3 .float rl_detonate_later;
5 void W_Rocket_Explode (void)
8 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
9 org2 = findbetterlocation (self.origin, 16);
11 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
13 //effect (org2, "models/sprites/rockexpl.spr", 0, 12, 35);
14 self.event_damage = SUB_Null;
15 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);
17 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
19 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
21 self.owner.cnt = WEP_ROCKET_LAUNCHER;
22 ATTACK_FINISHED(self.owner) = time;
23 self.owner.switchweapon = w_getbestweapon(self.owner);
25 if(g_laserguided_missile)
26 ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire");
31 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
33 entity head, selected;
35 float dist, maxdist,// bestdist,
44 makevectors(e.angles);
46 head = find(world, classname, "laser_target");
50 dir = normalize(head.origin - self.origin);
51 dot = dir * v_forward;
52 dist = vlen(head.origin - self.origin);
56 // gain points for being in front
57 points = points + ((dot+1)*0.5) * 500
58 * (1 + crandom()*dot_variance);
59 // gain points for being close away
60 points = points + (1 - dist/maxdist) * 1000
61 * (1 + crandom()*dot_variance);
63 traceline(e.origin, head.origin, TRUE, self);
64 if(trace_fraction < 1)
69 if(points > bestpoints)//random() > 0.5)//
75 head = find(head, classname, "laser_target");
78 //bprint(selected.owner.netname);
83 void W_Rocket_RemoteExplode()
85 if(self.owner.deadflag == DEAD_NO)
87 if((self.spawnshieldtime >= 0)
88 ? (time >= self.spawnshieldtime) // timer
89 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_radius")) // safety device
93 self.projectiledeathtype |= HITTYPE_BOUNCE;
102 void W_Rocket_Think (void)
105 vector desireddir, olddir, newdir;
106 float turnrate, velspeed;
107 self.nextthink = time;
111 self.projectiledeathtype |= HITTYPE_BOUNCE;
116 if(g_laserguided_missile)
119 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
120 velspeed = cvar("g_balance_rocketlauncher_laserguided_speed") - (self.velocity * v_forward);
122 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
127 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
128 velspeed = cvar("g_balance_rocketlauncher_speed") - (self.velocity * v_forward);
130 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * frametime, velspeed);
133 // laser guided, or remote detonation
134 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
136 if(g_laserguided_missile)
138 if(!self.owner.BUTTON_ATCK)
139 self.ltime = -1; // indicate that the player has let go of the button
142 if(self.owner.deadflag == DEAD_NO)
143 if (self.owner.BUTTON_ATCK && self.ltime < 0) // if the player let go of the button and then pushed it again
144 self.rl_detonate_later = TRUE;
145 if(self.rl_detonate_later)
146 W_Rocket_RemoteExplode();
148 if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
150 if(self.owner.laser_on)
152 if(self.attack_finished_single < time)
154 self.attack_finished_single = time + 0.2 + random()*0.3;
155 self.enemy = FindLaserTarget(self, 0.7, 0.7);
159 self.enemy = self.owner.weaponentity.lasertarget;
161 else self.enemy = world;
163 else // don't allow stealing: always target my owner's laser (if it exists)
164 self.enemy = self.owner.weaponentity.lasertarget;
166 if(self.enemy != world)
168 //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n");
169 velspeed = vlen(self.velocity);
170 e = self.enemy;//self.owner.weaponentity.lasertarget;
171 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65; // how fast to turn
172 desireddir = normalize(e.origin - self.origin); // get direction from my position to the laser target
173 olddir = normalize(self.velocity); // get my current direction
174 newdir = normalize((olddir + desireddir * turnrate) * 0.5); // take the average of the 2 directions; not the best method but simple & easy
175 self.velocity = newdir * velspeed; // make me fly in the new direction at my flight speed
176 self.angles = vectoangles(self.velocity); // turn model in the new flight direction
178 ATTACK_FINISHED(self.owner) = time + 0.2;
183 if (self.owner.BUTTON_ATCK2)
184 self.rl_detonate_later = TRUE;
185 if(self.rl_detonate_later)
186 W_Rocket_RemoteExplode();
191 void W_Rocket_Touch (void)
193 if(self.owner && self.owner.lastrocket == self)
194 self.owner.lastrocket = world;
195 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
197 sound (self, CHAN_PROJECTILE, "misc/null.wav", VOL_BASE, ATTN_NORM);
204 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
206 self.health = self.health - damage;
207 self.angles = vectoangles(self.velocity);
208 if (self.health <= 0)
210 self.owner = attacker;
215 void W_Rocket_Attack (void)
217 local entity missile;
218 local entity flash, flash2;
220 if not(self.items & IT_UNLIMITED_AMMO)
221 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
223 W_SetupShot (self, '25 3 -4', FALSE, 5, "weapons/rocket_fire.wav");
224 //W_SetupShot (self, '25 8 -8', FALSE, 5, "weapons/rocket_fire.wav"); // TODO: move model to the right a little
225 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
228 missile.owner = self;
229 self.lastrocket = missile;
230 if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
231 missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
233 missile.spawnshieldtime = -1;
234 missile.classname = "missile";
235 missile.bot_dodge = TRUE;
236 missile.bot_dodgerating = cvar("g_balance_rocketlauncher_primary_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
238 missile.takedamage = DAMAGE_YES;
239 missile.damageforcescale = 4;
240 missile.health = cvar("g_balance_rocketlauncher_health");
241 missile.event_damage = W_Rocket_Damage;
243 missile.movetype = MOVETYPE_FLY;
244 missile.solid = SOLID_BBOX;
245 missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
246 setmodel (missile, "models/rocket.md3"); // precision set below
247 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
249 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
250 if(g_laserguided_missile && self.laser_on)
251 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_laserguided_speedstart");
253 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_speedstart");
254 W_SetupProjectileVelocity(missile);
255 missile.angles = vectoangles (missile.velocity);
257 missile.touch = W_Rocket_Touch;
258 missile.think = W_Rocket_Think;
259 missile.nextthink = time;
260 missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
261 missile.effects = EF_LOWPRECISION;
262 sound (missile, CHAN_PROJECTILE, "weapons/rocket_fly.wav", 0.4 * VOL_BASE, ATTN_NORM);
263 missile.flags = FL_PROJECTILE;
265 // muzzle flash for 1st person view
268 flash.angles_z = 180;
270 flash.viewmodelforclient = self;
271 flash.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
272 setorigin (flash, '35 8 0');
273 setmodel (flash, "models/flash.md3"); // precision set below
274 setattachment(flash, self.weaponentity, "bone01");
275 SUB_SetFade (flash, time, 0.4);
277 // muzzle flash for 3rd person view
280 flash2.angles_y = 180;
281 flash2.angles_z = 90;
282 setorigin (flash2, '42 0 5');
283 setmodel (flash2, "models/flash.md3"); // precision set below
284 setattachment(flash2, self.exteriorweaponentity, "");
285 SUB_SetFade (flash2, time, 0.4);
288 flash.effects = flash2.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
291 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
293 float w_rlauncher(float req)
297 // aim and decide to fire if appropriate
298 self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
299 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
301 // decide whether to detonate rockets
302 local entity missile, targetlist, targ;
303 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
304 local float selfdamage, teamdamage, enemydamage;
305 edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
306 coredamage = cvar("g_balance_rocketlauncher_damage");
307 edgeradius = cvar("g_balance_rocketlauncher_radius");
308 recipricoledgeradius = 1 / edgeradius;
312 targetlist = findchainfloat(bot_attack, TRUE);
313 missile = find(world, classname, "missile");
316 if (missile.owner != self)
318 missile = find(missile, classname, "missile");
324 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
325 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
326 // count potential damage according to type of target
328 selfdamage = selfdamage + d;
329 else if (targ.team == self.team && teamplay)
330 teamdamage = teamdamage + d;
331 else if (bot_shouldattack(targ))
332 enemydamage = enemydamage + d;
335 missile = find(missile, classname, "missile");
337 local float desirabledamage;
338 desirabledamage = enemydamage;
339 if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
340 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
341 if (self.team && teamplay == 2)
342 desirabledamage = desirabledamage - teamdamage;
344 missile = find(world, classname, "missile");
347 if (missile.owner != self)
349 missile = find(missile, classname, "missile");
352 makevectors(missile.v_angle);
354 if (skill > 9) // normal players only do this for the target they are tracking
360 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
361 && desirabledamage > 0.1*coredamage
362 )self.BUTTON_ATCK2 = TRUE;
366 local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
367 //As the distance gets larger, a correct detonation gets near imposible
368 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
369 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
370 if(self.enemy.classname == "player")
371 if(desirabledamage >= 0.1*coredamage)
372 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
373 self.BUTTON_ATCK2 = TRUE;
374 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
377 missile = find(missile, classname, "missile");
379 // if we would be doing at X percent of the core damage, detonate it
380 // but don't fire a new shot at the same time!
381 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
382 self.BUTTON_ATCK2 = TRUE;
383 if ((skill > 6.5) && (selfdamage > self.health))
384 self.BUTTON_ATCK2 = FALSE;
385 //if(self.BUTTON_ATCK2 == TRUE)
386 // dprint(ftos(desirabledamage),"\n");
387 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
390 else if (req == WR_THINK)
392 if (self.BUTTON_ATCK)
393 if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
396 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
398 if (self.BUTTON_ATCK2)
399 if(time > self.rl_sound)
401 self.rl_sound = time + 1;
402 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
403 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", 0.5 * VOL_BASE, ATTN_NORM);
405 if (self.BUTTON_ATCK2)
406 if(g_laserguided_missile)
407 if(self.exteriorweaponentity.attack_finished_single < time)
409 self.exteriorweaponentity.attack_finished_single = time + 0.4;
410 self.laser_on = !self.laser_on;
411 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
412 sound (self, CHAN_WEAPON2, "weapons/tink1.wav", VOL_BASE, ATTN_NORM);
415 else if (req == WR_PRECACHE)
417 precache_model ("models/flash.md3");
418 precache_model ("models/rocket.md3");
419 precache_model ("models/weapons/g_rl.md3");
420 precache_model ("models/weapons/v_rl.md3");
421 precache_model ("models/weapons/w_rl.zym");
422 precache_sound ("weapons/rocket_det.wav");
423 precache_sound ("weapons/rocket_fire.wav");
424 precache_sound ("weapons/rocket_fly.wav");
425 precache_sound ("weapons/rocket_impact.wav");
426 if (g_laserguided_missile)
427 precache_model ("models/laser_dot.mdl"); // rocket launcher
429 else if (req == WR_SETUP)
430 weapon_setup(WEP_ROCKET_LAUNCHER);
431 else if (req == WR_CHECKAMMO1)
433 // don't switch while guiding a missile
434 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
435 && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
438 else if (req == WR_CHECKAMMO2)
440 else if (req == WR_SUICIDEMESSAGE)
441 w_deathtypestring = "exploded";
442 else if (req == WR_KILLMESSAGE)
444 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
445 w_deathtypestring = "got too close to #'s rocket";
446 else if(w_deathtype & HITTYPE_SPLASH)
447 w_deathtypestring = "almost dodged #'s rocket";
449 w_deathtypestring = "ate #'s rocket";