Purge hardcoded slot 0 weapon entity use from most of the bot AI
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / seeker.qc
1 #include "seeker.qh"
2 #ifndef IMPLEMENTATION
3 CLASS(Seeker, Weapon)
4 /* ammotype  */ ATTRIB(Seeker, ammo_field, .int, ammo_rockets);
5 /* impulse   */ ATTRIB(Seeker, impulse, int, 8);
6 /* flags     */ ATTRIB(Seeker, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
7 /* rating    */ ATTRIB(Seeker, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
8 /* color     */ ATTRIB(Seeker, wpcolor, vector, '0.5 1 0');
9 /* modelname */ ATTRIB(Seeker, mdl, string, "seeker");
10 #ifdef GAMEQC
11 /* model     */ ATTRIB(Seeker, m_model, Model, MDL_SEEKER_ITEM);
12 #endif
13 /* crosshair */ ATTRIB(Seeker, w_crosshair, string, "gfx/crosshairseeker");
14 /* crosshair */ ATTRIB(Seeker, w_crosshair_size, float, 0.8);
15 /* wepimg    */ ATTRIB(Seeker, model2, string, "weaponseeker");
16 /* refname   */ ATTRIB(Seeker, netname, string, "seeker");
17 /* wepname   */ ATTRIB(Seeker, m_name, string, _("T.A.G. Seeker"));
18
19 #define X(BEGIN, P, END, class, prefix) \
20         BEGIN(class) \
21         P(class, prefix, flac_ammo, float, NONE) \
22         P(class, prefix, flac_animtime, float, NONE) \
23         P(class, prefix, flac_damage, float, NONE) \
24         P(class, prefix, flac_edgedamage, float, NONE) \
25         P(class, prefix, flac_force, float, NONE) \
26         P(class, prefix, flac_lifetime, float, NONE) \
27         P(class, prefix, flac_lifetime_rand, float, NONE) \
28         P(class, prefix, flac_radius, float, NONE) \
29         P(class, prefix, flac_refire, float, NONE) \
30         P(class, prefix, flac_speed, float, NONE) \
31         P(class, prefix, flac_speed_up, float, NONE) \
32         P(class, prefix, flac_speed_z, float, NONE) \
33         P(class, prefix, flac_spread, float, NONE) \
34         P(class, prefix, missile_accel, float, NONE) \
35         P(class, prefix, missile_ammo, float, NONE) \
36         P(class, prefix, missile_animtime, float, NONE) \
37         P(class, prefix, missile_count, float, NONE) \
38         P(class, prefix, missile_damageforcescale, float, NONE) \
39         P(class, prefix, missile_damage, float, NONE) \
40         P(class, prefix, missile_decel, float, NONE) \
41         P(class, prefix, missile_delay, float, NONE) \
42         P(class, prefix, missile_edgedamage, float, NONE) \
43         P(class, prefix, missile_force, float, NONE) \
44         P(class, prefix, missile_health, float, NONE) \
45         P(class, prefix, missile_lifetime, float, NONE) \
46         P(class, prefix, missile_proxy, float, NONE) \
47         P(class, prefix, missile_proxy_delay, float, NONE) \
48         P(class, prefix, missile_proxy_maxrange, float, NONE) \
49         P(class, prefix, missile_radius, float, NONE) \
50         P(class, prefix, missile_refire, float, NONE) \
51         P(class, prefix, missile_smart, float, NONE) \
52         P(class, prefix, missile_smart_mindist, float, NONE) \
53         P(class, prefix, missile_smart_trace_max, float, NONE) \
54         P(class, prefix, missile_smart_trace_min, float, NONE) \
55         P(class, prefix, missile_speed, float, NONE) \
56         P(class, prefix, missile_speed_max, float, NONE) \
57         P(class, prefix, missile_speed_up, float, NONE) \
58         P(class, prefix, missile_speed_z, float, NONE) \
59         P(class, prefix, missile_spread, float, NONE) \
60         P(class, prefix, missile_turnrate, float, NONE) \
61         P(class, prefix, reload_ammo, float, NONE) \
62                 P(class, prefix, reload_time, float, NONE) \
63                 P(class, prefix, switchdelay_drop, float, NONE) \
64                 P(class, prefix, switchdelay_raise, float, NONE) \
65         P(class, prefix, tag_ammo, float, NONE) \
66         P(class, prefix, tag_animtime, float, NONE) \
67         P(class, prefix, tag_damageforcescale, float, NONE) \
68         P(class, prefix, tag_health, float, NONE) \
69         P(class, prefix, tag_lifetime, float, NONE) \
70         P(class, prefix, tag_refire, float, NONE) \
71         P(class, prefix, tag_speed, float, NONE) \
72         P(class, prefix, tag_spread, float, NONE) \
73         P(class, prefix, tag_tracker_lifetime, float, NONE) \
74                 P(class, prefix, type, float, NONE) \
75                 P(class, prefix, weaponreplace, string, NONE) \
76                 P(class, prefix, weaponstartoverride, float, NONE) \
77                 P(class, prefix, weaponstart, float, NONE) \
78                 P(class, prefix, weaponthrowable, float, NONE) \
79         END()
80         W_PROPS(X, Seeker, seeker)
81 #undef X
82 ENDCLASS(Seeker)
83 REGISTER_WEAPON(SEEKER, seeker, NEW(Seeker));
84
85
86 #ifdef SVQC
87 .entity tag_target, wps_tag_tracker;
88 .float tag_time;
89 #endif
90 #endif
91 #ifdef IMPLEMENTATION
92 #ifdef SVQC
93 spawnfunc(weapon_seeker) { weapon_defaultspawnfunc(this, WEP_SEEKER); }
94
95 // ============================
96 // Begin: Missile functions, these are general functions to be manipulated by other code
97 // ============================
98 void W_Seeker_Missile_Explode(entity this, entity directhitentity)
99 {
100         this.event_damage = func_null;
101         RadiusDamage(this, this.realowner, WEP_CVAR(seeker, missile_damage), WEP_CVAR(seeker, missile_edgedamage), WEP_CVAR(seeker, missile_radius), NULL, NULL, WEP_CVAR(seeker, missile_force), this.projectiledeathtype, directhitentity);
102
103         delete(this);
104 }
105
106 void W_Seeker_Missile_Explode_think(entity this)
107 {
108         W_Seeker_Missile_Explode(this, NULL);
109 }
110
111 void W_Seeker_Missile_Touch(entity this, entity toucher)
112 {
113         PROJECTILE_TOUCH(this, toucher);
114
115         W_Seeker_Missile_Explode(this, toucher);
116 }
117
118 void W_Seeker_Missile_Think(entity this)
119 {
120         entity e;
121         vector desireddir, olddir, newdir, eorg;
122         float turnrate;
123         float dist;
124         float spd;
125
126         if(time > this.cnt)
127         {
128                 this.projectiledeathtype |= HITTYPE_SPLASH;
129                 W_Seeker_Missile_Explode(this, NULL);
130         }
131
132         spd = vlen(this.velocity);
133         spd = bound(
134                 spd - WEP_CVAR(seeker, missile_decel) * frametime,
135                 WEP_CVAR(seeker, missile_speed_max),
136                 spd + WEP_CVAR(seeker, missile_accel) * frametime
137         );
138
139         if(this.enemy != NULL)
140                 if(this.enemy.takedamage != DAMAGE_AIM || IS_DEAD(this.enemy))
141                         this.enemy = NULL;
142
143         if(this.enemy != NULL)
144         {
145                 e               = this.enemy;
146                 eorg            = 0.5 * (e.absmin + e.absmax);
147                 turnrate        = WEP_CVAR(seeker, missile_turnrate); // how fast to turn
148                 desireddir      = normalize(eorg - this.origin);
149                 olddir          = normalize(this.velocity); // get my current direction
150                 dist            = vlen(eorg - this.origin);
151
152                 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
153                 if(WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
154                 {
155                         // Is it a better idea (shorter distance) to trace to the target itthis?
156                         if( vdist(this.origin + olddir * this.wait, <, dist))
157                                 traceline(this.origin, this.origin + olddir * this.wait, false, this);
158                         else
159                                 traceline(this.origin, eorg, false, this);
160
161                         // Setup adaptive tracelength
162                         this.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(this.origin - trace_endpos), this.wait = WEP_CVAR(seeker, missile_smart_trace_max));
163
164                         // Calc how important it is that we turn and add this to the desierd (enemy) dir.
165                         desireddir  = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
166                 }
167
168                 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
169                 this.velocity = newdir * spd; // make me fly in the new direction at my flight speed
170         }
171         else
172                 dist = 0;
173
174         // Proxy
175         if(WEP_CVAR(seeker, missile_proxy))
176         {
177                 if(dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
178                 {
179                         if(this.autoswitch == 0)
180                         {
181                                 this.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
182                         }
183                         else
184                         {
185                                 if(this.autoswitch <= time)
186                                 {
187                                         W_Seeker_Missile_Explode(this, NULL);
188                                         this.autoswitch = 0;
189                                 }
190                         }
191                 }
192                 else
193                 {
194                         if(this.autoswitch != 0)
195                                 this.autoswitch = 0;
196                 }
197         }
198         ///////////////
199
200         if(IS_DEAD(this.enemy))
201         {
202                 this.enemy = NULL;
203                 this.cnt = time + 1 + (random() * 4);
204                 this.nextthink = this.cnt;
205                 return;
206         }
207
208         //this.angles = vectoangles(this.velocity);                     // turn model in the new flight direction
209         this.nextthink = time;// + 0.05; // csqc projectiles
210         UpdateCSQCProjectile(this);
211 }
212
213
214
215 void W_Seeker_Missile_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
216 {
217         if(this.health <= 0)
218                 return;
219
220         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
221                 return; // g_projectiles_damage says to halt
222
223         if(this.realowner == attacker)
224                 this.health = this.health - (damage * 0.25);
225         else
226                 this.health = this.health - damage;
227
228         if(this.health <= 0)
229                 W_PrepareExplosionByDamage(this, attacker, W_Seeker_Missile_Explode_think);
230 }
231
232 /*
233 void W_Seeker_Missile_Animate(entity this)
234 {
235         this.frame = this.frame +1;
236         this.nextthink = time + 0.05;
237
238         if(this.enemy != NULL)
239                 if(this.enemy.takedamage != DAMAGE_AIM || IS_DEAD(this.enemy))
240                         this.enemy = NULL;
241
242         if(this.frame == 5)
243         {
244                 this.think           = W_Seeker_Missile_Think;
245                 this.nextthink       = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
246
247                 if(autocvar_g_balance_seeker_missile_proxy)
248                         this.move_movetype    = MOVETYPE_BOUNCEMISSILE;
249                 else
250                         this.move_movetype    = MOVETYPE_FLYMISSILE;
251         }
252
253         UpdateCSQCProjectile(this);
254 }
255 */
256
257 void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, .entity weaponentity, vector f_diff, entity m_target)
258 {
259         W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, missile_ammo), weaponentity);
260
261         makevectors(actor.v_angle);
262         W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_SEEKER_FIRE, CH_WEAPON_A, 0);
263         w_shotorg += f_diff;
264         Send_Effect(EFFECT_SEEKER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
265
266         //actor.detornator         = false;
267
268         entity missile                 = new(seeker_missile);
269         missile.owner           = missile.realowner = actor;
270         missile.bot_dodge       = true;
271         missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
272
273         setthink(missile, W_Seeker_Missile_Think);
274         settouch(missile, W_Seeker_Missile_Touch);
275         missile.event_damage    = W_Seeker_Missile_Damage;
276         missile.nextthink       = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
277         missile.cnt             = time + WEP_CVAR(seeker, missile_lifetime);
278         missile.enemy           = m_target;
279         missile.solid           = SOLID_BBOX;
280         missile.scale           = 2;
281         missile.takedamage      = DAMAGE_YES;
282         missile.health          = WEP_CVAR(seeker, missile_health);
283         missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
284         missile.damagedbycontents = true;
285         //missile.think           = W_Seeker_Missile_Animate; // csqc projectiles.
286
287         if(missile.enemy != NULL)
288                 missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY;
289         else
290                 missile.projectiledeathtype = WEP_SEEKER.m_id;
291
292
293         setorigin(missile, w_shotorg);
294         setsize(missile, '-4 -4 -4', '4 4 4');
295         set_movetype(missile, MOVETYPE_FLYMISSILE);
296         missile.flags = FL_PROJECTILE;
297         IL_PUSH(g_projectiles, missile);
298         IL_PUSH(g_bot_dodge, missile);
299         missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
300
301         W_SetupProjVelocity_UP_PRE(missile, seeker, missile_);
302
303         missile.angles = vectoangles(missile.velocity);
304
305         CSQCProjectile(missile, false, PROJECTILE_SEEKER, true);
306
307         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
308 }
309
310 // ============================
311 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
312 // ============================
313 void W_Seeker_Flac_Explode(entity this, entity directhitentity)
314 {
315         this.event_damage = func_null;
316
317         RadiusDamage(this, this.realowner, WEP_CVAR(seeker, flac_damage), WEP_CVAR(seeker, flac_edgedamage), WEP_CVAR(seeker, flac_radius), NULL, NULL, WEP_CVAR(seeker, flac_force), this.projectiledeathtype, directhitentity);
318
319         delete(this);
320 }
321
322 void W_Seeker_Flac_Touch(entity this, entity toucher)
323 {
324         W_Seeker_Flac_Explode(this, toucher);
325 }
326
327 void W_Seeker_Flac_Explode_use(entity this, entity actor, entity trigger)
328 {
329         W_Seeker_Flac_Explode(this, trigger);
330 }
331
332 void W_Seeker_Fire_Flac(Weapon thiswep, entity actor, .entity weaponentity)
333 {
334         entity missile;
335         vector f_diff;
336         float c;
337
338         W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, flac_ammo), weaponentity);
339
340         c = actor.(weaponentity).bulletcounter % 4;
341         switch(c)
342         {
343                 case 0:
344                         f_diff = '-1.25 -3.75 0';
345                         break;
346                 case 1:
347                         f_diff = '+1.25 -3.75 0';
348                         break;
349                 case 2:
350                         f_diff = '-1.25 +3.75 0';
351                         break;
352                 case 3:
353                 default:
354                         f_diff = '+1.25 +3.75 0';
355                         break;
356         }
357         W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_FLAC_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
358         w_shotorg += f_diff;
359
360         Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
361
362         missile                                 = new(missile);
363         missile.owner                   = missile.realowner = actor;
364         missile.bot_dodge               = true;
365         missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
366         settouch(missile, W_Seeker_Flac_Touch);
367         missile.use                     = W_Seeker_Flac_Explode_use;
368         setthink(missile, adaptor_think2use_hittype_splash);
369         missile.nextthink               = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
370         missile.solid                   = SOLID_BBOX;
371         set_movetype(missile, MOVETYPE_FLY);
372         missile.projectiledeathtype = WEP_SEEKER.m_id;
373         missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY;
374         missile.flags = FL_PROJECTILE;
375         IL_PUSH(g_projectiles, missile);
376         IL_PUSH(g_bot_dodge, missile);
377         missile.missile_flags       = MIF_SPLASH;
378
379         // csqc projectiles
380         //missile.angles                                = vectoangles(missile.velocity);
381         //missile.scale = 0.4; // BUG: the model is too big
382
383         setorigin(missile, w_shotorg);
384         setsize(missile, '-2 -2 -2', '2 2 2');
385
386         W_SetupProjVelocity_UP_PRE(missile, seeker, flac_);
387         CSQCProjectile(missile, true, PROJECTILE_FLAC, true);
388
389         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
390 }
391
392 // ============================
393 // Begin: Tag and rocket controllers
394 // ============================
395 entity W_Seeker_Tagged_Info(entity isowner, .entity weaponentity, entity istarget)
396 {
397         entity tag;
398         for(tag = NULL; (tag = find(tag, classname, "tag_tracker")); )
399                 if((tag.realowner == isowner) && (tag.tag_target == istarget) && (tag.weaponentity_fld == weaponentity))
400                         return tag;
401
402         return NULL;
403 }
404
405 void W_Seeker_Attack(entity actor, .entity weaponentity)
406 {
407         entity tracker, closest_target;
408
409         closest_target = NULL;
410         for(tracker = NULL; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == actor)
411         {
412                 if(closest_target)
413                 {
414                         if(vlen2(actor.origin - tracker.tag_target.origin) < vlen2(actor.origin - closest_target.origin))
415                                 closest_target = tracker.tag_target;
416                 }
417                 else
418                         closest_target = tracker.tag_target;
419         }
420
421         traceline(actor.origin + actor.view_ofs, closest_target.origin, MOVE_NOMONSTERS, actor);
422         if((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
423                 closest_target = NULL;
424
425         W_Seeker_Fire_Missile(WEP_SEEKER, actor, weaponentity, '0 0 0', closest_target);
426 }
427
428 void W_Seeker_Vollycontroller_Think(entity this) // TODO: Merge this with W_Seeker_Attack
429 {
430         float c;
431         entity oldenemy;
432         this.cnt = this.cnt - 1;
433
434         Weapon thiswep = WEP_SEEKER;
435         .entity weaponentity = this.weaponentity_fld;
436         if((!(this.realowner.items & IT_UNLIMITED_AMMO) && this.realowner.(thiswep.ammo_field) < WEP_CVAR(seeker, missile_ammo)) || (this.cnt <= -1) || (IS_DEAD(this.realowner)) || (this.realowner.(weaponentity).m_switchweapon != WEP_SEEKER))
437         {
438                 delete(this);
439                 return;
440         }
441
442         this.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor(this.realowner);
443
444         entity own = this.realowner;
445
446         oldenemy = own.enemy;
447         own.enemy = this.enemy;
448
449         c = own.cnt % 4;
450         switch(c)
451         {
452                 case 0:
453                         W_Seeker_Fire_Missile(WEP_SEEKER, own, weaponentity, '-1.25 -3.75 0', own.enemy); // TODO
454                         break;
455                 case 1:
456                         W_Seeker_Fire_Missile(WEP_SEEKER, own, weaponentity, '+1.25 -3.75 0', own.enemy); // TODO
457                         break;
458                 case 2:
459                         W_Seeker_Fire_Missile(WEP_SEEKER, own, weaponentity, '-1.25 +3.75 0', own.enemy); // TODO
460                         break;
461                 case 3:
462                 default:
463                         W_Seeker_Fire_Missile(WEP_SEEKER, own, weaponentity, '+1.25 +3.75 0', own.enemy); // TODO
464                         break;
465         }
466
467         own.enemy = oldenemy;
468 }
469
470 void W_Seeker_Tracker_Think(entity this)
471 {
472         .entity weaponentity = this.weaponentity_fld;
473         // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
474         if((IS_DEAD(this.realowner)) || (IS_DEAD(this.tag_target)) || (this.realowner.(weaponentity).m_switchweapon != WEP_SEEKER)
475         || (time > this.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
476         {
477                 if(this)
478                 {
479                         WaypointSprite_Kill(this.tag_target.wps_tag_tracker);
480                         delete(this);
481                 }
482                 return;
483         }
484
485         // Update the think method information
486         this.nextthink = time;
487 }
488
489 // ============================
490 // Begin: Tag projectile
491 // ============================
492 void W_Seeker_Tag_Explode(entity this)
493 {
494         //if(other==this.realowner)
495         //    return;
496         Damage_DamageInfo(this.origin, 0, 0, 0, this.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE, 0, this);
497
498         delete(this);
499 }
500
501 void W_Seeker_Tag_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
502 {
503         if(this.health <= 0)
504                 return;
505         this.health = this.health - damage;
506         if(this.health <= 0)
507                 W_Seeker_Tag_Explode(this);
508 }
509
510 void W_Seeker_Tag_Touch(entity this, entity toucher)
511 {
512         vector dir;
513         vector org2;
514         entity e;
515
516         PROJECTILE_TOUCH(this, toucher);
517
518         dir     = normalize(this.realowner.origin - this.origin);
519         org2    = findbetterlocation(this.origin, 8);
520
521         te_knightspike(org2);
522
523         this.event_damage = func_null;
524         Damage_DamageInfo(this.origin, 0, 0, 0, this.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE | HITTYPE_SECONDARY, toucher.species, this);
525
526         if(toucher.takedamage == DAMAGE_AIM && !IS_DEAD(toucher))
527         {
528                 // check to see if this person is already tagged by me
529                 .entity weaponentity = this.weaponentity_fld;
530                 entity tag = W_Seeker_Tagged_Info(this.realowner, weaponentity, toucher);
531
532                 if(tag != NULL)
533                 {
534                         if(toucher.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
535                                 WaypointSprite_Kill(toucher.wps_tag_tracker);
536
537                         tag.tag_time = time;
538                 }
539                 else
540                 {
541                         //sprint(this.realowner, strcat("You just tagged ^2", toucher.netname, "^7 with a tracking device!\n"));
542                         e             = new(tag_tracker);
543                         e.weaponentity_fld = this.weaponentity_fld;
544                         e.cnt         = WEP_CVAR(seeker, missile_count);
545                         e.owner       = this.owner;
546                         e.realowner   = this.realowner;
547
548                         if(WEP_CVAR(seeker, type) == 1)
549                         {
550                                 e.tag_target  = toucher;
551                                 e.tag_time    = time;
552                                 setthink(e, W_Seeker_Tracker_Think);
553                         }
554                         else
555                         {
556                                 e.enemy     = toucher;
557                                 setthink(e, W_Seeker_Vollycontroller_Think);
558                         }
559
560                         e.nextthink   = time;
561                 }
562
563                 if(WEP_CVAR(seeker, type) == 1)
564                 {
565                         WaypointSprite_Spawn(WP_Seeker, WEP_CVAR(seeker, tag_tracker_lifetime), 0, toucher, '0 0 64', this.realowner, 0, toucher, wps_tag_tracker, true, RADARICON_TAGGED);
566                         WaypointSprite_UpdateRule(toucher.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
567                 }
568         }
569
570         delete(this);
571         return;
572 }
573
574 void W_Seeker_Fire_Tag(Weapon thiswep, entity actor, .entity weaponentity)
575 {
576         W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, tag_ammo), weaponentity);
577
578         W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_TAG_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count));
579
580         entity missile          = new(seeker_tag);
581         missile.weaponentity_fld = weaponentity;
582         missile.owner           = missile.realowner = actor;
583         missile.bot_dodge       = true;
584         missile.bot_dodgerating = 50;
585         settouch(missile, W_Seeker_Tag_Touch);
586         setthink(missile, SUB_Remove);
587         missile.nextthink       = time + WEP_CVAR(seeker, tag_lifetime);
588         set_movetype(missile, MOVETYPE_FLY);
589         missile.solid           = SOLID_BBOX;
590
591         missile.takedamage       = DAMAGE_YES;
592         missile.event_damage     = W_Seeker_Tag_Damage;
593         missile.health           = WEP_CVAR(seeker, tag_health);
594         missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
595
596         setorigin(missile, w_shotorg);
597         setsize(missile, '-2 -2 -2', '2 2 2');
598
599         missile.flags = FL_PROJECTILE;
600         IL_PUSH(g_projectiles, missile);
601         IL_PUSH(g_bot_dodge, missile);
602         //missile.missile_flags = MIF_..?;
603
604         set_movetype(missile, MOVETYPE_FLY);
605         W_SetupProjVelocity_PRE(missile, seeker, tag_);
606         missile.angles = vectoangles(missile.velocity);
607
608         CSQCProjectile(missile, true, PROJECTILE_TAG, false); // has sound
609
610         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
611 }
612
613 // ============================
614 // Begin: Genereal weapon functions
615 // ============================
616
617 METHOD(Seeker, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
618 {
619     if(WEP_CVAR(seeker, type) == 1)
620         if(W_Seeker_Tagged_Info(actor, weaponentity, actor.enemy) != NULL)
621             PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
622         else
623             PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
624     else
625         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
626 }
627 METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
628 {
629     if(autocvar_g_balance_seeker_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) { // forced reload
630         thiswep.wr_reload(thiswep, actor, weaponentity);
631     } else if(fire & 1)
632     {
633         if(WEP_CVAR(seeker, type) == 1)
634         {
635             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, missile_refire)))
636             {
637                 W_Seeker_Attack(actor, weaponentity);
638                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
639             }
640         }
641         else
642         {
643             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
644             {
645                 W_Seeker_Fire_Tag(thiswep, actor, weaponentity);
646                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
647             }
648         }
649     }
650
651     else if(fire & 2)
652     {
653         if(WEP_CVAR(seeker, type) == 1)
654         {
655             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
656             {
657                 W_Seeker_Fire_Tag(thiswep, actor, weaponentity);
658                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
659             }
660         }
661         else
662         {
663             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, flac_refire)))
664             {
665                 W_Seeker_Fire_Flac(thiswep, actor, weaponentity);
666                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
667             }
668         }
669     }
670 }
671 METHOD(Seeker, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
672 {
673     float ammo_amount;
674     if(WEP_CVAR(seeker, type) == 1)
675     {
676         ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, missile_ammo);
677         ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo);
678     }
679     else
680     {
681         ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
682         ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
683     }
684     return ammo_amount;
685 }
686 METHOD(Seeker, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
687 {
688     float ammo_amount;
689     if(WEP_CVAR(seeker, type) == 1)
690     {
691         ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
692         ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
693     }
694     else
695     {
696         ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, flac_ammo);
697         ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo);
698     }
699     return ammo_amount;
700 }
701 METHOD(Seeker, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
702 {
703     W_Reload(actor, weaponentity, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND_RELOAD);
704 }
705 METHOD(Seeker, wr_suicidemessage, Notification(entity thiswep))
706 {
707     return WEAPON_SEEKER_SUICIDE;
708 }
709 METHOD(Seeker, wr_killmessage, Notification(entity thiswep))
710 {
711     if(w_deathtype & HITTYPE_SECONDARY)
712         return WEAPON_SEEKER_MURDER_TAG;
713     else
714         return WEAPON_SEEKER_MURDER_SPRAY;
715 }
716
717 #endif
718 #ifdef CSQC
719
720 METHOD(Seeker, wr_impacteffect, void(entity thiswep, entity actor))
721 {
722     vector org2;
723     org2 = w_org + w_backoff * 6;
724     if(w_deathtype & HITTYPE_BOUNCE)
725     {
726         if(w_deathtype & HITTYPE_SECONDARY)
727         {
728             if(!w_issilent)
729                 sound(actor, CH_SHOTS, SND_TAG_IMPACT, 1, ATTEN_NORM);
730         }
731         else
732         {
733             pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
734             if(!w_issilent)
735             {
736                 if(w_random<0.15)
737                     sound(actor, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
738                 else if(w_random<0.7)
739                     sound(actor, CH_SHOTS, SND_TAGEXP2, 1, ATTEN_NORM);
740                 else
741                     sound(actor, CH_SHOTS, SND_TAGEXP3, 1, ATTEN_NORM);
742             }
743         }
744     }
745     else
746     {
747         pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
748         if(!w_issilent)
749         {
750             if(w_random<0.15)
751                 sound(actor, CH_SHOTS, SND_SEEKEREXP1, 1, ATTEN_NORM);
752             else if(w_random<0.7)
753                 sound(actor, CH_SHOTS, SND_SEEKEREXP2, 1, ATTEN_NORM);
754             else
755                 sound(actor, CH_SHOTS, SND_SEEKEREXP3, 1, ATTEN_NORM);
756         }
757     }
758 }
759
760 #endif
761 #endif