#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", "Mine Layer");
+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;
+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
+
+ 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))
void W_Mine_DoRemoteExplode ()
{
- W_Mine_Unregister();
-
self.event_damage = SUB_Null;
self.takedamage = DAMAGE_NO;
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
{
W_Mine_DoRemoteExplode();
}
+}
+
+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"))
+ {
+ entity head;
+ head = findradius(self.origin, cvar("g_balance_minelayer_radius"));
+ while(head)
+ {
+ if(head == self.owner || !IsDifferentTeam(head, self.owner))
+ return;
+ head = head.chain;
+ }
}
+
+ self.mine_time = 0;
+ W_Mine_Explode();
}
void W_Mine_Think (void)
{
+ entity head;
+
self.nextthink = time;
if (time > self.cnt)
{
other = world;
self.projectiledeathtype |= HITTYPE_BOUNCE;
- W_Mine_Explode ();
+ W_Mine_Explode();
return;
}
- // 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"));
+ // 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)
- if(head != self.owner)
- if(IsDifferentTeam(head, self.owner)) // don't detonate for team mates
- W_Mine_Explode();
+ if(head != self.owner && IsDifferentTeam(head, self.owner)) // don't trigger for team mates
+ if(!self.mine_time)
+ {
+ spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
+ self.mine_time = time + cvar("g_balance_minelayer_time");
+ }
head = head.chain;
}
+ // explode if it's time to
+ if(self.mine_time && time >= self.mine_time)
+ W_Mine_ProximityExplode();
+
// remote detonation
if (self.owner.weapon == WEP_MINE_LAYER)
if (self.owner.deadflag == DEAD_NO)
void W_Mine_Touch (void)
{
PROJECTILE_TOUCH;
- 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
+ if(!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))
+ W_Mine_Stick();
+ else if(self.movetype != MOVETYPE_NONE) // don't unstick a locked mine when someone touches it
+ self.velocity = '0 0 0';
}
void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
void W_Mine_Attack (void)
{
- local entity mine;
- local entity flash;
+ entity mine;
+ 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;
+ 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") );
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
setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
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);
+ W_SetupProjectileVelocity(mine, cvar("g_balance_minelayer_speed"), 0);
mine.angles = vectoangles (mine.velocity);
mine.touch = W_Mine_Touch;
W_AttachToShotorg(flash, '5 0 0');
// common properties
+
+ other = mine; MUTATOR_CALLHOOK(EditProjectile);
}
void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
{
// decide whether to detonate mines
- local entity mine, targetlist, targ;
- local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
- local float selfdamage, teamdamage, enemydamage;
+ entity targetlist, targ;
+ float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
+ float selfdamage, teamdamage, enemydamage;
edgedamage = cvar("g_balance_minelayer_edgedamage");
coredamage = cvar("g_balance_minelayer_damage");
edgeradius = cvar("g_balance_minelayer_radius");
}
mine = find(mine, classname, "mine");
}
- local float desirabledamage;
+ float desirabledamage;
desirabledamage = enemydamage;
if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
targ = targ.chain;
}
}else{
- local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
+ 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 mine spawnfunc_light to see if the mine gets near a player
if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
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");
precache_sound ("weapons/mine_det.wav");
precache_sound ("weapons/mine_fire.wav");
precache_sound ("weapons/mine_stick.wav");
+ precache_sound ("weapons/mine_trigger.wav");
}
else if (req == WR_SETUP)
{