#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
/* WEP_##id */ MINE_LAYER,
-/* function */ w_minelayer,
-/* ammotype */ IT_ROCKETS,
+/* function */ W_MineLayer,
+/* ammotype */ ammo_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")
+/* color */ '0.75 1 0',
+/* modelname */ "minelayer",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairminelayer 0.9",
+/* wepimg */ "weaponminelayer",
+/* refname */ "minelayer",
+/* wepname */ _("Mine Layer")
);
-#else
+
+#define MINELAYER_SETTINGS(w_cvar,w_prop) MINELAYER_SETTINGS_LIST(w_cvar, w_prop, MINE_LAYER, minelayer)
+#define MINELAYER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, NONE, ammo) \
+ w_cvar(id, sn, NONE, animtime) \
+ w_cvar(id, sn, NONE, damage) \
+ w_cvar(id, sn, NONE, damageforcescale) \
+ w_cvar(id, sn, NONE, detonatedelay) \
+ w_cvar(id, sn, NONE, edgedamage) \
+ w_cvar(id, sn, NONE, force) \
+ w_cvar(id, sn, NONE, health) \
+ w_cvar(id, sn, NONE, lifetime) \
+ w_cvar(id, sn, NONE, lifetime_countdown) \
+ w_cvar(id, sn, NONE, limit) \
+ w_cvar(id, sn, NONE, protection) \
+ w_cvar(id, sn, NONE, proximityradius) \
+ w_cvar(id, sn, NONE, radius) \
+ w_cvar(id, sn, NONE, refire) \
+ w_cvar(id, sn, NONE, remote_damage) \
+ w_cvar(id, sn, NONE, remote_edgedamage) \
+ w_cvar(id, sn, NONE, remote_force) \
+ w_cvar(id, sn, NONE, remote_radius) \
+ w_cvar(id, sn, NONE, speed) \
+ w_cvar(id, sn, NONE, time) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
+ w_prop(id, sn, float, weaponthrowable, weaponthrowable)
+
#ifdef SVQC
-void W_Mine_Think (void);
+MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+void W_MineLayer_Think(void);
.float minelayer_detonate, mine_explodeanyway;
.float mine_time;
.vector mine_orientation;
+#endif
+#else
+#ifdef SVQC
+void spawnfunc_weapon_minelayer(void) { weapon_defaultspawnfunc(WEP_MINE_LAYER); }
-void spawnfunc_weapon_minelayer (void)
-{
- weapon_defaultspawnfunc(WEP_MINE_LAYER);
-}
-
-void W_Mine_Stick (entity to)
+void W_MineLayer_Stick(entity to)
{
- spamsound (self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
+ spamsound(self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_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
newmine.health = self.health;
newmine.event_damage = self.event_damage;
newmine.spawnshieldtime = self.spawnshieldtime;
- newmine.damagedbycontents = TRUE;
+ 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.think = W_MineLayer_Think;
newmine.nextthink = time;
newmine.cnt = self.cnt;
newmine.flags = self.flags;
SetMovetypeFollow(self, to);
}
-void W_Mine_Explode ()
+void W_MineLayer_Explode(void)
{
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
- if(IsDifferentTeam(self.realowner, 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, world, autocvar_g_balance_minelayer_force, self.projectiledeathtype, other);
+ RadiusDamage(self, self.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), world, world, WEP_CVAR(minelayer, force), self.projectiledeathtype, other);
- if (self.realowner.weapon == WEP_MINE_LAYER)
+ if(self.realowner.weapon == WEP_MINE_LAYER)
{
entity oldself;
oldself = self;
self = self.realowner;
- if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1))
+ if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
{
self.cnt = WEP_MINE_LAYER;
ATTACK_FINISHED(self) = time;
self = oldself;
}
self.realowner.minelayer_mines -= 1;
- remove (self);
+ remove(self);
}
-void W_Mine_DoRemoteExplode ()
+void W_MineLayer_DoRemoteExplode(void)
{
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, world, autocvar_g_balance_minelayer_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world);
+ RadiusDamage(self, self.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), world, world, WEP_CVAR(minelayer, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world);
- if (self.realowner.weapon == WEP_MINE_LAYER)
+ if(self.realowner.weapon == WEP_MINE_LAYER)
{
entity oldself;
oldself = self;
self = self.realowner;
- if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1))
+ if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
{
self.cnt = WEP_MINE_LAYER;
ATTACK_FINISHED(self) = time;
self = oldself;
}
self.realowner.minelayer_mines -= 1;
- remove (self);
+ remove(self);
}
-void W_Mine_RemoteExplode ()
+void W_MineLayer_RemoteExplode(void)
{
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
+ : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(minelayer, remote_radius)) // safety device
)
{
- W_Mine_DoRemoteExplode();
+ W_MineLayer_DoRemoteExplode();
}
}
-void W_Mine_ProximityExplode ()
+void W_MineLayer_ProximityExplode(void)
{
// 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)
+ if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
{
entity head;
- head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
+ head = findradius(self.origin, WEP_CVAR(minelayer, radius));
while(head)
{
- if(head == self.realowner || !IsDifferentTeam(head, self.realowner))
+ if(head == self.realowner || SAME_TEAM(head, self.realowner))
return;
head = head.chain;
}
}
self.mine_time = 0;
- W_Mine_Explode();
+ W_MineLayer_Explode();
}
-float W_Mine_Count(entity e)
+float W_MineLayer_Count(entity e)
{
float minecount = 0;
entity mine;
return minecount;
}
-void W_Mine_Think (void)
+void W_MineLayer_Think(void)
{
entity head;
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((time > self.cnt) && (!self.mine_time) && (self.cnt > 0))
{
- if(autocvar_g_balance_minelayer_lifetime_countdown > 0)
- spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
- self.mine_time = time + autocvar_g_balance_minelayer_lifetime_countdown;
+ if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
+ spamsound(self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
+ self.mine_time = time + WEP_CVAR(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)
+ if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO || self.realowner.frozen)
{
other = world;
self.projectiledeathtype |= HITTYPE_BOUNCE;
- W_Mine_Explode();
+ W_MineLayer_Explode();
return;
}
// set the mine for detonation when a foe gets close enough
- head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
+ head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius));
while(head)
{
- if(IS_PLAYER(head) && head.deadflag == DEAD_NO)
- if(head != self.realowner && IsDifferentTeam(head, self.realowner)) // don't trigger for team mates
+ if(IS_PLAYER(head) && head.deadflag == DEAD_NO && !head.frozen)
+ 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, ATTN_NORM);
- self.mine_time = time + autocvar_g_balance_minelayer_time;
+ spamsound(self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
+ self.mine_time = time + WEP_CVAR(minelayer, time);
}
head = head.chain;
}
// explode if it's time to
if(self.mine_time && time >= self.mine_time)
{
- W_Mine_ProximityExplode();
+ W_MineLayer_ProximityExplode();
return;
}
// remote detonation
- if (self.realowner.weapon == WEP_MINE_LAYER)
- if (self.realowner.deadflag == DEAD_NO)
- if (self.minelayer_detonate)
- W_Mine_RemoteExplode();
+ if(self.realowner.weapon == WEP_MINE_LAYER)
+ if(self.realowner.deadflag == DEAD_NO)
+ if(self.minelayer_detonate)
+ W_MineLayer_RemoteExplode();
}
-void W_Mine_Touch (void)
+void W_MineLayer_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?
}
else
{
- W_Mine_Stick(other);
+ W_MineLayer_Stick(other);
}
}
-void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_MineLayer_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
- if (self.health <= 0)
+ 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)))
+
+ 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);
+
+ if(self.health <= 0)
+ W_PrepareExplosionByDamage(attacker, W_MineLayer_Explode);
}
-void W_Mine_Attack (void)
+void W_MineLayer_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(WEP_CVAR(minelayer, limit))
{
- if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
+ if(self.minelayer_mines >= WEP_CVAR(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") );
+ Send_Notification(NOTIF_ONE, self, MSG_MULTI, WEAPON_MINELAYER_LIMIT, WEP_CVAR(minelayer, limit));
play2(self, "weapons/unavailable.wav");
return;
}
}
- W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo);
+ W_DecreaseAmmo(WEP_CVAR(minelayer, 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);
+ W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(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;
+ if(WEP_CVAR(minelayer, detonatedelay) >= 0)
+ mine.spawnshieldtime = time + WEP_CVAR(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.bot_dodge = true;
+ mine.bot_dodgerating = WEP_CVAR(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.damageforcescale = WEP_CVAR(minelayer, damageforcescale);
+ mine.health = WEP_CVAR(minelayer, health);
+ mine.event_damage = W_MineLayer_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
+ 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);
+ setorigin(mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
+ W_SetupProjVelocity_Basic(mine, WEP_CVAR(minelayer, speed), 0);
+ mine.angles = vectoangles(mine.velocity);
- mine.touch = W_Mine_Touch;
- mine.think = W_Mine_Think;
+ mine.touch = W_MineLayer_Touch;
+ mine.think = W_MineLayer_Think;
mine.nextthink = time;
- mine.cnt = time + (autocvar_g_balance_minelayer_lifetime - autocvar_g_balance_minelayer_lifetime_countdown);
+ mine.cnt = (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
mine.flags = FL_PROJECTILE;
mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
- CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
+ if(mine.cnt > 0) { mine.cnt += time; }
+
+ 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 = 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);
+
+ self.minelayer_mines = W_MineLayer_Count(self);
}
-float W_PlacedMines(float detonate)
+float W_MineLayer_PlacedMines(float detonate)
{
entity mine;
float minfound = 0;
{
if(!mine.minelayer_detonate)
{
- mine.minelayer_detonate = TRUE;
+ mine.minelayer_detonate = true;
minfound = 1;
}
}
return minfound;
}
-float w_minelayer(float req)
+float W_MineLayer(float req)
{
entity mine;
float ammo_amount;
-
- if (req == WR_AIM)
+ switch(req)
{
- // 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!
+ case WR_AIM:
{
- // 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)
+ // 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!
{
- if (mine.realowner != self)
+ // 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);
+ 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");
- continue;
}
- targ = targetlist;
- while (targ)
+ 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)
{
- 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;
+ 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");
}
- 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;
}
- 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)
+
+ return true;
+ }
+ case WR_THINK:
+ {
+ if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
{
- 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
+ // not if we're holding the minelayer without enough ammo, but can detonate existing mines
+ if(!(W_MineLayer_PlacedMines(false) && self.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo)))
+ WEP_ACTION(self.weapon, WR_RELOAD);
+ }
+ else if(self.BUTTON_ATCK)
+ {
+ if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire)))
{
- 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");
+ W_MineLayer_Attack();
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
}
+ }
- mine = find(mine, classname, "mine");
+ if(self.BUTTON_ATCK2)
+ {
+ if(W_MineLayer_PlacedMines(true))
+ sound(self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
}
- // 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;
+
+ return true;
}
- }
- else if (req == WR_THINK)
- {
- if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
+ case WR_INIT:
{
- // not if we're holding the minelayer without enough ammo, but can detonate existing mines
- if not (W_PlacedMines(FALSE) && self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
- weapon_action(self.weapon, WR_RELOAD);
+ 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");
+ MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+ return true;
}
- else if (self.BUTTON_ATCK)
+ case WR_CHECKAMMO1:
{
- if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
+ // don't switch while placing a mine
+ if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
{
- W_Mine_Attack();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
+ ammo_amount = self.WEP_AMMO(MINE_LAYER) >= WEP_CVAR(minelayer, ammo);
+ ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= WEP_CVAR(minelayer, ammo);
+ return ammo_amount;
}
+ return true;
}
-
- if (self.BUTTON_ATCK2)
+ case WR_CHECKAMMO2:
{
- if(W_PlacedMines(TRUE))
- sound (self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
+ if(W_MineLayer_PlacedMines(false))
+ return true;
+ else
+ return false;
}
- }
- 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)
+ case WR_CONFIG:
{
- 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;
+ MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+ return true;
+ }
+ case WR_RESETPLAYER:
+ {
+ self.minelayer_mines = 0;
+ return true;
+ }
+ case WR_RELOAD:
+ {
+ W_Reload(WEP_CVAR(minelayer, ammo), "weapons/reload.wav");
+ return true;
+ }
+ case WR_SUICIDEMESSAGE:
+ {
+ return WEAPON_MINELAYER_SUICIDE;
+ }
+ case WR_KILLMESSAGE:
+ {
+ return WEAPON_MINELAYER_MURDER;
}
}
- 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;
+ return false;
}
#endif
#ifdef CSQC
-float w_minelayer(float req)
+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, ATTN_NORM);
- }
- else if(req == WR_PRECACHE)
+ switch(req)
{
- precache_sound("weapons/mine_exp.wav");
+ case 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, ATTN_NORM);
+
+ return true;
+ }
+ case WR_INIT:
+ {
+ precache_sound("weapons/mine_exp.wav");
+ return true;
+ }
+ case WR_ZOOMRETICLE:
+ {
+ // no weapon specific image for this weapon
+ return false;
+ }
}
- return TRUE;
+ return false;
}
#endif
#endif