/* fullname */ _("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) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, type) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_ammo) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_animtime) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_damage) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_edgedamage) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_force) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_lifetime) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_lifetime_rand) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_radius) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_refire) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_speed) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_speed_up) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_speed_z) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_spread) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_accel) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_ammo) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_animtime) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_count) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_damage) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_damageforcescale) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_decel) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_delay) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_edgedamage) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_force) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_health) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_lifetime) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_proxy) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_proxy_delay) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_proxy_maxrange) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_radius) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_refire) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_smart) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_smart_mindist) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_smart_trace_max) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_smart_trace_min) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_speed) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_speed_max) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_speed_up) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_speed_z) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_spread) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_turnrate) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_ammo) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_animtime) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_damageforcescale) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_health) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_lifetime) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_refire) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_speed) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_spread) \
+ w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_tracker_lifetime) \
+ w_prop(WEP_SEEKER, seeker, float, reloading_ammo, reload_ammo) \
+ w_prop(WEP_SEEKER, seeker, float, reloading_time, reload_time) \
+ w_prop(WEP_SEEKER, seeker, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(WEP_SEEKER, seeker, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(WEP_SEEKER, seeker, string, weaponreplace, weaponreplace) \
+ w_prop(WEP_SEEKER, seeker, float, weaponstart, weaponstart)
#ifdef SVQC
-SEEKER_SETTINGS(seeker)
-void spawnfunc_weapon_seeker (void) { weapon_defaultspawnfunc(WEP_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); }
// ============================
// Begin: Missile functions, these are general functions to be manipulated by other code
// 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
}
{
if (self.health <= 0)
return;
-
+
if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
return; // g_projectiles_damage says to halt
self.health = self.health - (damage * 0.25);
else
self.health = self.health - damage;
-
+
if (self.health <= 0)
W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
}
missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
missile.damagedbycontents = TRUE;
//missile.think = Seeker_Missile_Animate; // csqc projectiles.
-
+
if (missile.enemy != world)
missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
- else
+ else
missile.projectiledeathtype = WEP_SEEKER;
missile.movetype = MOVETYPE_FLYMISSILE;
missile.flags = FL_PROJECTILE;
missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
-
- W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_missile);
+
+ WEP_SETUPPROJVELOCITY_UP_NONE(missile, seeker, missile_);
missile.angles = vectoangles (missile.velocity);
}
// ============================
-// 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 ()
{
missile.bot_dodge = TRUE;
missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
missile.touch = Seeker_Flac_Explode;
- missile.use = Seeker_Flac_Explode;
+ missile.use = 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
-
+ //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);
+
+ WEP_SETUPPROJVELOCITY_UP_NONE(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 tag;
- for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
+ for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
if ((tag.realowner == isowner) && (tag.tag_target == istarget))
return tag;
-
+
return world;
}
void Seeker_Attack()
{
entity tracker, closest_target;
-
+
closest_target = world;
for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
{
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)))
closest_target = world;
-
+
Seeker_Fire_Missile('0 0 0', closest_target);
}
}
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);
switch(c)
{
self = oldself;
}
-void Seeker_Tracker_Think()
+void Seeker_Tracker_Think()
{
// 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)
}
return;
}
-
+
// Update the think method information
self.nextthink = time;
}
// ============================
-// Begin: Tag projectile
+// Begin: Tag projectile
// ============================
void Seeker_Tag_Explode ()
{
vector dir;
vector org2;
entity e;
-
+
PROJECTILE_TOUCH;
dir = normalize (self.realowner.origin - self.origin);
{
// check to see if this person is already tagged by me
entity tag = 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
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;
}
- else
+ else
{
e.enemy = other;
e.think = 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_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
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);
+ WEP_SETUPPROJVELOCITY_NONE(missile, seeker, tag_);
missile.angles = vectoangles (missile.velocity);
CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
// ============================
// Begin: Genereal weapon functions
// ============================
-void spawnfunc_weapon_seeker (void)
-{
- weapon_defaultspawnfunc(WEP_SEEKER);
-}
float w_seeker(float req)
{
{
case WR_AIM:
{
- if (WEP_CVAR(seeker, type) == 1)
+ 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);
else
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;
}
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)
{
- if (WEP_CVAR(seeker, type) == 1)
+ if (WEP_CVAR(seeker, type) == 1)
{
if (weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire)))
{
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
}
}
- else
+ else
{
if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
{
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)))
{
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
}
}
- else
+ else
{
if (weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire)))
{
}
}
}
-
+
return TRUE;
}
case WR_INIT:
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)
+ SEEKER_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
return TRUE;
}
case WR_SETUP:
}
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.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, missile_ammo);
ammo_amount = self.ammo_rockets >= 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.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
ammo_amount = self.ammo_rockets >= 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))
+ 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");
+ W_Reload(min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), "weapons/reload.wav");
return TRUE;
}
case WR_SUICIDEMESSAGE:
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
{
if(!w_issilent)
{
if (w_random<0.15)
- sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTEN_NORM);
else if (w_random<0.7)
- sound(self, CH_SHOTS, "weapons/tagexp2.wav", 1, ATTN_NORM);
+ 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);
}
}
}
if(!w_issilent)
{
if (w_random<0.15)
- sound(self, CH_SHOTS, "weapons/seekerexp1.wav", 1, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/seekerexp1.wav", 1, ATTEN_NORM);
else if (w_random<0.7)
- sound(self, CH_SHOTS, "weapons/seekerexp2.wav", 1, ATTN_NORM);
+ 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;
}
case WR_INIT:
return TRUE;
}
}
-
+
return TRUE;
}
#endif