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Unhandled weapon requests from weapon functions should return FALSE
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_seeker.qc
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 /* modelname */ "seeker",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairseeker 0.8",
13 /* wepimg    */ "weaponseeker",
14 /* refname   */ "seeker",
15 /* wepname   */ _("T.A.G. Seeker")
16 );
17
18 #define SEEKER_SETTINGS(w_cvar,w_prop) SEEKER_SETTINGS_LIST(w_cvar, w_prop, SEEKER, seeker)
19 #define SEEKER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20         w_cvar(id, sn, NONE, type) \
21         w_cvar(id, sn, NONE, flac_ammo) \
22         w_cvar(id, sn, NONE, flac_animtime) \
23         w_cvar(id, sn, NONE, flac_damage) \
24         w_cvar(id, sn, NONE, flac_edgedamage) \
25         w_cvar(id, sn, NONE, flac_force) \
26         w_cvar(id, sn, NONE, flac_lifetime) \
27         w_cvar(id, sn, NONE, flac_lifetime_rand) \
28         w_cvar(id, sn, NONE, flac_radius) \
29         w_cvar(id, sn, NONE, flac_refire) \
30         w_cvar(id, sn, NONE, flac_speed) \
31         w_cvar(id, sn, NONE, flac_speed_up) \
32         w_cvar(id, sn, NONE, flac_speed_z) \
33         w_cvar(id, sn, NONE, flac_spread) \
34         w_cvar(id, sn, NONE, missile_accel) \
35         w_cvar(id, sn, NONE, missile_ammo) \
36         w_cvar(id, sn, NONE, missile_animtime) \
37         w_cvar(id, sn, NONE, missile_count) \
38         w_cvar(id, sn, NONE, missile_damage) \
39         w_cvar(id, sn, NONE, missile_damageforcescale) \
40         w_cvar(id, sn, NONE, missile_decel) \
41         w_cvar(id, sn, NONE, missile_delay) \
42         w_cvar(id, sn, NONE, missile_edgedamage) \
43         w_cvar(id, sn, NONE, missile_force) \
44         w_cvar(id, sn, NONE, missile_health) \
45         w_cvar(id, sn, NONE, missile_lifetime) \
46         w_cvar(id, sn, NONE, missile_proxy) \
47         w_cvar(id, sn, NONE, missile_proxy_delay) \
48         w_cvar(id, sn, NONE, missile_proxy_maxrange) \
49         w_cvar(id, sn, NONE, missile_radius) \
50         w_cvar(id, sn, NONE, missile_refire) \
51         w_cvar(id, sn, NONE, missile_smart) \
52         w_cvar(id, sn, NONE, missile_smart_mindist) \
53         w_cvar(id, sn, NONE, missile_smart_trace_max) \
54         w_cvar(id, sn, NONE, missile_smart_trace_min) \
55         w_cvar(id, sn, NONE, missile_speed) \
56         w_cvar(id, sn, NONE, missile_speed_max) \
57         w_cvar(id, sn, NONE, missile_speed_up) \
58         w_cvar(id, sn, NONE, missile_speed_z) \
59         w_cvar(id, sn, NONE, missile_spread) \
60         w_cvar(id, sn, NONE, missile_turnrate) \
61         w_cvar(id, sn, NONE, tag_ammo) \
62         w_cvar(id, sn, NONE, tag_animtime) \
63         w_cvar(id, sn, NONE, tag_damageforcescale) \
64         w_cvar(id, sn, NONE, tag_health) \
65         w_cvar(id, sn, NONE, tag_lifetime) \
66         w_cvar(id, sn, NONE, tag_refire) \
67         w_cvar(id, sn, NONE, tag_speed) \
68         w_cvar(id, sn, NONE, tag_spread) \
69         w_cvar(id, sn, NONE, tag_tracker_lifetime) \
70         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
71         w_prop(id, sn, float,  reloading_time, reload_time) \
72         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
73         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
74         w_prop(id, sn, string, weaponreplace, weaponreplace) \
75         w_prop(id, sn, float,  weaponstart, weaponstart) \
76         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
77
78 #ifdef SVQC
79 SEEKER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
80 .entity tag_target, wps_tag_tracker;
81 .float tag_time;
82 #endif
83 #else
84 #ifdef SVQC
85 void spawnfunc_weapon_seeker (void) { weapon_defaultspawnfunc(WEP_SEEKER); }
86
87 // ============================
88 // Begin: Missile functions, these are general functions to be manipulated by other code
89 // ============================
90 void W_Seeker_Missile_Explode()
91 {
92         self.event_damage = func_null;
93         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);
94
95         remove (self);
96 }
97
98 void W_Seeker_Missile_Touch()
99 {
100         PROJECTILE_TOUCH;
101
102         W_Seeker_Missile_Explode();
103 }
104
105 void W_Seeker_Missile_Think()
106 {
107         entity e;
108         vector desireddir, olddir, newdir, eorg;
109         float turnrate;
110         float dist;
111         float spd;
112
113         if (time > self.cnt)
114         {
115                 self.projectiledeathtype |= HITTYPE_SPLASH;
116                 W_Seeker_Missile_Explode();
117         }
118
119         spd = vlen(self.velocity);
120         spd = bound(
121                 spd - WEP_CVAR(seeker, missile_decel) * frametime,
122                 WEP_CVAR(seeker, missile_speed_max),
123                 spd + WEP_CVAR(seeker, missile_accel) * frametime
124         );
125
126         if (self.enemy != world)
127                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
128                         self.enemy = world;
129
130         if (self.enemy != world)
131         {
132                 e               = self.enemy;
133                 eorg            = 0.5 * (e.absmin + e.absmax);
134                 turnrate        = WEP_CVAR(seeker, missile_turnrate); // how fast to turn
135                 desireddir      = normalize(eorg - self.origin);
136                 olddir          = normalize(self.velocity); // get my current direction
137                 dist            = vlen(eorg - self.origin);
138
139                 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
140                 if (WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
141                 {
142                         // Is it a better idea (shorter distance) to trace to the target itself?
143                         if ( vlen(self.origin + olddir * self.wait) < dist)
144                                 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
145                         else
146                                 traceline(self.origin, eorg, FALSE, self);
147
148                         // Setup adaptive tracelength
149                         self.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = WEP_CVAR(seeker, missile_smart_trace_max));
150
151                         // Calc how important it is that we turn and add this to the desierd (enemy) dir.
152                         desireddir  = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
153                 }
154
155                 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
156                 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
157         }
158         else
159                 dist = 0;
160
161         // Proxy
162         if (WEP_CVAR(seeker, missile_proxy))
163         {
164                 if ( dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
165                 {
166                         if (self.autoswitch == 0)
167                         {
168                                 self.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
169                         }
170                         else
171                         {
172                                 if (self.autoswitch <= time)
173                                 {
174                                         W_Seeker_Missile_Explode();
175                                         self.autoswitch = 0;
176                                 }
177                         }
178                 }
179                 else
180                 {
181                         if (self.autoswitch != 0)
182                                 self.autoswitch = 0;
183                 }
184         }
185         ///////////////
186
187         if (self.enemy.deadflag != DEAD_NO)
188         {
189                 self.enemy = world;
190                 self.cnt = time + 1 + (random() * 4);
191                 self.nextthink = self.cnt;
192                 return;
193         }
194
195         //self.angles = vectoangles(self.velocity);                     // turn model in the new flight direction
196         self.nextthink = time;// + 0.05; // csqc projectiles
197         UpdateCSQCProjectile(self);
198 }
199
200
201
202 void W_Seeker_Missile_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
203 {
204         if (self.health <= 0)
205                 return;
206
207         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
208                 return; // g_projectiles_damage says to halt
209
210         if (self.realowner == attacker)
211                 self.health = self.health - (damage * 0.25);
212         else
213                 self.health = self.health - damage;
214
215         if (self.health <= 0)
216                 W_PrepareExplosionByDamage(attacker, W_Seeker_Missile_Explode);
217 }
218
219 /*
220 void W_Seeker_Missile_Animate()
221 {
222         self.frame = self.frame +1;
223         self.nextthink = time + 0.05;
224
225         if (self.enemy != world)
226                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
227                         self.enemy = world;
228
229         if(self.frame == 5)
230         {
231                 self.think           = W_Seeker_Missile_Think;
232                 self.nextthink       = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
233
234                 if (autocvar_g_balance_seeker_missile_proxy)
235                         self.movetype    = MOVETYPE_BOUNCEMISSILE;
236                 else
237                         self.movetype    = MOVETYPE_FLYMISSILE;
238         }
239
240         UpdateCSQCProjectile(self);
241 }
242 */
243
244 void W_Seeker_Fire_Missile(vector f_diff, entity m_target)
245 {
246         entity missile;
247
248         W_DecreaseAmmo(WEP_CVAR(seeker, missile_ammo));
249
250         makevectors(self.v_angle);
251         W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0);
252         w_shotorg += f_diff;
253         pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
254
255         //self.detornator         = FALSE;
256
257         missile                 = spawn();
258         missile.owner           = missile.realowner = self;
259         missile.classname       = "seeker_missile";
260         missile.bot_dodge       = TRUE;
261         missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
262
263         missile.think           = W_Seeker_Missile_Think;
264         missile.touch           = W_Seeker_Missile_Touch;
265         missile.event_damage    = W_Seeker_Missile_Damage;
266         missile.nextthink       = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
267         missile.cnt             = time + WEP_CVAR(seeker, missile_lifetime);
268         missile.enemy           = m_target;
269         missile.solid           = SOLID_BBOX;
270         missile.scale           = 2;
271         missile.takedamage      = DAMAGE_YES;
272         missile.health          = WEP_CVAR(seeker, missile_health);
273         missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
274         missile.damagedbycontents = TRUE;
275         //missile.think           = W_Seeker_Missile_Animate; // csqc projectiles.
276
277         if (missile.enemy != world)
278                 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
279         else
280                 missile.projectiledeathtype = WEP_SEEKER;
281
282
283         setorigin (missile, w_shotorg);
284         setsize (missile, '-4 -4 -4', '4 4 4');
285         missile.movetype    = MOVETYPE_FLYMISSILE;
286         missile.flags       = FL_PROJECTILE;
287         missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
288
289         W_SetupProjVelocity_UP_PRE(missile, seeker, missile_);
290
291         missile.angles = vectoangles (missile.velocity);
292
293         CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
294
295         other = missile; MUTATOR_CALLHOOK(EditProjectile);
296 }
297
298 // ============================
299 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
300 // ============================
301 void W_Seeker_Flac_Explode()
302 {
303         self.event_damage = func_null;
304
305         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);
306
307         remove (self);
308 }
309
310 void W_Seeker_Flac_Touch()
311 {
312         PROJECTILE_TOUCH;
313
314         W_Seeker_Flac_Explode();
315 }
316
317 void W_Seeker_Fire_Flac()
318 {
319         entity missile;
320         vector f_diff;
321         float c;
322
323         W_DecreaseAmmo(WEP_CVAR(seeker, flac_ammo));
324
325         c = mod(self.bulletcounter, 4);
326         switch(c)
327         {
328                 case 0:
329                         f_diff = '-1.25 -3.75 0';
330                         break;
331                 case 1:
332                         f_diff = '+1.25 -3.75 0';
333                         break;
334                 case 2:
335                         f_diff = '-1.25 +3.75 0';
336                         break;
337                 case 3:
338                 default:
339                         f_diff = '+1.25 +3.75 0';
340                         break;
341         }
342         W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
343         w_shotorg += f_diff;
344
345         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
346
347         missile                                 = spawn ();
348         missile.owner                   = missile.realowner = self;
349         missile.classname               = "missile";
350         missile.bot_dodge               = TRUE;
351         missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
352         missile.touch                   = W_Seeker_Flac_Explode;
353         missile.use                     = W_Seeker_Flac_Explode;
354         missile.think                   = adaptor_think2use_hittype_splash;
355         missile.nextthink               = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
356         missile.solid                   = SOLID_BBOX;
357         missile.movetype                = MOVETYPE_FLY;
358         missile.projectiledeathtype = WEP_SEEKER;
359         missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
360         missile.flags                           = FL_PROJECTILE;
361         missile.missile_flags       = MIF_SPLASH;
362
363         // csqc projectiles
364         //missile.angles                                = vectoangles (missile.velocity);
365         //missile.scale = 0.4; // BUG: the model is too big
366
367         setorigin (missile, w_shotorg);
368         setsize (missile, '-2 -2 -2', '2 2 2');
369
370         W_SetupProjVelocity_UP_PRE(missile, seeker, flac_);
371         CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
372
373         other = missile; MUTATOR_CALLHOOK(EditProjectile);
374 }
375
376 // ============================
377 // Begin: Tag and rocket controllers
378 // ============================
379 entity W_Seeker_Tagged_Info(entity isowner, entity istarget)
380 {
381         entity tag;
382         for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
383                 if ((tag.realowner == isowner) && (tag.tag_target == istarget))
384                         return tag;
385
386         return world;
387 }
388
389 void W_Seeker_Attack()
390 {
391         entity tracker, closest_target;
392
393         closest_target = world;
394         for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
395         {
396                 if (closest_target)
397                 {
398                         if (vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
399                                 closest_target = tracker.tag_target;
400                 }
401                 else
402                         closest_target = tracker.tag_target;
403         }
404
405         traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
406         if ((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
407                 closest_target = world;
408
409         W_Seeker_Fire_Missile('0 0 0', closest_target);
410 }
411
412 void W_Seeker_Vollycontroller_Think() // TODO: Merge this with W_Seeker_Attack
413 {
414         float c;
415         entity oldself,oldenemy;
416         self.cnt = self.cnt - 1;
417
418         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))
419         {
420                 remove(self);
421                 return;
422         }
423
424         self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor();
425
426         oldself = self;
427         self = self.realowner;
428
429         oldenemy = self.enemy;
430         self.enemy = oldself.enemy;
431
432         c = mod(self.cnt, 4);
433         switch(c)
434         {
435                 case 0:
436                         W_Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
437                         break;
438                 case 1:
439                         W_Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
440                         break;
441                 case 2:
442                         W_Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
443                         break;
444                 case 3:
445                 default:
446                         W_Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
447                         break;
448         }
449
450         self.enemy = oldenemy;
451         self = oldself;
452 }
453
454 void W_Seeker_Tracker_Think()
455 {
456         // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
457         if ((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER)
458         || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
459         {
460                 if (self)
461                 {
462                         WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
463                         remove(self);
464                 }
465                 return;
466         }
467
468         // Update the think method information
469         self.nextthink = time;
470 }
471
472 // ============================
473 // Begin: Tag projectile
474 // ============================
475 void W_Seeker_Tag_Explode()
476 {
477         //if(other==self.realowner)
478         //    return;
479         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, other.species, self);
480
481         remove (self);
482 }
483
484 void W_Seeker_Tag_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
485 {
486         if (self.health <= 0)
487                 return;
488         self.health = self.health - damage;
489         if (self.health <= 0)
490                 W_Seeker_Tag_Explode();
491 }
492
493 void W_Seeker_Tag_Touch()
494 {
495         vector dir;
496         vector org2;
497         entity e;
498
499         PROJECTILE_TOUCH;
500
501         dir     = normalize (self.realowner.origin - self.origin);
502         org2    = findbetterlocation (self.origin, 8);
503
504         te_knightspike(org2);
505
506         self.event_damage = func_null;
507         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
508
509         if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
510         {
511                 // check to see if this person is already tagged by me
512                 entity tag = W_Seeker_Tagged_Info(self.realowner, other);
513
514                 if (tag != world)
515                 {
516                         if (other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
517                                 WaypointSprite_Kill(other.wps_tag_tracker);
518
519                         tag.tag_time = time;
520                 }
521                 else
522                 {
523                         //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
524                         e             = spawn();
525                         e.cnt         = WEP_CVAR(seeker, missile_count);
526                         e.classname   = "tag_tracker";
527                         e.owner       = self.owner;
528                         e.realowner   = self.realowner;
529
530                         if(WEP_CVAR(seeker, type) == 1)
531                         {
532                                 e.tag_target  = other;
533                                 e.tag_time    = time;
534                                 e.think       = W_Seeker_Tracker_Think;
535                         }
536                         else
537                         {
538                                 e.enemy     = other;
539                                 e.think     = W_Seeker_Vollycontroller_Think;
540                         }
541
542                         e.nextthink   = time;
543                 }
544
545                 if(WEP_CVAR(seeker, type) == 1)
546                 {
547                         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');
548                         WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
549                 }
550         }
551
552         remove(self);
553         return;
554 }
555
556 void W_Seeker_Fire_Tag()
557 {
558         entity missile;
559         W_DecreaseAmmo(WEP_CVAR(seeker, tag_ammo));
560
561         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));
562
563         missile                 = spawn();
564         missile.owner           = missile.realowner = self;
565         missile.classname       = "seeker_tag";
566         missile.bot_dodge       = TRUE;
567         missile.bot_dodgerating = 50;
568         missile.touch           = W_Seeker_Tag_Touch;
569         missile.think           = SUB_Remove;
570         missile.nextthink       = time + WEP_CVAR(seeker, tag_lifetime);
571         missile.movetype        = MOVETYPE_FLY;
572         missile.solid           = SOLID_BBOX;
573
574         missile.takedamage       = DAMAGE_YES;
575         missile.event_damage     = W_Seeker_Tag_Damage;
576         missile.health           = WEP_CVAR(seeker, tag_health);
577         missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
578
579         setorigin (missile, w_shotorg);
580         setsize (missile, '-2 -2 -2', '2 2 2');
581
582         missile.flags       = FL_PROJECTILE;
583         //missile.missile_flags = MIF_..?;
584
585         missile.movetype    = MOVETYPE_FLY;
586         W_SetupProjVelocity_PRE(missile, seeker, tag_);
587         missile.angles = vectoangles (missile.velocity);
588
589         CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
590
591         other = missile; MUTATOR_CALLHOOK(EditProjectile);
592 }
593
594 // ============================
595 // Begin: Genereal weapon functions
596 // ============================
597
598 float W_Seeker(float req)
599 {
600         float ammo_amount;
601
602         switch(req)
603         {
604                 case WR_AIM:
605                 {
606                         if (WEP_CVAR(seeker, type) == 1)
607                                 if (W_Seeker_Tagged_Info(self, self.enemy) != world)
608                                         self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), FALSE);
609                                 else
610                                         self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
611                         else
612                                 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
613                         return TRUE;
614                 }
615                 case WR_THINK:
616                 {
617                         if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) // forced reload
618                                 WEP_ACTION(self.weapon, WR_RELOAD);
619
620                         else if (self.BUTTON_ATCK)
621                         {
622                                 if (WEP_CVAR(seeker, type) == 1)
623                                 {
624                                         if (weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire)))
625                                         {
626                                                 W_Seeker_Attack();
627                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
628                                         }
629                                 }
630                                 else
631                                 {
632                                         if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
633                                         {
634                                                 W_Seeker_Fire_Tag();
635                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
636                                         }
637                                 }
638                         }
639
640                         else if (self.BUTTON_ATCK2)
641                         {
642                                 if (WEP_CVAR(seeker, type) == 1)
643                                 {
644                                         if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
645                                         {
646                                                 W_Seeker_Fire_Tag();
647                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
648                                         }
649                                 }
650                                 else
651                                 {
652                                         if (weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire)))
653                                         {
654                                                 W_Seeker_Fire_Flac();
655                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
656                                         }
657                                 }
658                         }
659
660                         return TRUE;
661                 }
662                 case WR_INIT:
663                 {
664                         precache_model ("models/weapons/g_seeker.md3");
665                         precache_model ("models/weapons/v_seeker.md3");
666                         precache_model ("models/weapons/h_seeker.iqm");
667                         precache_sound ("weapons/tag_fire.wav");
668                         precache_sound ("weapons/flac_fire.wav");
669                         precache_sound ("weapons/seeker_fire.wav");
670                         SEEKER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
671                         return TRUE;
672                 }
673                 case WR_CHECKAMMO1:
674                 {
675                         if (WEP_CVAR(seeker, type) == 1)
676                         {
677                                 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, missile_ammo);
678                                 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, missile_ammo);
679                         }
680                         else
681                         {
682                                 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
683                                 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
684                         }
685                         return ammo_amount;
686                 }
687                 case WR_CHECKAMMO2:
688                 {
689                         if (WEP_CVAR(seeker, type) == 1)
690                         {
691                                 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
692                                 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
693                         }
694                         else
695                         {
696                                 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, flac_ammo);
697                                 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, flac_ammo);
698                         }
699                         return ammo_amount;
700                 }
701                 case WR_CONFIG:
702                 {
703                         SEEKER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
704                         return TRUE;
705                 }
706                 case WR_RELOAD:
707                 {
708                         W_Reload(min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), "weapons/reload.wav");
709                         return TRUE;
710                 }
711                 case WR_SUICIDEMESSAGE:
712                 {
713                         return WEAPON_SEEKER_SUICIDE;
714                 }
715                 case WR_KILLMESSAGE:
716                 {
717                         if(w_deathtype & HITTYPE_SECONDARY)
718                                 return WEAPON_SEEKER_MURDER_TAG;
719                         else
720                                 return WEAPON_SEEKER_MURDER_SPRAY;
721                 }
722         }
723         return FALSE;
724 }
725 #endif
726 #ifdef CSQC
727 float W_Seeker(float req)
728 {
729         switch(req)
730         {
731                 case WR_IMPACTEFFECT:
732                 {
733                         vector org2;
734                         org2 = w_org + w_backoff * 6;
735                         if(w_deathtype & HITTYPE_BOUNCE)
736                         {
737                                 if(w_deathtype & HITTYPE_SECONDARY)
738                                 {
739                                         if(!w_issilent)
740                                                 sound(self, CH_SHOTS, "weapons/tag_impact.wav", 1, ATTEN_NORM);
741                                 }
742                                 else
743                                 {
744                                         pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
745                                         if(!w_issilent)
746                                         {
747                                                 if (w_random<0.15)
748                                                         sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTEN_NORM);
749                                                 else if (w_random<0.7)
750                                                         sound(self, CH_SHOTS, "weapons/tagexp2.wav", 1, ATTEN_NORM);
751                                                 else
752                                                         sound(self, CH_SHOTS, "weapons/tagexp3.wav", 1, ATTEN_NORM);
753                                         }
754                                 }
755                         }
756                         else
757                         {
758                                 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
759                                 if(!w_issilent)
760                                 {
761                                         if (w_random<0.15)
762                                                 sound(self, CH_SHOTS, "weapons/seekerexp1.wav", 1, ATTEN_NORM);
763                                         else if (w_random<0.7)
764                                                 sound(self, CH_SHOTS, "weapons/seekerexp2.wav", 1, ATTEN_NORM);
765                                         else
766                                                 sound(self, CH_SHOTS, "weapons/seekerexp3.wav", 1, ATTEN_NORM);
767                                 }
768                         }
769                         return TRUE;
770                 }
771                 case WR_INIT:
772                 {
773                         precache_sound("weapons/seekerexp1.wav");
774                         precache_sound("weapons/seekerexp2.wav");
775                         precache_sound("weapons/seekerexp3.wav");
776                         precache_sound("weapons/tagexp1.wav");
777                         precache_sound("weapons/tagexp2.wav");
778                         precache_sound("weapons/tagexp3.wav");
779                         precache_sound("weapons/tag_impact.wav");
780                         return TRUE;
781                 }
782                 case WR_ZOOMRETICLE:
783                 {
784                         // no weapon specific image for this weapon
785                         return FALSE;
786                 }
787         }
788         return FALSE;
789 }
790 #endif
791 #endif