-/*TODO list (things left to do before this weapon should be ready, delete once it's all done):
-- The weapon currently uses sounds and models from other weapons. We need a modeler and sound artist to make this weapon its own (the gun model should probably be something between the porto and rocket launcher design-wise).
-- The mine model needs to face properly when it sticks to a surface. Once we'll have a correct mine model, we can't afford the model facing any way it falls to the ground. Should probably look at the porto code to see how portals face in the right direction when sticking to walls.
-*/
-
#ifdef REGISTER_WEAPON
REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", "Mine Layer");
#else
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
+
+ local 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_number = self.mine_number;
+ newmine.mine_time = self.mine_time;
+
+ newmine.touch = SUB_Null;
+ newmine.think = self.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()
+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"))
}
// set the mine for detonation when a foe gets too close
- head = findradius(self.origin, cvar("g_balance_minelayer_detectionradius"));
+ head = findradius(self.origin, cvar("g_balance_minelayer_proximityradius"));
while(head)
{
if(head.classname == "player" && head.deadflag == DEAD_NO)
{
PROJECTILE_TOUCH;
if(!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))
- {
- spamsound (self, CHAN_PROJECTILE, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
- self.movetype = MOVETYPE_NONE; // lock the mine in place
- }
+ W_Mine_Stick();
else if(self.movetype != MOVETYPE_NONE) // don't unstick a locked mine when someone touches it
self.velocity = '0 0 0';
}
// 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;
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;
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");