#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(ROCKET_LAUNCHER, w_rlauncher, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "rl", "rocketlauncher", "Rocket Launcher");
+REGISTER_WEAPON(ROCKET_LAUNCHER, w_rlauncher, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "rl", "rocketlauncher", _("Rocket Launcher"))
#else
#ifdef SVQC
.float rl_release;
void W_Rocket_Unregister()
{
- if(self.owner && self.owner.lastrocket == self)
+ if(self.realowner && self.realowner.lastrocket == self)
{
- self.owner.lastrocket = world;
- // self.owner.rl_release = 1;
+ self.realowner.lastrocket = world;
+ // self.realowner.rl_release = 1;
}
}
if(other.takedamage == DAMAGE_AIM)
if(other.classname == "player")
- if(IsDifferentTeam(self.owner, other))
- if(IsFlying(other))
- AnnounceTo(self.owner, "airshot");
+ if(IsDifferentTeam(self.realowner, other))
+ if(other.deadflag == DEAD_NO)
+ if(IsFlying(other))
+ AnnounceTo(self.realowner, "airshot");
self.event_damage = SUB_Null;
self.takedamage = DAMAGE_NO;
- RadiusDamage (self, self.owner, autocvar_g_balance_rocketlauncher_damage, autocvar_g_balance_rocketlauncher_edgedamage, autocvar_g_balance_rocketlauncher_radius, world, autocvar_g_balance_rocketlauncher_force, self.projectiledeathtype, other);
+ RadiusDamage (self, self.realowner, autocvar_g_balance_rocketlauncher_damage, autocvar_g_balance_rocketlauncher_edgedamage, autocvar_g_balance_rocketlauncher_radius, world, autocvar_g_balance_rocketlauncher_force, self.projectiledeathtype, other);
- if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
+ if (self.realowner.weapon == WEP_ROCKET_LAUNCHER)
{
- if(self.owner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
+ if(self.realowner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
{
- self.owner.cnt = WEP_ROCKET_LAUNCHER;
- ATTACK_FINISHED(self.owner) = time;
- self.owner.switchweapon = w_getbestweapon(self.owner);
+ self.realowner.cnt = WEP_ROCKET_LAUNCHER;
+ ATTACK_FINISHED(self.realowner) = time;
+ self.realowner.switchweapon = w_getbestweapon(self.realowner);
}
}
remove (self);
self.event_damage = SUB_Null;
self.takedamage = DAMAGE_NO;
- RadiusDamage (self, self.owner, autocvar_g_balance_rocketlauncher_remote_damage, autocvar_g_balance_rocketlauncher_remote_edgedamage, autocvar_g_balance_rocketlauncher_remote_radius, world, autocvar_g_balance_rocketlauncher_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world);
+ RadiusDamage (self, self.realowner, autocvar_g_balance_rocketlauncher_remote_damage, autocvar_g_balance_rocketlauncher_remote_edgedamage, autocvar_g_balance_rocketlauncher_remote_radius, world, autocvar_g_balance_rocketlauncher_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world);
- if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
+ if (self.realowner.weapon == WEP_ROCKET_LAUNCHER)
{
- if(self.owner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
+ if(self.realowner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
{
- self.owner.cnt = WEP_ROCKET_LAUNCHER;
- ATTACK_FINISHED(self.owner) = time;
- self.owner.switchweapon = w_getbestweapon(self.owner);
+ self.realowner.cnt = WEP_ROCKET_LAUNCHER;
+ ATTACK_FINISHED(self.realowner) = time;
+ self.realowner.switchweapon = w_getbestweapon(self.realowner);
}
}
remove (self);
head = find(head, classname, "laser_target");
}
- //bprint(selected.owner.netname);
+ //bprint(selected.realowner.netname);
//bprint("\n");
return selected;
}
void W_Rocket_RemoteExplode()
{
- if(self.owner.deadflag == DEAD_NO)
- if(self.owner.lastrocket)
+ if(self.realowner.deadflag == DEAD_NO)
+ if(self.realowner.lastrocket)
{
if((self.spawnshieldtime >= 0)
? (time >= self.spawnshieldtime) // timer
- : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_rocketlauncher_remote_radius) // safety device
+ : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > autocvar_g_balance_rocketlauncher_remote_radius) // safety device
)
{
W_Rocket_DoRemoteExplode();
self.velocity = self.velocity + v_forward * min(autocvar_g_balance_rocketlauncher_speedaccel * g_weaponspeedfactor * frametime, velspeed);
// laser guided, or remote detonation
- if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
+ if (self.realowner.weapon == WEP_ROCKET_LAUNCHER)
{
- if(self == self.owner.lastrocket)
- if not(self.owner.rl_release)
+ if(self == self.realowner.lastrocket)
+ if not(self.realowner.rl_release)
if not(self.BUTTON_ATCK2)
if(autocvar_g_balance_rocketlauncher_guiderate)
if(time > self.pushltime)
- if(self.owner.deadflag == DEAD_NO)
+ if(self.realowner.deadflag == DEAD_NO)
{
f = autocvar_g_balance_rocketlauncher_guideratedelay;
if(f)
velspeed = vlen(self.velocity);
- makevectors(self.owner.v_angle);
- desireddir = WarpZone_RefSys_TransformVelocity(self.owner, self, v_forward);
- desiredorigin = WarpZone_RefSys_TransformOrigin(self.owner, self, self.owner.origin + self.owner.view_ofs);
+ makevectors(self.realowner.v_angle);
+ desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
+ desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
olddir = normalize(self.velocity);
// now it gets tricky... we want to move like some curve to approximate the target direction
{
pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
// TODO add a better sound here
- sound (self.owner, 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;
}
}
local entity missile;
local entity flash;
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_rocketlauncher_ammo;
+ 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.owner = self;
+ missile.owner = missile.realowner = self;
self.lastrocket = missile;
if(autocvar_g_balance_rocketlauncher_detonatedelay >= 0)
missile.spawnshieldtime = time + autocvar_g_balance_rocketlauncher_detonatedelay;
{
entity rock;
float rockfound;
+ float ammo_amount;
+
if (req == WR_AIM)
{
// aim and decide to fire if appropriate
missile = find(world, classname, "rocket");
while (missile)
{
- if (missile.owner != self)
+ if (missile.realowner != self)
{
missile = find(missile, classname, "rocket");
continue;
// count potential damage according to type of target
if (targ == self)
selfdamage = selfdamage + d;
- else if (targ.team == self.team && teams_matter)
+ else if (targ.team == self.team && teamplay)
teamdamage = teamdamage + d;
else if (bot_shouldattack(targ))
enemydamage = enemydamage + d;
desirabledamage = enemydamage;
if (time > self.invincible_finished && time > self.spawnshieldtime)
desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
- if (teams_matter && self.team)
+ if (teamplay && self.team)
desirabledamage = desirabledamage - teamdamage;
missile = find(world, classname, "rocket");
while (missile)
{
- if (missile.owner != self)
+ if (missile.realowner != self)
{
missile = find(missile, classname, "rocket");
continue;
}
else if (req == WR_THINK)
{
- if (self.BUTTON_ATCK)
+ if(autocvar_g_balance_rocketlauncher_reload_ammo && self.clip_load < autocvar_g_balance_rocketlauncher_ammo) // forced reload
+ weapon_action(self.weapon, WR_RELOAD);
+ else
{
- if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop)
- if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire))
+ if (self.BUTTON_ATCK)
{
- W_Rocket_Attack();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready);
- self.rl_release = 0;
+ if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop)
+ if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire))
+ {
+ W_Rocket_Attack();
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready);
+ self.rl_release = 0;
+ }
}
- }
- else
- self.rl_release = 1;
+ else
+ self.rl_release = 1;
- if (self.BUTTON_ATCK2)
- {
- rockfound = 0;
- for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
+ if (self.BUTTON_ATCK2)
{
- if(!rock.rl_detonate_later)
+ rockfound = 0;
+ for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
{
- rock.rl_detonate_later = TRUE;
- rockfound = 1;
+ if(!rock.rl_detonate_later)
+ {
+ rock.rl_detonate_later = TRUE;
+ rockfound = 1;
+ }
}
+ if(rockfound)
+ sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
}
- if(rockfound)
- sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
}
}
else if (req == WR_PRECACHE)
precache_sound ("weapons/rocket_det.wav");
precache_sound ("weapons/rocket_fire.wav");
precache_sound ("weapons/rocket_mode.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_ROCKET_LAUNCHER);
+ self.current_ammo = ammo_rockets;
self.rl_release = 1;
}
else if (req == WR_CHECKAMMO1)
{
// don't switch while guiding a missile
- if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
- && self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
- return FALSE;
+ if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
+ {
+ 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)
+ ammo_amount = TRUE;
+ }
+ else if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
+ ammo_amount = TRUE;
+ return !ammo_amount;
+ }
}
else if (req == WR_CHECKAMMO2)
return FALSE;
{
self.rl_release = 0;
}
+ else if (req == WR_RELOAD)
+ {
+ 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
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 exploded");
else if (req == WR_KILLMESSAGE)
{
if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
- w_deathtypestring = "%s got too close to %s's rocket";
+ w_deathtypestring = _("%s got too close to %s's rocket");
else if(w_deathtype & HITTYPE_SPLASH)
- w_deathtypestring = "%s almost dodged %s's rocket";
+ w_deathtypestring = _("%s almost dodged %s's rocket");
else
- w_deathtypestring = "%s ate %s's rocket";
+ w_deathtypestring = _("%s ate %s's rocket");
}
return TRUE;
}