2 REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | 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 W_MineLayer_Reload()
11 self.reload_ammo_player = ammo_rockets;
12 self.reload_ammo_min = autocvar_g_balance_minelayer_ammo;
13 self.reload_ammo_amount = autocvar_g_balance_minelayer_reload_ammo;
14 self.reload_time = autocvar_g_balance_minelayer_reload_time;
15 self.reload_sound = "weapons/reload.wav";
20 void spawnfunc_weapon_minelayer (void)
22 weapon_defaultspawnfunc(WEP_MINE_LAYER);
27 spamsound (self, CHAN_PROJECTILE, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
29 // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
33 newmine.classname = self.classname;
35 newmine.bot_dodge = self.bot_dodge;
36 newmine.bot_dodgerating = self.bot_dodgerating;
38 newmine.owner = self.owner;
39 setsize(newmine, '-4 -4 -4', '4 4 4');
40 setorigin(newmine, self.origin);
41 setmodel(newmine, "models/mine.md3");
42 newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
44 newmine.takedamage = self.takedamage;
45 newmine.damageforcescale = self.damageforcescale;
46 newmine.health = self.health;
47 newmine.event_damage = self.event_damage;
48 newmine.spawnshieldtime = self.spawnshieldtime;
50 newmine.movetype = MOVETYPE_NONE; // lock the mine in place
51 newmine.projectiledeathtype = self.projectiledeathtype;
53 newmine.mine_time = self.mine_time;
55 newmine.touch = SUB_Null;
56 newmine.think = W_Mine_Think;
57 newmine.nextthink = time;
58 newmine.cnt = self.cnt;
59 newmine.flags = self.flags;
65 void W_Mine_Explode ()
67 if(other.takedamage == DAMAGE_AIM)
68 if(other.classname == "player")
69 if(IsDifferentTeam(self.owner, other))
71 AnnounceTo(self.owner, "airshot");
73 self.event_damage = SUB_Null;
74 self.takedamage = DAMAGE_NO;
76 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);
78 if (self.owner.weapon == WEP_MINE_LAYER)
80 if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
82 self.owner.cnt = WEP_MINE_LAYER;
83 ATTACK_FINISHED(self.owner) = time;
84 self.owner.switchweapon = w_getbestweapon(self.owner);
90 void W_Mine_DoRemoteExplode ()
92 self.event_damage = SUB_Null;
93 self.takedamage = DAMAGE_NO;
95 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);
97 if (self.owner.weapon == WEP_MINE_LAYER)
99 if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
101 self.owner.cnt = WEP_MINE_LAYER;
102 ATTACK_FINISHED(self.owner) = time;
103 self.owner.switchweapon = w_getbestweapon(self.owner);
109 void W_Mine_RemoteExplode ()
111 if(self.owner.deadflag == DEAD_NO)
112 if((self.spawnshieldtime >= 0)
113 ? (time >= self.spawnshieldtime) // timer
114 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device
117 W_Mine_DoRemoteExplode();
121 void W_Mine_ProximityExplode ()
123 // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
124 if(autocvar_g_balance_minelayer_protection && self.minelayer_mines == 0)
127 head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
130 if(head == self.owner || !IsDifferentTeam(head, self.owner))
140 void W_Mine_Think (void)
144 self.nextthink = time;
146 // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
147 // TODO: replace this mine_trigger.wav sound with a real countdown
148 if ((time > self.cnt) && (!self.mine_time))
150 if(autocvar_g_balance_minelayer_lifetime_countdown > 0)
151 spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
152 self.mine_time = time + autocvar_g_balance_minelayer_lifetime_countdown;
153 self.minelayer_mines = 1; // make the mine super aggressive
156 // a player's mines shall explode if he disconnects or dies
157 // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
158 if(self.owner.classname != "player" || self.owner.deadflag != DEAD_NO)
161 self.projectiledeathtype |= HITTYPE_BOUNCE;
166 // set the mine for detonation when a foe gets close enough
167 head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
170 if(head.classname == "player" && head.deadflag == DEAD_NO)
171 if(head != self.owner && IsDifferentTeam(head, self.owner)) // don't trigger for team mates
174 spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
175 self.mine_time = time + autocvar_g_balance_minelayer_time;
180 // explode if it's time to
181 if(self.mine_time && time >= self.mine_time)
183 W_Mine_ProximityExplode();
188 if (self.owner.weapon == WEP_MINE_LAYER)
189 if (self.owner.deadflag == DEAD_NO)
190 if (self.minelayer_detonate)
191 W_Mine_RemoteExplode();
194 void W_Mine_Touch (void)
197 if(!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))
199 else if(self.movetype != MOVETYPE_NONE) // don't unstick a locked mine when someone touches it
200 self.velocity = '0 0 0';
203 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
205 if (self.health <= 0)
207 self.health = self.health - damage;
208 self.angles = vectoangles(self.velocity);
209 if (self.health <= 0)
210 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
213 void W_Mine_Attack (void)
218 // scan how many mines we placed, and return if we reached our limit
219 if(autocvar_g_balance_minelayer_limit)
221 self.minelayer_mines = 0;
222 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
223 self.minelayer_mines += 1;
225 if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
227 // the refire delay keeps this message from being spammed
228 sprint(self, strcat("You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
229 play2(self, "weapons/unavailable.wav");
234 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
235 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
237 if(autocvar_g_balance_minelayer_reload_ammo)
239 self.clip_load -= autocvar_g_balance_minelayer_ammo;
240 self.weapon_load[WEP_MINE_LAYER] = self.clip_load;
243 self.ammo_rockets -= autocvar_g_balance_minelayer_ammo;
246 W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, autocvar_g_balance_minelayer_damage);
247 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
249 mine = WarpZone_RefSys_SpawnSameRefSys(self);
251 if(autocvar_g_balance_minelayer_detonatedelay >= 0)
252 mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
254 mine.spawnshieldtime = -1;
255 mine.classname = "mine";
256 mine.bot_dodge = TRUE;
257 mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
259 mine.takedamage = DAMAGE_YES;
260 mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
261 mine.health = autocvar_g_balance_minelayer_health;
262 mine.event_damage = W_Mine_Damage;
264 mine.movetype = MOVETYPE_TOSS;
265 PROJECTILE_MAKETRIGGER(mine);
266 mine.projectiledeathtype = WEP_MINE_LAYER;
267 setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
269 setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
270 W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
271 mine.angles = vectoangles (mine.velocity);
273 mine.touch = W_Mine_Touch;
274 mine.think = W_Mine_Think;
275 mine.nextthink = time;
276 mine.cnt = time + (autocvar_g_balance_minelayer_lifetime - autocvar_g_balance_minelayer_lifetime_countdown);
277 mine.flags = FL_PROJECTILE;
279 CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
281 // muzzle flash for 1st person view
283 setmodel (flash, "models/flash.md3"); // precision set below
284 SUB_SetFade (flash, time, 0.1);
285 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
286 W_AttachToShotorg(flash, '5 0 0');
290 other = mine; MUTATOR_CALLHOOK(EditProjectile);
293 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
295 float w_minelayer(float req)
303 // aim and decide to fire if appropriate
304 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
305 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
307 // decide whether to detonate mines
308 entity targetlist, targ;
309 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
310 float selfdamage, teamdamage, enemydamage;
311 edgedamage = autocvar_g_balance_minelayer_edgedamage;
312 coredamage = autocvar_g_balance_minelayer_damage;
313 edgeradius = autocvar_g_balance_minelayer_radius;
314 recipricoledgeradius = 1 / edgeradius;
318 targetlist = findchainfloat(bot_attack, TRUE);
319 mine = find(world, classname, "mine");
322 if (mine.owner != self)
324 mine = find(mine, classname, "mine");
330 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
331 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
332 // count potential damage according to type of target
334 selfdamage = selfdamage + d;
335 else if (targ.team == self.team && teams_matter)
336 teamdamage = teamdamage + d;
337 else if (bot_shouldattack(targ))
338 enemydamage = enemydamage + d;
341 mine = find(mine, classname, "mine");
343 float desirabledamage;
344 desirabledamage = enemydamage;
345 if (time > self.invincible_finished && time > self.spawnshieldtime)
346 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
347 if (teams_matter && self.team)
348 desirabledamage = desirabledamage - teamdamage;
350 mine = find(world, classname, "mine");
353 if (mine.owner != self)
355 mine = find(mine, classname, "mine");
358 makevectors(mine.v_angle);
360 if (skill > 9) // normal players only do this for the target they are tracking
366 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
367 && desirabledamage > 0.1*coredamage
368 )self.BUTTON_ATCK2 = TRUE;
372 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
373 //As the distance gets larger, a correct detonation gets near imposible
374 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
375 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
376 if(self.enemy.classname == "player")
377 if(desirabledamage >= 0.1*coredamage)
378 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
379 self.BUTTON_ATCK2 = TRUE;
380 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
383 mine = find(mine, classname, "mine");
385 // if we would be doing at X percent of the core damage, detonate it
386 // but don't fire a new shot at the same time!
387 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
388 self.BUTTON_ATCK2 = TRUE;
389 if ((skill > 6.5) && (selfdamage > self.health))
390 self.BUTTON_ATCK2 = FALSE;
391 //if(self.BUTTON_ATCK2 == TRUE)
392 // dprint(ftos(desirabledamage),"\n");
393 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
396 else if (req == WR_THINK)
398 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
399 W_MineLayer_Reload();
400 else if (self.BUTTON_ATCK)
402 if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
405 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
409 else if (self.BUTTON_ATCK2)
412 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
414 if(!mine.minelayer_detonate)
416 mine.minelayer_detonate = TRUE;
421 sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
424 else if (req == WR_PRECACHE)
426 precache_model ("models/flash.md3");
427 precache_model ("models/mine.md3");
428 precache_model ("models/weapons/g_minelayer.md3");
429 precache_model ("models/weapons/v_minelayer.md3");
430 precache_model ("models/weapons/h_minelayer.iqm");
431 precache_sound ("weapons/mine_det.wav");
432 precache_sound ("weapons/mine_fire.wav");
433 precache_sound ("weapons/mine_stick.wav");
434 precache_sound ("weapons/mine_trigger.wav");
435 precache_sound ("weapons/reload.wav");
437 else if (req == WR_SETUP)
439 weapon_setup(WEP_MINE_LAYER);
441 else if (req == WR_CHECKAMMO1)
443 // don't switch while placing a mine
444 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
446 if(autocvar_g_balance_minelayer_reload_ammo)
448 if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo && self.weapon_load[WEP_MINE_LAYER] < autocvar_g_balance_minelayer_ammo)
451 else if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
456 else if (req == WR_CHECKAMMO2)
460 else if (req == WR_RELOAD)
462 W_MineLayer_Reload();
468 float w_minelayer(float req)
470 if(req == WR_IMPACTEFFECT)
473 org2 = w_org + w_backoff * 12;
474 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
476 sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
478 else if(req == WR_PRECACHE)
480 precache_sound("weapons/mine_exp.wav");
482 else if (req == WR_SUICIDEMESSAGE)
483 w_deathtypestring = _("%s exploded");
484 else if (req == WR_KILLMESSAGE)
486 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
487 w_deathtypestring = _("%s got too close to %s's mine");
488 else if(w_deathtype & HITTYPE_SPLASH)
489 w_deathtypestring = _("%s almost dodged %s's mine");
491 w_deathtypestring = _("%s stepped on %s's mine");