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1 .float rl_release;
2 .float rl_detonate_later;
3
4 void W_Rocket_Explode (void)
5 {
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);
8
9         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
10         {
11                 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
12                 {
13                         self.owner.cnt = WEP_ROCKET_LAUNCHER;
14                         ATTACK_FINISHED(self.owner) = time;
15                         self.owner.switchweapon = w_getbestweapon(self.owner);
16                 }
17                 if(g_laserguided_missile)
18                         ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire");
19         }
20         remove (self);
21 }
22
23 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
24 {
25         entity head, selected;
26         vector dir;
27         float dist, maxdist,// bestdist,
28                 dot,// bestdot,
29                 points, bestpoints;
30         //bestdist = 9999;
31         //bestdot = -2;
32         bestpoints = 0;
33         maxdist = 800;
34         selected = world;
35
36         makevectors(e.angles);
37
38         head = find(world, classname, "laser_target");
39         while(head)
40         {
41                 points = 0;
42                 dir = normalize(head.origin - self.origin);
43                 dot = dir * v_forward;
44                 dist = vlen(head.origin - self.origin);
45                 if(dist > maxdist)
46                         dist = maxdist;
47
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);
54
55                 traceline(e.origin, head.origin, TRUE, self);
56                 if(trace_fraction < 1)
57                 {
58                         points = 0;
59                 }
60
61                 if(points > bestpoints)//random() > 0.5)//
62                 {
63                         bestpoints = points;
64                         selected = head;
65                 }
66
67                 head = find(head, classname, "laser_target");
68         }
69
70         //bprint(selected.owner.netname);
71         //bprint("\n");
72         return selected;
73 }
74
75 void W_Rocket_RemoteExplode()
76 {
77         if(self.owner.deadflag == DEAD_NO)
78         {
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
82                 )
83                 {
84                         other = world;
85                         self.projectiledeathtype |= HITTYPE_BOUNCE;
86                         W_Rocket_Explode ();
87                 }
88                 else
89                 {
90                 }
91         }
92 }
93
94 void W_Rocket_Think (void)
95 {
96         entity e;
97         vector desireddir, olddir, newdir;
98         float turnrate, velspeed;
99         self.nextthink = time;
100         if (time > self.cnt)
101         {
102                 other = world;
103                 self.projectiledeathtype |= HITTYPE_BOUNCE;
104                 W_Rocket_Explode ();
105                 return;
106         }
107
108         if(g_laserguided_missile)
109         {
110                 // accelerate
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);
113                 if (velspeed > 0)
114                         self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
115         }
116         else
117         {
118                 // accelerate
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);
121                 if (velspeed > 0)
122                         self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * frametime, velspeed);
123         }
124
125         // laser guided, or remote detonation
126         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
127         {
128                 if(g_laserguided_missile)
129                 {
130                         if(self.rl_detonate_later)
131                                 W_Rocket_RemoteExplode();
132
133                         if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
134                         {
135                                 if(self.owner.laser_on)
136                                 {
137                                         if(self.attack_finished_single < time)
138                                         {
139                                                 self.attack_finished_single = time + 0.2 + random()*0.3;
140                                                 self.enemy = FindLaserTarget(self, 0.7, 0.7);
141                                         }
142
143                                         if(!self.enemy)
144                                                 self.enemy = self.owner.weaponentity.lasertarget;
145                                 }
146                                 else self.enemy = world;
147                         }
148                         else // don't allow stealing: always target my owner's laser (if it exists)
149                                 self.enemy = self.owner.weaponentity.lasertarget;
150
151                         if(self.enemy != world)
152                         {
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
162
163                                 ATTACK_FINISHED(self.owner) = time + 0.2;
164                         }
165                 }
166                 else
167                 {
168                         if(self.rl_detonate_later)
169                                 W_Rocket_RemoteExplode();
170                 }
171         }
172
173         if(self.csqcprojectile_clientanimate == 0)
174                 UpdateCSQCProjectile(self);
175 }
176
177 void W_Rocket_Touch (void)
178 {
179         if(self.owner && self.owner.lastrocket == self)
180                 self.owner.lastrocket = world;
181         PROJECTILE_TOUCH;
182         W_Rocket_Explode ();
183 }
184
185 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
186 {
187         self.health = self.health - damage;
188         self.angles = vectoangles(self.velocity);
189         if (self.health <= 0)
190                 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
191 }
192
193 void W_Rocket_Attack (void)
194 {
195         local entity missile;
196         local entity flash, flash2;
197
198         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
199                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
200
201         W_SetupShot (self, '25 3 -4', FALSE, 5, "weapons/rocket_fire.wav");
202         //W_SetupShot (self, '25 8 -8', FALSE, 5, "weapons/rocket_fire.wav"); // TODO: move model to the right a little
203         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
204
205         missile = spawn ();
206         missile.owner = self;
207         self.lastrocket = missile;
208         if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
209                 missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
210         else
211                 missile.spawnshieldtime = -1;
212         missile.classname = "rocket";
213         missile.bot_dodge = TRUE;
214         missile.bot_dodgerating = cvar("g_balance_rocketlauncher_primary_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
215
216         missile.takedamage = DAMAGE_YES;
217         missile.damageforcescale = 4;
218         missile.health = cvar("g_balance_rocketlauncher_health");
219         missile.event_damage = W_Rocket_Damage;
220
221         missile.movetype = MOVETYPE_FLY;
222         missile.solid = SOLID_BBOX;
223         missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
224         setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
225
226         setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
227         if(g_laserguided_missile && self.laser_on)
228                 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_laserguided_speedstart");
229         else
230                 missile.velocity = w_shotdir * cvar("g_balance_rocketlauncher_speedstart");
231         W_SetupProjectileVelocity(missile);
232         missile.angles = vectoangles (missile.velocity);
233
234         missile.touch = W_Rocket_Touch;
235         missile.think = W_Rocket_Think;
236         missile.nextthink = time;
237         missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
238         missile.flags = FL_PROJECTILE;
239
240         CSQCProjectile(missile, cvar("g_balance_rocketlauncher_speedaccel") == 0 && !g_laserguided_missile, PROJECTILE_ROCKET, FALSE); // because of fly sound
241
242         // muzzle flash for 1st person view
243         flash = spawn ();
244         flash.scale = 1.2;
245         flash.angles_z = 180;
246         flash.owner = self;
247         flash.viewmodelforclient = self;
248         flash.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
249         setorigin (flash, '35 8 0');
250         setmodel (flash, "models/flash.md3"); // precision set below
251         setattachment(flash, self.weaponentity, "bone01");
252         SUB_SetFade (flash, time, 0.4);
253
254         // muzzle flash for 3rd person view
255         flash2 = spawn ();
256         flash2.scale = 0.8;
257         flash2.angles_y = 180;
258         flash2.angles_z = 90;
259         setorigin (flash2, '42 0 5');
260         setmodel (flash2, "models/flash.md3"); // precision set below
261         setattachment(flash2, self.exteriorweaponentity, "");
262         SUB_SetFade (flash2, time, 0.4);
263
264         // common properties
265         flash.effects = flash2.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
266 }
267
268 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
269
270 float w_rlauncher(float req)
271 {
272         entity rock;
273         float rockfound;
274         if (req == WR_AIM)
275         {
276                 // aim and decide to fire if appropriate
277                 self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
278                 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
279                 {
280                         // decide whether to detonate rockets
281                         local entity missile, targetlist, targ;
282                         local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
283                         local float selfdamage, teamdamage, enemydamage;
284                         edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
285                         coredamage = cvar("g_balance_rocketlauncher_damage");
286                         edgeradius = cvar("g_balance_rocketlauncher_radius");
287                         recipricoledgeradius = 1 / edgeradius;
288                         selfdamage = 0;
289                         teamdamage = 0;
290                         enemydamage = 0;
291                         targetlist = findchainfloat(bot_attack, TRUE);
292                         missile = find(world, classname, "rocket");
293                         while (missile)
294                         {
295                                 if (missile.owner != self)
296                                 {
297                                         missile = find(missile, classname, "rocket");
298                                         continue;
299                                 }
300                                 targ = targetlist;
301                                 while (targ)
302                                 {
303                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
304                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
305                                         // count potential damage according to type of target
306                                         if (targ == self)
307                                                 selfdamage = selfdamage + d;
308                                         else if (targ.team == self.team && teamplay)
309                                                 teamdamage = teamdamage + d;
310                                         else if (bot_shouldattack(targ))
311                                                 enemydamage = enemydamage + d;
312                                         targ = targ.chain;
313                                 }
314                                 missile = find(missile, classname, "rocket");
315                         }
316                         local float desirabledamage;
317                         desirabledamage = enemydamage;
318                         if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
319                                 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
320                         if (self.team && teamplay == 2)
321                                 desirabledamage = desirabledamage - teamdamage;
322
323                         missile = find(world, classname, "rocket");
324                         while (missile)
325                         {
326                                 if (missile.owner != self)
327                                 {
328                                         missile = find(missile, classname, "rocket");
329                                         continue;
330                                 }
331                                 makevectors(missile.v_angle);
332                                 targ = targetlist;
333                                 if (skill > 9) // normal players only do this for the target they are tracking
334                                 {
335                                         targ = targetlist;
336                                         while (targ)
337                                         {
338                                                 if (
339                                                         (v_forward * normalize(missile.origin - targ.origin)< 0.1)
340                                                         && desirabledamage > 0.1*coredamage
341                                                 )self.BUTTON_ATCK2 = TRUE;
342                                                 targ = targ.chain;
343                                         }
344                                 }else{
345                                         local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
346                                         //As the distance gets larger, a correct detonation gets near imposible
347                                         //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
348                                         if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
349                                                 if(self.enemy.classname == "player")
350                                                         if(desirabledamage >= 0.1*coredamage)
351                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
352                                                                         self.BUTTON_ATCK2 = TRUE;
353                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
354                                 }
355
356                                 missile = find(missile, classname, "rocket");
357                         }
358                         // if we would be doing at X percent of the core damage, detonate it
359                         // but don't fire a new shot at the same time!
360                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
361                                 self.BUTTON_ATCK2 = TRUE;
362                         if ((skill > 6.5) && (selfdamage > self.health))
363                                 self.BUTTON_ATCK2 = FALSE;
364                         //if(self.BUTTON_ATCK2 == TRUE)
365                         //      dprint(ftos(desirabledamage),"\n");
366                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
367                 }
368         }
369         else if (req == WR_THINK)
370         {
371                 if(g_laserguided_missile)
372                 {
373                         if (self.BUTTON_ATCK && self.rl_release)
374                         {
375                                 rockfound = 0;
376                                 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
377                                 {
378                                         if(!rock.rl_detonate_later)
379                                         {
380                                                 rock.rl_detonate_later = TRUE;
381                                                 rockfound = 1;
382                                         }
383                                 }
384                                 if(rockfound)
385                                         sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
386                                 else
387                                 {
388                                         if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
389                                         {
390                                                 W_Rocket_Attack();
391                                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
392                                         }
393                                 }
394                                 self.rl_release = 0;
395                         }
396                         if (!self.BUTTON_ATCK)
397                                 self.rl_release = 1;
398                         if (self.BUTTON_ATCK2)
399                         if(self.exteriorweaponentity.attack_finished_single < time)
400                         {
401                                 self.exteriorweaponentity.attack_finished_single = time + 0.4;
402                                 self.laser_on = !self.laser_on;
403                                 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
404                                 sound (self, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
405                         }
406                 }
407                 else
408                 {
409                         if (self.BUTTON_ATCK)
410                         if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
411                         {
412                                 W_Rocket_Attack();
413                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
414                         }
415                         if (self.BUTTON_ATCK2)
416                         {
417                                 rockfound = 0;
418                                 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
419                                 {
420                                         if(!rock.rl_detonate_later)
421                                         {
422                                                 rock.rl_detonate_later = TRUE;
423                                                 rockfound = 1;
424                                         }
425                                 }
426                                 if(rockfound)
427                                         sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
428                         }
429                 }
430         }
431         else if (req == WR_PRECACHE)
432         {
433                 precache_model ("models/flash.md3");
434                 precache_model ("models/weapons/g_rl.md3");
435                 precache_model ("models/weapons/v_rl.md3");
436                 precache_model ("models/weapons/w_rl.zym");
437                 precache_sound ("weapons/rocket_det.wav");
438                 precache_sound ("weapons/rocket_fire.wav");
439                 if (g_laserguided_missile)
440                 {
441                         precache_model ("models/laser_dot.mdl"); // rocket launcher
442                         precache_sound ("weapons/rocket_mode.wav");
443                 }
444         }
445         else if (req == WR_SETUP)
446         {
447                 weapon_setup(WEP_ROCKET_LAUNCHER);
448                 self.rl_release = 1;
449         }
450         else if (req == WR_CHECKAMMO1)
451         {
452                 // don't switch while guiding a missile
453                 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
454                         && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
455                         return FALSE;
456         }
457         else if (req == WR_CHECKAMMO2)
458                 return FALSE;
459         else if (req == WR_SUICIDEMESSAGE)
460                 w_deathtypestring = "exploded";
461         else if (req == WR_KILLMESSAGE)
462         {
463                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
464                         w_deathtypestring = "got too close to #'s rocket";
465                 else if(w_deathtype & HITTYPE_SPLASH)
466                         w_deathtypestring = "almost dodged #'s rocket";
467                 else
468                         w_deathtypestring = "ate #'s rocket";
469         }
470         return TRUE;
471 };