X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fw_minelayer.qc;h=198097bfb903fa8a7420eac9ef64ced6e33ceb38;hb=485d669389047ff4f0f5b53f857d878dffec14ec;hp=b27d069a39a67fd688d1890a53bd1caca6d1e0d1;hpb=d22c6120af8d0f5e794bde4c4c68a76ad23e3445;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/w_minelayer.qc b/qcsrc/common/weapons/w_minelayer.qc index b27d069a3..198097bfb 100644 --- a/qcsrc/common/weapons/w_minelayer.qc +++ b/qcsrc/common/weapons/w_minelayer.qc @@ -1,30 +1,66 @@ #ifdef REGISTER_WEAPON REGISTER_WEAPON( /* WEP_##id */ MINE_LAYER, -/* function */ w_minelayer, -/* ammotype */ IT_ROCKETS, +/* function */ W_MineLayer, +/* ammotype */ ammo_rockets, /* impulse */ 4, /* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, /* rating */ BOT_PICKUP_RATING_HIGH, -/* model */ "minelayer", -/* shortname */ "minelayer", -/* fullname */ _("Mine Layer") +/* color */ '0.75 1 0', +/* modelname */ "minelayer", +/* simplemdl */ "foobar", +/* crosshair */ "gfx/crosshairminelayer 0.9", +/* wepimg */ "weaponminelayer", +/* refname */ "minelayer", +/* wepname */ _("Mine Layer") ); -#else + +#define MINELAYER_SETTINGS(w_cvar,w_prop) MINELAYER_SETTINGS_LIST(w_cvar, w_prop, MINE_LAYER, minelayer) +#define MINELAYER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ + w_cvar(id, sn, NONE, ammo) \ + w_cvar(id, sn, NONE, animtime) \ + w_cvar(id, sn, NONE, damage) \ + w_cvar(id, sn, NONE, damageforcescale) \ + w_cvar(id, sn, NONE, detonatedelay) \ + w_cvar(id, sn, NONE, edgedamage) \ + w_cvar(id, sn, NONE, force) \ + w_cvar(id, sn, NONE, health) \ + w_cvar(id, sn, NONE, lifetime) \ + w_cvar(id, sn, NONE, lifetime_countdown) \ + w_cvar(id, sn, NONE, limit) \ + w_cvar(id, sn, NONE, protection) \ + w_cvar(id, sn, NONE, proximityradius) \ + w_cvar(id, sn, NONE, radius) \ + w_cvar(id, sn, NONE, refire) \ + 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_radius) \ + w_cvar(id, sn, NONE, speed) \ + w_cvar(id, sn, NONE, time) \ + w_prop(id, sn, float, reloading_ammo, reload_ammo) \ + w_prop(id, sn, float, reloading_time, reload_time) \ + w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ + 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, weaponthrowable, weaponthrowable) + #ifdef SVQC -void W_Mine_Think (void); +MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) +void W_MineLayer_Think(void); .float minelayer_detonate, mine_explodeanyway; .float mine_time; .vector mine_orientation; +#endif +#else +#ifdef SVQC +void spawnfunc_weapon_minelayer(void) { weapon_defaultspawnfunc(WEP_MINE_LAYER); } -void spawnfunc_weapon_minelayer (void) -{ - weapon_defaultspawnfunc(WEP_MINE_LAYER); -} - -void W_Mine_Stick (entity to) +void W_MineLayer_Stick(entity to) { - spamsound (self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM); + spamsound(self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM); // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile @@ -57,7 +93,7 @@ void W_Mine_Stick (entity to) newmine.mine_time = self.mine_time; newmine.touch = func_null; - newmine.think = W_Mine_Think; + newmine.think = W_MineLayer_Think; newmine.nextthink = time; newmine.cnt = self.cnt; newmine.flags = self.flags; @@ -69,11 +105,11 @@ void W_Mine_Stick (entity to) SetMovetypeFollow(self, to); } -void W_Mine_Explode () +void W_MineLayer_Explode(void) { if(other.takedamage == DAMAGE_AIM) if(IS_PLAYER(other)) - if(IsDifferentTeam(self.realowner, other)) + if(DIFF_TEAM(self.realowner, other)) if(other.deadflag == DEAD_NO) if(IsFlying(other)) Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT); @@ -81,14 +117,14 @@ void W_Mine_Explode () self.event_damage = func_null; self.takedamage = DAMAGE_NO; - RadiusDamage (self, self.realowner, autocvar_g_balance_minelayer_damage, autocvar_g_balance_minelayer_edgedamage, autocvar_g_balance_minelayer_radius, world, world, autocvar_g_balance_minelayer_force, self.projectiledeathtype, other); + RadiusDamage(self, self.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), world, world, WEP_CVAR(minelayer, force), self.projectiledeathtype, other); - if (self.realowner.weapon == WEP_MINE_LAYER) + if(self.realowner.weapon == WEP_MINE_LAYER) { entity oldself; oldself = self; self = self.realowner; - if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1)) + if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1)) { self.cnt = WEP_MINE_LAYER; ATTACK_FINISHED(self) = time; @@ -97,10 +133,10 @@ void W_Mine_Explode () self = oldself; } self.realowner.minelayer_mines -= 1; - remove (self); + remove(self); } -void W_Mine_DoRemoteExplode () +void W_MineLayer_DoRemoteExplode(void) { self.event_damage = func_null; self.takedamage = DAMAGE_NO; @@ -108,14 +144,14 @@ void W_Mine_DoRemoteExplode () if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW) self.velocity = self.mine_orientation; // particle fx and decals need .velocity - RadiusDamage (self, self.realowner, autocvar_g_balance_minelayer_remote_damage, autocvar_g_balance_minelayer_remote_edgedamage, autocvar_g_balance_minelayer_remote_radius, world, world, autocvar_g_balance_minelayer_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world); + RadiusDamage(self, self.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), world, world, WEP_CVAR(minelayer, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world); - if (self.realowner.weapon == WEP_MINE_LAYER) + if(self.realowner.weapon == WEP_MINE_LAYER) { entity oldself; oldself = self; self = self.realowner; - if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1)) + if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1)) { self.cnt = WEP_MINE_LAYER; ATTACK_FINISHED(self) = time; @@ -124,41 +160,41 @@ void W_Mine_DoRemoteExplode () self = oldself; } self.realowner.minelayer_mines -= 1; - remove (self); + remove(self); } -void W_Mine_RemoteExplode () +void W_MineLayer_RemoteExplode(void) { if(self.realowner.deadflag == DEAD_NO) if((self.spawnshieldtime >= 0) ? (time >= self.spawnshieldtime) // timer - : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device + : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(minelayer, remote_radius)) // safety device ) { - W_Mine_DoRemoteExplode(); + W_MineLayer_DoRemoteExplode(); } } -void W_Mine_ProximityExplode () +void W_MineLayer_ProximityExplode(void) { // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance - if(autocvar_g_balance_minelayer_protection && self.mine_explodeanyway == 0) + if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0) { entity head; - head = findradius(self.origin, autocvar_g_balance_minelayer_radius); + head = findradius(self.origin, WEP_CVAR(minelayer, radius)); while(head) { - if(head == self.realowner || !IsDifferentTeam(head, self.realowner)) + if(head == self.realowner || SAME_TEAM(head, self.realowner)) return; head = head.chain; } } self.mine_time = 0; - W_Mine_Explode(); + W_MineLayer_Explode(); } -float W_Mine_Count(entity e) +float W_MineLayer_Count(entity e) { float minecount = 0; entity mine; @@ -168,7 +204,7 @@ float W_Mine_Count(entity e) return minecount; } -void W_Mine_Think (void) +void W_MineLayer_Think(void) { entity head; @@ -185,34 +221,34 @@ void W_Mine_Think (void) // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this // TODO: replace this mine_trigger.wav sound with a real countdown - if ((time > self.cnt) && (!self.mine_time)) + if((time > self.cnt) && (!self.mine_time)) { - if(autocvar_g_balance_minelayer_lifetime_countdown > 0) - spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM); - self.mine_time = time + autocvar_g_balance_minelayer_lifetime_countdown; + if(WEP_CVAR(minelayer, lifetime_countdown) > 0) + spamsound(self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM); + self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown); self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near. } // a player's mines shall explode if he disconnects or dies // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams? - if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO) + if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO || self.realowner.freezetag_frozen) { other = world; self.projectiledeathtype |= HITTYPE_BOUNCE; - W_Mine_Explode(); + W_MineLayer_Explode(); return; } // set the mine for detonation when a foe gets close enough - head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius); + head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius)); while(head) { - if(IS_PLAYER(head) && head.deadflag == DEAD_NO) - if(head != self.realowner && IsDifferentTeam(head, self.realowner)) // don't trigger for team mates + if(IS_PLAYER(head) && head.deadflag == DEAD_NO && !head.freezetag_frozen) + if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates if(!self.mine_time) { - spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM); - self.mine_time = time + autocvar_g_balance_minelayer_time; + spamsound(self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM); + self.mine_time = time + WEP_CVAR(minelayer, time); } head = head.chain; } @@ -220,18 +256,18 @@ void W_Mine_Think (void) // explode if it's time to if(self.mine_time && time >= self.mine_time) { - W_Mine_ProximityExplode(); + W_MineLayer_ProximityExplode(); return; } // remote detonation - if (self.realowner.weapon == WEP_MINE_LAYER) - if (self.realowner.deadflag == DEAD_NO) - if (self.minelayer_detonate) - W_Mine_RemoteExplode(); + if(self.realowner.weapon == WEP_MINE_LAYER) + if(self.realowner.deadflag == DEAD_NO) + if(self.minelayer_detonate) + W_MineLayer_RemoteExplode(); } -void W_Mine_Touch (void) +void W_MineLayer_Touch(void) { if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW) return; // we're already a stuck mine, why do we get called? TODO does this even happen? @@ -250,87 +286,87 @@ void W_Mine_Touch (void) } else { - W_Mine_Stick(other); + W_MineLayer_Stick(other); } } -void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) +void W_MineLayer_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { - if (self.health <= 0) + if(self.health <= 0) return; float is_from_enemy = (inflictor.realowner != self.realowner); - if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1))) + if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1))) return; // g_projectiles_damage says to halt self.health = self.health - damage; self.angles = vectoangles(self.velocity); - if (self.health <= 0) - W_PrepareExplosionByDamage(attacker, W_Mine_Explode); + if(self.health <= 0) + W_PrepareExplosionByDamage(attacker, W_MineLayer_Explode); } -void W_Mine_Attack (void) +void W_MineLayer_Attack(void) { entity mine; entity flash; // scan how many mines we placed, and return if we reached our limit - if(autocvar_g_balance_minelayer_limit) + if(WEP_CVAR(minelayer, limit)) { - if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit) + if(self.minelayer_mines >= WEP_CVAR(minelayer, limit)) { // the refire delay keeps this message from being spammed - sprint(self, strcat("minelayer: You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") ); + sprint(self, strcat("minelayer: You cannot place more than ^2", ftos(WEP_CVAR(minelayer, limit)), " ^7mines at a time\n") ); play2(self, "weapons/unavailable.wav"); return; } } - W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo); + W_DecreaseAmmo(WEP_CVAR(minelayer, ammo)); - W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, autocvar_g_balance_minelayer_damage); + W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(minelayer, damage)); pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); mine = WarpZone_RefSys_SpawnSameRefSys(self); mine.owner = mine.realowner = self; - if(autocvar_g_balance_minelayer_detonatedelay >= 0) - mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay; + if(WEP_CVAR(minelayer, detonatedelay) >= 0) + mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay); else mine.spawnshieldtime = -1; mine.classname = "mine"; mine.bot_dodge = TRUE; - mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous + mine.bot_dodgerating = WEP_CVAR(minelayer, damage) * 2; // * 2 because it can detonate inflight which makes it even more dangerous mine.takedamage = DAMAGE_YES; - mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale; - mine.health = autocvar_g_balance_minelayer_health; - mine.event_damage = W_Mine_Damage; + mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale); + mine.health = WEP_CVAR(minelayer, health); + mine.event_damage = W_MineLayer_Damage; mine.damagedbycontents = TRUE; mine.movetype = MOVETYPE_TOSS; PROJECTILE_MAKETRIGGER(mine); mine.projectiledeathtype = WEP_MINE_LAYER; - setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot + setsize(mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot - setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point - W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0); - mine.angles = vectoangles (mine.velocity); + setorigin(mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point + W_SetupProjVelocity_Basic(mine, WEP_CVAR(minelayer, speed), 0); + mine.angles = vectoangles(mine.velocity); - mine.touch = W_Mine_Touch; - mine.think = W_Mine_Think; + mine.touch = W_MineLayer_Touch; + mine.think = W_MineLayer_Think; mine.nextthink = time; - mine.cnt = time + (autocvar_g_balance_minelayer_lifetime - autocvar_g_balance_minelayer_lifetime_countdown); + mine.cnt = time + (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown)); mine.flags = FL_PROJECTILE; mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY; CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE); // 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'); @@ -338,10 +374,10 @@ void W_Mine_Attack (void) other = mine; MUTATOR_CALLHOOK(EditProjectile); - self.minelayer_mines = W_Mine_Count(self); + self.minelayer_mines = W_MineLayer_Count(self); } -float W_PlacedMines(float detonate) +float W_MineLayer_PlacedMines(float detonate) { entity mine; float minfound = 0; @@ -362,202 +398,223 @@ float W_PlacedMines(float detonate) return minfound; } -float w_minelayer(float req) +float W_MineLayer(float req) { entity mine; float ammo_amount; - - if (req == WR_AIM) + switch(req) { - // aim and decide to fire if appropriate - if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit) - self.BUTTON_ATCK = FALSE; - else - self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE); - if(skill >= 2) // skill 0 and 1 bots won't detonate mines! + case WR_AIM: { - // decide whether to detonate mines - entity targetlist, targ; - float edgedamage, coredamage, edgeradius, recipricoledgeradius, d; - float selfdamage, teamdamage, enemydamage; - edgedamage = autocvar_g_balance_minelayer_edgedamage; - coredamage = autocvar_g_balance_minelayer_damage; - edgeradius = autocvar_g_balance_minelayer_radius; - recipricoledgeradius = 1 / edgeradius; - selfdamage = 0; - teamdamage = 0; - enemydamage = 0; - targetlist = findchainfloat(bot_attack, TRUE); - mine = find(world, classname, "mine"); - while (mine) + // aim and decide to fire if appropriate + if(self.minelayer_mines >= WEP_CVAR(minelayer, limit)) + self.BUTTON_ATCK = FALSE; + else + self.BUTTON_ATCK = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), FALSE); + if(skill >= 2) // skill 0 and 1 bots won't detonate mines! { - if (mine.realowner != self) + // decide whether to detonate mines + entity targetlist, targ; + float edgedamage, coredamage, edgeradius, recipricoledgeradius, d; + float selfdamage, teamdamage, enemydamage; + edgedamage = WEP_CVAR(minelayer, edgedamage); + coredamage = WEP_CVAR(minelayer, damage); + edgeradius = WEP_CVAR(minelayer, radius); + recipricoledgeradius = 1 / edgeradius; + selfdamage = 0; + teamdamage = 0; + enemydamage = 0; + targetlist = findchainfloat(bot_attack, TRUE); + mine = find(world, classname, "mine"); + while(mine) { + if(mine.realowner != self) + { + mine = find(mine, classname, "mine"); + continue; + } + targ = targetlist; + while(targ) + { + d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.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; + } mine = find(mine, classname, "mine"); - continue; } - targ = targetlist; - while (targ) + 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; + + mine = find(world, classname, "mine"); + while(mine) { - d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.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; + if(mine.realowner != self) + { + mine = find(mine, classname, "mine"); + continue; + } + makevectors(mine.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(mine.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 mine spawnfunc_light to see if the mine gets near a player + if(v_forward * normalize(mine.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"); + } + + mine = find(mine, classname, "mine"); } - mine = find(mine, classname, "mine"); + // 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; } - 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; - - mine = find(world, classname, "mine"); - while (mine) + + return TRUE; + } + case WR_THINK: + { + if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload { - if (mine.realowner != self) - { - mine = find(mine, classname, "mine"); - continue; - } - makevectors(mine.v_angle); - targ = targetlist; - if (skill > 9) // normal players only do this for the target they are tracking + // not if we're holding the minelayer without enough ammo, but can detonate existing mines + if(!(W_MineLayer_PlacedMines(FALSE) && self.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo))) + WEP_ACTION(self.weapon, WR_RELOAD); + } + else if(self.BUTTON_ATCK) + { + if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire))) { - targ = targetlist; - while (targ) - { - if ( - (v_forward * normalize(mine.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 mine spawnfunc_light to see if the mine gets near a player - if(v_forward * normalize(mine.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"); + W_MineLayer_Attack(); + weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready); } + } - mine = find(mine, classname, "mine"); + if(self.BUTTON_ATCK2) + { + if(W_MineLayer_PlacedMines(TRUE)) + sound(self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM); } - // 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; } - } - else if (req == WR_THINK) - { - if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload + case WR_INIT: { - // not if we're holding the minelayer without enough ammo, but can detonate existing mines - if not (W_PlacedMines(FALSE) && self.ammo_rockets < autocvar_g_balance_minelayer_ammo) - weapon_action(self.weapon, WR_RELOAD); + precache_model("models/flash.md3"); + precache_model("models/mine.md3"); + precache_model("models/weapons/g_minelayer.md3"); + precache_model("models/weapons/v_minelayer.md3"); + precache_model("models/weapons/h_minelayer.iqm"); + precache_sound("weapons/mine_det.wav"); + precache_sound("weapons/mine_fire.wav"); + precache_sound("weapons/mine_stick.wav"); + precache_sound("weapons/mine_trigger.wav"); + MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP) + return TRUE; } - else if (self.BUTTON_ATCK) + case WR_CHECKAMMO1: { - if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire)) + // don't switch while placing a mine + if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER) { - W_Mine_Attack(); - weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready); + ammo_amount = self.WEP_AMMO(MINE_LAYER) >= WEP_CVAR(minelayer, ammo); + ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= WEP_CVAR(minelayer, ammo); + return ammo_amount; } + return TRUE; } - - if (self.BUTTON_ATCK2) + case WR_CHECKAMMO2: { - if(W_PlacedMines(TRUE)) - sound (self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM); + if(W_MineLayer_PlacedMines(FALSE)) + return TRUE; + else + return FALSE; } - } - else if (req == WR_PRECACHE) - { - precache_model ("models/flash.md3"); - precache_model ("models/mine.md3"); - precache_model ("models/weapons/g_minelayer.md3"); - precache_model ("models/weapons/v_minelayer.md3"); - precache_model ("models/weapons/h_minelayer.iqm"); - precache_sound ("weapons/mine_det.wav"); - precache_sound ("weapons/mine_fire.wav"); - precache_sound ("weapons/mine_stick.wav"); - precache_sound ("weapons/mine_trigger.wav"); - //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else - } - else if (req == WR_SETUP) - { - weapon_setup(WEP_MINE_LAYER); - self.current_ammo = ammo_rockets; - } - else if (req == WR_CHECKAMMO1) - { - // don't switch while placing a mine - if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER) + case WR_CONFIG: { - ammo_amount = self.ammo_rockets >= autocvar_g_balance_minelayer_ammo; - ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= autocvar_g_balance_minelayer_ammo; - return ammo_amount; + MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS) + return TRUE; } - } - else if (req == WR_CHECKAMMO2) - { - if (W_PlacedMines(FALSE)) + case WR_RESETPLAYER: + { + self.minelayer_mines = 0; return TRUE; - else - return FALSE; - } - else if (req == WR_RESETPLAYER) - { - self.minelayer_mines = 0; - } - else if (req == WR_RELOAD) - { - W_Reload(autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav"); - } - else if (req == WR_SUICIDEMESSAGE) - { - return WEAPON_MINELAYER_SUICIDE; - } - else if (req == WR_KILLMESSAGE) - { - return WEAPON_MINELAYER_MURDER; + } + case WR_RELOAD: + { + W_Reload(WEP_CVAR(minelayer, ammo), "weapons/reload.wav"); + return TRUE; + } + case WR_SUICIDEMESSAGE: + { + return WEAPON_MINELAYER_SUICIDE; + } + case WR_KILLMESSAGE: + { + return WEAPON_MINELAYER_MURDER; + } } - return TRUE; + return FALSE; } #endif #ifdef CSQC -float w_minelayer(float req) +float W_MineLayer(float req) { - if(req == WR_IMPACTEFFECT) + switch(req) { - vector org2; - org2 = w_org + w_backoff * 12; - pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1); - if(!w_issilent) - sound(self, CH_SHOTS, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM); - } - else if(req == WR_PRECACHE) - { - precache_sound("weapons/mine_exp.wav"); + case WR_IMPACTEFFECT: + { + vector org2; + org2 = w_org + w_backoff * 12; + pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1); + if(!w_issilent) + sound(self, CH_SHOTS, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM); + + return TRUE; + } + case WR_INIT: + { + precache_sound("weapons/mine_exp.wav"); + return TRUE; + } + case WR_ZOOMRETICLE: + { + // no weapon specific image for this weapon + return FALSE; + } } - return TRUE; + return FALSE; } #endif #endif