--- /dev/null
+\r
+// entity 0\r
+{\r
+"classname" "worldspawn"\r
+// brush 0\r
+{\r
+( 1024 1024 1152 ) ( 1024 -1024 1152 ) ( -1024 1024 1152 ) common/caulk 0 0 0 0.25 0.25 0 0 0\r
+( 1024 1024 1152 ) ( -1024 1024 1152 ) ( 1024 1024 1024 ) common/caulk 0 0 0 0.25 0.25 0 0 0\r
+( 1024 1024 1152 ) ( 1024 1024 1024 ) ( 1024 -1024 1152 ) common/caulk 0 0 0 0.25 0.25 0 0 0\r
+( -1024 -1024 1024 ) ( 1024 -1024 1024 ) ( -1024 1024 1024 ) skies/exosystem 0 0 0 0.5 0.5 0 0 0\r
+( -1024 -1024 1024 ) ( -1024 -1024 1152 ) ( 1024 -1024 1024 ) common/caulk 0 0 0 0.25 0.25 0 0 0\r
+( -1024 -1024 1024 ) ( -1024 1024 1024 ) ( -1024 -1024 1152 ) common/caulk 0 0 0 0.25 0.25 0 0 0\r
+}\r
+// brush 1\r
+{\r
+( -1024 1024 1024 ) ( -1024 -1024 1024 ) ( -1152 1024 1024 ) common/caulk 0 0 0 0.25 0.25 0 0 0\r
+( -1024 1024 1024 ) ( -1152 1024 1024 ) ( -1024 1024 0 ) common/caulk 0 0 0 0.25 0.25 0 0 0\r
+( -1024 1024 1024 ) ( -1024 1024 0 ) ( -1024 -1024 1024 ) eX/eXmetalrib01 0 0 0 1 1 0 0 0\r
+( -1152 -1024 0 ) ( -1024 -1024 0 ) ( -1152 1024 0 ) common/caulk 0 0 0 0.25 0.25 0 0 0\r
+( -1152 -1024 0 ) ( -1152 -1024 1024 ) ( -1024 -1024 0 ) common/caulk 0 0 0 0.25 0.25 0 0 0\r
+( -1152 -1024 0 ) ( -1152 1024 0 ) ( -1152 -1024 1024 ) common/caulk 0 0 0 0.25 0.25 0 0 0\r
+}\r
+// brush 2\r
+{\r
+( 1152 1024 1024 ) ( 1152 -1024 1024 ) ( 1024 1024 1024 ) common/caulk 0 0 0 0.25 0.25 0 0 0\r
+( 1152 1024 1024 ) ( 1024 1024 1024 ) ( 1152 1024 0 ) common/caulk 0 0 0 0.25 0.25 0 0 0\r
+( 1152 1024 1024 ) ( 1152 1024 0 ) ( 1152 -1024 1024 ) common/caulk 0 0 0 0.25 0.25 0 0 0\r
+( 1024 -1024 0 ) ( 1152 -1024 0 ) ( 1024 1024 0 ) common/caulk 0 0 0 0.25 0.25 0 0 0\r
+( 1024 -1024 0 ) ( 1024 -1024 1024 ) ( 1152 -1024 0 ) common/caulk 0 0 0 0.25 0.25 0 0 0\r
+( 1024 -1024 0 ) ( 1024 1024 0 ) ( 1024 -1024 1024 ) eX/eXmetalrib01 0 0 0 1 1 0 0 0\r
+}\r
+// brush 3\r
+{\r
+( -1024 -1024 1024 ) ( 1024 -1024 1024 ) ( -1024 -1152 1024 ) common/caulk 0 0 0 0.25 0.25 0 0 0\r
+( -1024 -1024 1024 ) ( -1024 -1152 1024 ) ( -1024 -1024 0 ) common/caulk 0 0 0 0.25 0.25 0 0 0\r
+( -1024 -1024 1024 ) ( -1024 -1024 0 ) ( 1024 -1024 1024 ) eX/eXmetalrib01 0 0 0 1 1 0 0 0\r
+( 1024 -1152 0 ) ( 1024 -1024 0 ) ( -1024 -1152 0 ) common/caulk 0 0 0 0.25 0.25 0 0 0\r
+( 1024 -1152 0 ) ( 1024 -1152 1024 ) ( 1024 -1024 0 ) common/caulk 0 0 0 0.25 0.25 0 0 0\r
+( 1024 -1152 0 ) ( -1024 -1152 0 ) ( 1024 -1152 1024 ) common/caulk 0 0 0 0.25 0.25 0 0 0\r
+}\r
+// brush 4\r
+{\r
+( -1024 1152 1024 ) ( 1024 1152 1024 ) ( -1024 1024 1024 ) common/caulk 0 0 0 0.25 0.25 0 0 0\r
+( -1024 1152 1024 ) ( -1024 1024 1024 ) ( -1024 1152 0 ) common/caulk 0 0 0 0.25 0.25 0 0 0\r
+( -1024 1152 1024 ) ( -1024 1152 0 ) ( 1024 1152 1024 ) common/caulk 0 0 0 0.25 0.25 0 0 0\r
+( 1024 1024 0 ) ( 1024 1152 0 ) ( -1024 1024 0 ) common/caulk 0 0 0 0.25 0.25 0 0 0\r
+( 1024 1024 0 ) ( 1024 1024 1024 ) ( 1024 1152 0 ) common/caulk 0 0 0 0.25 0.25 0 0 0\r
+( 1024 1024 0 ) ( -1024 1024 0 ) ( 1024 1024 1024 ) eX/eXmetalrib01 0 0 0 1 1 0 0 0\r
+}\r
+// brush 5\r
+{\r
+( 1024 1024 0 ) ( 1024 -1024 0 ) ( -1024 1024 0 ) eX/eXmetalFloor02 0 0 0 1 1 0 0 0\r
+( 1024 1024 0 ) ( -1024 1024 0 ) ( 1024 1024 -128 ) common/caulk 0 0 0 0.25 0.25 0 0 0\r
+( 1024 1024 0 ) ( 1024 1024 -128 ) ( 1024 -1024 0 ) common/caulk 0 0 0 0.25 0.25 0 0 0\r
+( -1024 -1024 -128 ) ( 1024 -1024 -128 ) ( -1024 1024 -128 ) common/caulk 0 0 0 0.25 0.25 0 0 0\r
+( -1024 -1024 -128 ) ( -1024 -1024 0 ) ( 1024 -1024 -128 ) common/caulk 0 0 0 0.25 0.25 0 0 0\r
+( -1024 -1024 -128 ) ( -1024 1024 -128 ) ( -1024 -1024 0 ) common/caulk 0 0 0 0.25 0.25 0 0 0\r
+}\r
+}\r
+// entity 1\r
+{\r
+"classname" "info_player_deathmatch"\r
+"origin" "0.000000 0.000000 32.000000"\r
+}\r
+// entity 2\r
+{\r
+"classname" "item_rockets"\r
+"origin" "256.000000 128.000000 32.000000"\r
+}\r
+// entity 3\r
+{\r
+"classname" "item_rockets"\r
+"origin" "256.000000 -128.000000 32.000000"\r
+}\r
+// entity 4\r
+{\r
+"classname" "weapon_minelayer"\r
+"origin" "256.000000 0.000000 32.000000"\r
+}\r
--- /dev/null
+#ifdef REGISTER_WEAPON
+REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", "Mine Layer");
+#else
+#ifdef SVQC
+.float minelayer_detonate;
+.float mine_number;
+
+void spawnfunc_weapon_minelayer (void)
+{
+ weapon_defaultspawnfunc(WEP_MINE_LAYER);
+}
+
+void W_Mine_Unregister()
+{
+ if(self.owner && self.owner.lastmine == self)
+ self.owner.lastmine = world;
+}
+
+void W_Mine_Explode ()
+{
+ W_Mine_Unregister();
+
+ if(other.takedamage == DAMAGE_AIM)
+ if(other.classname == "player")
+ if(IsDifferentTeam(self.owner, other))
+ if(IsFlying(other))
+ AnnounceTo(self.owner, "airshot");
+
+ self.event_damage = SUB_Null;
+ self.takedamage = DAMAGE_NO;
+
+ 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);
+
+ if (self.owner.weapon == WEP_MINE_LAYER)
+ {
+ if(self.owner.ammo_rockets < cvar("g_balance_minelayer_ammo"))
+ {
+ self.owner.cnt = WEP_MINE_LAYER;
+ ATTACK_FINISHED(self.owner) = time;
+ self.owner.switchweapon = w_getbestweapon(self.owner);
+ }
+ }
+ remove (self);
+}
+
+void W_Mine_DoRemoteExplode ()
+{
+ W_Mine_Unregister();
+
+ self.event_damage = SUB_Null;
+ self.takedamage = DAMAGE_NO;
+
+ 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);
+
+ if (self.owner.weapon == WEP_MINE_LAYER)
+ {
+ if(self.owner.ammo_rockets < cvar("g_balance_minelayer_ammo"))
+ {
+ self.owner.cnt = WEP_MINE_LAYER;
+ ATTACK_FINISHED(self.owner) = time;
+ self.owner.switchweapon = w_getbestweapon(self.owner);
+ }
+ }
+ remove (self);
+}
+
+void W_Mine_RemoteExplode()
+{
+ if(self.owner.deadflag == DEAD_NO)
+ if(self.owner.lastmine)
+ {
+ if((self.spawnshieldtime >= 0)
+ ? (time >= self.spawnshieldtime) // timer
+ : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_minelayer_radius")) // safety device
+ )
+ {
+ W_Mine_DoRemoteExplode();
+ }
+ }
+}
+
+void W_Mine_Think (void)
+{
+ self.nextthink = time;
+ if (time > self.cnt)
+ {
+ other = world;
+ self.projectiledeathtype |= HITTYPE_BOUNCE;
+ W_Mine_Explode ();
+ return;
+ }
+
+ // detect players who are close the mine and explode if the player should detonate it
+ entity head;
+ head = findradius(self.origin, cvar("g_balance_minelayer_detectionradius"));
+
+ while(head)
+ {
+ if(head.classname == "player" && head.deadflag == DEAD_NO)
+ if(head != self.owner)
+ if(IsDifferentTeam(head, self.owner)) // don't detonate for team mates
+ W_Mine_Explode();
+ head = head.chain;
+ }
+
+ // remote detonation
+ if (self.owner.weapon == WEP_MINE_LAYER)
+ if (self.owner.deadflag == DEAD_NO)
+ if (self.minelayer_detonate)
+ W_Mine_RemoteExplode();
+
+ if(self.csqcprojectile_clientanimate == 0)
+ UpdateCSQCProjectile(self);
+}
+
+void W_Mine_Touch (void)
+{
+ PROJECTILE_TOUCH;
+ spamsound (self, CHAN_PROJECTILE, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
+ self.movetype = MOVETYPE_NONE; // lock the mine in place
+ // TODO: make sure this doesn't cause the mine to get stuck in the air if it falls over a moving entity
+}
+
+void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+ if (self.health <= 0)
+ return;
+ self.health = self.health - damage;
+ self.angles = vectoangles(self.velocity);
+ if (self.health <= 0)
+ W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
+}
+
+void W_Mine_Attack (void)
+{
+ local entity mine;
+ local entity flash;
+
+ // scan how many mines we placed, and return if we reached our limit
+ if(cvar("g_balance_minelayer_limit"))
+ {
+ entity mine;
+ self.mine_number = 0;
+ for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
+ self.mine_number += 1;
+
+ if(self.mine_number >= cvar("g_balance_minelayer_limit"))
+ {
+ // the refire delay keeps this message from being spammed
+ sprint(self, strcat("You cannot place more than ^2", cvar_string("g_balance_minelayer_limit"), " ^7mines at a time\n") );
+ play2(self, "weapons/unavailable.wav");
+ return;
+ }
+ }
+
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ self.ammo_rockets = self.ammo_rockets - cvar("g_balance_minelayer_ammo");
+
+ W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", cvar("g_balance_minelayer_damage"));
+ pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+ mine = WarpZone_RefSys_SpawnSameRefSys(self);
+ mine.owner = self;
+ self.lastmine = mine;
+ if(cvar("g_balance_minelayer_detonatedelay") >= 0)
+ mine.spawnshieldtime = time + cvar("g_balance_minelayer_detonatedelay");
+ else
+ mine.spawnshieldtime = -1;
+ mine.classname = "mine";
+ mine.bot_dodge = TRUE;
+ mine.bot_dodgerating = cvar("g_balance_minelayer_damage") * 2; // * 2 because it can detonate inflight which makes it even more dangerous
+
+ mine.takedamage = DAMAGE_YES;
+ mine.damageforcescale = cvar("g_balance_minelayer_damageforcescale");
+ mine.health = cvar("g_balance_minelayer_health");
+ mine.event_damage = W_Mine_Damage;
+
+ 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
+
+ setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
+ W_SetupProjectileVelocity(mine, cvar("g_balance_minelayer_speedstart"), 0);
+ mine.angles = vectoangles (mine.velocity);
+
+ mine.touch = W_Mine_Touch;
+ mine.think = W_Mine_Think;
+ mine.nextthink = time;
+ mine.cnt = time + cvar("g_balance_minelayer_lifetime");
+ mine.flags = FL_PROJECTILE;
+
+ CSQCProjectile(mine, FALSE, 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.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
+ W_AttachToShotorg(flash, '5 0 0');
+
+ // common properties
+}
+
+void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
+
+float w_minelayer(float req)
+{
+ entity mine;
+ float minfound;
+ if (req == WR_AIM)
+ {
+ // aim and decide to fire if appropriate
+ self.BUTTON_ATCK = bot_aim(cvar("g_balance_minelayer_speed"), 0, cvar("g_balance_minelayer_lifetime"), FALSE);
+ if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
+ {
+ // decide whether to detonate mines
+ local entity mine, targetlist, targ;
+ local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
+ local float selfdamage, teamdamage, enemydamage;
+ edgedamage = cvar("g_balance_minelayer_edgedamage");
+ coredamage = cvar("g_balance_minelayer_damage");
+ edgeradius = cvar("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)
+ {
+ if (mine.owner != 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 && teams_matter)
+ teamdamage = teamdamage + d;
+ else if (bot_shouldattack(targ))
+ enemydamage = enemydamage + d;
+ targ = targ.chain;
+ }
+ mine = find(mine, classname, "mine");
+ }
+ local float desirabledamage;
+ desirabledamage = enemydamage;
+ if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
+ desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
+ if (self.team && teamplay != 1)
+ desirabledamage = desirabledamage - teamdamage;
+
+ mine = find(world, classname, "mine");
+ while (mine)
+ {
+ if (mine.owner != 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{
+ local 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(self.enemy.classname == "player")
+ 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");
+ }
+ // 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;
+ }
+ }
+ else if (req == WR_THINK)
+ {
+ if (self.BUTTON_ATCK)
+ {
+ if(weapon_prepareattack(0, cvar("g_balance_minelayer_refire")))
+ {
+ W_Mine_Attack();
+ weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_minelayer_animtime"), w_ready);
+ }
+ }
+
+ if (self.BUTTON_ATCK2)
+ {
+ minfound = 0;
+ for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
+ {
+ if(!mine.minelayer_detonate)
+ {
+ mine.minelayer_detonate = TRUE;
+ minfound = 1;
+ }
+ }
+ if(minfound)
+ sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
+ }
+ }
+ else if (req == WR_PRECACHE)
+ {
+ precache_model ("models/flash.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");
+ }
+ else if (req == WR_SETUP)
+ {
+ weapon_setup(WEP_MINE_LAYER);
+ }
+ else if (req == WR_CHECKAMMO1)
+ {
+ // don't switch while placing a mine
+ if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
+ && self.ammo_rockets < cvar("g_balance_minelayer_ammo"))
+ return FALSE;
+ }
+ else if (req == WR_CHECKAMMO2)
+ return FALSE;
+ return TRUE;
+};
+#endif
+#ifdef CSQC
+float w_minelayer(float req)
+{
+ if(req == WR_IMPACTEFFECT)
+ {
+ vector org2;
+ org2 = w_org + w_backoff * 12;
+ pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
+ }
+ else if(req == WR_PRECACHE)
+ {
+ precache_sound("weapons/mine_exp.wav");
+ }
+ else if (req == WR_SUICIDEMESSAGE)
+ w_deathtypestring = "%s exploded";
+ else if (req == WR_KILLMESSAGE)
+ {
+ if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
+ w_deathtypestring = "%s got too close to %s's mine";
+ else if(w_deathtype & HITTYPE_SPLASH)
+ w_deathtypestring = "%s almost dodged %s's mine";
+ else
+ w_deathtypestring = "%s stepped on %s's mine";
+ }
+ return TRUE;
+}
+#endif
+#endif