4 void W_Rocket_Explode (void)
7 sound (self, CHAN_BODY, "weapons/rocket_impact.ogg", 1, ATTN_NORM);
8 org2 = findbetterlocation (self.origin, 16);
10 //te_explosion (org2);
11 // LordHavoc: TE_TEI_BIGEXPLOSION
12 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
13 WriteByte (MSG_BROADCAST, 78);
14 WriteCoord (MSG_BROADCAST, org2_x);
15 WriteCoord (MSG_BROADCAST, org2_y);
16 WriteCoord (MSG_BROADCAST, org2_z);
18 //effect (org2, "models/sprites/rockexpl.spr", 0, 12, 35);
19 self.event_damage = SUB_Null;
20 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);
22 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
24 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
26 self.owner.cnt = WEP_ROCKET_LAUNCHER;
27 self.owner.attack_finished = time;
28 self.owner.switchweapon = w_getbestweapon(self.owner);
30 if(cvar("g_laserguided_missile"))
31 self.owner.attack_finished = time + cvar("g_balance_rocketlauncher_refire");
36 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
38 entity head, selected;
40 float dist, maxdist,// bestdist,
49 makevectors(e.angles);
51 head = find(world, classname, "laser_target");
55 dir = normalize(head.origin - self.origin);
56 dot = dir * v_forward;
57 dist = vlen(head.origin - self.origin);
61 // gain points for being in front
62 points = points + ((dot+1)*0.5) * 500
63 * (1 + crandom()*dot_variance);
64 // gain points for being close away
65 points = points + (1 - dist/maxdist) * 1000
66 * (1 + crandom()*dot_variance);
68 traceline(e.origin, head.origin, TRUE, self);
69 if(trace_fraction < 1)
74 if(points > bestpoints)//random() > 0.5)//
80 head = find(head, classname, "laser_target");
83 //bprint(selected.owner.netname);
88 void W_Rocket_Think (void)
91 vector desireddir, olddir, newdir;
92 float turnrate, velspeed;
93 self.nextthink = time;
100 if(cvar("g_laserguided_missile"))
103 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
104 velspeed = cvar("g_balance_rocketlauncher_laserguided_speed") - (self.velocity * v_forward);
106 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
111 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
112 velspeed = cvar("g_balance_rocketlauncher_speed") - (self.velocity * v_forward);
114 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * frametime, velspeed);
117 // laser guided, or remote detonation
118 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
120 if(cvar("g_laserguided_missile"))
122 if(!self.owner.button0)
123 self.ltime = -1; // indicate that the player has let go of the button
126 if(self.owner.deadflag == DEAD_NO)
127 if (self.owner.button0 && self.ltime < 0) // if the player let go of the button and then pushed it again
133 if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
135 if(self.owner.laser_on)
137 if(self.attack_finished < time)
139 self.attack_finished = time + 0.2 + random()*0.3;
140 self.enemy = FindLaserTarget(self, 0.7, 0.7);
144 self.enemy = self.owner.weaponentity.lasertarget;
146 else self.enemy = world;
148 else // don't allow stealing: always target my owner's laser (if it exists)
149 self.enemy = self.owner.weaponentity.lasertarget;
151 if(self.enemy != world)
153 //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n");
154 velspeed = vlen(self.velocity);
155 e = self.enemy;//self.owner.weaponentity.lasertarget;
156 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65; // how fast to turn
157 desireddir = normalize(e.origin - self.origin); // get direction from my position to the laser target
158 olddir = normalize(self.velocity); // get my current direction
159 newdir = normalize((olddir + desireddir * turnrate) * 0.5); // take the average of the 2 directions; not the best method but simple & easy
160 self.velocity = newdir * velspeed; // make me fly in the new direction at my flight speed
161 self.angles = vectoangles(self.velocity); // turn model in the new flight direction
163 self.owner.attack_finished = time + 0.2;
168 if(self.owner.deadflag == DEAD_NO)
169 if (self.owner.button3)
175 void W_Rocket_Touch (void)
177 if(self.owner && self.owner.lastrocket == self)
178 self.owner.lastrocket = world;
179 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
181 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
188 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
190 self.health = self.health - damage;
191 if (self.health <= 0)
193 self.owner = attacker;
198 void W_Rocket_Attack (void)
200 local entity missile;
201 local entity flash, flash2;
203 if (cvar("g_use_ammunition") && !cvar("g_rocketarena"))
204 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
206 W_SetupShot (self, '15 3 -8', FALSE, 5, "weapons/rocket_fire.ogg");
207 te_smallflash(w_shotorg);
210 missile.owner = self;
211 self.lastrocket = missile;
212 missile.classname = "missile";
213 missile.bot_dodge = TRUE;
214 missile.bot_dodgerating = cvar("g_balance_rocketlauncher_primary_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
216 missile.takedamage = DAMAGE_YES;
217 missile.damageforcescale = 4;
219 missile.event_damage = W_Rocket_Damage;
221 missile.movetype = MOVETYPE_FLY;
222 missile.solid = SOLID_BBOX;
223 setmodel (missile, "models/rocket.md3"); // precision set below
224 setsize (missile, '0 0 0', '0 0 0');
226 setorigin (missile, w_shotorg);
227 if(cvar("g_laserguided_missile") && self.laser_on)
228 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_laserguided_speedstart");
230 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_speedstart");
231 W_SetupProjectileVelocity(missile);
232 missile.angles = vectoangles (missile.velocity);
234 missile.touch = W_Rocket_Touch;
235 missile.think = W_Rocket_Think;
236 missile.nextthink = time;
237 missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
238 missile.effects = EF_NOSHADOW | EF_LOWPRECISION;
239 sound (missile, CHAN_BODY, "weapons/rocket_fly.wav", 0.4, ATTN_NORM);
240 missile.flags = FL_PROJECTILE;
242 // muzzle flash for 1st person view
245 flash.angles_z = 180;
247 flash.viewmodelforclient = self;
248 flash.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
249 setorigin (flash, '35 5 -12');
250 setmodel (flash, "models/flash.md3"); // precision set below
251 setattachment(flash, self.weaponentity, "bone01");
252 SUB_SetFade (flash, time, 0.4);
254 // muzzle flash for 3rd person view
257 flash2.angles_y = 180;
258 flash2.angles_z = 90;
259 setorigin (flash2, '42 0 5');
260 setmodel (flash2, "models/flash.md3"); // precision set below
261 setattachment(flash2, self.exteriorweaponentity, "");
262 SUB_SetFade (flash2, time, 0.4);
265 flash.effects = flash2.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
268 float(float req) w_rlauncher =
272 // aim and decide to fire if appropriate
273 self.button0 = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
274 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
276 // decide whether to detonate rockets
277 local entity missile, targetlist, targ;
278 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
279 local float selfdamage, teamdamage, enemydamage;
280 edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
281 coredamage = cvar("g_balance_rocketlauncher_damage");
282 edgeradius = cvar("g_balance_rocketlauncher_radius");
283 recipricoledgeradius = 1 / edgeradius;
287 targetlist = findchainfloat(bot_attack, TRUE);
288 missile = find(world, classname, "missile");
291 if (missile.owner != self)
293 missile = find(missile, classname, "missile");
299 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
300 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
301 // count potential damage according to type of target
303 selfdamage = selfdamage + d;
304 else if (targ.team == self.team && teamplay)
305 teamdamage = teamdamage + d;
306 else if (bot_shouldattack(targ))
307 enemydamage = enemydamage + d;
310 missile = find(missile, classname, "missile");
312 local float desirabledamage;
313 desirabledamage = enemydamage;
314 if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
315 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
316 if (self.team && teamplay == 2)
317 desirabledamage = desirabledamage - teamdamage;
319 missile = find(world, classname, "missile");
322 if (missile.owner != self)
324 missile = find(missile, classname, "missile");
327 makevectors(missile.v_angle);
329 if (skill > 9) // normal players only do this for the target they are tracking
335 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
336 && desirabledamage > 0.1*coredamage
337 )self.button3 = TRUE;
341 local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
342 //As the distance gets larger, a correct detonation gets near imposible
343 //Bots are assumed to use the rocket light to see if the rocket gets near a player
344 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
345 if(self.enemy.classname == "player")
346 if(desirabledamage >= 0.1*coredamage)
347 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
349 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
352 missile = find(missile, classname, "missile");
354 // if we would be doing at X percent of the core damage, detonate it
355 // but don't fire a new shot at the same time!
356 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
358 if ((skill > 6.5) && (selfdamage > self.health))
359 self.button3 = FALSE;
360 //if(self.button3 == TRUE)
361 // dprint(ftos(desirabledamage),"\n");
362 if (self.button3 == TRUE) self.button0 = FALSE;
365 else if (req == WR_THINK)
368 if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
371 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
374 if(time > self.rl_sound)
376 self.rl_sound = time + 1;
377 sound (self, CHAN_BODY, "weapons/rocket_det.ogg", 0.5, ATTN_NORM);
380 if(cvar("g_laserguided_missile"))
381 if(self.exteriorweaponentity.attack_finished < time)
383 self.exteriorweaponentity.attack_finished = time + 0.4;
384 self.laser_on = !self.laser_on;
385 sound (self, CHAN_AUTO, "weapons/tink1.ogg", 1, ATTN_NORM);
388 else if (req == WR_SETUP)
389 weapon_setup(WEP_ROCKET_LAUNCHER, "rl", IT_ROCKETS);
390 else if (req == WR_CHECKAMMO1)
392 // don't switch while guiding a missile
393 if ((self.attack_finished <= time || self.weapon != WEP_ROCKET_LAUNCHER)
394 && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
397 else if (req == WR_CHECKAMMO2)