+++ /dev/null
-void W_TriggerReload()
-{
- weapon_action(self.weapon, WR_RELOAD);
-}
-
-// switch between weapons
-void W_SwitchWeapon(float imp)
-{
- if (self.switchweapon != imp)
- {
- if (client_hasweapon(self, imp, TRUE, TRUE))
- W_SwitchWeapon_Force(self, imp);
- else
- self.selectweapon = imp; // update selectweapon ANYWAY
- }
- else
- {
- W_TriggerReload();
- }
-}
-
-.float weaponcomplainindex;
-float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing)
-{
- // We cannot tokenize in this function, as GiveItems calls this
- // function. Thus we must use car/cdr.
- float weaponwant, first_valid, prev_valid, switchtonext, switchtolast, c;
- string rest;
- switchtonext = switchtolast = 0;
- first_valid = prev_valid = 0;
- float weaponcur;
-
- if(skipmissing || pl.selectweapon == 0)
- weaponcur = pl.switchweapon;
- else
- weaponcur = pl.selectweapon;
-
- if(dir == 0)
- switchtonext = 1;
-
- c = 0;
-
- rest = weaponorder;
- while(rest != "")
- {
- weaponwant = stof(car(rest)); rest = cdr(rest);
- if(imp >= 0)
- if((get_weaponinfo(weaponwant)).impulse != imp)
- continue;
-
- ++c;
-
- if(!skipmissing || client_hasweapon(pl, weaponwant, TRUE, FALSE))
- {
- if(switchtonext)
- return weaponwant;
- if(!first_valid)
- first_valid = weaponwant;
- if(weaponwant == weaponcur)
- {
- if(dir >= 0)
- switchtonext = 1;
- else if(prev_valid)
- return prev_valid;
- else
- switchtolast = 1;
- }
- prev_valid = weaponwant;
- }
- }
- if(first_valid)
- {
- if(switchtolast)
- return prev_valid;
- else
- return first_valid;
- }
- // complain (but only for one weapon on the button that has been pressed)
- if(complain)
- {
- self.weaponcomplainindex += 1;
- c = mod(self.weaponcomplainindex, c) + 1;
- rest = weaponorder;
- while(rest != "")
- {
- weaponwant = stof(car(rest)); rest = cdr(rest);
- if(imp >= 0)
- if((get_weaponinfo(weaponwant)).impulse != imp)
- continue;
-
- --c;
- if(c == 0)
- {
- client_hasweapon(pl, weaponwant, TRUE, TRUE);
- break;
- }
- }
- }
- return 0;
-}
-
-void W_CycleWeapon(string weaponorder, float dir)
-{
- float w;
- w = W_GetCycleWeapon(self, weaponorder, dir, -1, 1, TRUE);
- if(w > 0)
- W_SwitchWeapon(w);
-}
-
-void W_NextWeaponOnImpulse(float imp)
-{
- float w;
- w = W_GetCycleWeapon(self, self.cvar_cl_weaponpriority, +1, imp, 1, (self.cvar_cl_weaponimpulsemode == 0));
- if(w > 0)
- W_SwitchWeapon(w);
-}
-
-// next weapon
-void W_NextWeapon(float list)
-{
- if(list == 0)
- W_CycleWeapon(weaponorder_byid, -1);
- else if(list == 1)
- W_CycleWeapon(self.weaponorder_byimpulse, -1);
- else if(list == 2)
- W_CycleWeapon(self.cvar_cl_weaponpriority, -1);
-}
-
-// prev weapon
-void W_PreviousWeapon(float list)
-{
- if(list == 0)
- W_CycleWeapon(weaponorder_byid, +1);
- else if(list == 1)
- W_CycleWeapon(self.weaponorder_byimpulse, +1);
- else if(list == 2)
- W_CycleWeapon(self.cvar_cl_weaponpriority, +1);
-}
-
-// previously used if exists and has ammo, (second) best otherwise
-void W_LastWeapon()
-{
- if(client_hasweapon(self, self.cnt, TRUE, FALSE))
- W_SwitchWeapon(self.cnt);
- else
- W_SwitchToOtherWeapon(self);
-}
-
-float w_getbestweapon(entity e)
-{
- return W_GetCycleWeapon(e, e.cvar_cl_weaponpriority, 0, -1, FALSE, TRUE);
-}
-
-// generic weapons table
-// TODO should they be macros instead?
-float weapon_action(float wpn, float wrequest)
-{
- return (get_weaponinfo(wpn)).weapon_func(wrequest);
-}
-
-.float savenextthink;
-void thrown_wep_think()
-{
- self.owner = world;
- float timeleft = self.savenextthink - time;
- if(timeleft > 1)
- SUB_SetFade(self, self.savenextthink - 1, 1);
- else if(timeleft > 0)
- SUB_SetFade(self, time, timeleft);
- else
- SUB_VanishOrRemove(self);
-}
-
-// returns amount of ammo used as string, or -1 for failure, or 0 for no ammo count
-string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo)
-{
- entity oldself, wep;
- float wa, thisammo, i, j;
- string s;
- var .float ammofield;
-
- wep = spawn();
-
- setorigin(wep, org);
- wep.classname = "droppedweapon";
- wep.velocity = velo;
- wep.owner = wep.enemy = own;
- wep.flags |= FL_TOSSED;
- wep.colormap = own.colormap;
-
- if(WepSet_FromWeapon(wpn) & WEPSET_SUPERWEAPONS)
- {
- if(own.items & IT_UNLIMITED_SUPERWEAPONS)
- {
- wep.superweapons_finished = time + autocvar_g_balance_superweapons_time;
- }
- else
- {
- float superweapons = 1;
- for(i = WEP_FIRST; i <= WEP_LAST; ++i)
- if(WepSet_FromWeapon(i) & WEPSET_SUPERWEAPONS)
- if(own.weapons & WepSet_FromWeapon(i))
- ++superweapons;
- if(superweapons <= 1)
- {
- wep.superweapons_finished = own.superweapons_finished;
- own.superweapons_finished = 0;
- }
- else
- {
- float timeleft = own.superweapons_finished - time;
- float weptimeleft = timeleft / superweapons;
- wep.superweapons_finished = time + weptimeleft;
- own.superweapons_finished -= weptimeleft;
- }
- }
- }
-
- wa = W_AmmoItemCode(wpn);
- if(wa == 0)
- {
- oldself = self;
- self = wep;
- weapon_defaultspawnfunc(wpn);
- self = oldself;
- if(startitem_failed)
- return string_null;
- wep.glowmod = own.weaponentity_glowmod;
- wep.think = thrown_wep_think;
- wep.savenextthink = wep.nextthink;
- wep.nextthink = min(wep.nextthink, time + 0.5);
- wep.pickup_anyway = TRUE; // these are ALWAYS pickable
- return "";
- }
- else
- {
- s = "";
- oldself = self;
- self = wep;
- weapon_defaultspawnfunc(wpn);
- self = oldself;
- if(startitem_failed)
- return string_null;
- if(doreduce && g_weapon_stay == 2)
- {
- for(i = 0, j = 1; i < 24; ++i, j *= 2)
- {
- if(wa & j)
- {
- ammofield = Item_CounterField(j);
-
- // if our weapon is loaded, give its load back to the player
- if(self.(weapon_load[self.weapon]) > 0)
- {
- own.ammofield += self.(weapon_load[self.weapon]);
- self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
- }
-
- wep.ammofield = 0;
- }
- }
- }
- else if(doreduce)
- {
- for(i = 0, j = 1; i < 24; ++i, j *= 2)
- {
- if(wa & j)
- {
- ammofield = Item_CounterField(j);
-
- // if our weapon is loaded, give its load back to the player
- if(self.(weapon_load[self.weapon]) > 0)
- {
- own.ammofield += self.(weapon_load[self.weapon]);
- self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
- }
-
- thisammo = min(own.ammofield, wep.ammofield);
- wep.ammofield = thisammo;
- own.ammofield -= thisammo;
- s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j));
- }
- }
- s = substring(s, 5, -1);
- }
- wep.glowmod = own.weaponentity_glowmod;
- wep.think = thrown_wep_think;
- wep.savenextthink = wep.nextthink;
- wep.nextthink = min(wep.nextthink, time + 0.5);
- wep.pickup_anyway = TRUE; // these are ALWAYS pickable
-
- return s;
- }
-}
-
-float W_IsWeaponThrowable(float w)
-{
- float wa;
-
- if (!autocvar_g_pickup_items)
- return 0;
- if (g_weaponarena)
- return 0;
- if (g_cts)
- return 0;
- if (g_nexball && w == WEP_GRENADE_LAUNCHER)
- return 0;
- if(w == 0)
- return 0;
-
- wa = W_AmmoItemCode(w);
- if(start_weapons & WepSet_FromWeapon(w))
- {
- // start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo)
- if(start_items & IT_UNLIMITED_WEAPON_AMMO)
- return 0;
- if(wa == 0)
- return 0;
- }
-
- return 1;
-}
-
-// toss current weapon
-void W_ThrowWeapon(vector velo, vector delta, float doreduce)
-{
- float w;
- string a;
-
- w = self.weapon;
- if (w == 0)
- return; // just in case
- if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon))
- return;
- if(!autocvar_g_weapon_throwable)
- return;
- if(self.weaponentity.state != WS_READY)
- return;
- if(!W_IsWeaponThrowable(w))
- return;
-
- if(!(self.weapons & WepSet_FromWeapon(w)))
- return;
- self.weapons &= ~WepSet_FromWeapon(w);
-
- W_SwitchWeapon_Force(self, w_getbestweapon(self));
- a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
-
- if (!a) return;
- Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_DROP, a, w);
-}
-
-float forbidWeaponUse()
-{
- if(time < game_starttime && !autocvar_sv_ready_restart_after_countdown)
- return 1;
- if(round_handler_IsActive() && !round_handler_IsRoundStarted())
- return 1;
- if(self.player_blocked)
- return 1;
- if(self.freezetag_frozen)
- return 1;
- return 0;
-}
-
-void W_WeaponFrame()
-{
- vector fo, ri, up;
-
- if (frametime)
- self.weapon_frametime = frametime;
-
- if (!self.weaponentity || self.health < 1)
- return; // Dead player can't use weapons and injure impulse commands
-
- if(forbidWeaponUse())
- if(self.weaponentity.state != WS_CLEAR)
- {
- w_ready();
- return;
- }
-
- if(!self.switchweapon)
- {
- self.weapon = 0;
- self.switchingweapon = 0;
- self.weaponentity.state = WS_CLEAR;
- self.weaponname = "";
- self.items &= ~IT_AMMO;
- return;
- }
-
- makevectors(self.v_angle);
- fo = v_forward; // save them in case the weapon think functions change it
- ri = v_right;
- up = v_up;
-
- // Change weapon
- if (self.weapon != self.switchweapon)
- {
- if (self.weaponentity.state == WS_CLEAR)
- {
- // end switching!
- self.switchingweapon = self.switchweapon;
-
- entity newwep = get_weaponinfo(self.switchweapon);
-
- //setanim(self, self.anim_draw, FALSE, TRUE, TRUE);
- self.weaponentity.state = WS_RAISE;
- weapon_action(self.switchweapon, WR_SETUP);
-
- // set our clip load to the load of the weapon we switched to, if it's reloadable
- if(newwep.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", newwep.netname, "_reload_ammo"))) // prevent accessing undefined cvars
- {
- self.clip_load = self.(weapon_load[self.switchweapon]);
- self.clip_size = cvar(strcat("g_balance_", newwep.netname, "_reload_ammo"));
- }
- else
- self.clip_load = self.clip_size = 0;
-
- // VorteX: add player model weapon select frame here
- // setcustomframe(PlayerWeaponRaise);
- weapon_thinkf(WFRAME_IDLE, cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)), w_ready);
- //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname))));
- weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
- }
- else if (self.weaponentity.state == WS_DROP)
- {
- // in dropping phase we can switch at any time
- self.switchingweapon = self.switchweapon;
- }
- else if (self.weaponentity.state == WS_READY)
- {
- // start switching!
- self.switchingweapon = self.switchweapon;
-
- entity oldwep = get_weaponinfo(self.weapon);
-
-#ifndef INDEPENDENT_ATTACK_FINISHED
- if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
- {
-#endif
- sound (self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTEN_NORM);
- self.weaponentity.state = WS_DROP;
- // set up weapon switch think in the future, and start drop anim
- weapon_thinkf(WFRAME_DONTCHANGE, cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)), w_clear);
- //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname))));
- weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
-#ifndef INDEPENDENT_ATTACK_FINISHED
- }
-#endif
- }
- }
-
- // LordHavoc: network timing test code
- //if (self.button0)
- // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(self)), " >= ", ftos(self.weapon_nextthink), "\n");
-
- float w;
- w = self.weapon;
-
- // call the think code which may fire the weapon
- // and do so multiple times to resolve framerate dependency issues if the
- // server framerate is very low and the weapon fire rate very high
- float c;
- c = 0;
- while (c < W_TICSPERFRAME)
- {
- c = c + 1;
- if(w && !(self.weapons & WepSet_FromWeapon(w)))
- {
- if(self.weapon == self.switchweapon)
- W_SwitchWeapon_Force(self, w_getbestweapon(self));
- w = 0;
- }
-
- v_forward = fo;
- v_right = ri;
- v_up = up;
-
- if(w)
- weapon_action(self.weapon, WR_THINK);
- else
- weapon_action(self.weapon, WR_GONETHINK);
-
- if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)
- {
- if(self.weapon_think)
- {
- v_forward = fo;
- v_right = ri;
- v_up = up;
- self.weapon_think();
- }
- else
- bprint("\{1}^1ERROR: undefined weapon think function for ", self.netname, "\n");
- }
- }
-
- // don't let attack_finished fall behind when not firing (must be after weapon_setup calls!)
- //if (ATTACK_FINISHED(self) < time)
- // ATTACK_FINISHED(self) = time;
-
- //if (self.weapon_nextthink < time)
- // self.weapon_nextthink = time;
-
- // update currentammo incase it has changed
-#if 0
- if (self.items & IT_CELLS)
- self.currentammo = self.ammo_cells;
- else if (self.items & IT_ROCKETS)
- self.currentammo = self.ammo_rockets;
- else if (self.items & IT_NAILS)
- self.currentammo = self.ammo_nails;
- else if (self.items & IT_SHELLS)
- self.currentammo = self.ammo_shells;
- else
- self.currentammo = 1;
-#endif
-}
-
-string W_Apply_Weaponreplace(string in)
-{
- float n = tokenize_console(in);
- string out = "";
- float i;
- for(i = 0; i < n; ++i)
- {
- string s = argv(i);
- string r = cvar_string(strcat("g_weaponreplace_", s));
- if(r == "")
- out = strcat(out, " ", s);
- else if(r != "0")
- out = strcat(out, " ", r);
- }
- return substring(out, 1, -1);
-}
+++ /dev/null
-#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(
-/* WEP_##id */ CRYLINK,
-/* function */ w_crylink,
-/* ammotype */ IT_CELLS,
-/* impulse */ 6,
-/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* model */ "crylink",
-/* shortname */ "crylink",
-/* fullname */ _("Crylink")
-);
-#else
-#ifdef SVQC
-.float gravity;
-.float crylink_waitrelease;
-.entity crylink_lastgroup;
-
-.entity queuenext;
-.entity queueprev;
-
-void W_Crylink_CheckLinks(entity e)
-{
- float i;
- entity p;
-
- if(e == world)
- error("W_Crylink_CheckLinks: entity is world");
- if(e.classname != "spike" || wasfreed(e))
- error(sprintf("W_Crylink_CheckLinks: entity is not a spike but a %s (freed: %d)", e.classname, wasfreed(e)));
-
- p = e;
- for(i = 0; i < 1000; ++i)
- {
- if(p.queuenext.queueprev != p || p.queueprev.queuenext != p)
- error("W_Crylink_CheckLinks: queue is inconsistent");
- p = p.queuenext;
- if(p == e)
- break;
- }
- if(i >= 1000)
- error("W_Crylink_CheckLinks: infinite chain");
-}
-
-void W_Crylink_Dequeue_Raw(entity own, entity prev, entity me, entity next)
-{
- W_Crylink_CheckLinks(next);
- if(me == own.crylink_lastgroup)
- own.crylink_lastgroup = ((me == next) ? world : next);
- prev.queuenext = next;
- next.queueprev = prev;
- me.classname = "spike_oktoremove";
- if(me != next)
- W_Crylink_CheckLinks(next);
-}
-
-void W_Crylink_Dequeue(entity e)
-{
- W_Crylink_Dequeue_Raw(e.realowner, e.queueprev, e, e.queuenext);
-}
-
-void W_Crylink_Reset(void)
-{
- W_Crylink_Dequeue(self);
- remove(self);
-}
-
-// force projectile to explode
-void W_Crylink_LinkExplode (entity e, entity e2)
-{
- float a;
-
- if(e == e2)
- return;
-
- a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
-
- if(e == e.realowner.crylink_lastgroup)
- e.realowner.crylink_lastgroup = world;
-
- if(e.projectiledeathtype & HITTYPE_SECONDARY)
- RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_secondary_damage * a, autocvar_g_balance_crylink_secondary_edgedamage * a, autocvar_g_balance_crylink_secondary_radius, world, autocvar_g_balance_crylink_secondary_force * a, e.projectiledeathtype, other);
- else
- RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_damage * a, autocvar_g_balance_crylink_primary_edgedamage * a, autocvar_g_balance_crylink_primary_radius, world, autocvar_g_balance_crylink_primary_force * a, e.projectiledeathtype, other);
-
- W_Crylink_LinkExplode(e.queuenext, e2);
-
- e.classname = "spike_oktoremove";
- remove (e);
-}
-
-// adjust towards center
-// returns the origin where they will meet... and the time till the meeting is
-// stored in w_crylink_linkjoin_time.
-// could possibly network this origin and time, and display a special particle
-// effect when projectiles meet there :P
-// jspeed: joining speed (calculate this as join spread * initial speed)
-float w_crylink_linkjoin_time;
-vector W_Crylink_LinkJoin(entity e, float jspeed)
-{
- vector avg_origin, avg_velocity;
- vector targ_origin;
- float avg_dist, n;
- entity p;
-
- // FIXME remove this debug code
- W_Crylink_CheckLinks(e);
-
- w_crylink_linkjoin_time = 0;
-
- avg_origin = e.origin;
- avg_velocity = e.velocity;
- n = 1;
- for(p = e; (p = p.queuenext) != e; )
- {
- avg_origin += WarpZone_RefSys_TransformOrigin(p, e, p.origin);
- avg_velocity += WarpZone_RefSys_TransformVelocity(p, e, p.velocity);
- ++n;
- }
- avg_origin *= (1.0 / n);
- avg_velocity *= (1.0 / n);
-
- if(n < 2)
- return avg_origin; // nothing to do
-
- // yes, mathematically we can do this in ONE step, but beware of 32bit floats...
- avg_dist = pow(vlen(e.origin - avg_origin), 2);
- for(p = e; (p = p.queuenext) != e; )
- avg_dist += pow(vlen(WarpZone_RefSys_TransformOrigin(p, e, p.origin) - avg_origin), 2);
- avg_dist *= (1.0 / n);
- avg_dist = sqrt(avg_dist);
-
- if(avg_dist == 0)
- return avg_origin; // no change needed
-
- if(jspeed == 0)
- {
- e.velocity = avg_velocity;
- UpdateCSQCProjectile(e);
- for(p = e; (p = p.queuenext) != e; )
- {
- p.velocity = WarpZone_RefSys_TransformVelocity(e, p, avg_velocity);
- UpdateCSQCProjectile(p);
- }
- targ_origin = avg_origin + 1000000000 * normalize(avg_velocity); // HUUUUUUGE
- }
- else
- {
- w_crylink_linkjoin_time = avg_dist / jspeed;
- targ_origin = avg_origin + w_crylink_linkjoin_time * avg_velocity;
-
- e.velocity = (targ_origin - e.origin) * (1.0 / w_crylink_linkjoin_time);
- UpdateCSQCProjectile(e);
- for(p = e; (p = p.queuenext) != e; )
- {
- p.velocity = WarpZone_RefSys_TransformVelocity(e, p, (targ_origin - WarpZone_RefSys_TransformOrigin(p, e, p.origin)) * (1.0 / w_crylink_linkjoin_time));
- UpdateCSQCProjectile(p);
- }
-
- // analysis:
- // jspeed -> +infinity:
- // w_crylink_linkjoin_time -> +0
- // targ_origin -> avg_origin
- // p->velocity -> HUEG towards center
- // jspeed -> 0:
- // w_crylink_linkjoin_time -> +/- infinity
- // targ_origin -> avg_velocity * +/- infinity
- // p->velocity -> avg_velocity
- // jspeed -> -infinity:
- // w_crylink_linkjoin_time -> -0
- // targ_origin -> avg_origin
- // p->velocity -> HUEG away from center
- }
-
- W_Crylink_CheckLinks(e);
-
- return targ_origin;
-}
-
-void W_Crylink_LinkJoinEffect_Think()
-{
- // is there at least 2 projectiles very close?
- entity e, p;
- float n;
- e = self.owner.crylink_lastgroup;
- n = 0;
- if(e)
- {
- if(vlen(e.origin - self.origin) < vlen(e.velocity) * frametime)
- ++n;
- for(p = e; (p = p.queuenext) != e; )
- {
- if(vlen(p.origin - self.origin) < vlen(p.velocity) * frametime)
- ++n;
- }
- if(n >= 2)
- {
- if(e.projectiledeathtype & HITTYPE_SECONDARY)
- {
- if(autocvar_g_balance_crylink_secondary_joinexplode)
- {
- n = n / autocvar_g_balance_crylink_secondary_shots;
- RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_secondary_joinexplode_damage * n,
- autocvar_g_balance_crylink_secondary_joinexplode_edgedamage * n,
- autocvar_g_balance_crylink_secondary_joinexplode_radius * n, e.realowner,
- autocvar_g_balance_crylink_secondary_joinexplode_force * n, e.projectiledeathtype, other);
-
- pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
- }
- }
- else
- {
- if(autocvar_g_balance_crylink_primary_joinexplode)
- {
- n = n / autocvar_g_balance_crylink_primary_shots;
- RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_joinexplode_damage * n,
- autocvar_g_balance_crylink_primary_joinexplode_edgedamage * n,
- autocvar_g_balance_crylink_primary_joinexplode_radius * n, e.realowner,
- autocvar_g_balance_crylink_primary_joinexplode_force * n, e.projectiledeathtype, other);
-
- pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
- }
- }
- }
- }
- remove(self);
-}
-
-float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad)
-{
- entity head = WarpZone_FindRadius((projectile.origin + (projectile.mins + projectile.maxs) * 0.5), rad + MAX_DAMAGEEXTRARADIUS, FALSE);
- float hit_friendly = 0;
- float hit_enemy = 0;
-
- while(head)
- {
- if((head.takedamage != DAMAGE_NO) && (head.deadflag == DEAD_NO))
- {
- if(SAME_TEAM(head, projectile.realowner))
- ++hit_friendly;
- else
- ++hit_enemy;
- }
-
- head = head.chain;
- }
-
- return (hit_enemy ? FALSE : hit_friendly);
-}
-
-// NO bounce protection, as bounces are limited!
-void W_Crylink_Touch (void)
-{
- float finalhit;
- float f;
- PROJECTILE_TOUCH;
-
- float a;
- a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
-
- finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
- if(finalhit)
- f = 1;
- else
- f = autocvar_g_balance_crylink_primary_bouncedamagefactor;
- if(a)
- f *= a;
-
- float totaldamage = RadiusDamage(self, self.realowner, autocvar_g_balance_crylink_primary_damage * f, autocvar_g_balance_crylink_primary_edgedamage * f, autocvar_g_balance_crylink_primary_radius, world, autocvar_g_balance_crylink_primary_force * f, self.projectiledeathtype, other);
-
- if(totaldamage && ((autocvar_g_balance_crylink_primary_linkexplode == 2) || ((autocvar_g_balance_crylink_primary_linkexplode == 1) && !W_Crylink_Touch_WouldHitFriendly(self, autocvar_g_balance_crylink_primary_radius))))
- {
- if(self == self.realowner.crylink_lastgroup)
- self.realowner.crylink_lastgroup = world;
- W_Crylink_LinkExplode(self.queuenext, self);
- self.classname = "spike_oktoremove";
- remove (self);
- return;
- }
- else if(finalhit)
- {
- // just unlink
- W_Crylink_Dequeue(self);
- remove(self);
- return;
- }
- self.cnt = self.cnt - 1;
- self.angles = vectoangles(self.velocity);
- self.owner = world;
- self.projectiledeathtype |= HITTYPE_BOUNCE;
- // commented out as it causes a little hitch...
- //if(proj.cnt == 0)
- // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
-}
-
-void W_Crylink_Touch2 (void)
-{
- float finalhit;
- float f;
- PROJECTILE_TOUCH;
-
- float a;
- a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
-
- finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
- if(finalhit)
- f = 1;
- else
- f = autocvar_g_balance_crylink_secondary_bouncedamagefactor;
- if(a)
- f *= a;
-
- float totaldamage = RadiusDamage(self, self.realowner, autocvar_g_balance_crylink_secondary_damage * f, autocvar_g_balance_crylink_secondary_edgedamage * f, autocvar_g_balance_crylink_secondary_radius, world, autocvar_g_balance_crylink_secondary_force * f, self.projectiledeathtype, other);
-
- if(totaldamage && ((autocvar_g_balance_crylink_secondary_linkexplode == 2) || ((autocvar_g_balance_crylink_secondary_linkexplode == 1) && !W_Crylink_Touch_WouldHitFriendly(self, autocvar_g_balance_crylink_secondary_radius))))
- {
- if(self == self.realowner.crylink_lastgroup)
- self.realowner.crylink_lastgroup = world;
- W_Crylink_LinkExplode(self.queuenext, self);
- self.classname = "spike_oktoremove";
- remove (self);
- return;
- }
- else if(finalhit)
- {
- // just unlink
- W_Crylink_Dequeue(self);
- remove(self);
- return;
- }
- self.cnt = self.cnt - 1;
- self.angles = vectoangles(self.velocity);
- self.owner = world;
- self.projectiledeathtype |= HITTYPE_BOUNCE;
- // commented out as it causes a little hitch...
- //if(proj.cnt == 0)
- // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
-}
-
-void W_Crylink_Fadethink (void)
-{
- W_Crylink_Dequeue(self);
- remove(self);
-}
-
-void W_Crylink_Attack (void)
-{
- float counter, shots;
- entity proj, prevproj, firstproj;
- vector s;
- vector forward, right, up;
- float maxdmg;
-
- W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_reload_ammo);
-
- maxdmg = autocvar_g_balance_crylink_primary_damage*autocvar_g_balance_crylink_primary_shots;
- maxdmg *= 1 + autocvar_g_balance_crylink_primary_bouncedamagefactor * autocvar_g_balance_crylink_primary_bounces;
- if(autocvar_g_balance_crylink_primary_joinexplode)
- maxdmg += autocvar_g_balance_crylink_primary_joinexplode_damage;
-
- W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CH_WEAPON_A, maxdmg);
- forward = v_forward;
- right = v_right;
- up = v_up;
-
- shots = autocvar_g_balance_crylink_primary_shots;
- pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
- proj = prevproj = firstproj = world;
- for(counter = 0; counter < shots; ++counter)
- {
- proj = spawn ();
- proj.reset = W_Crylink_Reset;
- proj.realowner = proj.owner = self;
- proj.classname = "spike";
- proj.bot_dodge = TRUE;
- proj.bot_dodgerating = autocvar_g_balance_crylink_primary_damage;
- if(shots == 1) {
- proj.queuenext = proj;
- proj.queueprev = proj;
- }
- else if(counter == 0) { // first projectile, store in firstproj for now
- firstproj = proj;
- }
- else if(counter == shots - 1) { // last projectile, link up with first projectile
- prevproj.queuenext = proj;
- firstproj.queueprev = proj;
- proj.queuenext = firstproj;
- proj.queueprev = prevproj;
- }
- else { // else link up with previous projectile
- prevproj.queuenext = proj;
- proj.queueprev = prevproj;
- }
-
- prevproj = proj;
-
- proj.movetype = MOVETYPE_BOUNCEMISSILE;
- PROJECTILE_MAKETRIGGER(proj);
- proj.projectiledeathtype = WEP_CRYLINK;
- //proj.gravity = 0.001;
-
- setorigin (proj, w_shotorg);
- setsize(proj, '0 0 0', '0 0 0');
-
-
- s = '0 0 0';
- if (counter == 0)
- s = '0 0 0';
- else
- {
- makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
- s_y = v_forward_x;
- s_z = v_forward_y;
- }
- s = s * autocvar_g_balance_crylink_primary_spread * g_weaponspreadfactor;
- W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_crylink_primary_speed, 0, 0, 0, FALSE);
- proj.touch = W_Crylink_Touch;
-
- proj.think = W_Crylink_Fadethink;
- if(counter == 0)
- {
- proj.fade_time = time + autocvar_g_balance_crylink_primary_middle_lifetime;
- proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_middle_fadetime;
- proj.nextthink = time + autocvar_g_balance_crylink_primary_middle_lifetime + autocvar_g_balance_crylink_primary_middle_fadetime;
- }
- else
- {
- proj.fade_time = time + autocvar_g_balance_crylink_primary_other_lifetime;
- proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_other_fadetime;
- proj.nextthink = time + autocvar_g_balance_crylink_primary_other_lifetime + autocvar_g_balance_crylink_primary_other_fadetime;
- }
- proj.teleport_time = time + autocvar_g_balance_crylink_primary_joindelay;
- proj.cnt = autocvar_g_balance_crylink_primary_bounces;
- //proj.scale = 1 + 1 * proj.cnt;
-
- proj.angles = vectoangles (proj.velocity);
-
- //proj.glow_size = 20;
-
- proj.flags = FL_PROJECTILE;
- proj.missile_flags = MIF_SPLASH;
-
- CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
-
- other = proj; MUTATOR_CALLHOOK(EditProjectile);
- }
- if(autocvar_g_balance_crylink_primary_joinspread != 0)
- {
- self.crylink_lastgroup = proj;
- W_Crylink_CheckLinks(proj);
- self.crylink_waitrelease = 1;
- }
-}
-
-void W_Crylink_Attack2 (void)
-{
- float counter, shots;
- entity proj, prevproj, firstproj;
- vector s;
- vector forward, right, up;
- float maxdmg;
-
- W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_secondary_ammo, autocvar_g_balance_crylink_reload_ammo);
-
- maxdmg = autocvar_g_balance_crylink_secondary_damage*autocvar_g_balance_crylink_secondary_shots;
- maxdmg *= 1 + autocvar_g_balance_crylink_secondary_bouncedamagefactor * autocvar_g_balance_crylink_secondary_bounces;
- if(autocvar_g_balance_crylink_secondary_joinexplode)
- maxdmg += autocvar_g_balance_crylink_secondary_joinexplode_damage;
-
- W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg);
- forward = v_forward;
- right = v_right;
- up = v_up;
-
- shots = autocvar_g_balance_crylink_secondary_shots;
- pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
- proj = prevproj = firstproj = world;
- for(counter = 0; counter < shots; ++counter)
- {
- proj = spawn ();
- proj.reset = W_Crylink_Reset;
- proj.realowner = proj.owner = self;
- proj.classname = "spike";
- proj.bot_dodge = TRUE;
- proj.bot_dodgerating = autocvar_g_balance_crylink_secondary_damage;
- if(shots == 1) {
- proj.queuenext = proj;
- proj.queueprev = proj;
- }
- else if(counter == 0) { // first projectile, store in firstproj for now
- firstproj = proj;
- }
- else if(counter == shots - 1) { // last projectile, link up with first projectile
- prevproj.queuenext = proj;
- firstproj.queueprev = proj;
- proj.queuenext = firstproj;
- proj.queueprev = prevproj;
- }
- else { // else link up with previous projectile
- prevproj.queuenext = proj;
- proj.queueprev = prevproj;
- }
-
- prevproj = proj;
-
- proj.movetype = MOVETYPE_BOUNCEMISSILE;
- PROJECTILE_MAKETRIGGER(proj);
- proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
- //proj.gravity = 0.001;
-
- setorigin (proj, w_shotorg);
- setsize(proj, '0 0 0', '0 0 0');
-
- if(autocvar_g_balance_crylink_secondary_spreadtype == 1)
- {
- s = '0 0 0';
- if (counter == 0)
- s = '0 0 0';
- else
- {
- makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
- s_y = v_forward_x;
- s_z = v_forward_y;
- }
- s = s * autocvar_g_balance_crylink_secondary_spread * g_weaponspreadfactor;
- s = w_shotdir + right * s_y + up * s_z;
- }
- else
- {
- s = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * autocvar_g_balance_crylink_secondary_spread * g_weaponspreadfactor);
- }
-
- W_SetupProjectileVelocityEx(proj, s, v_up, autocvar_g_balance_crylink_secondary_speed, 0, 0, 0, FALSE);
- proj.touch = W_Crylink_Touch2;
- proj.think = W_Crylink_Fadethink;
- if(counter == (shots - 1) / 2)
- {
- proj.fade_time = time + autocvar_g_balance_crylink_secondary_middle_lifetime;
- proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_middle_fadetime;
- proj.nextthink = time + autocvar_g_balance_crylink_secondary_middle_lifetime + autocvar_g_balance_crylink_secondary_middle_fadetime;
- }
- else
- {
- proj.fade_time = time + autocvar_g_balance_crylink_secondary_line_lifetime;
- proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_line_fadetime;
- proj.nextthink = time + autocvar_g_balance_crylink_secondary_line_lifetime + autocvar_g_balance_crylink_secondary_line_fadetime;
- }
- proj.teleport_time = time + autocvar_g_balance_crylink_secondary_joindelay;
- proj.cnt = autocvar_g_balance_crylink_secondary_bounces;
- //proj.scale = 1 + 1 * proj.cnt;
-
- proj.angles = vectoangles (proj.velocity);
-
- //proj.glow_size = 20;
-
- proj.flags = FL_PROJECTILE;
- proj.missile_flags = MIF_SPLASH;
-
- CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
-
- other = proj; MUTATOR_CALLHOOK(EditProjectile);
- }
- if(autocvar_g_balance_crylink_secondary_joinspread != 0)
- {
- self.crylink_lastgroup = proj;
- W_Crylink_CheckLinks(proj);
- self.crylink_waitrelease = 2;
- }
-}
-
-void spawnfunc_weapon_crylink (void)
-{
- weapon_defaultspawnfunc(WEP_CRYLINK);
-}
-
-float w_crylink(float req)
-{
- float ammo_amount;
- if (req == WR_AIM)
- {
- if (random() < 0.10)
- self.BUTTON_ATCK = bot_aim(autocvar_g_balance_crylink_primary_speed, 0, autocvar_g_balance_crylink_primary_middle_lifetime, FALSE);
- else
- self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_crylink_secondary_speed, 0, autocvar_g_balance_crylink_secondary_middle_lifetime, FALSE);
- }
- else if (req == WR_THINK)
- {
- if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo)) // forced reload
- weapon_action(self.weapon, WR_RELOAD);
-
- if (self.BUTTON_ATCK)
- {
- if (self.crylink_waitrelease != 1)
- if (weapon_prepareattack(0, autocvar_g_balance_crylink_primary_refire))
- {
- W_Crylink_Attack();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_crylink_primary_animtime, w_ready);
- }
- }
-
- if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary)
- {
- if (self.crylink_waitrelease != 2)
- if (weapon_prepareattack(1, autocvar_g_balance_crylink_secondary_refire))
- {
- W_Crylink_Attack2();
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_crylink_secondary_animtime, w_ready);
- }
- }
-
- if ((self.crylink_waitrelease == 1 && !self.BUTTON_ATCK) || (self.crylink_waitrelease == 2 && !self.BUTTON_ATCK2))
- {
- if (!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time)
- {
- // fired and released now!
- if(self.crylink_lastgroup)
- {
- vector pos;
- entity linkjoineffect;
-
- if(self.crylink_waitrelease == 1)
- {
- pos = W_Crylink_LinkJoin(self.crylink_lastgroup, autocvar_g_balance_crylink_primary_joinspread * autocvar_g_balance_crylink_primary_speed);
-
- }
- else
- {
- pos = W_Crylink_LinkJoin(self.crylink_lastgroup, autocvar_g_balance_crylink_secondary_joinspread * autocvar_g_balance_crylink_secondary_speed);
- }
-
- linkjoineffect = spawn();
- linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
- linkjoineffect.classname = "linkjoineffect";
- linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
- linkjoineffect.owner = self;
- setorigin(linkjoineffect, pos);
- }
- self.crylink_waitrelease = 0;
- if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2))
- if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
- {
- // ran out of ammo!
- self.cnt = WEP_CRYLINK;
- self.switchweapon = w_getbestweapon(self);
- }
- }
- }
- }
- else if (req == WR_PRECACHE)
- {
- precache_model ("models/weapons/g_crylink.md3");
- precache_model ("models/weapons/v_crylink.md3");
- precache_model ("models/weapons/h_crylink.iqm");
- precache_sound ("weapons/crylink_fire.wav");
- precache_sound ("weapons/crylink_fire2.wav");
- precache_sound ("weapons/crylink_linkjoin.wav");
- //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
- }
- else if (req == WR_SETUP)
- {
- weapon_setup(WEP_CRYLINK);
- self.current_ammo = ammo_cells;
- }
- else if (req == WR_CHECKAMMO1)
- {
- // don't "run out of ammo" and switch weapons while waiting for release
- if(self.crylink_lastgroup && self.crylink_waitrelease)
- return TRUE;
-
- ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_primary_ammo;
- ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= autocvar_g_balance_crylink_primary_ammo;
- return ammo_amount;
- }
- else if (req == WR_CHECKAMMO2)
- {
- // don't "run out of ammo" and switch weapons while waiting for release
- if(self.crylink_lastgroup && self.crylink_waitrelease)
- return TRUE;
-
- ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo;
- ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= autocvar_g_balance_crylink_secondary_ammo;
- return ammo_amount;
- }
- else if (req == WR_RELOAD)
- {
- W_Reload(min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo), autocvar_g_balance_crylink_reload_ammo, autocvar_g_balance_crylink_reload_time, "weapons/reload.wav");
- }
- else if (req == WR_SUICIDEMESSAGE)
- {
- return WEAPON_CRYLINK_SUICIDE;
- }
- else if (req == WR_KILLMESSAGE)
- {
- return WEAPON_CRYLINK_MURDER;
- }
- return TRUE;
-}
-#endif
-#ifdef CSQC
-float w_crylink(float req)
-{
- if(req == WR_IMPACTEFFECT)
- {
- vector org2;
- org2 = w_org + w_backoff * 2;
- if(w_deathtype & HITTYPE_SECONDARY)
- {
- pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/crylink_impact2.wav", VOL_BASE, ATTEN_NORM);
- }
- else
- {
- pointparticles(particleeffectnum("crylink_impactbig"), org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/crylink_impact.wav", VOL_BASE, ATTEN_NORM);
- }
- }
- else if(req == WR_PRECACHE)
- {
- precache_sound("weapons/crylink_impact2.wav");
- precache_sound("weapons/crylink_impact.wav");
- }
- return TRUE;
-}
-#endif
-#endif
+++ /dev/null
-#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(
-/* WEP_##id */ GRENADE_LAUNCHER,
-/* function */ w_glauncher,
-/* ammotype */ IT_ROCKETS,
-/* impulse */ 4,
-/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* model */ "gl",
-/* shortname */ "grenadelauncher",
-/* fullname */ _("Mortar")
-);
-#else
-#ifdef SVQC
-.float gl_detonate_later;
-.float gl_bouncecnt;
-
-void W_Grenade_Explode (void)
-{
- if(other.takedamage == DAMAGE_AIM)
- if(IS_PLAYER(other))
- if(DIFF_TEAM(self.realowner, other))
- if(other.deadflag == DEAD_NO)
- if(IsFlying(other))
- Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
-
- self.event_damage = func_null;
- self.takedamage = DAMAGE_NO;
-
- if(self.movetype == MOVETYPE_NONE)
- self.velocity = self.oldvelocity;
-
- RadiusDamage (self, self.realowner, autocvar_g_balance_grenadelauncher_primary_damage, autocvar_g_balance_grenadelauncher_primary_edgedamage, autocvar_g_balance_grenadelauncher_primary_radius, world, autocvar_g_balance_grenadelauncher_primary_force, self.projectiledeathtype, other);
-
- remove (self);
-}
-
-void W_Grenade_Explode2 (void)
-{
- if(other.takedamage == DAMAGE_AIM)
- if(IS_PLAYER(other))
- if(DIFF_TEAM(self.realowner, other))
- if(other.deadflag == DEAD_NO)
- if(IsFlying(other))
- Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
-
- self.event_damage = func_null;
- self.takedamage = DAMAGE_NO;
-
- if(self.movetype == MOVETYPE_NONE)
- self.velocity = self.oldvelocity;
-
- RadiusDamage (self, self.realowner, autocvar_g_balance_grenadelauncher_secondary_damage, autocvar_g_balance_grenadelauncher_secondary_edgedamage, autocvar_g_balance_grenadelauncher_secondary_radius, world, autocvar_g_balance_grenadelauncher_secondary_force, self.projectiledeathtype, other);
-
- remove (self);
-}
-
-void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
-{
- if (self.health <= 0)
- return;
-
- if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
- return; // g_projectiles_damage says to halt
-
- self.health = self.health - damage;
-
- if (self.health <= 0)
- W_PrepareExplosionByDamage(attacker, self.use);
-}
-
-void W_Grenade_Think1 (void)
-{
- self.nextthink = time;
- if (time > self.cnt)
- {
- other = world;
- self.projectiledeathtype |= HITTYPE_BOUNCE;
- W_Grenade_Explode ();
- return;
- }
- if(self.gl_detonate_later && self.gl_bouncecnt >= autocvar_g_balance_grenadelauncher_primary_remote_minbouncecnt)
- W_Grenade_Explode();
-}
-
-void W_Grenade_Touch1 (void)
-{
- PROJECTILE_TOUCH;
- if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_primary_type == 0) // always explode when hitting a player, or if normal mortar projectile
- {
- self.use ();
- }
- else if (autocvar_g_balance_grenadelauncher_primary_type == 1) // bounce
- {
- float r;
- r = random() * 6;
- if(r < 1)
- spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTEN_NORM);
- else if(r < 2)
- spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTEN_NORM);
- else if(r < 3)
- spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTEN_NORM);
- else if(r < 4)
- spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTEN_NORM);
- else if(r < 5)
- spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTEN_NORM);
- else
- spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTEN_NORM);
- self.projectiledeathtype |= HITTYPE_BOUNCE;
- self.gl_bouncecnt += 1;
- }
- else if(autocvar_g_balance_grenadelauncher_primary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
- {
- spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTEN_NORM);
-
- // let it stick whereever it is
- self.oldvelocity = self.velocity;
- self.velocity = '0 0 0';
- self.movetype = MOVETYPE_NONE; // also disables gravity
- self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
- UpdateCSQCProjectile(self);
-
- // do not respond to any more touches
- self.solid = SOLID_NOT;
-
- self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_primary_lifetime_stick);
- }
-}
-
-void W_Grenade_Touch2 (void)
-{
- PROJECTILE_TOUCH;
- if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_secondary_type == 0) // always explode when hitting a player, or if normal mortar projectile
- {
- self.use ();
- }
- else if (autocvar_g_balance_grenadelauncher_secondary_type == 1) // bounce
- {
- float r;
- r = random() * 6;
- if(r < 1)
- spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTEN_NORM);
- else if(r < 2)
- spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTEN_NORM);
- else if(r < 3)
- spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTEN_NORM);
- else if(r < 4)
- spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTEN_NORM);
- else if(r < 5)
- spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTEN_NORM);
- else
- spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTEN_NORM);
- self.projectiledeathtype |= HITTYPE_BOUNCE;
- self.gl_bouncecnt += 1;
-
- if (autocvar_g_balance_grenadelauncher_secondary_lifetime_bounce && self.gl_bouncecnt == 1)
- self.nextthink = time + autocvar_g_balance_grenadelauncher_secondary_lifetime_bounce;
-
- }
- else if(autocvar_g_balance_grenadelauncher_secondary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
- {
- spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTEN_NORM);
-
- // let it stick whereever it is
- self.oldvelocity = self.velocity;
- self.velocity = '0 0 0';
- self.movetype = MOVETYPE_NONE; // also disables gravity
- self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
- UpdateCSQCProjectile(self);
-
- // do not respond to any more touches
- self.solid = SOLID_NOT;
-
- self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_secondary_lifetime_stick);
- }
-}
-
-void W_Grenade_Attack (void)
-{
- entity gren;
-
- W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_reload_ammo);
-
- W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, autocvar_g_balance_grenadelauncher_primary_damage);
- w_shotdir = v_forward; // no TrueAim for grenades please
-
- pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
-
- gren = spawn ();
- gren.owner = gren.realowner = self;
- gren.classname = "grenade";
- gren.bot_dodge = TRUE;
- gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_primary_damage;
- gren.movetype = MOVETYPE_BOUNCE;
- gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
- gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
- PROJECTILE_MAKETRIGGER(gren);
- gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
- setorigin(gren, w_shotorg);
- setsize(gren, '-3 -3 -3', '3 3 3');
-
- gren.cnt = time + autocvar_g_balance_grenadelauncher_primary_lifetime;
- gren.nextthink = time;
- gren.think = W_Grenade_Think1;
- gren.use = W_Grenade_Explode;
- gren.touch = W_Grenade_Touch1;
-
- gren.takedamage = DAMAGE_YES;
- gren.health = autocvar_g_balance_grenadelauncher_primary_health;
- gren.damageforcescale = autocvar_g_balance_grenadelauncher_primary_damageforcescale;
- gren.event_damage = W_Grenade_Damage;
- gren.damagedbycontents = TRUE;
- gren.missile_flags = MIF_SPLASH | MIF_ARC;
- W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
-
- gren.angles = vectoangles (gren.velocity);
- gren.flags = FL_PROJECTILE;
-
- if(autocvar_g_balance_grenadelauncher_primary_type == 0 || autocvar_g_balance_grenadelauncher_primary_type == 2)
- CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
- else
- CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
-
- other = gren; MUTATOR_CALLHOOK(EditProjectile);
-}
-
-void W_Grenade_Attack2 (void)
-{
- entity gren;
-
- W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_grenadelauncher_secondary_ammo, autocvar_g_balance_grenadelauncher_reload_ammo);
-
- W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, autocvar_g_balance_grenadelauncher_secondary_damage);
- w_shotdir = v_forward; // no TrueAim for grenades please
-
- pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
-
- gren = spawn ();
- gren.owner = gren.realowner = self;
- gren.classname = "grenade";
- gren.bot_dodge = TRUE;
- gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_secondary_damage;
- gren.movetype = MOVETYPE_BOUNCE;
- gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
- gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
- PROJECTILE_MAKETRIGGER(gren);
- gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
- setorigin(gren, w_shotorg);
- setsize(gren, '-3 -3 -3', '3 3 3');
-
- gren.nextthink = time + autocvar_g_balance_grenadelauncher_secondary_lifetime;
- gren.think = adaptor_think2use_hittype_splash;
- gren.use = W_Grenade_Explode2;
- gren.touch = W_Grenade_Touch2;
-
- gren.takedamage = DAMAGE_YES;
- gren.health = autocvar_g_balance_grenadelauncher_secondary_health;
- gren.damageforcescale = autocvar_g_balance_grenadelauncher_secondary_damageforcescale;
- gren.event_damage = W_Grenade_Damage;
- gren.damagedbycontents = TRUE;
- gren.missile_flags = MIF_SPLASH | MIF_ARC;
- W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_secondary);
-
- gren.angles = vectoangles (gren.velocity);
- gren.flags = FL_PROJECTILE;
-
- if(autocvar_g_balance_grenadelauncher_secondary_type == 0 || autocvar_g_balance_grenadelauncher_secondary_type == 2)
- CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
- else
- CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
-
- other = gren; MUTATOR_CALLHOOK(EditProjectile);
-}
-
-void spawnfunc_weapon_grenadelauncher (void)
-{
- weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
-}
-
-.float bot_secondary_grenademooth;
-float w_glauncher(float req)
-{
- entity nade;
- float nadefound;
- float ammo_amount;
-
- if (req == WR_AIM)
- {
- self.BUTTON_ATCK = FALSE;
- self.BUTTON_ATCK2 = FALSE;
- if (self.bot_secondary_grenademooth == 0)
- {
- if(bot_aim(autocvar_g_balance_grenadelauncher_primary_speed, autocvar_g_balance_grenadelauncher_primary_speed_up, autocvar_g_balance_grenadelauncher_primary_lifetime, TRUE))
- {
- self.BUTTON_ATCK = TRUE;
- if(random() < 0.01) self.bot_secondary_grenademooth = 1;
- }
- }
- else
- {
- if(bot_aim(autocvar_g_balance_grenadelauncher_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_grenadelauncher_secondary_lifetime, TRUE))
- {
- self.BUTTON_ATCK2 = TRUE;
- if(random() < 0.02) self.bot_secondary_grenademooth = 0;
- }
- }
- }
- else if (req == WR_THINK)
- {
- if(autocvar_g_balance_grenadelauncher_reload_ammo && self.clip_load < min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo)) // forced reload
- weapon_action(self.weapon, WR_RELOAD);
- else if (self.BUTTON_ATCK)
- {
- if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire))
- {
- W_Grenade_Attack();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_grenadelauncher_primary_animtime, w_ready);
- }
- }
- else if (self.BUTTON_ATCK2)
- {
- if (cvar("g_balance_grenadelauncher_secondary_remote_detonateprimary"))
- {
- nadefound = 0;
- for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
- {
- if(!nade.gl_detonate_later)
- {
- nade.gl_detonate_later = TRUE;
- nadefound = 1;
- }
- }
- if(nadefound)
- sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTEN_NORM);
- }
- else if (weapon_prepareattack(1, autocvar_g_balance_grenadelauncher_secondary_refire))
- {
- W_Grenade_Attack2();
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_grenadelauncher_secondary_animtime, w_ready);
- }
- }
- }
- else if (req == WR_PRECACHE)
- {
- precache_model ("models/weapons/g_gl.md3");
- precache_model ("models/weapons/v_gl.md3");
- precache_model ("models/weapons/h_gl.iqm");
- precache_sound ("weapons/grenade_bounce1.wav");
- precache_sound ("weapons/grenade_bounce2.wav");
- precache_sound ("weapons/grenade_bounce3.wav");
- precache_sound ("weapons/grenade_bounce4.wav");
- precache_sound ("weapons/grenade_bounce5.wav");
- precache_sound ("weapons/grenade_bounce6.wav");
- precache_sound ("weapons/grenade_stick.wav");
- precache_sound ("weapons/grenade_fire.wav");
- //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
- }
- else if (req == WR_SETUP)
- {
- weapon_setup(WEP_GRENADE_LAUNCHER);
- self.current_ammo = ammo_rockets;
- }
- else if (req == WR_CHECKAMMO1)
- {
- ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo;
- ammo_amount += self.(weapon_load[WEP_GRENADE_LAUNCHER]) >= autocvar_g_balance_grenadelauncher_primary_ammo;
- return ammo_amount;
- }
- else if (req == WR_CHECKAMMO2)
- {
- ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo;
- ammo_amount += self.(weapon_load[WEP_GRENADE_LAUNCHER]) >= autocvar_g_balance_grenadelauncher_secondary_ammo;
- return ammo_amount;
- }
- else if (req == WR_RELOAD)
- {
- W_Reload(min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo), autocvar_g_balance_grenadelauncher_reload_ammo, autocvar_g_balance_grenadelauncher_reload_time, "weapons/reload.wav");
- }
- else if (req == WR_SUICIDEMESSAGE)
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_MORTAR_SUICIDE_BOUNCE;
- else
- return WEAPON_MORTAR_SUICIDE_EXPLODE;
- }
- else if (req == WR_KILLMESSAGE)
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_MORTAR_MURDER_BOUNCE;
- else
- return WEAPON_MORTAR_MURDER_EXPLODE;
- }
- return TRUE;
-}
-#endif
-#ifdef CSQC
-float w_glauncher(float req)
-{
- if(req == WR_IMPACTEFFECT)
- {
- vector org2;
- org2 = w_org + w_backoff * 12;
- pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
- }
- else if(req == WR_PRECACHE)
- {
- precache_sound("weapons/grenade_impact.wav");
- }
- return TRUE;
-}
-#endif
-#endif
+++ /dev/null
-#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(
-/* WEP_##id */ MINE_LAYER,
-/* function */ w_minelayer,
-/* ammotype */ IT_ROCKETS,
-/* impulse */ 4,
-/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_HIGH,
-/* model */ "minelayer",
-/* shortname */ "minelayer",
-/* fullname */ _("Mine Layer")
-);
-#else
-#ifdef SVQC
-void W_Mine_Think (void);
-.float minelayer_detonate, mine_explodeanyway;
-.float mine_time;
-.vector mine_orientation;
-
-void spawnfunc_weapon_minelayer (void)
-{
- weapon_defaultspawnfunc(WEP_MINE_LAYER);
-}
-
-void W_Mine_Stick (entity to)
-{
- spamsound (self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTEN_NORM);
-
- // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
-
- entity newmine;
- newmine = spawn();
- newmine.classname = self.classname;
-
- newmine.bot_dodge = self.bot_dodge;
- newmine.bot_dodgerating = self.bot_dodgerating;
-
- newmine.owner = self.owner;
- newmine.realowner = self.realowner;
- setsize(newmine, '-4 -4 -4', '4 4 4');
- setorigin(newmine, self.origin);
- setmodel(newmine, "models/mine.md3");
- newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
-
- newmine.mine_orientation = -trace_plane_normal;
-
- newmine.takedamage = self.takedamage;
- newmine.damageforcescale = self.damageforcescale;
- newmine.health = self.health;
- newmine.event_damage = self.event_damage;
- newmine.spawnshieldtime = self.spawnshieldtime;
- newmine.damagedbycontents = TRUE;
-
- newmine.movetype = MOVETYPE_NONE; // lock the mine in place
- newmine.projectiledeathtype = self.projectiledeathtype;
-
- newmine.mine_time = self.mine_time;
-
- newmine.touch = func_null;
- newmine.think = W_Mine_Think;
- newmine.nextthink = time;
- newmine.cnt = self.cnt;
- newmine.flags = self.flags;
-
- remove(self);
- self = newmine;
-
- if(to)
- SetMovetypeFollow(self, to);
-}
-
-void W_Mine_Explode ()
-{
- if(other.takedamage == DAMAGE_AIM)
- if(IS_PLAYER(other))
- if(DIFF_TEAM(self.realowner, other))
- if(other.deadflag == DEAD_NO)
- if(IsFlying(other))
- Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
-
- self.event_damage = func_null;
- self.takedamage = DAMAGE_NO;
-
- RadiusDamage (self, self.realowner, autocvar_g_balance_minelayer_damage, autocvar_g_balance_minelayer_edgedamage, autocvar_g_balance_minelayer_radius, world, autocvar_g_balance_minelayer_force, self.projectiledeathtype, other);
-
- if (self.realowner.weapon == WEP_MINE_LAYER)
- {
- entity oldself;
- oldself = self;
- self = self.realowner;
- if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1))
- {
- self.cnt = WEP_MINE_LAYER;
- ATTACK_FINISHED(self) = time;
- self.switchweapon = w_getbestweapon(self);
- }
- self = oldself;
- }
- self.realowner.minelayer_mines -= 1;
- remove (self);
-}
-
-void W_Mine_DoRemoteExplode ()
-{
- self.event_damage = func_null;
- self.takedamage = DAMAGE_NO;
-
- if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
- self.velocity = self.mine_orientation; // particle fx and decals need .velocity
-
- RadiusDamage (self, self.realowner, autocvar_g_balance_minelayer_remote_damage, autocvar_g_balance_minelayer_remote_edgedamage, autocvar_g_balance_minelayer_remote_radius, world, autocvar_g_balance_minelayer_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world);
-
- if (self.realowner.weapon == WEP_MINE_LAYER)
- {
- entity oldself;
- oldself = self;
- self = self.realowner;
- if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1))
- {
- self.cnt = WEP_MINE_LAYER;
- ATTACK_FINISHED(self) = time;
- self.switchweapon = w_getbestweapon(self);
- }
- self = oldself;
- }
- self.realowner.minelayer_mines -= 1;
- remove (self);
-}
-
-void W_Mine_RemoteExplode ()
-{
- if(self.realowner.deadflag == DEAD_NO)
- if((self.spawnshieldtime >= 0)
- ? (time >= self.spawnshieldtime) // timer
- : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device
- )
- {
- W_Mine_DoRemoteExplode();
- }
-}
-
-void W_Mine_ProximityExplode ()
-{
- // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
- if(autocvar_g_balance_minelayer_protection && self.mine_explodeanyway == 0)
- {
- entity head;
- head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
- while(head)
- {
- if(head == self.realowner || SAME_TEAM(head, self.realowner))
- return;
- head = head.chain;
- }
- }
-
- self.mine_time = 0;
- W_Mine_Explode();
-}
-
-float W_Mine_Count(entity e)
-{
- float minecount = 0;
- entity mine;
- for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
- minecount += 1;
-
- return minecount;
-}
-
-void W_Mine_Think (void)
-{
- entity head;
-
- self.nextthink = time;
-
- if(self.movetype == MOVETYPE_FOLLOW)
- {
- if(LostMovetypeFollow(self))
- {
- UnsetMovetypeFollow(self);
- self.movetype = MOVETYPE_NONE;
- }
- }
-
- // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
- // TODO: replace this mine_trigger.wav sound with a real countdown
- if ((time > self.cnt) && (!self.mine_time))
- {
- if(autocvar_g_balance_minelayer_lifetime_countdown > 0)
- spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTEN_NORM);
- self.mine_time = time + autocvar_g_balance_minelayer_lifetime_countdown;
- self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
- }
-
- // a player's mines shall explode if he disconnects or dies
- // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
- if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO)
- {
- other = world;
- self.projectiledeathtype |= HITTYPE_BOUNCE;
- W_Mine_Explode();
- return;
- }
-
- // set the mine for detonation when a foe gets close enough
- head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
- while(head)
- {
- if(IS_PLAYER(head) && head.deadflag == DEAD_NO)
- if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
- if(!self.mine_time)
- {
- spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTEN_NORM);
- self.mine_time = time + autocvar_g_balance_minelayer_time;
- }
- head = head.chain;
- }
-
- // explode if it's time to
- if(self.mine_time && time >= self.mine_time)
- {
- W_Mine_ProximityExplode();
- return;
- }
-
- // remote detonation
- if (self.realowner.weapon == WEP_MINE_LAYER)
- if (self.realowner.deadflag == DEAD_NO)
- if (self.minelayer_detonate)
- W_Mine_RemoteExplode();
-}
-
-void W_Mine_Touch (void)
-{
- if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
- return; // we're already a stuck mine, why do we get called? TODO does this even happen?
-
- if(WarpZone_Projectile_Touch())
- {
- if(wasfreed(self))
- self.realowner.minelayer_mines -= 1;
- return;
- }
-
- if(other && IS_PLAYER(other) && other.deadflag == DEAD_NO)
- {
- // hit a player
- // don't stick
- }
- else
- {
- W_Mine_Stick(other);
- }
-}
-
-void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
-{
- if (self.health <= 0)
- return;
-
- float is_from_enemy = (inflictor.realowner != self.realowner);
-
- if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
- return; // g_projectiles_damage says to halt
-
- self.health = self.health - damage;
- self.angles = vectoangles(self.velocity);
-
- if (self.health <= 0)
- W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
-}
-
-void W_Mine_Attack (void)
-{
- entity mine;
- entity flash;
-
- // scan how many mines we placed, and return if we reached our limit
- if(autocvar_g_balance_minelayer_limit)
- {
- if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
- {
- // the refire delay keeps this message from being spammed
- sprint(self, strcat("minelayer: You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
- play2(self, "weapons/unavailable.wav");
- return;
- }
- }
-
- W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo);
-
- W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, autocvar_g_balance_minelayer_damage);
- pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
-
- mine = WarpZone_RefSys_SpawnSameRefSys(self);
- mine.owner = mine.realowner = self;
- if(autocvar_g_balance_minelayer_detonatedelay >= 0)
- mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
- else
- mine.spawnshieldtime = -1;
- mine.classname = "mine";
- mine.bot_dodge = TRUE;
- mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
-
- mine.takedamage = DAMAGE_YES;
- mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
- mine.health = autocvar_g_balance_minelayer_health;
- mine.event_damage = W_Mine_Damage;
- mine.damagedbycontents = TRUE;
-
- mine.movetype = MOVETYPE_TOSS;
- PROJECTILE_MAKETRIGGER(mine);
- mine.projectiledeathtype = WEP_MINE_LAYER;
- setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
-
- setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
- W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
- mine.angles = vectoangles (mine.velocity);
-
- mine.touch = W_Mine_Touch;
- mine.think = W_Mine_Think;
- mine.nextthink = time;
- mine.cnt = time + (autocvar_g_balance_minelayer_lifetime - autocvar_g_balance_minelayer_lifetime_countdown);
- mine.flags = FL_PROJECTILE;
- mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
-
- CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
-
- // muzzle flash for 1st person view
- flash = spawn ();
- setmodel (flash, "models/flash.md3"); // precision set below
- SUB_SetFade (flash, time, 0.1);
- flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- W_AttachToShotorg(flash, '5 0 0');
-
- // common properties
-
- other = mine; MUTATOR_CALLHOOK(EditProjectile);
-
- self.minelayer_mines = W_Mine_Count(self);
-}
-
-float W_PlacedMines(float detonate)
-{
- entity mine;
- float minfound = 0;
-
- for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == self)
- {
- if(detonate)
- {
- if(!mine.minelayer_detonate)
- {
- mine.minelayer_detonate = TRUE;
- minfound = 1;
- }
- }
- else
- minfound = 1;
- }
- return minfound;
-}
-
-float w_minelayer(float req)
-{
- entity mine;
- float ammo_amount;
-
- if (req == WR_AIM)
- {
- // aim and decide to fire if appropriate
- if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
- self.BUTTON_ATCK = FALSE;
- else
- self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
- if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
- {
- // decide whether to detonate mines
- entity targetlist, targ;
- float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
- float selfdamage, teamdamage, enemydamage;
- edgedamage = autocvar_g_balance_minelayer_edgedamage;
- coredamage = autocvar_g_balance_minelayer_damage;
- edgeradius = autocvar_g_balance_minelayer_radius;
- recipricoledgeradius = 1 / edgeradius;
- selfdamage = 0;
- teamdamage = 0;
- enemydamage = 0;
- targetlist = findchainfloat(bot_attack, TRUE);
- mine = find(world, classname, "mine");
- while (mine)
- {
- if (mine.realowner != self)
- {
- mine = find(mine, classname, "mine");
- continue;
- }
- targ = targetlist;
- while (targ)
- {
- d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
- d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
- // count potential damage according to type of target
- if (targ == self)
- selfdamage = selfdamage + d;
- else if (targ.team == self.team && teamplay)
- teamdamage = teamdamage + d;
- else if (bot_shouldattack(targ))
- enemydamage = enemydamage + d;
- targ = targ.chain;
- }
- mine = find(mine, classname, "mine");
- }
- float desirabledamage;
- desirabledamage = enemydamage;
- if (time > self.invincible_finished && time > self.spawnshieldtime)
- desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
- if (teamplay && self.team)
- desirabledamage = desirabledamage - teamdamage;
-
- mine = find(world, classname, "mine");
- while (mine)
- {
- if (mine.realowner != self)
- {
- mine = find(mine, classname, "mine");
- continue;
- }
- makevectors(mine.v_angle);
- targ = targetlist;
- if (skill > 9) // normal players only do this for the target they are tracking
- {
- targ = targetlist;
- while (targ)
- {
- if (
- (v_forward * normalize(mine.origin - targ.origin)< 0.1)
- && desirabledamage > 0.1*coredamage
- )self.BUTTON_ATCK2 = TRUE;
- targ = targ.chain;
- }
- }else{
- float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
- //As the distance gets larger, a correct detonation gets near imposible
- //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
- if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
- if(IS_PLAYER(self.enemy))
- if(desirabledamage >= 0.1*coredamage)
- if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
- self.BUTTON_ATCK2 = TRUE;
- // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
- }
-
- mine = find(mine, classname, "mine");
- }
- // if we would be doing at X percent of the core damage, detonate it
- // but don't fire a new shot at the same time!
- if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
- self.BUTTON_ATCK2 = TRUE;
- if ((skill > 6.5) && (selfdamage > self.health))
- self.BUTTON_ATCK2 = FALSE;
- //if(self.BUTTON_ATCK2 == TRUE)
- // dprint(ftos(desirabledamage),"\n");
- if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
- }
- }
- else if (req == WR_THINK)
- {
- if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
- {
- // not if we're holding the minelayer without enough ammo, but can detonate existing mines
- if (!(W_PlacedMines(FALSE) && self.ammo_rockets < autocvar_g_balance_minelayer_ammo))
- weapon_action(self.weapon, WR_RELOAD);
- }
- else if (self.BUTTON_ATCK)
- {
- if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
- {
- W_Mine_Attack();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
- }
- }
-
- if (self.BUTTON_ATCK2)
- {
- if(W_PlacedMines(TRUE))
- sound (self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTEN_NORM);
- }
- }
- else if (req == WR_PRECACHE)
- {
- precache_model ("models/flash.md3");
- precache_model ("models/mine.md3");
- precache_model ("models/weapons/g_minelayer.md3");
- precache_model ("models/weapons/v_minelayer.md3");
- precache_model ("models/weapons/h_minelayer.iqm");
- precache_sound ("weapons/mine_det.wav");
- precache_sound ("weapons/mine_fire.wav");
- precache_sound ("weapons/mine_stick.wav");
- precache_sound ("weapons/mine_trigger.wav");
- //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
- }
- else if (req == WR_SETUP)
- {
- weapon_setup(WEP_MINE_LAYER);
- self.current_ammo = ammo_rockets;
- }
- else if (req == WR_CHECKAMMO1)
- {
- // don't switch while placing a mine
- if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
- {
- ammo_amount = self.ammo_rockets >= autocvar_g_balance_minelayer_ammo;
- ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= autocvar_g_balance_minelayer_ammo;
- return ammo_amount;
- }
- }
- else if (req == WR_CHECKAMMO2)
- {
- if (W_PlacedMines(FALSE))
- return TRUE;
- else
- return FALSE;
- }
- else if (req == WR_RESETPLAYER)
- {
- self.minelayer_mines = 0;
- }
- else if (req == WR_RELOAD)
- {
- W_Reload(autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav");
- }
- else if (req == WR_SUICIDEMESSAGE)
- {
- return WEAPON_MINELAYER_SUICIDE;
- }
- else if (req == WR_KILLMESSAGE)
- {
- return WEAPON_MINELAYER_MURDER;
- }
- return TRUE;
-}
-#endif
-#ifdef CSQC
-float w_minelayer(float req)
-{
- if(req == WR_IMPACTEFFECT)
- {
- vector org2;
- org2 = w_org + w_backoff * 12;
- pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/mine_exp.wav", VOL_BASE, ATTEN_NORM);
- }
- else if(req == WR_PRECACHE)
- {
- precache_sound("weapons/mine_exp.wav");
- }
- return TRUE;
-}
-#endif
-#endif
+++ /dev/null
-#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(
-/* WEP_##id */ ROCKET_LAUNCHER,
-/* function */ w_rlauncher,
-/* ammotype */ IT_ROCKETS,
-/* impulse */ 9,
-/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_HIGH,
-/* model */ "rl",
-/* shortname */ "rocketlauncher",
-/* fullname */ _("Rocket Launcher")
-);
-#else
-#ifdef SVQC
-.float rl_release;
-.float rl_detonate_later;
-
-void W_Rocket_Unregister()
-{
- if(self.realowner && self.realowner.lastrocket == self)
- {
- self.realowner.lastrocket = world;
- // self.realowner.rl_release = 1;
- }
-}
-
-void W_Rocket_Explode ()
-{
- W_Rocket_Unregister();
-
- if(other.takedamage == DAMAGE_AIM)
- if(IS_PLAYER(other))
- if(DIFF_TEAM(self.realowner, other))
- if(other.deadflag == DEAD_NO)
- if(IsFlying(other))
- Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
-
- self.event_damage = func_null;
- self.takedamage = DAMAGE_NO;
-
- RadiusDamage (self, self.realowner, autocvar_g_balance_rocketlauncher_damage, autocvar_g_balance_rocketlauncher_edgedamage, autocvar_g_balance_rocketlauncher_radius, world, autocvar_g_balance_rocketlauncher_force, self.projectiledeathtype, other);
-
- if (self.realowner.weapon == WEP_ROCKET_LAUNCHER)
- {
- if(self.realowner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
- {
- self.realowner.cnt = WEP_ROCKET_LAUNCHER;
- ATTACK_FINISHED(self.realowner) = time;
- self.realowner.switchweapon = w_getbestweapon(self.realowner);
- }
- }
- remove (self);
-}
-
-void W_Rocket_DoRemoteExplode ()
-{
- W_Rocket_Unregister();
-
- self.event_damage = func_null;
- self.takedamage = DAMAGE_NO;
-
- RadiusDamage (self, self.realowner, autocvar_g_balance_rocketlauncher_remote_damage, autocvar_g_balance_rocketlauncher_remote_edgedamage, autocvar_g_balance_rocketlauncher_remote_radius, world, autocvar_g_balance_rocketlauncher_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world);
-
- if (self.realowner.weapon == WEP_ROCKET_LAUNCHER)
- {
- if(self.realowner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
- {
- self.realowner.cnt = WEP_ROCKET_LAUNCHER;
- ATTACK_FINISHED(self.realowner) = time;
- self.realowner.switchweapon = w_getbestweapon(self.realowner);
- }
- }
- remove (self);
-}
-
-void W_Rocket_RemoteExplode()
-{
- if(self.realowner.deadflag == DEAD_NO)
- if(self.realowner.lastrocket)
- {
- if((self.spawnshieldtime >= 0)
- ? (time >= self.spawnshieldtime) // timer
- : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > autocvar_g_balance_rocketlauncher_remote_radius) // safety device
- )
- {
- W_Rocket_DoRemoteExplode();
- }
- }
-}
-
-vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
-{
- if(thisdir * goaldir > maxturn_cos)
- return goaldir;
- if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
- return thisdir; // refuse to guide (better than letting a numerical error happen)
- float f, m2;
- vector v;
- // solve:
- // g = normalize(thisdir + goaldir * X)
- // thisdir * g = maxturn
- //
- // gg = thisdir + goaldir * X
- // (thisdir * gg)^2 = maxturn^2 * (gg * gg)
- //
- // (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
- f = thisdir * goaldir;
- // (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
- // 0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
- m2 = maxturn_cos * maxturn_cos;
- v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
- return normalize(thisdir + goaldir * v_y); // the larger solution!
-}
-// assume thisdir == -goaldir:
-// f == -1
-// v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
-// (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
-// x^2 - 2 * x + 1 = 0
-// (x - 1)^2 = 0
-// x = 1
-// normalize(thisdir + goaldir)
-// normalize(0)
-
-void W_Rocket_Think (void)
-{
- vector desireddir, olddir, newdir, desiredorigin, goal;
-#if 0
- float cosminang, cosmaxang, cosang;
-#endif
- float velspeed, f;
- self.nextthink = time;
- if (time > self.cnt)
- {
- other = world;
- self.projectiledeathtype |= HITTYPE_BOUNCE;
- W_Rocket_Explode ();
- return;
- }
-
- // accelerate
- makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
- velspeed = autocvar_g_balance_rocketlauncher_speed * g_weaponspeedfactor - (self.velocity * v_forward);
- if (velspeed > 0)
- self.velocity = self.velocity + v_forward * min(autocvar_g_balance_rocketlauncher_speedaccel * g_weaponspeedfactor * frametime, velspeed);
-
- // laser guided, or remote detonation
- if (self.realowner.weapon == WEP_ROCKET_LAUNCHER)
- {
- if(self == self.realowner.lastrocket)
- if (!self.realowner.rl_release)
- if (!self.BUTTON_ATCK2)
- if(autocvar_g_balance_rocketlauncher_guiderate)
- if(time > self.pushltime)
- if(self.realowner.deadflag == DEAD_NO)
- {
- f = autocvar_g_balance_rocketlauncher_guideratedelay;
- if(f)
- f = bound(0, (time - self.pushltime) / f, 1);
- else
- f = 1;
-
- velspeed = vlen(self.velocity);
-
- makevectors(self.realowner.v_angle);
- desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
- desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
- olddir = normalize(self.velocity);
-
- // now it gets tricky... we want to move like some curve to approximate the target direction
- // but we are limiting the rate at which we can turn!
- goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + autocvar_g_balance_rocketlauncher_guidegoal) * desireddir;
- newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(autocvar_g_balance_rocketlauncher_guiderate * f * frametime * DEG2RAD));
-
- self.velocity = newdir * velspeed;
- self.angles = vectoangles(self.velocity);
-
- if(!self.count)
- {
- pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
- // TODO add a better sound here
- sound (self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTEN_NORM);
- self.count = 1;
- }
- }
-
- if(self.rl_detonate_later)
- W_Rocket_RemoteExplode();
- }
-
- if(self.csqcprojectile_clientanimate == 0)
- UpdateCSQCProjectile(self);
-}
-
-void W_Rocket_Touch (void)
-{
- if(WarpZone_Projectile_Touch())
- {
- if(wasfreed(self))
- W_Rocket_Unregister();
- return;
- }
- W_Rocket_Unregister();
- W_Rocket_Explode ();
-}
-
-void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
-{
- if (self.health <= 0)
- return;
-
- if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
- return; // g_projectiles_damage says to halt
-
- self.health = self.health - damage;
- self.angles = vectoangles(self.velocity);
-
- if (self.health <= 0)
- W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
-}
-
-void W_Rocket_Attack (void)
-{
- entity missile;
- entity flash;
-
- W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_rocketlauncher_ammo, autocvar_g_balance_rocketlauncher_reload_ammo);
-
- W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, autocvar_g_balance_rocketlauncher_damage);
- pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
-
- missile = WarpZone_RefSys_SpawnSameRefSys(self);
- missile.owner = missile.realowner = self;
- self.lastrocket = missile;
- if(autocvar_g_balance_rocketlauncher_detonatedelay >= 0)
- missile.spawnshieldtime = time + autocvar_g_balance_rocketlauncher_detonatedelay;
- else
- missile.spawnshieldtime = -1;
- missile.pushltime = time + autocvar_g_balance_rocketlauncher_guidedelay;
- missile.classname = "rocket";
- missile.bot_dodge = TRUE;
- missile.bot_dodgerating = autocvar_g_balance_rocketlauncher_damage * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
-
- missile.takedamage = DAMAGE_YES;
- missile.damageforcescale = autocvar_g_balance_rocketlauncher_damageforcescale;
- missile.health = autocvar_g_balance_rocketlauncher_health;
- missile.event_damage = W_Rocket_Damage;
- missile.damagedbycontents = TRUE;
-
- missile.movetype = MOVETYPE_FLY;
- PROJECTILE_MAKETRIGGER(missile);
- missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
- setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
-
- setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
- W_SetupProjectileVelocity(missile, autocvar_g_balance_rocketlauncher_speedstart, 0);
- missile.angles = vectoangles (missile.velocity);
-
- missile.touch = W_Rocket_Touch;
- missile.think = W_Rocket_Think;
- missile.nextthink = time;
- missile.cnt = time + autocvar_g_balance_rocketlauncher_lifetime;
- missile.flags = FL_PROJECTILE;
- missile.missile_flags = MIF_SPLASH;
-
- CSQCProjectile(missile, autocvar_g_balance_rocketlauncher_guiderate == 0 && autocvar_g_balance_rocketlauncher_speedaccel == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
-
- // muzzle flash for 1st person view
- flash = spawn ();
- setmodel (flash, "models/flash.md3"); // precision set below
- SUB_SetFade (flash, time, 0.1);
- flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- W_AttachToShotorg(flash, '5 0 0');
-
- // common properties
- other = missile; MUTATOR_CALLHOOK(EditProjectile);
-}
-
-void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
-
-float w_rlauncher(float req)
-{
- entity rock;
- float rockfound;
- float ammo_amount;
-
- if (req == WR_AIM)
- {
- // aim and decide to fire if appropriate
- self.BUTTON_ATCK = bot_aim(autocvar_g_balance_rocketlauncher_speed, 0, autocvar_g_balance_rocketlauncher_lifetime, FALSE);
- if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
- {
- // decide whether to detonate rockets
- entity missile, targetlist, targ;
- float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
- float selfdamage, teamdamage, enemydamage;
- edgedamage = autocvar_g_balance_rocketlauncher_edgedamage;
- coredamage = autocvar_g_balance_rocketlauncher_damage;
- edgeradius = autocvar_g_balance_rocketlauncher_radius;
- recipricoledgeradius = 1 / edgeradius;
- selfdamage = 0;
- teamdamage = 0;
- enemydamage = 0;
- targetlist = findchainfloat(bot_attack, TRUE);
- missile = find(world, classname, "rocket");
- while (missile)
- {
- if (missile.realowner != self)
- {
- missile = find(missile, classname, "rocket");
- continue;
- }
- targ = targetlist;
- while (targ)
- {
- d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
- d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
- // count potential damage according to type of target
- if (targ == self)
- selfdamage = selfdamage + d;
- else if (targ.team == self.team && teamplay)
- teamdamage = teamdamage + d;
- else if (bot_shouldattack(targ))
- enemydamage = enemydamage + d;
- targ = targ.chain;
- }
- missile = find(missile, classname, "rocket");
- }
- float desirabledamage;
- desirabledamage = enemydamage;
- if (time > self.invincible_finished && time > self.spawnshieldtime)
- desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
- if (teamplay && self.team)
- desirabledamage = desirabledamage - teamdamage;
-
- missile = find(world, classname, "rocket");
- while (missile)
- {
- if (missile.realowner != self)
- {
- missile = find(missile, classname, "rocket");
- continue;
- }
- makevectors(missile.v_angle);
- targ = targetlist;
- if (skill > 9) // normal players only do this for the target they are tracking
- {
- targ = targetlist;
- while (targ)
- {
- if (
- (v_forward * normalize(missile.origin - targ.origin)< 0.1)
- && desirabledamage > 0.1*coredamage
- )self.BUTTON_ATCK2 = TRUE;
- targ = targ.chain;
- }
- }else{
- float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
- //As the distance gets larger, a correct detonation gets near imposible
- //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
- if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
- if(IS_PLAYER(self.enemy))
- if(desirabledamage >= 0.1*coredamage)
- if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
- self.BUTTON_ATCK2 = TRUE;
- // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
- }
-
- missile = find(missile, classname, "rocket");
- }
- // if we would be doing at X percent of the core damage, detonate it
- // but don't fire a new shot at the same time!
- if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
- self.BUTTON_ATCK2 = TRUE;
- if ((skill > 6.5) && (selfdamage > self.health))
- self.BUTTON_ATCK2 = FALSE;
- //if(self.BUTTON_ATCK2 == TRUE)
- // dprint(ftos(desirabledamage),"\n");
- if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
- }
- }
- else if (req == WR_THINK)
- {
- if(autocvar_g_balance_rocketlauncher_reload_ammo && self.clip_load < autocvar_g_balance_rocketlauncher_ammo) // forced reload
- weapon_action(self.weapon, WR_RELOAD);
- else
- {
- if (self.BUTTON_ATCK)
- {
- if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop)
- if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire))
- {
- W_Rocket_Attack();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready);
- self.rl_release = 0;
- }
- }
- else
- self.rl_release = 1;
-
- if (self.BUTTON_ATCK2)
- {
- rockfound = 0;
- for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
- {
- if(!rock.rl_detonate_later)
- {
- rock.rl_detonate_later = TRUE;
- rockfound = 1;
- }
- }
- if(rockfound)
- sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTEN_NORM);
- }
- }
- }
- else if (req == WR_PRECACHE)
- {
- precache_model ("models/flash.md3");
- precache_model ("models/weapons/g_rl.md3");
- precache_model ("models/weapons/v_rl.md3");
- precache_model ("models/weapons/h_rl.iqm");
- precache_sound ("weapons/rocket_det.wav");
- precache_sound ("weapons/rocket_fire.wav");
- precache_sound ("weapons/rocket_mode.wav");
- //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
- }
- else if (req == WR_SETUP)
- {
- weapon_setup(WEP_ROCKET_LAUNCHER);
- self.current_ammo = ammo_rockets;
- self.rl_release = 1;
- }
- else if (req == WR_CHECKAMMO1)
- {
- // don't switch while guiding a missile
- if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
- {
- ammo_amount = FALSE;
- if(autocvar_g_balance_rocketlauncher_reload_ammo)
- {
- if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo && self.(weapon_load[WEP_ROCKET_LAUNCHER]) < autocvar_g_balance_rocketlauncher_ammo)
- ammo_amount = TRUE;
- }
- else if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
- ammo_amount = TRUE;
- return !ammo_amount;
- }
- }
- else if (req == WR_CHECKAMMO2)
- return FALSE;
- else if (req == WR_RESETPLAYER)
- {
- self.rl_release = 0;
- }
- else if (req == WR_RELOAD)
- {
- W_Reload(autocvar_g_balance_rocketlauncher_ammo, autocvar_g_balance_rocketlauncher_reload_ammo, autocvar_g_balance_rocketlauncher_reload_time, "weapons/reload.wav");
- }
- else if (req == WR_SUICIDEMESSAGE)
- {
- return WEAPON_ROCKETLAUNCHER_SUICIDE;
- }
- else if (req == WR_KILLMESSAGE)
- {
- if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
- return WEAPON_ROCKETLAUNCHER_MURDER_SPLASH;
- else
- return WEAPON_ROCKETLAUNCHER_MURDER_DIRECT;
- }
- return TRUE;
-}
-#endif
-#ifdef CSQC
-float w_rlauncher(float req)
-{
- if(req == WR_IMPACTEFFECT)
- {
- vector org2;
- org2 = w_org + w_backoff * 12;
- pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
- }
- else if(req == WR_PRECACHE)
- {
- precache_sound("weapons/rocket_impact.wav");
- }
- return TRUE;
-}
-#endif
-#endif