2 REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", "Mine Layer");
6 .float rl_detonate_later;
8 void spawnfunc_weapon_minelayer (void)
10 weapon_defaultspawnfunc(WEP_MINE_LAYER);
13 void W_Mine_Unregister()
15 if(self.owner && self.owner.lastrocket == self)
17 self.owner.lastrocket = world;
18 // self.owner.rl_release = 1;
22 void W_Mine_Explode ()
26 if(other.takedamage == DAMAGE_AIM)
27 if(other.classname == "player")
28 if(IsDifferentTeam(self.owner, other))
30 AnnounceTo(self.owner, "airshot");
32 self.event_damage = SUB_Null;
33 self.takedamage = DAMAGE_NO;
35 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);
37 if (self.owner.weapon == WEP_MINE_LAYER)
39 if(self.owner.ammo_rockets < cvar("g_balance_minelayer_ammo"))
41 self.owner.cnt = WEP_MINE_LAYER;
42 ATTACK_FINISHED(self.owner) = time;
43 self.owner.switchweapon = w_getbestweapon(self.owner);
45 if(g_laserguided_missile)
46 ATTACK_FINISHED(self.owner) = time + cvar("g_balance_minelayer_refire") * W_WeaponRateFactor();
51 void W_Mine_DoRemoteExplode ()
55 self.event_damage = SUB_Null;
56 self.takedamage = DAMAGE_NO;
58 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);
60 if (self.owner.weapon == WEP_MINE_LAYER)
62 if(self.owner.ammo_rockets < cvar("g_balance_minelayer_ammo"))
64 self.owner.cnt = WEP_MINE_LAYER;
65 ATTACK_FINISHED(self.owner) = time;
66 self.owner.switchweapon = w_getbestweapon(self.owner);
68 if(g_laserguided_missile)
69 ATTACK_FINISHED(self.owner) = time + cvar("g_balance_minelayer_refire") * W_WeaponRateFactor();
74 void W_Mine_RemoteExplode()
76 if(self.owner.deadflag == DEAD_NO)
77 if(self.owner.lastrocket)
79 if((self.spawnshieldtime >= 0)
80 ? (time >= self.spawnshieldtime) // timer
81 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_minelayer_radius")) // safety device
84 W_Mine_DoRemoteExplode();
89 void W_Mine_Think (void)
92 vector desireddir, olddir, newdir, desiredorigin, goal;
94 float cosminang, cosmaxang, cosang;
96 float turnrate, velspeed, f;
97 self.nextthink = time;
101 self.projectiledeathtype |= HITTYPE_BOUNCE;
106 if(g_laserguided_missile)
109 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
110 velspeed = cvar("g_balance_minelayer_laserguided_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
112 self.velocity = self.velocity + v_forward * min(cvar("g_balance_minelayer_laserguided_speedaccel") * frametime, velspeed);
117 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
118 velspeed = cvar("g_balance_minelayer_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
120 self.velocity = self.velocity + v_forward * min(cvar("g_balance_minelayer_speedaccel") * g_weaponspeedfactor * frametime, velspeed);
123 // laser guided, or remote detonation
124 if (self.owner.weapon == WEP_MINE_LAYER)
126 if(g_laserguided_missile)
128 if(self.rl_detonate_later)
129 W_Mine_RemoteExplode();
131 if(cvar("g_balance_minelayer_laserguided_allow_steal"))
133 if(self.owner.laser_on)
135 if(self.attack_finished_single < time)
137 self.attack_finished_single = time + 0.2 + random()*0.3;
138 //self.enemy = FindLaserTarget(self, 0.7, 0.7);
142 self.enemy = self.owner.weaponentity.lasertarget;
144 else self.enemy = world;
146 else // don't allow stealing: always target my owner's laser (if it exists)
147 self.enemy = self.owner.weaponentity.lasertarget;
149 if(self.enemy != world)
151 //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n");
152 velspeed = vlen(self.velocity);
153 e = self.enemy;//self.owner.weaponentity.lasertarget;
154 turnrate = cvar("g_balance_minelayer_laserguided_turnrate");//0.65; // how fast to turn
155 desireddir = normalize(e.origin - self.origin); // get direction from my position to the laser target
156 olddir = normalize(self.velocity); // get my current direction
157 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
158 self.velocity = newdir * velspeed; // make me fly in the new direction at my flight speed
159 self.angles = vectoangles(self.velocity); // turn model in the new flight direction
161 ATTACK_FINISHED(self.owner) = time + 0.2 * W_WeaponRateFactor();
166 if(self == self.owner.lastrocket)
167 if not(self.owner.rl_release)
168 if not(self.BUTTON_ATCK2)
169 if(cvar("g_balance_minelayer_guiderate"))
170 if(time > self.pushltime)
171 if(self.owner.deadflag == DEAD_NO)
173 f = cvar("g_balance_minelayer_guideratedelay");
175 f = bound(0, (time - self.pushltime) / f, 1);
179 velspeed = vlen(self.velocity);
181 makevectors(self.owner.v_angle);
182 desireddir = WarpZone_RefSys_TransformVelocity(self.owner, self, v_forward);
183 desiredorigin = WarpZone_RefSys_TransformOrigin(self.owner, self, self.owner.origin + self.owner.view_ofs);
184 olddir = normalize(self.velocity);
187 // disabled this code because it doesn't do what I want it to do :P
188 cosminang = cos(cvar("g_balance_minelayer_guidefadeangle") * DEG2RAD);
189 cosmaxang = cos(cvar("g_balance_minelayer_guidemaxangle") * DEG2RAD);
190 cosang = desireddir * normalize(self.origin - desiredorigin);
191 if(cosminang == cosmaxang)
192 f *= (cosang >= cosminang);
194 f *= bound(0, (cosang - cosmaxang) / (cosminang - cosmaxang), 1);
199 pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
200 // TODO add a better sound here
201 sound (self.owner, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
206 if(self.rl_detonate_later)
207 W_Mine_RemoteExplode();
211 if(self.csqcprojectile_clientanimate == 0)
212 UpdateCSQCProjectile(self);
215 void W_Mine_Touch (void)
223 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
225 if (self.health <= 0)
227 self.health = self.health - damage;
228 self.angles = vectoangles(self.velocity);
229 if (self.health <= 0)
230 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
233 void W_Mine_Attack (void)
235 local entity missile;
238 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
239 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_minelayer_ammo");
241 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", cvar("g_balance_minelayer_damage"));
242 pointparticles(particleeffectnum("minelayer_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
244 missile = WarpZone_RefSys_SpawnSameRefSys(self);
245 missile.owner = self;
246 self.lastrocket = missile;
247 if(cvar("g_balance_minelayer_detonatedelay") >= 0)
248 missile.spawnshieldtime = time + cvar("g_balance_minelayer_detonatedelay");
250 missile.spawnshieldtime = -1;
251 missile.pushltime = time + cvar("g_balance_minelayer_guidedelay");
252 missile.classname = "rocket";
253 missile.bot_dodge = TRUE;
254 missile.bot_dodgerating = cvar("g_balance_minelayer_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
256 missile.takedamage = DAMAGE_YES;
257 missile.damageforcescale = cvar("g_balance_minelayer_damageforcescale");
258 missile.health = cvar("g_balance_minelayer_health");
259 missile.event_damage = W_Mine_Damage;
261 missile.movetype = MOVETYPE_FLY;
262 PROJECTILE_MAKETRIGGER(missile);
263 missile.projectiledeathtype = WEP_MINE_LAYER;
264 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
266 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
267 if(g_laserguided_missile && self.laser_on)
268 W_SetupProjectileVelocity(missile, cvar("g_balance_minelayer_laserguided_speedstart"), 0);
270 W_SetupProjectileVelocity(missile, cvar("g_balance_minelayer_speedstart"), 0);
271 missile.angles = vectoangles (missile.velocity);
273 missile.touch = W_Mine_Touch;
274 missile.think = W_Mine_Think;
275 missile.nextthink = time;
276 missile.cnt = time + cvar("g_balance_minelayer_lifetime");
277 missile.flags = FL_PROJECTILE;
279 CSQCProjectile(missile, cvar("g_balance_minelayer_guiderate") == 0 && cvar("g_balance_minelayer_speedaccel") == 0 && !g_laserguided_missile, PROJECTILE_ROCKET, FALSE); // because of fly sound
281 // muzzle flash for 1st person view
283 setmodel (flash, "models/flash.md3"); // precision set below
284 SUB_SetFade (flash, time, 0.1);
285 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
286 W_AttachToShotorg(flash, '5 0 0');
291 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
293 float w_minelayer(float req)
299 // aim and decide to fire if appropriate
300 self.BUTTON_ATCK = bot_aim(cvar("g_balance_minelayer_speed"), 0, cvar("g_balance_minelayer_lifetime"), FALSE);
301 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
303 // decide whether to detonate rockets
304 local entity missile, targetlist, targ;
305 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
306 local float selfdamage, teamdamage, enemydamage;
307 edgedamage = cvar("g_balance_minelayer_edgedamage");
308 coredamage = cvar("g_balance_minelayer_damage");
309 edgeradius = cvar("g_balance_minelayer_radius");
310 recipricoledgeradius = 1 / edgeradius;
314 targetlist = findchainfloat(bot_attack, TRUE);
315 missile = find(world, classname, "rocket");
318 if (missile.owner != self)
320 missile = find(missile, classname, "rocket");
326 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
327 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
328 // count potential damage according to type of target
330 selfdamage = selfdamage + d;
331 else if (targ.team == self.team && teams_matter)
332 teamdamage = teamdamage + d;
333 else if (bot_shouldattack(targ))
334 enemydamage = enemydamage + d;
337 missile = find(missile, classname, "rocket");
339 local float desirabledamage;
340 desirabledamage = enemydamage;
341 if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
342 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
343 if (self.team && teamplay != 1)
344 desirabledamage = desirabledamage - teamdamage;
346 missile = find(world, classname, "rocket");
349 if (missile.owner != self)
351 missile = find(missile, classname, "rocket");
354 makevectors(missile.v_angle);
356 if (skill > 9) // normal players only do this for the target they are tracking
362 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
363 && desirabledamage > 0.1*coredamage
364 )self.BUTTON_ATCK2 = TRUE;
368 local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
369 //As the distance gets larger, a correct detonation gets near imposible
370 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
371 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
372 if(self.enemy.classname == "player")
373 if(desirabledamage >= 0.1*coredamage)
374 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
375 self.BUTTON_ATCK2 = TRUE;
376 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
379 missile = find(missile, classname, "rocket");
381 // if we would be doing at X percent of the core damage, detonate it
382 // but don't fire a new shot at the same time!
383 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
384 self.BUTTON_ATCK2 = TRUE;
385 if ((skill > 6.5) && (selfdamage > self.health))
386 self.BUTTON_ATCK2 = FALSE;
387 //if(self.BUTTON_ATCK2 == TRUE)
388 // dprint(ftos(desirabledamage),"\n");
389 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
392 else if (req == WR_THINK)
394 if(g_laserguided_missile)
396 if (self.BUTTON_ATCK && self.rl_release)
399 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
401 if(!rock.rl_detonate_later)
403 rock.rl_detonate_later = TRUE;
408 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
411 if (weapon_prepareattack(0, cvar("g_balance_minelayer_refire")))
414 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_minelayer_animtime"), w_ready);
419 if (!self.BUTTON_ATCK)
421 if (self.BUTTON_ATCK2)
422 if(self.exteriorweaponentity.attack_finished_single < time)
424 self.exteriorweaponentity.attack_finished_single = time + 0.4;
425 self.laser_on = !self.laser_on;
426 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
427 sound (self, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
432 if (self.BUTTON_ATCK)
434 if(self.rl_release || cvar("g_balance_minelayer_guidestop"))
435 if(weapon_prepareattack(0, cvar("g_balance_minelayer_refire")))
438 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_minelayer_animtime"), w_ready);
445 if (self.BUTTON_ATCK2)
448 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
450 if(!rock.rl_detonate_later)
452 rock.rl_detonate_later = TRUE;
457 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
461 else if (req == WR_PRECACHE)
463 precache_model ("models/flash.md3");
464 precache_model ("models/weapons/g_rl.md3");
465 precache_model ("models/weapons/v_rl.md3");
466 precache_model ("models/weapons/h_rl.iqm");
467 precache_sound ("weapons/rocket_det.wav");
468 precache_sound ("weapons/rocket_fire.wav");
469 precache_sound ("weapons/rocket_mode.wav");
470 if (g_laserguided_missile)
472 precache_model ("models/laser_dot.mdl"); // mine layer
475 else if (req == WR_SETUP)
477 weapon_setup(WEP_MINE_LAYER);
480 else if (req == WR_CHECKAMMO1)
482 // don't switch while guiding a missile
483 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
484 && self.ammo_rockets < cvar("g_balance_minelayer_ammo"))
487 else if (req == WR_CHECKAMMO2)
489 else if (req == WR_RESETPLAYER)
497 float w_minelayer(float req)
499 if(req == WR_IMPACTEFFECT)
502 org2 = w_org + w_backoff * 12;
503 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
505 sound(self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
507 else if(req == WR_PRECACHE)
509 precache_sound("weapons/rocket_impact.wav");
511 else if (req == WR_SUICIDEMESSAGE)
512 w_deathtypestring = "%s exploded";
513 else if (req == WR_KILLMESSAGE)
515 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
516 w_deathtypestring = "%s got too close to %s's rocket";
517 else if(w_deathtype & HITTYPE_SPLASH)
518 w_deathtypestring = "%s almost dodged %s's rocket";
520 w_deathtypestring = "%s ate %s's rocket";