- METHOD(MineLayer, wr_aim, void(entity thiswep))
- {
- // aim and decide to fire if appropriate
- if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
- self.BUTTON_ATCK = false;
- else
- self.BUTTON_ATCK = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(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 = WEP_CVAR(minelayer, edgedamage);
- coredamage = WEP_CVAR(minelayer, damage);
- edgeradius = WEP_CVAR(minelayer, radius);
- recipricoledgeradius = 1 / edgeradius;
- selfdamage = 0;
- teamdamage = 0;
- enemydamage = 0;
- targetlist = findchainfloat(bot_attack, true);
- entity 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;
- }
- }
- METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, int slot, int fire))
- {
- if(autocvar_g_balance_minelayer_reload_ammo && actor.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
- {
- // not if we're holding the minelayer without enough ammo, but can detonate existing mines
- if(!(W_MineLayer_PlacedMines(false) && actor.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo))) {
- Weapon w = get_weaponinfo(actor.weapon);
- w.wr_reload(w);
- }
- }
- else if(fire & 1)
- {
- if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR(minelayer, refire)))
- {
- W_MineLayer_Attack(thiswep);
- weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
- }
- }
-
- if(fire & 2)
- {
- if(W_MineLayer_PlacedMines(true))
- sound(actor, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM);
- }
- }
- METHOD(MineLayer, wr_init, void(entity thiswep))
- {
- MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- }
- METHOD(MineLayer, wr_checkammo1, bool(entity thiswep))
- {
- int slot = 0; // TODO: unhardcode
- // don't switch while placing a mine
- if(ATTACK_FINISHED(self, slot) <= time || self.weapon != WEP_MINE_LAYER.m_id)
- {
- float ammo_amount = self.WEP_AMMO(MINE_LAYER) >= WEP_CVAR(minelayer, ammo);
- ammo_amount += self.(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo);
- return ammo_amount;
- }
- return true;
- }
- METHOD(MineLayer, wr_checkammo2, bool(entity thiswep))
- {
- if(W_MineLayer_PlacedMines(false))
- return true;
- else
- return false;
- }
- METHOD(MineLayer, wr_config, void(entity thiswep))
- {
- MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- }
- METHOD(MineLayer, wr_resetplayers, void(entity thiswep))
- {
- self.minelayer_mines = 0;
- }
- METHOD(MineLayer, wr_reload, void(entity thiswep))
- {
- W_Reload(self, WEP_CVAR(minelayer, ammo), SND(RELOAD));
- }
- METHOD(MineLayer, wr_suicidemessage, int(entity thiswep))
- {
- return WEAPON_MINELAYER_SUICIDE;
- }
- METHOD(MineLayer, wr_killmessage, int(entity thiswep))
- {
- return WEAPON_MINELAYER_MURDER;
- }
+METHOD(MineLayer, wr_aim, void(entity thiswep, entity actor))
+{
+ entity this = actor;
+ // aim and decide to fire if appropriate
+ if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
+ PHYS_INPUT_BUTTON_ATCK(self) = false;
+ else
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR(minelayer, speed), 0, WEP_CVAR(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 = WEP_CVAR(minelayer, edgedamage);
+ coredamage = WEP_CVAR(minelayer, damage);
+ edgeradius = WEP_CVAR(minelayer, radius);
+ recipricoledgeradius = 1 / edgeradius;
+ selfdamage = 0;
+ teamdamage = 0;
+ enemydamage = 0;
+ targetlist = findchainfloat(bot_attack, true);
+ entity 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(self, 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
+ ) PHYS_INPUT_BUTTON_ATCK2(self) = 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))
+ PHYS_INPUT_BUTTON_ATCK2(self) = 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
+ PHYS_INPUT_BUTTON_ATCK2(self) = true;
+ if((skill > 6.5) && (selfdamage > self.health))
+ PHYS_INPUT_BUTTON_ATCK2(self) = false;
+ //if(PHYS_INPUT_BUTTON_ATCK2(self) == true)
+ // dprint(ftos(desirabledamage),"\n");
+ if(PHYS_INPUT_BUTTON_ATCK2(self)) PHYS_INPUT_BUTTON_ATCK(self) = false;
+ }
+}
+METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if(autocvar_g_balance_minelayer_reload_ammo && actor.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
+ {
+ // not if we're holding the minelayer without enough ammo, but can detonate existing mines
+ if(!(W_MineLayer_PlacedMines(actor, false) && actor.(thiswep.ammo_field) < WEP_CVAR(minelayer, ammo))) {
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ }
+ }
+ else if(fire & 1)
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(minelayer, refire)))
+ {
+ W_MineLayer_Attack(thiswep, actor);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
+ }
+ }
+
+ if(fire & 2)
+ {
+ if(W_MineLayer_PlacedMines(actor, true))
+ sound(actor, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM);
+ }
+}
+METHOD(MineLayer, wr_checkammo1, bool(entity thiswep, entity actor))
+{
+ //int slot = 0; // TODO: unhardcode
+ // actually do // don't switch while placing a mine
+ //if(ATTACK_FINISHED(actor, slot) <= time || PS(actor).m_weapon != WEP_MINE_LAYER)
+ //{
+ float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(minelayer, ammo);
+ ammo_amount += actor.(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo);
+ return ammo_amount;
+ //}
+ //return true;
+}
+METHOD(MineLayer, wr_checkammo2, bool(entity thiswep, entity actor))
+{
+ if(W_MineLayer_PlacedMines(actor, false))
+ return true;
+ else
+ return false;
+}
+METHOD(MineLayer, wr_resetplayer, void(entity thiswep, entity actor))
+{
+ actor.minelayer_mines = 0;
+}
+METHOD(MineLayer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ W_Reload(actor, WEP_CVAR(minelayer, ammo), SND_RELOAD);
+}
+METHOD(MineLayer, wr_suicidemessage, Notification(entity thiswep))
+{
+ return WEAPON_MINELAYER_SUICIDE;
+}
+METHOD(MineLayer, wr_killmessage, Notification(entity thiswep))
+{
+ return WEAPON_MINELAYER_MURDER;
+}