w_cvar(id, sn, NONE, remote_damage) \
w_cvar(id, sn, NONE, remote_edgedamage) \
w_cvar(id, sn, NONE, remote_force) \
+ w_cvar(id, sn, NONE, remote_jump_damage) \
+ w_cvar(id, sn, NONE, remote_jump_radius) \
+ w_cvar(id, sn, NONE, remote_jump_velocity_z_add) \
+ w_cvar(id, sn, NONE, remote_jump_velocity_z_max) \
+ w_cvar(id, sn, NONE, remote_jump_velocity_z_min) \
w_cvar(id, sn, NONE, remote_radius) \
w_cvar(id, sn, NONE, speed) \
w_cvar(id, sn, NONE, speedaccel) \
w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
w_prop(id, sn, string, weaponreplace, weaponreplace) \
w_prop(id, sn, float, weaponstart, weaponstart) \
- w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
+ w_prop(id, sn, float, weaponthrowable, weaponthrowable)
#ifdef SVQC
DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
#endif
#else
#ifdef SVQC
-void spawnfunc_weapon_devastator() { weapon_defaultspawnfunc(WEP_DEVASTATOR); }
-void spawnfunc_weapon_rocketlauncher() { spawnfunc_weapon_devastator(); }
+void spawnfunc_weapon_devastator(void) { weapon_defaultspawnfunc(WEP_DEVASTATOR); }
+void spawnfunc_weapon_rocketlauncher(void) { spawnfunc_weapon_devastator(); }
-void W_Devastator_Unregister()
+void W_Devastator_Unregister(void)
{
if(self.realowner && self.realowner.lastrocket == self)
{
}
}
-void W_Devastator_Explode()
+void W_Devastator_Explode(void)
{
W_Devastator_Unregister();
self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
- RadiusDamage (self, self.realowner, WEP_CVAR(devastator, damage), WEP_CVAR(devastator, edgedamage), WEP_CVAR(devastator, radius), world, world, WEP_CVAR(devastator, force), self.projectiledeathtype, other);
-
- if (self.realowner.weapon == WEP_DEVASTATOR)
+ RadiusDamage(
+ self,
+ self.realowner,
+ WEP_CVAR(devastator, damage),
+ WEP_CVAR(devastator, edgedamage),
+ WEP_CVAR(devastator, radius),
+ world,
+ world,
+ WEP_CVAR(devastator, force),
+ self.projectiledeathtype,
+ other
+ );
+
+ if(self.realowner.weapon == WEP_DEVASTATOR)
{
if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
{
self.realowner.switchweapon = w_getbestweapon(self.realowner);
}
}
- remove (self);
+ remove(self);
}
-void W_Devastator_DoRemoteExplode()
+void W_Devastator_DoRemoteExplode(void)
{
W_Devastator_Unregister();
self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
- RadiusDamage (self, self.realowner, WEP_CVAR(devastator, remote_damage), WEP_CVAR(devastator, remote_edgedamage), WEP_CVAR(devastator, remote_radius), world, world, WEP_CVAR(devastator, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world);
+ float handled_as_rocketjump = false;
+
+ entity head = WarpZone_FindRadius(
+ self.origin,
+ WEP_CVAR(devastator, remote_jump_radius),
+ false
+ );
- if (self.realowner.weapon == WEP_DEVASTATOR)
+ while(head)
+ {
+ if(head.takedamage && (head == self.realowner))
+ {
+ float distance_to_head = vlen(self.origin - head.WarpZone_findradius_nearest);
+ if(distance_to_head <= WEP_CVAR(devastator, remote_jump_radius))
+ {
+ // we handled this as a rocketjump :)
+ handled_as_rocketjump = true;
+
+ // modify velocity
+ head.velocity_x *= 0.9;
+ head.velocity_y *= 0.9;
+ head.velocity_z = bound(
+ WEP_CVAR(devastator, remote_jump_velocity_z_min),
+ head.velocity.z + WEP_CVAR(devastator, remote_jump_velocity_z_add),
+ WEP_CVAR(devastator, remote_jump_velocity_z_max)
+ );
+
+ // now do the damage
+ RadiusDamage(
+ self,
+ head,
+ WEP_CVAR(devastator, remote_jump_damage),
+ WEP_CVAR(devastator, remote_jump_damage),
+ WEP_CVAR(devastator, remote_jump_radius),
+ world,
+ head,
+ 0,
+ self.projectiledeathtype | HITTYPE_BOUNCE,
+ world
+ );
+ break;
+ }
+ }
+ head = head.chain;
+ }
+
+ RadiusDamage(
+ self,
+ self.realowner,
+ WEP_CVAR(devastator, remote_damage),
+ WEP_CVAR(devastator, remote_edgedamage),
+ WEP_CVAR(devastator, remote_radius),
+ (handled_as_rocketjump ? head : world),
+ world,
+ WEP_CVAR(devastator, remote_force),
+ self.projectiledeathtype | HITTYPE_BOUNCE,
+ world
+ );
+
+ if(self.realowner.weapon == WEP_DEVASTATOR)
{
if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
{
self.realowner.switchweapon = w_getbestweapon(self.realowner);
}
}
- remove (self);
+ remove(self);
}
-void W_Devastator_RemoteExplode()
+void W_Devastator_RemoteExplode(void)
{
if(self.realowner.deadflag == DEAD_NO)
if(self.realowner.lastrocket)
// 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
m2 = maxturn_cos * maxturn_cos;
v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
- return normalize(thisdir + goaldir * v_y); // the larger solution!
+ return normalize(thisdir + goaldir * v.y); // the larger solution!
}
// assume thisdir == -goaldir:
// f == -1
// normalize(thisdir + goaldir)
// normalize(0)
-void W_Devastator_Think (void)
+void W_Devastator_Think(void)
{
vector desireddir, olddir, newdir, desiredorigin, goal;
-#if 0
- float cosminang, cosmaxang, cosang;
-#endif
float velspeed, f;
self.nextthink = time;
- if (time > self.cnt)
+ if(time > self.cnt)
{
other = world;
self.projectiledeathtype |= HITTYPE_BOUNCE;
- W_Devastator_Explode ();
+ W_Devastator_Explode();
return;
}
// accelerate
- makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
+ makevectors(self.angles.x * '-1 0 0' + self.angles.y * '0 1 0');
velspeed = WEP_CVAR(devastator, speed) * g_weaponspeedfactor - (self.velocity * v_forward);
- if (velspeed > 0)
+ if(velspeed > 0)
self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * g_weaponspeedfactor * frametime, velspeed);
// laser guided, or remote detonation
- if (self.realowner.weapon == WEP_DEVASTATOR)
+ if(self.realowner.weapon == WEP_DEVASTATOR)
{
if(self == self.realowner.lastrocket)
if(!self.realowner.rl_release)
{
pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
// TODO add a better sound here
- sound (self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
+ sound(self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
self.count = 1;
}
}
UpdateCSQCProjectile(self);
}
-void W_Devastator_Touch (void)
+void W_Devastator_Touch(void)
{
if(WarpZone_Projectile_Touch())
{
return;
}
W_Devastator_Unregister();
- W_Devastator_Explode ();
+ W_Devastator_Explode();
}
-void W_Devastator_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_Devastator_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
- if (self.health <= 0)
+ if(self.health <= 0)
return;
-
- if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+
+ if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
return; // g_projectiles_damage says to halt
-
+
self.health = self.health - damage;
self.angles = vectoangles(self.velocity);
-
- if (self.health <= 0)
+
+ if(self.health <= 0)
W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
}
-void W_Devastator_Attack (void)
+void W_Devastator_Attack(void)
{
entity missile;
entity flash;
W_DecreaseAmmo(WEP_CVAR(devastator, ammo));
- W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
+ W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile = WarpZone_RefSys_SpawnSameRefSys(self);
missile.spawnshieldtime = -1;
missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
missile.classname = "rocket";
- missile.bot_dodge = TRUE;
+ missile.bot_dodge = true;
missile.bot_dodgerating = WEP_CVAR(devastator, damage) * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
missile.takedamage = DAMAGE_YES;
missile.damageforcescale = WEP_CVAR(devastator, damageforcescale);
missile.health = WEP_CVAR(devastator, health);
missile.event_damage = W_Devastator_Damage;
- missile.damagedbycontents = TRUE;
+ missile.damagedbycontents = true;
missile.movetype = MOVETYPE_FLY;
PROJECTILE_MAKETRIGGER(missile);
missile.projectiledeathtype = WEP_DEVASTATOR;
- setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
+ setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
- setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
+ setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
- missile.angles = vectoangles (missile.velocity);
+ missile.angles = vectoangles(missile.velocity);
missile.touch = W_Devastator_Touch;
missile.think = W_Devastator_Think;
missile.nextthink = time;
missile.cnt = time + WEP_CVAR(devastator, lifetime);
missile.flags = FL_PROJECTILE;
- missile.missile_flags = MIF_SPLASH;
+ missile.missile_flags = MIF_SPLASH;
- CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
+ CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
// muzzle flash for 1st person view
- flash = spawn ();
- setmodel (flash, "models/flash.md3"); // precision set below
- SUB_SetFade (flash, time, 0.1);
+ flash = spawn();
+ setmodel(flash, "models/flash.md3"); // precision set below
+ SUB_SetFade(flash, time, 0.1);
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
W_AttachToShotorg(flash, '5 0 0');
float ammo_amount;
switch(req)
{
- case WR_AIM: // WEAPONTODO: rewrite this, it's WAY too complicated for what it should be
+ #if 0
+ case WR_AIM:
{
// aim and decide to fire if appropriate
- self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), FALSE);
+ self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
{
// decide whether to detonate rockets
entity missile, targetlist, targ;
- targetlist = findchainfloat(bot_attack, TRUE);
+ targetlist = findchainfloat(bot_attack, true);
for(missile = world; (missile = find(missile, classname, "rocket")); ) if(missile.realowner == self)
{
targ = targetlist;
{
if(targ != missile.realowner && vlen(targ.origin - missile.origin) < WEP_CVAR(devastator, radius))
{
- self.BUTTON_ATCK2 = TRUE;
+ self.BUTTON_ATCK2 = true;
break;
}
targ = targ.chain;
}
}
-
- if(self.BUTTON_ATCK2) self.BUTTON_ATCK = FALSE;
+
+ if(self.BUTTON_ATCK2) self.BUTTON_ATCK = false;
+ }
+
+ return true;
+ }
+ #else
+ case WR_AIM:
+ {
+ // aim and decide to fire if appropriate
+ self.BUTTON_ATCK = bot_aim(WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
+ if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
+ {
+ // decide whether to detonate rockets
+ entity missile, targetlist, targ;
+ float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
+ float selfdamage, teamdamage, enemydamage;
+ edgedamage = WEP_CVAR(devastator, edgedamage);
+ coredamage = WEP_CVAR(devastator, damage);
+ edgeradius = WEP_CVAR(devastator, radius);
+ recipricoledgeradius = 1 / edgeradius;
+ selfdamage = 0;
+ teamdamage = 0;
+ enemydamage = 0;
+ targetlist = findchainfloat(bot_attack, true);
+ missile = find(world, classname, "rocket");
+ while(missile)
+ {
+ if(missile.realowner != self)
+ {
+ missile = find(missile, classname, "rocket");
+ continue;
+ }
+ targ = targetlist;
+ while(targ)
+ {
+ d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
+ d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
+ // count potential damage according to type of target
+ if(targ == self)
+ selfdamage = selfdamage + d;
+ else if(targ.team == self.team && teamplay)
+ teamdamage = teamdamage + d;
+ else if(bot_shouldattack(targ))
+ enemydamage = enemydamage + d;
+ targ = targ.chain;
+ }
+ missile = find(missile, classname, "rocket");
+ }
+ float desirabledamage;
+ desirabledamage = enemydamage;
+ if(time > self.invincible_finished && time > self.spawnshieldtime)
+ desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
+ if(teamplay && self.team)
+ desirabledamage = desirabledamage - teamdamage;
+
+ missile = find(world, classname, "rocket");
+ while(missile)
+ {
+ if(missile.realowner != self)
+ {
+ missile = find(missile, classname, "rocket");
+ continue;
+ }
+ makevectors(missile.v_angle);
+ targ = targetlist;
+ if(skill > 9) // normal players only do this for the target they are tracking
+ {
+ targ = targetlist;
+ while(targ)
+ {
+ if(
+ (v_forward * normalize(missile.origin - targ.origin)< 0.1)
+ && desirabledamage > 0.1*coredamage
+ )self.BUTTON_ATCK2 = true;
+ targ = targ.chain;
+ }
+ }else{
+ float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
+ //As the distance gets larger, a correct detonation gets near imposible
+ //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
+ if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
+ if(IS_PLAYER(self.enemy))
+ if(desirabledamage >= 0.1*coredamage)
+ if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
+ self.BUTTON_ATCK2 = true;
+ // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
+ }
+
+ missile = find(missile, classname, "rocket");
+ }
+ // if we would be doing at X percent of the core damage, detonate it
+ // but don't fire a new shot at the same time!
+ if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
+ self.BUTTON_ATCK2 = true;
+ if((skill > 6.5) && (selfdamage > self.health))
+ self.BUTTON_ATCK2 = false;
+ //if(self.BUTTON_ATCK2 == true)
+ // dprint(ftos(desirabledamage),"\n");
+ if(self.BUTTON_ATCK2 == true) self.BUTTON_ATCK = false;
}
-
- return TRUE;
+
+ return true;
}
+ #endif
case WR_THINK:
{
if(WEP_CVAR(devastator, reload_ammo) && self.clip_load < WEP_CVAR(devastator, ammo)) // forced reload
self.rl_release = 1;
if(self.BUTTON_ATCK2)
+ if(self.switchweapon == WEP_DEVASTATOR)
{
rockfound = 0;
for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
{
if(!rock.rl_detonate_later)
{
- rock.rl_detonate_later = TRUE;
+ rock.rl_detonate_later = true;
rockfound = 1;
}
}
if(rockfound)
- sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
}
}
-
- return TRUE;
+
+ return true;
}
case WR_INIT:
{
- if(autocvar_sv_precacheweapons)
- {
+ //if(autocvar_sv_precacheweapons)
+ //{
precache_model("models/flash.md3");
precache_model("models/weapons/g_rl.md3");
precache_model("models/weapons/v_rl.md3");
precache_sound("weapons/rocket_det.wav");
precache_sound("weapons/rocket_fire.wav");
precache_sound("weapons/rocket_mode.wav");
- }
- DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
- return TRUE;
+ //}
+ DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+ return true;
}
case WR_SETUP:
{
self.rl_release = 1;
- return TRUE;
+ return true;
}
case WR_CHECKAMMO1:
{
+ #if 0
// don't switch while guiding a missile
- if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
+ if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
{
- ammo_amount = FALSE;
+ ammo_amount = false;
if(WEP_CVAR(devastator, reload_ammo))
{
if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo) && self.(weapon_load[WEP_DEVASTATOR]) < WEP_CVAR(devastator, ammo))
- ammo_amount = TRUE;
+ ammo_amount = true;
}
else if(self.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
- ammo_amount = TRUE;
+ ammo_amount = true;
return !ammo_amount;
}
-
- return TRUE;
+ #endif
+ #if 0
+ if(self.rl_release == 0)
+ {
+ printf("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo));
+ return true;
+ }
+ else
+ {
+ ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
+ ammo_amount += self.(weapon_load[WEP_DEVASTATOR]) >= WEP_CVAR(devastator, ammo);
+ printf("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s\n", self.rl_release, self.WEP_AMMO(DEVASTATOR), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
+ return ammo_amount;
+ }
+ #else
+ ammo_amount = self.WEP_AMMO(DEVASTATOR) >= WEP_CVAR(devastator, ammo);
+ ammo_amount += self.(weapon_load[WEP_DEVASTATOR]) >= WEP_CVAR(devastator, ammo);
+ return ammo_amount;
+ #endif
}
case WR_CHECKAMMO2:
{
- return FALSE;
+ return false;
}
case WR_CONFIG:
{
- DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
- return TRUE;
+ DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+ return true;
}
case WR_RESETPLAYER:
{
self.rl_release = 0;
- return TRUE;
+ return true;
}
case WR_RELOAD:
{
W_Reload(WEP_CVAR(devastator, ammo), "weapons/reload.wav");
- return TRUE;
+ return true;
}
case WR_SUICIDEMESSAGE:
{
return WEAPON_DEVASTATOR_MURDER_DIRECT;
}
}
- return TRUE;
+ return false;
}
#endif
#ifdef CSQC
pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
if(!w_issilent)
sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
-
- return TRUE;
+
+ return true;
}
case WR_INIT:
{
precache_sound("weapons/rocket_impact.wav");
- return TRUE;
+ return true;
}
case WR_ZOOMRETICLE:
{
// no weapon specific image for this weapon
- return FALSE;
+ return false;
}
}
- return TRUE;
+ return false;
}
#endif
#endif