4 void W_Rocket_Explode (void)
7 sound (self, CHAN_BODY, "weapons/rocket_impact.wav", 1, ATTN_NORM);
8 org2 = findbetterlocation (self.origin, 16);
10 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
12 //effect (org2, "models/sprites/rockexpl.spr", 0, 12, 35);
13 self.event_damage = SUB_Null;
14 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);
16 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
18 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
20 self.owner.cnt = WEP_ROCKET_LAUNCHER;
21 ATTACK_FINISHED(self.owner) = time;
22 self.owner.switchweapon = w_getbestweapon(self.owner);
24 if(g_laserguided_missile)
25 ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire");
30 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
32 entity head, selected;
34 float dist, maxdist,// bestdist,
43 makevectors(e.angles);
45 head = find(world, classname, "laser_target");
49 dir = normalize(head.origin - self.origin);
50 dot = dir * v_forward;
51 dist = vlen(head.origin - self.origin);
55 // gain points for being in front
56 points = points + ((dot+1)*0.5) * 500
57 * (1 + crandom()*dot_variance);
58 // gain points for being close away
59 points = points + (1 - dist/maxdist) * 1000
60 * (1 + crandom()*dot_variance);
62 traceline(e.origin, head.origin, TRUE, self);
63 if(trace_fraction < 1)
68 if(points > bestpoints)//random() > 0.5)//
74 head = find(head, classname, "laser_target");
77 //bprint(selected.owner.netname);
82 void W_Rocket_Think (void)
85 vector desireddir, olddir, newdir;
86 float turnrate, velspeed;
87 self.nextthink = time;
94 if(g_laserguided_missile)
97 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
98 velspeed = cvar("g_balance_rocketlauncher_laserguided_speed") - (self.velocity * v_forward);
100 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
105 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
106 velspeed = cvar("g_balance_rocketlauncher_speed") - (self.velocity * v_forward);
108 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * frametime, velspeed);
111 // laser guided, or remote detonation
112 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
114 if(g_laserguided_missile)
116 if(!self.owner.button0)
117 self.ltime = -1; // indicate that the player has let go of the button
120 if(self.owner.deadflag == DEAD_NO)
121 if (self.owner.button0 && self.ltime < 0) // if the player let go of the button and then pushed it again
122 if(time >= self.spawnshieldtime)
128 if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
130 if(self.owner.laser_on)
132 if(self.attack_finished_single < time)
134 self.attack_finished_single = time + 0.2 + random()*0.3;
135 self.enemy = FindLaserTarget(self, 0.7, 0.7);
139 self.enemy = self.owner.weaponentity.lasertarget;
141 else self.enemy = world;
143 else // don't allow stealing: always target my owner's laser (if it exists)
144 self.enemy = self.owner.weaponentity.lasertarget;
146 if(self.enemy != world)
148 //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n");
149 velspeed = vlen(self.velocity);
150 e = self.enemy;//self.owner.weaponentity.lasertarget;
151 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65; // how fast to turn
152 desireddir = normalize(e.origin - self.origin); // get direction from my position to the laser target
153 olddir = normalize(self.velocity); // get my current direction
154 newdir = normalize((olddir + desireddir * turnrate) * 0.5); // take the average of the 2 directions; not the best method but simple & easy
155 self.velocity = newdir * velspeed; // make me fly in the new direction at my flight speed
156 self.angles = vectoangles(self.velocity); // turn model in the new flight direction
158 ATTACK_FINISHED(self.owner) = time + 0.2;
163 if(self.owner.deadflag == DEAD_NO)
164 if (self.owner.button3)
165 if(time >= self.spawnshieldtime)
171 void W_Rocket_Touch (void)
173 if(self.owner && self.owner.lastrocket == self)
174 self.owner.lastrocket = world;
175 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
177 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
184 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
186 self.health = self.health - damage;
187 self.angles = vectoangles(self.velocity);
188 if (self.health <= 0)
190 self.owner = attacker;
195 void W_Rocket_Attack (void)
197 local entity missile;
198 local entity flash, flash2;
200 if (cvar("g_use_ammunition") && !g_rocketarena)
201 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
203 W_SetupShot (self, '25 3 -4', FALSE, 5, "weapons/rocket_fire.wav");
204 //W_SetupShot (self, '25 8 -8', FALSE, 5, "weapons/rocket_fire.wav"); // TODO: move model to the right a little
205 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
208 missile.owner = self;
209 self.lastrocket = missile;
210 missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
211 missile.classname = "missile";
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;
218 missile.event_damage = W_Rocket_Damage;
220 missile.movetype = MOVETYPE_FLY;
221 missile.solid = SOLID_BBOX;
222 setmodel (missile, "models/rocket.md3"); // precision set below
223 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
225 setorigin (missile, w_shotorg);
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.effects = EF_LOWPRECISION;
238 sound (missile, CHAN_BODY, "weapons/rocket_fly.wav", 0.4, ATTN_NORM);
239 missile.flags = FL_PROJECTILE;
241 // muzzle flash for 1st person view
244 flash.angles_z = 180;
246 flash.viewmodelforclient = self;
247 flash.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
248 setorigin (flash, '35 8 0');
249 setmodel (flash, "models/flash.md3"); // precision set below
250 setattachment(flash, self.weaponentity, "bone01");
251 SUB_SetFade (flash, time, 0.4);
253 // muzzle flash for 3rd person view
256 flash2.angles_y = 180;
257 flash2.angles_z = 90;
258 setorigin (flash2, '42 0 5');
259 setmodel (flash2, "models/flash.md3"); // precision set below
260 setattachment(flash2, self.exteriorweaponentity, "");
261 SUB_SetFade (flash2, time, 0.4);
264 flash.effects = flash2.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
267 float(float req) w_rlauncher =
271 // aim and decide to fire if appropriate
272 self.button0 = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
273 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
275 // decide whether to detonate rockets
276 local entity missile, targetlist, targ;
277 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
278 local float selfdamage, teamdamage, enemydamage;
279 edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
280 coredamage = cvar("g_balance_rocketlauncher_damage");
281 edgeradius = cvar("g_balance_rocketlauncher_radius");
282 recipricoledgeradius = 1 / edgeradius;
286 targetlist = findchainfloat(bot_attack, TRUE);
287 missile = find(world, classname, "missile");
290 if (missile.owner != self)
292 missile = find(missile, classname, "missile");
298 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
299 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
300 // count potential damage according to type of target
302 selfdamage = selfdamage + d;
303 else if (targ.team == self.team && teamplay)
304 teamdamage = teamdamage + d;
305 else if (bot_shouldattack(targ))
306 enemydamage = enemydamage + d;
309 missile = find(missile, classname, "missile");
311 local float desirabledamage;
312 desirabledamage = enemydamage;
313 if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
314 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
315 if (self.team && teamplay == 2)
316 desirabledamage = desirabledamage - teamdamage;
318 missile = find(world, classname, "missile");
321 if (missile.owner != self)
323 missile = find(missile, classname, "missile");
326 makevectors(missile.v_angle);
328 if (skill > 9) // normal players only do this for the target they are tracking
334 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
335 && desirabledamage > 0.1*coredamage
336 )self.button3 = TRUE;
340 local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
341 //As the distance gets larger, a correct detonation gets near imposible
342 //Bots are assumed to use the rocket light to see if the rocket gets near a player
343 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
344 if(self.enemy.classname == "player")
345 if(desirabledamage >= 0.1*coredamage)
346 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
348 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
351 missile = find(missile, classname, "missile");
353 // if we would be doing at X percent of the core damage, detonate it
354 // but don't fire a new shot at the same time!
355 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
357 if ((skill > 6.5) && (selfdamage > self.health))
358 self.button3 = FALSE;
359 //if(self.button3 == TRUE)
360 // dprint(ftos(desirabledamage),"\n");
361 if (self.button3 == TRUE) self.button0 = FALSE;
364 else if (req == WR_THINK)
367 if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
370 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
373 if(time > self.rl_sound)
375 self.rl_sound = time + 1;
376 sound (self, CHAN_BODY, "weapons/rocket_det.wav", 0.5, ATTN_NORM);
379 if(g_laserguided_missile)
380 if(self.exteriorweaponentity.attack_finished_single < time)
382 self.exteriorweaponentity.attack_finished_single = time + 0.4;
383 self.laser_on = !self.laser_on;
384 sound (self, CHAN_AUTO, "weapons/tink1.wav", 1, ATTN_NORM);
387 else if (req == WR_PRECACHE)
389 precache_model ("models/flash.md3");
390 precache_model ("models/rocket.md3");
391 precache_model ("models/weapons/g_rl.md3");
392 precache_model ("models/weapons/v_rl.md3");
393 precache_model ("models/weapons/w_rl.zym");
394 precache_sound ("weapons/rocket_det.wav");
395 precache_sound ("weapons/rocket_fire.wav");
396 precache_sound ("weapons/rocket_fly.wav");
397 precache_sound ("weapons/rocket_impact.wav");
398 if (g_laserguided_missile)
399 precache_model ("models/laser_dot.mdl"); // rocket launcher
401 else if (req == WR_SETUP)
402 weapon_setup(WEP_ROCKET_LAUNCHER, "rl", IT_ROCKETS);
403 else if (req == WR_CHECKAMMO1)
405 // don't switch while guiding a missile
406 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
407 && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
410 else if (req == WR_CHECKAMMO2)
412 else if (req == WR_REGISTER)
413 weapon_register(WEP_ROCKET_LAUNCHER, cvar("g_balance_rocketlauncher_ammo"));