]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
get rid of g_laserguided_missile due to non-use and unnecessary complexity
authorRudolf Polzer <divverent@alientrap.org>
Wed, 10 Nov 2010 20:44:11 +0000 (21:44 +0100)
committerRudolf Polzer <divverent@alientrap.org>
Wed, 10 Nov 2010 20:44:33 +0000 (21:44 +0100)
16 files changed:
balance25.cfg
balanceLeeStricklin.cfg
balanceNexSVN.cfg
balanceSamual.cfg
balanceTest.cfg
balanceXonotic.cfg
balancetZork.cfg
defaultXonotic.cfg
qcsrc/server/cl_client.qc
qcsrc/server/cl_player.qc
qcsrc/server/cl_weaponsystem.qc
qcsrc/server/defs.qh
qcsrc/server/g_world.qc
qcsrc/server/miscfunctions.qc
qcsrc/server/teamplay.qc
qcsrc/server/w_rocketlauncher.qc

index 49a450f80722a7aec4b6e4be956c805fefe0d656..116c9a1cea86e3256d84e974d3f5725e637f68d0 100644 (file)
@@ -502,11 +502,6 @@ set g_balance_rocketlauncher_guideratedelay 0.01 // immediate
 set g_balance_rocketlauncher_guidegoal 512 // goal distance for (non-laser) guiding (higher = less control, lower = erratic)
 set g_balance_rocketlauncher_guidedelay 0.15 // delay before guiding kicks in
 set g_balance_rocketlauncher_guidestop 0 // stop guiding when firing again
-set g_balance_rocketlauncher_laserguided_speed 1000 //650
-set g_balance_rocketlauncher_laserguided_speedaccel 0
-set g_balance_rocketlauncher_laserguided_speedstart 1000
-set g_balance_rocketlauncher_laserguided_turnrate 0.75 //0.5
-set g_balance_rocketlauncher_laserguided_allow_steal 1
 set g_balance_rocketlauncher_remote_damage 105
 set g_balance_rocketlauncher_remote_edgedamage 40
 set g_balance_rocketlauncher_remote_radius 150
index 9735e07a57d245c4b7fbb8d524a1700ea77acb09..807a8af180860a216b2953e32aa931c3d0a39ede 100644 (file)
@@ -513,11 +513,6 @@ set g_balance_rocketlauncher_guideratedelay 0.01 // immediate
 set g_balance_rocketlauncher_guidegoal 512 // goal distance for (non-laser) guiding (higher = less control, lower = erratic)
 set g_balance_rocketlauncher_guidedelay 0.15 // delay before guiding kicks in
 set g_balance_rocketlauncher_guidestop 0 // stop guiding when firing again
-set g_balance_rocketlauncher_laserguided_speed 1000 //650
-set g_balance_rocketlauncher_laserguided_speedaccel 0
-set g_balance_rocketlauncher_laserguided_speedstart 1000
-set g_balance_rocketlauncher_laserguided_turnrate 0.60 //0.5
-set g_balance_rocketlauncher_laserguided_allow_steal 1
 set g_balance_rocketlauncher_remote_damage 120
 set g_balance_rocketlauncher_remote_edgedamage 46
 set g_balance_rocketlauncher_remote_radius 185
index 4649a6eaaf4a001965a2115fafedf4feca1c6f99..145db5ddf1a1a6efb64d50154849a5124456d457 100644 (file)
@@ -501,11 +501,6 @@ set g_balance_rocketlauncher_guideratedelay 0.01 // immediate
 set g_balance_rocketlauncher_guidegoal 512 // goal distance for (non-laser) guiding (higher = less control, lower = erratic)
 set g_balance_rocketlauncher_guidedelay 0.15 // delay before guiding kicks in
 set g_balance_rocketlauncher_guidestop 0 // stop guiding when firing again
-set g_balance_rocketlauncher_laserguided_speed 1000 //650
-set g_balance_rocketlauncher_laserguided_speedaccel 0
-set g_balance_rocketlauncher_laserguided_speedstart 1000
-set g_balance_rocketlauncher_laserguided_turnrate 0.75 //0.5
-set g_balance_rocketlauncher_laserguided_allow_steal 1
 set g_balance_rocketlauncher_remote_damage 105
 set g_balance_rocketlauncher_remote_edgedamage 40
 set g_balance_rocketlauncher_remote_radius 150
index fc16e2ee34361a08b909bbe170150a4ee81d0202..e33fb631ec64595d8890c3fed5918a440afb8584 100644 (file)
@@ -502,11 +502,6 @@ set g_balance_rocketlauncher_guideratedelay 0.01 // immediate
 set g_balance_rocketlauncher_guidegoal 512 // goal distance for (non-laser) guiding (higher = less control, lower = erratic)
 set g_balance_rocketlauncher_guidedelay 0.15 // delay before guiding kicks in
 set g_balance_rocketlauncher_guidestop 0 // stop guiding when firing again
-set g_balance_rocketlauncher_laserguided_speed 1000 //650
-set g_balance_rocketlauncher_laserguided_speedaccel 0
-set g_balance_rocketlauncher_laserguided_speedstart 1000
-set g_balance_rocketlauncher_laserguided_turnrate 0.75 //0.5
-set g_balance_rocketlauncher_laserguided_allow_steal 1
 set g_balance_rocketlauncher_remote_damage 80
 set g_balance_rocketlauncher_remote_edgedamage 40
 set g_balance_rocketlauncher_remote_radius 100
index 4bfe87bbd82c55c9d832819919209c5377082729..ba4630bbd515a72375a3af956da89ba06f05d7b1 100644 (file)
@@ -502,11 +502,6 @@ set g_balance_rocketlauncher_guideratedelay 0.01 // immediate
 set g_balance_rocketlauncher_guidegoal 512 // goal distance for (non-laser) guiding (higher = less control, lower = erratic)
 set g_balance_rocketlauncher_guidedelay 0.15 // delay before guiding kicks in
 set g_balance_rocketlauncher_guidestop 0 // stop guiding when firing again
-set g_balance_rocketlauncher_laserguided_speed 1000 //650
-set g_balance_rocketlauncher_laserguided_speedaccel 0
-set g_balance_rocketlauncher_laserguided_speedstart 1000
-set g_balance_rocketlauncher_laserguided_turnrate 0.75 //0.5
-set g_balance_rocketlauncher_laserguided_allow_steal 1
 set g_balance_rocketlauncher_remote_damage 90
 set g_balance_rocketlauncher_remote_edgedamage 20
 set g_balance_rocketlauncher_remote_radius 125
index 55d0fe69f99309bd75145fd536d16fcecbed4fb3..189ac077f9e01f16bce012e047fdf1f31d010fb1 100644 (file)
@@ -502,11 +502,6 @@ set g_balance_rocketlauncher_guideratedelay 0.01 // immediate
 set g_balance_rocketlauncher_guidegoal 512 // goal distance for (non-laser) guiding (higher = less control, lower = erratic)
 set g_balance_rocketlauncher_guidedelay 0.15 // delay before guiding kicks in
 set g_balance_rocketlauncher_guidestop 0 // stop guiding when firing again
-set g_balance_rocketlauncher_laserguided_speed 1000 //650
-set g_balance_rocketlauncher_laserguided_speedaccel 0
-set g_balance_rocketlauncher_laserguided_speedstart 1000
-set g_balance_rocketlauncher_laserguided_turnrate 0.75 //0.5
-set g_balance_rocketlauncher_laserguided_allow_steal 1
 set g_balance_rocketlauncher_remote_damage 50
 set g_balance_rocketlauncher_remote_edgedamage 16.5
 set g_balance_rocketlauncher_remote_radius 120
index 7bf8285d9009b53728e8a848451c4a7d58e36975..ab53f475339e2d06d2b511c3d6f01d9ea8fefde2 100644 (file)
@@ -503,11 +503,6 @@ set g_balance_rocketlauncher_guideratedelay 0.01 // immediate
 set g_balance_rocketlauncher_guidegoal 512 // goal distance for (non-laser) guiding (higher = less control, lower = erratic)
 set g_balance_rocketlauncher_guidedelay 0.15 // delay before guiding kicks in
 set g_balance_rocketlauncher_guidestop 0 // stop guiding when firing again
-set g_balance_rocketlauncher_laserguided_speed 1000 //650
-set g_balance_rocketlauncher_laserguided_speedaccel 0
-set g_balance_rocketlauncher_laserguided_speedstart 1000
-set g_balance_rocketlauncher_laserguided_turnrate 0.75 //0.5
-set g_balance_rocketlauncher_laserguided_allow_steal 1
 set g_balance_rocketlauncher_remote_damage 90
 set g_balance_rocketlauncher_remote_edgedamage 20
 set g_balance_rocketlauncher_remote_radius 125
index 19d728abe3199de275004d1c0e5355f138592652..2e26355e7096a7bd332e8a46d9137f350dffade4 100644 (file)
@@ -526,7 +526,6 @@ set g_minstagib_speed_moverate 1.25 "speed-multiplier that applies while you car
 set g_vampire 0 "set to 1 to enable the vampire mode, where the damage done to your opponent gets added to your own health"
 set g_weaponarena "0"  "put in a list of weapons to enable a weapon arena mode, or try \"all\" or \"most\""
 set g_weaponarena_random "0"   "if set to a number, only that weapon count is given on every spawn (randomly)"
-set g_laserguided_missile 0 "if set to 1 the rockets of the rocket launcher can be steered using a laserpointer"
 set g_midair 0 "if set to 1 you can only apply damage to your opponent while he is airborne"
 set g_midair_shieldtime 0.3 "number of seconds you are still invincible since you lost contact to the ground"
 set g_spawnsound 1 "set to 0 if you don't want to hear the spawn sound when a player spawns"
index 1438d317c76947d9fd04cec4477a49f1d5b15e15..abdd41ebe93649243ea01781dd48505d16b1099f 100644 (file)
@@ -1695,11 +1695,6 @@ void ClientDisconnect (void)
 
        bot_relinkplayerlist();
 
-       // remove laserdot
-       if(self.weaponentity)
-               if(self.weaponentity.lasertarget)
-                       remove(self.weaponentity.lasertarget);
-
        if(g_arena)
        {
                Spawnqueue_Unmark(self);
index d890f5d591ad49bc4ef21d0a9a2456704f5a5752..08a6384099e3373aae021dc78c8cf21b701229b6 100644 (file)
@@ -665,11 +665,6 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                // set up to fade out later
                SUB_SetFade (self, time + 6 + random (), 1);
 
-               // remove laserdot
-               if(self.weaponentity)
-                       if(self.weaponentity.lasertarget)
-                               remove(self.weaponentity.lasertarget);
-
                if(clienttype(self) == CLIENTTYPE_REAL)
                {
                        self.fixangle = TRUE;
index 4537573c5d57b28c6ed7757a4aea131bcd78d109..907f1788196e56adc947c9a0180fb00694231790 100644 (file)
@@ -270,67 +270,6 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m
 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
 #define W_SetupShot_Range(ent,antilag,recoil,snd,maxdamage,range) W_SetupShot_Dir_ProjectileSize_Range(ent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage, range)
 
-void LaserTarget_Think()
-{
-       entity e;
-       vector offset;
-       float uselaser;
-       uselaser = 0;
-
-       // list of weapons that will use the laser, and the options that enable it
-       if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && g_laserguided_missile)
-               uselaser = 1;
-       // example
-       //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
-       //      uselaser = 1;
-
-
-
-       // if a laser-enabled weapon isn't selected, delete any existing laser and quit
-       if(!uselaser)
-       {
-               // rocket launcher isn't selected, so no laser target.
-               if(self.lasertarget != world)
-               {
-                       remove(self.lasertarget);
-                       self.lasertarget = world;
-               }
-               return;
-       }
-
-       if(!self.lasertarget)
-       {
-               // we don't have a lasertarget entity, so spawn one
-               //bprint("create laser target\n");
-               e = self.lasertarget = spawn();
-               e.owner = self.owner;                   // Its owner is my owner
-               e.classname = "laser_target";
-               e.movetype = MOVETYPE_NOCLIP;   // don't touch things
-               setmodel(e, "models/laser_dot.mdl");    // what it looks like, precision set below
-               e.scale = 1.25;                         // make it larger
-               e.alpha = 0.25;                         // transparency
-               e.colormod = '255 0 0' * (1/255) * 8;   // change colors
-               e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
-               // make it dynamically glow
-               // you should avoid over-using this, as it can slow down the player's computer.
-               e.glow_color = 251; // red color
-               e.glow_size = 12;
-       }
-       else
-               e = self.lasertarget;
-
-       // move the laser dot to where the player is looking
-
-       makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
-       offset = '0 0 26' + v_right*3;
-       traceline(self.owner.origin + offset, self.owner.origin + offset + v_forward * MAX_SHOT_DISTANCE, FALSE, self); // trace forward until you hit something, like a player or wall
-       setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
-       if(trace_plane_normal != '0 0 0')
-               e.angles = vectoangles(trace_plane_normal);
-       else
-               e.angles = vectoangles(v_forward);
-}
-
 float CL_Weaponentity_CustomizeEntityForClient()
 {
        self.viewmodelforclient = self.owner;
@@ -835,9 +774,6 @@ void CL_Weaponentity_Think()
                self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
 
        }
-
-       // create or update the lasertarget entity
-       LaserTarget_Think();
 };
 
 void CL_ExteriorWeaponentity_Think()
index 74797441c38a10965614bc19763352330d3bbd9b..bf0f395b84b1978441095f80d943485178a8bb36 100644 (file)
@@ -18,7 +18,7 @@ float require_spawnfunc_prefix; // if this float exists, only functions with spa
 float ctf_score_value(string parameter);
 
 float g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_ca, g_lms, g_runematch, g_race, g_nexball, g_cts;
-float g_cloaked, g_footsteps, g_jump_grunt, g_grappling_hook, g_laserguided_missile, g_midair, g_minstagib, g_pinata, g_norecoil, g_vampire, g_minstagib_invis_alpha, g_bloodloss;
+float g_cloaked, g_footsteps, g_jump_grunt, g_grappling_hook, g_midair, g_minstagib, g_pinata, g_norecoil, g_vampire, g_minstagib_invis_alpha, g_bloodloss;
 float g_warmup_limit;
 float g_warmup_allguns;
 float g_warmup_allow_timeout;
@@ -243,10 +243,6 @@ float alreadychangedlevel;
 .float welcomemessage_time;
 .float version;
 
-// Laser target for laser-guided weapons
-.entity lasertarget;
-.float laser_on;
-
 // minstagib vars
 .float jump_interval;    // laser refire
 
index c4b26571229659701d7b90ffac7f9e48bbdac459..2ca6e82330c1341eb41e5021a6b6dcddaa3dc5b2 100644 (file)
@@ -713,10 +713,6 @@ void spawnfunc_worldspawn (void)
                if(cvar("g_vampire"))
                        s = strcat(s, ":vampire");
 
-               // initialiation stuff, not good in the mutator system
-               if(cvar("g_laserguided_missile"))
-                       s = strcat(s, ":laserguided_missile");
-
                // TODO to mutator system
                if(cvar("g_norecoil"))
                        s = strcat(s, ":norecoil");
index 738c32eba804ad81a6efec24192feb5509daab57..2a601cefa23319a860b83f379778ae75da87471e 100644 (file)
@@ -1230,7 +1230,6 @@ void readlevelcvars(void)
        g_footsteps = cvar("g_footsteps");
        g_grappling_hook = cvar("g_grappling_hook");
        g_jetpack = cvar("g_jetpack");
-       g_laserguided_missile = cvar("g_laserguided_missile");
        g_midair = cvar("g_midair");
        g_minstagib = cvar("g_minstagib");
        g_norecoil = cvar("g_norecoil");
index 1232e3c8eb9262f180e8bb97279fdaf761f29181..a83b927c353a4e22a3e7dd650d75f21053a2f90c 100644 (file)
@@ -512,8 +512,6 @@ void PrintWelcomeMessage(entity pl)
                modifications = strcat(modifications, ", Cloaked");
        if(g_grappling_hook)
                modifications = strcat(modifications, ", Hook");
-       if(g_laserguided_missile)
-               modifications = strcat(modifications, ", LG missiles");
        if(g_midair)
                modifications = strcat(modifications, ", Midair");
        if(g_vampire)
index a57da6a67d049cff12aa3b9121d76dbb1c335f10..c29fda3a2af78575b5d18b9acfbe5db1ce57a425 100644 (file)
@@ -37,8 +37,6 @@ void W_Rocket_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_rocketlauncher_refire") * W_WeaponRateFactor();
        }
        remove (self);
 }
@@ -60,8 +58,6 @@ void W_Rocket_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_rocketlauncher_refire") * W_WeaponRateFactor();
        }
        remove (self);
 }
@@ -157,12 +153,11 @@ vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
 
 void W_Rocket_Think (void)
 {
-       entity e;
        vector desireddir, olddir, newdir, desiredorigin, goal;
 #if 0
        float cosminang, cosmaxang, cosang;
 #endif
-       float turnrate, velspeed, f;
+       float velspeed, f;
        self.nextthink = time;
        if (time > self.cnt)
        {
@@ -172,117 +167,65 @@ void W_Rocket_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_rocketlauncher_laserguided_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
-               if (velspeed > 0)
-                       self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
-       }
-       else
-       {
-               // accelerate
-               makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
-               velspeed = cvar("g_balance_rocketlauncher_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
-               if (velspeed > 0)
-                       self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * g_weaponspeedfactor * frametime, velspeed);
-       }
+       // accelerate
+       makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
+       velspeed = cvar("g_balance_rocketlauncher_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
+       if (velspeed > 0)
+               self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * g_weaponspeedfactor * frametime, velspeed);
 
        // laser guided, or remote detonation
        if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
        {
-               if(g_laserguided_missile)
+               if(self == self.owner.lastrocket)
+               if not(self.owner.rl_release)
+               if not(self.BUTTON_ATCK2)
+               if(cvar("g_balance_rocketlauncher_guiderate"))
+               if(time > self.pushltime)
+               if(self.owner.deadflag == DEAD_NO)
                {
-                       if(self.rl_detonate_later)
-                               W_Rocket_RemoteExplode();
-
-                       if(cvar("g_balance_rocketlauncher_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_rocketlauncher_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_rocketlauncher_guiderate"))
-                       if(time > self.pushltime)
-                       if(self.owner.deadflag == DEAD_NO)
-                       {
-                               f = cvar("g_balance_rocketlauncher_guideratedelay");
-                               if(f)
-                                       f = bound(0, (time - self.pushltime) / f, 1);
-                               else
-                                       f = 1;
+                       f = cvar("g_balance_rocketlauncher_guideratedelay");
+                       if(f)
+                               f = bound(0, (time - self.pushltime) / f, 1);
+                       else
+                               f = 1;
 
-                               velspeed = vlen(self.velocity);
+                       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);
+                       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_rocketlauncher_guidefadeangle") * DEG2RAD);
-                               cosmaxang = cos(cvar("g_balance_rocketlauncher_guidemaxangle") * DEG2RAD);
-                               cosang = desireddir * normalize(self.origin - desiredorigin);
-                               if(cosminang == cosmaxang)
-                                       f *= (cosang >= cosminang);
-                               else
-                                       f *= bound(0, (cosang - cosmaxang) / (cosminang - cosmaxang), 1);
+                       // disabled this code because it doesn't do what I want it to do :P
+                       cosminang = cos(cvar("g_balance_rocketlauncher_guidefadeangle") * DEG2RAD);
+                       cosmaxang = cos(cvar("g_balance_rocketlauncher_guidemaxangle") * DEG2RAD);
+                       cosang = desireddir * normalize(self.origin - desiredorigin);
+                       if(cosminang == cosmaxang)
+                               f *= (cosang >= cosminang);
+                       else
+                               f *= bound(0, (cosang - cosmaxang) / (cosminang - cosmaxang), 1);
 #endif
 
-                               // now it gets tricky... we want to move like some curve to approximate the target direction
-                               // but we are limiting the rate at which we can turn!
-                               goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + cvar("g_balance_rocketlauncher_guidegoal")) * desireddir;
-                               newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(cvar("g_balance_rocketlauncher_guiderate") * f * frametime * DEG2RAD));
+                       // now it gets tricky... we want to move like some curve to approximate the target direction
+                       // but we are limiting the rate at which we can turn!
+                       goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + cvar("g_balance_rocketlauncher_guidegoal")) * desireddir;
+                       newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(cvar("g_balance_rocketlauncher_guiderate") * f * frametime * DEG2RAD));
 
-                               self.velocity = newdir * velspeed;
-                               self.angles = vectoangles(self.velocity);
+                       self.velocity = newdir * velspeed;
+                       self.angles = vectoangles(self.velocity);
 
-                               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.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_Rocket_RemoteExplode();
                }
+
+               if(self.rl_detonate_later)
+                       W_Rocket_RemoteExplode();
        }
 
        if(self.csqcprojectile_clientanimate == 0)
@@ -345,10 +288,7 @@ void W_Rocket_Attack (void)
        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_rocketlauncher_laserguided_speedstart"), 0);
-       else
-               W_SetupProjectileVelocity(missile, cvar("g_balance_rocketlauncher_speedstart"), 0);
+       W_SetupProjectileVelocity(missile, cvar("g_balance_rocketlauncher_speedstart"), 0);
        missile.angles = vectoangles (missile.velocity);
 
        missile.touch = W_Rocket_Touch;
@@ -357,7 +297,7 @@ void W_Rocket_Attack (void)
        missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
        missile.flags = FL_PROJECTILE;
 
-       CSQCProjectile(missile, cvar("g_balance_rocketlauncher_guiderate") == 0 && cvar("g_balance_rocketlauncher_speedaccel") == 0 && !g_laserguided_missile, PROJECTILE_ROCKET, FALSE); // because of fly sound
+       CSQCProjectile(missile, cvar("g_balance_rocketlauncher_guiderate") == 0 && cvar("g_balance_rocketlauncher_speedaccel") == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
 
        // muzzle flash for 1st person view
        flash = spawn ();
@@ -473,71 +413,32 @@ float w_rlauncher(float req)
        }
        else if (req == WR_THINK)
        {
-               if(g_laserguided_missile)
+               if (self.BUTTON_ATCK)
                {
-                       if (self.BUTTON_ATCK && self.rl_release)
+                       if(self.rl_release || cvar("g_balance_rocketlauncher_guidestop"))
+                       if(weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
                        {
-                               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_rocketlauncher_refire")))
-                                       {
-                                               W_Rocket_Attack();
-                                               weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
-                                       }
-                               }
+                               W_Rocket_Attack();
+                               weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_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)
-                       {
-                               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);
-                       }
                }
                else
-               {
-                       if (self.BUTTON_ATCK)
-                       {
-                               if(self.rl_release || cvar("g_balance_rocketlauncher_guidestop"))
-                               if(weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
-                               {
-                                       W_Rocket_Attack();
-                                       weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
-                                       self.rl_release = 0;
-                               }
-                       }
-                       else
-                               self.rl_release = 1;
+                       self.rl_release = 1;
 
-                       if (self.BUTTON_ATCK2)
+               if (self.BUTTON_ATCK2)
+               {
+                       rockfound = 0;
+                       for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
                        {
-                               rockfound = 0;
-                               for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
+                               if(!rock.rl_detonate_later)
                                {
-                                       if(!rock.rl_detonate_later)
-                                       {
-                                               rock.rl_detonate_later = TRUE;
-                                               rockfound = 1;
-                                       }
+                                       rock.rl_detonate_later = 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)
@@ -549,10 +450,6 @@ float w_rlauncher(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"); // rocket launcher
-               }
        }
        else if (req == WR_SETUP)
        {