1 void() rlauncher_ready_01;
2 void() rlauncher_fire1_01;
3 void() rlauncher_deselect_01;
4 void() rlauncher_select_01;
6 float() rlauncher_check =
8 if ((self.attack_finished > time && self.weapon == WEP_ROCKET_LAUNCHER) // don't switch while guiding a missile
9 || self.ammo_rockets >= cvar("g_balance_rocketlauncher_ammo"))
14 void(float req) w_rlauncher =
18 else if (req == WR_FIRE1)
19 weapon_prepareattack(rlauncher_check, rlauncher_check, rlauncher_fire1_01, cvar("g_balance_rocketlauncher_refire"));
20 else if (req == WR_FIRE2)
22 sound (self, CHAN_BODY, "weapons/rocket_det.ogg", 0.5, ATTN_NORM);
23 if(cvar("g_laserguided_missile"))
24 if(self.exteriorweaponentity.attack_finished < time)
26 self.exteriorweaponentity.attack_finished = time + 0.4;
27 self.laser_on = !self.laser_on;
28 sound (self, CHAN_AUTO, "weapons/tink1.ogg", 1, ATTN_NORM);
31 else if (req == WR_RAISE)
32 rlauncher_select_01();
33 else if (req == WR_UPDATECOUNTS)
34 self.currentammo = self.ammo_rockets;
35 else if (req == WR_DROP)
36 rlauncher_deselect_01();
37 else if (req == WR_SETUP)
38 weapon_setup(WEP_ROCKET_LAUNCHER, "w_rl.zym", IT_ROCKETS);
39 else if (req == WR_CHECKAMMO)
40 weapon_hasammo = rlauncher_check();
44 void W_Rocket_Explode (void)
47 sound (self, CHAN_BODY, "weapons/rocket_impact.ogg", 1, ATTN_NORM);
48 org2 = findbetterlocation (self.origin);
50 effect (org2, "models/sprites/rockexpl.spr", 0, 12, 35);
51 self.event_damage = SUB_Null;
52 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);
54 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
56 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
58 self.owner.cnt = WEP_ROCKET_LAUNCHER;
59 self.owner.attack_finished = time;
60 self.owner.switchweapon = w_getbestweapon(self.owner);
62 if(cvar("g_laserguided_missile"))
63 self.owner.attack_finished = time + cvar("g_balance_rocketlauncher_refire");
68 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
70 entity head, selected;
72 float dist, maxdist,// bestdist,
81 makevectors(e.angles);
83 head = find(world, classname, "laser_target");
87 dir = normalize(head.origin - self.origin);
88 dot = dir * v_forward;
89 dist = vlen(head.origin - self.origin);
93 // gain points for being in front
94 points = points + ((dot+1)*0.5) * 500
95 * (1 + crandom()*dot_variance);
96 // gain points for being close away
97 points = points + (1 - dist/maxdist) * 1000
98 * (1 + crandom()*dot_variance);
100 traceline(e.origin, head.origin, TRUE, self);
101 if(trace_fraction < 1)
106 if(points > bestpoints)//random() > 0.5)//
114 dot = dir * v_forward;
115 if(dot > bestdot * (1 + crandom()*dot_variance))
117 dist = vlen(head.origin - self.origin);
118 if(dist < bestdist * (1 + crandom()*dist_variance))
120 traceline(e.origin, head.origin, TRUE, self);
121 if(trace_fraction >= 1)
127 head = find(head, classname, "laser_target");
130 //bprint(selected.owner.netname);
135 void W_Rocket_Think (void)
138 vector desireddir, olddir, newdir;
140 self.nextthink = time;
146 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
148 if(cvar("g_laserguided_missile"))
150 if(!self.owner.button0)
151 self.ltime = -1; // indicate that the player has let go of the button
154 if (self.owner.button0 && self.ltime < 0) // if the player let go of the button and then pushed it again
160 if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
162 if(self.owner.laser_on)
164 if(self.attack_finished < time)
166 self.attack_finished = time + 0.2 + random()*0.3;
167 self.enemy = FindLaserTarget(self, 0.7, 0.7);
171 self.enemy = self.owner.weaponentity.lasertarget;
173 else self.enemy = world;
175 else // don't allow stealing: always target my owner's laser (if it exists)
176 self.enemy = self.owner.weaponentity.lasertarget;
178 if(self.enemy != world)
180 //bprint(strcat("Targeting ", self.enemy.owner.netname, "'s laser\n"));
182 self.speed = vlen(self.velocity);
183 e = self.enemy;//self.owner.weaponentity.lasertarget;
184 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65; // how fast to turn
185 desireddir = normalize(e.origin - self.origin); // get direction from my position to the laser target
186 olddir = normalize(self.velocity); // get my current direction
187 newdir = normalize((olddir + desireddir * turnrate) * 0.5); // take the average of the 2 directions; not the best method but simple & easy
188 self.velocity = newdir * self.speed; // make me fly in the new direction at my flight speed
189 self.angles = vectoangles(self.velocity); // turn model in the new flight direction
191 self.owner.attack_finished = time + 0.2;
196 if (self.owner.button3)
202 void W_Rocket_Touch (void)
204 if (pointcontents (self.origin) == CONTENT_SKY)
213 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
215 self.health = self.health - damage;
216 if (self.health <= 0)
218 self.owner = attacker;
223 void W_Rocket_Attack (void)
225 local entity missile;
229 local vector trueaim;
230 trueaim = W_TrueAim();
232 sound (self, CHAN_WEAPON, "weapons/rocket_fire.ogg", 1, ATTN_NORM);
233 if (self.items & IT_STRENGTH)
234 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
236 if (cvar("g_use_ammunition") && !cvar("g_rocketarena"))
237 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
238 self.punchangle_x = -4;
240 org = W_MuzzleOrigin (self, '15 3 -11');
244 missile.owner = self;
245 missile.classname = "missile";
247 missile.takedamage = DAMAGE_YES;
248 missile.damageforcescale = 4;
250 missile.event_damage = W_Rocket_Damage;
252 missile.movetype = MOVETYPE_FLY;
253 missile.solid = SOLID_BBOX;
254 setmodel (missile, "models/rocket.md3");
255 setsize (missile, '0 0 0', '0 0 0');
257 setorigin (missile, org);
258 if(cvar("g_laserguided_missile") && self.laser_on)
259 missile.velocity = normalize(trueaim - org) * cvar("g_balance_rocketlauncher_laserguided_speed");
261 missile.velocity = normalize(trueaim - org) * cvar("g_balance_rocketlauncher_speed");
262 missile.angles = vectoangles (missile.velocity);
264 missile.touch = W_Rocket_Touch;
265 missile.think = W_Rocket_Think;
266 missile.nextthink = time;
267 missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
268 missile.effects = EF_NOSHADOW;
269 sound (missile, CHAN_BODY, "weapons/rocket_fly.wav", 0.4, ATTN_NORM);
272 setorigin (flash, org);
273 setmodel (flash, "models/flash.md3");
274 flash.velocity = v_forward * 20;
275 flash.angles = vectoangles (flash.velocity);
276 SUB_SetFade (flash, time, 0.4);
277 flash.effects = flash.effects | EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
282 void() rlauncher_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, rlauncher_ready_01); self.weaponentity.state = WS_READY;};
283 void() rlauncher_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0'); self.laser_on = 1;};
284 void() rlauncher_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE); self.laser_on = 0;};
285 void() rlauncher_fire1_01 =
287 weapon_doattack(rlauncher_check, rlauncher_check, W_Rocket_Attack);
288 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), rlauncher_ready_01);