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1
2 .float rl_sound;
3
4 void W_Rocket_Explode (void)
5 {
6         vector  org2;
7         sound (self, CHAN_BODY, "weapons/rocket_impact.ogg", 1, ATTN_NORM);
8         org2 = findbetterlocation (self.origin, 16);
9
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);
17
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);
21
22         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
23         {
24                 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
25                 {
26                         self.owner.cnt = WEP_ROCKET_LAUNCHER;
27                         self.owner.attack_finished = time;
28                         self.owner.switchweapon = w_getbestweapon(self.owner);
29                 }
30                 if(cvar("g_laserguided_missile"))
31                                   self.owner.attack_finished = time + cvar("g_balance_rocketlauncher_refire");
32         }
33         remove (self);
34 }
35
36 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
37 {
38         entity head, selected;
39         vector dir;
40         float dist, maxdist,// bestdist,
41                 dot,// bestdot,
42                 points, bestpoints;
43         //bestdist = 9999;
44         //bestdot = -2;
45         bestpoints = 0;
46         maxdist = 800;
47         selected = world;
48
49         makevectors(e.angles);
50
51         head = find(world, classname, "laser_target");
52         while(head)
53         {
54                 points = 0;
55                 dir = normalize(head.origin - self.origin);
56                 dot = dir * v_forward;
57                 dist = vlen(head.origin - self.origin);
58                 if(dist > maxdist)
59                         dist = maxdist;
60
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);
67
68                 traceline(e.origin, head.origin, TRUE, self);
69                 if(trace_fraction < 1)
70                 {
71                         points = 0;
72                 }
73
74                 if(points > bestpoints)//random() > 0.5)//
75                 {
76                         bestpoints = points;
77                         selected = head;
78                 }
79
80                 head = find(head, classname, "laser_target");
81         }
82
83         //bprint(selected.owner.netname);
84         //bprint("\n");
85         return selected;
86 }
87
88 void W_Rocket_Think (void)
89 {
90         entity e;
91         vector desireddir, olddir, newdir;
92         float turnrate, velspeed;
93         self.nextthink = time;
94         if (time > self.cnt)
95         {
96                 W_Rocket_Explode ();
97                 return;
98         }
99
100         if(cvar("g_laserguided_missile"))
101         {
102                 // accelerate
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);
105                 if (velspeed > 0)
106                         self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
107         }
108         else
109         {
110                 // accelerate
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);
113                 if (velspeed > 0)
114                         self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * frametime, velspeed);
115         }
116
117         // laser guided, or remote detonation
118         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
119         {
120                 if(cvar("g_laserguided_missile"))
121                 {
122                         if(!self.owner.button0)
123                                 self.ltime = -1; // indicate that the player has let go of the button
124
125
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
128                         {
129                                   W_Rocket_Explode ();
130                                   return;
131                         }
132
133                         if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
134                         {
135                                 if(self.owner.laser_on)
136                                 {
137                                         if(self.attack_finished < time)
138                                         {
139                                                 self.attack_finished = time + 0.2 + random()*0.3;
140                                                 self.enemy = FindLaserTarget(self, 0.7, 0.7);
141                                         }
142
143                                         if(!self.enemy)
144                                                 self.enemy = self.owner.weaponentity.lasertarget;
145                                 }
146                                 else self.enemy = world;
147                         }
148                         else // don't allow stealing: always target my owner's laser (if it exists)
149                                 self.enemy = self.owner.weaponentity.lasertarget;
150
151                         if(self.enemy != world)
152                         {
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
162
163                                 self.owner.attack_finished = time + 0.2;
164                         }
165                 }
166                 else
167                 {
168                         if(self.owner.deadflag == DEAD_NO)
169                         if (self.owner.button3)
170                                   W_Rocket_Explode ();
171                 }
172         }
173 }
174
175 void W_Rocket_Touch (void)
176 {
177         if(self.owner && self.owner.lastrocket == self)
178                 self.owner.lastrocket = world;
179         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
180         {
181                 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
182                 remove(self);
183                 return;
184         }
185         W_Rocket_Explode ();
186 }
187
188 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
189 {
190         self.health = self.health - damage;
191         if (self.health <= 0)
192         {
193                 self.owner = attacker;
194                 W_Rocket_Explode();
195         }
196 }
197
198 void W_Rocket_Attack (void)
199 {
200         local entity missile;
201         local entity flash, flash2;
202
203         if (cvar("g_use_ammunition") && !cvar("g_rocketarena"))
204                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
205
206         W_SetupShot (self, '15 3 -8', FALSE, 5, "weapons/rocket_fire.ogg");
207         te_smallflash(w_shotorg);
208
209         missile = spawn ();
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
215
216         missile.takedamage = DAMAGE_YES;
217         missile.damageforcescale = 4;
218         missile.health = 30;
219         missile.event_damage = W_Rocket_Damage;
220
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');
225
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");
229         else
230                 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_speedstart");
231         W_SetupProjectileVelocity(missile);
232         missile.angles = vectoangles (missile.velocity);
233
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;
241
242         // muzzle flash for 1st person view
243         flash = spawn ();
244         flash.scale = 1.2;
245         flash.angles_z = 180;
246         flash.owner = self;
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);
253
254         // muzzle flash for 3rd person view
255         flash2 = spawn ();
256         flash2.scale = 0.8;
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);
263
264         // common properties
265         flash.effects = flash2.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
266 }
267
268 float(float req) w_rlauncher =
269 {
270         if (req == WR_AIM)
271         {
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!
275                 {
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;
284                         selfdamage = 0;
285                         teamdamage = 0;
286                         enemydamage = 0;
287                         targetlist = findchainfloat(bot_attack, TRUE);
288                         missile = find(world, classname, "missile");
289                         while (missile)
290                         {
291                                 if (missile.owner != self)
292                                 {
293                                         missile = find(missile, classname, "missile");
294                                         continue;
295                                 }
296                                 targ = targetlist;
297                                 while (targ)
298                                 {
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
302                                         if (targ == self)
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;
308                                         targ = targ.chain;
309                                 }
310                                 missile = find(missile, classname, "missile");
311                         }
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;
318
319                         missile = find(world, classname, "missile");
320                         while (missile)
321                         {
322                                 if (missile.owner != self)
323                                 {
324                                         missile = find(missile, classname, "missile");
325                                         continue;
326                                 }
327                                 makevectors(missile.v_angle);
328                                 targ = targetlist;
329                                 if (skill > 9) // normal players only do this for the target they are tracking
330                                 {
331                                         targ = targetlist;
332                                         while (targ)
333                                         {
334                                                 if (
335                                                         (v_forward * normalize(missile.origin - targ.origin)< 0.1)
336                                                         && desirabledamage > 0.1*coredamage
337                                                 )self.button3 = TRUE;
338                                                 targ = targ.chain;
339                                         }
340                                 }else{
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))
348                                                                         self.button3 = TRUE;
349                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
350                                 }
351
352                                 missile = find(missile, classname, "missile");
353                         }
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
357                                 self.button3 = TRUE;
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;
363                 }
364         }
365         else if (req == WR_THINK)
366         {
367                 if (self.button0)
368                 if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
369                 {
370                         W_Rocket_Attack();
371                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
372                 }
373                 if (self.button3)
374                 if(time > self.rl_sound)
375                 {
376                         self.rl_sound = time + 1;
377                         sound (self, CHAN_BODY, "weapons/rocket_det.ogg", 0.5, ATTN_NORM);
378                 }
379                 if (self.button3)
380                 if(cvar("g_laserguided_missile"))
381                 if(self.exteriorweaponentity.attack_finished < time)
382                 {
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);
386                 }
387         }
388         else if (req == WR_SETUP)
389                 weapon_setup(WEP_ROCKET_LAUNCHER, "rl", IT_ROCKETS);
390         else if (req == WR_CHECKAMMO1)
391         {
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"))
395                         return FALSE;
396         }
397         else if (req == WR_CHECKAMMO2)
398                 return FALSE;
399         return TRUE;
400 };