2 .float rl_detonate_later;
4 void W_Rocket_Explode (void)
7 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
8 org2 = findbetterlocation (self.origin, 16);
10 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
12 //effect (org2, "models/sprites/rockexpl.spr", 0, 12, 35);
13 self.event_damage = SUB_Null;
14 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);
16 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
18 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
20 self.owner.cnt = WEP_ROCKET_LAUNCHER;
21 ATTACK_FINISHED(self.owner) = time;
22 self.owner.switchweapon = w_getbestweapon(self.owner);
24 if(g_laserguided_missile)
25 ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire");
30 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
32 entity head, selected;
34 float dist, maxdist,// bestdist,
43 makevectors(e.angles);
45 head = find(world, classname, "laser_target");
49 dir = normalize(head.origin - self.origin);
50 dot = dir * v_forward;
51 dist = vlen(head.origin - self.origin);
55 // gain points for being in front
56 points = points + ((dot+1)*0.5) * 500
57 * (1 + crandom()*dot_variance);
58 // gain points for being close away
59 points = points + (1 - dist/maxdist) * 1000
60 * (1 + crandom()*dot_variance);
62 traceline(e.origin, head.origin, TRUE, self);
63 if(trace_fraction < 1)
68 if(points > bestpoints)//random() > 0.5)//
74 head = find(head, classname, "laser_target");
77 //bprint(selected.owner.netname);
82 void W_Rocket_RemoteExplode()
84 if(self.owner.deadflag == DEAD_NO)
86 if((self.spawnshieldtime >= 0)
87 ? (time >= self.spawnshieldtime) // timer
88 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_radius")) // safety device
92 self.projectiledeathtype |= HITTYPE_BOUNCE;
101 void W_Rocket_Think (void)
104 vector desireddir, olddir, newdir;
105 float turnrate, velspeed;
106 self.nextthink = time;
110 self.projectiledeathtype |= HITTYPE_BOUNCE;
115 if(g_laserguided_missile)
118 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
119 velspeed = cvar("g_balance_rocketlauncher_laserguided_speed") - (self.velocity * v_forward);
121 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
126 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
127 velspeed = cvar("g_balance_rocketlauncher_speed") - (self.velocity * v_forward);
129 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * frametime, velspeed);
132 // laser guided, or remote detonation
133 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
135 if(g_laserguided_missile)
137 if(self.rl_detonate_later)
138 W_Rocket_RemoteExplode();
140 if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
142 if(self.owner.laser_on)
144 if(self.attack_finished_single < time)
146 self.attack_finished_single = time + 0.2 + random()*0.3;
147 self.enemy = FindLaserTarget(self, 0.7, 0.7);
151 self.enemy = self.owner.weaponentity.lasertarget;
153 else self.enemy = world;
155 else // don't allow stealing: always target my owner's laser (if it exists)
156 self.enemy = self.owner.weaponentity.lasertarget;
158 if(self.enemy != world)
160 //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n");
161 velspeed = vlen(self.velocity);
162 e = self.enemy;//self.owner.weaponentity.lasertarget;
163 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65; // how fast to turn
164 desireddir = normalize(e.origin - self.origin); // get direction from my position to the laser target
165 olddir = normalize(self.velocity); // get my current direction
166 newdir = normalize((olddir + desireddir * turnrate) * 0.5); // take the average of the 2 directions; not the best method but simple & easy
167 self.velocity = newdir * velspeed; // make me fly in the new direction at my flight speed
168 self.angles = vectoangles(self.velocity); // turn model in the new flight direction
170 ATTACK_FINISHED(self.owner) = time + 0.2;
175 if(self.rl_detonate_later)
176 W_Rocket_RemoteExplode();
181 void W_Rocket_Touch (void)
183 if(self.owner && self.owner.lastrocket == self)
184 self.owner.lastrocket = world;
185 PROJECTILE_TOUCH_NOSOUND;
189 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
191 self.health = self.health - damage;
192 self.angles = vectoangles(self.velocity);
193 if (self.health <= 0)
194 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
197 void W_Rocket_Attack (void)
199 local entity missile;
200 local entity flash, flash2;
202 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
203 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
205 W_SetupShot (self, '25 3 -4', FALSE, 5, "weapons/rocket_fire.wav");
206 //W_SetupShot (self, '25 8 -8', FALSE, 5, "weapons/rocket_fire.wav"); // TODO: move model to the right a little
207 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
210 missile.owner = self;
211 self.lastrocket = missile;
212 if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
213 missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
215 missile.spawnshieldtime = -1;
216 missile.classname = "rocket";
217 missile.bot_dodge = TRUE;
218 missile.bot_dodgerating = cvar("g_balance_rocketlauncher_primary_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
220 missile.takedamage = DAMAGE_YES;
221 missile.damageforcescale = 4;
222 missile.health = cvar("g_balance_rocketlauncher_health");
223 missile.event_damage = W_Rocket_Damage;
225 missile.movetype = MOVETYPE_FLY;
226 missile.solid = SOLID_BBOX;
227 missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
228 setmodel (missile, "models/rocket.md3"); // precision set below
229 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
231 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
232 if(g_laserguided_missile && self.laser_on)
233 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_laserguided_speedstart");
235 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_speedstart");
236 W_SetupProjectileVelocity(missile);
237 missile.angles = vectoangles (missile.velocity);
239 missile.touch = W_Rocket_Touch;
240 missile.think = W_Rocket_Think;
241 missile.nextthink = time;
242 missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
243 missile.effects = EF_LOWPRECISION;
244 sound (missile, CHAN_PROJECTILE, "weapons/rocket_fly.wav", 0.4 * VOL_BASE, ATTN_NORM);
245 missile.flags = FL_PROJECTILE;
247 // muzzle flash for 1st person view
250 flash.angles_z = 180;
252 flash.viewmodelforclient = self;
253 flash.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
254 setorigin (flash, '35 8 0');
255 setmodel (flash, "models/flash.md3"); // precision set below
256 setattachment(flash, self.weaponentity, "bone01");
257 SUB_SetFade (flash, time, 0.4);
259 // muzzle flash for 3rd person view
262 flash2.angles_y = 180;
263 flash2.angles_z = 90;
264 setorigin (flash2, '42 0 5');
265 setmodel (flash2, "models/flash.md3"); // precision set below
266 setattachment(flash2, self.exteriorweaponentity, "");
267 SUB_SetFade (flash2, time, 0.4);
270 flash.effects = flash2.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
273 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
275 float w_rlauncher(float req)
281 // aim and decide to fire if appropriate
282 self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
283 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
285 // decide whether to detonate rockets
286 local entity missile, targetlist, targ;
287 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
288 local float selfdamage, teamdamage, enemydamage;
289 edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
290 coredamage = cvar("g_balance_rocketlauncher_damage");
291 edgeradius = cvar("g_balance_rocketlauncher_radius");
292 recipricoledgeradius = 1 / edgeradius;
296 targetlist = findchainfloat(bot_attack, TRUE);
297 missile = find(world, classname, "rocket");
300 if (missile.owner != self)
302 missile = find(missile, classname, "rocket");
308 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
309 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
310 // count potential damage according to type of target
312 selfdamage = selfdamage + d;
313 else if (targ.team == self.team && teamplay)
314 teamdamage = teamdamage + d;
315 else if (bot_shouldattack(targ))
316 enemydamage = enemydamage + d;
319 missile = find(missile, classname, "rocket");
321 local float desirabledamage;
322 desirabledamage = enemydamage;
323 if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
324 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
325 if (self.team && teamplay == 2)
326 desirabledamage = desirabledamage - teamdamage;
328 missile = find(world, classname, "rocket");
331 if (missile.owner != self)
333 missile = find(missile, classname, "rocket");
336 makevectors(missile.v_angle);
338 if (skill > 9) // normal players only do this for the target they are tracking
344 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
345 && desirabledamage > 0.1*coredamage
346 )self.BUTTON_ATCK2 = TRUE;
350 local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
351 //As the distance gets larger, a correct detonation gets near imposible
352 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
353 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
354 if(self.enemy.classname == "player")
355 if(desirabledamage >= 0.1*coredamage)
356 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
357 self.BUTTON_ATCK2 = TRUE;
358 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
361 missile = find(missile, classname, "rocket");
363 // if we would be doing at X percent of the core damage, detonate it
364 // but don't fire a new shot at the same time!
365 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
366 self.BUTTON_ATCK2 = TRUE;
367 if ((skill > 6.5) && (selfdamage > self.health))
368 self.BUTTON_ATCK2 = FALSE;
369 //if(self.BUTTON_ATCK2 == TRUE)
370 // dprint(ftos(desirabledamage),"\n");
371 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
374 else if (req == WR_THINK)
376 if(g_laserguided_missile)
378 if (self.BUTTON_ATCK && self.rl_release)
381 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
383 if(!rock.rl_detonate_later)
385 rock.rl_detonate_later = TRUE;
390 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", 0.5 * VOL_BASE, ATTN_NORM);
393 if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
396 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
401 if (!self.BUTTON_ATCK)
403 if (self.BUTTON_ATCK2)
404 if(self.exteriorweaponentity.attack_finished_single < time)
406 self.exteriorweaponentity.attack_finished_single = time + 0.4;
407 self.laser_on = !self.laser_on;
408 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
409 sound (self, CHAN_WEAPON2, "weapons/tink1.wav", VOL_BASE, ATTN_NORM);
414 if (self.BUTTON_ATCK)
415 if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
418 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
420 if (self.BUTTON_ATCK2)
423 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
425 if(!rock.rl_detonate_later)
427 rock.rl_detonate_later = TRUE;
432 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", 0.5 * VOL_BASE, ATTN_NORM);
436 else if (req == WR_PRECACHE)
438 precache_model ("models/flash.md3");
439 precache_model ("models/rocket.md3");
440 precache_model ("models/weapons/g_rl.md3");
441 precache_model ("models/weapons/v_rl.md3");
442 precache_model ("models/weapons/w_rl.zym");
443 precache_sound ("weapons/rocket_det.wav");
444 precache_sound ("weapons/rocket_fire.wav");
445 precache_sound ("weapons/rocket_fly.wav");
446 precache_sound ("weapons/rocket_impact.wav");
447 if (g_laserguided_missile)
448 precache_model ("models/laser_dot.mdl"); // rocket launcher
450 else if (req == WR_SETUP)
452 weapon_setup(WEP_ROCKET_LAUNCHER);
455 else if (req == WR_CHECKAMMO1)
457 // don't switch while guiding a missile
458 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
459 && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
462 else if (req == WR_CHECKAMMO2)
464 else if (req == WR_SUICIDEMESSAGE)
465 w_deathtypestring = "exploded";
466 else if (req == WR_KILLMESSAGE)
468 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
469 w_deathtypestring = "got too close to #'s rocket";
470 else if(w_deathtype & HITTYPE_SPLASH)
471 w_deathtypestring = "almost dodged #'s rocket";
473 w_deathtypestring = "ate #'s rocket";