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 W_MineLayer_SetAmmoCounter()
11 // set clip_load to the weapon we have switched to, if the gun uses reloading
12 if(!autocvar_g_balance_minelayer_reload_ammo)
13 self.clip_load = 0; // also keeps crosshair ammo from displaying
16 self.clip_load = self.minelayer_load;
17 self.clip_size = autocvar_g_balance_minelayer_reload_ammo; // for the crosshair ammo display
21 void W_MineLayer_ReloadedAndReady()
25 // now do the ammo transfer
26 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
27 while(self.clip_load < autocvar_g_balance_minelayer_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have
30 self.ammo_rockets -= 1;
32 self.minelayer_load = self.clip_load;
34 t = ATTACK_FINISHED(self) - autocvar_g_balance_minelayer_reload_time - 1;
35 ATTACK_FINISHED(self) = t;
39 void W_MineLayer_Reload()
41 // return if reloading is disabled for this weapon
42 if(!autocvar_g_balance_minelayer_reload_ammo)
45 if(!W_ReloadCheck(self.ammo_rockets, autocvar_g_balance_minelayer_ammo))
50 sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
52 t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_minelayer_reload_time + 1;
53 ATTACK_FINISHED(self) = t;
55 weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_minelayer_reload_time, W_MineLayer_ReloadedAndReady);
57 self.old_clip_load = self.clip_load;
61 void spawnfunc_weapon_minelayer (void)
63 weapon_defaultspawnfunc(WEP_MINE_LAYER);
68 spamsound (self, CHAN_PROJECTILE, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
70 // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
74 newmine.classname = self.classname;
76 newmine.bot_dodge = self.bot_dodge;
77 newmine.bot_dodgerating = self.bot_dodgerating;
79 newmine.owner = self.owner;
80 setsize(newmine, '-4 -4 -4', '4 4 4');
81 setorigin(newmine, self.origin);
82 setmodel(newmine, "models/mine.md3");
83 newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
85 newmine.takedamage = self.takedamage;
86 newmine.damageforcescale = self.damageforcescale;
87 newmine.health = self.health;
88 newmine.event_damage = self.event_damage;
89 newmine.spawnshieldtime = self.spawnshieldtime;
91 newmine.movetype = MOVETYPE_NONE; // lock the mine in place
92 newmine.projectiledeathtype = self.projectiledeathtype;
94 newmine.mine_time = self.mine_time;
96 newmine.touch = SUB_Null;
97 newmine.think = W_Mine_Think;
98 newmine.nextthink = time;
99 newmine.cnt = self.cnt;
100 newmine.flags = self.flags;
106 void W_Mine_Explode ()
108 if(other.takedamage == DAMAGE_AIM)
109 if(other.classname == "player")
110 if(IsDifferentTeam(self.owner, other))
112 AnnounceTo(self.owner, "airshot");
114 self.event_damage = SUB_Null;
115 self.takedamage = DAMAGE_NO;
117 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);
119 if (self.owner.weapon == WEP_MINE_LAYER)
121 if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
123 self.owner.cnt = WEP_MINE_LAYER;
124 ATTACK_FINISHED(self.owner) = time;
125 self.owner.switchweapon = w_getbestweapon(self.owner);
131 void W_Mine_DoRemoteExplode ()
133 self.event_damage = SUB_Null;
134 self.takedamage = DAMAGE_NO;
136 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);
138 if (self.owner.weapon == WEP_MINE_LAYER)
140 if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
142 self.owner.cnt = WEP_MINE_LAYER;
143 ATTACK_FINISHED(self.owner) = time;
144 self.owner.switchweapon = w_getbestweapon(self.owner);
150 void W_Mine_RemoteExplode ()
152 if(self.owner.deadflag == DEAD_NO)
153 if((self.spawnshieldtime >= 0)
154 ? (time >= self.spawnshieldtime) // timer
155 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device
158 W_Mine_DoRemoteExplode();
162 void W_Mine_ProximityExplode ()
164 // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
165 if(autocvar_g_balance_minelayer_protection)
168 head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
171 if(head == self.owner || !IsDifferentTeam(head, self.owner))
181 void W_Mine_Think (void)
185 self.nextthink = time;
189 self.projectiledeathtype |= HITTYPE_BOUNCE;
194 // a player's mines shall explode if he disconnects or dies
195 // TODO: Do this on team change too
196 if(self.owner.classname != "player" || self.owner.deadflag != DEAD_NO)
199 self.projectiledeathtype |= HITTYPE_BOUNCE;
204 // set the mine for detonation when a foe gets close enough
205 head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
208 if(head.classname == "player" && head.deadflag == DEAD_NO)
209 if(head != self.owner && IsDifferentTeam(head, self.owner)) // don't trigger for team mates
212 spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
213 self.mine_time = time + autocvar_g_balance_minelayer_time;
218 // explode if it's time to
219 if(self.mine_time && time >= self.mine_time)
220 W_Mine_ProximityExplode();
223 if (self.owner.weapon == WEP_MINE_LAYER)
224 if (self.owner.deadflag == DEAD_NO)
225 if (self.minelayer_detonate)
226 W_Mine_RemoteExplode();
229 void W_Mine_Touch (void)
232 if(!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))
234 else if(self.movetype != MOVETYPE_NONE) // don't unstick a locked mine when someone touches it
235 self.velocity = '0 0 0';
238 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
240 if (self.health <= 0)
242 self.health = self.health - damage;
243 self.angles = vectoangles(self.velocity);
244 if (self.health <= 0)
245 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
248 void W_Mine_Attack (void)
253 // scan how many mines we placed, and return if we reached our limit
254 if(autocvar_g_balance_minelayer_limit)
256 self.minelayer_mines = 0;
257 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
258 self.minelayer_mines += 1;
260 if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
262 // the refire delay keeps this message from being spammed
263 sprint(self, strcat("You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
264 play2(self, "weapons/unavailable.wav");
269 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
270 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
272 if(autocvar_g_balance_minelayer_reload_ammo)
274 self.clip_load -= autocvar_g_balance_minelayer_ammo;
275 self.minelayer_load = self.clip_load;
278 self.ammo_rockets -= autocvar_g_balance_minelayer_ammo;
281 W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, autocvar_g_balance_minelayer_damage);
282 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
284 mine = WarpZone_RefSys_SpawnSameRefSys(self);
286 if(autocvar_g_balance_minelayer_detonatedelay >= 0)
287 mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
289 mine.spawnshieldtime = -1;
290 mine.classname = "mine";
291 mine.bot_dodge = TRUE;
292 mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
294 mine.takedamage = DAMAGE_YES;
295 mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
296 mine.health = autocvar_g_balance_minelayer_health;
297 mine.event_damage = W_Mine_Damage;
299 mine.movetype = MOVETYPE_TOSS;
300 PROJECTILE_MAKETRIGGER(mine);
301 mine.projectiledeathtype = WEP_MINE_LAYER;
302 setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
304 setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
305 W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
306 mine.angles = vectoangles (mine.velocity);
308 mine.touch = W_Mine_Touch;
309 mine.think = W_Mine_Think;
310 mine.nextthink = time;
311 mine.cnt = time + autocvar_g_balance_minelayer_lifetime;
312 mine.flags = FL_PROJECTILE;
314 CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
316 // muzzle flash for 1st person view
318 setmodel (flash, "models/flash.md3"); // precision set below
319 SUB_SetFade (flash, time, 0.1);
320 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
321 W_AttachToShotorg(flash, '5 0 0');
325 other = mine; MUTATOR_CALLHOOK(EditProjectile);
328 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
330 float w_minelayer(float req)
336 // aim and decide to fire if appropriate
337 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
338 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
340 // decide whether to detonate mines
341 entity targetlist, targ;
342 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
343 float selfdamage, teamdamage, enemydamage;
344 edgedamage = autocvar_g_balance_minelayer_edgedamage;
345 coredamage = autocvar_g_balance_minelayer_damage;
346 edgeradius = autocvar_g_balance_minelayer_radius;
347 recipricoledgeradius = 1 / edgeradius;
351 targetlist = findchainfloat(bot_attack, TRUE);
352 mine = find(world, classname, "mine");
355 if (mine.owner != self)
357 mine = find(mine, classname, "mine");
363 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
364 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
365 // count potential damage according to type of target
367 selfdamage = selfdamage + d;
368 else if (targ.team == self.team && teams_matter)
369 teamdamage = teamdamage + d;
370 else if (bot_shouldattack(targ))
371 enemydamage = enemydamage + d;
374 mine = find(mine, classname, "mine");
376 float desirabledamage;
377 desirabledamage = enemydamage;
378 if (time > self.invincible_finished && time > self.spawnshieldtime)
379 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
380 if (teams_matter && self.team)
381 desirabledamage = desirabledamage - teamdamage;
383 mine = find(world, classname, "mine");
386 if (mine.owner != self)
388 mine = find(mine, classname, "mine");
391 makevectors(mine.v_angle);
393 if (skill > 9) // normal players only do this for the target they are tracking
399 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
400 && desirabledamage > 0.1*coredamage
401 )self.BUTTON_ATCK2 = TRUE;
405 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
406 //As the distance gets larger, a correct detonation gets near imposible
407 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
408 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
409 if(self.enemy.classname == "player")
410 if(desirabledamage >= 0.1*coredamage)
411 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
412 self.BUTTON_ATCK2 = TRUE;
413 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
416 mine = find(mine, classname, "mine");
418 // if we would be doing at X percent of the core damage, detonate it
419 // but don't fire a new shot at the same time!
420 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
421 self.BUTTON_ATCK2 = TRUE;
422 if ((skill > 6.5) && (selfdamage > self.health))
423 self.BUTTON_ATCK2 = FALSE;
424 //if(self.BUTTON_ATCK2 == TRUE)
425 // dprint(ftos(desirabledamage),"\n");
426 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
429 else if (req == WR_THINK)
431 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
432 W_MineLayer_Reload();
433 else if (self.BUTTON_ATCK)
435 if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
438 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
442 else if (self.BUTTON_ATCK2)
445 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
447 if(!mine.minelayer_detonate)
449 mine.minelayer_detonate = TRUE;
454 sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
459 if(self.switchweapon == self.weapon)
461 if(self.weaponentity.state == WS_READY)
463 self.wish_reload = 0;
464 W_MineLayer_Reload();
469 else if (req == WR_PRECACHE)
471 precache_model ("models/flash.md3");
472 precache_model ("models/mine.md3");
473 precache_model ("models/weapons/g_minelayer.md3");
474 precache_model ("models/weapons/v_minelayer.md3");
475 precache_model ("models/weapons/h_minelayer.iqm");
476 precache_sound ("weapons/mine_det.wav");
477 precache_sound ("weapons/mine_fire.wav");
478 precache_sound ("weapons/mine_stick.wav");
479 precache_sound ("weapons/mine_trigger.wav");
480 precache_sound ("weapons/reload.wav");
482 else if (req == WR_SETUP)
484 weapon_setup(WEP_MINE_LAYER);
485 W_MineLayer_SetAmmoCounter();
487 else if (req == WR_CHECKAMMO1)
489 // don't switch while placing a mine
490 if(autocvar_g_balance_electro_reload_ammo)
492 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
493 && self.clip_load < autocvar_g_balance_minelayer_ammo)
498 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
499 && self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
503 else if (req == WR_CHECKAMMO2)
507 else if (req == WR_RELOAD)
509 W_MineLayer_Reload();
515 float w_minelayer(float req)
517 if(req == WR_IMPACTEFFECT)
520 org2 = w_org + w_backoff * 12;
521 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
523 sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
525 else if(req == WR_PRECACHE)
527 precache_sound("weapons/mine_exp.wav");
529 else if (req == WR_SUICIDEMESSAGE)
530 w_deathtypestring = "%s exploded";
531 else if (req == WR_KILLMESSAGE)
533 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
534 w_deathtypestring = "%s got too close to %s's mine";
535 else if(w_deathtype & HITTYPE_SPLASH)
536 w_deathtypestring = "%s almost dodged %s's mine";
538 w_deathtypestring = "%s stepped on %s's mine";