2 REGISTER_WEAPON(SEEKER, w_seeker, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "seeker", "seeker", _("T.A.G. Seeker"))
5 //.float proxytime; = autoswitch
10 void W_Seeker_SetAmmoCounter()
12 // set clip_load to the weapon we have switched to, if the gun uses reloading
13 if(!autocvar_g_balance_seeker_reload_ammo)
14 self.clip_load = 0; // also keeps crosshair ammo from displaying
17 self.clip_load = self.seeker_load;
18 self.clip_size = autocvar_g_balance_seeker_reload_ammo; // for the crosshair ammo display
22 void W_Seeker_ReloadedAndReady()
26 // now do the ammo transfer
27 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
28 while(self.clip_load < autocvar_g_balance_seeker_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have
31 self.ammo_rockets -= 1;
33 self.seeker_load = self.clip_load;
35 t = ATTACK_FINISHED(self) - autocvar_g_balance_seeker_reload_time - 1;
36 ATTACK_FINISHED(self) = t;
40 void W_Seeker_Reload()
42 // return if reloading is disabled for this weapon
43 if(!autocvar_g_balance_seeker_reload_ammo)
46 if(!W_ReloadCheck(self.ammo_rockets, min(autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_tag_ammo)))
51 sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
53 t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_seeker_reload_time + 1;
54 ATTACK_FINISHED(self) = t;
56 weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_seeker_reload_time, W_Seeker_ReloadedAndReady);
58 self.old_clip_load = self.clip_load;
62 void Seeker_Missile_Explode ()
64 self.event_damage = SUB_Null;
65 RadiusDamage (self, self.owner, autocvar_g_balance_seeker_missile_damage, autocvar_g_balance_seeker_missile_edgedamage, autocvar_g_balance_seeker_missile_radius, world, autocvar_g_balance_seeker_missile_force, self.projectiledeathtype, other);
70 void Seeker_Missile_Touch()
74 Seeker_Missile_Explode();
77 void Seeker_Missile_Think()
80 vector desireddir, olddir, newdir, eorg;
87 self.projectiledeathtype |= HITTYPE_SPLASH;
88 Seeker_Missile_Explode();
91 spd = vlen(self.velocity);
93 spd - autocvar_g_balance_seeker_missile_decel * frametime,
94 autocvar_g_balance_seeker_missile_speed_max,
95 spd + autocvar_g_balance_seeker_missile_accel * frametime
98 if (self.enemy != world)
99 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
102 if (self.enemy != world)
105 eorg = 0.5 * (e.absmin + e.absmax);
106 turnrate = autocvar_g_balance_seeker_missile_turnrate; // how fast to turn
107 desireddir = normalize(eorg - self.origin);
108 olddir = normalize(self.velocity); // get my current direction
109 dist = vlen(eorg - self.origin);
111 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
112 if (autocvar_g_balance_seeker_missile_smart && (dist > autocvar_g_balance_seeker_missile_smart_mindist))
114 // Is it a better idea (shorter distance) to trace to the target itself?
115 if ( vlen(self.origin + olddir * self.wait) < dist)
116 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
118 traceline(self.origin, eorg, FALSE, self);
120 // Setup adaptive tracelength
121 self.wait = bound(autocvar_g_balance_seeker_missile_smart_trace_min, vlen(self.origin - trace_endpos), self.wait = autocvar_g_balance_seeker_missile_smart_trace_max);
123 // Calc how important it is that we turn and add this to the desierd (enemy) dir.
124 desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
127 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
128 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
132 if (autocvar_g_balance_seeker_missile_proxy)
134 if ( dist <= autocvar_g_balance_seeker_missile_proxy_maxrange)
136 if (self.autoswitch == 0)
138 self.autoswitch = time + autocvar_g_balance_seeker_missile_proxy_delay;
142 if (self.autoswitch <= time)
144 Seeker_Missile_Explode();
151 if (self.autoswitch != 0)
157 if (self.enemy.deadflag != DEAD_NO)
160 self.cnt = time + 1 + (random() * 4);
161 self.nextthink = self.cnt;
165 //self.angles = vectoangles(self.velocity); // turn model in the new flight direction
166 self.nextthink = time;// + 0.05; // csqc projectiles
167 UpdateCSQCProjectile(self);
172 void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
174 if (self.health <= 0)
177 if (self.owner == attacker)
178 self.health = self.health - (damage * 0.25);
180 self.health = self.health - damage;
182 if (self.health <= 0)
183 W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
187 void Seeker_Missile_Animate()
189 self.frame = self.frame +1;
190 self.nextthink = time + 0.05;
192 if (self.enemy != world)
193 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
198 self.think = Seeker_Missile_Think;
199 self.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
201 if (autocvar_g_balance_seeker_missile_proxy)
202 self.movetype = MOVETYPE_BOUNCEMISSILE;
204 self.movetype = MOVETYPE_FLYMISSILE;
207 UpdateCSQCProjectile(self);
211 void Seeker_Fire_Missile(vector f_diff)
213 local entity missile;
215 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
216 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
218 if(autocvar_g_balance_seeker_reload_ammo)
220 self.clip_load -= autocvar_g_balance_seeker_missile_ammo;
221 self.seeker_load = self.clip_load;
224 self.ammo_rockets -= autocvar_g_balance_seeker_missile_ammo;
227 makevectors(self.v_angle);
228 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CHAN_WEAPON, 0);
230 pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
232 //self.detornator = FALSE;
235 missile.owner = self;
236 missile.classname = "seeker_missile";
237 missile.bot_dodge = TRUE;
238 missile.bot_dodgerating = autocvar_g_balance_seeker_missile_damage;
240 missile.think = Seeker_Missile_Think;
241 missile.touch = Seeker_Missile_Touch;
242 missile.event_damage = Seeker_Missile_Damage;
243 missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
244 missile.cnt = time + autocvar_g_balance_seeker_missile_lifetime;
245 missile.enemy = self.enemy;
246 missile.solid = SOLID_BBOX;
248 missile.takedamage = DAMAGE_YES;
249 missile.health = autocvar_g_balance_seeker_missile_health;
250 missile.damageforcescale = autocvar_g_balance_seeker_missile_damageforcescale;
251 missile.projectiledeathtype = WEP_SEEKER;
252 //missile.think = Seeker_Missile_Animate; // csqc projectiles.
255 setorigin (missile, w_shotorg);
256 setsize (missile, '-4 -4 -4', '4 4 4');
257 missile.movetype = MOVETYPE_FLYMISSILE;
258 missile.flags = FL_PROJECTILE;
259 W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_missile);
261 missile.angles = vectoangles (missile.velocity);
263 CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
265 other = missile; MUTATOR_CALLHOOK(EditProjectile);
268 void Seeker_Vollycontroler_Think()
271 entity oldself,oldenemy;
272 self.cnt = self.cnt - 1;
274 if((!(self.owner.items & IT_UNLIMITED_AMMO) && self.owner.ammo_rockets < autocvar_g_balance_seeker_missile_ammo) || (self.cnt <= -1) || (self.owner.deadflag != DEAD_NO) || (self.owner.switchweapon != WEP_SEEKER))
280 self.nextthink = time + autocvar_g_balance_seeker_missile_delay;
285 oldenemy = self.enemy;
286 self.enemy = oldself.enemy;
288 c = mod(oldself.cnt, 4);
292 Seeker_Fire_Missile('-1.25 -3.75 0');
295 Seeker_Fire_Missile('+1.25 -3.75 0');
298 Seeker_Fire_Missile('-1.25 +3.75 0');
302 Seeker_Fire_Missile('+1.25 +3.75 0');
306 self.enemy = oldenemy;
310 void Seeker_Tag_Explode ()
312 //if(other==self.owner)
314 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, self);
319 void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
321 if (self.health <= 0)
323 self.health = self.health - damage;
324 if (self.health <= 0)
325 Seeker_Tag_Explode();
329 void Seeker_Tag_Touch()
335 dir = normalize (self.owner.origin - self.origin);
336 org2 = findbetterlocation (self.origin, 8);
338 te_knightspike(org2);
340 self.event_damage = SUB_Null;
341 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_HEADSHOT, self);
343 if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
346 e.cnt = autocvar_g_balance_seeker_missile_count;
347 e.owner = self.owner;
349 e.think = Seeker_Vollycontroler_Think;
357 void Seeker_Fire_Tag()
359 local entity missile;
360 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
361 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
363 if(autocvar_g_balance_seeker_reload_ammo)
365 self.clip_load -= autocvar_g_balance_seeker_tag_ammo;
366 self.seeker_load = self.clip_load;
369 self.ammo_rockets -= autocvar_g_balance_seeker_tag_ammo;
372 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", CHAN_WEAPON, autocvar_g_balance_seeker_missile_damage * autocvar_g_balance_seeker_missile_count);
375 missile.owner = self;
376 missile.classname = "seeker_tag";
377 missile.bot_dodge = TRUE;
378 missile.bot_dodgerating = 50;
379 missile.touch = Seeker_Tag_Touch;
380 missile.think = SUB_Remove;
381 missile.nextthink = time + autocvar_g_balance_seeker_tag_lifetime;
382 missile.movetype = MOVETYPE_FLY;
383 missile.solid = SOLID_BBOX;
384 missile.owner = self;
386 missile.takedamage = DAMAGE_YES;
387 missile.event_damage = Seeker_Tag_Explode;
388 missile.health = autocvar_g_balance_seeker_tag_health;
389 missile.damageforcescale = autocvar_g_balance_seeker_tag_damageforcescale;
391 setorigin (missile, w_shotorg);
392 setsize (missile, '-2 -2 -2', '2 2 2');
394 missile.flags = FL_PROJECTILE;
396 missile.movetype = MOVETYPE_FLY;
397 W_SETUPPROJECTILEVELOCITY(missile, g_balance_seeker_tag);
398 missile.angles = vectoangles (missile.velocity);
400 CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
402 other = missile; MUTATOR_CALLHOOK(EditProjectile);
406 void Seeker_Flac_Explode ()
408 self.event_damage = SUB_Null;
410 RadiusDamage (self, self.owner, autocvar_g_balance_seeker_flac_damage, autocvar_g_balance_seeker_flac_edgedamage, autocvar_g_balance_seeker_flac_radius, world, autocvar_g_balance_seeker_flac_force, self.projectiledeathtype, other);
415 void Seeker_Flac_Touch()
419 Seeker_Flac_Explode();
422 void Seeker_Fire_Flac()
424 local entity missile;
428 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
429 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
431 if(autocvar_g_balance_seeker_reload_ammo)
433 self.clip_load -= autocvar_g_balance_seeker_flac_ammo;
434 self.seeker_load = self.clip_load;
437 self.ammo_rockets -= autocvar_g_balance_seeker_flac_ammo;
440 c = mod(self.bulletcounter, 4);
444 f_diff = '-1.25 -3.75 0';
447 f_diff = '+1.25 -3.75 0';
450 f_diff = '-1.25 +3.75 0';
454 f_diff = '+1.25 +3.75 0';
457 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CHAN_WEAPON, autocvar_g_balance_seeker_flac_damage);
460 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
463 missile.owner = missile.realowner = self;
464 missile.classname = "missile";
465 missile.bot_dodge = TRUE;
466 missile.bot_dodgerating = autocvar_g_balance_seeker_flac_damage;
467 missile.touch = Seeker_Flac_Explode;
468 missile.use = Seeker_Flac_Explode;
469 missile.think = adaptor_think2use_hittype_splash;
470 missile.nextthink = time + autocvar_g_balance_seeker_flac_lifetime + autocvar_g_balance_seeker_flac_lifetime_rand;
471 missile.solid = SOLID_BBOX;
472 missile.movetype = MOVETYPE_FLY;
473 missile.projectiledeathtype = WEP_SEEKER;
474 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
475 missile.flags = FL_PROJECTILE;
478 //missile.angles = vectoangles (missile.velocity);
479 //missile.scale = 0.4; // BUG: the model is too big
481 setorigin (missile, w_shotorg);
482 setsize (missile, '-2 -2 -2', '2 2 2');
484 W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_flac);
485 CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
487 other = missile; MUTATOR_CALLHOOK(EditProjectile);
490 void spawnfunc_weapon_seeker (void)
492 weapon_defaultspawnfunc(WEP_SEEKER);
495 float w_seeker(float req)
498 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_seeker_tag_speed, 0, 20, FALSE);
500 else if (req == WR_THINK)
502 if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_tag_ammo)) // forced reload
505 else if (self.BUTTON_ATCK)
507 if (weapon_prepareattack(0, autocvar_g_balance_seeker_tag_refire))
510 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_seeker_tag_animtime, w_ready);
514 else if (self.BUTTON_ATCK2)
516 if (weapon_prepareattack(1, autocvar_g_balance_seeker_flac_refire))
519 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_flac_animtime, w_ready);
525 if(self.switchweapon == self.weapon)
527 if(self.weaponentity.state == WS_READY)
529 self.wish_reload = 0;
535 else if (req == WR_PRECACHE)
537 precache_model ("models/weapons/g_seeker.md3");
538 precache_model ("models/weapons/v_seeker.md3");
539 precache_model ("models/weapons/h_seeker.iqm");
540 precache_sound ("weapons/tag_fire.wav");
541 precache_sound ("weapons/flac_fire.wav");
542 precache_sound ("weapons/seeker_fire.wav");
544 else if (req == WR_SETUP)
546 weapon_setup(WEP_SEEKER);
547 W_Seeker_SetAmmoCounter();
549 else if (req == WR_CHECKAMMO1)
551 if(autocvar_g_balance_seeker_reload_ammo)
552 return self.clip_load >= autocvar_g_balance_seeker_tag_ammo + autocvar_g_balance_seeker_missile_ammo;
554 return self.ammo_rockets >= autocvar_g_balance_seeker_tag_ammo + autocvar_g_balance_seeker_missile_ammo;
556 else if (req == WR_CHECKAMMO2)
558 if(autocvar_g_balance_seeker_reload_ammo)
559 return self.clip_load >= autocvar_g_balance_seeker_flac_ammo;
561 return self.ammo_rockets >= autocvar_g_balance_seeker_flac_ammo;
563 else if (req == WR_RELOAD)
571 float w_seeker(float req)
573 if(req == WR_IMPACTEFFECT)
576 org2 = w_org + w_backoff * 6;
577 if(w_deathtype & HITTYPE_SECONDARY)
579 pointparticles(particleeffectnum("flac_explode"), org2, '0 0 0', 1);
583 sound(self, CHAN_PROJECTILE, "weapons/flacexp1.wav", 1, ATTN_NORM);
584 else if (w_random<0.7)
585 sound(self, CHAN_PROJECTILE, "weapons/flacexp2.wav", 1, ATTN_NORM);
587 sound(self, CHAN_PROJECTILE, "weapons/flacexp3.wav", 1, ATTN_NORM);
592 if(w_deathtype & HITTYPE_BOUNCE)
594 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
598 sound(self, CHAN_PROJECTILE, "weapons/tagexp1.wav", 1, ATTN_NORM);
599 else if (w_random<0.7)
600 sound(self, CHAN_PROJECTILE, "weapons/tagexp2.wav", 1, ATTN_NORM);
602 sound(self, CHAN_PROJECTILE, "weapons/tagexp3.wav", 1, ATTN_NORM);
605 else if(w_deathtype & HITTYPE_HEADSHOT)
608 sound(self, CHAN_PROJECTILE, "weapons/tag_impact.wav", 1, ATTN_NORM);
612 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
616 sound(self, CHAN_PROJECTILE, "weapons/seekerexp1.wav", 1, ATTN_NORM);
617 else if (w_random<0.7)
618 sound(self, CHAN_PROJECTILE, "weapons/seekerexp2.wav", 1, ATTN_NORM);
620 sound(self, CHAN_PROJECTILE, "weapons/seekerexp3.wav", 1, ATTN_NORM);
625 else if(req == WR_PRECACHE)
627 precache_sound("weapons/flacexp1.wav");
628 precache_sound("weapons/flacexp2.wav");
629 precache_sound("weapons/flacexp3.wav");
630 precache_sound("weapons/seekerexp1.wav");
631 precache_sound("weapons/seekerexp2.wav");
632 precache_sound("weapons/seekerexp3.wav");
633 precache_sound("weapons/tagexp1.wav");
634 precache_sound("weapons/tagexp2.wav");
635 precache_sound("weapons/tagexp3.wav");
636 precache_sound("weapons/tag_impact.wav");
638 else if (req == WR_SUICIDEMESSAGE)
639 w_deathtypestring = "%s played with tiny rockets";
640 else if (req == WR_KILLMESSAGE)
642 if(w_deathtype & HITTYPE_SECONDARY)
643 w_deathtypestring = "%s ran into %s's flac";
645 w_deathtypestring = "%s was tagged by %s";