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"), WEP_ROCKET_LAUNCHER);
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
100 void W_Rocket_Think (void)
103 vector desireddir, olddir, newdir;
104 float turnrate, velspeed;
105 self.nextthink = time;
112 if(g_laserguided_missile)
115 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
116 velspeed = cvar("g_balance_rocketlauncher_laserguided_speed") - (self.velocity * v_forward);
118 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
123 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
124 velspeed = cvar("g_balance_rocketlauncher_speed") - (self.velocity * v_forward);
126 self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * frametime, velspeed);
129 // laser guided, or remote detonation
130 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
132 if(g_laserguided_missile)
134 if(!self.owner.BUTTON_ATCK)
135 self.ltime = -1; // indicate that the player has let go of the button
138 if(self.owner.deadflag == DEAD_NO)
139 if (self.owner.BUTTON_ATCK && self.ltime < 0) // if the player let go of the button and then pushed it again
140 self.rl_detonate_later = TRUE;
141 if(self.rl_detonate_later)
142 W_Rocket_RemoteExplode();
144 if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
146 if(self.owner.laser_on)
148 if(self.attack_finished_single < time)
150 self.attack_finished_single = time + 0.2 + random()*0.3;
151 self.enemy = FindLaserTarget(self, 0.7, 0.7);
155 self.enemy = self.owner.weaponentity.lasertarget;
157 else self.enemy = world;
159 else // don't allow stealing: always target my owner's laser (if it exists)
160 self.enemy = self.owner.weaponentity.lasertarget;
162 if(self.enemy != world)
164 //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n");
165 velspeed = vlen(self.velocity);
166 e = self.enemy;//self.owner.weaponentity.lasertarget;
167 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65; // how fast to turn
168 desireddir = normalize(e.origin - self.origin); // get direction from my position to the laser target
169 olddir = normalize(self.velocity); // get my current direction
170 newdir = normalize((olddir + desireddir * turnrate) * 0.5); // take the average of the 2 directions; not the best method but simple & easy
171 self.velocity = newdir * velspeed; // make me fly in the new direction at my flight speed
172 self.angles = vectoangles(self.velocity); // turn model in the new flight direction
174 ATTACK_FINISHED(self.owner) = time + 0.2;
179 if (self.owner.BUTTON_ATCK2)
180 self.rl_detonate_later = TRUE;
181 if(self.rl_detonate_later)
182 W_Rocket_RemoteExplode();
187 void W_Rocket_Touch (void)
189 if(self.owner && self.owner.lastrocket == self)
190 self.owner.lastrocket = world;
191 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
193 sound (self, CHAN_PROJECTILE, "misc/null.wav", VOL_BASE, ATTN_NORM);
200 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
202 self.health = self.health - damage;
203 self.angles = vectoangles(self.velocity);
204 if (self.health <= 0)
206 self.owner = attacker;
211 void W_Rocket_Attack (void)
213 local entity missile;
214 local entity flash, flash2;
216 if not(self.items & IT_UNLIMITED_AMMO)
217 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
219 W_SetupShot (self, '25 3 -4', FALSE, 5, "weapons/rocket_fire.wav");
220 //W_SetupShot (self, '25 8 -8', FALSE, 5, "weapons/rocket_fire.wav"); // TODO: move model to the right a little
221 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
224 missile.owner = self;
225 self.lastrocket = missile;
226 if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
227 missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
229 missile.spawnshieldtime = -1;
230 missile.classname = "missile";
231 missile.bot_dodge = TRUE;
232 missile.bot_dodgerating = cvar("g_balance_rocketlauncher_primary_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
234 missile.takedamage = DAMAGE_YES;
235 missile.damageforcescale = 4;
236 missile.health = cvar("g_balance_rocketlauncher_health");
237 missile.event_damage = W_Rocket_Damage;
239 missile.movetype = MOVETYPE_FLY;
240 missile.solid = SOLID_BBOX;
241 setmodel (missile, "models/rocket.md3"); // precision set below
242 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
244 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
245 if(g_laserguided_missile && self.laser_on)
246 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_laserguided_speedstart");
248 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_speedstart");
249 W_SetupProjectileVelocity(missile);
250 missile.angles = vectoangles (missile.velocity);
252 missile.touch = W_Rocket_Touch;
253 missile.think = W_Rocket_Think;
254 missile.nextthink = time;
255 missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
256 missile.effects = EF_LOWPRECISION;
257 sound (missile, CHAN_PROJECTILE, "weapons/rocket_fly.wav", 0.4 * VOL_BASE, ATTN_NORM);
258 missile.flags = FL_PROJECTILE;
260 // muzzle flash for 1st person view
263 flash.angles_z = 180;
265 flash.viewmodelforclient = self;
266 flash.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
267 setorigin (flash, '35 8 0');
268 setmodel (flash, "models/flash.md3"); // precision set below
269 setattachment(flash, self.weaponentity, "bone01");
270 SUB_SetFade (flash, time, 0.4);
272 // muzzle flash for 3rd person view
275 flash2.angles_y = 180;
276 flash2.angles_z = 90;
277 setorigin (flash2, '42 0 5');
278 setmodel (flash2, "models/flash.md3"); // precision set below
279 setattachment(flash2, self.exteriorweaponentity, "");
280 SUB_SetFade (flash2, time, 0.4);
283 flash.effects = flash2.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
286 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
288 float w_rlauncher(float req)
292 // aim and decide to fire if appropriate
293 self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
294 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
296 // decide whether to detonate rockets
297 local entity missile, targetlist, targ;
298 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
299 local float selfdamage, teamdamage, enemydamage;
300 edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
301 coredamage = cvar("g_balance_rocketlauncher_damage");
302 edgeradius = cvar("g_balance_rocketlauncher_radius");
303 recipricoledgeradius = 1 / edgeradius;
307 targetlist = findchainfloat(bot_attack, TRUE);
308 missile = find(world, classname, "missile");
311 if (missile.owner != self)
313 missile = find(missile, classname, "missile");
319 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
320 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
321 // count potential damage according to type of target
323 selfdamage = selfdamage + d;
324 else if (targ.team == self.team && teamplay)
325 teamdamage = teamdamage + d;
326 else if (bot_shouldattack(targ))
327 enemydamage = enemydamage + d;
330 missile = find(missile, classname, "missile");
332 local float desirabledamage;
333 desirabledamage = enemydamage;
334 if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
335 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
336 if (self.team && teamplay == 2)
337 desirabledamage = desirabledamage - teamdamage;
339 missile = find(world, classname, "missile");
342 if (missile.owner != self)
344 missile = find(missile, classname, "missile");
347 makevectors(missile.v_angle);
349 if (skill > 9) // normal players only do this for the target they are tracking
355 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
356 && desirabledamage > 0.1*coredamage
357 )self.BUTTON_ATCK2 = TRUE;
361 local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
362 //As the distance gets larger, a correct detonation gets near imposible
363 //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
364 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
365 if(self.enemy.classname == "player")
366 if(desirabledamage >= 0.1*coredamage)
367 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
368 self.BUTTON_ATCK2 = TRUE;
369 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
372 missile = find(missile, classname, "missile");
374 // if we would be doing at X percent of the core damage, detonate it
375 // but don't fire a new shot at the same time!
376 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
377 self.BUTTON_ATCK2 = TRUE;
378 if ((skill > 6.5) && (selfdamage > self.health))
379 self.BUTTON_ATCK2 = FALSE;
380 //if(self.BUTTON_ATCK2 == TRUE)
381 // dprint(ftos(desirabledamage),"\n");
382 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
385 else if (req == WR_THINK)
387 if (self.BUTTON_ATCK)
388 if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
391 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
393 if (self.BUTTON_ATCK2)
394 if(time > self.rl_sound)
396 self.rl_sound = time + 1;
397 sound (self, CHAN_WEAPON, "weapons/rocket_det.wav", 0.5 * VOL_BASE, ATTN_NORM);
399 if (self.BUTTON_ATCK2)
400 if(g_laserguided_missile)
401 if(self.exteriorweaponentity.attack_finished_single < time)
403 self.exteriorweaponentity.attack_finished_single = time + 0.4;
404 self.laser_on = !self.laser_on;
405 sound (self, CHAN_WEAPON, "weapons/tink1.wav", VOL_BASE, ATTN_NORM);
408 else if (req == WR_PRECACHE)
410 precache_model ("models/flash.md3");
411 precache_model ("models/rocket.md3");
412 precache_model ("models/weapons/g_rl.md3");
413 precache_model ("models/weapons/v_rl.md3");
414 precache_model ("models/weapons/w_rl.zym");
415 precache_sound ("weapons/rocket_det.wav");
416 precache_sound ("weapons/rocket_fire.wav");
417 precache_sound ("weapons/rocket_fly.wav");
418 precache_sound ("weapons/rocket_impact.wav");
419 if (g_laserguided_missile)
420 precache_model ("models/laser_dot.mdl"); // rocket launcher
422 else if (req == WR_SETUP)
423 weapon_setup(WEP_ROCKET_LAUNCHER);
424 else if (req == WR_CHECKAMMO1)
426 // don't switch while guiding a missile
427 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
428 && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
431 else if (req == WR_CHECKAMMO2)
433 else if (req == WR_SUICIDEMESSAGE)
434 w_deathtypestring = "exploded";
435 else if (req == WR_KILLMESSAGE)
436 w_deathtypestring = "almost dodged #'s rocket";