2 REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", "Mine Layer");
5 .float minelayer_detonate;
6 .float mine_number, mine_time;
8 void spawnfunc_weapon_minelayer (void)
10 weapon_defaultspawnfunc(WEP_MINE_LAYER);
13 void W_Mine_Unregister()
15 if(self.owner && self.owner.lastmine == self)
16 self.owner.lastmine = world;
19 void W_Mine_Explode ()
23 if(other.takedamage == DAMAGE_AIM)
24 if(other.classname == "player")
25 if(IsDifferentTeam(self.owner, other))
27 AnnounceTo(self.owner, "airshot");
29 self.event_damage = SUB_Null;
30 self.takedamage = DAMAGE_NO;
32 RadiusDamage (self, self.owner, cvar("g_balance_minelayer_damage"), cvar("g_balance_minelayer_edgedamage"), cvar("g_balance_minelayer_radius"), world, cvar("g_balance_minelayer_force"), self.projectiledeathtype, other);
34 if (self.owner.weapon == WEP_MINE_LAYER)
36 if(self.owner.ammo_rockets < cvar("g_balance_minelayer_ammo"))
38 self.owner.cnt = WEP_MINE_LAYER;
39 ATTACK_FINISHED(self.owner) = time;
40 self.owner.switchweapon = w_getbestweapon(self.owner);
46 void W_Mine_DoRemoteExplode ()
50 self.event_damage = SUB_Null;
51 self.takedamage = DAMAGE_NO;
53 RadiusDamage (self, self.owner, cvar("g_balance_minelayer_remote_damage"), cvar("g_balance_minelayer_remote_edgedamage"), cvar("g_balance_minelayer_remote_radius"), world, cvar("g_balance_minelayer_remote_force"), self.projectiledeathtype | HITTYPE_BOUNCE, world);
55 if (self.owner.weapon == WEP_MINE_LAYER)
57 if(self.owner.ammo_rockets < cvar("g_balance_minelayer_ammo"))
59 self.owner.cnt = WEP_MINE_LAYER;
60 ATTACK_FINISHED(self.owner) = time;
61 self.owner.switchweapon = w_getbestweapon(self.owner);
67 void W_Mine_RemoteExplode()
69 if(self.owner.deadflag == DEAD_NO)
70 if(self.owner.lastmine)
72 if((self.spawnshieldtime >= 0)
73 ? (time >= self.spawnshieldtime) // timer
74 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_minelayer_radius")) // safety device
77 W_Mine_DoRemoteExplode();
82 void W_Mine_Think (void)
84 self.nextthink = time;
88 self.projectiledeathtype |= HITTYPE_BOUNCE;
93 // detect players who are close the mine and explode if the player should detonate it
95 head = findradius(self.origin, cvar("g_balance_minelayer_detectionradius"));
99 if(head.classname == "player" && head.deadflag == DEAD_NO)
100 if(head != self.owner)
101 if(IsDifferentTeam(head, self.owner)) // don't detonate for team mates
104 self.mine_time = time + cvar("g_balance_minelayer_time");
109 // explode if it's time
110 if(self.mine_time && time >= self.mine_time)
117 if (self.owner.weapon == WEP_MINE_LAYER)
118 if (self.owner.deadflag == DEAD_NO)
119 if (self.minelayer_detonate)
120 W_Mine_RemoteExplode();
122 if(self.csqcprojectile_clientanimate == 0)
123 UpdateCSQCProjectile(self);
126 void W_Mine_Touch (void)
129 spamsound (self, CHAN_PROJECTILE, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
130 self.movetype = MOVETYPE_NONE; // lock the mine in place
131 // TODO: make sure this doesn't cause the mine to get stuck in the air if it falls over a moving entity
134 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
136 if (self.health <= 0)
138 self.health = self.health - damage;
139 self.angles = vectoangles(self.velocity);
140 if (self.health <= 0)
141 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
144 void W_Mine_Attack (void)
149 // scan how many mines we placed, and return if we reached our limit
150 if(cvar("g_balance_minelayer_limit"))
153 self.mine_number = 0;
154 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
155 self.mine_number += 1;
157 if(self.mine_number >= cvar("g_balance_minelayer_limit"))
159 // the refire delay keeps this message from being spammed
160 sprint(self, strcat("You cannot place more than ^2", cvar_string("g_balance_minelayer_limit"), " ^7mines at a time\n") );
161 play2(self, "weapons/unavailable.wav");
166 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
167 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_minelayer_ammo");
169 W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", cvar("g_balance_minelayer_damage"));
170 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
172 mine = WarpZone_RefSys_SpawnSameRefSys(self);
174 self.lastmine = mine;
175 if(cvar("g_balance_minelayer_detonatedelay") >= 0)
176 mine.spawnshieldtime = time + cvar("g_balance_minelayer_detonatedelay");
178 mine.spawnshieldtime = -1;
179 mine.classname = "mine";
180 mine.bot_dodge = TRUE;
181 mine.bot_dodgerating = cvar("g_balance_minelayer_damage") * 2; // * 2 because it can detonate inflight which makes it even more dangerous
183 mine.takedamage = DAMAGE_YES;
184 mine.damageforcescale = cvar("g_balance_minelayer_damageforcescale");
185 mine.health = cvar("g_balance_minelayer_health");
186 mine.event_damage = W_Mine_Damage;
188 mine.movetype = MOVETYPE_TOSS;
189 PROJECTILE_MAKETRIGGER(mine);
190 mine.projectiledeathtype = WEP_MINE_LAYER;
191 setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
193 setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
194 W_SetupProjectileVelocity(mine, cvar("g_balance_minelayer_speedstart"), 0);
195 mine.angles = vectoangles (mine.velocity);
197 mine.touch = W_Mine_Touch;
198 mine.think = W_Mine_Think;
199 mine.nextthink = time;
200 mine.cnt = time + cvar("g_balance_minelayer_lifetime");
201 mine.flags = FL_PROJECTILE;
203 CSQCProjectile(mine, FALSE, PROJECTILE_MINE, TRUE);
205 // muzzle flash for 1st person view
207 setmodel (flash, "models/flash.md3"); // precision set below
208 SUB_SetFade (flash, time, 0.1);
209 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
210 W_AttachToShotorg(flash, '5 0 0');
215 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
217 float w_minelayer(float req)
223 // aim and decide to fire if appropriate
224 self.BUTTON_ATCK = bot_aim(cvar("g_balance_minelayer_speed"), 0, cvar("g_balance_minelayer_lifetime"), FALSE);
225 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
227 // decide whether to detonate mines
228 local entity mine, targetlist, targ;
229 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
230 local float selfdamage, teamdamage, enemydamage;
231 edgedamage = cvar("g_balance_minelayer_edgedamage");
232 coredamage = cvar("g_balance_minelayer_damage");
233 edgeradius = cvar("g_balance_minelayer_radius");
234 recipricoledgeradius = 1 / edgeradius;
238 targetlist = findchainfloat(bot_attack, TRUE);
239 mine = find(world, classname, "mine");
242 if (mine.owner != self)
244 mine = find(mine, classname, "mine");
250 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
251 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
252 // count potential damage according to type of target
254 selfdamage = selfdamage + d;
255 else if (targ.team == self.team && teams_matter)
256 teamdamage = teamdamage + d;
257 else if (bot_shouldattack(targ))
258 enemydamage = enemydamage + d;
261 mine = find(mine, classname, "mine");
263 local float desirabledamage;
264 desirabledamage = enemydamage;
265 if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
266 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
267 if (self.team && teamplay != 1)
268 desirabledamage = desirabledamage - teamdamage;
270 mine = find(world, classname, "mine");
273 if (mine.owner != self)
275 mine = find(mine, classname, "mine");
278 makevectors(mine.v_angle);
280 if (skill > 9) // normal players only do this for the target they are tracking
286 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
287 && desirabledamage > 0.1*coredamage
288 )self.BUTTON_ATCK2 = TRUE;
292 local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
293 //As the distance gets larger, a correct detonation gets near imposible
294 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
295 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
296 if(self.enemy.classname == "player")
297 if(desirabledamage >= 0.1*coredamage)
298 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
299 self.BUTTON_ATCK2 = TRUE;
300 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
303 mine = find(mine, classname, "mine");
305 // if we would be doing at X percent of the core damage, detonate it
306 // but don't fire a new shot at the same time!
307 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
308 self.BUTTON_ATCK2 = TRUE;
309 if ((skill > 6.5) && (selfdamage > self.health))
310 self.BUTTON_ATCK2 = FALSE;
311 //if(self.BUTTON_ATCK2 == TRUE)
312 // dprint(ftos(desirabledamage),"\n");
313 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
316 else if (req == WR_THINK)
318 if (self.BUTTON_ATCK)
320 if(weapon_prepareattack(0, cvar("g_balance_minelayer_refire")))
323 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_minelayer_animtime"), w_ready);
327 if (self.BUTTON_ATCK2)
330 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
332 if(!mine.minelayer_detonate)
334 mine.minelayer_detonate = TRUE;
339 sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
342 else if (req == WR_PRECACHE)
344 precache_model ("models/flash.md3");
345 precache_model ("models/weapons/g_minelayer.md3");
346 precache_model ("models/weapons/v_minelayer.md3");
347 precache_model ("models/weapons/h_minelayer.iqm");
348 precache_sound ("weapons/mine_det.wav");
349 precache_sound ("weapons/mine_fire.wav");
350 precache_sound ("weapons/mine_stick.wav");
352 else if (req == WR_SETUP)
354 weapon_setup(WEP_MINE_LAYER);
356 else if (req == WR_CHECKAMMO1)
358 // don't switch while placing a mine
359 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
360 && self.ammo_rockets < cvar("g_balance_minelayer_ammo"))
363 else if (req == WR_CHECKAMMO2)
369 float w_minelayer(float req)
371 if(req == WR_IMPACTEFFECT)
374 org2 = w_org + w_backoff * 12;
375 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
377 sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
379 else if(req == WR_PRECACHE)
381 precache_sound("weapons/mine_exp.wav");
383 else if (req == WR_SUICIDEMESSAGE)
384 w_deathtypestring = "%s exploded";
385 else if (req == WR_KILLMESSAGE)
387 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
388 w_deathtypestring = "%s got too close to %s's mine";
389 else if(w_deathtype & HITTYPE_SPLASH)
390 w_deathtypestring = "%s almost dodged %s's mine";
392 w_deathtypestring = "%s stepped on %s's mine";