#include "spiderbot_weapons.qh" #ifdef SVQC void spiderbot_rocket_artillery(entity this) { this.nextthink = time; UpdateCSQCProjectile(this); } void spiderbot_rocket_unguided(entity this) { vector newdir, olddir; this.nextthink = time; olddir = normalize(this.velocity); newdir = normalize(this.pos1 - this.origin) + randomvec() * autocvar_g_vehicle_spiderbot_rocket_noise; this.velocity = normalize(olddir + newdir * autocvar_g_vehicle_spiderbot_rocket_turnrate) * autocvar_g_vehicle_spiderbot_rocket_speed; UpdateCSQCProjectile(this); if (IS_DEAD(this.owner) || this.cnt < time || vdist(this.pos1 - this.origin, <, 16)) this.use(this, NULL, NULL); } void spiderbot_rocket_guided(entity this) { vector newdir, olddir; this.nextthink = time; if(!this.realowner.vehicle) setthink(this, spiderbot_rocket_unguided); crosshair_trace(this.realowner); olddir = normalize(this.velocity); newdir = normalize(trace_endpos - this.origin) + randomvec() * autocvar_g_vehicle_spiderbot_rocket_noise; this.velocity = normalize(olddir + newdir * autocvar_g_vehicle_spiderbot_rocket_turnrate) * autocvar_g_vehicle_spiderbot_rocket_speed; UpdateCSQCProjectile(this); if (IS_DEAD(this.owner) || this.cnt < time) this.use(this, NULL, NULL); } void spiderbot_guide_release(entity this) { bool donetrace = false; IL_EACH(g_projectiles, it.realowner == this.owner && getthink(it) == spiderbot_rocket_guided, { if(!donetrace) // something exists, let's trace! { donetrace = true; crosshair_trace(this.owner); } it.pos1 = trace_endpos; setthink(it, spiderbot_rocket_unguided); }); } float spiberbot_calcartillery_flighttime; vector spiberbot_calcartillery(vector org, vector tgt, float ht) { float grav, sdist, zdist, vs, vz, jumpheight; vector sdir; grav = autocvar_sv_gravity; zdist = tgt_z - org_z; sdist = vlen(tgt - org - zdist * '0 0 1'); sdir = normalize(tgt - org - zdist * '0 0 1'); // how high do we need to go? jumpheight = fabs(ht); if(zdist > 0) jumpheight = jumpheight + zdist; // push so high... vz = sqrt(2 * grav * jumpheight); // NOTE: sqrt(positive)! // we start with downwards velocity only if it's a downjump and the jump apex should be outside the jump! if(ht < 0) if(zdist < 0) vz = -vz; vector solution; solution = solve_quadratic(0.5 * grav, -vz, zdist); // equation "z(ti) = zdist" // ALWAYS solvable because jumpheight >= zdist if(!solution_z) solution_y = solution_x; // just in case it is not solvable due to roundoff errors, assume two equal solutions at their center (this is mainly for the usual case with ht == 0) if(zdist == 0) solution_x = solution_y; // solution_x is 0 in this case, so don't use it, but rather use solution_y (which will be sqrt(0.5 * jumpheight / grav), actually) if(zdist < 0) { // down-jump if(ht < 0) { // almost straight line type // jump apex is before the jump // we must take the larger one spiberbot_calcartillery_flighttime = solution_y; } else { // regular jump // jump apex is during the jump // we must take the larger one too spiberbot_calcartillery_flighttime = solution_y; } } else { // up-jump if(ht < 0) { // almost straight line type // jump apex is after the jump // we must take the smaller one spiberbot_calcartillery_flighttime = solution_x; } else { // regular jump // jump apex is during the jump // we must take the larger one spiberbot_calcartillery_flighttime = solution_y; } } vs = sdist / spiberbot_calcartillery_flighttime; // finally calculate the velocity return sdir * vs + '0 0 1' * vz; } void spiderbot_rocket_do(entity this) { vector v; entity rocket = NULL; if (this.wait != -10) { if (PHYS_INPUT_BUTTON_ATCK2(this.owner) && STAT(VEHICLESTAT_W2MODE, this) == SBRM_GUIDE) { if (this.wait == 1) if (this.tur_head.frame == 9 || this.tur_head.frame == 1) { if(this.gun2.cnt < time && this.tur_head.frame == 9) this.tur_head.frame = 1; return; } this.wait = 1; } else { if(this.wait) spiderbot_guide_release(this); this.wait = 0; } } if(this.gun2.cnt > time) return; if (this.tur_head.frame >= 9) { this.tur_head.frame = 1; this.wait = 0; } if(this.wait != -10) if(!PHYS_INPUT_BUTTON_ATCK2(this.owner)) return; if(!weaponLocked(this.owner) && !weaponUseForbidden(this.owner)) return; v = gettaginfo(this.tur_head,gettagindex(this.tur_head,"tag_fire")); switch(STAT(VEHICLESTAT_W2MODE, this)) { case SBRM_VOLLY: rocket = vehicles_projectile(this, EFFECT_SPIDERBOT_ROCKETLAUNCH.eent_eff_name, SND_ROCKET_FIRE, v, normalize(randomvec() * autocvar_g_vehicle_spiderbot_rocket_spread + v_forward) * autocvar_g_vehicle_spiderbot_rocket_speed, autocvar_g_vehicle_spiderbot_rocket_damage, autocvar_g_vehicle_spiderbot_rocket_radius, autocvar_g_vehicle_spiderbot_rocket_force, 1, DEATH_VH_SPID_ROCKET.m_id, PROJECTILE_SPIDERROCKET, autocvar_g_vehicle_spiderbot_rocket_health, false, true, this.owner); crosshair_trace(this.owner); float _dist = (random() * autocvar_g_vehicle_spiderbot_rocket_radius) + vlen(v - trace_endpos); _dist -= (random() * autocvar_g_vehicle_spiderbot_rocket_radius) ; rocket.nextthink = time + (_dist / autocvar_g_vehicle_spiderbot_rocket_speed); setthink(rocket, vehicles_projectile_explode_think); if(PHYS_INPUT_BUTTON_ATCK2(this.owner) && this.tur_head.frame == 1) this.wait = -10; break; case SBRM_GUIDE: rocket = vehicles_projectile(this, EFFECT_SPIDERBOT_ROCKETLAUNCH.eent_eff_name, SND_ROCKET_FIRE, v, normalize(v_forward) * autocvar_g_vehicle_spiderbot_rocket_speed, autocvar_g_vehicle_spiderbot_rocket_damage, autocvar_g_vehicle_spiderbot_rocket_radius, autocvar_g_vehicle_spiderbot_rocket_force, 1, DEATH_VH_SPID_ROCKET.m_id, PROJECTILE_SPIDERROCKET, autocvar_g_vehicle_spiderbot_rocket_health, false, false, this.owner); crosshair_trace(this.owner); rocket.pos1 = trace_endpos; rocket.nextthink = time; setthink(rocket, spiderbot_rocket_guided); break; case SBRM_ARTILLERY: rocket = vehicles_projectile(this, EFFECT_SPIDERBOT_ROCKETLAUNCH.eent_eff_name, SND_ROCKET_FIRE, v, normalize(v_forward) * autocvar_g_vehicle_spiderbot_rocket_speed, autocvar_g_vehicle_spiderbot_rocket_damage, autocvar_g_vehicle_spiderbot_rocket_radius, autocvar_g_vehicle_spiderbot_rocket_force, 1, DEATH_VH_SPID_ROCKET.m_id, PROJECTILE_SPIDERROCKET, autocvar_g_vehicle_spiderbot_rocket_health, false, true, this.owner); crosshair_trace(this.owner); rocket.pos1 = trace_endpos + randomvec() * (0.75 * autocvar_g_vehicle_spiderbot_rocket_radius); rocket.pos1_z = trace_endpos_z; traceline(v, v + '0 0 1' * max_shot_distance, MOVE_WORLDONLY, this); float h1 = 0.75 * vlen(v - trace_endpos); //v = trace_endpos; traceline(v , rocket.pos1 + '0 0 1' * max_shot_distance, MOVE_WORLDONLY, this); float h2 = 0.75 * vlen(rocket.pos1 - v); rocket.velocity = spiberbot_calcartillery(v, rocket.pos1, ((h1 < h2) ? h1 : h2)); set_movetype(rocket, MOVETYPE_TOSS); rocket.gravity = 1; //setthink(rocket, spiderbot_rocket_artillery); break; } rocket.classname = "spiderbot_rocket"; rocket.cnt = time + autocvar_g_vehicle_spiderbot_rocket_lifetime; this.tur_head.frame += 1; if (this.tur_head.frame == 9) this.attack_finished_single[0] = autocvar_g_vehicle_spiderbot_rocket_reload; else this.attack_finished_single[0] = ((STAT(VEHICLESTAT_W2MODE, this) == SBRM_VOLLY) ? autocvar_g_vehicle_spiderbot_rocket_refire2 : autocvar_g_vehicle_spiderbot_rocket_refire); this.gun2.cnt = time + this.attack_finished_single[0]; } #endif