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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", "Mine Layer");
3 #else
4 #ifdef SVQC
5 .float minelayer_detonate;
6
7 void spawnfunc_weapon_minelayer (void)
8 {
9         weapon_defaultspawnfunc(WEP_MINE_LAYER);
10 }
11
12 void W_Mine_Unregister()
13 {
14         if(self.owner && self.owner.lastmine == self)
15                 self.owner.lastmine = world;
16 }
17
18 void W_Mine_Explode ()
19 {
20         W_Mine_Unregister();
21
22         if(other.takedamage == DAMAGE_AIM)
23                 if(other.classname == "player")
24                         if(IsDifferentTeam(self.owner, other))
25                                 if(IsFlying(other))
26                                         AnnounceTo(self.owner, "airshot");
27
28         self.event_damage = SUB_Null;
29         self.takedamage = DAMAGE_NO;
30
31         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);
32
33         if (self.owner.weapon == WEP_MINE_LAYER)
34         {
35                 if(self.owner.ammo_rockets < cvar("g_balance_minelayer_ammo"))
36                 {
37                         self.owner.cnt = WEP_MINE_LAYER;
38                         ATTACK_FINISHED(self.owner) = time;
39                         self.owner.switchweapon = w_getbestweapon(self.owner);
40                 }
41         }
42         remove (self);
43 }
44
45 void W_Mine_DoRemoteExplode ()
46 {
47         W_Mine_Unregister();
48
49         self.event_damage = SUB_Null;
50         self.takedamage = DAMAGE_NO;
51
52         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);
53
54         if (self.owner.weapon == WEP_MINE_LAYER)
55         {
56                 if(self.owner.ammo_rockets < cvar("g_balance_minelayer_ammo"))
57                 {
58                         self.owner.cnt = WEP_MINE_LAYER;
59                         ATTACK_FINISHED(self.owner) = time;
60                         self.owner.switchweapon = w_getbestweapon(self.owner);
61                 }
62         }
63         remove (self);
64 }
65
66 void W_Mine_RemoteExplode()
67 {
68         if(self.owner.deadflag == DEAD_NO)
69         if(self.owner.lastmine)
70         {
71                 if((self.spawnshieldtime >= 0)
72                         ? (time >= self.spawnshieldtime) // timer
73                         : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_minelayer_radius")) // safety device
74                 )
75                 {
76                         W_Mine_DoRemoteExplode();
77                 }
78         }
79 }
80
81 void W_Mine_Think (void)
82 {
83         self.nextthink = time;
84         if (time > self.cnt)
85         {
86                 other = world;
87                 self.projectiledeathtype |= HITTYPE_BOUNCE;
88                 W_Mine_Explode ();
89                 return;
90         }
91
92         // remote detonation
93         if (self.owner.weapon == WEP_MINE_LAYER)
94         if (self.owner.deadflag == DEAD_NO)
95         if (self.minelayer_detonate)
96                 W_Mine_RemoteExplode();
97
98         if(self.csqcprojectile_clientanimate == 0)
99                 UpdateCSQCProjectile(self);
100 }
101
102 void W_Mine_Touch (void)
103 {
104         W_Mine_Unregister();
105
106         PROJECTILE_TOUCH;
107         W_Mine_Explode ();
108 }
109
110 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
111 {
112         if (self.health <= 0)
113                 return;
114         self.health = self.health - damage;
115         self.angles = vectoangles(self.velocity);
116         if (self.health <= 0)
117                 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
118 }
119
120 void W_Mine_Attack (void)
121 {
122         local entity mine;
123         local entity flash;
124
125         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
126                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_minelayer_ammo");
127
128         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", cvar("g_balance_minelayer_damage"));
129         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
130
131         mine = WarpZone_RefSys_SpawnSameRefSys(self);
132         mine.owner = self;
133         self.lastmine = mine;
134         if(cvar("g_balance_minelayer_detonatedelay") >= 0)
135                 mine.spawnshieldtime = time + cvar("g_balance_minelayer_detonatedelay");
136         else
137                 mine.spawnshieldtime = -1;
138         mine.classname = "mine";
139         mine.bot_dodge = TRUE;
140         mine.bot_dodgerating = cvar("g_balance_minelayer_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
141
142         mine.takedamage = DAMAGE_YES;
143         mine.damageforcescale = cvar("g_balance_minelayer_damageforcescale");
144         mine.health = cvar("g_balance_minelayer_health");
145         mine.event_damage = W_Mine_Damage;
146
147         mine.movetype = MOVETYPE_FLY;
148         PROJECTILE_MAKETRIGGER(mine);
149         mine.projectiledeathtype = WEP_MINE_LAYER;
150         setsize (mine, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
151
152         setorigin (mine, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
153         W_SetupProjectileVelocity(mine, cvar("g_balance_minelayer_speedstart"), 0);
154         mine.angles = vectoangles (mine.velocity);
155
156         mine.touch = W_Mine_Touch;
157         mine.think = W_Mine_Think;
158         mine.nextthink = time;
159         mine.cnt = time + cvar("g_balance_minelayer_lifetime");
160         mine.flags = FL_PROJECTILE;
161
162         CSQCProjectile(mine, FALSE, PROJECTILE_ROCKET, FALSE);
163
164         // muzzle flash for 1st person view
165         flash = spawn ();
166         setmodel (flash, "models/flash.md3"); // precision set below
167         SUB_SetFade (flash, time, 0.1);
168         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
169         W_AttachToShotorg(flash, '5 0 0');
170
171         // common properties
172 }
173
174 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
175
176 float w_minelayer(float req)
177 {
178         entity rock;
179         float rockfound;
180         if (req == WR_AIM)
181         {
182                 // aim and decide to fire if appropriate
183                 self.BUTTON_ATCK = bot_aim(cvar("g_balance_minelayer_speed"), 0, cvar("g_balance_minelayer_lifetime"), FALSE);
184                 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
185                 {
186                         // decide whether to detonate rockets
187                         local entity mine, targetlist, targ;
188                         local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
189                         local float selfdamage, teamdamage, enemydamage;
190                         edgedamage = cvar("g_balance_minelayer_edgedamage");
191                         coredamage = cvar("g_balance_minelayer_damage");
192                         edgeradius = cvar("g_balance_minelayer_radius");
193                         recipricoledgeradius = 1 / edgeradius;
194                         selfdamage = 0;
195                         teamdamage = 0;
196                         enemydamage = 0;
197                         targetlist = findchainfloat(bot_attack, TRUE);
198                         mine = find(world, classname, "mine");
199                         while (mine)
200                         {
201                                 if (mine.owner != self)
202                                 {
203                                         mine = find(mine, classname, "mine");
204                                         continue;
205                                 }
206                                 targ = targetlist;
207                                 while (targ)
208                                 {
209                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
210                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
211                                         // count potential damage according to type of target
212                                         if (targ == self)
213                                                 selfdamage = selfdamage + d;
214                                         else if (targ.team == self.team && teams_matter)
215                                                 teamdamage = teamdamage + d;
216                                         else if (bot_shouldattack(targ))
217                                                 enemydamage = enemydamage + d;
218                                         targ = targ.chain;
219                                 }
220                                 mine = find(mine, classname, "mine");
221                         }
222                         local float desirabledamage;
223                         desirabledamage = enemydamage;
224                         if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
225                                 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
226                         if (self.team && teamplay != 1)
227                                 desirabledamage = desirabledamage - teamdamage;
228
229                         mine = find(world, classname, "mine");
230                         while (mine)
231                         {
232                                 if (mine.owner != self)
233                                 {
234                                         mine = find(mine, classname, "mine");
235                                         continue;
236                                 }
237                                 makevectors(mine.v_angle);
238                                 targ = targetlist;
239                                 if (skill > 9) // normal players only do this for the target they are tracking
240                                 {
241                                         targ = targetlist;
242                                         while (targ)
243                                         {
244                                                 if (
245                                                         (v_forward * normalize(mine.origin - targ.origin)< 0.1)
246                                                         && desirabledamage > 0.1*coredamage
247                                                 )self.BUTTON_ATCK2 = TRUE;
248                                                 targ = targ.chain;
249                                         }
250                                 }else{
251                                         local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
252                                         //As the distance gets larger, a correct detonation gets near imposible
253                                         //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
254                                         if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
255                                                 if(self.enemy.classname == "player")
256                                                         if(desirabledamage >= 0.1*coredamage)
257                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
258                                                                         self.BUTTON_ATCK2 = TRUE;
259                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
260                                 }
261
262                                 mine = find(mine, classname, "mine");
263                         }
264                         // if we would be doing at X percent of the core damage, detonate it
265                         // but don't fire a new shot at the same time!
266                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
267                                 self.BUTTON_ATCK2 = TRUE;
268                         if ((skill > 6.5) && (selfdamage > self.health))
269                                 self.BUTTON_ATCK2 = FALSE;
270                         //if(self.BUTTON_ATCK2 == TRUE)
271                         //      dprint(ftos(desirabledamage),"\n");
272                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
273                 }
274         }
275         else if (req == WR_THINK)
276         {
277                 if (self.BUTTON_ATCK)
278                 {
279                         if(weapon_prepareattack(0, cvar("g_balance_minelayer_refire")))
280                         {
281                                 W_Mine_Attack();
282                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_minelayer_animtime"), w_ready);
283                         }
284                 }
285
286                 if (self.BUTTON_ATCK2)
287                 {
288                         rockfound = 0;
289                         for(rock = world; (rock = find(rock, classname, "mine")); ) if(rock.owner == self)
290                         {
291                                 if(!rock.minelayer_detonate)
292                                 {
293                                         rock.minelayer_detonate = TRUE;
294                                         rockfound = 1;
295                                 }
296                         }
297                         if(rockfound)
298                                 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
299                 }
300         }
301         else if (req == WR_PRECACHE)
302         {
303                 precache_model ("models/flash.md3");
304                 precache_model ("models/weapons/g_rl.md3");
305                 precache_model ("models/weapons/v_rl.md3");
306                 precache_model ("models/weapons/h_rl.iqm");
307                 precache_sound ("weapons/rocket_det.wav");
308                 precache_sound ("weapons/rocket_fire.wav");
309                 precache_sound ("weapons/rocket_mode.wav");
310         }
311         else if (req == WR_SETUP)
312         {
313                 weapon_setup(WEP_MINE_LAYER);
314         }
315         else if (req == WR_CHECKAMMO1)
316         {
317                 // don't switch while placing a mine
318                 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
319                         && self.ammo_rockets < cvar("g_balance_minelayer_ammo"))
320                         return FALSE;
321         }
322         else if (req == WR_CHECKAMMO2)
323                 return FALSE;
324         return TRUE;
325 };
326 #endif
327 #ifdef CSQC
328 float w_minelayer(float req)
329 {
330         if(req == WR_IMPACTEFFECT)
331         {
332                 vector org2;
333                 org2 = w_org + w_backoff * 12;
334                 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
335                 if(!w_issilent)
336                         sound(self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
337         }
338         else if(req == WR_PRECACHE)
339         {
340                 precache_sound("weapons/rocket_impact.wav");
341         }
342         else if (req == WR_SUICIDEMESSAGE)
343                 w_deathtypestring = "%s exploded";
344         else if (req == WR_KILLMESSAGE)
345         {
346                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
347                         w_deathtypestring = "%s got too close to %s's rocket";
348                 else if(w_deathtype & HITTYPE_SPLASH)
349                         w_deathtypestring = "%s almost dodged %s's rocket";
350                 else
351                         w_deathtypestring = "%s ate %s's rocket";
352         }
353         return TRUE;
354 }
355 #endif
356 #endif