#ifdef REGISTER_WEAPON
REGISTER_WEAPON(ROCKET_LAUNCHER, w_rlauncher, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "rl", "rocketlauncher", "Rocket Launcher");
#else
+#ifdef SVQC
.float rl_release;
.float rl_detonate_later;
}
}
-void W_Rocket_Explode (void)
+void W_Rocket_Explode ()
{
W_Rocket_Unregister();
self.event_damage = SUB_Null;
self.takedamage = DAMAGE_NO;
- RadiusDamage (self, self.owner, cvar("g_balance_rocketlauncher_damage"), cvar("g_balance_rocketlauncher_edgedamage"), cvar("g_balance_rocketlauncher_radius"), world, cvar("g_balance_rocketlauncher_force"), self.projectiledeathtype, other);
+
+ RadiusDamage (self, self.owner, autocvar_g_balance_rocketlauncher_damage, autocvar_g_balance_rocketlauncher_edgedamage, autocvar_g_balance_rocketlauncher_radius, world, autocvar_g_balance_rocketlauncher_force, self.projectiledeathtype, other);
if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
{
- if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
+ if(self.owner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
+ {
+ self.owner.cnt = WEP_ROCKET_LAUNCHER;
+ ATTACK_FINISHED(self.owner) = time;
+ self.owner.switchweapon = w_getbestweapon(self.owner);
+ }
+ }
+ remove (self);
+}
+
+void W_Rocket_DoRemoteExplode ()
+{
+ W_Rocket_Unregister();
+
+ self.event_damage = SUB_Null;
+ self.takedamage = DAMAGE_NO;
+
+ RadiusDamage (self, self.owner, autocvar_g_balance_rocketlauncher_remote_damage, autocvar_g_balance_rocketlauncher_remote_edgedamage, autocvar_g_balance_rocketlauncher_remote_radius, world, autocvar_g_balance_rocketlauncher_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world);
+
+ if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
+ {
+ if(self.owner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
{
self.owner.cnt = WEP_ROCKET_LAUNCHER;
ATTACK_FINISHED(self.owner) = time;
self.owner.switchweapon = w_getbestweapon(self.owner);
}
- if(g_laserguided_missile)
- ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire") * W_WeaponRateFactor();
}
remove (self);
}
{
if((self.spawnshieldtime >= 0)
? (time >= self.spawnshieldtime) // timer
- : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_radius")) // safety device
+ : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_rocketlauncher_remote_radius) // safety device
)
{
- other = world;
- self.projectiledeathtype |= HITTYPE_BOUNCE;
- W_Rocket_Explode ();
- }
- else
- {
+ W_Rocket_DoRemoteExplode();
}
}
}
void W_Rocket_Think (void)
{
- entity e;
vector desireddir, olddir, newdir, desiredorigin, goal;
#if 0
float cosminang, cosmaxang, cosang;
#endif
- float turnrate, velspeed, f;
+ float velspeed, f;
self.nextthink = time;
if (time > self.cnt)
{
return;
}
- if(g_laserguided_missile)
- {
- // accelerate
- makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
- velspeed = cvar("g_balance_rocketlauncher_laserguided_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
- if (velspeed > 0)
- self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
- }
- else
- {
- // accelerate
- makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
- velspeed = cvar("g_balance_rocketlauncher_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
- if (velspeed > 0)
- self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * g_weaponspeedfactor * frametime, velspeed);
- }
+ // accelerate
+ makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
+ velspeed = autocvar_g_balance_rocketlauncher_speed * g_weaponspeedfactor - (self.velocity * v_forward);
+ if (velspeed > 0)
+ self.velocity = self.velocity + v_forward * min(autocvar_g_balance_rocketlauncher_speedaccel * g_weaponspeedfactor * frametime, velspeed);
// laser guided, or remote detonation
if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
{
- if(g_laserguided_missile)
- {
- if(self.rl_detonate_later)
- W_Rocket_RemoteExplode();
-
- if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
- {
- if(self.owner.laser_on)
- {
- if(self.attack_finished_single < time)
- {
- self.attack_finished_single = time + 0.2 + random()*0.3;
- self.enemy = FindLaserTarget(self, 0.7, 0.7);
- }
-
- if(!self.enemy)
- self.enemy = self.owner.weaponentity.lasertarget;
- }
- else self.enemy = world;
- }
- else // don't allow stealing: always target my owner's laser (if it exists)
- self.enemy = self.owner.weaponentity.lasertarget;
-
- if(self.enemy != world)
- {
- //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n");
- velspeed = vlen(self.velocity);
- e = self.enemy;//self.owner.weaponentity.lasertarget;
- turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65; // how fast to turn
- desireddir = normalize(e.origin - self.origin); // get direction from my position to the laser target
- olddir = normalize(self.velocity); // get my current direction
- newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
- self.velocity = newdir * velspeed; // make me fly in the new direction at my flight speed
- self.angles = vectoangles(self.velocity); // turn model in the new flight direction
-
- ATTACK_FINISHED(self.owner) = time + 0.2 * W_WeaponRateFactor();
- }
- }
- else
+ if(self == self.owner.lastrocket)
+ if not(self.owner.rl_release)
+ if not(self.BUTTON_ATCK2)
+ if(autocvar_g_balance_rocketlauncher_guiderate)
+ if(time > self.pushltime)
+ if(self.owner.deadflag == DEAD_NO)
{
- if(self == self.owner.lastrocket)
- if not(self.owner.rl_release)
- if not(self.BUTTON_ATCK2)
- if(cvar("g_balance_rocketlauncher_guiderate"))
- if(time > self.pushltime)
- if(self.owner.deadflag == DEAD_NO)
- {
- f = cvar("g_balance_rocketlauncher_guideratedelay");
- if(f)
- f = bound(0, (time - self.pushltime) / f, 1);
- else
- f = 1;
-
- velspeed = vlen(self.velocity);
+ f = autocvar_g_balance_rocketlauncher_guideratedelay;
+ if(f)
+ f = bound(0, (time - self.pushltime) / f, 1);
+ else
+ f = 1;
- makevectors(self.owner.v_angle);
- desireddir = WarpZone_RefSys_TransformVelocity(self.owner, self, v_forward);
- desiredorigin = WarpZone_RefSys_TransformOrigin(self.owner, self, self.owner.origin + self.owner.view_ofs);
- olddir = normalize(self.velocity);
+ velspeed = vlen(self.velocity);
-#if 0
- // disabled this code because it doesn't do what I want it to do :P
- cosminang = cos(cvar("g_balance_rocketlauncher_guidefadeangle") * DEG2RAD);
- cosmaxang = cos(cvar("g_balance_rocketlauncher_guidemaxangle") * DEG2RAD);
- cosang = desireddir * normalize(self.origin - desiredorigin);
- if(cosminang == cosmaxang)
- f *= (cosang >= cosminang);
- else
- f *= bound(0, (cosang - cosmaxang) / (cosminang - cosmaxang), 1);
-#endif
+ makevectors(self.owner.v_angle);
+ desireddir = WarpZone_RefSys_TransformVelocity(self.owner, self, v_forward);
+ desiredorigin = WarpZone_RefSys_TransformOrigin(self.owner, self, self.owner.origin + self.owner.view_ofs);
+ olddir = normalize(self.velocity);
- // now it gets tricky... we want to move like some curve to approximate the target direction
- // but we are limiting the rate at which we can turn!
- goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + cvar("g_balance_rocketlauncher_guidegoal")) * desireddir;
- newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(cvar("g_balance_rocketlauncher_guiderate") * f * frametime * DEG2RAD));
+ // now it gets tricky... we want to move like some curve to approximate the target direction
+ // but we are limiting the rate at which we can turn!
+ goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + autocvar_g_balance_rocketlauncher_guidegoal) * desireddir;
+ newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(autocvar_g_balance_rocketlauncher_guiderate * f * frametime * DEG2RAD));
- self.velocity = newdir * velspeed;
- self.angles = vectoangles(self.velocity);
+ self.velocity = newdir * velspeed;
+ self.angles = vectoangles(self.velocity);
- if(!self.count)
- {
- pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
- // TODO add a better sound here
- sound (self.owner, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
- self.count = 1;
- }
+ if(!self.count)
+ {
+ pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
+ // TODO add a better sound here
+ sound (self.owner, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
+ self.count = 1;
}
-
- if(self.rl_detonate_later)
- W_Rocket_RemoteExplode();
}
+
+ if(self.rl_detonate_later)
+ W_Rocket_RemoteExplode();
}
if(self.csqcprojectile_clientanimate == 0)
void W_Rocket_Touch (void)
{
+ if(WarpZone_Projectile_Touch())
+ {
+ if(wasfreed(self))
+ W_Rocket_Unregister();
+ return;
+ }
W_Rocket_Unregister();
-
- PROJECTILE_TOUCH;
W_Rocket_Explode ();
}
local entity flash;
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
+ self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_rocketlauncher_ammo;
- W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", cvar("g_balance_rocketlauncher_damage"));
+ W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CHAN_WEAPON, autocvar_g_balance_rocketlauncher_damage);
pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile = WarpZone_RefSys_SpawnSameRefSys(self);
missile.owner = self;
self.lastrocket = missile;
- if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
- missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
+ if(autocvar_g_balance_rocketlauncher_detonatedelay >= 0)
+ missile.spawnshieldtime = time + autocvar_g_balance_rocketlauncher_detonatedelay;
else
missile.spawnshieldtime = -1;
- missile.pushltime = time + cvar("g_balance_rocketlauncher_guidedelay");
+ missile.pushltime = time + autocvar_g_balance_rocketlauncher_guidedelay;
missile.classname = "rocket";
missile.bot_dodge = TRUE;
- missile.bot_dodgerating = cvar("g_balance_rocketlauncher_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
+ missile.bot_dodgerating = autocvar_g_balance_rocketlauncher_damage * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
missile.takedamage = DAMAGE_YES;
- missile.damageforcescale = cvar("g_balance_rocketlauncher_damageforcescale");
- missile.health = cvar("g_balance_rocketlauncher_health");
+ missile.damageforcescale = autocvar_g_balance_rocketlauncher_damageforcescale;
+ missile.health = autocvar_g_balance_rocketlauncher_health;
missile.event_damage = W_Rocket_Damage;
missile.movetype = MOVETYPE_FLY;
setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
- if(g_laserguided_missile && self.laser_on)
- W_SetupProjectileVelocity(missile, cvar("g_balance_rocketlauncher_laserguided_speedstart"), 0);
- else
- W_SetupProjectileVelocity(missile, cvar("g_balance_rocketlauncher_speedstart"), 0);
+ W_SetupProjectileVelocity(missile, autocvar_g_balance_rocketlauncher_speedstart, 0);
missile.angles = vectoangles (missile.velocity);
missile.touch = W_Rocket_Touch;
missile.think = W_Rocket_Think;
missile.nextthink = time;
- missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
+ missile.cnt = time + autocvar_g_balance_rocketlauncher_lifetime;
missile.flags = FL_PROJECTILE;
- CSQCProjectile(missile, cvar("g_balance_rocketlauncher_guiderate") == 0 && cvar("g_balance_rocketlauncher_speedaccel") == 0 && !g_laserguided_missile, PROJECTILE_ROCKET, FALSE); // because of fly sound
+ CSQCProjectile(missile, autocvar_g_balance_rocketlauncher_guiderate == 0 && autocvar_g_balance_rocketlauncher_speedaccel == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
// muzzle flash for 1st person view
flash = spawn ();
W_AttachToShotorg(flash, '5 0 0');
// common properties
+ other = missile; MUTATOR_CALLHOOK(EditProjectile);
}
void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
if (req == WR_AIM)
{
// aim and decide to fire if appropriate
- self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
+ self.BUTTON_ATCK = bot_aim(autocvar_g_balance_rocketlauncher_speed, 0, autocvar_g_balance_rocketlauncher_lifetime, FALSE);
if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
{
// decide whether to detonate rockets
local entity missile, targetlist, targ;
local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
local float selfdamage, teamdamage, enemydamage;
- edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
- coredamage = cvar("g_balance_rocketlauncher_damage");
- edgeradius = cvar("g_balance_rocketlauncher_radius");
+ edgedamage = autocvar_g_balance_rocketlauncher_edgedamage;
+ coredamage = autocvar_g_balance_rocketlauncher_damage;
+ edgeradius = autocvar_g_balance_rocketlauncher_radius;
recipricoledgeradius = 1 / edgeradius;
selfdamage = 0;
teamdamage = 0;
}
local float desirabledamage;
desirabledamage = enemydamage;
- if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
- desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
- if (self.team && teamplay != 1)
+ if (time > self.invincible_finished && time > self.spawnshieldtime)
+ desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
+ if (teams_matter && self.team)
desirabledamage = desirabledamage - teamdamage;
missile = find(world, classname, "rocket");
}
else if (req == WR_THINK)
{
- if(g_laserguided_missile)
+ if (self.BUTTON_ATCK)
{
- if (self.BUTTON_ATCK && self.rl_release)
+ if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop)
+ if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire))
{
- rockfound = 0;
- for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
- {
- if(!rock.rl_detonate_later)
- {
- rock.rl_detonate_later = TRUE;
- rockfound = 1;
- }
- }
- if(rockfound)
- sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
- else
- {
- if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
- {
- W_Rocket_Attack();
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
- }
- }
+ W_Rocket_Attack();
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready);
self.rl_release = 0;
}
- if (!self.BUTTON_ATCK)
- self.rl_release = 1;
- if (self.BUTTON_ATCK2)
- if(self.exteriorweaponentity.attack_finished_single < time)
- {
- self.exteriorweaponentity.attack_finished_single = time + 0.4;
- self.laser_on = !self.laser_on;
- // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
- sound (self, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
- }
}
else
- {
- if (self.BUTTON_ATCK)
- {
- if(self.rl_release || cvar("g_balance_rocketlauncher_guidestop"))
- if(weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
- {
- W_Rocket_Attack();
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
- self.rl_release = 0;
- }
- }
- else
- self.rl_release = 1;
+ self.rl_release = 1;
- if (self.BUTTON_ATCK2)
+ if (self.BUTTON_ATCK2)
+ {
+ rockfound = 0;
+ for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
{
- rockfound = 0;
- for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
+ if(!rock.rl_detonate_later)
{
- if(!rock.rl_detonate_later)
- {
- rock.rl_detonate_later = TRUE;
- rockfound = 1;
- }
+ rock.rl_detonate_later = TRUE;
+ rockfound = 1;
}
- if(rockfound)
- sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
}
+ if(rockfound)
+ sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
}
}
else if (req == WR_PRECACHE)
precache_sound ("weapons/rocket_det.wav");
precache_sound ("weapons/rocket_fire.wav");
precache_sound ("weapons/rocket_mode.wav");
- if (g_laserguided_missile)
- {
- precache_model ("models/laser_dot.mdl"); // rocket launcher
- }
}
else if (req == WR_SETUP)
{
{
// don't switch while guiding a missile
if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
- && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
+ && self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
return FALSE;
}
else if (req == WR_CHECKAMMO2)
return FALSE;
+ else if (req == WR_RESETPLAYER)
+ {
+ self.rl_release = 0;
+ }
+ return TRUE;
+};
+#endif
+#ifdef CSQC
+float w_rlauncher(float req)
+{
+ if(req == WR_IMPACTEFFECT)
+ {
+ vector org2;
+ 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);
+ }
+ else if(req == WR_PRECACHE)
+ {
+ precache_sound("weapons/rocket_impact.wav");
+ }
else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = "exploded";
+ w_deathtypestring = "%s exploded";
else if (req == WR_KILLMESSAGE)
{
if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
- w_deathtypestring = "got too close to #'s rocket";
+ w_deathtypestring = "%s got too close to %s's rocket";
else if(w_deathtype & HITTYPE_SPLASH)
- w_deathtypestring = "almost dodged #'s rocket";
+ w_deathtypestring = "%s almost dodged %s's rocket";
else
- w_deathtypestring = "ate #'s rocket";
- }
- else if (req == WR_RESETPLAYER)
- {
- self.rl_release = 0;
+ w_deathtypestring = "%s ate %s's rocket";
}
return TRUE;
-};
+}
+#endif
#endif