#else
#ifdef SVQC
.float minelayer_detonate;
+.float mine_number;
void spawnfunc_weapon_minelayer (void)
{
return;
}
- // detect players around the mine and explode if the player should detonate it
+ // detect players who are close the mine and explode if the player should detonate it
entity head;
head = findradius(self.origin, cvar("g_balance_minelayer_detectionradius"));
{
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
- {
- W_Mine_Unregister();
+ if(IsDifferentTeam(head, self.owner)) // don't detonate for team mates
W_Mine_Explode();
- }
head = head.chain;
}
void W_Mine_Touch (void)
{
PROJECTILE_TOUCH;
- self.movetype = MOVETYPE_NONE; // locked 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
+ spamsound (self, CHAN_PROJECTILE, "weapons/mine_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 moving entity
}
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
+ 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_speedstart"), 0);
mine.angles = vectoangles (mine.velocity);
mine.cnt = time + cvar("g_balance_minelayer_lifetime");
mine.flags = FL_PROJECTILE;
- CSQCProjectile(mine, FALSE, PROJECTILE_ROCKET, 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");
}
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;
}