2 .float rl_detonate_later;
4 void W_Rocket_Explode (void)
7 stopsound(self, CHAN_PAIN);
8 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
9 org2 = findbetterlocation (self.origin, 16);
11 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
13 //effect (org2, "models/sprites/rockexpl.spr", 0, 12, 35);
14 self.event_damage = SUB_Null;
15 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"), self.projectiledeathtype, other);
17 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
19 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
21 self.owner.cnt = WEP_ROCKET_LAUNCHER;
22 ATTACK_FINISHED(self.owner) = time;
23 self.owner.switchweapon = w_getbestweapon(self.owner);
25 if(g_laserguided_missile)
26 ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire");
31 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
33 entity head, selected;
35 float dist, maxdist,// bestdist,
44 makevectors(e.angles);
46 head = find(world, classname, "laser_target");
50 dir = normalize(head.origin - self.origin);
51 dot = dir * v_forward;
52 dist = vlen(head.origin - self.origin);
56 // gain points for being in front
57 points = points + ((dot+1)*0.5) * 500
58 * (1 + crandom()*dot_variance);
59 // gain points for being close away
60 points = points + (1 - dist/maxdist) * 1000
61 * (1 + crandom()*dot_variance);
63 traceline(e.origin, head.origin, TRUE, self);
64 if(trace_fraction < 1)
69 if(points > bestpoints)//random() > 0.5)//
75 head = find(head, classname, "laser_target");
78 //bprint(selected.owner.netname);
83 void W_Rocket_RemoteExplode()
85 if(self.owner.deadflag == DEAD_NO)
87 if((self.spawnshieldtime >= 0)
88 ? (time >= self.spawnshieldtime) // timer
89 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_radius")) // safety device
93 self.projectiledeathtype |= HITTYPE_BOUNCE;
102 void W_Rocket_Think (void)
105 vector desireddir, olddir, newdir;
106 float turnrate, velspeed;
107 self.nextthink = time;
111 self.projectiledeathtype |= HITTYPE_BOUNCE;
116 if(g_laserguided_missile)
119 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
120 velspeed = cvar("g_balance_rocketlauncher_laserguided_speed") - (self.velocity * v_forward);
122 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
127 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
128 velspeed = cvar("g_balance_rocketlauncher_speed") - (self.velocity * v_forward);
130 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * frametime, velspeed);
133 // laser guided, or remote detonation
134 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
136 if(g_laserguided_missile)
138 if(self.rl_detonate_later)
139 W_Rocket_RemoteExplode();
141 if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
143 if(self.owner.laser_on)
145 if(self.attack_finished_single < time)
147 self.attack_finished_single = time + 0.2 + random()*0.3;
148 self.enemy = FindLaserTarget(self, 0.7, 0.7);
152 self.enemy = self.owner.weaponentity.lasertarget;
154 else self.enemy = world;
156 else // don't allow stealing: always target my owner's laser (if it exists)
157 self.enemy = self.owner.weaponentity.lasertarget;
159 if(self.enemy != world)
161 //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n");
162 velspeed = vlen(self.velocity);
163 e = self.enemy;//self.owner.weaponentity.lasertarget;
164 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65; // how fast to turn
165 desireddir = normalize(e.origin - self.origin); // get direction from my position to the laser target
166 olddir = normalize(self.velocity); // get my current direction
167 newdir = normalize((olddir + desireddir * turnrate) * 0.5); // take the average of the 2 directions; not the best method but simple & easy
168 self.velocity = newdir * velspeed; // make me fly in the new direction at my flight speed
169 self.angles = vectoangles(self.velocity); // turn model in the new flight direction
171 ATTACK_FINISHED(self.owner) = time + 0.2;
176 if(self.rl_detonate_later)
177 W_Rocket_RemoteExplode();
182 void W_Rocket_Touch (void)
184 if(self.owner && self.owner.lastrocket == self)
185 self.owner.lastrocket = world;
186 PROJECTILE_TOUCH_NOSOUND;
190 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
192 self.health = self.health - damage;
193 self.angles = vectoangles(self.velocity);
194 if (self.health <= 0)
195 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
198 void W_Rocket_Attack (void)
200 local entity missile;
201 local entity flash, flash2;
203 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
204 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
206 W_SetupShot (self, '25 3 -4', FALSE, 5, "weapons/rocket_fire.wav");
207 //W_SetupShot (self, '25 8 -8', FALSE, 5, "weapons/rocket_fire.wav"); // TODO: move model to the right a little
208 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
211 missile.owner = self;
212 self.lastrocket = missile;
213 if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
214 missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
216 missile.spawnshieldtime = -1;
217 missile.classname = "rocket";
218 missile.bot_dodge = TRUE;
219 missile.bot_dodgerating = cvar("g_balance_rocketlauncher_primary_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
221 missile.takedamage = DAMAGE_YES;
222 missile.damageforcescale = 4;
223 missile.health = cvar("g_balance_rocketlauncher_health");
224 missile.event_damage = W_Rocket_Damage;
226 missile.movetype = MOVETYPE_FLY;
227 missile.solid = SOLID_BBOX;
228 missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
229 setmodel (missile, "models/rocket.md3"); // precision set below
230 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
232 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
233 if(g_laserguided_missile && self.laser_on)
234 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_laserguided_speedstart");
236 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_speedstart");
237 W_SetupProjectileVelocity(missile);
238 missile.angles = vectoangles (missile.velocity);
240 missile.touch = W_Rocket_Touch;
241 missile.think = W_Rocket_Think;
242 missile.nextthink = time;
243 missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
244 missile.effects = EF_LOWPRECISION;
245 sound (missile, CHAN_PAIN, "weapons/rocket_fly.wav", VOL_BASE, ATTN_NORM);
246 missile.flags = FL_PROJECTILE;
248 // muzzle flash for 1st person view
251 flash.angles_z = 180;
253 flash.viewmodelforclient = self;
254 flash.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
255 setorigin (flash, '35 8 0');
256 setmodel (flash, "models/flash.md3"); // precision set below
257 setattachment(flash, self.weaponentity, "bone01");
258 SUB_SetFade (flash, time, 0.4);
260 // muzzle flash for 3rd person view
263 flash2.angles_y = 180;
264 flash2.angles_z = 90;
265 setorigin (flash2, '42 0 5');
266 setmodel (flash2, "models/flash.md3"); // precision set below
267 setattachment(flash2, self.exteriorweaponentity, "");
268 SUB_SetFade (flash2, time, 0.4);
271 flash.effects = flash2.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
274 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
276 float w_rlauncher(float req)
282 // aim and decide to fire if appropriate
283 self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
284 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
286 // decide whether to detonate rockets
287 local entity missile, targetlist, targ;
288 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
289 local float selfdamage, teamdamage, enemydamage;
290 edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
291 coredamage = cvar("g_balance_rocketlauncher_damage");
292 edgeradius = cvar("g_balance_rocketlauncher_radius");
293 recipricoledgeradius = 1 / edgeradius;
297 targetlist = findchainfloat(bot_attack, TRUE);
298 missile = find(world, classname, "rocket");
301 if (missile.owner != self)
303 missile = find(missile, classname, "rocket");
309 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
310 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
311 // count potential damage according to type of target
313 selfdamage = selfdamage + d;
314 else if (targ.team == self.team && teamplay)
315 teamdamage = teamdamage + d;
316 else if (bot_shouldattack(targ))
317 enemydamage = enemydamage + d;
320 missile = find(missile, classname, "rocket");
322 local float desirabledamage;
323 desirabledamage = enemydamage;
324 if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
325 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
326 if (self.team && teamplay == 2)
327 desirabledamage = desirabledamage - teamdamage;
329 missile = find(world, classname, "rocket");
332 if (missile.owner != self)
334 missile = find(missile, classname, "rocket");
337 makevectors(missile.v_angle);
339 if (skill > 9) // normal players only do this for the target they are tracking
345 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
346 && desirabledamage > 0.1*coredamage
347 )self.BUTTON_ATCK2 = TRUE;
351 local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
352 //As the distance gets larger, a correct detonation gets near imposible
353 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
354 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
355 if(self.enemy.classname == "player")
356 if(desirabledamage >= 0.1*coredamage)
357 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
358 self.BUTTON_ATCK2 = TRUE;
359 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
362 missile = find(missile, classname, "rocket");
364 // if we would be doing at X percent of the core damage, detonate it
365 // but don't fire a new shot at the same time!
366 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
367 self.BUTTON_ATCK2 = TRUE;
368 if ((skill > 6.5) && (selfdamage > self.health))
369 self.BUTTON_ATCK2 = FALSE;
370 //if(self.BUTTON_ATCK2 == TRUE)
371 // dprint(ftos(desirabledamage),"\n");
372 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
375 else if (req == WR_THINK)
377 if(g_laserguided_missile)
379 if (self.BUTTON_ATCK && self.rl_release)
382 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
384 if(!rock.rl_detonate_later)
386 rock.rl_detonate_later = TRUE;
391 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
394 if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
397 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
402 if (!self.BUTTON_ATCK)
404 if (self.BUTTON_ATCK2)
405 if(self.exteriorweaponentity.attack_finished_single < time)
407 self.exteriorweaponentity.attack_finished_single = time + 0.4;
408 self.laser_on = !self.laser_on;
409 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
410 sound (self, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
415 if (self.BUTTON_ATCK)
416 if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
419 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
421 if (self.BUTTON_ATCK2)
424 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
426 if(!rock.rl_detonate_later)
428 rock.rl_detonate_later = TRUE;
433 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
437 else if (req == WR_PRECACHE)
439 precache_model ("models/flash.md3");
440 precache_model ("models/rocket.md3");
441 precache_model ("models/weapons/g_rl.md3");
442 precache_model ("models/weapons/v_rl.md3");
443 precache_model ("models/weapons/w_rl.zym");
444 precache_sound ("weapons/rocket_det.wav");
445 precache_sound ("weapons/rocket_fire.wav");
446 precache_sound ("weapons/rocket_fly.wav");
447 precache_sound ("weapons/rocket_impact.wav");
448 if (g_laserguided_missile)
450 precache_model ("models/laser_dot.mdl"); // rocket launcher
451 precache_sound ("weapons/rocket_mode.wav");
454 else if (req == WR_SETUP)
456 weapon_setup(WEP_ROCKET_LAUNCHER);
459 else if (req == WR_CHECKAMMO1)
461 // don't switch while guiding a missile
462 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
463 && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
466 else if (req == WR_CHECKAMMO2)
468 else if (req == WR_SUICIDEMESSAGE)
469 w_deathtypestring = "exploded";
470 else if (req == WR_KILLMESSAGE)
472 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
473 w_deathtypestring = "got too close to #'s rocket";
474 else if(w_deathtype & HITTYPE_SPLASH)
475 w_deathtypestring = "almost dodged #'s rocket";
477 w_deathtypestring = "ate #'s rocket";