2 REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 4, WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", _("Mine Layer"))
5 void W_Mine_Think (void);
6 .float minelayer_detonate, minelayer_mines;
9 // weapon load persistence, for weapons that support reloading
10 .float minelayer_load;
12 void W_MineLayer_SetAmmoCounter()
14 // set clip_load to the weapon we have switched to, if the gun uses reloading
15 if(!autocvar_g_balance_minelayer_reload_ammo)
16 self.clip_load = 0; // also keeps crosshair ammo from displaying
19 self.clip_load = self.minelayer_load;
20 self.clip_size = autocvar_g_balance_minelayer_reload_ammo; // for the crosshair ammo display
24 void W_MineLayer_Reload()
26 self.reload_ammo_player = ammo_fuel;
27 self.reload_ammo_min = autocvar_g_balance_minelayer_ammo;
28 self.reload_ammo_amount = autocvar_g_balance_minelayer_reload_ammo;
29 self.reload_time = autocvar_g_balance_minelayer_reload_time;
30 self.reload_sound = "weapons/reload.wav";
35 void spawnfunc_weapon_minelayer (void)
37 weapon_defaultspawnfunc(WEP_MINE_LAYER);
42 spamsound (self, CHAN_PROJECTILE, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
44 // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
48 newmine.classname = self.classname;
50 newmine.bot_dodge = self.bot_dodge;
51 newmine.bot_dodgerating = self.bot_dodgerating;
53 newmine.owner = self.owner;
54 setsize(newmine, '-4 -4 -4', '4 4 4');
55 setorigin(newmine, self.origin);
56 setmodel(newmine, "models/mine.md3");
57 newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
59 newmine.takedamage = self.takedamage;
60 newmine.damageforcescale = self.damageforcescale;
61 newmine.health = self.health;
62 newmine.event_damage = self.event_damage;
63 newmine.spawnshieldtime = self.spawnshieldtime;
65 newmine.movetype = MOVETYPE_NONE; // lock the mine in place
66 newmine.projectiledeathtype = self.projectiledeathtype;
68 newmine.mine_time = self.mine_time;
70 newmine.touch = SUB_Null;
71 newmine.think = W_Mine_Think;
72 newmine.nextthink = time;
73 newmine.cnt = self.cnt;
74 newmine.flags = self.flags;
80 void W_Mine_Explode ()
82 if(other.takedamage == DAMAGE_AIM)
83 if(other.classname == "player")
84 if(IsDifferentTeam(self.owner, other))
86 AnnounceTo(self.owner, "airshot");
88 self.event_damage = SUB_Null;
89 self.takedamage = DAMAGE_NO;
91 RadiusDamage (self, self.owner, autocvar_g_balance_minelayer_damage, autocvar_g_balance_minelayer_edgedamage, autocvar_g_balance_minelayer_radius, world, autocvar_g_balance_minelayer_force, self.projectiledeathtype, other);
93 if (self.owner.weapon == WEP_MINE_LAYER)
95 if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
97 self.owner.cnt = WEP_MINE_LAYER;
98 ATTACK_FINISHED(self.owner) = time;
99 self.owner.switchweapon = w_getbestweapon(self.owner);
105 void W_Mine_DoRemoteExplode ()
107 self.event_damage = SUB_Null;
108 self.takedamage = DAMAGE_NO;
110 RadiusDamage (self, self.owner, 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);
112 if (self.owner.weapon == WEP_MINE_LAYER)
114 if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
116 self.owner.cnt = WEP_MINE_LAYER;
117 ATTACK_FINISHED(self.owner) = time;
118 self.owner.switchweapon = w_getbestweapon(self.owner);
124 void W_Mine_RemoteExplode ()
126 if(self.owner.deadflag == DEAD_NO)
127 if((self.spawnshieldtime >= 0)
128 ? (time >= self.spawnshieldtime) // timer
129 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device
132 W_Mine_DoRemoteExplode();
136 void W_Mine_ProximityExplode ()
138 // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
139 if(autocvar_g_balance_minelayer_protection)
142 head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
145 if(head == self.owner || !IsDifferentTeam(head, self.owner))
155 void W_Mine_Think (void)
159 self.nextthink = time;
163 self.projectiledeathtype |= HITTYPE_BOUNCE;
168 // a player's mines shall explode if he disconnects or dies
169 // TODO: Do this on team change too
170 if(self.owner.classname != "player" || self.owner.deadflag != DEAD_NO)
173 self.projectiledeathtype |= HITTYPE_BOUNCE;
178 // set the mine for detonation when a foe gets close enough
179 head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
182 if(head.classname == "player" && head.deadflag == DEAD_NO)
183 if(head != self.owner && IsDifferentTeam(head, self.owner)) // don't trigger for team mates
186 spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
187 self.mine_time = time + autocvar_g_balance_minelayer_time;
192 // explode if it's time to
193 if(self.mine_time && time >= self.mine_time)
194 W_Mine_ProximityExplode();
197 if (self.owner.weapon == WEP_MINE_LAYER)
198 if (self.owner.deadflag == DEAD_NO)
199 if (self.minelayer_detonate)
200 W_Mine_RemoteExplode();
203 void W_Mine_Touch (void)
206 if(!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))
208 else if(self.movetype != MOVETYPE_NONE) // don't unstick a locked mine when someone touches it
209 self.velocity = '0 0 0';
212 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
214 if (self.health <= 0)
216 self.health = self.health - damage;
217 self.angles = vectoangles(self.velocity);
218 if (self.health <= 0)
219 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
222 void W_Mine_Attack (void)
227 // scan how many mines we placed, and return if we reached our limit
228 if(autocvar_g_balance_minelayer_limit)
230 self.minelayer_mines = 0;
231 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
232 self.minelayer_mines += 1;
234 if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
236 // the refire delay keeps this message from being spammed
237 sprint(self, strcat("You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
238 play2(self, "weapons/unavailable.wav");
243 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
244 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
246 if(autocvar_g_balance_minelayer_reload_ammo)
248 self.clip_load -= autocvar_g_balance_minelayer_ammo;
249 self.minelayer_load = self.clip_load;
252 self.ammo_rockets -= autocvar_g_balance_minelayer_ammo;
255 W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, autocvar_g_balance_minelayer_damage);
256 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
258 mine = WarpZone_RefSys_SpawnSameRefSys(self);
260 if(autocvar_g_balance_minelayer_detonatedelay >= 0)
261 mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
263 mine.spawnshieldtime = -1;
264 mine.classname = "mine";
265 mine.bot_dodge = TRUE;
266 mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
268 mine.takedamage = DAMAGE_YES;
269 mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
270 mine.health = autocvar_g_balance_minelayer_health;
271 mine.event_damage = W_Mine_Damage;
273 mine.movetype = MOVETYPE_TOSS;
274 PROJECTILE_MAKETRIGGER(mine);
275 mine.projectiledeathtype = WEP_MINE_LAYER;
276 setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
278 setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
279 W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
280 mine.angles = vectoangles (mine.velocity);
282 mine.touch = W_Mine_Touch;
283 mine.think = W_Mine_Think;
284 mine.nextthink = time;
285 mine.cnt = time + autocvar_g_balance_minelayer_lifetime;
286 mine.flags = FL_PROJECTILE;
288 CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
290 // muzzle flash for 1st person view
292 setmodel (flash, "models/flash.md3"); // precision set below
293 SUB_SetFade (flash, time, 0.1);
294 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
295 W_AttachToShotorg(flash, '5 0 0');
299 other = mine; MUTATOR_CALLHOOK(EditProjectile);
302 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
304 float w_minelayer(float req)
312 // aim and decide to fire if appropriate
313 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
314 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
316 // decide whether to detonate mines
317 entity targetlist, targ;
318 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
319 float selfdamage, teamdamage, enemydamage;
320 edgedamage = autocvar_g_balance_minelayer_edgedamage;
321 coredamage = autocvar_g_balance_minelayer_damage;
322 edgeradius = autocvar_g_balance_minelayer_radius;
323 recipricoledgeradius = 1 / edgeradius;
327 targetlist = findchainfloat(bot_attack, TRUE);
328 mine = find(world, classname, "mine");
331 if (mine.owner != self)
333 mine = find(mine, classname, "mine");
339 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
340 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
341 // count potential damage according to type of target
343 selfdamage = selfdamage + d;
344 else if (targ.team == self.team && teams_matter)
345 teamdamage = teamdamage + d;
346 else if (bot_shouldattack(targ))
347 enemydamage = enemydamage + d;
350 mine = find(mine, classname, "mine");
352 float desirabledamage;
353 desirabledamage = enemydamage;
354 if (time > self.invincible_finished && time > self.spawnshieldtime)
355 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
356 if (teams_matter && self.team)
357 desirabledamage = desirabledamage - teamdamage;
359 mine = find(world, classname, "mine");
362 if (mine.owner != self)
364 mine = find(mine, classname, "mine");
367 makevectors(mine.v_angle);
369 if (skill > 9) // normal players only do this for the target they are tracking
375 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
376 && desirabledamage > 0.1*coredamage
377 )self.BUTTON_ATCK2 = TRUE;
381 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
382 //As the distance gets larger, a correct detonation gets near imposible
383 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
384 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
385 if(self.enemy.classname == "player")
386 if(desirabledamage >= 0.1*coredamage)
387 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
388 self.BUTTON_ATCK2 = TRUE;
389 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
392 mine = find(mine, classname, "mine");
394 // if we would be doing at X percent of the core damage, detonate it
395 // but don't fire a new shot at the same time!
396 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
397 self.BUTTON_ATCK2 = TRUE;
398 if ((skill > 6.5) && (selfdamage > self.health))
399 self.BUTTON_ATCK2 = FALSE;
400 //if(self.BUTTON_ATCK2 == TRUE)
401 // dprint(ftos(desirabledamage),"\n");
402 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
405 else if (req == WR_THINK)
407 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
408 W_MineLayer_Reload();
409 else if (self.BUTTON_ATCK)
411 if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
414 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
418 else if (self.BUTTON_ATCK2)
421 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
423 if(!mine.minelayer_detonate)
425 mine.minelayer_detonate = TRUE;
430 sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
433 else if (req == WR_PRECACHE)
435 precache_model ("models/flash.md3");
436 precache_model ("models/mine.md3");
437 precache_model ("models/weapons/g_minelayer.md3");
438 precache_model ("models/weapons/v_minelayer.md3");
439 precache_model ("models/weapons/h_minelayer.iqm");
440 precache_sound ("weapons/mine_det.wav");
441 precache_sound ("weapons/mine_fire.wav");
442 precache_sound ("weapons/mine_stick.wav");
443 precache_sound ("weapons/mine_trigger.wav");
444 precache_sound ("weapons/reload.wav");
446 else if (req == WR_SETUP)
448 weapon_setup(WEP_MINE_LAYER);
449 W_MineLayer_SetAmmoCounter();
451 else if (req == WR_CHECKAMMO1)
453 // don't switch while placing a mine
454 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
456 if(autocvar_g_balance_minelayer_reload_ammo)
458 if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo && self.minelayer_load < autocvar_g_balance_minelayer_ammo)
461 else if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
466 else if (req == WR_CHECKAMMO2)
470 else if (req == WR_RESETPLAYER)
472 // all weapons must be fully loaded when we spawn
473 self.minelayer_load = autocvar_g_balance_minelayer_reload_ammo;
475 else if (req == WR_RELOAD)
477 W_MineLayer_Reload();
483 float w_minelayer(float req)
485 if(req == WR_IMPACTEFFECT)
488 org2 = w_org + w_backoff * 12;
489 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
491 sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
493 else if(req == WR_PRECACHE)
495 precache_sound("weapons/mine_exp.wav");
497 else if (req == WR_SUICIDEMESSAGE)
498 w_deathtypestring = _("%s exploded");
499 else if (req == WR_KILLMESSAGE)
501 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
502 w_deathtypestring = _("%s got too close to %s's mine");
503 else if(w_deathtype & HITTYPE_SPLASH)
504 w_deathtypestring = _("%s almost dodged %s's mine");
506 w_deathtypestring = _("%s stepped on %s's mine");