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Add weaponstartoverride property to weapons
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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(w_cvar,w_prop) \
15         w_cvar(WEP_SEEKER, seeker, MO_NONE, type) \
16         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_ammo) \
17         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_animtime) \
18         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_damage) \
19         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_edgedamage) \
20         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_force) \
21         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_lifetime) \
22         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_lifetime_rand) \
23         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_radius) \
24         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_refire) \
25         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_speed) \
26         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_speed_up) \
27         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_speed_z) \
28         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_spread) \
29         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_accel) \
30         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_ammo) \
31         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_animtime) \
32         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_count) \
33         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_damage) \
34         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_damageforcescale) \
35         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_decel) \
36         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_delay) \
37         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_edgedamage) \
38         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_force) \
39         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_health) \
40         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_lifetime) \
41         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_proxy) \
42         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_proxy_delay) \
43         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_proxy_maxrange) \
44         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_radius) \
45         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_refire) \
46         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_smart) \
47         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_smart_mindist) \
48         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_smart_trace_max) \
49         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_smart_trace_min) \
50         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_speed) \
51         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_speed_max) \
52         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_speed_up) \
53         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_speed_z) \
54         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_spread) \
55         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_turnrate) \
56         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_ammo) \
57         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_animtime) \
58         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_damageforcescale) \
59         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_health) \
60         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_lifetime) \
61         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_refire) \
62         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_speed) \
63         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_spread) \
64         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_tracker_lifetime) \
65         w_prop(WEP_SEEKER, seeker, float,  reloading_ammo, reload_ammo) \
66         w_prop(WEP_SEEKER, seeker, float,  reloading_time, reload_time) \
67         w_prop(WEP_SEEKER, seeker, float,  switchdelay_raise, switchdelay_raise) \
68         w_prop(WEP_SEEKER, seeker, float,  switchdelay_drop, switchdelay_drop) \
69         w_prop(WEP_SEEKER, seeker, string, weaponreplace, weaponreplace) \
70         w_prop(WEP_SEEKER, seeker, float,  weaponstart, weaponstart) \
71         w_prop(WEP_SEEKER, seeker, float,  weaponstartoverride, weaponstartoverride)
72
73 #ifdef SVQC
74 SEEKER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
75 .entity tag_target, wps_tag_tracker;
76 .float tag_time;
77 #endif
78 #else
79 #ifdef SVQC
80 void spawnfunc_weapon_seeker (void) { weapon_defaultspawnfunc(WEP_SEEKER); }
81
82 // ============================
83 // Begin: Missile functions, these are general functions to be manipulated by other code
84 // ============================
85 void Seeker_Missile_Explode ()
86 {
87         self.event_damage = func_null;
88         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);
89
90         remove (self);
91 }
92
93 void Seeker_Missile_Touch()
94 {
95         PROJECTILE_TOUCH;
96
97         Seeker_Missile_Explode();
98 }
99
100 void Seeker_Missile_Think()
101 {
102         entity e;
103         vector desireddir, olddir, newdir, eorg;
104         float turnrate;
105         float dist;
106         float spd;
107
108         if (time > self.cnt)
109         {
110                 self.projectiledeathtype |= HITTYPE_SPLASH;
111                 Seeker_Missile_Explode();
112         }
113
114         spd = vlen(self.velocity);
115         spd = bound(
116                 spd - WEP_CVAR(seeker, missile_decel) * frametime,
117                 WEP_CVAR(seeker, missile_speed_max),
118                 spd + WEP_CVAR(seeker, missile_accel) * frametime
119         );
120
121         if (self.enemy != world)
122                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
123                         self.enemy = world;
124
125         if (self.enemy != world)
126         {
127                 e               = self.enemy;
128                 eorg            = 0.5 * (e.absmin + e.absmax);
129                 turnrate        = WEP_CVAR(seeker, missile_turnrate); // how fast to turn
130                 desireddir      = normalize(eorg - self.origin);
131                 olddir          = normalize(self.velocity); // get my current direction
132                 dist            = vlen(eorg - self.origin);
133
134                 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
135                 if (WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
136                 {
137                         // Is it a better idea (shorter distance) to trace to the target itself?
138                         if ( vlen(self.origin + olddir * self.wait) < dist)
139                                 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
140                         else
141                                 traceline(self.origin, eorg, FALSE, self);
142
143                         // Setup adaptive tracelength
144                         self.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = WEP_CVAR(seeker, missile_smart_trace_max));
145
146                         // Calc how important it is that we turn and add this to the desierd (enemy) dir.
147                         desireddir  = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
148                 }
149
150                 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
151                 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
152         }
153         else
154                 dist = 0;
155
156         // Proxy
157         if (WEP_CVAR(seeker, missile_proxy))
158         {
159                 if ( dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
160                 {
161                         if (self.autoswitch == 0)
162                         {
163                                 self.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
164                         }
165                         else
166                         {
167                                 if (self.autoswitch <= time)
168                                 {
169                                         Seeker_Missile_Explode();
170                                         self.autoswitch = 0;
171                                 }
172                         }
173                 }
174                 else
175                 {
176                         if (self.autoswitch != 0)
177                                 self.autoswitch = 0;
178                 }
179         }
180         ///////////////
181
182         if (self.enemy.deadflag != DEAD_NO)
183         {
184                 self.enemy = world;
185                 self.cnt = time + 1 + (random() * 4);
186                 self.nextthink = self.cnt;
187                 return;
188         }
189
190         //self.angles = vectoangles(self.velocity);                     // turn model in the new flight direction
191         self.nextthink = time;// + 0.05; // csqc projectiles
192         UpdateCSQCProjectile(self);
193 }
194
195
196
197 void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
198 {
199         if (self.health <= 0)
200                 return;
201
202         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
203                 return; // g_projectiles_damage says to halt
204
205         if (self.realowner == attacker)
206                 self.health = self.health - (damage * 0.25);
207         else
208                 self.health = self.health - damage;
209
210         if (self.health <= 0)
211                 W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
212 }
213
214 /*
215 void Seeker_Missile_Animate()
216 {
217         self.frame = self.frame +1;
218         self.nextthink = time + 0.05;
219
220         if (self.enemy != world)
221                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
222                         self.enemy = world;
223
224         if(self.frame == 5)
225         {
226                 self.think           = Seeker_Missile_Think;
227                 self.nextthink       = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
228
229                 if (autocvar_g_balance_seeker_missile_proxy)
230                         self.movetype    = MOVETYPE_BOUNCEMISSILE;
231                 else
232                         self.movetype    = MOVETYPE_FLYMISSILE;
233         }
234
235         UpdateCSQCProjectile(self);
236 }
237 */
238
239 void Seeker_Fire_Missile(vector f_diff, entity m_target)
240 {
241         entity missile;
242
243         W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, missile_ammo), autocvar_g_balance_seeker_reload_ammo);
244
245         makevectors(self.v_angle);
246         W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0);
247         w_shotorg += f_diff;
248         pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
249
250         //self.detornator         = FALSE;
251
252         missile                 = spawn();
253         missile.owner           = missile.realowner = self;
254         missile.classname       = "seeker_missile";
255         missile.bot_dodge       = TRUE;
256         missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
257
258         missile.think           = Seeker_Missile_Think;
259         missile.touch           = Seeker_Missile_Touch;
260         missile.event_damage    = Seeker_Missile_Damage;
261         missile.nextthink       = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
262         missile.cnt             = time + WEP_CVAR(seeker, missile_lifetime);
263         missile.enemy           = m_target;
264         missile.solid           = SOLID_BBOX;
265         missile.scale           = 2;
266         missile.takedamage      = DAMAGE_YES;
267         missile.health          = WEP_CVAR(seeker, missile_health);
268         missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
269         missile.damagedbycontents = TRUE;
270         //missile.think           = Seeker_Missile_Animate; // csqc projectiles.
271
272         if (missile.enemy != world)
273                 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
274         else
275                 missile.projectiledeathtype = WEP_SEEKER;
276
277
278         setorigin (missile, w_shotorg);
279         setsize (missile, '-4 -4 -4', '4 4 4');
280         missile.movetype    = MOVETYPE_FLYMISSILE;
281         missile.flags       = FL_PROJECTILE;
282         missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
283
284         WEP_SETUPPROJVELOCITY_UP_NONE(missile, seeker, missile_);
285
286         missile.angles = vectoangles (missile.velocity);
287
288         CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
289
290         other = missile; MUTATOR_CALLHOOK(EditProjectile);
291 }
292
293 // ============================
294 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
295 // ============================
296 void Seeker_Flac_Explode ()
297 {
298         self.event_damage = func_null;
299
300         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);
301
302         remove (self);
303 }
304
305 void Seeker_Flac_Touch()
306 {
307         PROJECTILE_TOUCH;
308
309         Seeker_Flac_Explode();
310 }
311
312 void Seeker_Fire_Flac()
313 {
314         entity missile;
315         vector f_diff;
316         float c;
317
318         W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, flac_ammo), autocvar_g_balance_seeker_reload_ammo);
319
320         c = mod(self.bulletcounter, 4);
321         switch(c)
322         {
323                 case 0:
324                         f_diff = '-1.25 -3.75 0';
325                         break;
326                 case 1:
327                         f_diff = '+1.25 -3.75 0';
328                         break;
329                 case 2:
330                         f_diff = '-1.25 +3.75 0';
331                         break;
332                 case 3:
333                 default:
334                         f_diff = '+1.25 +3.75 0';
335                         break;
336         }
337         W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
338         w_shotorg += f_diff;
339
340         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
341
342         missile                                 = spawn ();
343         missile.owner                   = missile.realowner = self;
344         missile.classname               = "missile";
345         missile.bot_dodge               = TRUE;
346         missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
347         missile.touch                   = Seeker_Flac_Explode;
348         missile.use                     = Seeker_Flac_Explode;
349         missile.think                   = adaptor_think2use_hittype_splash;
350         missile.nextthink               = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
351         missile.solid                   = SOLID_BBOX;
352         missile.movetype                = MOVETYPE_FLY;
353         missile.projectiledeathtype = WEP_SEEKER;
354         missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
355         missile.flags                           = FL_PROJECTILE;
356         missile.missile_flags       = MIF_SPLASH;
357
358         // csqc projectiles
359         //missile.angles                                = vectoangles (missile.velocity);
360         //missile.scale = 0.4; // BUG: the model is too big
361
362         setorigin (missile, w_shotorg);
363         setsize (missile, '-2 -2 -2', '2 2 2');
364
365         WEP_SETUPPROJVELOCITY_UP_NONE(missile, seeker, flac_);
366         CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
367
368         other = missile; MUTATOR_CALLHOOK(EditProjectile);
369 }
370
371 // ============================
372 // Begin: Tag and rocket controllers
373 // ============================
374 entity Seeker_Tagged_Info(entity isowner, entity istarget)
375 {
376         entity tag;
377         for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
378                 if ((tag.realowner == isowner) && (tag.tag_target == istarget))
379                         return tag;
380
381         return world;
382 }
383
384 void Seeker_Attack()
385 {
386         entity tracker, closest_target;
387
388         closest_target = world;
389         for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
390         {
391                 if (closest_target)
392                 {
393                         if (vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
394                                 closest_target = tracker.tag_target;
395                 }
396                 else
397                         closest_target = tracker.tag_target;
398         }
399
400         traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
401         if ((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
402                 closest_target = world;
403
404         Seeker_Fire_Missile('0 0 0', closest_target);
405 }
406
407 void Seeker_Vollycontroller_Think() // TODO: Merge this with Seeker_Attack
408 {
409         float c;
410         entity oldself,oldenemy;
411         self.cnt = self.cnt - 1;
412
413         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))
414         {
415                 remove(self);
416                 return;
417         }
418
419         self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor();
420
421         oldself = self;
422         self = self.realowner;
423
424         oldenemy = self.enemy;
425         self.enemy = oldself.enemy;
426
427         c = mod(self.cnt, 4);
428         switch(c)
429         {
430                 case 0:
431                         Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
432                         break;
433                 case 1:
434                         Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
435                         break;
436                 case 2:
437                         Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
438                         break;
439                 case 3:
440                 default:
441                         Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
442                         break;
443         }
444
445         self.enemy = oldenemy;
446         self = oldself;
447 }
448
449 void Seeker_Tracker_Think()
450 {
451         // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
452         if ((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER)
453         || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
454         {
455                 if (self)
456                 {
457                         WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
458                         remove(self);
459                 }
460                 return;
461         }
462
463         // Update the think method information
464         self.nextthink = time;
465 }
466
467 // ============================
468 // Begin: Tag projectile
469 // ============================
470 void Seeker_Tag_Explode ()
471 {
472         //if(other==self.realowner)
473         //    return;
474         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, other.species, self);
475
476         remove (self);
477 }
478
479 void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
480 {
481         if (self.health <= 0)
482                 return;
483         self.health = self.health - damage;
484         if (self.health <= 0)
485                 Seeker_Tag_Explode();
486 }
487
488 void Seeker_Tag_Touch()
489 {
490         vector dir;
491         vector org2;
492         entity e;
493
494         PROJECTILE_TOUCH;
495
496         dir     = normalize (self.realowner.origin - self.origin);
497         org2    = findbetterlocation (self.origin, 8);
498
499         te_knightspike(org2);
500
501         self.event_damage = func_null;
502         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
503
504         if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
505         {
506                 // check to see if this person is already tagged by me
507                 entity tag = Seeker_Tagged_Info(self.realowner, other);
508
509                 if (tag != world)
510                 {
511                         if (other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
512                                 WaypointSprite_Kill(other.wps_tag_tracker);
513
514                         tag.tag_time = time;
515                 }
516                 else
517                 {
518                         //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
519                         e             = spawn();
520                         e.cnt         = WEP_CVAR(seeker, missile_count);
521                         e.classname   = "tag_tracker";
522                         e.owner       = self.owner;
523                         e.realowner   = self.realowner;
524
525                         if(WEP_CVAR(seeker, type) == 1)
526                         {
527                                 e.tag_target  = other;
528                                 e.tag_time    = time;
529                                 e.think       = Seeker_Tracker_Think;
530                         }
531                         else
532                         {
533                                 e.enemy     = other;
534                                 e.think     = Seeker_Vollycontroller_Think;
535                         }
536
537                         e.nextthink   = time;
538                 }
539
540                 if(WEP_CVAR(seeker, type) == 1)
541                 {
542                         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');
543                         WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
544                 }
545         }
546
547         remove(self);
548         return;
549 }
550
551 void Seeker_Fire_Tag()
552 {
553         entity missile;
554         W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, tag_ammo), autocvar_g_balance_seeker_reload_ammo);
555
556         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));
557
558         missile                 = spawn();
559         missile.owner           = missile.realowner = self;
560         missile.classname       = "seeker_tag";
561         missile.bot_dodge       = TRUE;
562         missile.bot_dodgerating = 50;
563         missile.touch           = Seeker_Tag_Touch;
564         missile.think           = SUB_Remove;
565         missile.nextthink       = time + WEP_CVAR(seeker, tag_lifetime);
566         missile.movetype        = MOVETYPE_FLY;
567         missile.solid           = SOLID_BBOX;
568
569         missile.takedamage       = DAMAGE_YES;
570         missile.event_damage     = Seeker_Tag_Damage;
571         missile.health           = WEP_CVAR(seeker, tag_health);
572         missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
573
574         setorigin (missile, w_shotorg);
575         setsize (missile, '-2 -2 -2', '2 2 2');
576
577         missile.flags       = FL_PROJECTILE;
578         //missile.missile_flags = MIF_..?;
579
580         missile.movetype    = MOVETYPE_FLY;
581         WEP_SETUPPROJVELOCITY_NONE(missile, seeker, tag_);
582         missile.angles = vectoangles (missile.velocity);
583
584         CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
585
586         other = missile; MUTATOR_CALLHOOK(EditProjectile);
587 }
588
589 // ============================
590 // Begin: Genereal weapon functions
591 // ============================
592
593 float w_seeker(float req)
594 {
595         float ammo_amount;
596
597         switch(req)
598         {
599                 case WR_AIM:
600                 {
601                         if (WEP_CVAR(seeker, type) == 1)
602                                 if (Seeker_Tagged_Info(self, self.enemy) != world)
603                                         self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), FALSE);
604                                 else
605                                         self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
606                         else
607                                 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
608                         return TRUE;
609                 }
610                 case WR_THINK:
611                 {
612                         if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) // forced reload
613                                 WEP_ACTION(self.weapon, WR_RELOAD);
614
615                         else if (self.BUTTON_ATCK)
616                         {
617                                 if (WEP_CVAR(seeker, type) == 1)
618                                 {
619                                         if (weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire)))
620                                         {
621                                                 Seeker_Attack();
622                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
623                                         }
624                                 }
625                                 else
626                                 {
627                                         if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
628                                         {
629                                                 Seeker_Fire_Tag();
630                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
631                                         }
632                                 }
633                         }
634
635                         else if (self.BUTTON_ATCK2)
636                         {
637                                 if (WEP_CVAR(seeker, type) == 1)
638                                 {
639                                         if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
640                                         {
641                                                 Seeker_Fire_Tag();
642                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
643                                         }
644                                 }
645                                 else
646                                 {
647                                         if (weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire)))
648                                         {
649                                                 Seeker_Fire_Flac();
650                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
651                                         }
652                                 }
653                         }
654
655                         return TRUE;
656                 }
657                 case WR_INIT:
658                 {
659                         precache_model ("models/weapons/g_seeker.md3");
660                         precache_model ("models/weapons/v_seeker.md3");
661                         precache_model ("models/weapons/h_seeker.iqm");
662                         precache_sound ("weapons/tag_fire.wav");
663                         precache_sound ("weapons/flac_fire.wav");
664                         precache_sound ("weapons/seeker_fire.wav");
665                         SEEKER_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
666                         return TRUE;
667                 }
668                 case WR_SETUP:
669                 {
670                         self.current_ammo = ammo_rockets;
671                         return TRUE;
672                 }
673                 case WR_CHECKAMMO1:
674                 {
675                         if (WEP_CVAR(seeker, type) == 1)
676                         {
677                                 ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, missile_ammo);
678                                 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, missile_ammo);
679                         }
680                         else
681                         {
682                                 ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, tag_ammo);
683                                 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
684                         }
685                         return ammo_amount;
686                 }
687                 case WR_CHECKAMMO2:
688                 {
689                         if (WEP_CVAR(seeker, type) == 1)
690                         {
691                                 ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, tag_ammo);
692                                 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
693                         }
694                         else
695                         {
696                                 ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, flac_ammo);
697                                 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, flac_ammo);
698                         }
699                         return ammo_amount;
700                 }
701                 case WR_CONFIG:
702                 {
703                         SEEKER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
704                         return TRUE;
705                 }
706                 case WR_RELOAD:
707                 {
708                         W_Reload(min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), "weapons/reload.wav");
709                         return TRUE;
710                 }
711                 case WR_SUICIDEMESSAGE:
712                 {
713                         return WEAPON_SEEKER_SUICIDE;
714                 }
715                 case WR_KILLMESSAGE:
716                 {
717                         if(w_deathtype & HITTYPE_SECONDARY)
718                                 return WEAPON_SEEKER_MURDER_TAG;
719                         else
720                                 return WEAPON_SEEKER_MURDER_SPRAY;
721                 }
722         }
723         return TRUE;
724 }
725 #endif
726 #ifdef CSQC
727 float w_seeker(float req)
728 {
729         switch(req)
730         {
731                 case WR_IMPACTEFFECT:
732                 {
733                         vector org2;
734                         org2 = w_org + w_backoff * 6;
735                         if(w_deathtype & HITTYPE_BOUNCE)
736                         {
737                                 if(w_deathtype & HITTYPE_SECONDARY)
738                                 {
739                                         if(!w_issilent)
740                                                 sound(self, CH_SHOTS, "weapons/tag_impact.wav", 1, ATTEN_NORM);
741                                 }
742                                 else
743                                 {
744                                         pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
745                                         if(!w_issilent)
746                                         {
747                                                 if (w_random<0.15)
748                                                         sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTEN_NORM);
749                                                 else if (w_random<0.7)
750                                                         sound(self, CH_SHOTS, "weapons/tagexp2.wav", 1, ATTEN_NORM);
751                                                 else
752                                                         sound(self, CH_SHOTS, "weapons/tagexp3.wav", 1, ATTEN_NORM);
753                                         }
754                                 }
755                         }
756                         else
757                         {
758                                 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
759                                 if(!w_issilent)
760                                 {
761                                         if (w_random<0.15)
762                                                 sound(self, CH_SHOTS, "weapons/seekerexp1.wav", 1, ATTEN_NORM);
763                                         else if (w_random<0.7)
764                                                 sound(self, CH_SHOTS, "weapons/seekerexp2.wav", 1, ATTEN_NORM);
765                                         else
766                                                 sound(self, CH_SHOTS, "weapons/seekerexp3.wav", 1, ATTEN_NORM);
767                                 }
768                         }
769                         return TRUE;
770                 }
771                 case WR_INIT:
772                 {
773                         precache_sound("weapons/seekerexp1.wav");
774                         precache_sound("weapons/seekerexp2.wav");
775                         precache_sound("weapons/seekerexp3.wav");
776                         precache_sound("weapons/tagexp1.wav");
777                         precache_sound("weapons/tagexp2.wav");
778                         precache_sound("weapons/tagexp3.wav");
779                         precache_sound("weapons/tag_impact.wav");
780                         return TRUE;
781                 }
782         }
783
784         return TRUE;
785 }
786 #endif
787 #endif