+/*TODO list (things left to do before this weapon should be ready, delete once it's all done):
+- The weapon currently uses sounds and models from other weapons. We need a modeler and sound artist to make this weapon its own (the gun model should probably be something between the porto and rocket launcher design-wise).
+- The mine model needs to face properly when it sticks to a surface. Once we'll have a correct mine model, we can't afford the model facing any way it falls to the ground. Should probably look at the porto code to see how portals face in the right direction when sticking to walls.
+*/
+
#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");
+REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", "Mine Layer");
#else
#ifdef SVQC
.float minelayer_detonate;
+.float mine_number, mine_time;
void spawnfunc_weapon_minelayer (void)
{
}
}
+void W_Mine_ProximityExplode()
+{
+ // 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(cvar("g_balance_minelayer_protection"))
+ {
+ entity head;
+ head = findradius(self.origin, cvar("g_balance_minelayer_radius"));
+ while(head)
+ {
+ if(head == self.owner || !IsDifferentTeam(head, self.owner))
+ return;
+ head = head.chain;
+ }
+ }
+
+ self.mine_time = 0;
+ W_Mine_Explode();
+}
+
void W_Mine_Think (void)
{
+ entity head;
+
self.nextthink = time;
if (time > self.cnt)
{
return;
}
- // detect players around the mine and explode if the player should detonate it
- entity head;
+ // set the mine for detonation when a foe gets too close
head = findradius(self.origin, cvar("g_balance_minelayer_detectionradius"));
-
while(head)
{
if(head.classname == "player" && head.deadflag == DEAD_NO)
- if(head != self.owner)
- if not(teams_matter && head.team == self.owner.team) // don't detonate for team mates
+ if(head != self.owner && IsDifferentTeam(head, self.owner)) // don't trigger for team mates
+ if(!self.mine_time)
{
- W_Mine_Unregister();
- W_Mine_Explode();
+ spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
+ self.mine_time = time + cvar("g_balance_minelayer_time");
}
head = head.chain;
}
+ // explode if it's time to
+ if(self.mine_time && time >= self.mine_time)
+ W_Mine_ProximityExplode();
+
// remote detonation
if (self.owner.weapon == WEP_MINE_LAYER)
if (self.owner.deadflag == DEAD_NO)
void W_Mine_Touch (void)
{
PROJECTILE_TOUCH;
- spamsound (self, CHAN_PROJECTILE, "weapons/grenade_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 team mate (doesn't explode) and the team mate leaves
+ if(!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))
+ {
+ spamsound (self, CHAN_PROJECTILE, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
+ self.movetype = MOVETYPE_NONE; // lock the mine in place
+ }
+ else if(self.movetype != MOVETYPE_NONE) // don't unstick a locked mine when someone touches it
+ self.velocity = '0 0 0';
}
void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
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, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", cvar("g_balance_minelayer_damage"));
+ 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.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
+ 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.movetype = MOVETYPE_TOSS;
PROJECTILE_MAKETRIGGER(mine);
mine.projectiledeathtype = WEP_MINE_LAYER;
- setsize (mine, '-6 -6 -6', '6 6 6'); // 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 * 6); // move it back so it hits the wall at the right point
- W_SetupProjectileVelocity(mine, cvar("g_balance_minelayer_speedstart"), 0);
+ 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_speed"), 0);
mine.angles = vectoangles (mine.velocity);
mine.touch = W_Mine_Touch;
mine.cnt = time + cvar("g_balance_minelayer_lifetime");
mine.flags = FL_PROJECTILE;
- CSQCProjectile(mine, FALSE, PROJECTILE_MINE, FALSE);
+ CSQCProjectile(mine, FALSE, PROJECTILE_MINE, TRUE);
// muzzle flash for 1st person view
flash = spawn ();
float w_minelayer(float req)
{
- entity min;
+ entity mine;
float minfound;
if (req == WR_AIM)
{
}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 rocket spawnfunc_light to see if the rocket gets near a player
+ //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 (self.BUTTON_ATCK2)
{
minfound = 0;
- for(min = world; (min = find(min, classname, "mine")); ) if(min.owner == self)
+ for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
{
- if(!min.minelayer_detonate)
+ if(!mine.minelayer_detonate)
{
- min.minelayer_detonate = TRUE;
+ mine.minelayer_detonate = TRUE;
minfound = 1;
}
}
if(minfound)
- sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
+ 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_rl.md3");
- precache_model ("models/weapons/v_rl.md3");
- precache_model ("models/weapons/h_rl.iqm");
- precache_sound ("weapons/rocket_det.wav");
- precache_sound ("weapons/rocket_fire.wav");
- precache_sound ("weapons/rocket_mode.wav");
+ 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");
}
else if (req == WR_SETUP)
{
org2 = w_org + w_backoff * 12;
pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
}
else if(req == WR_PRECACHE)
{
- precache_sound("weapons/rocket_impact.wav");
+ precache_sound("weapons/mine_exp.wav");
}
else if (req == WR_SUICIDEMESSAGE)
w_deathtypestring = "%s exploded";
else if(w_deathtype & HITTYPE_SPLASH)
w_deathtypestring = "%s almost dodged %s's mine";
else
- w_deathtypestring = "%s ate %s's mine";
+ w_deathtypestring = "%s stepped on %s's mine";
}
return TRUE;
}