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);
15 spamsound (self, CHAN_PROJECTILE, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
17 // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
21 newmine.classname = self.classname;
23 newmine.bot_dodge = self.bot_dodge;
24 newmine.bot_dodgerating = self.bot_dodgerating;
26 newmine.owner = self.owner;
27 setsize(newmine, '-4 -4 -4', '4 4 4');
28 setorigin(newmine, self.origin);
29 setmodel(newmine, "models/mine.md3");
30 newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
32 newmine.takedamage = self.takedamage;
33 newmine.damageforcescale = self.damageforcescale;
34 newmine.health = self.health;
35 newmine.event_damage = self.event_damage;
37 newmine.movetype = MOVETYPE_NONE; // lock the mine in place
38 newmine.projectiledeathtype = self.projectiledeathtype;
40 newmine.mine_number = self.mine_number;
41 newmine.mine_time = self.mine_time;
43 newmine.touch = SUB_Null;
44 newmine.think = self.think;
45 newmine.nextthink = time;
46 newmine.cnt = self.cnt;
47 newmine.flags = self.flags;
53 void W_Mine_Explode ()
55 if(other.takedamage == DAMAGE_AIM)
56 if(other.classname == "player")
57 if(IsDifferentTeam(self.owner, other))
59 AnnounceTo(self.owner, "airshot");
61 self.event_damage = SUB_Null;
62 self.takedamage = DAMAGE_NO;
64 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);
66 if (self.owner.weapon == WEP_MINE_LAYER)
68 if(self.owner.ammo_rockets < cvar("g_balance_minelayer_ammo"))
70 self.owner.cnt = WEP_MINE_LAYER;
71 ATTACK_FINISHED(self.owner) = time;
72 self.owner.switchweapon = w_getbestweapon(self.owner);
78 void W_Mine_DoRemoteExplode ()
80 self.event_damage = SUB_Null;
81 self.takedamage = DAMAGE_NO;
83 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);
85 if (self.owner.weapon == WEP_MINE_LAYER)
87 if(self.owner.ammo_rockets < cvar("g_balance_minelayer_ammo"))
89 self.owner.cnt = WEP_MINE_LAYER;
90 ATTACK_FINISHED(self.owner) = time;
91 self.owner.switchweapon = w_getbestweapon(self.owner);
97 void W_Mine_RemoteExplode ()
99 if(self.owner.deadflag == DEAD_NO)
100 if((self.spawnshieldtime >= 0)
101 ? (time >= self.spawnshieldtime) // timer
102 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_minelayer_radius")) // safety device
105 W_Mine_DoRemoteExplode();
109 void W_Mine_ProximityExplode ()
111 // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
112 if(cvar("g_balance_minelayer_protection"))
115 head = findradius(self.origin, cvar("g_balance_minelayer_radius"));
118 if(head == self.owner || !IsDifferentTeam(head, self.owner))
128 void W_Mine_Think (void)
132 self.nextthink = time;
136 self.projectiledeathtype |= HITTYPE_BOUNCE;
141 // set the mine for detonation when a foe gets close enough
142 head = findradius(self.origin, cvar("g_balance_minelayer_proximityradius"));
145 if(head.classname == "player" && head.deadflag == DEAD_NO)
146 if(head != self.owner && IsDifferentTeam(head, self.owner)) // don't trigger for team mates
149 spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
150 self.mine_time = time + cvar("g_balance_minelayer_time");
155 // explode if it's time to
156 if(self.mine_time && time >= self.mine_time)
157 W_Mine_ProximityExplode();
160 if (self.owner.weapon == WEP_MINE_LAYER)
161 if (self.owner.deadflag == DEAD_NO)
162 if (self.minelayer_detonate)
163 W_Mine_RemoteExplode();
165 if(self.csqcprojectile_clientanimate == 0)
166 UpdateCSQCProjectile(self);
169 void W_Mine_Touch (void)
172 if(!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))
174 else if(self.movetype != MOVETYPE_NONE) // don't unstick a locked mine when someone touches it
175 self.velocity = '0 0 0';
178 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
180 if (self.health <= 0)
182 self.health = self.health - damage;
183 self.angles = vectoangles(self.velocity);
184 if (self.health <= 0)
185 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
188 void W_Mine_Attack (void)
193 // scan how many mines we placed, and return if we reached our limit
194 if(cvar("g_balance_minelayer_limit"))
196 self.mine_number = 0;
197 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
198 self.mine_number += 1;
200 if(self.mine_number >= cvar("g_balance_minelayer_limit"))
202 // the refire delay keeps this message from being spammed
203 sprint(self, strcat("You cannot place more than ^2", cvar_string("g_balance_minelayer_limit"), " ^7mines at a time\n") );
204 play2(self, "weapons/unavailable.wav");
209 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
210 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_minelayer_ammo");
212 W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", cvar("g_balance_minelayer_damage"));
213 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
215 mine = WarpZone_RefSys_SpawnSameRefSys(self);
217 if(cvar("g_balance_minelayer_detonatedelay") >= 0)
218 mine.spawnshieldtime = time + cvar("g_balance_minelayer_detonatedelay");
220 mine.spawnshieldtime = -1;
221 mine.classname = "mine";
222 mine.bot_dodge = TRUE;
223 mine.bot_dodgerating = cvar("g_balance_minelayer_damage") * 2; // * 2 because it can detonate inflight which makes it even more dangerous
225 mine.takedamage = DAMAGE_YES;
226 mine.damageforcescale = cvar("g_balance_minelayer_damageforcescale");
227 mine.health = cvar("g_balance_minelayer_health");
228 mine.event_damage = W_Mine_Damage;
230 mine.movetype = MOVETYPE_TOSS;
231 PROJECTILE_MAKETRIGGER(mine);
232 mine.projectiledeathtype = WEP_MINE_LAYER;
233 setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
235 setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
236 W_SetupProjectileVelocity(mine, cvar("g_balance_minelayer_speed"), 0);
237 mine.angles = vectoangles (mine.velocity);
239 mine.touch = W_Mine_Touch;
240 mine.think = W_Mine_Think;
241 mine.nextthink = time;
242 mine.cnt = time + cvar("g_balance_minelayer_lifetime");
243 mine.flags = FL_PROJECTILE;
245 CSQCProjectile(mine, FALSE, PROJECTILE_MINE, TRUE);
247 // muzzle flash for 1st person view
249 setmodel (flash, "models/flash.md3"); // precision set below
250 SUB_SetFade (flash, time, 0.1);
251 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
252 W_AttachToShotorg(flash, '5 0 0');
257 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
259 float w_minelayer(float req)
265 // aim and decide to fire if appropriate
266 self.BUTTON_ATCK = bot_aim(cvar("g_balance_minelayer_speed"), 0, cvar("g_balance_minelayer_lifetime"), FALSE);
267 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
269 // decide whether to detonate mines
270 local entity mine, targetlist, targ;
271 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
272 local float selfdamage, teamdamage, enemydamage;
273 edgedamage = cvar("g_balance_minelayer_edgedamage");
274 coredamage = cvar("g_balance_minelayer_damage");
275 edgeradius = cvar("g_balance_minelayer_radius");
276 recipricoledgeradius = 1 / edgeradius;
280 targetlist = findchainfloat(bot_attack, TRUE);
281 mine = find(world, classname, "mine");
284 if (mine.owner != self)
286 mine = find(mine, classname, "mine");
292 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
293 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
294 // count potential damage according to type of target
296 selfdamage = selfdamage + d;
297 else if (targ.team == self.team && teams_matter)
298 teamdamage = teamdamage + d;
299 else if (bot_shouldattack(targ))
300 enemydamage = enemydamage + d;
303 mine = find(mine, classname, "mine");
305 local float desirabledamage;
306 desirabledamage = enemydamage;
307 if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
308 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
309 if (self.team && teamplay != 1)
310 desirabledamage = desirabledamage - teamdamage;
312 mine = find(world, classname, "mine");
315 if (mine.owner != self)
317 mine = find(mine, classname, "mine");
320 makevectors(mine.v_angle);
322 if (skill > 9) // normal players only do this for the target they are tracking
328 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
329 && desirabledamage > 0.1*coredamage
330 )self.BUTTON_ATCK2 = TRUE;
334 local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
335 //As the distance gets larger, a correct detonation gets near imposible
336 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
337 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
338 if(self.enemy.classname == "player")
339 if(desirabledamage >= 0.1*coredamage)
340 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
341 self.BUTTON_ATCK2 = TRUE;
342 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
345 mine = find(mine, classname, "mine");
347 // if we would be doing at X percent of the core damage, detonate it
348 // but don't fire a new shot at the same time!
349 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
350 self.BUTTON_ATCK2 = TRUE;
351 if ((skill > 6.5) && (selfdamage > self.health))
352 self.BUTTON_ATCK2 = FALSE;
353 //if(self.BUTTON_ATCK2 == TRUE)
354 // dprint(ftos(desirabledamage),"\n");
355 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
358 else if (req == WR_THINK)
360 if (self.BUTTON_ATCK)
362 if(weapon_prepareattack(0, cvar("g_balance_minelayer_refire")))
365 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_minelayer_animtime"), w_ready);
369 if (self.BUTTON_ATCK2)
372 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
374 if(!mine.minelayer_detonate)
376 mine.minelayer_detonate = TRUE;
381 sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
384 else if (req == WR_PRECACHE)
386 precache_model ("models/flash.md3");
387 precache_model ("models/mine.md3");
388 precache_model ("models/weapons/g_minelayer.md3");
389 precache_model ("models/weapons/v_minelayer.md3");
390 precache_model ("models/weapons/h_minelayer.iqm");
391 precache_sound ("weapons/mine_det.wav");
392 precache_sound ("weapons/mine_fire.wav");
393 precache_sound ("weapons/mine_stick.wav");
394 precache_sound ("weapons/mine_trigger.wav");
396 else if (req == WR_SETUP)
398 weapon_setup(WEP_MINE_LAYER);
400 else if (req == WR_CHECKAMMO1)
402 // don't switch while placing a mine
403 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
404 && self.ammo_rockets < cvar("g_balance_minelayer_ammo"))
407 else if (req == WR_CHECKAMMO2)
413 float w_minelayer(float req)
415 if(req == WR_IMPACTEFFECT)
418 org2 = w_org + w_backoff * 12;
419 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
421 sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
423 else if(req == WR_PRECACHE)
425 precache_sound("weapons/mine_exp.wav");
427 else if (req == WR_SUICIDEMESSAGE)
428 w_deathtypestring = "%s exploded";
429 else if (req == WR_KILLMESSAGE)
431 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
432 w_deathtypestring = "%s got too close to %s's mine";
433 else if(w_deathtype & HITTYPE_SPLASH)
434 w_deathtypestring = "%s almost dodged %s's mine";
436 w_deathtypestring = "%s stepped on %s's mine";