remove (self);
}
-entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
-{
- entity head, selected;
- vector dir;
- float dist, maxdist,// bestdist,
- dot,// bestdot,
- points, bestpoints;
- //bestdist = 9999;
- //bestdot = -2;
- bestpoints = 0;
- maxdist = 800;
- selected = world;
-
- makevectors(e.angles);
-
- head = find(world, classname, "laser_target");
- while(head)
- {
- points = 0;
- dir = normalize(head.origin - self.origin);
- dot = dir * v_forward;
- dist = vlen(head.origin - self.origin);
- if(dist > maxdist)
- dist = maxdist;
-
- // gain points for being in front
- points = points + ((dot+1)*0.5) * 500
- * (1 + crandom()*dot_variance);
- // gain points for being close away
- points = points + (1 - dist/maxdist) * 1000
- * (1 + crandom()*dot_variance);
-
- traceline(e.origin, head.origin, TRUE, self);
- if(trace_fraction < 1)
- {
- points = 0;
- }
-
- if(points > bestpoints)//random() > 0.5)//
- {
- bestpoints = points;
- selected = head;
- }
-
- head = find(head, classname, "laser_target");
- }
-
- //bprint(selected.realowner.netname);
- //bprint("\n");
- return selected;
-}
-
void W_Rocket_RemoteExplode()
{
if(self.realowner.deadflag == DEAD_NO)
{
if(thisdir * goaldir > maxturn_cos)
return goaldir;
+ if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
+ return thisdir; // refuse to guide (better than letting a numerical error happen)
float f, m2;
vector v;
// solve:
v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
return normalize(thisdir + goaldir * v_y); // the larger solution!
}
+// assume thisdir == -goaldir:
+// f == -1
+// v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
+// (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
+// x^2 - 2 * x + 1 = 0
+// (x - 1)^2 = 0
+// x = 1
+// normalize(thisdir + goaldir)
+// normalize(0)
void W_Rocket_Think (void)
{
{
pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
// TODO add a better sound here
- sound (self.realowner, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
+ sound (self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
self.count = 1;
}
}
{
if (self.health <= 0)
return;
+
+ if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+ 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_Rocket_Explode);
}
void W_Rocket_Attack (void)
{
- local entity missile;
- local entity flash;
+ entity missile;
+ entity flash;
W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_rocketlauncher_ammo, autocvar_g_balance_rocketlauncher_reload_ammo);
- W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CHAN_WEAPON, autocvar_g_balance_rocketlauncher_damage);
+ W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, autocvar_g_balance_rocketlauncher_damage);
pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile = WarpZone_RefSys_SpawnSameRefSys(self);
missile.damageforcescale = autocvar_g_balance_rocketlauncher_damageforcescale;
missile.health = autocvar_g_balance_rocketlauncher_health;
missile.event_damage = W_Rocket_Damage;
+ missile.damagedbycontents = TRUE;
missile.movetype = MOVETYPE_FLY;
PROJECTILE_MAKETRIGGER(missile);
if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
{
// decide whether to detonate rockets
- local entity missile, targetlist, targ;
- local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
- local float selfdamage, teamdamage, enemydamage;
+ entity missile, targetlist, targ;
+ float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
+ float selfdamage, teamdamage, enemydamage;
edgedamage = autocvar_g_balance_rocketlauncher_edgedamage;
coredamage = autocvar_g_balance_rocketlauncher_damage;
edgeradius = autocvar_g_balance_rocketlauncher_radius;
}
missile = find(missile, classname, "rocket");
}
- local float desirabledamage;
+ float desirabledamage;
desirabledamage = enemydamage;
if (time > self.invincible_finished && time > self.spawnshieldtime)
desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
targ = targ.chain;
}
}else{
- local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
+ 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 rocket spawnfunc_light to see if the rocket gets near a player
if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
}
}
if(rockfound)
- sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
}
}
}
{
if(autocvar_g_balance_rocketlauncher_reload_ammo)
{
- if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo && self.weapon_load[WEP_ROCKET_LAUNCHER] < autocvar_g_balance_rocketlauncher_ammo)
+ if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo && self.(weapon_load[WEP_ROCKET_LAUNCHER]) < autocvar_g_balance_rocketlauncher_ammo)
ammo_amount = TRUE;
}
else if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
W_Reload(autocvar_g_balance_rocketlauncher_ammo, autocvar_g_balance_rocketlauncher_reload_ammo, autocvar_g_balance_rocketlauncher_reload_time, "weapons/reload.wav");
}
return TRUE;
-};
+}
#endif
#ifdef CSQC
float w_rlauncher(float req)
org2 = w_org + w_backoff * 12;
pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
}
else if(req == WR_PRECACHE)
{
precache_sound("weapons/rocket_impact.wav");
}
else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = _("%s exploded");
+ w_deathtypestring = _("%s blew themself up with their rocketlauncher");
else if (req == WR_KILLMESSAGE)
{
if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)