4 void W_Rocket_Explode (void)
7 sound (self, CHAN_BODY, "weapons/rocket_impact.wav", 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 ATTACK_FINISHED(self.owner) = time;
28 self.owner.switchweapon = w_getbestweapon(self.owner);
30 if(cvar("g_laserguided_missile"))
31 ATTACK_FINISHED(self.owner) = 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_single < time)
139 self.attack_finished_single = 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 ATTACK_FINISHED(self.owner) = 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 self.angles = vectoangles(self.velocity);
192 if (self.health <= 0)
194 self.owner = attacker;
199 void W_Rocket_Attack (void)
201 local entity missile;
202 local entity flash, flash2;
204 if (cvar("g_use_ammunition") && !cvar("g_rocketarena"))
205 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
207 W_SetupShot (self, '8 3 -8', FALSE, 5, "weapons/rocket_fire.wav");
208 te_smallflash(w_shotorg);
211 missile.owner = self;
212 self.lastrocket = missile;
213 missile.classname = "missile";
214 missile.bot_dodge = TRUE;
215 missile.bot_dodgerating = cvar("g_balance_rocketlauncher_primary_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
217 missile.takedamage = DAMAGE_YES;
218 missile.damageforcescale = 4;
220 missile.event_damage = W_Rocket_Damage;
222 missile.movetype = MOVETYPE_FLY;
223 missile.solid = SOLID_BBOX;
224 setmodel (missile, "models/rocket.md3"); // precision set below
225 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
227 setorigin (missile, w_shotorg);
228 if(cvar("g_laserguided_missile") && self.laser_on)
229 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_laserguided_speedstart");
231 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_speedstart");
232 W_SetupProjectileVelocity(missile);
233 missile.angles = vectoangles (missile.velocity);
235 missile.touch = W_Rocket_Touch;
236 missile.think = W_Rocket_Think;
237 missile.nextthink = time;
238 missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
239 missile.effects = EF_LOWPRECISION;
240 sound (missile, CHAN_BODY, "weapons/rocket_fly.wav", 0.4, ATTN_NORM);
241 missile.flags = FL_PROJECTILE;
243 // muzzle flash for 1st person view
246 flash.angles_z = 180;
248 flash.viewmodelforclient = self;
249 flash.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
250 setorigin (flash, '35 5 -12');
251 setmodel (flash, "models/flash.md3"); // precision set below
252 setattachment(flash, self.weaponentity, "bone01");
253 SUB_SetFade (flash, time, 0.4);
255 // muzzle flash for 3rd person view
258 flash2.angles_y = 180;
259 flash2.angles_z = 90;
260 setorigin (flash2, '42 0 5');
261 setmodel (flash2, "models/flash.md3"); // precision set below
262 setattachment(flash2, self.exteriorweaponentity, "");
263 SUB_SetFade (flash2, time, 0.4);
266 flash.effects = flash2.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
269 float(float req) w_rlauncher =
273 // aim and decide to fire if appropriate
274 self.button0 = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
275 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
277 // decide whether to detonate rockets
278 local entity missile, targetlist, targ;
279 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
280 local float selfdamage, teamdamage, enemydamage;
281 edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
282 coredamage = cvar("g_balance_rocketlauncher_damage");
283 edgeradius = cvar("g_balance_rocketlauncher_radius");
284 recipricoledgeradius = 1 / edgeradius;
288 targetlist = findchainfloat(bot_attack, TRUE);
289 missile = find(world, classname, "missile");
292 if (missile.owner != self)
294 missile = find(missile, classname, "missile");
300 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
301 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
302 // count potential damage according to type of target
304 selfdamage = selfdamage + d;
305 else if (targ.team == self.team && teamplay)
306 teamdamage = teamdamage + d;
307 else if (bot_shouldattack(targ))
308 enemydamage = enemydamage + d;
311 missile = find(missile, classname, "missile");
313 local float desirabledamage;
314 desirabledamage = enemydamage;
315 if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
316 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
317 if (self.team && teamplay == 2)
318 desirabledamage = desirabledamage - teamdamage;
320 missile = find(world, classname, "missile");
323 if (missile.owner != self)
325 missile = find(missile, classname, "missile");
328 makevectors(missile.v_angle);
330 if (skill > 9) // normal players only do this for the target they are tracking
336 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
337 && desirabledamage > 0.1*coredamage
338 )self.button3 = TRUE;
342 local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
343 //As the distance gets larger, a correct detonation gets near imposible
344 //Bots are assumed to use the rocket light to see if the rocket gets near a player
345 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
346 if(self.enemy.classname == "player")
347 if(desirabledamage >= 0.1*coredamage)
348 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
350 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
353 missile = find(missile, classname, "missile");
355 // if we would be doing at X percent of the core damage, detonate it
356 // but don't fire a new shot at the same time!
357 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
359 if ((skill > 6.5) && (selfdamage > self.health))
360 self.button3 = FALSE;
361 //if(self.button3 == TRUE)
362 // dprint(ftos(desirabledamage),"\n");
363 if (self.button3 == TRUE) self.button0 = FALSE;
366 else if (req == WR_THINK)
369 if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
372 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
375 if(time > self.rl_sound)
377 self.rl_sound = time + 1;
378 sound (self, CHAN_BODY, "weapons/rocket_det.wav", 0.5, ATTN_NORM);
381 if(cvar("g_laserguided_missile"))
382 if(self.exteriorweaponentity.attack_finished_single < time)
384 self.exteriorweaponentity.attack_finished_single = time + 0.4;
385 self.laser_on = !self.laser_on;
386 sound (self, CHAN_AUTO, "weapons/tink1.wav", 1, ATTN_NORM);
389 else if (req == WR_PRECACHE)
391 precache_model ("models/flash.md3");
392 precache_model ("models/rocket.md3");
393 precache_model ("models/weapons/g_rl.md3");
394 precache_model ("models/weapons/v_rl.md3");
395 precache_model ("models/weapons/w_rl.zym");
396 precache_sound ("weapons/rocket_det.wav");
397 precache_sound ("weapons/rocket_fire.wav");
398 precache_sound ("weapons/rocket_fly.wav");
399 precache_sound ("weapons/rocket_impact.wav");
400 if (cvar("g_laserguided_missile"))
401 precache_model ("models/laser_dot.mdl"); // rocket launcher
403 else if (req == WR_SETUP)
404 weapon_setup(WEP_ROCKET_LAUNCHER, "rl", IT_ROCKETS);
405 else if (req == WR_CHECKAMMO1)
407 // don't switch while guiding a missile
408 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
409 && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
412 else if (req == WR_CHECKAMMO2)
414 else if (req == WR_REGISTER)
415 weapon_register(WEP_ROCKET_LAUNCHER, cvar("g_balance_rocketlauncher_ammo"));