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_AIM)
21 // aim and decide to fire if appropriate
22 self.button0 = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
23 // decide whether to detonate rockets
24 local entity missile, targetlist, targ;
25 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
26 local float selfdamage, teamdamage, enemydamage;
27 edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
28 coredamage = cvar("g_balance_rocketlauncher_damage");
29 edgeradius = cvar("g_balance_rocketlauncher_radius");
30 recipricoledgeradius = 1 / edgeradius;
34 targetlist = findchainfloat(bot_attack, TRUE);
35 missile = find(world, classname, "missile");
41 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
42 d = edgedamage + (coredamage - edgedamage) * (1 - d * recipricoledgeradius);
43 // count potential damage according to type of target
45 selfdamage = selfdamage + d;
46 else if (targ.team == self.team && teamplay)
47 teamdamage = teamdamage + d;
48 else if (bot_shouldattack(targ))
49 enemydamage = enemydamage + d;
52 missile = find(missile, classname, "missile");
54 local float desirabledamage;
55 desirabledamage = enemydamage;
56 if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
57 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
58 if (self.team && teamplay == 2)
59 desirabledamage = desirabledamage - teamdamage;
60 // if we would be doing at least half of the core damage, detonate it
61 // but don't fire a new shot at the same time!
62 if (desirabledamage >= 0.5 * coredamage)
68 else if (req == WR_FIRE1)
69 weapon_prepareattack(rlauncher_check, rlauncher_check, rlauncher_fire1_01, cvar("g_balance_rocketlauncher_refire"));
70 else if (req == WR_FIRE2)
72 if(time > self.rl_sound)
74 self.rl_sound = time + 1;
75 sound (self, CHAN_BODY, "weapons/rocket_det.ogg", 0.5, ATTN_NORM);
77 if(cvar("g_laserguided_missile"))
78 if(self.exteriorweaponentity.attack_finished < time)
80 self.exteriorweaponentity.attack_finished = time + 0.4;
81 self.laser_on = !self.laser_on;
82 sound (self, CHAN_AUTO, "weapons/tink1.ogg", 1, ATTN_NORM);
85 else if (req == WR_RAISE)
86 rlauncher_select_01();
87 else if (req == WR_UPDATECOUNTS)
88 self.currentammo = self.ammo_rockets;
89 else if (req == WR_DROP)
90 rlauncher_deselect_01();
91 else if (req == WR_SETUP)
92 weapon_setup(WEP_ROCKET_LAUNCHER, "w_rl.zym", IT_ROCKETS);
93 else if (req == WR_CHECKAMMO)
94 weapon_hasammo = rlauncher_check();
98 void W_Rocket_Explode (void)
101 sound (self, CHAN_BODY, "weapons/rocket_impact.ogg", 1, ATTN_NORM);
102 org2 = findbetterlocation (self.origin, 16);
104 //te_explosion (org2);
105 // LordHavoc: TE_TEI_BIGEXPLOSION
106 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
107 WriteByte (MSG_BROADCAST, 78);
108 WriteCoord (MSG_BROADCAST, org2_x);
109 WriteCoord (MSG_BROADCAST, org2_y);
110 WriteCoord (MSG_BROADCAST, org2_z);
112 //effect (org2, "models/sprites/rockexpl.spr", 0, 12, 35);
113 self.event_damage = SUB_Null;
114 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);
116 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
118 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
120 self.owner.cnt = WEP_ROCKET_LAUNCHER;
121 self.owner.attack_finished = time;
122 self.owner.switchweapon = w_getbestweapon(self.owner);
124 if(cvar("g_laserguided_missile"))
125 self.owner.attack_finished = time + cvar("g_balance_rocketlauncher_refire");
130 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
132 entity head, selected;
134 float dist, maxdist,// bestdist,
143 makevectors(e.angles);
145 head = find(world, classname, "laser_target");
149 dir = normalize(head.origin - self.origin);
150 dot = dir * v_forward;
151 dist = vlen(head.origin - self.origin);
155 // gain points for being in front
156 points = points + ((dot+1)*0.5) * 500
157 * (1 + crandom()*dot_variance);
158 // gain points for being close away
159 points = points + (1 - dist/maxdist) * 1000
160 * (1 + crandom()*dot_variance);
162 traceline(e.origin, head.origin, TRUE, self);
163 if(trace_fraction < 1)
168 if(points > bestpoints)//random() > 0.5)//
176 dot = dir * v_forward;
177 if(dot > bestdot * (1 + crandom()*dot_variance))
179 dist = vlen(head.origin - self.origin);
180 if(dist < bestdist * (1 + crandom()*dist_variance))
182 traceline(e.origin, head.origin, TRUE, self);
183 if(trace_fraction >= 1)
189 head = find(head, classname, "laser_target");
192 //bprint(selected.owner.netname);
197 void W_Rocket_Think (void)
200 vector desireddir, olddir, newdir;
202 self.nextthink = time;
208 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
210 if(cvar("g_laserguided_missile"))
212 if(!self.owner.button0)
213 self.ltime = -1; // indicate that the player has let go of the button
216 if (self.owner.button0 && self.ltime < 0) // if the player let go of the button and then pushed it again
222 if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
224 if(self.owner.laser_on)
226 if(self.attack_finished < time)
228 self.attack_finished = time + 0.2 + random()*0.3;
229 self.enemy = FindLaserTarget(self, 0.7, 0.7);
233 self.enemy = self.owner.weaponentity.lasertarget;
235 else self.enemy = world;
237 else // don't allow stealing: always target my owner's laser (if it exists)
238 self.enemy = self.owner.weaponentity.lasertarget;
240 if(self.enemy != world)
242 //bprint(strcat("Targeting ", self.enemy.owner.netname, "'s laser\n"));
244 self.speed = vlen(self.velocity);
245 e = self.enemy;//self.owner.weaponentity.lasertarget;
246 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65; // how fast to turn
247 desireddir = normalize(e.origin - self.origin); // get direction from my position to the laser target
248 olddir = normalize(self.velocity); // get my current direction
249 newdir = normalize((olddir + desireddir * turnrate) * 0.5); // take the average of the 2 directions; not the best method but simple & easy
250 self.velocity = newdir * self.speed; // make me fly in the new direction at my flight speed
251 self.angles = vectoangles(self.velocity); // turn model in the new flight direction
253 self.owner.attack_finished = time + 0.2;
258 if (self.owner.button3)
264 void W_Rocket_Touch (void)
266 if(self.owner && self.owner.lastrocket == self)
267 self.owner.lastrocket = world;
268 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
270 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
277 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
279 self.health = self.health - damage;
280 if (self.health <= 0)
282 self.owner = attacker;
287 void W_Rocket_Attack (void)
289 local entity missile;
293 local vector trueaim;
294 trueaim = W_TrueAim();
296 sound (self, CHAN_WEAPON, "weapons/rocket_fire.ogg", 1, ATTN_NORM);
297 if (self.items & IT_STRENGTH)
298 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
300 if (cvar("g_use_ammunition") && !cvar("g_rocketarena"))
301 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
302 self.punchangle_x = -4;
304 org = W_MuzzleOrigin (self, '15 3 -11');
308 missile.owner = self;
309 self.lastrocket = missile;
310 missile.classname = "missile";
311 missile.bot_dodge = TRUE;
312 missile.bot_dodgerating = cvar("g_balance_rocketlauncher_primary_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
314 missile.takedamage = DAMAGE_YES;
315 missile.damageforcescale = 4;
317 missile.event_damage = W_Rocket_Damage;
319 missile.movetype = MOVETYPE_FLY;
320 missile.solid = SOLID_BBOX;
321 setmodel (missile, "models/rocket.md3");
322 setsize (missile, '0 0 0', '0 0 0');
324 setorigin (missile, org);
325 if(cvar("g_laserguided_missile") && self.laser_on)
326 missile.velocity = normalize(trueaim - org) * cvar("g_balance_rocketlauncher_laserguided_speed");
328 missile.velocity = normalize(trueaim - org) * cvar("g_balance_rocketlauncher_speed");
329 missile.angles = vectoangles (missile.velocity);
331 missile.touch = W_Rocket_Touch;
332 missile.think = W_Rocket_Think;
333 missile.nextthink = time;
334 missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
335 missile.effects = EF_NOSHADOW;
336 sound (missile, CHAN_BODY, "weapons/rocket_fly.wav", 0.4, ATTN_NORM);
337 missile.flags = FL_PROJECTILE;
340 setorigin (flash, org);
341 setmodel (flash, "models/flash.md3");
342 flash.velocity = v_forward * 20;
343 flash.angles = vectoangles (flash.velocity);
344 SUB_SetFade (flash, time, 0.4);
345 flash.effects = flash.effects | EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
350 void() rlauncher_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, rlauncher_ready_01); self.weaponentity.state = WS_READY;};
351 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;};
352 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;};
353 void() rlauncher_fire1_01 =
355 weapon_doattack(rlauncher_check, rlauncher_check, W_Rocket_Attack);
356 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), rlauncher_ready_01);