2 REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", "Mine Layer");
5 .float minelayer_detonate;
7 void spawnfunc_weapon_minelayer (void)
9 weapon_defaultspawnfunc(WEP_MINE_LAYER);
12 void W_Mine_Unregister()
14 if(self.owner && self.owner.lastmine == self)
15 self.owner.lastmine = world;
18 void W_Mine_Explode ()
22 if(other.takedamage == DAMAGE_AIM)
23 if(other.classname == "player")
24 if(IsDifferentTeam(self.owner, other))
26 AnnounceTo(self.owner, "airshot");
28 self.event_damage = SUB_Null;
29 self.takedamage = DAMAGE_NO;
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);
33 if (self.owner.weapon == WEP_MINE_LAYER)
35 if(self.owner.ammo_rockets < cvar("g_balance_minelayer_ammo"))
37 self.owner.cnt = WEP_MINE_LAYER;
38 ATTACK_FINISHED(self.owner) = time;
39 self.owner.switchweapon = w_getbestweapon(self.owner);
45 void W_Mine_DoRemoteExplode ()
49 self.event_damage = SUB_Null;
50 self.takedamage = DAMAGE_NO;
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);
54 if (self.owner.weapon == WEP_MINE_LAYER)
56 if(self.owner.ammo_rockets < cvar("g_balance_minelayer_ammo"))
58 self.owner.cnt = WEP_MINE_LAYER;
59 ATTACK_FINISHED(self.owner) = time;
60 self.owner.switchweapon = w_getbestweapon(self.owner);
66 void W_Mine_RemoteExplode()
68 if(self.owner.deadflag == DEAD_NO)
69 if(self.owner.lastmine)
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
76 W_Mine_DoRemoteExplode();
81 void W_Mine_Think (void)
83 self.nextthink = time;
87 self.projectiledeathtype |= HITTYPE_BOUNCE;
92 // detect players around the mine and explode if the player should detonate it
94 head = findradius(self.origin, cvar("g_balance_minelayer_detectionradius"));
98 if(head.classname == "player" && head.deadflag == DEAD_NO)
99 if(head != self.owner)
100 if not(teams_matter && head.team == self.owner.team) // don't detonate for team mates
109 if (self.owner.weapon == WEP_MINE_LAYER)
110 if (self.owner.deadflag == DEAD_NO)
111 if (self.minelayer_detonate)
112 W_Mine_RemoteExplode();
114 if(self.csqcprojectile_clientanimate == 0)
115 UpdateCSQCProjectile(self);
118 void W_Mine_Touch (void)
121 self.movetype = MOVETYPE_NONE; // locked in place.
122 // 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
125 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
127 if (self.health <= 0)
129 self.health = self.health - damage;
130 self.angles = vectoangles(self.velocity);
131 if (self.health <= 0)
132 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
135 void W_Mine_Attack (void)
140 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
141 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_minelayer_ammo");
143 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", cvar("g_balance_minelayer_damage"));
144 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
146 mine = WarpZone_RefSys_SpawnSameRefSys(self);
148 self.lastmine = mine;
149 if(cvar("g_balance_minelayer_detonatedelay") >= 0)
150 mine.spawnshieldtime = time + cvar("g_balance_minelayer_detonatedelay");
152 mine.spawnshieldtime = -1;
153 mine.classname = "mine";
154 mine.bot_dodge = TRUE;
155 mine.bot_dodgerating = cvar("g_balance_minelayer_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
157 mine.takedamage = DAMAGE_YES;
158 mine.damageforcescale = cvar("g_balance_minelayer_damageforcescale");
159 mine.health = cvar("g_balance_minelayer_health");
160 mine.event_damage = W_Mine_Damage;
162 mine.movetype = MOVETYPE_TOSS;
163 PROJECTILE_MAKETRIGGER(mine);
164 mine.projectiledeathtype = WEP_MINE_LAYER;
165 setsize (mine, '-6 -6 -6', '6 6 6'); // give it some size so it can be shot
167 setorigin (mine, w_shotorg - v_forward * 6); // move it back so it hits the wall at the right point
168 W_SetupProjectileVelocity(mine, cvar("g_balance_minelayer_speedstart"), 0);
169 mine.angles = vectoangles (mine.velocity);
171 mine.touch = W_Mine_Touch;
172 mine.think = W_Mine_Think;
173 mine.nextthink = time;
174 mine.cnt = time + cvar("g_balance_minelayer_lifetime");
175 mine.flags = FL_PROJECTILE;
177 CSQCProjectile(mine, FALSE, PROJECTILE_ROCKET, FALSE);
179 // muzzle flash for 1st person view
181 setmodel (flash, "models/flash.md3"); // precision set below
182 SUB_SetFade (flash, time, 0.1);
183 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
184 W_AttachToShotorg(flash, '5 0 0');
189 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
191 float w_minelayer(float req)
197 // aim and decide to fire if appropriate
198 self.BUTTON_ATCK = bot_aim(cvar("g_balance_minelayer_speed"), 0, cvar("g_balance_minelayer_lifetime"), FALSE);
199 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
201 // decide whether to detonate mines
202 local entity mine, targetlist, targ;
203 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
204 local float selfdamage, teamdamage, enemydamage;
205 edgedamage = cvar("g_balance_minelayer_edgedamage");
206 coredamage = cvar("g_balance_minelayer_damage");
207 edgeradius = cvar("g_balance_minelayer_radius");
208 recipricoledgeradius = 1 / edgeradius;
212 targetlist = findchainfloat(bot_attack, TRUE);
213 mine = find(world, classname, "mine");
216 if (mine.owner != self)
218 mine = find(mine, classname, "mine");
224 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
225 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
226 // count potential damage according to type of target
228 selfdamage = selfdamage + d;
229 else if (targ.team == self.team && teams_matter)
230 teamdamage = teamdamage + d;
231 else if (bot_shouldattack(targ))
232 enemydamage = enemydamage + d;
235 mine = find(mine, classname, "mine");
237 local float desirabledamage;
238 desirabledamage = enemydamage;
239 if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
240 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
241 if (self.team && teamplay != 1)
242 desirabledamage = desirabledamage - teamdamage;
244 mine = find(world, classname, "mine");
247 if (mine.owner != self)
249 mine = find(mine, classname, "mine");
252 makevectors(mine.v_angle);
254 if (skill > 9) // normal players only do this for the target they are tracking
260 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
261 && desirabledamage > 0.1*coredamage
262 )self.BUTTON_ATCK2 = TRUE;
266 local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
267 //As the distance gets larger, a correct detonation gets near imposible
268 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
269 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
270 if(self.enemy.classname == "player")
271 if(desirabledamage >= 0.1*coredamage)
272 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
273 self.BUTTON_ATCK2 = TRUE;
274 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
277 mine = find(mine, classname, "mine");
279 // if we would be doing at X percent of the core damage, detonate it
280 // but don't fire a new shot at the same time!
281 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
282 self.BUTTON_ATCK2 = TRUE;
283 if ((skill > 6.5) && (selfdamage > self.health))
284 self.BUTTON_ATCK2 = FALSE;
285 //if(self.BUTTON_ATCK2 == TRUE)
286 // dprint(ftos(desirabledamage),"\n");
287 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
290 else if (req == WR_THINK)
292 if (self.BUTTON_ATCK)
294 if(weapon_prepareattack(0, cvar("g_balance_minelayer_refire")))
297 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_minelayer_animtime"), w_ready);
301 if (self.BUTTON_ATCK2)
304 for(min = world; (min = find(min, classname, "mine")); ) if(min.owner == self)
306 if(!min.minelayer_detonate)
308 min.minelayer_detonate = TRUE;
313 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
316 else if (req == WR_PRECACHE)
318 precache_model ("models/flash.md3");
319 precache_model ("models/weapons/g_rl.md3");
320 precache_model ("models/weapons/v_rl.md3");
321 precache_model ("models/weapons/h_rl.iqm");
322 precache_sound ("weapons/rocket_det.wav");
323 precache_sound ("weapons/rocket_fire.wav");
324 precache_sound ("weapons/rocket_mode.wav");
326 else if (req == WR_SETUP)
328 weapon_setup(WEP_MINE_LAYER);
330 else if (req == WR_CHECKAMMO1)
332 // don't switch while placing a mine
333 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
334 && self.ammo_rockets < cvar("g_balance_minelayer_ammo"))
337 else if (req == WR_CHECKAMMO2)
343 float w_minelayer(float req)
345 if(req == WR_IMPACTEFFECT)
348 org2 = w_org + w_backoff * 12;
349 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
351 sound(self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
353 else if(req == WR_PRECACHE)
355 precache_sound("weapons/rocket_impact.wav");
357 else if (req == WR_SUICIDEMESSAGE)
358 w_deathtypestring = "%s exploded";
359 else if (req == WR_KILLMESSAGE)
361 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
362 w_deathtypestring = "%s got too close to %s's mine";
363 else if(w_deathtype & HITTYPE_SPLASH)
364 w_deathtypestring = "%s almost dodged %s's mine";
366 w_deathtypestring = "%s ate %s's mine";