.float rl_release; .float rl_detonate_later; void W_Rocket_Explode (void) { self.event_damage = SUB_Null; 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"), self.projectiledeathtype, other); if (self.owner.weapon == WEP_ROCKET_LAUNCHER) { if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo")) { self.owner.cnt = WEP_ROCKET_LAUNCHER; ATTACK_FINISHED(self.owner) = time; self.owner.switchweapon = w_getbestweapon(self.owner); } if(g_laserguided_missile) ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire"); } remove (self); } entity FindLaserTarget(entity e, float dist_variance, float dot_variance) { entity head, selected; vector dir; float dist, maxdist,// bestdist, dot,// bestdot, points, bestpoints; //bestdist = 9999; //bestdot = -2; bestpoints = 0; maxdist = 800; selected = world; makevectors(e.angles); head = find(world, classname, "laser_target"); while(head) { points = 0; dir = normalize(head.origin - self.origin); dot = dir * v_forward; dist = vlen(head.origin - self.origin); if(dist > maxdist) dist = maxdist; // gain points for being in front points = points + ((dot+1)*0.5) * 500 * (1 + crandom()*dot_variance); // gain points for being close away points = points + (1 - dist/maxdist) * 1000 * (1 + crandom()*dot_variance); traceline(e.origin, head.origin, TRUE, self); if(trace_fraction < 1) { points = 0; } if(points > bestpoints)//random() > 0.5)// { bestpoints = points; selected = head; } head = find(head, classname, "laser_target"); } //bprint(selected.owner.netname); //bprint("\n"); return selected; } void W_Rocket_RemoteExplode() { if(self.owner.deadflag == DEAD_NO) { if((self.spawnshieldtime >= 0) ? (time >= self.spawnshieldtime) // timer : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_radius")) // safety device ) { other = world; self.projectiledeathtype |= HITTYPE_BOUNCE; W_Rocket_Explode (); } else { } } } void W_Rocket_Think (void) { entity e; vector desireddir, olddir, newdir; float turnrate, velspeed; self.nextthink = time; if (time > self.cnt) { other = world; self.projectiledeathtype |= HITTYPE_BOUNCE; W_Rocket_Explode (); return; } if(g_laserguided_missile) { // accelerate makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0'); velspeed = cvar("g_balance_rocketlauncher_laserguided_speed") - (self.velocity * v_forward); if (velspeed > 0) self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed); } else { // accelerate makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0'); velspeed = cvar("g_balance_rocketlauncher_speed") - (self.velocity * v_forward); if (velspeed > 0) self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * frametime, velspeed); } // laser guided, or remote detonation if (self.owner.weapon == WEP_ROCKET_LAUNCHER) { if(g_laserguided_missile) { if(self.rl_detonate_later) W_Rocket_RemoteExplode(); if(cvar("g_balance_rocketlauncher_laserguided_allow_steal")) { if(self.owner.laser_on) { if(self.attack_finished_single < time) { self.attack_finished_single = time + 0.2 + random()*0.3; self.enemy = FindLaserTarget(self, 0.7, 0.7); } if(!self.enemy) self.enemy = self.owner.weaponentity.lasertarget; } else self.enemy = world; } else // don't allow stealing: always target my owner's laser (if it exists) self.enemy = self.owner.weaponentity.lasertarget; if(self.enemy != world) { //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n"); velspeed = vlen(self.velocity); e = self.enemy;//self.owner.weaponentity.lasertarget; turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65; // how fast to turn desireddir = normalize(e.origin - self.origin); // get direction from my position to the laser target olddir = normalize(self.velocity); // get my current direction newdir = normalize((olddir + desireddir * turnrate) * 0.5); // take the average of the 2 directions; not the best method but simple & easy self.velocity = newdir * velspeed; // make me fly in the new direction at my flight speed self.angles = vectoangles(self.velocity); // turn model in the new flight direction ATTACK_FINISHED(self.owner) = time + 0.2; } } else { if(self.rl_detonate_later) W_Rocket_RemoteExplode(); } } if(self.csqcprojectile_clientanimate == 0) UpdateCSQCProjectile(self); } void W_Rocket_Touch (void) { if(self.owner && self.owner.lastrocket == self) self.owner.lastrocket = world; PROJECTILE_TOUCH; W_Rocket_Explode (); } void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { self.health = self.health - damage; self.angles = vectoangles(self.velocity); if (self.health <= 0) W_PrepareExplosionByDamage(attacker, W_Rocket_Explode); } void W_Rocket_Attack (void) { local entity missile; local entity flash, flash2; if not(self.items & IT_UNLIMITED_WEAPON_AMMO) self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo"); W_SetupShot (self, FALSE, 5, "weapons/rocket_fire.wav"); pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); missile = spawn (); missile.owner = self; self.lastrocket = missile; if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0) missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay"); else missile.spawnshieldtime = -1; missile.classname = "rocket"; missile.bot_dodge = TRUE; missile.bot_dodgerating = cvar("g_balance_rocketlauncher_primary_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous missile.takedamage = DAMAGE_YES; missile.damageforcescale = 4; missile.health = cvar("g_balance_rocketlauncher_health"); missile.event_damage = W_Rocket_Damage; missile.movetype = MOVETYPE_FLY; missile.solid = SOLID_BBOX; missile.projectiledeathtype = WEP_ROCKET_LAUNCHER; setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point if(g_laserguided_missile && self.laser_on) missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_laserguided_speedstart"); else missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_speedstart"); W_SetupProjectileVelocity(missile); missile.angles = vectoangles (missile.velocity); missile.touch = W_Rocket_Touch; missile.think = W_Rocket_Think; missile.nextthink = time; missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime"); missile.flags = FL_PROJECTILE; CSQCProjectile(missile, cvar("g_balance_rocketlauncher_speedaccel") == 0 && !g_laserguided_missile, PROJECTILE_ROCKET, FALSE); // because of fly sound // muzzle flash for 1st person view flash = spawn (); flash.angles_z = flash.v_angle_z + random() * 180; flash.owner = self; flash.viewmodelforclient = self; flash.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient; setorigin (flash, '5 0 0'); setmodel (flash, "models/flash.md3"); // precision set below setattachment(flash, self.weaponentity, "shot"); SUB_SetFade (flash, time, 0.1); // muzzle flash for 3rd person view flash2 = spawn (); flash2.scale = 0.8; flash2.angles_y = 180; flash2.angles_z = 90; setorigin (flash2, '42 0 5'); setmodel (flash2, "models/flash.md3"); // precision set below setattachment(flash2, self.exteriorweaponentity, ""); SUB_SetFade (flash2, time, 0.4); // common properties flash.effects = flash2.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; } void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc float w_rlauncher(float req) { entity rock; float rockfound; if (req == WR_AIM) { // aim and decide to fire if appropriate self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE); if(skill >= 2) // skill 0 and 1 bots won't detonate rockets! { // decide whether to detonate rockets local entity missile, targetlist, targ; local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d; local float selfdamage, teamdamage, enemydamage; edgedamage = cvar("g_balance_rocketlauncher_edgedamage"); coredamage = cvar("g_balance_rocketlauncher_damage"); edgeradius = cvar("g_balance_rocketlauncher_radius"); recipricoledgeradius = 1 / edgeradius; selfdamage = 0; teamdamage = 0; enemydamage = 0; targetlist = findchainfloat(bot_attack, TRUE); missile = find(world, classname, "rocket"); while (missile) { if (missile.owner != self) { missile = find(missile, classname, "rocket"); continue; } targ = targetlist; while (targ) { d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin); d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000); // count potential damage according to type of target if (targ == self) selfdamage = selfdamage + d; else if (targ.team == self.team && teams_matter) teamdamage = teamdamage + d; else if (bot_shouldattack(targ)) enemydamage = enemydamage + d; targ = targ.chain; } missile = find(missile, classname, "rocket"); } local float desirabledamage; desirabledamage = enemydamage; if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime) desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent"); if (self.team && teamplay != 1) desirabledamage = desirabledamage - teamdamage; missile = find(world, classname, "rocket"); while (missile) { if (missile.owner != self) { missile = find(missile, classname, "rocket"); continue; } makevectors(missile.v_angle); targ = targetlist; if (skill > 9) // normal players only do this for the target they are tracking { targ = targetlist; while (targ) { if ( (v_forward * normalize(missile.origin - targ.origin)< 0.1) && desirabledamage > 0.1*coredamage )self.BUTTON_ATCK2 = TRUE; targ = targ.chain; } }else{ local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000); //As the distance gets larger, a correct detonation gets near imposible //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1) if(self.enemy.classname == "player") if(desirabledamage >= 0.1*coredamage) if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1)) self.BUTTON_ATCK2 = TRUE; // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n"); } missile = find(missile, classname, "rocket"); } // if we would be doing at X percent of the core damage, detonate it // but don't fire a new shot at the same time! if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events self.BUTTON_ATCK2 = TRUE; if ((skill > 6.5) && (selfdamage > self.health)) self.BUTTON_ATCK2 = FALSE; //if(self.BUTTON_ATCK2 == TRUE) // dprint(ftos(desirabledamage),"\n"); if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE; } } else if (req == WR_THINK) { if(g_laserguided_missile) { if (self.BUTTON_ATCK && self.rl_release) { rockfound = 0; for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self) { if(!rock.rl_detonate_later) { rock.rl_detonate_later = TRUE; rockfound = 1; } } if(rockfound) sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM); else { if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire"))) { W_Rocket_Attack(); weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready); } } self.rl_release = 0; } if (!self.BUTTON_ATCK) self.rl_release = 1; if (self.BUTTON_ATCK2) if(self.exteriorweaponentity.attack_finished_single < time) { self.exteriorweaponentity.attack_finished_single = time + 0.4; self.laser_on = !self.laser_on; // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds sound (self, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM); } } else { if (self.BUTTON_ATCK) if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire"))) { W_Rocket_Attack(); weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready); } if (self.BUTTON_ATCK2) { rockfound = 0; for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self) { if(!rock.rl_detonate_later) { rock.rl_detonate_later = TRUE; rockfound = 1; } } if(rockfound) sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM); } } } else if (req == WR_PRECACHE) { precache_model ("models/flash.md3"); precache_model ("models/weapons/g_rl.md3"); precache_model ("models/weapons/v_rl.md3"); precache_model ("models/weapons/w_rl.zym"); precache_sound ("weapons/rocket_det.wav"); precache_sound ("weapons/rocket_fire.wav"); if (g_laserguided_missile) { precache_model ("models/laser_dot.mdl"); // rocket launcher precache_sound ("weapons/rocket_mode.wav"); } } else if (req == WR_SETUP) { weapon_setup(WEP_ROCKET_LAUNCHER); self.rl_release = 1; } else if (req == WR_CHECKAMMO1) { // don't switch while guiding a missile if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER) && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo")) return FALSE; } else if (req == WR_CHECKAMMO2) return FALSE; else if (req == WR_SUICIDEMESSAGE) w_deathtypestring = "exploded"; else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation) w_deathtypestring = "got too close to #'s rocket"; else if(w_deathtype & HITTYPE_SPLASH) w_deathtypestring = "almost dodged #'s rocket"; else w_deathtypestring = "ate #'s rocket"; } return TRUE; };