4 void W_Rocket_Explode (void)
7 sound (self, CHAN_BODY, "weapons/rocket_impact.ogg", 1, ATTN_NORM);
8 org2 = findbetterlocation (self.origin, 16);
10 //te_explosion (org2);
11 // LordHavoc: TE_TEI_BIGEXPLOSION
12 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
13 WriteByte (MSG_BROADCAST, 78);
14 WriteCoord (MSG_BROADCAST, org2_x);
15 WriteCoord (MSG_BROADCAST, org2_y);
16 WriteCoord (MSG_BROADCAST, org2_z);
18 //effect (org2, "models/sprites/rockexpl.spr", 0, 12, 35);
19 self.event_damage = SUB_Null;
20 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);
22 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
24 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
26 self.owner.cnt = WEP_ROCKET_LAUNCHER;
27 self.owner.attack_finished = time;
28 self.owner.switchweapon = w_getbestweapon(self.owner);
30 if(cvar("g_laserguided_missile"))
31 self.owner.attack_finished = time + cvar("g_balance_rocketlauncher_refire");
36 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
38 entity head, selected;
40 float dist, maxdist,// bestdist,
49 makevectors(e.angles);
51 head = find(world, classname, "laser_target");
55 dir = normalize(head.origin - self.origin);
56 dot = dir * v_forward;
57 dist = vlen(head.origin - self.origin);
61 // gain points for being in front
62 points = points + ((dot+1)*0.5) * 500
63 * (1 + crandom()*dot_variance);
64 // gain points for being close away
65 points = points + (1 - dist/maxdist) * 1000
66 * (1 + crandom()*dot_variance);
68 traceline(e.origin, head.origin, TRUE, self);
69 if(trace_fraction < 1)
74 if(points > bestpoints)//random() > 0.5)//
80 head = find(head, classname, "laser_target");
83 //bprint(selected.owner.netname);
88 void W_Rocket_Think (void)
91 vector desireddir, olddir, newdir;
93 self.nextthink = time;
99 if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
101 if(cvar("g_laserguided_missile"))
103 if(!self.owner.button0)
104 self.ltime = -1; // indicate that the player has let go of the button
107 if(self.owner.deadflag == DEAD_NO)
108 if (self.owner.button0 && self.ltime < 0) // if the player let go of the button and then pushed it again
114 if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
116 if(self.owner.laser_on)
118 if(self.attack_finished < time)
120 self.attack_finished = time + 0.2 + random()*0.3;
121 self.enemy = FindLaserTarget(self, 0.7, 0.7);
125 self.enemy = self.owner.weaponentity.lasertarget;
127 else self.enemy = world;
129 else // don't allow stealing: always target my owner's laser (if it exists)
130 self.enemy = self.owner.weaponentity.lasertarget;
132 if(self.enemy != world)
134 //bprint(strcat("Targeting ", self.enemy.owner.netname, "'s laser\n"));
136 self.speed = vlen(self.velocity);
137 e = self.enemy;//self.owner.weaponentity.lasertarget;
138 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65; // how fast to turn
139 desireddir = normalize(e.origin - self.origin); // get direction from my position to the laser target
140 olddir = normalize(self.velocity); // get my current direction
141 newdir = normalize((olddir + desireddir * turnrate) * 0.5); // take the average of the 2 directions; not the best method but simple & easy
142 self.velocity = newdir * self.speed; // make me fly in the new direction at my flight speed
143 self.angles = vectoangles(self.velocity); // turn model in the new flight direction
145 self.owner.attack_finished = time + 0.2;
150 if(self.owner.deadflag == DEAD_NO)
151 if (self.owner.button3)
157 void W_Rocket_Touch (void)
159 if(self.owner && self.owner.lastrocket == self)
160 self.owner.lastrocket = world;
161 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
163 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
170 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
172 self.health = self.health - damage;
173 if (self.health <= 0)
175 self.owner = attacker;
180 void W_Rocket_Attack (void)
182 local entity missile;
185 if (cvar("g_use_ammunition") && !cvar("g_rocketarena"))
186 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
188 W_SetupShot (self, '15 3 -8', FALSE, 5, "weapons/rocket_fire.ogg");
189 te_smallflash(w_shotorg);
192 missile.owner = self;
193 self.lastrocket = missile;
194 missile.classname = "missile";
195 missile.bot_dodge = TRUE;
196 missile.bot_dodgerating = cvar("g_balance_rocketlauncher_primary_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
198 missile.takedamage = DAMAGE_YES;
199 missile.damageforcescale = 4;
201 missile.event_damage = W_Rocket_Damage;
203 missile.movetype = MOVETYPE_FLY;
204 missile.solid = SOLID_BBOX;
205 setmodel (missile, "models/rocket.md3");
206 setsize (missile, '0 0 0', '0 0 0');
208 setorigin (missile, w_shotorg);
209 if(cvar("g_laserguided_missile") && self.laser_on)
210 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_laserguided_speed");
212 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_speed");
213 missile.angles = vectoangles (missile.velocity);
215 missile.touch = W_Rocket_Touch;
216 missile.think = W_Rocket_Think;
217 missile.nextthink = time;
218 missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
219 missile.effects = EF_NOSHADOW;
220 sound (missile, CHAN_BODY, "weapons/rocket_fly.wav", 0.4, ATTN_NORM);
221 missile.flags = FL_PROJECTILE;
224 setorigin (flash, w_shotorg);
225 setmodel (flash, "models/flash.md3");
226 flash.angles = vectoangles (w_shotdir);
227 SUB_SetFade (flash, time, 0.4);
228 flash.effects = flash.effects | EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
231 float(float req) w_rlauncher =
235 // aim and decide to fire if appropriate
236 self.button0 = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
237 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
239 // decide whether to detonate rockets
240 local entity missile, targetlist, targ;
241 local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
242 local float selfdamage, teamdamage, enemydamage;
243 edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
244 coredamage = cvar("g_balance_rocketlauncher_damage");
245 edgeradius = cvar("g_balance_rocketlauncher_radius");
246 recipricoledgeradius = 1 / edgeradius;
250 targetlist = findchainfloat(bot_attack, TRUE);
251 missile = find(world, classname, "missile");
254 if (missile.owner != self)
256 missile = find(missile, classname, "missile");
262 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
263 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
264 // count potential damage according to type of target
266 selfdamage = selfdamage + d;
267 else if (targ.team == self.team && teamplay)
268 teamdamage = teamdamage + d;
269 else if (bot_shouldattack(targ))
270 enemydamage = enemydamage + d;
273 missile = find(missile, classname, "missile");
275 local float desirabledamage;
276 desirabledamage = enemydamage;
277 if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
278 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
279 if (self.team && teamplay == 2)
280 desirabledamage = desirabledamage - teamdamage;
282 missile = find(world, classname, "missile");
285 if (missile.owner != self)
287 missile = find(missile, classname, "missile");
290 makevectors(missile.v_angle);
292 if (skill > 9) // normal players only do this for the target they are tracking
298 (v_forward * normalize(missile.origin - targ.origin)< 0.1)
299 && desirabledamage > 0.1*coredamage
300 )self.button3 = TRUE;
304 local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
305 //As the distance gets larger, a correct detonation gets near imposible
306 //Bots are assumed to use the rocket light to see if the rocket gets near a player
307 if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
308 if(self.enemy.classname == "player")
309 if(desirabledamage >= 0.1*coredamage)
310 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
312 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
315 missile = find(missile, classname, "missile");
317 // if we would be doing at X percent of the core damage, detonate it
318 // but don't fire a new shot at the same time!
319 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
321 if ((skill > 6.5) && (selfdamage > self.health))
322 self.button3 = FALSE;
323 //if(self.button3 == TRUE)
324 // dprint(ftos(desirabledamage),"\n");
325 if (self.button3 == TRUE) self.button0 = FALSE;
328 else if (req == WR_THINK)
331 if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
334 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
337 if(time > self.rl_sound)
339 self.rl_sound = time + 1;
340 sound (self, CHAN_BODY, "weapons/rocket_det.ogg", 0.5, ATTN_NORM);
343 if(cvar("g_laserguided_missile"))
344 if(self.exteriorweaponentity.attack_finished < time)
346 self.exteriorweaponentity.attack_finished = time + 0.4;
347 self.laser_on = !self.laser_on;
348 sound (self, CHAN_AUTO, "weapons/tink1.ogg", 1, ATTN_NORM);
351 else if (req == WR_SETUP)
352 weapon_setup(WEP_ROCKET_LAUNCHER, "rl", IT_ROCKETS);
353 else if (req == WR_CHECKAMMO1)
355 // don't switch while guiding a missile
356 if ((self.attack_finished <= time || self.weapon != WEP_ROCKET_LAUNCHER)
357 && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
360 else if (req == WR_CHECKAMMO2)