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More descriptive stuff, better naming
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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id  */ SEEKER,
4 /* function  */ W_Seeker,
5 /* ammotype  */ ammo_rockets,
6 /* impulse   */ 8,
7 /* flags     */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating    */ BOT_PICKUP_RATING_MID,
9 /* color     */ '0.5 1 0',
10 /* model     */ "seeker",
11 /* crosshair */ "gfx/crosshairseeker 0.8",
12 /* refname   */ "seeker",
13 /* wepname   */ _("T.A.G. Seeker")
14 );
15
16 #define SEEKER_SETTINGS(w_cvar,w_prop) SEEKER_SETTINGS_LIST(w_cvar, w_prop, SEEKER, seeker)
17 #define SEEKER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
18         w_cvar(id, sn, NONE, type) \
19         w_cvar(id, sn, NONE, flac_ammo) \
20         w_cvar(id, sn, NONE, flac_animtime) \
21         w_cvar(id, sn, NONE, flac_damage) \
22         w_cvar(id, sn, NONE, flac_edgedamage) \
23         w_cvar(id, sn, NONE, flac_force) \
24         w_cvar(id, sn, NONE, flac_lifetime) \
25         w_cvar(id, sn, NONE, flac_lifetime_rand) \
26         w_cvar(id, sn, NONE, flac_radius) \
27         w_cvar(id, sn, NONE, flac_refire) \
28         w_cvar(id, sn, NONE, flac_speed) \
29         w_cvar(id, sn, NONE, flac_speed_up) \
30         w_cvar(id, sn, NONE, flac_speed_z) \
31         w_cvar(id, sn, NONE, flac_spread) \
32         w_cvar(id, sn, NONE, missile_accel) \
33         w_cvar(id, sn, NONE, missile_ammo) \
34         w_cvar(id, sn, NONE, missile_animtime) \
35         w_cvar(id, sn, NONE, missile_count) \
36         w_cvar(id, sn, NONE, missile_damage) \
37         w_cvar(id, sn, NONE, missile_damageforcescale) \
38         w_cvar(id, sn, NONE, missile_decel) \
39         w_cvar(id, sn, NONE, missile_delay) \
40         w_cvar(id, sn, NONE, missile_edgedamage) \
41         w_cvar(id, sn, NONE, missile_force) \
42         w_cvar(id, sn, NONE, missile_health) \
43         w_cvar(id, sn, NONE, missile_lifetime) \
44         w_cvar(id, sn, NONE, missile_proxy) \
45         w_cvar(id, sn, NONE, missile_proxy_delay) \
46         w_cvar(id, sn, NONE, missile_proxy_maxrange) \
47         w_cvar(id, sn, NONE, missile_radius) \
48         w_cvar(id, sn, NONE, missile_refire) \
49         w_cvar(id, sn, NONE, missile_smart) \
50         w_cvar(id, sn, NONE, missile_smart_mindist) \
51         w_cvar(id, sn, NONE, missile_smart_trace_max) \
52         w_cvar(id, sn, NONE, missile_smart_trace_min) \
53         w_cvar(id, sn, NONE, missile_speed) \
54         w_cvar(id, sn, NONE, missile_speed_max) \
55         w_cvar(id, sn, NONE, missile_speed_up) \
56         w_cvar(id, sn, NONE, missile_speed_z) \
57         w_cvar(id, sn, NONE, missile_spread) \
58         w_cvar(id, sn, NONE, missile_turnrate) \
59         w_cvar(id, sn, NONE, tag_ammo) \
60         w_cvar(id, sn, NONE, tag_animtime) \
61         w_cvar(id, sn, NONE, tag_damageforcescale) \
62         w_cvar(id, sn, NONE, tag_health) \
63         w_cvar(id, sn, NONE, tag_lifetime) \
64         w_cvar(id, sn, NONE, tag_refire) \
65         w_cvar(id, sn, NONE, tag_speed) \
66         w_cvar(id, sn, NONE, tag_spread) \
67         w_cvar(id, sn, NONE, tag_tracker_lifetime) \
68         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
69         w_prop(id, sn, float,  reloading_time, reload_time) \
70         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
71         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
72         w_prop(id, sn, string, weaponreplace, weaponreplace) \
73         w_prop(id, sn, float,  weaponstart, weaponstart) \
74         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
75
76 #ifdef SVQC
77 SEEKER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
78 .entity tag_target, wps_tag_tracker;
79 .float tag_time;
80 #endif
81 #else
82 #ifdef SVQC
83 void spawnfunc_weapon_seeker (void) { weapon_defaultspawnfunc(WEP_SEEKER); }
84
85 // ============================
86 // Begin: Missile functions, these are general functions to be manipulated by other code
87 // ============================
88 void W_Seeker_Missile_Explode()
89 {
90         self.event_damage = func_null;
91         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);
92
93         remove (self);
94 }
95
96 void W_Seeker_Missile_Touch()
97 {
98         PROJECTILE_TOUCH;
99
100         W_Seeker_Missile_Explode();
101 }
102
103 void W_Seeker_Missile_Think()
104 {
105         entity e;
106         vector desireddir, olddir, newdir, eorg;
107         float turnrate;
108         float dist;
109         float spd;
110
111         if (time > self.cnt)
112         {
113                 self.projectiledeathtype |= HITTYPE_SPLASH;
114                 W_Seeker_Missile_Explode();
115         }
116
117         spd = vlen(self.velocity);
118         spd = bound(
119                 spd - WEP_CVAR(seeker, missile_decel) * frametime,
120                 WEP_CVAR(seeker, missile_speed_max),
121                 spd + WEP_CVAR(seeker, missile_accel) * frametime
122         );
123
124         if (self.enemy != world)
125                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
126                         self.enemy = world;
127
128         if (self.enemy != world)
129         {
130                 e               = self.enemy;
131                 eorg            = 0.5 * (e.absmin + e.absmax);
132                 turnrate        = WEP_CVAR(seeker, missile_turnrate); // how fast to turn
133                 desireddir      = normalize(eorg - self.origin);
134                 olddir          = normalize(self.velocity); // get my current direction
135                 dist            = vlen(eorg - self.origin);
136
137                 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
138                 if (WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
139                 {
140                         // Is it a better idea (shorter distance) to trace to the target itself?
141                         if ( vlen(self.origin + olddir * self.wait) < dist)
142                                 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
143                         else
144                                 traceline(self.origin, eorg, FALSE, self);
145
146                         // Setup adaptive tracelength
147                         self.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = WEP_CVAR(seeker, missile_smart_trace_max));
148
149                         // Calc how important it is that we turn and add this to the desierd (enemy) dir.
150                         desireddir  = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
151                 }
152
153                 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
154                 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
155         }
156         else
157                 dist = 0;
158
159         // Proxy
160         if (WEP_CVAR(seeker, missile_proxy))
161         {
162                 if ( dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
163                 {
164                         if (self.autoswitch == 0)
165                         {
166                                 self.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
167                         }
168                         else
169                         {
170                                 if (self.autoswitch <= time)
171                                 {
172                                         W_Seeker_Missile_Explode();
173                                         self.autoswitch = 0;
174                                 }
175                         }
176                 }
177                 else
178                 {
179                         if (self.autoswitch != 0)
180                                 self.autoswitch = 0;
181                 }
182         }
183         ///////////////
184
185         if (self.enemy.deadflag != DEAD_NO)
186         {
187                 self.enemy = world;
188                 self.cnt = time + 1 + (random() * 4);
189                 self.nextthink = self.cnt;
190                 return;
191         }
192
193         //self.angles = vectoangles(self.velocity);                     // turn model in the new flight direction
194         self.nextthink = time;// + 0.05; // csqc projectiles
195         UpdateCSQCProjectile(self);
196 }
197
198
199
200 void W_Seeker_Missile_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
201 {
202         if (self.health <= 0)
203                 return;
204
205         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
206                 return; // g_projectiles_damage says to halt
207
208         if (self.realowner == attacker)
209                 self.health = self.health - (damage * 0.25);
210         else
211                 self.health = self.health - damage;
212
213         if (self.health <= 0)
214                 W_PrepareExplosionByDamage(attacker, W_Seeker_Missile_Explode);
215 }
216
217 /*
218 void W_Seeker_Missile_Animate()
219 {
220         self.frame = self.frame +1;
221         self.nextthink = time + 0.05;
222
223         if (self.enemy != world)
224                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
225                         self.enemy = world;
226
227         if(self.frame == 5)
228         {
229                 self.think           = W_Seeker_Missile_Think;
230                 self.nextthink       = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
231
232                 if (autocvar_g_balance_seeker_missile_proxy)
233                         self.movetype    = MOVETYPE_BOUNCEMISSILE;
234                 else
235                         self.movetype    = MOVETYPE_FLYMISSILE;
236         }
237
238         UpdateCSQCProjectile(self);
239 }
240 */
241
242 void W_Seeker_Fire_Missile(vector f_diff, entity m_target)
243 {
244         entity missile;
245
246         W_DecreaseAmmo(WEP_CVAR(seeker, missile_ammo));
247
248         makevectors(self.v_angle);
249         W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0);
250         w_shotorg += f_diff;
251         pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
252
253         //self.detornator         = FALSE;
254
255         missile                 = spawn();
256         missile.owner           = missile.realowner = self;
257         missile.classname       = "seeker_missile";
258         missile.bot_dodge       = TRUE;
259         missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
260
261         missile.think           = W_Seeker_Missile_Think;
262         missile.touch           = W_Seeker_Missile_Touch;
263         missile.event_damage    = W_Seeker_Missile_Damage;
264         missile.nextthink       = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
265         missile.cnt             = time + WEP_CVAR(seeker, missile_lifetime);
266         missile.enemy           = m_target;
267         missile.solid           = SOLID_BBOX;
268         missile.scale           = 2;
269         missile.takedamage      = DAMAGE_YES;
270         missile.health          = WEP_CVAR(seeker, missile_health);
271         missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
272         missile.damagedbycontents = TRUE;
273         //missile.think           = W_Seeker_Missile_Animate; // csqc projectiles.
274
275         if (missile.enemy != world)
276                 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
277         else
278                 missile.projectiledeathtype = WEP_SEEKER;
279
280
281         setorigin (missile, w_shotorg);
282         setsize (missile, '-4 -4 -4', '4 4 4');
283         missile.movetype    = MOVETYPE_FLYMISSILE;
284         missile.flags       = FL_PROJECTILE;
285         missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
286
287         W_SetupProjVelocity_UP_PRE(missile, seeker, missile_);
288
289         missile.angles = vectoangles (missile.velocity);
290
291         CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
292
293         other = missile; MUTATOR_CALLHOOK(EditProjectile);
294 }
295
296 // ============================
297 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
298 // ============================
299 void W_Seeker_Flac_Explode()
300 {
301         self.event_damage = func_null;
302
303         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);
304
305         remove (self);
306 }
307
308 void W_Seeker_Flac_Touch()
309 {
310         PROJECTILE_TOUCH;
311
312         W_Seeker_Flac_Explode();
313 }
314
315 void W_Seeker_Fire_Flac()
316 {
317         entity missile;
318         vector f_diff;
319         float c;
320
321         W_DecreaseAmmo(WEP_CVAR(seeker, flac_ammo));
322
323         c = mod(self.bulletcounter, 4);
324         switch(c)
325         {
326                 case 0:
327                         f_diff = '-1.25 -3.75 0';
328                         break;
329                 case 1:
330                         f_diff = '+1.25 -3.75 0';
331                         break;
332                 case 2:
333                         f_diff = '-1.25 +3.75 0';
334                         break;
335                 case 3:
336                 default:
337                         f_diff = '+1.25 +3.75 0';
338                         break;
339         }
340         W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
341         w_shotorg += f_diff;
342
343         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
344
345         missile                                 = spawn ();
346         missile.owner                   = missile.realowner = self;
347         missile.classname               = "missile";
348         missile.bot_dodge               = TRUE;
349         missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
350         missile.touch                   = W_Seeker_Flac_Explode;
351         missile.use                     = W_Seeker_Flac_Explode;
352         missile.think                   = adaptor_think2use_hittype_splash;
353         missile.nextthink               = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
354         missile.solid                   = SOLID_BBOX;
355         missile.movetype                = MOVETYPE_FLY;
356         missile.projectiledeathtype = WEP_SEEKER;
357         missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
358         missile.flags                           = FL_PROJECTILE;
359         missile.missile_flags       = MIF_SPLASH;
360
361         // csqc projectiles
362         //missile.angles                                = vectoangles (missile.velocity);
363         //missile.scale = 0.4; // BUG: the model is too big
364
365         setorigin (missile, w_shotorg);
366         setsize (missile, '-2 -2 -2', '2 2 2');
367
368         W_SetupProjVelocity_UP_PRE(missile, seeker, flac_);
369         CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
370
371         other = missile; MUTATOR_CALLHOOK(EditProjectile);
372 }
373
374 // ============================
375 // Begin: Tag and rocket controllers
376 // ============================
377 entity W_Seeker_Tagged_Info(entity isowner, entity istarget)
378 {
379         entity tag;
380         for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
381                 if ((tag.realowner == isowner) && (tag.tag_target == istarget))
382                         return tag;
383
384         return world;
385 }
386
387 void W_Seeker_Attack()
388 {
389         entity tracker, closest_target;
390
391         closest_target = world;
392         for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
393         {
394                 if (closest_target)
395                 {
396                         if (vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
397                                 closest_target = tracker.tag_target;
398                 }
399                 else
400                         closest_target = tracker.tag_target;
401         }
402
403         traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
404         if ((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
405                 closest_target = world;
406
407         W_Seeker_Fire_Missile('0 0 0', closest_target);
408 }
409
410 void W_Seeker_Vollycontroller_Think() // TODO: Merge this with W_Seeker_Attack
411 {
412         float c;
413         entity oldself,oldenemy;
414         self.cnt = self.cnt - 1;
415
416         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))
417         {
418                 remove(self);
419                 return;
420         }
421
422         self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor();
423
424         oldself = self;
425         self = self.realowner;
426
427         oldenemy = self.enemy;
428         self.enemy = oldself.enemy;
429
430         c = mod(self.cnt, 4);
431         switch(c)
432         {
433                 case 0:
434                         W_Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
435                         break;
436                 case 1:
437                         W_Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
438                         break;
439                 case 2:
440                         W_Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
441                         break;
442                 case 3:
443                 default:
444                         W_Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
445                         break;
446         }
447
448         self.enemy = oldenemy;
449         self = oldself;
450 }
451
452 void W_Seeker_Tracker_Think()
453 {
454         // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
455         if ((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER)
456         || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
457         {
458                 if (self)
459                 {
460                         WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
461                         remove(self);
462                 }
463                 return;
464         }
465
466         // Update the think method information
467         self.nextthink = time;
468 }
469
470 // ============================
471 // Begin: Tag projectile
472 // ============================
473 void W_Seeker_Tag_Explode()
474 {
475         //if(other==self.realowner)
476         //    return;
477         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, other.species, self);
478
479         remove (self);
480 }
481
482 void W_Seeker_Tag_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
483 {
484         if (self.health <= 0)
485                 return;
486         self.health = self.health - damage;
487         if (self.health <= 0)
488                 W_Seeker_Tag_Explode();
489 }
490
491 void W_Seeker_Tag_Touch()
492 {
493         vector dir;
494         vector org2;
495         entity e;
496
497         PROJECTILE_TOUCH;
498
499         dir     = normalize (self.realowner.origin - self.origin);
500         org2    = findbetterlocation (self.origin, 8);
501
502         te_knightspike(org2);
503
504         self.event_damage = func_null;
505         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
506
507         if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
508         {
509                 // check to see if this person is already tagged by me
510                 entity tag = W_Seeker_Tagged_Info(self.realowner, other);
511
512                 if (tag != world)
513                 {
514                         if (other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
515                                 WaypointSprite_Kill(other.wps_tag_tracker);
516
517                         tag.tag_time = time;
518                 }
519                 else
520                 {
521                         //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
522                         e             = spawn();
523                         e.cnt         = WEP_CVAR(seeker, missile_count);
524                         e.classname   = "tag_tracker";
525                         e.owner       = self.owner;
526                         e.realowner   = self.realowner;
527
528                         if(WEP_CVAR(seeker, type) == 1)
529                         {
530                                 e.tag_target  = other;
531                                 e.tag_time    = time;
532                                 e.think       = W_Seeker_Tracker_Think;
533                         }
534                         else
535                         {
536                                 e.enemy     = other;
537                                 e.think     = W_Seeker_Vollycontroller_Think;
538                         }
539
540                         e.nextthink   = time;
541                 }
542
543                 if(WEP_CVAR(seeker, type) == 1)
544                 {
545                         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');
546                         WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
547                 }
548         }
549
550         remove(self);
551         return;
552 }
553
554 void W_Seeker_Fire_Tag()
555 {
556         entity missile;
557         W_DecreaseAmmo(WEP_CVAR(seeker, tag_ammo));
558
559         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));
560
561         missile                 = spawn();
562         missile.owner           = missile.realowner = self;
563         missile.classname       = "seeker_tag";
564         missile.bot_dodge       = TRUE;
565         missile.bot_dodgerating = 50;
566         missile.touch           = W_Seeker_Tag_Touch;
567         missile.think           = SUB_Remove;
568         missile.nextthink       = time + WEP_CVAR(seeker, tag_lifetime);
569         missile.movetype        = MOVETYPE_FLY;
570         missile.solid           = SOLID_BBOX;
571
572         missile.takedamage       = DAMAGE_YES;
573         missile.event_damage     = W_Seeker_Tag_Damage;
574         missile.health           = WEP_CVAR(seeker, tag_health);
575         missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
576
577         setorigin (missile, w_shotorg);
578         setsize (missile, '-2 -2 -2', '2 2 2');
579
580         missile.flags       = FL_PROJECTILE;
581         //missile.missile_flags = MIF_..?;
582
583         missile.movetype    = MOVETYPE_FLY;
584         W_SetupProjVelocity_PRE(missile, seeker, tag_);
585         missile.angles = vectoangles (missile.velocity);
586
587         CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
588
589         other = missile; MUTATOR_CALLHOOK(EditProjectile);
590 }
591
592 // ============================
593 // Begin: Genereal weapon functions
594 // ============================
595
596 float W_Seeker(float req)
597 {
598         float ammo_amount;
599
600         switch(req)
601         {
602                 case WR_AIM:
603                 {
604                         if (WEP_CVAR(seeker, type) == 1)
605                                 if (W_Seeker_Tagged_Info(self, self.enemy) != world)
606                                         self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), FALSE);
607                                 else
608                                         self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
609                         else
610                                 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
611                         return TRUE;
612                 }
613                 case WR_THINK:
614                 {
615                         if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) // forced reload
616                                 WEP_ACTION(self.weapon, WR_RELOAD);
617
618                         else if (self.BUTTON_ATCK)
619                         {
620                                 if (WEP_CVAR(seeker, type) == 1)
621                                 {
622                                         if (weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire)))
623                                         {
624                                                 W_Seeker_Attack();
625                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
626                                         }
627                                 }
628                                 else
629                                 {
630                                         if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
631                                         {
632                                                 W_Seeker_Fire_Tag();
633                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
634                                         }
635                                 }
636                         }
637
638                         else if (self.BUTTON_ATCK2)
639                         {
640                                 if (WEP_CVAR(seeker, type) == 1)
641                                 {
642                                         if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
643                                         {
644                                                 W_Seeker_Fire_Tag();
645                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
646                                         }
647                                 }
648                                 else
649                                 {
650                                         if (weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire)))
651                                         {
652                                                 W_Seeker_Fire_Flac();
653                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
654                                         }
655                                 }
656                         }
657
658                         return TRUE;
659                 }
660                 case WR_INIT:
661                 {
662                         precache_model ("models/weapons/g_seeker.md3");
663                         precache_model ("models/weapons/v_seeker.md3");
664                         precache_model ("models/weapons/h_seeker.iqm");
665                         precache_sound ("weapons/tag_fire.wav");
666                         precache_sound ("weapons/flac_fire.wav");
667                         precache_sound ("weapons/seeker_fire.wav");
668                         SEEKER_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
669                         return TRUE;
670                 }
671                 case WR_CHECKAMMO1:
672                 {
673                         if (WEP_CVAR(seeker, type) == 1)
674                         {
675                                 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, missile_ammo);
676                                 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, missile_ammo);
677                         }
678                         else
679                         {
680                                 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
681                                 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
682                         }
683                         return ammo_amount;
684                 }
685                 case WR_CHECKAMMO2:
686                 {
687                         if (WEP_CVAR(seeker, type) == 1)
688                         {
689                                 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
690                                 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
691                         }
692                         else
693                         {
694                                 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, flac_ammo);
695                                 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, flac_ammo);
696                         }
697                         return ammo_amount;
698                 }
699                 case WR_CONFIG:
700                 {
701                         SEEKER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
702                         return TRUE;
703                 }
704                 case WR_RELOAD:
705                 {
706                         W_Reload(min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), "weapons/reload.wav");
707                         return TRUE;
708                 }
709                 case WR_SUICIDEMESSAGE:
710                 {
711                         return WEAPON_SEEKER_SUICIDE;
712                 }
713                 case WR_KILLMESSAGE:
714                 {
715                         if(w_deathtype & HITTYPE_SECONDARY)
716                                 return WEAPON_SEEKER_MURDER_TAG;
717                         else
718                                 return WEAPON_SEEKER_MURDER_SPRAY;
719                 }
720         }
721         return TRUE;
722 }
723 #endif
724 #ifdef CSQC
725 float W_Seeker(float req)
726 {
727         switch(req)
728         {
729                 case WR_IMPACTEFFECT:
730                 {
731                         vector org2;
732                         org2 = w_org + w_backoff * 6;
733                         if(w_deathtype & HITTYPE_BOUNCE)
734                         {
735                                 if(w_deathtype & HITTYPE_SECONDARY)
736                                 {
737                                         if(!w_issilent)
738                                                 sound(self, CH_SHOTS, "weapons/tag_impact.wav", 1, ATTEN_NORM);
739                                 }
740                                 else
741                                 {
742                                         pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
743                                         if(!w_issilent)
744                                         {
745                                                 if (w_random<0.15)
746                                                         sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTEN_NORM);
747                                                 else if (w_random<0.7)
748                                                         sound(self, CH_SHOTS, "weapons/tagexp2.wav", 1, ATTEN_NORM);
749                                                 else
750                                                         sound(self, CH_SHOTS, "weapons/tagexp3.wav", 1, ATTEN_NORM);
751                                         }
752                                 }
753                         }
754                         else
755                         {
756                                 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
757                                 if(!w_issilent)
758                                 {
759                                         if (w_random<0.15)
760                                                 sound(self, CH_SHOTS, "weapons/seekerexp1.wav", 1, ATTEN_NORM);
761                                         else if (w_random<0.7)
762                                                 sound(self, CH_SHOTS, "weapons/seekerexp2.wav", 1, ATTEN_NORM);
763                                         else
764                                                 sound(self, CH_SHOTS, "weapons/seekerexp3.wav", 1, ATTEN_NORM);
765                                 }
766                         }
767                         return TRUE;
768                 }
769                 case WR_INIT:
770                 {
771                         precache_sound("weapons/seekerexp1.wav");
772                         precache_sound("weapons/seekerexp2.wav");
773                         precache_sound("weapons/seekerexp3.wav");
774                         precache_sound("weapons/tagexp1.wav");
775                         precache_sound("weapons/tagexp2.wav");
776                         precache_sound("weapons/tagexp3.wav");
777                         precache_sound("weapons/tag_impact.wav");
778                         return TRUE;
779                 }
780                 case WR_ZOOMRETICLE:
781                 {
782                         // no weapon specific image for this weapon
783                         return FALSE;
784                 }
785         }
786
787         return TRUE;
788 }
789 #endif
790 #endif