1 void() rlauncher_ready_01;
2 void() rlauncher_fire1_01;
3 void() rlauncher_deselect_01;
4 void() rlauncher_select_01;
7 float() rlauncher_check =
9 if ((self.attack_finished > time && self.weapon == WEP_ROCKET_LAUNCHER) // don't switch while guiding a missile
10 || self.ammo_rockets >= cvar("g_balance_rocketlauncher_ammo"))
15 void(float req) w_rlauncher =
19 else if (req == WR_FIRE1)
20 weapon_prepareattack(rlauncher_check, rlauncher_check, rlauncher_fire1_01, cvar("g_balance_rocketlauncher_refire"));
21 else if (req == WR_FIRE2)
23 if(time > self.rl_sound)
25 self.rl_sound = time + 1;
26 sound (self, CHAN_BODY, "weapons/rocket_det.ogg", 0.5, ATTN_NORM);
28 if(cvar("g_laserguided_missile"))
29 if(self.exteriorweaponentity.attack_finished < time)
31 self.exteriorweaponentity.attack_finished = time + 0.4;
32 self.laser_on = !self.laser_on;
33 sound (self, CHAN_AUTO, "weapons/tink1.ogg", 1, ATTN_NORM);
36 else if (req == WR_RAISE)
37 rlauncher_select_01();
38 else if (req == WR_UPDATECOUNTS)
39 self.currentammo = self.ammo_rockets;
40 else if (req == WR_DROP)
41 rlauncher_deselect_01();
42 else if (req == WR_SETUP)
43 weapon_setup(WEP_ROCKET_LAUNCHER, "w_rl.zym", IT_ROCKETS);
44 else if (req == WR_CHECKAMMO)
45 weapon_hasammo = rlauncher_check();
49 void W_Rocket_Explode (void)
52 sound (self, CHAN_BODY, "weapons/rocket_impact.ogg", 1, ATTN_NORM);
53 org2 = findbetterlocation (self.origin, 16);
55 //te_explosion (org2);
56 // LordHavoc: TE_TEI_BIGEXPLOSION
57 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
58 WriteByte (MSG_BROADCAST, 78);
59 WriteCoord (MSG_BROADCAST, org2_x);
60 WriteCoord (MSG_BROADCAST, org2_y);
61 WriteCoord (MSG_BROADCAST, org2_z);
63 //effect (org2, "models/sprites/rockexpl.spr", 0, 12, 35);
64 self.event_damage = SUB_Null;
65 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"), IT_ROCKET_LAUNCHER);
67 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
69 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
71 self.owner.cnt = WEP_ROCKET_LAUNCHER;
72 self.owner.attack_finished = time;
73 self.owner.switchweapon = w_getbestweapon(self.owner);
75 if(cvar("g_laserguided_missile"))
76 self.owner.attack_finished = time + cvar("g_balance_rocketlauncher_refire");
81 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
83 entity head, selected;
85 float dist, maxdist,// bestdist,
94 makevectors(e.angles);
96 head = find(world, classname, "laser_target");
100 dir = normalize(head.origin - self.origin);
101 dot = dir * v_forward;
102 dist = vlen(head.origin - self.origin);
106 // gain points for being in front
107 points = points + ((dot+1)*0.5) * 500
108 * (1 + crandom()*dot_variance);
109 // gain points for being close away
110 points = points + (1 - dist/maxdist) * 1000
111 * (1 + crandom()*dot_variance);
113 traceline(e.origin, head.origin, TRUE, self);
114 if(trace_fraction < 1)
119 if(points > bestpoints)//random() > 0.5)//
127 dot = dir * v_forward;
128 if(dot > bestdot * (1 + crandom()*dot_variance))
130 dist = vlen(head.origin - self.origin);
131 if(dist < bestdist * (1 + crandom()*dist_variance))
133 traceline(e.origin, head.origin, TRUE, self);
134 if(trace_fraction >= 1)
140 head = find(head, classname, "laser_target");
143 //bprint(selected.owner.netname);
148 void W_Rocket_Think (void)
151 vector desireddir, olddir, newdir;
153 self.nextthink = time;
159 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
161 if(cvar("g_laserguided_missile"))
163 if(!self.owner.button0)
164 self.ltime = -1; // indicate that the player has let go of the button
167 if (self.owner.button0 && self.ltime < 0) // if the player let go of the button and then pushed it again
173 if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
175 if(self.owner.laser_on)
177 if(self.attack_finished < time)
179 self.attack_finished = time + 0.2 + random()*0.3;
180 self.enemy = FindLaserTarget(self, 0.7, 0.7);
184 self.enemy = self.owner.weaponentity.lasertarget;
186 else self.enemy = world;
188 else // don't allow stealing: always target my owner's laser (if it exists)
189 self.enemy = self.owner.weaponentity.lasertarget;
191 if(self.enemy != world)
193 //bprint(strcat("Targeting ", self.enemy.owner.netname, "'s laser\n"));
195 self.speed = vlen(self.velocity);
196 e = self.enemy;//self.owner.weaponentity.lasertarget;
197 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65; // how fast to turn
198 desireddir = normalize(e.origin - self.origin); // get direction from my position to the laser target
199 olddir = normalize(self.velocity); // get my current direction
200 newdir = normalize((olddir + desireddir * turnrate) * 0.5); // take the average of the 2 directions; not the best method but simple & easy
201 self.velocity = newdir * self.speed; // make me fly in the new direction at my flight speed
202 self.angles = vectoangles(self.velocity); // turn model in the new flight direction
204 self.owner.attack_finished = time + 0.2;
209 if (self.owner.button3)
215 void W_Rocket_Touch (void)
217 if(self.owner && self.owner.lastrocket == self)
218 self.owner.lastrocket = world;
219 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
221 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
228 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
230 self.health = self.health - damage;
231 if (self.health <= 0)
233 self.owner = attacker;
238 void W_Rocket_Attack (void)
240 local entity missile;
244 local vector trueaim;
245 trueaim = W_TrueAim();
247 sound (self, CHAN_WEAPON, "weapons/rocket_fire.ogg", 1, ATTN_NORM);
248 if (self.items & IT_STRENGTH)
249 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
251 if (cvar("g_use_ammunition") && !cvar("g_rocketarena"))
252 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
253 self.punchangle_x = -4;
255 org = W_MuzzleOrigin (self, '15 3 -11');
259 missile.owner = self;
260 self.lastrocket = missile;
261 missile.classname = "missile";
263 missile.takedamage = DAMAGE_YES;
264 missile.damageforcescale = 4;
266 missile.event_damage = W_Rocket_Damage;
268 missile.movetype = MOVETYPE_FLY;
269 missile.solid = SOLID_BBOX;
270 setmodel (missile, "models/rocket.md3");
271 setsize (missile, '0 0 0', '0 0 0');
273 setorigin (missile, org);
274 if(cvar("g_laserguided_missile") && self.laser_on)
275 missile.velocity = normalize(trueaim - org) * cvar("g_balance_rocketlauncher_laserguided_speed");
277 missile.velocity = normalize(trueaim - org) * cvar("g_balance_rocketlauncher_speed");
278 missile.angles = vectoangles (missile.velocity);
280 missile.touch = W_Rocket_Touch;
281 missile.think = W_Rocket_Think;
282 missile.nextthink = time;
283 missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
284 missile.effects = EF_NOSHADOW;
285 sound (missile, CHAN_BODY, "weapons/rocket_fly.wav", 0.4, ATTN_NORM);
286 missile.flags = FL_PROJECTILE;
289 setorigin (flash, org);
290 setmodel (flash, "models/flash.md3");
291 flash.velocity = v_forward * 20;
292 flash.angles = vectoangles (flash.velocity);
293 SUB_SetFade (flash, time, 0.4);
294 flash.effects = flash.effects | EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
299 void() rlauncher_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, rlauncher_ready_01); self.weaponentity.state = WS_READY;};
300 void() rlauncher_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0'); self.laser_on = 1;};
301 void() rlauncher_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE); self.laser_on = 0;};
302 void() rlauncher_fire1_01 =
304 weapon_doattack(rlauncher_check, rlauncher_check, W_Rocket_Attack);
305 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), rlauncher_ready_01);