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