1 void() rlauncher_ready_01;
2 void() rlauncher_fire1_01;
3 void() rlauncher_deselect_01;
4 void() rlauncher_select_01;
6 float() rlauncher_check =
8 if (self.attack_finished > time // don't switch while guiding a missile
9 || self.ammo_rockets >= 3)
14 void(float req) w_rlauncher =
18 else if (req == WR_FIRE1)
19 weapon_prepareattack(rlauncher_check, rlauncher_check, rlauncher_fire1_01, cvar("g_balance_rocketlauncher_refire"));
20 else if (req == WR_FIRE2 && cvar("g_homing_missile"))
22 if(self.exteriorweaponentity.attack_finished < time)
24 self.exteriorweaponentity.attack_finished = time + 0.4;
25 self.laser_on = !self.laser_on;
26 sound (self, CHAN_AUTO, "weapons/tink1.wav", 1, ATTN_NORM);
29 else if (req == WR_RAISE)
30 rlauncher_select_01();
31 else if (req == WR_UPDATECOUNTS)
32 self.currentammo = self.ammo_rockets;
33 else if (req == WR_DROP)
34 rlauncher_deselect_01();
35 else if (req == WR_SETUP)
36 weapon_setup(WEP_ROCKET_LAUNCHER, "w_rl.zym", IT_ROCKETS);
37 else if (req == WR_CHECKAMMO)
38 weapon_hasammo = rlauncher_check();
42 void W_Rocket_Explode (void)
45 org2 = findbetterlocation (self.origin);
47 effect (org2, "models/sprites/rocketexplosion.spr32", 0, 26, 30);
48 sound (self, CHAN_BODY, "weapons/rocket_impact.wav", 1, ATTN_NORM);
50 self.event_damage = SUB_Null;
51 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);
53 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
55 if(cvar("g_homing_missile"))
56 self.owner.attack_finished = time + cvar("g_balance_rocketlauncher_refire");
62 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
64 entity head, selected;
66 float dist, maxdist,// bestdist,
75 makevectors(e.angles);
77 head = find(world, classname, "laser_target");
81 dir = normalize(head.origin - self.origin);
82 dot = dir * v_forward;
83 dist = vlen(head.origin - self.origin);
87 // gain points for being in front
88 points = points + ((dot+1)*0.5) * 500
89 * (1 + crandom()*dot_variance);
90 // gain points for being close away
91 points = points + (1 - dist/maxdist) * 1000
92 * (1 + crandom()*dot_variance);
94 traceline(e.origin, head.origin, TRUE, self);
95 if(trace_fraction < 1)
100 if(points > bestpoints)//random() > 0.5)//
108 dot = dir * v_forward;
109 if(dot > bestdot * (1 + crandom()*dot_variance))
111 dist = vlen(head.origin - self.origin);
112 if(dist < bestdist * (1 + crandom()*dist_variance))
114 traceline(e.origin, head.origin, TRUE, self);
115 if(trace_fraction >= 1)
121 head = find(head, classname, "laser_target");
124 //bprint(selected.owner.netname);
129 void W_Rocket_Think (void)
132 vector desireddir, olddir, newdir;
134 self.nextthink = time;
140 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
142 if(cvar("g_homing_missile"))
144 if(!self.owner.button0)
145 self.ltime = -1; // indicate that the player has let go of the button
148 if (self.owner.button0 && self.ltime < 0) // if the player let go of the button and then pushed it again
154 if(cvar("g_balance_rocketlauncher_homing_allow_steal"))
156 if(self.owner.laser_on)
158 if(self.attack_finished < time)
160 self.attack_finished = time + 0.2 + random()*0.3;
161 self.enemy = FindLaserTarget(self, 0.7, 0.7);
165 self.enemy = self.owner.weaponentity.lasertarget;
167 else self.enemy = world;
169 else // don't allow stealing: always target my owner's laser (if it exists)
170 self.enemy = self.owner.weaponentity.lasertarget;
172 if(self.enemy != world)
174 //bprint(strcat("Targeting ", self.enemy.owner.netname, "'s laser\n"));
176 self.speed = vlen(self.velocity);
177 e = self.enemy;//self.owner.weaponentity.lasertarget;
178 turnrate = cvar("g_balance_rocketlauncher_homing_turnrate");//0.65; // how fast to turn
179 desireddir = normalize(e.origin - self.origin); // get direction from my position to the laser target
180 olddir = normalize(self.velocity); // get my current direction
181 newdir = normalize((olddir + desireddir * turnrate) * 0.5); // take the average of the 2 directions; not the best method but simple & easy
182 self.velocity = newdir * self.speed; // make me fly in the new direction at my flight speed
183 self.angles = vectoangles(self.velocity); // turn model in the new flight direction
185 self.owner.attack_finished = time + 0.2;
190 if (self.owner.button3)
196 void W_Rocket_Touch (void)
198 if (pointcontents (self.origin) == CONTENT_SKY)
207 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
209 self.health = self.health - damage;
210 if (self.health <= 0)
214 void W_Rocket_Attack (void)
216 local entity missile;
219 sound (self, CHAN_WEAPON, "weapons/rocket_fire.wav", 1, ATTN_NORM);
220 if (cvar("g_use_ammunition") && !cvar("g_rocketarena"))
221 self.ammo_rockets = self.ammo_rockets - 3;
222 self.punchangle_x = -4;
223 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 3 + v_up * -11;
227 missile.owner = self;
228 missile.classname = "missile";
230 missile.takedamage = DAMAGE_YES;
231 missile.damageforcescale = 4;
233 missile.event_damage = W_Rocket_Damage;
235 missile.movetype = MOVETYPE_FLY;
236 missile.solid = SOLID_BBOX;
237 setmodel (missile, "models/rocket.md3");
238 setsize (missile, '0 0 0', '0 0 0');
240 setorigin (missile, org);
241 if(cvar("g_homing_missile") && self.laser_on)
242 missile.velocity = v_forward * cvar("g_balance_rocketlauncher_homing_speed");
244 missile.velocity = v_forward * cvar("g_balance_rocketlauncher_speed");
245 missile.angles = vectoangles (missile.velocity);
247 missile.touch = W_Rocket_Touch;
248 missile.think = W_Rocket_Think;
249 missile.nextthink = time;
250 missile.cnt = time + 9;
251 sound (missile, CHAN_BODY, "weapons/rocket_fly.wav", 0.4, ATTN_NORM);
254 setorigin (flash, org);
255 setmodel (flash, "models/flash.md3");
256 flash.velocity = v_forward * 20;
257 flash.angles = vectoangles (flash.velocity);
258 SUB_SetFade (flash, time, 0.4);
259 flash.effects = flash.effects | EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
264 void() rlauncher_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, rlauncher_ready_01); self.weaponentity.state = WS_READY;};
265 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;};
266 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;};
267 void() rlauncher_fire1_01 =
269 weapon_doattack(rlauncher_check, rlauncher_check, W_Rocket_Attack);
270 weapon_thinkf(WFRAME_FIRE1, 0.3, rlauncher_ready_01);