]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Remove Rocket Launcher stuff, like rocket guiding
authorMircea Kitsune <sonichedgehog_hyperblast00@yahoo.com>
Sat, 25 Sep 2010 21:53:33 +0000 (00:53 +0300)
committerMircea Kitsune <sonichedgehog_hyperblast00@yahoo.com>
Sat, 25 Sep 2010 21:53:33 +0000 (00:53 +0300)
qcsrc/server/defs.qh
qcsrc/server/w_minelayer.qc

index d4ee31d802d475ba8aedb5be65ec4aa6aa6e188c..518ac9e9c0337169aa5c382344e53fd947bc9468 100644 (file)
@@ -294,6 +294,7 @@ string getTimeoutText(float addOneSecond);
 .entity flagcarried;
 
 .entity lastrocket;
+.entity lastmine;
 
 .float playerid;
 float playerid_last;
index c1b80af1c69487988af45015c2013ceea349b156..cce8fd8e39ab7b0ed019125085ab6c6384dcd887 100644 (file)
@@ -2,8 +2,7 @@
 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 rl_release;
-.float rl_detonate_later;
+.float minelayer_detonate;
 
 void spawnfunc_weapon_minelayer (void)
 {
@@ -12,11 +11,8 @@ void spawnfunc_weapon_minelayer (void)
 
 void W_Mine_Unregister()
 {
-       if(self.owner && self.owner.lastrocket == self)
-       {
-               self.owner.lastrocket = world;
-               // self.owner.rl_release = 1;
-       }
+       if(self.owner && self.owner.lastmine == self)
+               self.owner.lastmine = world;
 }
 
 void W_Mine_Explode ()
@@ -42,8 +38,6 @@ void W_Mine_Explode ()
                        ATTACK_FINISHED(self.owner) = time;
                        self.owner.switchweapon = w_getbestweapon(self.owner);
                }
-               if(g_laserguided_missile)
-                       ATTACK_FINISHED(self.owner) = time + cvar("g_balance_minelayer_refire") * W_WeaponRateFactor();
        }
        remove (self);
 }
@@ -65,8 +59,6 @@ void W_Mine_DoRemoteExplode ()
                        ATTACK_FINISHED(self.owner) = time;
                        self.owner.switchweapon = w_getbestweapon(self.owner);
                }
-               if(g_laserguided_missile)
-                       ATTACK_FINISHED(self.owner) = time + cvar("g_balance_minelayer_refire") * W_WeaponRateFactor();
        }
        remove (self);
 }
@@ -74,7 +66,7 @@ void W_Mine_DoRemoteExplode ()
 void W_Mine_RemoteExplode()
 {
        if(self.owner.deadflag == DEAD_NO)
-       if(self.owner.lastrocket)
+       if(self.owner.lastmine)
        {
                if((self.spawnshieldtime >= 0)
                        ? (time >= self.spawnshieldtime) // timer
@@ -88,12 +80,6 @@ void W_Mine_RemoteExplode()
 
 void W_Mine_Think (void)
 {
-       entity e;
-       vector desireddir, olddir, newdir, desiredorigin, goal;
-#if 0
-       float cosminang, cosmaxang, cosang;
-#endif
-       float turnrate, velspeed, f;
        self.nextthink = time;
        if (time > self.cnt)
        {
@@ -103,110 +89,11 @@ void W_Mine_Think (void)
                return;
        }
 
-       if(g_laserguided_missile)
-       {
-               // accelerate
-               makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
-               velspeed = cvar("g_balance_minelayer_laserguided_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
-               if (velspeed > 0)
-                       self.velocity = self.velocity + v_forward * min(cvar("g_balance_minelayer_laserguided_speedaccel") * frametime, velspeed);
-       }
-       else
-       {
-               // accelerate
-               makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
-               velspeed = cvar("g_balance_minelayer_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
-               if (velspeed > 0)
-                       self.velocity = self.velocity + v_forward * min(cvar("g_balance_minelayer_speedaccel") * g_weaponspeedfactor * frametime, velspeed);
-       }
-
-       // laser guided, or remote detonation
+       // remote detonation
        if (self.owner.weapon == WEP_MINE_LAYER)
-       {
-               if(g_laserguided_missile)
-               {
-                       if(self.rl_detonate_later)
-                               W_Mine_RemoteExplode();
-
-                       if(cvar("g_balance_minelayer_laserguided_allow_steal"))
-                       {
-                               if(self.owner.laser_on)
-                               {
-                                       if(self.attack_finished_single < time)
-                                       {
-                                               self.attack_finished_single = time + 0.2 + random()*0.3;
-                                               //self.enemy = FindLaserTarget(self, 0.7, 0.7);
-                                       }
-
-                                       if(!self.enemy)
-                                               self.enemy = self.owner.weaponentity.lasertarget;
-                               }
-                               else self.enemy = world;
-                       }
-                       else // don't allow stealing: always target my owner's laser (if it exists)
-                               self.enemy = self.owner.weaponentity.lasertarget;
-
-                       if(self.enemy != world)
-                       {
-                               //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n");
-                               velspeed = vlen(self.velocity);
-                               e = self.enemy;//self.owner.weaponentity.lasertarget;
-                               turnrate = cvar("g_balance_minelayer_laserguided_turnrate");//0.65;                                             // how fast to turn
-                               desireddir = normalize(e.origin - self.origin);         // get direction from my position to the laser target
-                               olddir = normalize(self.velocity);                                      // get my current direction
-                               newdir = normalize(olddir + desireddir * turnrate);     // take the average of the 2 directions; not the best method but simple & easy
-                               self.velocity = newdir * velspeed;                                      // make me fly in the new direction at my flight speed
-                               self.angles = vectoangles(self.velocity);                       // turn model in the new flight direction
-
-                               ATTACK_FINISHED(self.owner) = time + 0.2 * W_WeaponRateFactor();
-                       }
-               }
-               else
-               {
-                       if(self == self.owner.lastrocket)
-                       if not(self.owner.rl_release)
-                       if not(self.BUTTON_ATCK2)
-                       if(cvar("g_balance_minelayer_guiderate"))
-                       if(time > self.pushltime)
-                       if(self.owner.deadflag == DEAD_NO)
-                       {
-                               f = cvar("g_balance_minelayer_guideratedelay");
-                               if(f)
-                                       f = bound(0, (time - self.pushltime) / f, 1);
-                               else
-                                       f = 1;
-
-                               velspeed = vlen(self.velocity);
-
-                               makevectors(self.owner.v_angle);
-                               desireddir = WarpZone_RefSys_TransformVelocity(self.owner, self, v_forward);
-                               desiredorigin = WarpZone_RefSys_TransformOrigin(self.owner, self, self.owner.origin + self.owner.view_ofs);
-                               olddir = normalize(self.velocity);
-
-#if 0
-                               // disabled this code because it doesn't do what I want it to do :P
-                               cosminang = cos(cvar("g_balance_minelayer_guidefadeangle") * DEG2RAD);
-                               cosmaxang = cos(cvar("g_balance_minelayer_guidemaxangle") * DEG2RAD);
-                               cosang = desireddir * normalize(self.origin - desiredorigin);
-                               if(cosminang == cosmaxang)
-                                       f *= (cosang >= cosminang);
-                               else
-                                       f *= bound(0, (cosang - cosmaxang) / (cosminang - cosmaxang), 1);
-#endif
-
-                               if(!self.count)
-                               {
-                                       pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
-                                       // TODO add a better sound here
-                                       sound (self.owner, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
-                                       self.count = 1;
-                               }
-                       }
-
-                       if(self.rl_detonate_later)
-                               W_Mine_RemoteExplode();
-               }
-       }
+       if (self.owner.deadflag == DEAD_NO)
+       if (self.minelayer_detonate)
+               W_Mine_RemoteExplode();
 
        if(self.csqcprojectile_clientanimate == 0)
                UpdateCSQCProjectile(self);
@@ -232,51 +119,47 @@ void W_Mine_Damage (entity inflictor, entity attacker, float damage, float death
 
 void W_Mine_Attack (void)
 {
-       local entity missile;
+       local entity mine;
        local entity flash;
 
        if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
                self.ammo_rockets = self.ammo_rockets - cvar("g_balance_minelayer_ammo");
 
        W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", cvar("g_balance_minelayer_damage"));
-       pointparticles(particleeffectnum("minelayer_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+       pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
-       missile = WarpZone_RefSys_SpawnSameRefSys(self);
-       missile.owner = self;
-       self.lastrocket = missile;
+       mine = WarpZone_RefSys_SpawnSameRefSys(self);
+       mine.owner = self;
+       self.lastmine = mine;
        if(cvar("g_balance_minelayer_detonatedelay") >= 0)
-               missile.spawnshieldtime = time + cvar("g_balance_minelayer_detonatedelay");
-       else
-               missile.spawnshieldtime = -1;
-       missile.pushltime = time + cvar("g_balance_minelayer_guidedelay");
-       missile.classname = "rocket";
-       missile.bot_dodge = TRUE;
-       missile.bot_dodgerating = cvar("g_balance_minelayer_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
-
-       missile.takedamage = DAMAGE_YES;
-       missile.damageforcescale = cvar("g_balance_minelayer_damageforcescale");
-       missile.health = cvar("g_balance_minelayer_health");
-       missile.event_damage = W_Mine_Damage;
-
-       missile.movetype = MOVETYPE_FLY;
-       PROJECTILE_MAKETRIGGER(missile);
-       missile.projectiledeathtype = WEP_MINE_LAYER;
-       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
-       if(g_laserguided_missile && self.laser_on)
-               W_SetupProjectileVelocity(missile, cvar("g_balance_minelayer_laserguided_speedstart"), 0);
+               mine.spawnshieldtime = time + cvar("g_balance_minelayer_detonatedelay");
        else
-               W_SetupProjectileVelocity(missile, cvar("g_balance_minelayer_speedstart"), 0);
-       missile.angles = vectoangles (missile.velocity);
+               mine.spawnshieldtime = -1;
+       mine.classname = "mine";
+       mine.bot_dodge = TRUE;
+       mine.bot_dodgerating = cvar("g_balance_minelayer_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
 
-       missile.touch = W_Mine_Touch;
-       missile.think = W_Mine_Think;
-       missile.nextthink = time;
-       missile.cnt = time + cvar("g_balance_minelayer_lifetime");
-       missile.flags = FL_PROJECTILE;
+       mine.takedamage = DAMAGE_YES;
+       mine.damageforcescale = cvar("g_balance_minelayer_damageforcescale");
+       mine.health = cvar("g_balance_minelayer_health");
+       mine.event_damage = W_Mine_Damage;
 
-       CSQCProjectile(missile, cvar("g_balance_minelayer_guiderate") == 0 && cvar("g_balance_minelayer_speedaccel") == 0 && !g_laserguided_missile, PROJECTILE_ROCKET, FALSE); // because of fly sound
+       mine.movetype = MOVETYPE_FLY;
+       PROJECTILE_MAKETRIGGER(mine);
+       mine.projectiledeathtype = WEP_MINE_LAYER;
+       setsize (mine, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
+
+       setorigin (mine, w_shotorg - v_forward * 3); // 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_ROCKET, FALSE);
 
        // muzzle flash for 1st person view
        flash = spawn ();
@@ -301,7 +184,7 @@ float w_minelayer(float req)
                if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
                {
                        // decide whether to detonate rockets
-                       local entity missile, targetlist, targ;
+                       local entity mine, targetlist, targ;
                        local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
                        local float selfdamage, teamdamage, enemydamage;
                        edgedamage = cvar("g_balance_minelayer_edgedamage");
@@ -312,18 +195,18 @@ float w_minelayer(float req)
                        teamdamage = 0;
                        enemydamage = 0;
                        targetlist = findchainfloat(bot_attack, TRUE);
-                       missile = find(world, classname, "rocket");
-                       while (missile)
+                       mine = find(world, classname, "mine");
+                       while (mine)
                        {
-                               if (missile.owner != self)
+                               if (mine.owner != self)
                                {
-                                       missile = find(missile, classname, "rocket");
+                                       mine = find(mine, classname, "mine");
                                        continue;
                                }
                                targ = targetlist;
                                while (targ)
                                {
-                                       d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
+                                       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)
@@ -334,7 +217,7 @@ float w_minelayer(float req)
                                                enemydamage = enemydamage + d;
                                        targ = targ.chain;
                                }
-                               missile = find(missile, classname, "rocket");
+                               mine = find(mine, classname, "mine");
                        }
                        local float desirabledamage;
                        desirabledamage = enemydamage;
@@ -343,15 +226,15 @@ float w_minelayer(float req)
                        if (self.team && teamplay != 1)
                                desirabledamage = desirabledamage - teamdamage;
 
-                       missile = find(world, classname, "rocket");
-                       while (missile)
+                       mine = find(world, classname, "mine");
+                       while (mine)
                        {
-                               if (missile.owner != self)
+                               if (mine.owner != self)
                                {
-                                       missile = find(missile, classname, "rocket");
+                                       mine = find(mine, classname, "mine");
                                        continue;
                                }
-                               makevectors(missile.v_angle);
+                               makevectors(mine.v_angle);
                                targ = targetlist;
                                if (skill > 9) // normal players only do this for the target they are tracking
                                {
@@ -359,7 +242,7 @@ float w_minelayer(float req)
                                        while (targ)
                                        {
                                                if (
-                                                       (v_forward * normalize(missile.origin - targ.origin)< 0.1)
+                                                       (v_forward * normalize(mine.origin - targ.origin)< 0.1)
                                                        && desirabledamage > 0.1*coredamage
                                                )self.BUTTON_ATCK2 = TRUE;
                                                targ = targ.chain;
@@ -368,7 +251,7 @@ float w_minelayer(float req)
                                        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 rocket spawnfunc_light to see if the rocket gets near a player
-                                       if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
+                                       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))
@@ -376,7 +259,7 @@ float w_minelayer(float req)
                                //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
                                }
 
-                               missile = find(missile, classname, "rocket");
+                               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!
@@ -391,71 +274,28 @@ float w_minelayer(float req)
        }
        else if (req == WR_THINK)
        {
-               if(g_laserguided_missile)
+               if (self.BUTTON_ATCK)
                {
-                       if (self.BUTTON_ATCK && self.rl_release)
-                       {
-                               rockfound = 0;
-                               for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
-                               {
-                                       if(!rock.rl_detonate_later)
-                                       {
-                                               rock.rl_detonate_later = TRUE;
-                                               rockfound = 1;
-                                       }
-                               }
-                               if(rockfound)
-                                       sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
-                               else
-                               {
-                                       if (weapon_prepareattack(0, cvar("g_balance_minelayer_refire")))
-                                       {
-                                               W_Mine_Attack();
-                                               weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_minelayer_animtime"), w_ready);
-                                       }
-                               }
-                               self.rl_release = 0;
-                       }
-                       if (!self.BUTTON_ATCK)
-                               self.rl_release = 1;
-                       if (self.BUTTON_ATCK2)
-                       if(self.exteriorweaponentity.attack_finished_single < time)
+                       if(weapon_prepareattack(0, cvar("g_balance_minelayer_refire")))
                        {
-                               self.exteriorweaponentity.attack_finished_single = time + 0.4;
-                               self.laser_on = !self.laser_on;
-                               // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
-                               sound (self, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
+                               W_Mine_Attack();
+                               weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_minelayer_animtime"), w_ready);
                        }
                }
-               else
-               {
-                       if (self.BUTTON_ATCK)
-                       {
-                               if(self.rl_release || cvar("g_balance_minelayer_guidestop"))
-                               if(weapon_prepareattack(0, cvar("g_balance_minelayer_refire")))
-                               {
-                                       W_Mine_Attack();
-                                       weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_minelayer_animtime"), w_ready);
-                                       self.rl_release = 0;
-                               }
-                       }
-                       else
-                               self.rl_release = 1;
 
-                       if (self.BUTTON_ATCK2)
+               if (self.BUTTON_ATCK2)
+               {
+                       rockfound = 0;
+                       for(rock = world; (rock = find(rock, classname, "mine")); ) if(rock.owner == self)
                        {
-                               rockfound = 0;
-                               for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
+                               if(!rock.minelayer_detonate)
                                {
-                                       if(!rock.rl_detonate_later)
-                                       {
-                                               rock.rl_detonate_later = TRUE;
-                                               rockfound = 1;
-                                       }
+                                       rock.minelayer_detonate = TRUE;
+                                       rockfound = 1;
                                }
-                               if(rockfound)
-                                       sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
                        }
+                       if(rockfound)
+                               sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
                }
        }
        else if (req == WR_PRECACHE)
@@ -467,29 +307,20 @@ float w_minelayer(float req)
                precache_sound ("weapons/rocket_det.wav");
                precache_sound ("weapons/rocket_fire.wav");
                precache_sound ("weapons/rocket_mode.wav");
-               if (g_laserguided_missile)
-               {
-                       precache_model ("models/laser_dot.mdl"); // mine layer
-               }
        }
        else if (req == WR_SETUP)
        {
                weapon_setup(WEP_MINE_LAYER);
-               self.rl_release = 1;
        }
        else if (req == WR_CHECKAMMO1)
        {
-               // don't switch while guiding a missile
+               // 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;
-       else if (req == WR_RESETPLAYER)
-       {
-               self.rl_release = 0;
-       }
        return TRUE;
 };
 #endif