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);
55 effect (org2, "models/sprites/rockexpl.spr", 0, 12, 35);
56 self.event_damage = SUB_Null;
57 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);
59 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
61 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
63 self.owner.cnt = WEP_ROCKET_LAUNCHER;
64 self.owner.attack_finished = time;
65 self.owner.switchweapon = w_getbestweapon(self.owner);
67 if(cvar("g_laserguided_missile"))
68 self.owner.attack_finished = time + cvar("g_balance_rocketlauncher_refire");
73 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
75 entity head, selected;
77 float dist, maxdist,// bestdist,
86 makevectors(e.angles);
88 head = find(world, classname, "laser_target");
92 dir = normalize(head.origin - self.origin);
93 dot = dir * v_forward;
94 dist = vlen(head.origin - self.origin);
98 // gain points for being in front
99 points = points + ((dot+1)*0.5) * 500
100 * (1 + crandom()*dot_variance);
101 // gain points for being close away
102 points = points + (1 - dist/maxdist) * 1000
103 * (1 + crandom()*dot_variance);
105 traceline(e.origin, head.origin, TRUE, self);
106 if(trace_fraction < 1)
111 if(points > bestpoints)//random() > 0.5)//
119 dot = dir * v_forward;
120 if(dot > bestdot * (1 + crandom()*dot_variance))
122 dist = vlen(head.origin - self.origin);
123 if(dist < bestdist * (1 + crandom()*dist_variance))
125 traceline(e.origin, head.origin, TRUE, self);
126 if(trace_fraction >= 1)
132 head = find(head, classname, "laser_target");
135 //bprint(selected.owner.netname);
140 void W_Rocket_Think (void)
143 vector desireddir, olddir, newdir;
145 self.nextthink = time;
151 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
153 if(cvar("g_laserguided_missile"))
155 if(!self.owner.button0)
156 self.ltime = -1; // indicate that the player has let go of the button
159 if (self.owner.button0 && self.ltime < 0) // if the player let go of the button and then pushed it again
165 if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
167 if(self.owner.laser_on)
169 if(self.attack_finished < time)
171 self.attack_finished = time + 0.2 + random()*0.3;
172 self.enemy = FindLaserTarget(self, 0.7, 0.7);
176 self.enemy = self.owner.weaponentity.lasertarget;
178 else self.enemy = world;
180 else // don't allow stealing: always target my owner's laser (if it exists)
181 self.enemy = self.owner.weaponentity.lasertarget;
183 if(self.enemy != world)
185 //bprint(strcat("Targeting ", self.enemy.owner.netname, "'s laser\n"));
187 self.speed = vlen(self.velocity);
188 e = self.enemy;//self.owner.weaponentity.lasertarget;
189 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65; // how fast to turn
190 desireddir = normalize(e.origin - self.origin); // get direction from my position to the laser target
191 olddir = normalize(self.velocity); // get my current direction
192 newdir = normalize((olddir + desireddir * turnrate) * 0.5); // take the average of the 2 directions; not the best method but simple & easy
193 self.velocity = newdir * self.speed; // make me fly in the new direction at my flight speed
194 self.angles = vectoangles(self.velocity); // turn model in the new flight direction
196 self.owner.attack_finished = time + 0.2;
201 if (self.owner.button3)
207 void W_Rocket_Touch (void)
209 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
211 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
218 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
220 self.health = self.health - damage;
221 if (self.health <= 0)
223 self.owner = attacker;
228 void W_Rocket_Attack (void)
230 local entity missile;
234 local vector trueaim;
235 trueaim = W_TrueAim();
237 sound (self, CHAN_WEAPON, "weapons/rocket_fire.ogg", 1, ATTN_NORM);
238 if (self.items & IT_STRENGTH)
239 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
241 if (cvar("g_use_ammunition") && !cvar("g_rocketarena"))
242 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
243 self.punchangle_x = -4;
245 org = W_MuzzleOrigin (self, '15 3 -11');
249 missile.owner = self;
250 missile.classname = "missile";
252 missile.takedamage = DAMAGE_YES;
253 missile.damageforcescale = 4;
255 missile.event_damage = W_Rocket_Damage;
257 missile.movetype = MOVETYPE_FLY;
258 missile.solid = SOLID_BBOX;
259 setmodel (missile, "models/rocket.md3");
260 setsize (missile, '0 0 0', '0 0 0');
262 setorigin (missile, org);
263 if(cvar("g_laserguided_missile") && self.laser_on)
264 missile.velocity = normalize(trueaim - org) * cvar("g_balance_rocketlauncher_laserguided_speed");
266 missile.velocity = normalize(trueaim - org) * cvar("g_balance_rocketlauncher_speed");
267 missile.angles = vectoangles (missile.velocity);
269 missile.touch = W_Rocket_Touch;
270 missile.think = W_Rocket_Think;
271 missile.nextthink = time;
272 missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
273 missile.effects = EF_NOSHADOW;
274 sound (missile, CHAN_BODY, "weapons/rocket_fly.wav", 0.4, ATTN_NORM);
277 setorigin (flash, org);
278 setmodel (flash, "models/flash.md3");
279 flash.velocity = v_forward * 20;
280 flash.angles = vectoangles (flash.velocity);
281 SUB_SetFade (flash, time, 0.4);
282 flash.effects = flash.effects | EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
287 void() rlauncher_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, rlauncher_ready_01); self.weaponentity.state = WS_READY;};
288 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;};
289 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;};
290 void() rlauncher_fire1_01 =
292 weapon_doattack(rlauncher_check, rlauncher_check, W_Rocket_Attack);
293 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), rlauncher_ready_01);