]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_minelayer.qc
I have no idea why, but this fixes the mine layer.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_minelayer.qc
index 31091d3f99bb974949f208f6d2b324a5a0a15629..da847d2709c19de897d57b1610a293537960cc75 100644 (file)
@@ -1,30 +1,57 @@
-/*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, 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 W_Mine_Think (void);
+.float minelayer_detonate, minelayer_mines;
+.float mine_time;
 
 void spawnfunc_weapon_minelayer (void)
 {
        weapon_defaultspawnfunc(WEP_MINE_LAYER);
 }
 
-void W_Mine_Unregister()
+void W_Mine_Stick ()
 {
-       if(self.owner && self.owner.lastmine == self)
-               self.owner.lastmine = world;
+       spamsound (self, CHAN_PROJECTILE, "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
+
+       local entity newmine;
+       newmine = spawn();
+       newmine.classname = self.classname;
+
+       newmine.bot_dodge = self.bot_dodge;
+       newmine.bot_dodgerating = self.bot_dodgerating;
+
+       newmine.owner = self.owner;
+       setsize(newmine, '-4 -4 -4', '4 4 4');
+       setorigin(newmine, self.origin);
+       setmodel(newmine, "models/mine.md3");
+       newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
+
+       newmine.takedamage = self.takedamage;
+       newmine.damageforcescale = self.damageforcescale;
+       newmine.health = self.health;
+       newmine.event_damage = self.event_damage;
+
+       newmine.movetype = MOVETYPE_NONE; // lock the mine in place
+       newmine.projectiledeathtype = self.projectiledeathtype;
+
+       newmine.mine_time = self.mine_time;
+
+       newmine.touch = SUB_Null;
+       newmine.think = W_Mine_Think;
+       newmine.nextthink = time;
+       newmine.cnt = self.cnt;
+       newmine.flags = self.flags;
+
+       remove(self);
+       self = newmine;
 }
 
 void W_Mine_Explode ()
 {
-       W_Mine_Unregister();
-
        if(other.takedamage == DAMAGE_AIM)
                if(other.classname == "player")
                        if(IsDifferentTeam(self.owner, other))
@@ -50,8 +77,6 @@ void W_Mine_Explode ()
 
 void W_Mine_DoRemoteExplode ()
 {
-       W_Mine_Unregister();
-
        self.event_damage = SUB_Null;
        self.takedamage = DAMAGE_NO;
 
@@ -69,11 +94,9 @@ void W_Mine_DoRemoteExplode ()
        remove (self);
 }
 
-void W_Mine_RemoteExplode()
+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
@@ -81,10 +104,9 @@ void W_Mine_RemoteExplode()
                {
                        W_Mine_DoRemoteExplode();
                }
-       }
 }
 
-void W_Mine_ProximityExplode()
+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"))
@@ -112,12 +134,22 @@ void W_Mine_Think (void)
        {
                other = world;
                self.projectiledeathtype |= HITTYPE_BOUNCE;
-               W_Mine_Explode ();
+               W_Mine_Explode();
                return;
        }
 
-       // set the mine for detonation when a foe gets too close
-       head = findradius(self.origin, cvar("g_balance_minelayer_detectionradius"));
+       // a player's mines shall explode if he disconnects or dies
+       // TODO: Do this on team change too
+       if(self.owner.classname != "player" || self.owner.deadflag != DEAD_NO)
+       {
+               other = world;
+               self.projectiledeathtype |= HITTYPE_BOUNCE;
+               W_Mine_Explode();
+               return;
+       }
+
+       // set the mine for detonation when a foe gets close enough
+       head = findradius(self.origin, cvar("g_balance_minelayer_proximityradius"));
        while(head)
        {
                if(head.classname == "player" && head.deadflag == DEAD_NO)
@@ -148,10 +180,7 @@ void W_Mine_Touch (void)
 {
        PROJECTILE_TOUCH;
        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
-       }
+               W_Mine_Stick();
        else if(self.movetype != MOVETYPE_NONE) // don't unstick a locked mine when someone touches it
                self.velocity = '0 0 0';
 }
@@ -174,12 +203,11 @@ void W_Mine_Attack (void)
        // 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;
+               self.minelayer_mines = 0;
                for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
-                       self.mine_number += 1;
+                       self.minelayer_mines += 1;
 
-               if(self.mine_number >= cvar("g_balance_minelayer_limit"))
+               if(self.minelayer_mines >= 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") );
@@ -196,7 +224,6 @@ void W_Mine_Attack (void)
 
        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
@@ -367,6 +394,7 @@ float w_minelayer(float req)
        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");