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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id */ SEEKER,
4 /* function */ w_seeker,
5 /* ammotype */ IT_ROCKETS,
6 /* impulse  */ 8,
7 /* flags    */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating   */ BOT_PICKUP_RATING_MID,
9 /* model    */ "seeker",
10 /* netname  */ "seeker",
11 /* fullname */ _("T.A.G. Seeker")
12 );
13
14 #define SEEKER_SETTINGS(weapon) \
15         WEP_ADD_CVAR(weapon, MO_NONE, type) \
16         WEP_ADD_CVAR(weapon, MO_NONE, flac_ammo) \
17         WEP_ADD_CVAR(weapon, MO_NONE, flac_animtime) \
18         WEP_ADD_CVAR(weapon, MO_NONE, flac_damage) \
19         WEP_ADD_CVAR(weapon, MO_NONE, flac_edgedamage) \
20         WEP_ADD_CVAR(weapon, MO_NONE, flac_force) \
21         WEP_ADD_CVAR(weapon, MO_NONE, flac_lifetime) \
22         WEP_ADD_CVAR(weapon, MO_NONE, flac_lifetime_rand) \
23         WEP_ADD_CVAR(weapon, MO_NONE, flac_radius) \
24         WEP_ADD_CVAR(weapon, MO_NONE, flac_refire) \
25         WEP_ADD_CVAR(weapon, MO_NONE, missile_accel) \
26         WEP_ADD_CVAR(weapon, MO_NONE, missile_ammo) \
27         WEP_ADD_CVAR(weapon, MO_NONE, missile_animtime) \
28         WEP_ADD_CVAR(weapon, MO_NONE, missile_count) \
29         WEP_ADD_CVAR(weapon, MO_NONE, missile_damage) \
30         WEP_ADD_CVAR(weapon, MO_NONE, missile_damageforcescale) \
31         WEP_ADD_CVAR(weapon, MO_NONE, missile_decel) \
32         WEP_ADD_CVAR(weapon, MO_NONE, missile_delay) \
33         WEP_ADD_CVAR(weapon, MO_NONE, missile_edgedamage) \
34         WEP_ADD_CVAR(weapon, MO_NONE, missile_force) \
35         WEP_ADD_CVAR(weapon, MO_NONE, missile_health) \
36         WEP_ADD_CVAR(weapon, MO_NONE, missile_lifetime) \
37         WEP_ADD_CVAR(weapon, MO_NONE, missile_proxy) \
38         WEP_ADD_CVAR(weapon, MO_NONE, missile_proxy_delay) \
39         WEP_ADD_CVAR(weapon, MO_NONE, missile_proxy_maxrange) \
40         WEP_ADD_CVAR(weapon, MO_NONE, missile_radius) \
41         WEP_ADD_CVAR(weapon, MO_NONE, missile_refire) \
42         WEP_ADD_CVAR(weapon, MO_NONE, missile_smart) \
43         WEP_ADD_CVAR(weapon, MO_NONE, missile_smart_mindist) \
44         WEP_ADD_CVAR(weapon, MO_NONE, missile_smart_trace_max) \
45         WEP_ADD_CVAR(weapon, MO_NONE, missile_smart_trace_min) \
46         WEP_ADD_CVAR(weapon, MO_NONE, missile_speed_max) \
47         WEP_ADD_CVAR(weapon, MO_NONE, missile_turnrate) \
48         WEP_ADD_CVAR(weapon, MO_NONE, tag_ammo) \
49         WEP_ADD_CVAR(weapon, MO_NONE, tag_animtime) \
50         WEP_ADD_CVAR(weapon, MO_NONE, tag_damageforcescale) \
51         WEP_ADD_CVAR(weapon, MO_NONE, tag_health) \
52         WEP_ADD_CVAR(weapon, MO_NONE, tag_lifetime) \
53         WEP_ADD_CVAR(weapon, MO_NONE, tag_refire) \
54         WEP_ADD_CVAR(weapon, MO_NONE, tag_speed) \
55         WEP_ADD_CVAR(weapon, MO_NONE, tag_tracker_lifetime) \
56         WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
57         WEP_ADD_PROP(weapon, reloading_time, reload_time) \
58         WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
59         WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
60
61 #ifdef SVQC
62 SEEKER_SETTINGS(seeker)
63 void spawnfunc_weapon_seeker (void) { weapon_defaultspawnfunc(WEP_SEEKER); }
64
65 .entity tag_target, wps_tag_tracker;
66 .float tag_time;
67 #endif
68 #else
69 #ifdef SVQC
70
71 // ============================
72 // Begin: Missile functions, these are general functions to be manipulated by other code
73 // ============================
74 void Seeker_Missile_Explode ()
75 {
76         self.event_damage = func_null;
77         RadiusDamage (self, self.realowner, WEP_CVAR(seeker, missile_damage), WEP_CVAR(seeker, missile_edgedamage), WEP_CVAR(seeker, missile_radius), world, world, WEP_CVAR(seeker, missile_force), self.projectiledeathtype, other);
78
79         remove (self);
80 }
81
82 void Seeker_Missile_Touch()
83 {
84         PROJECTILE_TOUCH;
85
86         Seeker_Missile_Explode();
87 }
88
89 void Seeker_Missile_Think()
90 {
91         entity e;
92         vector desireddir, olddir, newdir, eorg;
93         float turnrate;
94         float dist;
95         float spd;
96
97         if (time > self.cnt)
98         {
99                 self.projectiledeathtype |= HITTYPE_SPLASH;
100                 Seeker_Missile_Explode();
101         }
102
103         spd = vlen(self.velocity);
104         spd = bound(
105                 spd - WEP_CVAR(seeker, missile_decel) * frametime,
106                 WEP_CVAR(seeker, missile_speed_max),
107                 spd + WEP_CVAR(seeker, missile_accel) * frametime
108         );
109
110         if (self.enemy != world)
111                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
112                         self.enemy = world;
113
114         if (self.enemy != world)
115         {
116                 e               = self.enemy;
117                 eorg            = 0.5 * (e.absmin + e.absmax);
118                 turnrate        = WEP_CVAR(seeker, missile_turnrate); // how fast to turn
119                 desireddir      = normalize(eorg - self.origin);
120                 olddir          = normalize(self.velocity); // get my current direction
121                 dist            = vlen(eorg - self.origin);
122
123                 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
124                 if (WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
125                 {
126                         // Is it a better idea (shorter distance) to trace to the target itself?
127                         if ( vlen(self.origin + olddir * self.wait) < dist)
128                                 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
129                         else
130                                 traceline(self.origin, eorg, FALSE, self);
131
132                         // Setup adaptive tracelength
133                         self.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = WEP_CVAR(seeker, missile_smart_trace_max));
134
135                         // Calc how important it is that we turn and add this to the desierd (enemy) dir.
136                         desireddir  = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
137                 }
138                 
139                 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
140                 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
141         }
142         else
143                 dist = 0;
144
145         // Proxy
146         if (WEP_CVAR(seeker, missile_proxy))
147         {
148                 if ( dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
149                 {
150                         if (self.autoswitch == 0)
151                         {
152                                 self.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
153                         }
154                         else
155                         {
156                                 if (self.autoswitch <= time)
157                                 {
158                                         Seeker_Missile_Explode();
159                                         self.autoswitch = 0;
160                                 }
161                         }
162                 }
163                 else
164                 {
165                         if (self.autoswitch != 0)
166                                 self.autoswitch = 0;
167                 }
168         }
169         ///////////////
170
171         if (self.enemy.deadflag != DEAD_NO)
172         {
173                 self.enemy = world;
174                 self.cnt = time + 1 + (random() * 4);
175                 self.nextthink = self.cnt;
176                 return;
177         }
178
179         //self.angles = vectoangles(self.velocity);                     // turn model in the new flight direction
180         self.nextthink = time;// + 0.05; // csqc projectiles
181         UpdateCSQCProjectile(self);
182 }
183
184
185
186 void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
187 {
188         if (self.health <= 0)
189                 return;
190                 
191         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
192                 return; // g_projectiles_damage says to halt
193
194         if (self.realowner == attacker)
195                 self.health = self.health - (damage * 0.25);
196         else
197                 self.health = self.health - damage;
198                 
199         if (self.health <= 0)
200                 W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
201 }
202
203 /*
204 void Seeker_Missile_Animate()
205 {
206         self.frame = self.frame +1;
207         self.nextthink = time + 0.05;
208
209         if (self.enemy != world)
210                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
211                         self.enemy = world;
212
213         if(self.frame == 5)
214         {
215                 self.think           = Seeker_Missile_Think;
216                 self.nextthink       = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
217
218                 if (autocvar_g_balance_seeker_missile_proxy)
219                         self.movetype    = MOVETYPE_BOUNCEMISSILE;
220                 else
221                         self.movetype    = MOVETYPE_FLYMISSILE;
222         }
223
224         UpdateCSQCProjectile(self);
225 }
226 */
227
228 void Seeker_Fire_Missile(vector f_diff, entity m_target)
229 {
230         entity missile;
231
232         W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, missile_ammo), autocvar_g_balance_seeker_reload_ammo);
233
234         makevectors(self.v_angle);
235         W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0);
236         w_shotorg += f_diff;
237         pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
238
239         //self.detornator         = FALSE;
240
241         missile                 = spawn();
242         missile.owner           = missile.realowner = self;
243         missile.classname       = "seeker_missile";
244         missile.bot_dodge       = TRUE;
245         missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
246
247         missile.think           = Seeker_Missile_Think;
248         missile.touch           = Seeker_Missile_Touch;
249         missile.event_damage    = Seeker_Missile_Damage;
250         missile.nextthink       = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
251         missile.cnt             = time + WEP_CVAR(seeker, missile_lifetime);
252         missile.enemy           = m_target;
253         missile.solid           = SOLID_BBOX;
254         missile.scale           = 2;
255         missile.takedamage      = DAMAGE_YES;
256         missile.health          = WEP_CVAR(seeker, missile_health);
257         missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
258         missile.damagedbycontents = TRUE;
259         //missile.think           = Seeker_Missile_Animate; // csqc projectiles.
260         
261         if (missile.enemy != world)
262                 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
263         else 
264                 missile.projectiledeathtype = WEP_SEEKER;
265
266
267         setorigin (missile, w_shotorg);
268         setsize (missile, '-4 -4 -4', '4 4 4');
269         missile.movetype    = MOVETYPE_FLYMISSILE;
270         missile.flags       = FL_PROJECTILE;
271         missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
272         
273         W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_missile);
274
275         missile.angles = vectoangles (missile.velocity);
276
277         CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
278
279         other = missile; MUTATOR_CALLHOOK(EditProjectile);
280 }
281
282 // ============================
283 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you. 
284 // ============================
285 void Seeker_Flac_Explode ()
286 {
287         self.event_damage = func_null;
288
289         RadiusDamage (self, self.realowner, WEP_CVAR(seeker, flac_damage), WEP_CVAR(seeker, flac_edgedamage), WEP_CVAR(seeker, flac_radius), world, world, WEP_CVAR(seeker, flac_force), self.projectiledeathtype, other);
290
291         remove (self);
292 }
293
294 void Seeker_Flac_Touch()
295 {
296         PROJECTILE_TOUCH;
297
298         Seeker_Flac_Explode();
299 }
300
301 void Seeker_Fire_Flac()
302 {
303         entity missile;
304         vector f_diff;
305         float c;
306
307         W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, flac_ammo), autocvar_g_balance_seeker_reload_ammo);
308
309         c = mod(self.bulletcounter, 4);
310         switch(c)
311         {
312                 case 0:
313                         f_diff = '-1.25 -3.75 0';
314                         break;
315                 case 1:
316                         f_diff = '+1.25 -3.75 0';
317                         break;
318                 case 2:
319                         f_diff = '-1.25 +3.75 0';
320                         break;
321                 case 3:
322                 default:
323                         f_diff = '+1.25 +3.75 0';
324                         break;
325         }
326         W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
327         w_shotorg += f_diff;
328
329         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
330
331         missile                                 = spawn ();
332         missile.owner                   = missile.realowner = self;
333         missile.classname               = "missile";
334         missile.bot_dodge               = TRUE;
335         missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
336         missile.touch                   = Seeker_Flac_Explode;
337         missile.use                     = Seeker_Flac_Explode; 
338         missile.think                   = adaptor_think2use_hittype_splash;
339         missile.nextthink               = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
340         missile.solid                   = SOLID_BBOX;
341         missile.movetype                = MOVETYPE_FLY; 
342         missile.projectiledeathtype = WEP_SEEKER;
343         missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
344         missile.flags                           = FL_PROJECTILE;
345         missile.missile_flags       = MIF_SPLASH; 
346         
347         // csqc projectiles
348         //missile.angles                                = vectoangles (missile.velocity);       
349         //missile.scale = 0.4; // BUG: the model is too big 
350         
351         setorigin (missile, w_shotorg);
352         setsize (missile, '-2 -2 -2', '2 2 2');
353                 
354         W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_flac);
355         CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
356
357         other = missile; MUTATOR_CALLHOOK(EditProjectile);
358 }
359
360 // ============================
361 // Begin: Tag and rocket controllers 
362 // ============================
363 entity Seeker_Tagged_Info(entity isowner, entity istarget)
364 {
365         entity tag;
366         for(tag = world; (tag = find(tag, classname, "tag_tracker")); ) 
367                 if ((tag.realowner == isowner) && (tag.tag_target == istarget))
368                         return tag;
369                 
370         return world;
371 }
372
373 void Seeker_Attack()
374 {
375         entity tracker, closest_target;
376         
377         closest_target = world;
378         for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
379         {
380                 if (closest_target)
381                 {
382                         if (vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
383                                 closest_target = tracker.tag_target;
384                 }
385                 else 
386                         closest_target = tracker.tag_target;
387         }
388                 
389         traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
390         if ((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
391                 closest_target = world;
392         
393         Seeker_Fire_Missile('0 0 0', closest_target);
394 }
395
396 void Seeker_Vollycontroller_Think() // TODO: Merge this with Seeker_Attack
397 {
398         float c;
399         entity oldself,oldenemy;
400         self.cnt = self.cnt - 1;
401
402         if((!(self.realowner.items & IT_UNLIMITED_AMMO) && self.realowner.ammo_rockets < WEP_CVAR(seeker, missile_ammo)) || (self.cnt <= -1) || (self.realowner.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER))
403         {
404                 remove(self);
405                 return;
406         }
407
408         self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor();
409         
410         oldself = self;
411         self = self.realowner;
412         
413         oldenemy = self.enemy;
414         self.enemy = oldself.enemy;
415         
416         c = mod(self.cnt, 4);
417         switch(c)
418         {
419                 case 0:
420                         Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
421                         break;
422                 case 1:
423                         Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
424                         break;
425                 case 2:
426                         Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
427                         break;
428                 case 3:
429                 default:
430                         Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
431                         break;
432         }
433
434         self.enemy = oldenemy;
435         self = oldself;
436 }
437
438 void Seeker_Tracker_Think() 
439 {
440         // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
441         if ((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER)
442         || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
443         {
444                 if (self)
445                 {
446                         WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
447                         remove(self);
448                 }
449                 return;
450         }
451         
452         // Update the think method information
453         self.nextthink = time;
454 }
455
456 // ============================
457 // Begin: Tag projectile 
458 // ============================
459 void Seeker_Tag_Explode ()
460 {
461         //if(other==self.realowner)
462         //    return;
463         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, other.species, self);
464
465         remove (self);
466 }
467
468 void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
469 {
470         if (self.health <= 0)
471                 return;
472         self.health = self.health - damage;
473         if (self.health <= 0)
474                 Seeker_Tag_Explode();
475 }
476
477 void Seeker_Tag_Touch()
478 {
479         vector dir;
480         vector org2;
481         entity e;
482         
483         PROJECTILE_TOUCH;
484
485         dir     = normalize (self.realowner.origin - self.origin);
486         org2    = findbetterlocation (self.origin, 8);
487
488         te_knightspike(org2);
489
490         self.event_damage = func_null;
491         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
492
493         if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
494         {
495                 // check to see if this person is already tagged by me
496                 entity tag = Seeker_Tagged_Info(self.realowner, other);
497                 
498                 if (tag != world)
499                 {
500                         if (other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
501                                 WaypointSprite_Kill(other.wps_tag_tracker);
502                                 
503                         tag.tag_time = time;
504                 }
505                 else
506                 {               
507                         //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
508                         e             = spawn();
509                         e.cnt         = WEP_CVAR(seeker, missile_count);
510                         e.classname   = "tag_tracker";
511                         e.owner       = self.owner;
512                         e.realowner   = self.realowner;
513                         
514                         if      (WEP_CVAR(seeker, type) == 1)
515                         {
516                                 e.tag_target  = other;
517                                 e.tag_time    = time;
518                                 e.think       = Seeker_Tracker_Think;
519                         }
520                         else 
521                         {
522                                 e.enemy     = other;
523                                 e.think     = Seeker_Vollycontroller_Think;
524                         }
525                         
526                         e.nextthink   = time;
527                 }
528                 
529                 if      (WEP_CVAR(seeker, type) == 1)
530                 {
531                         WaypointSprite_Spawn("tagged-target", WEP_CVAR(seeker, tag_tracker_lifetime), 0, other, '0 0 64', self.realowner, 0, other, wps_tag_tracker, TRUE, RADARICON_TAGGED, '0.5 1 0');
532                         WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
533                 }
534         }
535
536         remove(self);
537         return;
538 }
539
540 void Seeker_Fire_Tag()
541 {
542         entity missile;
543         W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, tag_ammo), autocvar_g_balance_seeker_reload_ammo);
544
545         W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count));
546
547         missile                 = spawn();
548         missile.owner           = missile.realowner = self;
549         missile.classname       = "seeker_tag";
550         missile.bot_dodge       = TRUE;
551         missile.bot_dodgerating = 50;
552         missile.touch           = Seeker_Tag_Touch;
553         missile.think           = SUB_Remove;
554         missile.nextthink       = time + WEP_CVAR(seeker, tag_lifetime);
555         missile.movetype        = MOVETYPE_FLY;
556         missile.solid           = SOLID_BBOX;
557
558         missile.takedamage       = DAMAGE_YES;
559         missile.event_damage     = Seeker_Tag_Damage;
560         missile.health           = WEP_CVAR(seeker, tag_health);
561         missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
562
563         setorigin (missile, w_shotorg);
564         setsize (missile, '-2 -2 -2', '2 2 2');
565
566         missile.flags       = FL_PROJECTILE;
567         //missile.missile_flags = MIF_..?; 
568
569         missile.movetype    = MOVETYPE_FLY;
570         W_SETUPPROJECTILEVELOCITY(missile, g_balance_seeker_tag);
571         missile.angles = vectoangles (missile.velocity);
572
573         CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
574
575         other = missile; MUTATOR_CALLHOOK(EditProjectile);
576 }
577
578 // ============================
579 // Begin: Genereal weapon functions
580 // ============================
581 void spawnfunc_weapon_seeker (void)
582 {
583         weapon_defaultspawnfunc(WEP_SEEKER);
584 }
585
586 float w_seeker(float req)
587 {
588         float ammo_amount;
589
590         switch(req)
591         {
592                 case WR_AIM:
593                 {
594                         if (WEP_CVAR(seeker, type) == 1) 
595                                 if (Seeker_Tagged_Info(self, self.enemy) != world)
596                                         self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), FALSE);
597                                 else
598                                         self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
599                         else
600                                 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
601                                 
602                         return TRUE;
603                 }
604                 case WR_THINK:
605                 {
606                         if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) // forced reload
607                                 WEP_ACTION(self.weapon, WR_RELOAD);
608                                 
609                         else if (self.BUTTON_ATCK)
610                         {
611                                 if (WEP_CVAR(seeker, type) == 1) 
612                                 {
613                                         if (weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire)))
614                                         {
615                                                 Seeker_Attack();
616                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
617                                         }
618                                 }
619                                 else 
620                                 {
621                                         if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
622                                         {
623                                                 Seeker_Fire_Tag();
624                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
625                                         }
626                                 }
627                         }
628
629                         else if (self.BUTTON_ATCK2)
630                         {
631                                 if (WEP_CVAR(seeker, type) == 1) 
632                                 {
633                                         if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
634                                         {
635                                                 Seeker_Fire_Tag();
636                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
637                                         }
638                                 }
639                                 else 
640                                 {
641                                         if (weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire)))
642                                         {
643                                                 Seeker_Fire_Flac();
644                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
645                                         }
646                                 }
647                         }
648                         
649                         return TRUE;
650                 }
651                 case WR_INIT:
652                 {
653                         precache_model ("models/weapons/g_seeker.md3");
654                         precache_model ("models/weapons/v_seeker.md3");
655                         precache_model ("models/weapons/h_seeker.iqm");
656                         precache_sound ("weapons/tag_fire.wav");
657                         precache_sound ("weapons/flac_fire.wav");
658                         precache_sound ("weapons/seeker_fire.wav");
659                         WEP_SET_PROPS(SEEKER_SETTINGS(seeker), WEP_SEEKER)
660                         return TRUE;
661                 }
662                 case WR_SETUP:
663                 {
664                         self.current_ammo = ammo_rockets;
665                         return TRUE;
666                 }
667                 case WR_CHECKAMMO1:
668                 {
669                         if (WEP_CVAR(seeker, type) == 1) 
670                         {
671                                 ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, missile_ammo);
672                                 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, missile_ammo);
673                         }
674                         else
675                         {
676                                 ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, tag_ammo);
677                                 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
678                         }
679                         
680                         return ammo_amount;
681                 }
682                 case WR_CHECKAMMO2:
683                 {
684                         if (WEP_CVAR(seeker, type) == 1) 
685                         {
686                                 ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, tag_ammo);
687                                 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
688                         }
689                         else
690                         {
691                                 ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, flac_ammo);
692                                 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, flac_ammo);
693                         }
694                         
695                         return ammo_amount;
696                 }
697                 case WR_CONFIG:
698                 {
699                         WEP_CONFIG_SETTINGS(SEEKER_SETTINGS(seeker))
700                         return TRUE;
701                 }
702                 case WR_RELOAD:
703                 {
704                         W_Reload(min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), autocvar_g_balance_seeker_reload_ammo, autocvar_g_balance_seeker_reload_time, "weapons/reload.wav");
705                         return TRUE;
706                 }
707                 case WR_SUICIDEMESSAGE:
708                 {
709                         return WEAPON_SEEKER_SUICIDE;
710                 }
711                 case WR_KILLMESSAGE:
712                 {
713                         if(w_deathtype & HITTYPE_SECONDARY)
714                                 return WEAPON_SEEKER_MURDER_TAG;
715                         else
716                                 return WEAPON_SEEKER_MURDER_SPRAY;
717                 }
718         }
719         return TRUE;
720 }
721 #endif
722 #ifdef CSQC
723 float w_seeker(float req)
724 {
725         switch(req)
726         {
727                 case WR_IMPACTEFFECT:
728                 {
729                         vector org2;
730                         org2 = w_org + w_backoff * 6;
731                         if(w_deathtype & HITTYPE_BOUNCE)
732                         {
733                                 if(w_deathtype & HITTYPE_SECONDARY)
734                                 {
735                                         if(!w_issilent)
736                                                 sound(self, CH_SHOTS, "weapons/tag_impact.wav", 1, ATTN_NORM);
737                                 }
738                                 else
739                                 {
740                                         pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
741                                         if(!w_issilent)
742                                         {
743                                                 if (w_random<0.15)
744                                                         sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTN_NORM);
745                                                 else if (w_random<0.7)
746                                                         sound(self, CH_SHOTS, "weapons/tagexp2.wav", 1, ATTN_NORM);
747                                                 else
748                                                         sound(self, CH_SHOTS, "weapons/tagexp3.wav", 1, ATTN_NORM);
749                                         }
750                                 }
751                         }
752                         else
753                         {
754                                 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
755                                 if(!w_issilent)
756                                 {
757                                         if (w_random<0.15)
758                                                 sound(self, CH_SHOTS, "weapons/seekerexp1.wav", 1, ATTN_NORM);
759                                         else if (w_random<0.7)
760                                                 sound(self, CH_SHOTS, "weapons/seekerexp2.wav", 1, ATTN_NORM);
761                                         else
762                                                 sound(self, CH_SHOTS, "weapons/seekerexp3.wav", 1, ATTN_NORM);
763                                 }
764                         }
765                         
766                         return TRUE;
767                 }
768                 case WR_INIT:
769                 {
770                         precache_sound("weapons/seekerexp1.wav");
771                         precache_sound("weapons/seekerexp2.wav");
772                         precache_sound("weapons/seekerexp3.wav");
773                         precache_sound("weapons/tagexp1.wav");
774                         precache_sound("weapons/tagexp2.wav");
775                         precache_sound("weapons/tagexp3.wav");
776                         precache_sound("weapons/tag_impact.wav");
777                         return TRUE;
778                 }
779         }
780         
781         return TRUE;
782 }
783 #endif
784 #endif