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;
93 self.nextthink = time;
99 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
101 if(cvar("g_laserguided_missile"))
103 if(!self.owner.button0)
104 self.ltime = -1; // indicate that the player has let go of the button
107 if (self.owner.button0 && self.ltime < 0) // if the player let go of the button and then pushed it again
113 if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
115 if(self.owner.laser_on)
117 if(self.attack_finished < time)
119 self.attack_finished = time + 0.2 + random()*0.3;
120 self.enemy = FindLaserTarget(self, 0.7, 0.7);
124 self.enemy = self.owner.weaponentity.lasertarget;
126 else self.enemy = world;
128 else // don't allow stealing: always target my owner's laser (if it exists)
129 self.enemy = self.owner.weaponentity.lasertarget;
131 if(self.enemy != world)
133 //bprint(strcat("Targeting ", self.enemy.owner.netname, "'s laser\n"));
135 self.speed = vlen(self.velocity);
136 e = self.enemy;//self.owner.weaponentity.lasertarget;
137 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65; // how fast to turn
138 desireddir = normalize(e.origin - self.origin); // get direction from my position to the laser target
139 olddir = normalize(self.velocity); // get my current direction
140 newdir = normalize((olddir + desireddir * turnrate) * 0.5); // take the average of the 2 directions; not the best method but simple & easy
141 self.velocity = newdir * self.speed; // make me fly in the new direction at my flight speed
142 self.angles = vectoangles(self.velocity); // turn model in the new flight direction
144 self.owner.attack_finished = time + 0.2;
149 if (self.owner.button3)
155 void W_Rocket_Touch (void)
157 if(self.owner && self.owner.lastrocket == self)
158 self.owner.lastrocket = world;
159 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
161 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
168 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
170 self.health = self.health - damage;
171 if (self.health <= 0)
173 self.owner = attacker;
178 void W_Rocket_Attack (void)
180 local entity missile;
183 if (cvar("g_use_ammunition") && !cvar("g_rocketarena"))
184 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
186 W_SetupShot (self, '15 3 -8', FALSE, 5, "weapons/rocket_fire.ogg");
187 te_smallflash(w_shotorg);
190 missile.owner = self;
191 self.lastrocket = missile;
192 missile.classname = "missile";
193 missile.bot_dodge = TRUE;
194 missile.bot_dodgerating = cvar("g_balance_rocketlauncher_primary_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
196 missile.takedamage = DAMAGE_YES;
197 missile.damageforcescale = 4;
199 missile.event_damage = W_Rocket_Damage;
201 missile.movetype = MOVETYPE_FLY;
202 missile.solid = SOLID_BBOX;
203 setmodel (missile, "models/rocket.md3");
204 setsize (missile, '0 0 0', '0 0 0');
206 setorigin (missile, w_shotorg);
207 if(cvar("g_laserguided_missile") && self.laser_on)
208 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_laserguided_speed");
210 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_speed");
211 missile.angles = vectoangles (missile.velocity);
213 missile.touch = W_Rocket_Touch;
214 missile.think = W_Rocket_Think;
215 missile.nextthink = time;
216 missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
217 missile.effects = EF_NOSHADOW;
218 sound (missile, CHAN_BODY, "weapons/rocket_fly.wav", 0.4, ATTN_NORM);
219 missile.flags = FL_PROJECTILE;
222 setorigin (flash, w_shotorg);
223 setmodel (flash, "models/flash.md3");
224 flash.angles = vectoangles (w_shotdir);
225 SUB_SetFade (flash, time, 0.4);
226 flash.effects = flash.effects | EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
229 float(float req) w_rlauncher =
233 // aim and decide to fire if appropriate
234 self.button0 = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
235 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
237 // decide whether to detonate rockets
238 local entity missile, targetlist, targ;
239 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
240 local float selfdamage, teamdamage, enemydamage;
241 edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
242 coredamage = cvar("g_balance_rocketlauncher_damage");
243 edgeradius = cvar("g_balance_rocketlauncher_radius");
244 recipricoledgeradius = 1 / edgeradius;
248 targetlist = findchainfloat(bot_attack, TRUE);
249 missile = find(world, classname, "missile");
255 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
256 d = edgedamage + (coredamage - edgedamage) * (1 - d * recipricoledgeradius);
257 // count potential damage according to type of target
259 selfdamage = selfdamage + d;
260 else if (targ.team == self.team && teamplay)
261 teamdamage = teamdamage + d;
262 else if (bot_shouldattack(targ))
263 enemydamage = enemydamage + d;
266 missile = find(missile, classname, "missile");
268 local float desirabledamage;
269 desirabledamage = enemydamage;
270 if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
271 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
272 if (self.team && teamplay == 2)
273 desirabledamage = desirabledamage - teamdamage;
274 // if we would be doing at least half of the core damage, detonate it
275 // but don't fire a new shot at the same time!
276 if (desirabledamage >= 0.5 * coredamage)
279 self.button0 = FALSE;
283 else if (req == WR_THINK)
286 if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
289 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
292 if(time > self.rl_sound)
294 self.rl_sound = time + 1;
295 sound (self, CHAN_BODY, "weapons/rocket_det.ogg", 0.5, ATTN_NORM);
298 if(cvar("g_laserguided_missile"))
299 if(self.exteriorweaponentity.attack_finished < time)
301 self.exteriorweaponentity.attack_finished = time + 0.4;
302 self.laser_on = !self.laser_on;
303 sound (self, CHAN_AUTO, "weapons/tink1.ogg", 1, ATTN_NORM);
306 else if (req == WR_SETUP)
307 weapon_setup(WEP_ROCKET_LAUNCHER, "rl", IT_ROCKETS);
308 else if (req == WR_CHECKAMMO1)
310 // don't switch while guiding a missile
311 if ((self.attack_finished <= time || self.weapon != WEP_ROCKET_LAUNCHER)
312 && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
315 else if (req == WR_CHECKAMMO2)