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 void spawnfunc_weapon_minelayer (void)
11 weapon_defaultspawnfunc(WEP_MINE_LAYER);
16 spamsound (self, CHAN_PROJECTILE, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
18 // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
22 newmine.classname = self.classname;
24 newmine.bot_dodge = self.bot_dodge;
25 newmine.bot_dodgerating = self.bot_dodgerating;
27 newmine.owner = self.owner;
28 setsize(newmine, '-4 -4 -4', '4 4 4');
29 setorigin(newmine, self.origin);
30 setmodel(newmine, "models/mine.md3");
31 newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
33 newmine.takedamage = self.takedamage;
34 newmine.damageforcescale = self.damageforcescale;
35 newmine.health = self.health;
36 newmine.event_damage = self.event_damage;
37 newmine.spawnshieldtime = self.spawnshieldtime;
39 newmine.movetype = MOVETYPE_NONE; // lock the mine in place
40 newmine.projectiledeathtype = self.projectiledeathtype;
42 newmine.mine_time = self.mine_time;
44 newmine.touch = SUB_Null;
45 newmine.think = W_Mine_Think;
46 newmine.nextthink = time;
47 newmine.cnt = self.cnt;
48 newmine.flags = self.flags;
54 void W_Mine_Explode ()
56 if(other.takedamage == DAMAGE_AIM)
57 if(other.classname == "player")
58 if(IsDifferentTeam(self.owner, other))
60 AnnounceTo(self.owner, "airshot");
62 self.event_damage = SUB_Null;
63 self.takedamage = DAMAGE_NO;
65 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);
67 if (self.owner.weapon == WEP_MINE_LAYER)
69 if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
71 self.owner.cnt = WEP_MINE_LAYER;
72 ATTACK_FINISHED(self.owner) = time;
73 self.owner.switchweapon = w_getbestweapon(self.owner);
79 void W_Mine_DoRemoteExplode ()
81 self.event_damage = SUB_Null;
82 self.takedamage = DAMAGE_NO;
84 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);
86 if (self.owner.weapon == WEP_MINE_LAYER)
88 if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
90 self.owner.cnt = WEP_MINE_LAYER;
91 ATTACK_FINISHED(self.owner) = time;
92 self.owner.switchweapon = w_getbestweapon(self.owner);
98 void W_Mine_RemoteExplode ()
100 if(self.owner.deadflag == DEAD_NO)
101 if((self.spawnshieldtime >= 0)
102 ? (time >= self.spawnshieldtime) // timer
103 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device
106 W_Mine_DoRemoteExplode();
110 void W_Mine_ProximityExplode ()
112 // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
113 if(autocvar_g_balance_minelayer_protection)
116 head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
119 if(head == self.owner || !IsDifferentTeam(head, self.owner))
129 void W_Mine_Think (void)
133 self.nextthink = time;
137 self.projectiledeathtype |= HITTYPE_BOUNCE;
142 // a player's mines shall explode if he disconnects or dies
143 // TODO: Do this on team change too
144 if(self.owner.classname != "player" || self.owner.deadflag != DEAD_NO)
147 self.projectiledeathtype |= HITTYPE_BOUNCE;
152 // set the mine for detonation when a foe gets close enough
153 head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
156 if(head.classname == "player" && head.deadflag == DEAD_NO)
157 if(head != self.owner && IsDifferentTeam(head, self.owner)) // don't trigger for team mates
160 spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
161 self.mine_time = time + autocvar_g_balance_minelayer_time;
166 // explode if it's time to
167 if(self.mine_time && time >= self.mine_time)
168 W_Mine_ProximityExplode();
171 if (self.owner.weapon == WEP_MINE_LAYER)
172 if (self.owner.deadflag == DEAD_NO)
173 if (self.minelayer_detonate)
174 W_Mine_RemoteExplode();
177 void W_Mine_Touch (void)
180 if(!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))
182 else if(self.movetype != MOVETYPE_NONE) // don't unstick a locked mine when someone touches it
183 self.velocity = '0 0 0';
186 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
188 if (self.health <= 0)
190 self.health = self.health - damage;
191 self.angles = vectoangles(self.velocity);
192 if (self.health <= 0)
193 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
196 void W_Mine_Attack (void)
201 // scan how many mines we placed, and return if we reached our limit
202 if(autocvar_g_balance_minelayer_limit)
204 self.minelayer_mines = 0;
205 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
206 self.minelayer_mines += 1;
208 if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
210 // the refire delay keeps this message from being spammed
211 sprint(self, strcat("You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
212 play2(self, "weapons/unavailable.wav");
217 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
218 self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_minelayer_ammo;
220 W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, autocvar_g_balance_minelayer_damage);
221 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
223 mine = WarpZone_RefSys_SpawnSameRefSys(self);
225 if(autocvar_g_balance_minelayer_detonatedelay >= 0)
226 mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
228 mine.spawnshieldtime = -1;
229 mine.classname = "mine";
230 mine.bot_dodge = TRUE;
231 mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
233 mine.takedamage = DAMAGE_YES;
234 mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
235 mine.health = autocvar_g_balance_minelayer_health;
236 mine.event_damage = W_Mine_Damage;
238 mine.movetype = MOVETYPE_TOSS;
239 PROJECTILE_MAKETRIGGER(mine);
240 mine.projectiledeathtype = WEP_MINE_LAYER;
241 setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
243 setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
244 W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
245 mine.angles = vectoangles (mine.velocity);
247 mine.touch = W_Mine_Touch;
248 mine.think = W_Mine_Think;
249 mine.nextthink = time;
250 mine.cnt = time + autocvar_g_balance_minelayer_lifetime;
251 mine.flags = FL_PROJECTILE;
253 CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
255 // muzzle flash for 1st person view
257 setmodel (flash, "models/flash.md3"); // precision set below
258 SUB_SetFade (flash, time, 0.1);
259 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
260 W_AttachToShotorg(flash, '5 0 0');
264 other = mine; MUTATOR_CALLHOOK(EditProjectile);
267 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
269 float w_minelayer(float req)
275 // aim and decide to fire if appropriate
276 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
277 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
279 // decide whether to detonate mines
280 entity targetlist, targ;
281 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
282 float selfdamage, teamdamage, enemydamage;
283 edgedamage = autocvar_g_balance_minelayer_edgedamage;
284 coredamage = autocvar_g_balance_minelayer_damage;
285 edgeradius = autocvar_g_balance_minelayer_radius;
286 recipricoledgeradius = 1 / edgeradius;
290 targetlist = findchainfloat(bot_attack, TRUE);
291 mine = find(world, classname, "mine");
294 if (mine.owner != self)
296 mine = find(mine, classname, "mine");
302 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
303 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
304 // count potential damage according to type of target
306 selfdamage = selfdamage + d;
307 else if (targ.team == self.team && teams_matter)
308 teamdamage = teamdamage + d;
309 else if (bot_shouldattack(targ))
310 enemydamage = enemydamage + d;
313 mine = find(mine, classname, "mine");
315 float desirabledamage;
316 desirabledamage = enemydamage;
317 if (time > self.invincible_finished && time > self.spawnshieldtime)
318 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
319 if (teams_matter && self.team)
320 desirabledamage = desirabledamage - teamdamage;
322 mine = find(world, classname, "mine");
325 if (mine.owner != self)
327 mine = find(mine, classname, "mine");
330 makevectors(mine.v_angle);
332 if (skill > 9) // normal players only do this for the target they are tracking
338 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
339 && desirabledamage > 0.1*coredamage
340 )self.BUTTON_ATCK2 = TRUE;
344 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
345 //As the distance gets larger, a correct detonation gets near imposible
346 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
347 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
348 if(self.enemy.classname == "player")
349 if(desirabledamage >= 0.1*coredamage)
350 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
351 self.BUTTON_ATCK2 = TRUE;
352 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
355 mine = find(mine, classname, "mine");
357 // if we would be doing at X percent of the core damage, detonate it
358 // but don't fire a new shot at the same time!
359 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
360 self.BUTTON_ATCK2 = TRUE;
361 if ((skill > 6.5) && (selfdamage > self.health))
362 self.BUTTON_ATCK2 = FALSE;
363 //if(self.BUTTON_ATCK2 == TRUE)
364 // dprint(ftos(desirabledamage),"\n");
365 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
368 else if (req == WR_THINK)
370 if (self.BUTTON_ATCK)
372 if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
375 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
379 if (self.BUTTON_ATCK2)
382 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
384 if(!mine.minelayer_detonate)
386 mine.minelayer_detonate = TRUE;
391 sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
394 else if (req == WR_PRECACHE)
396 precache_model ("models/flash.md3");
397 precache_model ("models/mine.md3");
398 precache_model ("models/weapons/g_minelayer.md3");
399 precache_model ("models/weapons/v_minelayer.md3");
400 precache_model ("models/weapons/h_minelayer.iqm");
401 precache_sound ("weapons/mine_det.wav");
402 precache_sound ("weapons/mine_fire.wav");
403 precache_sound ("weapons/mine_stick.wav");
404 precache_sound ("weapons/mine_trigger.wav");
406 else if (req == WR_SETUP)
408 weapon_setup(WEP_MINE_LAYER);
410 else if (req == WR_CHECKAMMO1)
412 // don't switch while placing a mine
413 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
414 && self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
417 else if (req == WR_CHECKAMMO2)
423 float w_minelayer(float req)
425 if(req == WR_IMPACTEFFECT)
428 org2 = w_org + w_backoff * 12;
429 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
431 sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
433 else if(req == WR_PRECACHE)
435 precache_sound("weapons/mine_exp.wav");
437 else if (req == WR_SUICIDEMESSAGE)
438 w_deathtypestring = "%s exploded";
439 else if (req == WR_KILLMESSAGE)
441 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
442 w_deathtypestring = "%s got too close to %s's mine";
443 else if(w_deathtype & HITTYPE_SPLASH)
444 w_deathtypestring = "%s almost dodged %s's mine";
446 w_deathtypestring = "%s stepped on %s's mine";