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 void W_Mine_Think (void);
6 .float minelayer_detonate, minelayer_mines;
9 void spawnfunc_weapon_minelayer (void)
11 weapon_defaultspawnfunc(WEP_MINE_LAYER);
16 spamsound (self, CHAN_PROJECTILE, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
18 // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
22 newmine.classname = self.classname;
24 newmine.bot_dodge = self.bot_dodge;
25 newmine.bot_dodgerating = self.bot_dodgerating;
27 newmine.owner = self.owner;
28 setsize(newmine, '-4 -4 -4', '4 4 4');
29 setorigin(newmine, self.origin);
30 setmodel(newmine, "models/mine.md3");
31 newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
33 newmine.takedamage = self.takedamage;
34 newmine.damageforcescale = self.damageforcescale;
35 newmine.health = self.health;
36 newmine.event_damage = self.event_damage;
38 newmine.movetype = MOVETYPE_NONE; // lock the mine in place
39 newmine.projectiledeathtype = self.projectiledeathtype;
41 newmine.mine_time = self.mine_time;
43 newmine.touch = SUB_Null;
44 newmine.think = W_Mine_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_remote_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 // a player's mines shall explode if he disconnects or dies
142 // TODO: Do this on team change too
143 if(self.owner.classname != "player" || self.owner.deadflag != DEAD_NO)
146 self.projectiledeathtype |= HITTYPE_BOUNCE;
151 // set the mine for detonation when a foe gets close enough
152 head = findradius(self.origin, cvar("g_balance_minelayer_proximityradius"));
155 if(head.classname == "player" && head.deadflag == DEAD_NO)
156 if(head != self.owner && IsDifferentTeam(head, self.owner)) // don't trigger for team mates
159 spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
160 self.mine_time = time + cvar("g_balance_minelayer_time");
165 // explode if it's time to
166 if(self.mine_time && time >= self.mine_time)
167 W_Mine_ProximityExplode();
170 if (self.owner.weapon == WEP_MINE_LAYER)
171 if (self.owner.deadflag == DEAD_NO)
172 if (self.minelayer_detonate)
173 W_Mine_RemoteExplode();
175 if(self.csqcprojectile_clientanimate == 0)
176 UpdateCSQCProjectile(self);
179 void W_Mine_Touch (void)
182 if(!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))
184 else if(self.movetype != MOVETYPE_NONE) // don't unstick a locked mine when someone touches it
185 self.velocity = '0 0 0';
188 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
190 if (self.health <= 0)
192 self.health = self.health - damage;
193 self.angles = vectoangles(self.velocity);
194 if (self.health <= 0)
195 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
198 void W_Mine_Attack (void)
203 // scan how many mines we placed, and return if we reached our limit
204 if(cvar("g_balance_minelayer_limit"))
206 self.minelayer_mines = 0;
207 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
208 self.minelayer_mines += 1;
210 if(self.minelayer_mines >= cvar("g_balance_minelayer_limit"))
212 // the refire delay keeps this message from being spammed
213 sprint(self, strcat("You cannot place more than ^2", cvar_string("g_balance_minelayer_limit"), " ^7mines at a time\n") );
214 play2(self, "weapons/unavailable.wav");
219 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
220 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_minelayer_ammo");
222 W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", cvar("g_balance_minelayer_damage"));
223 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
225 mine = WarpZone_RefSys_SpawnSameRefSys(self);
227 if(cvar("g_balance_minelayer_detonatedelay") >= 0)
228 mine.spawnshieldtime = time + cvar("g_balance_minelayer_detonatedelay");
230 mine.spawnshieldtime = -1;
231 mine.classname = "mine";
232 mine.bot_dodge = TRUE;
233 mine.bot_dodgerating = cvar("g_balance_minelayer_damage") * 2; // * 2 because it can detonate inflight which makes it even more dangerous
235 mine.takedamage = DAMAGE_YES;
236 mine.damageforcescale = cvar("g_balance_minelayer_damageforcescale");
237 mine.health = cvar("g_balance_minelayer_health");
238 mine.event_damage = W_Mine_Damage;
240 mine.movetype = MOVETYPE_TOSS;
241 PROJECTILE_MAKETRIGGER(mine);
242 mine.projectiledeathtype = WEP_MINE_LAYER;
243 setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
245 setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
246 W_SetupProjectileVelocity(mine, cvar("g_balance_minelayer_speed"), 0);
247 mine.angles = vectoangles (mine.velocity);
249 mine.touch = W_Mine_Touch;
250 mine.think = W_Mine_Think;
251 mine.nextthink = time;
252 mine.cnt = time + cvar("g_balance_minelayer_lifetime");
253 mine.flags = FL_PROJECTILE;
255 CSQCProjectile(mine, FALSE, PROJECTILE_MINE, TRUE);
257 // muzzle flash for 1st person view
259 setmodel (flash, "models/flash.md3"); // precision set below
260 SUB_SetFade (flash, time, 0.1);
261 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
262 W_AttachToShotorg(flash, '5 0 0');
266 other = mine; MUTATOR_CALLHOOK(EditProjectile);
269 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
271 float w_minelayer(float req)
277 // aim and decide to fire if appropriate
278 self.BUTTON_ATCK = bot_aim(cvar("g_balance_minelayer_speed"), 0, cvar("g_balance_minelayer_lifetime"), FALSE);
279 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
281 // decide whether to detonate mines
282 entity targetlist, targ;
283 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
284 float selfdamage, teamdamage, enemydamage;
285 edgedamage = cvar("g_balance_minelayer_edgedamage");
286 coredamage = cvar("g_balance_minelayer_damage");
287 edgeradius = cvar("g_balance_minelayer_radius");
288 recipricoledgeradius = 1 / edgeradius;
292 targetlist = findchainfloat(bot_attack, TRUE);
293 mine = find(world, classname, "mine");
296 if (mine.owner != self)
298 mine = find(mine, classname, "mine");
304 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
305 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
306 // count potential damage according to type of target
308 selfdamage = selfdamage + d;
309 else if (targ.team == self.team && teams_matter)
310 teamdamage = teamdamage + d;
311 else if (bot_shouldattack(targ))
312 enemydamage = enemydamage + d;
315 mine = find(mine, classname, "mine");
317 float desirabledamage;
318 desirabledamage = enemydamage;
319 if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
320 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
321 if (self.team && teamplay != 1)
322 desirabledamage = desirabledamage - teamdamage;
324 mine = find(world, classname, "mine");
327 if (mine.owner != self)
329 mine = find(mine, classname, "mine");
332 makevectors(mine.v_angle);
334 if (skill > 9) // normal players only do this for the target they are tracking
340 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
341 && desirabledamage > 0.1*coredamage
342 )self.BUTTON_ATCK2 = TRUE;
346 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
347 //As the distance gets larger, a correct detonation gets near imposible
348 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
349 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
350 if(self.enemy.classname == "player")
351 if(desirabledamage >= 0.1*coredamage)
352 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
353 self.BUTTON_ATCK2 = TRUE;
354 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
357 mine = find(mine, classname, "mine");
359 // if we would be doing at X percent of the core damage, detonate it
360 // but don't fire a new shot at the same time!
361 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
362 self.BUTTON_ATCK2 = TRUE;
363 if ((skill > 6.5) && (selfdamage > self.health))
364 self.BUTTON_ATCK2 = FALSE;
365 //if(self.BUTTON_ATCK2 == TRUE)
366 // dprint(ftos(desirabledamage),"\n");
367 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
370 else if (req == WR_THINK)
372 if (self.BUTTON_ATCK)
374 if(weapon_prepareattack(0, cvar("g_balance_minelayer_refire")))
377 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_minelayer_animtime"), w_ready);
381 if (self.BUTTON_ATCK2)
384 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
386 if(!mine.minelayer_detonate)
388 mine.minelayer_detonate = TRUE;
393 sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
396 else if (req == WR_PRECACHE)
398 precache_model ("models/flash.md3");
399 precache_model ("models/mine.md3");
400 precache_model ("models/weapons/g_minelayer.md3");
401 precache_model ("models/weapons/v_minelayer.md3");
402 precache_model ("models/weapons/h_minelayer.iqm");
403 precache_sound ("weapons/mine_det.wav");
404 precache_sound ("weapons/mine_fire.wav");
405 precache_sound ("weapons/mine_stick.wav");
406 precache_sound ("weapons/mine_trigger.wav");
408 else if (req == WR_SETUP)
410 weapon_setup(WEP_MINE_LAYER);
412 else if (req == WR_CHECKAMMO1)
414 // don't switch while placing a mine
415 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
416 && self.ammo_rockets < cvar("g_balance_minelayer_ammo"))
419 else if (req == WR_CHECKAMMO2)
425 float w_minelayer(float req)
427 if(req == WR_IMPACTEFFECT)
430 org2 = w_org + w_backoff * 12;
431 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
433 sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
435 else if(req == WR_PRECACHE)
437 precache_sound("weapons/mine_exp.wav");
439 else if (req == WR_SUICIDEMESSAGE)
440 w_deathtypestring = "%s exploded";
441 else if (req == WR_KILLMESSAGE)
443 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
444 w_deathtypestring = "%s got too close to %s's mine";
445 else if(w_deathtype & HITTYPE_SPLASH)
446 w_deathtypestring = "%s almost dodged %s's mine";
448 w_deathtypestring = "%s stepped on %s's mine";