#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
-/* WEP_##id */ SEEKER,
-/* function */ w_seeker,
-/* ammotype */ IT_ROCKETS,
-/* impulse */ 8,
-/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* model */ "seeker",
-/* netname */ "seeker",
-/* fullname */ _("T.A.G. Seeker")
+/* WEP_##id */ SEEKER,
+/* function */ W_Seeker,
+/* ammotype */ ammo_rockets,
+/* impulse */ 8,
+/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
+/* rating */ BOT_PICKUP_RATING_MID,
+/* color */ '0.5 1 0',
+/* modelname */ "seeker",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairseeker 0.8",
+/* wepimg */ "weaponseeker",
+/* refname */ "seeker",
+/* wepname */ _("T.A.G. Seeker")
);
-#define SEEKER_SETTINGS(weapon) \
- WEP_ADD_CVAR(weapon, MO_NONE, type) \
- WEP_ADD_CVAR(weapon, MO_NONE, flac_ammo) \
- WEP_ADD_CVAR(weapon, MO_NONE, flac_animtime) \
- WEP_ADD_CVAR(weapon, MO_NONE, flac_damage) \
- WEP_ADD_CVAR(weapon, MO_NONE, flac_edgedamage) \
- WEP_ADD_CVAR(weapon, MO_NONE, flac_force) \
- WEP_ADD_CVAR(weapon, MO_NONE, flac_lifetime) \
- WEP_ADD_CVAR(weapon, MO_NONE, flac_lifetime_rand) \
- WEP_ADD_CVAR(weapon, MO_NONE, flac_radius) \
- WEP_ADD_CVAR(weapon, MO_NONE, flac_refire) \
- WEP_ADD_CVAR(weapon, MO_NONE, missile_accel) \
- WEP_ADD_CVAR(weapon, MO_NONE, missile_ammo) \
- WEP_ADD_CVAR(weapon, MO_NONE, missile_animtime) \
- WEP_ADD_CVAR(weapon, MO_NONE, missile_count) \
- WEP_ADD_CVAR(weapon, MO_NONE, missile_damage) \
- WEP_ADD_CVAR(weapon, MO_NONE, missile_damageforcescale) \
- WEP_ADD_CVAR(weapon, MO_NONE, missile_decel) \
- WEP_ADD_CVAR(weapon, MO_NONE, missile_delay) \
- WEP_ADD_CVAR(weapon, MO_NONE, missile_edgedamage) \
- WEP_ADD_CVAR(weapon, MO_NONE, missile_force) \
- WEP_ADD_CVAR(weapon, MO_NONE, missile_health) \
- WEP_ADD_CVAR(weapon, MO_NONE, missile_lifetime) \
- WEP_ADD_CVAR(weapon, MO_NONE, missile_proxy) \
- WEP_ADD_CVAR(weapon, MO_NONE, missile_proxy_delay) \
- WEP_ADD_CVAR(weapon, MO_NONE, missile_proxy_maxrange) \
- WEP_ADD_CVAR(weapon, MO_NONE, missile_radius) \
- WEP_ADD_CVAR(weapon, MO_NONE, missile_refire) \
- WEP_ADD_CVAR(weapon, MO_NONE, missile_smart) \
- WEP_ADD_CVAR(weapon, MO_NONE, missile_smart_mindist) \
- WEP_ADD_CVAR(weapon, MO_NONE, missile_smart_trace_max) \
- WEP_ADD_CVAR(weapon, MO_NONE, missile_smart_trace_min) \
- WEP_ADD_CVAR(weapon, MO_NONE, missile_speed_max) \
- WEP_ADD_CVAR(weapon, MO_NONE, missile_turnrate) \
- WEP_ADD_CVAR(weapon, MO_NONE, tag_ammo) \
- WEP_ADD_CVAR(weapon, MO_NONE, tag_animtime) \
- WEP_ADD_CVAR(weapon, MO_NONE, tag_damageforcescale) \
- WEP_ADD_CVAR(weapon, MO_NONE, tag_health) \
- WEP_ADD_CVAR(weapon, MO_NONE, tag_lifetime) \
- WEP_ADD_CVAR(weapon, MO_NONE, tag_refire) \
- WEP_ADD_CVAR(weapon, MO_NONE, tag_speed) \
- WEP_ADD_CVAR(weapon, MO_NONE, tag_tracker_lifetime) \
- WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
- WEP_ADD_PROP(weapon, reloading_time, reload_time) \
- WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
- WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
+#define SEEKER_SETTINGS(w_cvar,w_prop) SEEKER_SETTINGS_LIST(w_cvar, w_prop, SEEKER, seeker)
+#define SEEKER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, NONE, type) \
+ w_cvar(id, sn, NONE, flac_ammo) \
+ w_cvar(id, sn, NONE, flac_animtime) \
+ w_cvar(id, sn, NONE, flac_damage) \
+ w_cvar(id, sn, NONE, flac_edgedamage) \
+ w_cvar(id, sn, NONE, flac_force) \
+ w_cvar(id, sn, NONE, flac_lifetime) \
+ w_cvar(id, sn, NONE, flac_lifetime_rand) \
+ w_cvar(id, sn, NONE, flac_radius) \
+ w_cvar(id, sn, NONE, flac_refire) \
+ w_cvar(id, sn, NONE, flac_speed) \
+ w_cvar(id, sn, NONE, flac_speed_up) \
+ w_cvar(id, sn, NONE, flac_speed_z) \
+ w_cvar(id, sn, NONE, flac_spread) \
+ w_cvar(id, sn, NONE, missile_accel) \
+ w_cvar(id, sn, NONE, missile_ammo) \
+ w_cvar(id, sn, NONE, missile_animtime) \
+ w_cvar(id, sn, NONE, missile_count) \
+ w_cvar(id, sn, NONE, missile_damage) \
+ w_cvar(id, sn, NONE, missile_damageforcescale) \
+ w_cvar(id, sn, NONE, missile_decel) \
+ w_cvar(id, sn, NONE, missile_delay) \
+ w_cvar(id, sn, NONE, missile_edgedamage) \
+ w_cvar(id, sn, NONE, missile_force) \
+ w_cvar(id, sn, NONE, missile_health) \
+ w_cvar(id, sn, NONE, missile_lifetime) \
+ w_cvar(id, sn, NONE, missile_proxy) \
+ w_cvar(id, sn, NONE, missile_proxy_delay) \
+ w_cvar(id, sn, NONE, missile_proxy_maxrange) \
+ w_cvar(id, sn, NONE, missile_radius) \
+ w_cvar(id, sn, NONE, missile_refire) \
+ w_cvar(id, sn, NONE, missile_smart) \
+ w_cvar(id, sn, NONE, missile_smart_mindist) \
+ w_cvar(id, sn, NONE, missile_smart_trace_max) \
+ w_cvar(id, sn, NONE, missile_smart_trace_min) \
+ w_cvar(id, sn, NONE, missile_speed) \
+ w_cvar(id, sn, NONE, missile_speed_max) \
+ w_cvar(id, sn, NONE, missile_speed_up) \
+ w_cvar(id, sn, NONE, missile_speed_z) \
+ w_cvar(id, sn, NONE, missile_spread) \
+ w_cvar(id, sn, NONE, missile_turnrate) \
+ w_cvar(id, sn, NONE, tag_ammo) \
+ w_cvar(id, sn, NONE, tag_animtime) \
+ w_cvar(id, sn, NONE, tag_damageforcescale) \
+ w_cvar(id, sn, NONE, tag_health) \
+ w_cvar(id, sn, NONE, tag_lifetime) \
+ w_cvar(id, sn, NONE, tag_refire) \
+ w_cvar(id, sn, NONE, tag_speed) \
+ w_cvar(id, sn, NONE, tag_spread) \
+ w_cvar(id, sn, NONE, tag_tracker_lifetime) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
+ w_prop(id, sn, float, weaponthrowable, weaponthrowable)
#ifdef SVQC
-SEEKER_SETTINGS(seeker)
+SEEKER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.entity tag_target, wps_tag_tracker;
.float tag_time;
#endif
#else
#ifdef SVQC
-void spawnfunc_weapon_seeker (void) { weapon_defaultspawnfunc(WEP_SEEKER); }
+void spawnfunc_weapon_seeker(void) { weapon_defaultspawnfunc(WEP_SEEKER); }
// ============================
// Begin: Missile functions, these are general functions to be manipulated by other code
// ============================
-void Seeker_Missile_Explode ()
+void W_Seeker_Missile_Explode(void)
{
self.event_damage = func_null;
- 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);
+ 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);
- remove (self);
+ remove(self);
}
-void Seeker_Missile_Touch()
+void W_Seeker_Missile_Touch(void)
{
PROJECTILE_TOUCH;
- Seeker_Missile_Explode();
+ W_Seeker_Missile_Explode();
}
-void Seeker_Missile_Think()
+void W_Seeker_Missile_Think(void)
{
entity e;
vector desireddir, olddir, newdir, eorg;
float dist;
float spd;
- if (time > self.cnt)
+ if(time > self.cnt)
{
self.projectiledeathtype |= HITTYPE_SPLASH;
- Seeker_Missile_Explode();
+ W_Seeker_Missile_Explode();
}
spd = vlen(self.velocity);
spd + WEP_CVAR(seeker, missile_accel) * frametime
);
- if (self.enemy != world)
- if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
+ if(self.enemy != world)
+ if(self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
self.enemy = world;
- if (self.enemy != world)
+ if(self.enemy != world)
{
e = self.enemy;
eorg = 0.5 * (e.absmin + e.absmax);
dist = vlen(eorg - self.origin);
// Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
- if (WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
+ if(WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
{
// Is it a better idea (shorter distance) to trace to the target itself?
- if ( vlen(self.origin + olddir * self.wait) < dist)
- traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
+ if( vlen(self.origin + olddir * self.wait) < dist)
+ traceline(self.origin, self.origin + olddir * self.wait, false, self);
else
- traceline(self.origin, eorg, FALSE, self);
+ traceline(self.origin, eorg, false, self);
// Setup adaptive tracelength
self.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = WEP_CVAR(seeker, missile_smart_trace_max));
// Calc how important it is that we turn and add this to the desierd (enemy) dir.
desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
}
-
+
newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
}
dist = 0;
// Proxy
- if (WEP_CVAR(seeker, missile_proxy))
+ if(WEP_CVAR(seeker, missile_proxy))
{
- if ( dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
+ if(dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
{
- if (self.autoswitch == 0)
+ if(self.autoswitch == 0)
{
self.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
}
else
{
- if (self.autoswitch <= time)
+ if(self.autoswitch <= time)
{
- Seeker_Missile_Explode();
+ W_Seeker_Missile_Explode();
self.autoswitch = 0;
}
}
}
else
{
- if (self.autoswitch != 0)
+ if(self.autoswitch != 0)
self.autoswitch = 0;
}
}
///////////////
- if (self.enemy.deadflag != DEAD_NO)
+ if(self.enemy.deadflag != DEAD_NO)
{
self.enemy = world;
self.cnt = time + 1 + (random() * 4);
-void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_Seeker_Missile_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
- if (self.health <= 0)
+ if(self.health <= 0)
return;
-
- if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+
+ if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
return; // g_projectiles_damage says to halt
- if (self.realowner == attacker)
+ if(self.realowner == attacker)
self.health = self.health - (damage * 0.25);
else
self.health = self.health - damage;
-
- if (self.health <= 0)
- W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
+
+ if(self.health <= 0)
+ W_PrepareExplosionByDamage(attacker, W_Seeker_Missile_Explode);
}
/*
-void Seeker_Missile_Animate()
+void W_Seeker_Missile_Animate(void)
{
self.frame = self.frame +1;
self.nextthink = time + 0.05;
- if (self.enemy != world)
- if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
+ if(self.enemy != world)
+ if(self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
self.enemy = world;
if(self.frame == 5)
{
- self.think = Seeker_Missile_Think;
+ self.think = W_Seeker_Missile_Think;
self.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
- if (autocvar_g_balance_seeker_missile_proxy)
+ if(autocvar_g_balance_seeker_missile_proxy)
self.movetype = MOVETYPE_BOUNCEMISSILE;
else
self.movetype = MOVETYPE_FLYMISSILE;
}
*/
-void Seeker_Fire_Missile(vector f_diff, entity m_target)
+void W_Seeker_Fire_Missile(vector f_diff, entity m_target)
{
entity missile;
- W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, missile_ammo), autocvar_g_balance_seeker_reload_ammo);
+ W_DecreaseAmmo(WEP_CVAR(seeker, missile_ammo));
makevectors(self.v_angle);
- W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0);
+ W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0);
w_shotorg += f_diff;
pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
- //self.detornator = FALSE;
+ //self.detornator = false;
missile = spawn();
missile.owner = missile.realowner = self;
missile.classname = "seeker_missile";
- missile.bot_dodge = TRUE;
+ missile.bot_dodge = true;
missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
- missile.think = Seeker_Missile_Think;
- missile.touch = Seeker_Missile_Touch;
- missile.event_damage = Seeker_Missile_Damage;
+ missile.think = W_Seeker_Missile_Think;
+ missile.touch = W_Seeker_Missile_Touch;
+ missile.event_damage = W_Seeker_Missile_Damage;
missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
missile.cnt = time + WEP_CVAR(seeker, missile_lifetime);
missile.enemy = m_target;
missile.takedamage = DAMAGE_YES;
missile.health = WEP_CVAR(seeker, missile_health);
missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
- missile.damagedbycontents = TRUE;
- //missile.think = Seeker_Missile_Animate; // csqc projectiles.
-
- if (missile.enemy != world)
+ missile.damagedbycontents = true;
+ //missile.think = W_Seeker_Missile_Animate; // csqc projectiles.
+
+ if(missile.enemy != world)
missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
- else
+ else
missile.projectiledeathtype = WEP_SEEKER;
- setorigin (missile, w_shotorg);
- setsize (missile, '-4 -4 -4', '4 4 4');
+ setorigin(missile, w_shotorg);
+ setsize(missile, '-4 -4 -4', '4 4 4');
missile.movetype = MOVETYPE_FLYMISSILE;
missile.flags = FL_PROJECTILE;
missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
-
- W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_missile);
- missile.angles = vectoangles (missile.velocity);
+ W_SetupProjVelocity_UP_PRE(missile, seeker, missile_);
+
+ missile.angles = vectoangles(missile.velocity);
- CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
+ CSQCProjectile(missile, false, PROJECTILE_SEEKER, true);
other = missile; MUTATOR_CALLHOOK(EditProjectile);
}
// ============================
-// Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
+// Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
// ============================
-void Seeker_Flac_Explode ()
+void W_Seeker_Flac_Explode(void)
{
self.event_damage = func_null;
- 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);
+ 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);
- remove (self);
+ remove(self);
}
-void Seeker_Flac_Touch()
+void W_Seeker_Flac_Touch(void)
{
PROJECTILE_TOUCH;
- Seeker_Flac_Explode();
+ W_Seeker_Flac_Explode();
}
-void Seeker_Fire_Flac()
+void W_Seeker_Fire_Flac(void)
{
entity missile;
vector f_diff;
float c;
- W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, flac_ammo), autocvar_g_balance_seeker_reload_ammo);
+ W_DecreaseAmmo(WEP_CVAR(seeker, flac_ammo));
- c = mod(self.bulletcounter, 4);
+ c = self.bulletcounter % 4;
switch(c)
{
case 0:
f_diff = '+1.25 +3.75 0';
break;
}
- W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
+ W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, "weapons/flac_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
w_shotorg += f_diff;
pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
- missile = spawn ();
+ missile = spawn();
missile.owner = missile.realowner = self;
missile.classname = "missile";
- missile.bot_dodge = TRUE;
+ missile.bot_dodge = true;
missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
- missile.touch = Seeker_Flac_Explode;
- missile.use = Seeker_Flac_Explode;
+ missile.touch = W_Seeker_Flac_Explode;
+ missile.use = W_Seeker_Flac_Explode;
missile.think = adaptor_think2use_hittype_splash;
missile.nextthink = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
missile.solid = SOLID_BBOX;
- missile.movetype = MOVETYPE_FLY;
+ missile.movetype = MOVETYPE_FLY;
missile.projectiledeathtype = WEP_SEEKER;
missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
missile.flags = FL_PROJECTILE;
- missile.missile_flags = MIF_SPLASH;
-
+ missile.missile_flags = MIF_SPLASH;
+
// csqc projectiles
- //missile.angles = vectoangles (missile.velocity);
- //missile.scale = 0.4; // BUG: the model is too big
-
- setorigin (missile, w_shotorg);
- setsize (missile, '-2 -2 -2', '2 2 2');
-
- W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_flac);
- CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
+ //missile.angles = vectoangles(missile.velocity);
+ //missile.scale = 0.4; // BUG: the model is too big
+
+ setorigin(missile, w_shotorg);
+ setsize(missile, '-2 -2 -2', '2 2 2');
+
+ W_SetupProjVelocity_UP_PRE(missile, seeker, flac_);
+ CSQCProjectile(missile, true, PROJECTILE_FLAC, true);
other = missile; MUTATOR_CALLHOOK(EditProjectile);
}
// ============================
-// Begin: Tag and rocket controllers
+// Begin: Tag and rocket controllers
// ============================
-entity Seeker_Tagged_Info(entity isowner, entity istarget)
+entity W_Seeker_Tagged_Info(entity isowner, entity istarget)
{
entity tag;
- for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
- if ((tag.realowner == isowner) && (tag.tag_target == istarget))
+ for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
+ if((tag.realowner == isowner) && (tag.tag_target == istarget))
return tag;
-
+
return world;
}
-void Seeker_Attack()
+void W_Seeker_Attack(void)
{
entity tracker, closest_target;
-
+
closest_target = world;
for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
{
- if (closest_target)
+ if(closest_target)
{
- if (vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
+ if(vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
closest_target = tracker.tag_target;
}
- else
+ else
closest_target = tracker.tag_target;
}
-
+
traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
- if ((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
+ if((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
closest_target = world;
-
- Seeker_Fire_Missile('0 0 0', closest_target);
+
+ W_Seeker_Fire_Missile('0 0 0', closest_target);
}
-void Seeker_Vollycontroller_Think() // TODO: Merge this with Seeker_Attack
+void W_Seeker_Vollycontroller_Think(void) // TODO: Merge this with W_Seeker_Attack
{
float c;
entity oldself,oldenemy;
self.cnt = self.cnt - 1;
- 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))
+ if((!(self.realowner.items & IT_UNLIMITED_AMMO) && self.realowner.WEP_AMMO(SEEKER) < WEP_CVAR(seeker, missile_ammo)) || (self.cnt <= -1) || (self.realowner.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER))
{
remove(self);
return;
}
self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor();
-
+
oldself = self;
self = self.realowner;
-
+
oldenemy = self.enemy;
self.enemy = oldself.enemy;
-
- c = mod(self.cnt, 4);
+
+ c = self.cnt % 4;
switch(c)
{
case 0:
- Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
+ W_Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
break;
case 1:
- Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
+ W_Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
break;
case 2:
- Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
+ W_Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
break;
case 3:
default:
- Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
+ W_Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
break;
}
self = oldself;
}
-void Seeker_Tracker_Think()
+void W_Seeker_Tracker_Think(void)
{
// commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
- if ((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER)
+ if((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER)
|| (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
{
- if (self)
+ if(self)
{
WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
remove(self);
}
return;
}
-
+
// Update the think method information
self.nextthink = time;
}
// ============================
-// Begin: Tag projectile
+// Begin: Tag projectile
// ============================
-void Seeker_Tag_Explode ()
+void W_Seeker_Tag_Explode(void)
{
//if(other==self.realowner)
// return;
Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, other.species, self);
- remove (self);
+ remove(self);
}
-void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_Seeker_Tag_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
- if (self.health <= 0)
+ if(self.health <= 0)
return;
self.health = self.health - damage;
- if (self.health <= 0)
- Seeker_Tag_Explode();
+ if(self.health <= 0)
+ W_Seeker_Tag_Explode();
}
-void Seeker_Tag_Touch()
+void W_Seeker_Tag_Touch(void)
{
vector dir;
vector org2;
entity e;
-
+
PROJECTILE_TOUCH;
- dir = normalize (self.realowner.origin - self.origin);
- org2 = findbetterlocation (self.origin, 8);
+ dir = normalize(self.realowner.origin - self.origin);
+ org2 = findbetterlocation(self.origin, 8);
te_knightspike(org2);
self.event_damage = func_null;
Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
- if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
+ if(other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
{
// check to see if this person is already tagged by me
- entity tag = Seeker_Tagged_Info(self.realowner, other);
-
- if (tag != world)
+ entity tag = W_Seeker_Tagged_Info(self.realowner, other);
+
+ if(tag != world)
{
- if (other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
+ if(other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
WaypointSprite_Kill(other.wps_tag_tracker);
-
+
tag.tag_time = time;
}
else
- {
+ {
//sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
e = spawn();
e.cnt = WEP_CVAR(seeker, missile_count);
e.classname = "tag_tracker";
e.owner = self.owner;
e.realowner = self.realowner;
-
- if (WEP_CVAR(seeker, type) == 1)
+
+ if(WEP_CVAR(seeker, type) == 1)
{
e.tag_target = other;
e.tag_time = time;
- e.think = Seeker_Tracker_Think;
+ e.think = W_Seeker_Tracker_Think;
}
- else
+ else
{
e.enemy = other;
- e.think = Seeker_Vollycontroller_Think;
+ e.think = W_Seeker_Vollycontroller_Think;
}
-
+
e.nextthink = time;
}
-
- if (WEP_CVAR(seeker, type) == 1)
+
+ if(WEP_CVAR(seeker, type) == 1)
{
- 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');
+ 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');
WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
}
}
return;
}
-void Seeker_Fire_Tag()
+void W_Seeker_Fire_Tag(void)
{
entity missile;
- W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, tag_ammo), autocvar_g_balance_seeker_reload_ammo);
+ W_DecreaseAmmo(WEP_CVAR(seeker, tag_ammo));
- 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));
+ 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));
missile = spawn();
missile.owner = missile.realowner = self;
missile.classname = "seeker_tag";
- missile.bot_dodge = TRUE;
+ missile.bot_dodge = true;
missile.bot_dodgerating = 50;
- missile.touch = Seeker_Tag_Touch;
+ missile.touch = W_Seeker_Tag_Touch;
missile.think = SUB_Remove;
missile.nextthink = time + WEP_CVAR(seeker, tag_lifetime);
missile.movetype = MOVETYPE_FLY;
missile.solid = SOLID_BBOX;
missile.takedamage = DAMAGE_YES;
- missile.event_damage = Seeker_Tag_Damage;
+ missile.event_damage = W_Seeker_Tag_Damage;
missile.health = WEP_CVAR(seeker, tag_health);
missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
- setorigin (missile, w_shotorg);
- setsize (missile, '-2 -2 -2', '2 2 2');
+ setorigin(missile, w_shotorg);
+ setsize(missile, '-2 -2 -2', '2 2 2');
missile.flags = FL_PROJECTILE;
- //missile.missile_flags = MIF_..?;
+ //missile.missile_flags = MIF_..?;
missile.movetype = MOVETYPE_FLY;
- W_SETUPPROJECTILEVELOCITY(missile, g_balance_seeker_tag);
- missile.angles = vectoangles (missile.velocity);
+ W_SetupProjVelocity_PRE(missile, seeker, tag_);
+ missile.angles = vectoangles(missile.velocity);
- CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
+ CSQCProjectile(missile, true, PROJECTILE_TAG, false); // has sound
other = missile; MUTATOR_CALLHOOK(EditProjectile);
}
// Begin: Genereal weapon functions
// ============================
-float w_seeker(float req)
+float W_Seeker(float req)
{
float ammo_amount;
{
case WR_AIM:
{
- if (WEP_CVAR(seeker, type) == 1)
- if (Seeker_Tagged_Info(self, self.enemy) != world)
- self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), FALSE);
+ if(WEP_CVAR(seeker, type) == 1)
+ if(W_Seeker_Tagged_Info(self, self.enemy) != world)
+ self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
else
- self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
+ self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
else
- self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
-
- return TRUE;
+ self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
+ return true;
}
case WR_THINK:
{
if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) // forced reload
WEP_ACTION(self.weapon, WR_RELOAD);
-
- else if (self.BUTTON_ATCK)
+
+ else if(self.BUTTON_ATCK)
{
- if (WEP_CVAR(seeker, type) == 1)
+ if(WEP_CVAR(seeker, type) == 1)
{
- if (weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire)))
+ if(weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire)))
{
- Seeker_Attack();
+ W_Seeker_Attack();
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
}
}
- else
+ else
{
- if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
+ if(weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
{
- Seeker_Fire_Tag();
+ W_Seeker_Fire_Tag();
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
}
}
}
- else if (self.BUTTON_ATCK2)
+ else if(self.BUTTON_ATCK2)
{
- if (WEP_CVAR(seeker, type) == 1)
+ if(WEP_CVAR(seeker, type) == 1)
{
- if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
+ if(weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
{
- Seeker_Fire_Tag();
+ W_Seeker_Fire_Tag();
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
}
}
- else
+ else
{
- if (weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire)))
+ if(weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire)))
{
- Seeker_Fire_Flac();
+ W_Seeker_Fire_Flac();
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
}
}
}
-
- return TRUE;
+
+ return true;
}
case WR_INIT:
{
- precache_model ("models/weapons/g_seeker.md3");
- precache_model ("models/weapons/v_seeker.md3");
- precache_model ("models/weapons/h_seeker.iqm");
- precache_sound ("weapons/tag_fire.wav");
- precache_sound ("weapons/flac_fire.wav");
- precache_sound ("weapons/seeker_fire.wav");
- WEP_SET_PROPS(SEEKER_SETTINGS(seeker), WEP_SEEKER)
- return TRUE;
- }
- case WR_SETUP:
- {
- self.current_ammo = ammo_rockets;
- return TRUE;
+ precache_model("models/weapons/g_seeker.md3");
+ precache_model("models/weapons/v_seeker.md3");
+ precache_model("models/weapons/h_seeker.iqm");
+ precache_sound("weapons/tag_fire.wav");
+ precache_sound("weapons/flac_fire.wav");
+ precache_sound("weapons/seeker_fire.wav");
+ SEEKER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+ return true;
}
case WR_CHECKAMMO1:
{
- if (WEP_CVAR(seeker, type) == 1)
+ if(WEP_CVAR(seeker, type) == 1)
{
- ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, missile_ammo);
+ ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, missile_ammo);
ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, missile_ammo);
}
else
{
- ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, tag_ammo);
+ ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
}
-
return ammo_amount;
}
case WR_CHECKAMMO2:
{
- if (WEP_CVAR(seeker, type) == 1)
+ if(WEP_CVAR(seeker, type) == 1)
{
- ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, tag_ammo);
+ ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
}
else
{
- ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, flac_ammo);
+ ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, flac_ammo);
ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, flac_ammo);
}
-
return ammo_amount;
}
case WR_CONFIG:
{
- WEP_CONFIG_SETTINGS(SEEKER_SETTINGS(seeker))
- return TRUE;
+ SEEKER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+ return true;
}
case WR_RELOAD:
{
- 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");
- return TRUE;
+ W_Reload(min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), "weapons/reload.wav");
+ return true;
}
case WR_SUICIDEMESSAGE:
{
return WEAPON_SEEKER_MURDER_SPRAY;
}
}
- return TRUE;
+ return false;
}
#endif
#ifdef CSQC
-float w_seeker(float req)
+float W_Seeker(float req)
{
switch(req)
{
if(w_deathtype & HITTYPE_SECONDARY)
{
if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/tag_impact.wav", 1, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/tag_impact.wav", 1, ATTEN_NORM);
}
else
{
pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
if(!w_issilent)
{
- if (w_random<0.15)
- sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTN_NORM);
- else if (w_random<0.7)
- sound(self, CH_SHOTS, "weapons/tagexp2.wav", 1, ATTN_NORM);
+ if(w_random<0.15)
+ sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTEN_NORM);
+ else if(w_random<0.7)
+ sound(self, CH_SHOTS, "weapons/tagexp2.wav", 1, ATTEN_NORM);
else
- sound(self, CH_SHOTS, "weapons/tagexp3.wav", 1, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/tagexp3.wav", 1, ATTEN_NORM);
}
}
}
pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
if(!w_issilent)
{
- if (w_random<0.15)
- sound(self, CH_SHOTS, "weapons/seekerexp1.wav", 1, ATTN_NORM);
- else if (w_random<0.7)
- sound(self, CH_SHOTS, "weapons/seekerexp2.wav", 1, ATTN_NORM);
+ if(w_random<0.15)
+ sound(self, CH_SHOTS, "weapons/seekerexp1.wav", 1, ATTEN_NORM);
+ else if(w_random<0.7)
+ sound(self, CH_SHOTS, "weapons/seekerexp2.wav", 1, ATTEN_NORM);
else
- sound(self, CH_SHOTS, "weapons/seekerexp3.wav", 1, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/seekerexp3.wav", 1, ATTEN_NORM);
}
}
-
- return TRUE;
+ return true;
}
case WR_INIT:
{
precache_sound("weapons/tagexp2.wav");
precache_sound("weapons/tagexp3.wav");
precache_sound("weapons/tag_impact.wav");
- return TRUE;
+ return true;
+ }
+ case WR_ZOOMRETICLE:
+ {
+ // no weapon specific image for this weapon
+ return false;
}
}
-
- return TRUE;
+ return false;
}
#endif
#endif