2 REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 4, WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", _("Mine Layer"))
5 void W_Mine_Think (void);
6 .float minelayer_detonate, minelayer_mines;
9 void W_MineLayer_SetAmmoCounter()
11 // set clip_load to the weapon we have switched to, if the gun uses reloading
12 if(!autocvar_g_balance_minelayer_reload_ammo)
13 self.clip_load = 0; // also keeps crosshair ammo from displaying
16 self.clip_load = self.weapon_load[WEP_MINE_LAYER];
17 self.clip_size = autocvar_g_balance_minelayer_reload_ammo; // for the crosshair ammo display
21 void W_MineLayer_Reload()
23 self.reload_ammo_player = ammo_rockets;
24 self.reload_ammo_min = autocvar_g_balance_minelayer_ammo;
25 self.reload_ammo_amount = autocvar_g_balance_minelayer_reload_ammo;
26 self.reload_time = autocvar_g_balance_minelayer_reload_time;
27 self.reload_sound = "weapons/reload.wav";
32 void spawnfunc_weapon_minelayer (void)
34 weapon_defaultspawnfunc(WEP_MINE_LAYER);
39 spamsound (self, CHAN_PROJECTILE, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
41 // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
45 newmine.classname = self.classname;
47 newmine.bot_dodge = self.bot_dodge;
48 newmine.bot_dodgerating = self.bot_dodgerating;
50 newmine.owner = self.owner;
51 setsize(newmine, '-4 -4 -4', '4 4 4');
52 setorigin(newmine, self.origin);
53 setmodel(newmine, "models/mine.md3");
54 newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
56 newmine.takedamage = self.takedamage;
57 newmine.damageforcescale = self.damageforcescale;
58 newmine.health = self.health;
59 newmine.event_damage = self.event_damage;
60 newmine.spawnshieldtime = self.spawnshieldtime;
62 newmine.movetype = MOVETYPE_NONE; // lock the mine in place
63 newmine.projectiledeathtype = self.projectiledeathtype;
65 newmine.mine_time = self.mine_time;
67 newmine.touch = SUB_Null;
68 newmine.think = W_Mine_Think;
69 newmine.nextthink = time;
70 newmine.cnt = self.cnt;
71 newmine.flags = self.flags;
77 void W_Mine_Explode ()
79 if(other.takedamage == DAMAGE_AIM)
80 if(other.classname == "player")
81 if(IsDifferentTeam(self.owner, other))
83 AnnounceTo(self.owner, "airshot");
85 self.event_damage = SUB_Null;
86 self.takedamage = DAMAGE_NO;
88 RadiusDamage (self, self.owner, autocvar_g_balance_minelayer_damage, autocvar_g_balance_minelayer_edgedamage, autocvar_g_balance_minelayer_radius, world, autocvar_g_balance_minelayer_force, self.projectiledeathtype, other);
90 if (self.owner.weapon == WEP_MINE_LAYER)
92 if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
94 self.owner.cnt = WEP_MINE_LAYER;
95 ATTACK_FINISHED(self.owner) = time;
96 self.owner.switchweapon = w_getbestweapon(self.owner);
102 void W_Mine_DoRemoteExplode ()
104 self.event_damage = SUB_Null;
105 self.takedamage = DAMAGE_NO;
107 RadiusDamage (self, self.owner, autocvar_g_balance_minelayer_remote_damage, autocvar_g_balance_minelayer_remote_edgedamage, autocvar_g_balance_minelayer_remote_radius, world, autocvar_g_balance_minelayer_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world);
109 if (self.owner.weapon == WEP_MINE_LAYER)
111 if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
113 self.owner.cnt = WEP_MINE_LAYER;
114 ATTACK_FINISHED(self.owner) = time;
115 self.owner.switchweapon = w_getbestweapon(self.owner);
121 void W_Mine_RemoteExplode ()
123 if(self.owner.deadflag == DEAD_NO)
124 if((self.spawnshieldtime >= 0)
125 ? (time >= self.spawnshieldtime) // timer
126 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device
129 W_Mine_DoRemoteExplode();
133 void W_Mine_ProximityExplode ()
135 // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
136 if(autocvar_g_balance_minelayer_protection)
139 head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
142 if(head == self.owner || !IsDifferentTeam(head, self.owner))
152 void W_Mine_Think (void)
156 self.nextthink = time;
160 self.projectiledeathtype |= HITTYPE_BOUNCE;
165 // a player's mines shall explode if he disconnects or dies
166 // TODO: Do this on team change too
167 if(self.owner.classname != "player" || self.owner.deadflag != DEAD_NO)
170 self.projectiledeathtype |= HITTYPE_BOUNCE;
175 // set the mine for detonation when a foe gets close enough
176 head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
179 if(head.classname == "player" && head.deadflag == DEAD_NO)
180 if(head != self.owner && IsDifferentTeam(head, self.owner)) // don't trigger for team mates
183 spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
184 self.mine_time = time + autocvar_g_balance_minelayer_time;
189 // explode if it's time to
190 if(self.mine_time && time >= self.mine_time)
191 W_Mine_ProximityExplode();
194 if (self.owner.weapon == WEP_MINE_LAYER)
195 if (self.owner.deadflag == DEAD_NO)
196 if (self.minelayer_detonate)
197 W_Mine_RemoteExplode();
200 void W_Mine_Touch (void)
203 if(!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))
205 else if(self.movetype != MOVETYPE_NONE) // don't unstick a locked mine when someone touches it
206 self.velocity = '0 0 0';
209 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
211 if (self.health <= 0)
213 self.health = self.health - damage;
214 self.angles = vectoangles(self.velocity);
215 if (self.health <= 0)
216 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
219 void W_Mine_Attack (void)
224 // scan how many mines we placed, and return if we reached our limit
225 if(autocvar_g_balance_minelayer_limit)
227 self.minelayer_mines = 0;
228 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
229 self.minelayer_mines += 1;
231 if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
233 // the refire delay keeps this message from being spammed
234 sprint(self, strcat("You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
235 play2(self, "weapons/unavailable.wav");
240 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
241 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
243 if(autocvar_g_balance_minelayer_reload_ammo)
245 self.clip_load -= autocvar_g_balance_minelayer_ammo;
246 self.weapon_load[WEP_MINE_LAYER] = self.clip_load;
249 self.ammo_rockets -= autocvar_g_balance_minelayer_ammo;
252 W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, autocvar_g_balance_minelayer_damage);
253 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
255 mine = WarpZone_RefSys_SpawnSameRefSys(self);
257 if(autocvar_g_balance_minelayer_detonatedelay >= 0)
258 mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
260 mine.spawnshieldtime = -1;
261 mine.classname = "mine";
262 mine.bot_dodge = TRUE;
263 mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
265 mine.takedamage = DAMAGE_YES;
266 mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
267 mine.health = autocvar_g_balance_minelayer_health;
268 mine.event_damage = W_Mine_Damage;
270 mine.movetype = MOVETYPE_TOSS;
271 PROJECTILE_MAKETRIGGER(mine);
272 mine.projectiledeathtype = WEP_MINE_LAYER;
273 setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
275 setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
276 W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
277 mine.angles = vectoangles (mine.velocity);
279 mine.touch = W_Mine_Touch;
280 mine.think = W_Mine_Think;
281 mine.nextthink = time;
282 mine.cnt = time + autocvar_g_balance_minelayer_lifetime;
283 mine.flags = FL_PROJECTILE;
285 CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
287 // muzzle flash for 1st person view
289 setmodel (flash, "models/flash.md3"); // precision set below
290 SUB_SetFade (flash, time, 0.1);
291 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
292 W_AttachToShotorg(flash, '5 0 0');
296 other = mine; MUTATOR_CALLHOOK(EditProjectile);
299 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
301 float w_minelayer(float req)
309 // aim and decide to fire if appropriate
310 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
311 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
313 // decide whether to detonate mines
314 entity targetlist, targ;
315 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
316 float selfdamage, teamdamage, enemydamage;
317 edgedamage = autocvar_g_balance_minelayer_edgedamage;
318 coredamage = autocvar_g_balance_minelayer_damage;
319 edgeradius = autocvar_g_balance_minelayer_radius;
320 recipricoledgeradius = 1 / edgeradius;
324 targetlist = findchainfloat(bot_attack, TRUE);
325 mine = find(world, classname, "mine");
328 if (mine.owner != self)
330 mine = find(mine, classname, "mine");
336 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
337 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
338 // count potential damage according to type of target
340 selfdamage = selfdamage + d;
341 else if (targ.team == self.team && teams_matter)
342 teamdamage = teamdamage + d;
343 else if (bot_shouldattack(targ))
344 enemydamage = enemydamage + d;
347 mine = find(mine, classname, "mine");
349 float desirabledamage;
350 desirabledamage = enemydamage;
351 if (time > self.invincible_finished && time > self.spawnshieldtime)
352 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
353 if (teams_matter && self.team)
354 desirabledamage = desirabledamage - teamdamage;
356 mine = find(world, classname, "mine");
359 if (mine.owner != self)
361 mine = find(mine, classname, "mine");
364 makevectors(mine.v_angle);
366 if (skill > 9) // normal players only do this for the target they are tracking
372 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
373 && desirabledamage > 0.1*coredamage
374 )self.BUTTON_ATCK2 = TRUE;
378 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
379 //As the distance gets larger, a correct detonation gets near imposible
380 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
381 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
382 if(self.enemy.classname == "player")
383 if(desirabledamage >= 0.1*coredamage)
384 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
385 self.BUTTON_ATCK2 = TRUE;
386 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
389 mine = find(mine, classname, "mine");
391 // if we would be doing at X percent of the core damage, detonate it
392 // but don't fire a new shot at the same time!
393 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
394 self.BUTTON_ATCK2 = TRUE;
395 if ((skill > 6.5) && (selfdamage > self.health))
396 self.BUTTON_ATCK2 = FALSE;
397 //if(self.BUTTON_ATCK2 == TRUE)
398 // dprint(ftos(desirabledamage),"\n");
399 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
402 else if (req == WR_THINK)
404 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
405 W_MineLayer_Reload();
406 else if (self.BUTTON_ATCK)
408 if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
411 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
415 else if (self.BUTTON_ATCK2)
418 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
420 if(!mine.minelayer_detonate)
422 mine.minelayer_detonate = TRUE;
427 sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
430 else if (req == WR_PRECACHE)
432 precache_model ("models/flash.md3");
433 precache_model ("models/mine.md3");
434 precache_model ("models/weapons/g_minelayer.md3");
435 precache_model ("models/weapons/v_minelayer.md3");
436 precache_model ("models/weapons/h_minelayer.iqm");
437 precache_sound ("weapons/mine_det.wav");
438 precache_sound ("weapons/mine_fire.wav");
439 precache_sound ("weapons/mine_stick.wav");
440 precache_sound ("weapons/mine_trigger.wav");
441 precache_sound ("weapons/reload.wav");
443 else if (req == WR_SETUP)
445 weapon_setup(WEP_MINE_LAYER);
446 W_MineLayer_SetAmmoCounter();
448 else if (req == WR_CHECKAMMO1)
450 // don't switch while placing a mine
451 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
453 if(autocvar_g_balance_minelayer_reload_ammo)
455 if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo && self.weapon_load[WEP_MINE_LAYER] < autocvar_g_balance_minelayer_ammo)
458 else if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
463 else if (req == WR_CHECKAMMO2)
467 else if (req == WR_RESETPLAYER)
469 // all weapons must be fully loaded when we spawn
470 self.weapon_load[WEP_MINE_LAYER] = autocvar_g_balance_minelayer_reload_ammo;
472 else if (req == WR_RELOAD)
474 W_MineLayer_Reload();
480 float w_minelayer(float req)
482 if(req == WR_IMPACTEFFECT)
485 org2 = w_org + w_backoff * 12;
486 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
488 sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
490 else if(req == WR_PRECACHE)
492 precache_sound("weapons/mine_exp.wav");
494 else if (req == WR_SUICIDEMESSAGE)
495 w_deathtypestring = _("%s exploded");
496 else if (req == WR_KILLMESSAGE)
498 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
499 w_deathtypestring = _("%s got too close to %s's mine");
500 else if(w_deathtype & HITTYPE_SPLASH)
501 w_deathtypestring = _("%s almost dodged %s's mine");
503 w_deathtypestring = _("%s stepped on %s's mine");