.float rl_sound; void W_Rocket_Explode (void) { vector org2; sound (self, CHAN_BODY, "weapons/rocket_impact.ogg", 1, ATTN_NORM); org2 = findbetterlocation (self.origin, 16); //te_explosion (org2); // LordHavoc: TE_TEI_BIGEXPLOSION WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, 78); WriteCoord (MSG_BROADCAST, org2_x); WriteCoord (MSG_BROADCAST, org2_y); WriteCoord (MSG_BROADCAST, org2_z); //effect (org2, "models/sprites/rockexpl.spr", 0, 12, 35); 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"), IT_ROCKET_LAUNCHER); if (self.owner.weapon == WEP_ROCKET_LAUNCHER) { if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo")) { self.owner.cnt = WEP_ROCKET_LAUNCHER; self.owner.attack_finished = time; self.owner.switchweapon = w_getbestweapon(self.owner); } if(cvar("g_laserguided_missile")) self.owner.attack_finished = 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_Think (void) { entity e; vector desireddir, olddir, newdir; float turnrate; self.nextthink = time; if (time > self.cnt) { W_Rocket_Explode (); return; } if (self.owner.weapon == WEP_ROCKET_LAUNCHER) { if(cvar("g_laserguided_missile")) { if(!self.owner.button0) self.ltime = -1; // indicate that the player has let go of the button if(self.owner.deadflag == DEAD_NO) if (self.owner.button0 && self.ltime < 0) // if the player let go of the button and then pushed it again { W_Rocket_Explode (); return; } if(cvar("g_balance_rocketlauncher_laserguided_allow_steal")) { if(self.owner.laser_on) { if(self.attack_finished < time) { self.attack_finished = 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(strcat("Targeting ", self.enemy.owner.netname, "'s laser\n")); if(!self.speed) self.speed = 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 * self.speed; // make me fly in the new direction at my flight speed self.angles = vectoangles(self.velocity); // turn model in the new flight direction self.owner.attack_finished = time + 0.2; } } else { if(self.owner.deadflag == DEAD_NO) if (self.owner.button3) W_Rocket_Explode (); } } } void W_Rocket_Touch (void) { if(self.owner && self.owner.lastrocket == self) self.owner.lastrocket = world; if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) { sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM); remove(self); return; } W_Rocket_Explode (); } void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { self.health = self.health - damage; if (self.health <= 0) { self.owner = attacker; W_Rocket_Explode(); } } void W_Rocket_Attack (void) { local entity missile; local entity flash; if (cvar("g_use_ammunition") && !cvar("g_rocketarena")) self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo"); W_SetupShot (self, '15 3 -8', FALSE, 5, "weapons/rocket_fire.ogg"); te_smallflash(w_shotorg); missile = spawn (); missile.owner = self; self.lastrocket = missile; missile.classname = "missile"; 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 = 30; missile.event_damage = W_Rocket_Damage; missile.movetype = MOVETYPE_FLY; missile.solid = SOLID_BBOX; setmodel (missile, "models/rocket.md3"); setsize (missile, '0 0 0', '0 0 0'); setorigin (missile, w_shotorg); if(cvar("g_laserguided_missile") && self.laser_on) missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_laserguided_speed"); else missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_speed"); 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.effects = EF_NOSHADOW; sound (missile, CHAN_BODY, "weapons/rocket_fly.wav", 0.4, ATTN_NORM); missile.flags = FL_PROJECTILE; flash = spawn (); setorigin (flash, w_shotorg); setmodel (flash, "models/flash.md3"); flash.angles = vectoangles (w_shotdir); SUB_SetFade (flash, time, 0.4); flash.effects = flash.effects | EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; } float(float req) w_rlauncher = { if (req == WR_AIM) { // aim and decide to fire if appropriate self.button0 = 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, "missile"); while (missile) { if (missile.owner != self) { missile = find(missile, classname, "missile"); 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 && teamplay) teamdamage = teamdamage + d; else if (bot_shouldattack(targ)) enemydamage = enemydamage + d; targ = targ.chain; } missile = find(missile, classname, "missile"); } 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 == 2) desirabledamage = desirabledamage - teamdamage; missile = find(world, classname, "missile"); while (missile) { if (missile.owner != self) { missile = find(missile, classname, "missile"); 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.button3 = 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 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.button3 = TRUE; // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n"); } missile = find(missile, classname, "missile"); } // 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.button3 = TRUE; if ((skill > 6.5) && (selfdamage > self.health)) self.button3 = FALSE; //if(self.button3 == TRUE) // dprint(ftos(desirabledamage),"\n"); if (self.button3 == TRUE) self.button0 = FALSE; } } else if (req == WR_THINK) { if (self.button0) 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.button3) if(time > self.rl_sound) { self.rl_sound = time + 1; sound (self, CHAN_BODY, "weapons/rocket_det.ogg", 0.5, ATTN_NORM); } if (self.button3) if(cvar("g_laserguided_missile")) if(self.exteriorweaponentity.attack_finished < time) { self.exteriorweaponentity.attack_finished = time + 0.4; self.laser_on = !self.laser_on; sound (self, CHAN_AUTO, "weapons/tink1.ogg", 1, ATTN_NORM); } } else if (req == WR_SETUP) weapon_setup(WEP_ROCKET_LAUNCHER, "rl", IT_ROCKETS); else if (req == WR_CHECKAMMO1) { // don't switch while guiding a missile if ((self.attack_finished <= time || self.weapon != WEP_ROCKET_LAUNCHER) && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo")) return FALSE; } else if (req == WR_CHECKAMMO2) return FALSE; return TRUE; };