '-4 -4 -4', '4 4 4');
26 setorigin(newmine, self.origin);
27 setmodel(newmine, "models/mine.md3");
28 newmine.angles = vectoangles(-trace_plane_normal);
30 newmine.takedamage = self.takedamage;
31 newmine.damageforcescale = self.damageforcescale;
32 newmine.health = self.health;
33 newmine.event_damage = self.event_damage;
35 newmine.movetype = MOVETYPE_NONE;
36 newmine.projectiledeathtype = self.projectiledeathtype;
38 newmine.mine_number = self.mine_number;
39 newmine.mine_time = self.mine_time;
41 newmine.touch = SUB_Null;
42 newmine.think = self.think;
43 newmine.nextthink = time;
44 newmine.cnt = self.cnt;
45 newmine.flags = self.flags;
51 void W_Mine_Explode ()
53 if(other.takedamage == DAMAGE_AIM)
54 if(other.classname == "player")
55 if(IsDifferentTeam(self.owner, other))
57 AnnounceTo(self.owner, "airshot");
59 self.event_damage = SUB_Null;
60 self.takedamage = DAMAGE_NO;
62 RadiusDamage (self, self.owner, cvar("g_balance_minelayer_damage"), cvar("g_balance_minelayer_edgedamage"), cvar("g_balance_minelayer_radius"), world, cvar("g_balance_minelayer_force"), self.projectiledeathtype, other);
64 if (self.owner.weapon == WEP_MINE_LAYER)
66 if(self.owner.ammo_rockets < cvar("g_balance_minelayer_ammo"))
68 self.owner.cnt = WEP_MINE_LAYER;
69 ATTACK_FINISHED(self.owner) = time;
70 self.owner.switchweapon = w_getbestweapon(self.owner);
76 void W_Mine_DoRemoteExplode ()
78 self.event_damage = SUB_Null;
79 self.takedamage = DAMAGE_NO;
81 RadiusDamage (self, self.owner, cvar("g_balance_minelayer_remote_damage"), cvar("g_balance_minelayer_remote_edgedamage"), cvar("g_balance_minelayer_remote_radius"), world, cvar("g_balance_minelayer_remote_force"), self.projectiledeathtype | HITTYPE_BOUNCE, world);
83 if (self.owner.weapon == WEP_MINE_LAYER)
85 if(self.owner.ammo_rockets < cvar("g_balance_minelayer_ammo"))
87 self.owner.cnt = WEP_MINE_LAYER;
88 ATTACK_FINISHED(self.owner) = time;
89 self.owner.switchweapon = w_getbestweapon(self.owner);
95 void W_Mine_RemoteExplode()
97 if(self.owner.deadflag == DEAD_NO)
98 if((self.spawnshieldtime >= 0)
99 ? (time >= self.spawnshieldtime) // timer
100 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_minelayer_radius")) // safety device
103 W_Mine_DoRemoteExplode();
107 void W_Mine_ProximityExplode()
109 // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
110 if(cvar("g_balance_minelayer_protection"))
113 head = findradius(self.origin, cvar("g_balance_minelayer_radius"));
116 if(head == self.owner || !IsDifferentTeam(head, self.owner))
126 void W_Mine_Think (void)
130 self.nextthink = time;
134 self.projectiledeathtype |= HITTYPE_BOUNCE;
139 // set the mine for detonation when a foe gets too close
140 head = findradius(self.origin, cvar("g_balance_minelayer_detectionradius"));
143 if(head.classname == "player" && head.deadflag == DEAD_NO)
144 if(head != self.owner && IsDifferentTeam(head, self.owner)) // don't trigger for team mates
147 spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
148 self.mine_time = time + cvar("g_balance_minelayer_time");
153 // explode if it's time to
154 if(self.mine_time && time >= self.mine_time)
155 W_Mine_ProximityExplode();
158 if (self.owner.weapon == WEP_MINE_LAYER)
159 if (self.owner.deadflag == DEAD_NO)
160 if (self.minelayer_detonate)
161 W_Mine_RemoteExplode();
163 if(self.csqcprojectile_clientanimate == 0)
164 UpdateCSQCProjectile(self);
167 void W_Mine_Touch (void)
170 if(!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))
172 spamsound (self, CHAN_PROJECTILE, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
173 self.movetype = MOVETYPE_NONE; // lock the mine in place
175 W_Mine_RespawnEntity();
177 else if(self.movetype != MOVETYPE_NONE) // don't unstick a locked mine when someone touches it
178 self.velocity = '0 0 0';
181 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
183 if (self.health <= 0)
185 self.health = self.health - damage;
186 self.angles = vectoangles(self.velocity);
187 if (self.health <= 0)
188 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
191 void W_Mine_Attack (void)
196 // scan how many mines we placed, and return if we reached our limit
197 if(cvar("g_balance_minelayer_limit"))
199 self.mine_number = 0;
200 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
201 self.mine_number += 1;
203 if(self.mine_number >= cvar("g_balance_minelayer_limit"))
205 // the refire delay keeps this message from being spammed
206 sprint(self, strcat("You cannot place more than ^2", cvar_string("g_balance_minelayer_limit"), " ^7mines at a time\n") );
207 play2(self, "weapons/unavailable.wav");
212 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
213 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_minelayer_ammo");
215 W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", cvar("g_balance_minelayer_damage"));
216 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
218 mine = WarpZone_RefSys_SpawnSameRefSys(self);
220 if(cvar("g_balance_minelayer_detonatedelay") >= 0)
221 mine.spawnshieldtime = time + cvar("g_balance_minelayer_detonatedelay");
223 mine.spawnshieldtime = -1;
224 mine.classname = "mine";
225 mine.bot_dodge = TRUE;
226 mine.bot_dodgerating = cvar("g_balance_minelayer_damage") * 2; // * 2 because it can detonate inflight which makes it even more dangerous
228 mine.takedamage = DAMAGE_YES;
229 mine.damageforcescale = cvar("g_balance_minelayer_damageforcescale");
230 mine.health = cvar("g_balance_minelayer_health");
231 mine.event_damage = W_Mine_Damage;
233 mine.movetype = MOVETYPE_TOSS;
234 PROJECTILE_MAKETRIGGER(mine);
235 mine.projectiledeathtype = WEP_MINE_LAYER;
236 setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
238 setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
239 W_SetupProjectileVelocity(mine, cvar("g_balance_minelayer_speed"), 0);
240 mine.angles = vectoangles (mine.velocity);
242 mine.touch = W_Mine_Touch;
243 mine.think = W_Mine_Think;
244 mine.nextthink = time;
245 mine.cnt = time + cvar("g_balance_minelayer_lifetime");
246 mine.flags = FL_PROJECTILE;
248 CSQCProjectile(mine, FALSE, PROJECTILE_MINE, TRUE);
250 // muzzle flash for 1st person view
252 setmodel (flash, "models/flash.md3"); // precision set below
253 SUB_SetFade (flash, time, 0.1);
254 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
255 W_AttachToShotorg(flash, '5 0 0');
260 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
262 float w_minelayer(float req)
268 // aim and decide to fire if appropriate
269 self.BUTTON_ATCK = bot_aim(cvar("g_balance_minelayer_speed"), 0, cvar("g_balance_minelayer_lifetime"), FALSE);
270 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
272 // decide whether to detonate mines
273 local entity mine, targetlist, targ;
274 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
275 local float selfdamage, teamdamage, enemydamage;
276 edgedamage = cvar("g_balance_minelayer_edgedamage");
277 coredamage = cvar("g_balance_minelayer_damage");
278 edgeradius = cvar("g_balance_minelayer_radius");
279 recipricoledgeradius = 1 / edgeradius;
283 targetlist = findchainfloat(bot_attack, TRUE);
284 mine = find(world, classname, "mine");
287 if (mine.owner != self)
289 mine = find(mine, classname, "mine");
295 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
296 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
297 // count potential damage according to type of target
299 selfdamage = selfdamage + d;
300 else if (targ.team == self.team && teams_matter)
301 teamdamage = teamdamage + d;
302 else if (bot_shouldattack(targ))
303 enemydamage = enemydamage + d;
306 mine = find(mine, classname, "mine");
308 local float desirabledamage;
309 desirabledamage = enemydamage;
310 if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
311 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
312 if (self.team && teamplay != 1)
313 desirabledamage = desirabledamage - teamdamage;
315 mine = find(world, classname, "mine");
318 if (mine.owner != self)
320 mine = find(mine, classname, "mine");
323 makevectors(mine.v_angle);
325 if (skill > 9) // normal players only do this for the target they are tracking
331 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
332 && desirabledamage > 0.1*coredamage
333 )self.BUTTON_ATCK2 = TRUE;
337 local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
338 //As the distance gets larger, a correct detonation gets near imposible
339 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
340 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
341 if(self.enemy.classname == "player")
342 if(desirabledamage >= 0.1*coredamage)
343 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
344 self.BUTTON_ATCK2 = TRUE;
345 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
348 mine = find(mine, classname, "mine");
350 // if we would be doing at X percent of the core damage, detonate it
351 // but don't fire a new shot at the same time!
352 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
353 self.BUTTON_ATCK2 = TRUE;
354 if ((skill > 6.5) && (selfdamage > self.health))
355 self.BUTTON_ATCK2 = FALSE;
356 //if(self.BUTTON_ATCK2 == TRUE)
357 // dprint(ftos(desirabledamage),"\n");
358 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
361 else if (req == WR_THINK)
363 if (self.BUTTON_ATCK)
365 if(weapon_prepareattack(0, cvar("g_balance_minelayer_refire")))
368 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_minelayer_animtime"), w_ready);
372 if (self.BUTTON_ATCK2)
375 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
377 if(!mine.minelayer_detonate)
379 mine.minelayer_detonate = TRUE;
384 sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
387 else if (req == WR_PRECACHE)
389 precache_model ("models/flash.md3");
390 precache_model ("models/mine.md3");
391 precache_model ("models/weapons/g_minelayer.md3");
392 precache_model ("models/weapons/v_minelayer.md3");
393 precache_model ("models/weapons/h_minelayer.iqm");
394 precache_sound ("weapons/mine_det.wav");
395 precache_sound ("weapons/mine_fire.wav");
396 precache_sound ("weapons/mine_stick.wav");
397 precache_sound ("weapons/mine_trigger.wav");
399 else if (req == WR_SETUP)
401 weapon_setup(WEP_MINE_LAYER);
403 else if (req == WR_CHECKAMMO1)
405 // don't switch while placing a mine
406 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
407 && self.ammo_rockets < cvar("g_balance_minelayer_ammo"))
410 else if (req == WR_CHECKAMMO2)
416 float w_minelayer(float req)
418 if(req == WR_IMPACTEFFECT)
421 org2 = w_org + w_backoff * 12;
422 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
424 sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
426 else if(req == WR_PRECACHE)
428 precache_sound("weapons/mine_exp.wav");
430 else if (req == WR_SUICIDEMESSAGE)
431 w_deathtypestring = "%s exploded";
432 else if (req == WR_KILLMESSAGE)
434 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
435 w_deathtypestring = "%s got too close to %s's mine";
436 else if(w_deathtype & HITTYPE_SPLASH)
437 w_deathtypestring = "%s almost dodged %s's mine";
439 w_deathtypestring = "%s stepped on %s's mine";