2 .float rl_detonate_later;
4 void W_Rocket_Explode (void)
6 self.event_damage = SUB_Null;
7 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);
9 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
11 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
13 self.owner.cnt = WEP_ROCKET_LAUNCHER;
14 ATTACK_FINISHED(self.owner) = time;
15 self.owner.switchweapon = w_getbestweapon(self.owner);
17 if(g_laserguided_missile)
18 ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire");
23 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
25 entity head, selected;
27 float dist, maxdist,// bestdist,
36 makevectors(e.angles);
38 head = find(world, classname, "laser_target");
42 dir = normalize(head.origin - self.origin);
43 dot = dir * v_forward;
44 dist = vlen(head.origin - self.origin);
48 // gain points for being in front
49 points = points + ((dot+1)*0.5) * 500
50 * (1 + crandom()*dot_variance);
51 // gain points for being close away
52 points = points + (1 - dist/maxdist) * 1000
53 * (1 + crandom()*dot_variance);
55 traceline(e.origin, head.origin, TRUE, self);
56 if(trace_fraction < 1)
61 if(points > bestpoints)//random() > 0.5)//
67 head = find(head, classname, "laser_target");
70 //bprint(selected.owner.netname);
75 void W_Rocket_RemoteExplode()
77 if(self.owner.deadflag == DEAD_NO)
79 if((self.spawnshieldtime >= 0)
80 ? (time >= self.spawnshieldtime) // timer
81 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_radius")) // safety device
85 self.projectiledeathtype |= HITTYPE_BOUNCE;
94 void W_Rocket_Think (void)
97 vector desireddir, olddir, newdir;
98 float turnrate, velspeed;
99 self.nextthink = time;
103 self.projectiledeathtype |= HITTYPE_BOUNCE;
108 if(g_laserguided_missile)
111 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
112 velspeed = cvar("g_balance_rocketlauncher_laserguided_speed") - (self.velocity * v_forward);
114 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
119 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
120 velspeed = cvar("g_balance_rocketlauncher_speed") - (self.velocity * v_forward);
122 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * frametime, velspeed);
125 // laser guided, or remote detonation
126 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
128 if(g_laserguided_missile)
130 if(self.rl_detonate_later)
131 W_Rocket_RemoteExplode();
133 if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
135 if(self.owner.laser_on)
137 if(self.attack_finished_single < time)
139 self.attack_finished_single = time + 0.2 + random()*0.3;
140 self.enemy = FindLaserTarget(self, 0.7, 0.7);
144 self.enemy = self.owner.weaponentity.lasertarget;
146 else self.enemy = world;
148 else // don't allow stealing: always target my owner's laser (if it exists)
149 self.enemy = self.owner.weaponentity.lasertarget;
151 if(self.enemy != world)
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
163 ATTACK_FINISHED(self.owner) = time + 0.2;
168 if(self.rl_detonate_later)
169 W_Rocket_RemoteExplode();
173 if(self.csqcprojectile_clientanimate == 0)
174 UpdateCSQCProjectile(self);
177 void W_Rocket_Touch (void)
179 if(self.owner && self.owner.lastrocket == self)
180 self.owner.lastrocket = world;
185 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
187 self.health = self.health - damage;
188 self.angles = vectoangles(self.velocity);
189 if (self.health <= 0)
190 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
193 void W_Rocket_Attack (void)
195 local entity missile;
196 local entity flash, flash2;
198 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
199 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
201 W_SetupShot (self, '27.0 8 -10.0', FALSE, 5, "weapons/rocket_fire.wav");
202 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
205 missile.owner = self;
206 self.lastrocket = missile;
207 if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
208 missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
210 missile.spawnshieldtime = -1;
211 missile.classname = "rocket";
212 missile.bot_dodge = TRUE;
213 missile.bot_dodgerating = cvar("g_balance_rocketlauncher_primary_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
215 missile.takedamage = DAMAGE_YES;
216 missile.damageforcescale = 4;
217 missile.health = cvar("g_balance_rocketlauncher_health");
218 missile.event_damage = W_Rocket_Damage;
220 missile.movetype = MOVETYPE_FLY;
221 missile.solid = SOLID_BBOX;
222 missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
223 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
225 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
226 if(g_laserguided_missile && self.laser_on)
227 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_laserguided_speedstart");
229 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_speedstart");
230 W_SetupProjectileVelocity(missile);
231 missile.angles = vectoangles (missile.velocity);
233 missile.touch = W_Rocket_Touch;
234 missile.think = W_Rocket_Think;
235 missile.nextthink = time;
236 missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
237 missile.flags = FL_PROJECTILE;
239 CSQCProjectile(missile, cvar("g_balance_rocketlauncher_speedaccel") == 0 && !g_laserguided_missile, PROJECTILE_ROCKET, FALSE); // because of fly sound
241 // muzzle flash for 1st person view
243 flash.angles_z = flash.v_angle_z + random() * 180;
245 flash.viewmodelforclient = self;
246 flash.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
247 setorigin (flash, '5 0 0');
248 setmodel (flash, "models/flash.md3"); // precision set below
249 setattachment(flash, self.weaponentity, "bone02");
250 SUB_SetFade (flash, time, 0.1);
252 // muzzle flash for 3rd person view
255 flash2.angles_y = 180;
256 flash2.angles_z = 90;
257 setorigin (flash2, '42 0 5');
258 setmodel (flash2, "models/flash.md3"); // precision set below
259 setattachment(flash2, self.exteriorweaponentity, "");
260 SUB_SetFade (flash2, time, 0.4);
263 flash.effects = flash2.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
266 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
268 float w_rlauncher(float req)
274 // aim and decide to fire if appropriate
275 self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
276 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
278 // decide whether to detonate rockets
279 local entity missile, targetlist, targ;
280 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
281 local float selfdamage, teamdamage, enemydamage;
282 edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
283 coredamage = cvar("g_balance_rocketlauncher_damage");
284 edgeradius = cvar("g_balance_rocketlauncher_radius");
285 recipricoledgeradius = 1 / edgeradius;
289 targetlist = findchainfloat(bot_attack, TRUE);
290 missile = find(world, classname, "rocket");
293 if (missile.owner != self)
295 missile = find(missile, classname, "rocket");
301 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
302 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
303 // count potential damage according to type of target
305 selfdamage = selfdamage + d;
306 else if (targ.team == self.team && teams_matter)
307 teamdamage = teamdamage + d;
308 else if (bot_shouldattack(targ))
309 enemydamage = enemydamage + d;
312 missile = find(missile, classname, "rocket");
314 local float desirabledamage;
315 desirabledamage = enemydamage;
316 if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
317 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
318 if (self.team && teamplay != 1)
319 desirabledamage = desirabledamage - teamdamage;
321 missile = find(world, classname, "rocket");
324 if (missile.owner != self)
326 missile = find(missile, classname, "rocket");
329 makevectors(missile.v_angle);
331 if (skill > 9) // normal players only do this for the target they are tracking
337 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
338 && desirabledamage > 0.1*coredamage
339 )self.BUTTON_ATCK2 = TRUE;
343 local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
344 //As the distance gets larger, a correct detonation gets near imposible
345 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
346 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
347 if(self.enemy.classname == "player")
348 if(desirabledamage >= 0.1*coredamage)
349 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
350 self.BUTTON_ATCK2 = TRUE;
351 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
354 missile = find(missile, classname, "rocket");
356 // if we would be doing at X percent of the core damage, detonate it
357 // but don't fire a new shot at the same time!
358 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
359 self.BUTTON_ATCK2 = TRUE;
360 if ((skill > 6.5) && (selfdamage > self.health))
361 self.BUTTON_ATCK2 = FALSE;
362 //if(self.BUTTON_ATCK2 == TRUE)
363 // dprint(ftos(desirabledamage),"\n");
364 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
367 else if (req == WR_THINK)
369 if(g_laserguided_missile)
371 if (self.BUTTON_ATCK && self.rl_release)
374 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
376 if(!rock.rl_detonate_later)
378 rock.rl_detonate_later = TRUE;
383 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
386 if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
389 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
394 if (!self.BUTTON_ATCK)
396 if (self.BUTTON_ATCK2)
397 if(self.exteriorweaponentity.attack_finished_single < time)
399 self.exteriorweaponentity.attack_finished_single = time + 0.4;
400 self.laser_on = !self.laser_on;
401 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
402 sound (self, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
407 if (self.BUTTON_ATCK)
408 if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
411 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
413 if (self.BUTTON_ATCK2)
416 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
418 if(!rock.rl_detonate_later)
420 rock.rl_detonate_later = TRUE;
425 sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
429 else if (req == WR_PRECACHE)
431 precache_model ("models/flash.md3");
432 precache_model ("models/weapons/g_rl.md3");
433 precache_model ("models/weapons/v_rl.md3");
434 precache_model ("models/weapons/w_rl.zym");
435 precache_sound ("weapons/rocket_det.wav");
436 precache_sound ("weapons/rocket_fire.wav");
437 if (g_laserguided_missile)
439 precache_model ("models/laser_dot.mdl"); // rocket launcher
440 precache_sound ("weapons/rocket_mode.wav");
443 else if (req == WR_SETUP)
445 weapon_setup(WEP_ROCKET_LAUNCHER);
448 else if (req == WR_CHECKAMMO1)
450 // don't switch while guiding a missile
451 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
452 && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
455 else if (req == WR_CHECKAMMO2)
457 else if (req == WR_SUICIDEMESSAGE)
458 w_deathtypestring = "exploded";
459 else if (req == WR_KILLMESSAGE)
461 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
462 w_deathtypestring = "got too close to #'s rocket";
463 else if(w_deathtype & HITTYPE_SPLASH)
464 w_deathtypestring = "almost dodged #'s rocket";
466 w_deathtypestring = "ate #'s rocket";