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Merge branch 'master' into Mario/bulldozer
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / seeker.qc
1 #ifndef IMPLEMENTATION
2 CLASS(Seeker, Weapon)
3 /* ammotype  */ ATTRIB(Seeker, ammo_field, .int, ammo_rockets)
4 /* impulse   */ ATTRIB(Seeker, impulse, int, 8)
5 /* flags     */ ATTRIB(Seeker, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
6 /* rating    */ ATTRIB(Seeker, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
7 /* color     */ ATTRIB(Seeker, wpcolor, vector, '0.5 1 0');
8 /* modelname */ ATTRIB(Seeker, mdl, string, "seeker");
9 #ifndef MENUQC
10 /* model     */ ATTRIB(Seeker, m_model, Model, MDL_SEEKER_ITEM);
11 #endif
12 /* crosshair */ ATTRIB(Seeker, w_crosshair, string, "gfx/crosshairseeker");
13 /* crosshair */ ATTRIB(Seeker, w_crosshair_size, float, 0.8);
14 /* wepimg    */ ATTRIB(Seeker, model2, string, "weaponseeker");
15 /* refname   */ ATTRIB(Seeker, netname, string, "seeker");
16 /* wepname   */ ATTRIB(Seeker, m_name, string, _("T.A.G. Seeker"));
17 ENDCLASS(Seeker)
18 REGISTER_WEAPON(SEEKER, NEW(Seeker));
19
20 #define SEEKER_SETTINGS(w_cvar,w_prop) SEEKER_SETTINGS_LIST(w_cvar, w_prop, SEEKER, seeker)
21 #define SEEKER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
22         w_cvar(id, sn, NONE, type) \
23         w_cvar(id, sn, NONE, flac_ammo) \
24         w_cvar(id, sn, NONE, flac_animtime) \
25         w_cvar(id, sn, NONE, flac_damage) \
26         w_cvar(id, sn, NONE, flac_edgedamage) \
27         w_cvar(id, sn, NONE, flac_force) \
28         w_cvar(id, sn, NONE, flac_lifetime) \
29         w_cvar(id, sn, NONE, flac_lifetime_rand) \
30         w_cvar(id, sn, NONE, flac_radius) \
31         w_cvar(id, sn, NONE, flac_refire) \
32         w_cvar(id, sn, NONE, flac_speed) \
33         w_cvar(id, sn, NONE, flac_speed_up) \
34         w_cvar(id, sn, NONE, flac_speed_z) \
35         w_cvar(id, sn, NONE, flac_spread) \
36         w_cvar(id, sn, NONE, missile_accel) \
37         w_cvar(id, sn, NONE, missile_ammo) \
38         w_cvar(id, sn, NONE, missile_animtime) \
39         w_cvar(id, sn, NONE, missile_count) \
40         w_cvar(id, sn, NONE, missile_damage) \
41         w_cvar(id, sn, NONE, missile_damageforcescale) \
42         w_cvar(id, sn, NONE, missile_decel) \
43         w_cvar(id, sn, NONE, missile_delay) \
44         w_cvar(id, sn, NONE, missile_edgedamage) \
45         w_cvar(id, sn, NONE, missile_force) \
46         w_cvar(id, sn, NONE, missile_health) \
47         w_cvar(id, sn, NONE, missile_lifetime) \
48         w_cvar(id, sn, NONE, missile_proxy) \
49         w_cvar(id, sn, NONE, missile_proxy_delay) \
50         w_cvar(id, sn, NONE, missile_proxy_maxrange) \
51         w_cvar(id, sn, NONE, missile_radius) \
52         w_cvar(id, sn, NONE, missile_refire) \
53         w_cvar(id, sn, NONE, missile_smart) \
54         w_cvar(id, sn, NONE, missile_smart_mindist) \
55         w_cvar(id, sn, NONE, missile_smart_trace_max) \
56         w_cvar(id, sn, NONE, missile_smart_trace_min) \
57         w_cvar(id, sn, NONE, missile_speed) \
58         w_cvar(id, sn, NONE, missile_speed_max) \
59         w_cvar(id, sn, NONE, missile_speed_up) \
60         w_cvar(id, sn, NONE, missile_speed_z) \
61         w_cvar(id, sn, NONE, missile_spread) \
62         w_cvar(id, sn, NONE, missile_turnrate) \
63         w_cvar(id, sn, NONE, tag_ammo) \
64         w_cvar(id, sn, NONE, tag_animtime) \
65         w_cvar(id, sn, NONE, tag_damageforcescale) \
66         w_cvar(id, sn, NONE, tag_health) \
67         w_cvar(id, sn, NONE, tag_lifetime) \
68         w_cvar(id, sn, NONE, tag_refire) \
69         w_cvar(id, sn, NONE, tag_speed) \
70         w_cvar(id, sn, NONE, tag_spread) \
71         w_cvar(id, sn, NONE, tag_tracker_lifetime) \
72         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
73         w_prop(id, sn, float,  reloading_time, reload_time) \
74         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
75         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
76         w_prop(id, sn, string, weaponreplace, weaponreplace) \
77         w_prop(id, sn, float,  weaponstart, weaponstart) \
78         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
79         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
80
81 #ifdef SVQC
82 SEEKER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
83 .entity tag_target, wps_tag_tracker;
84 .float tag_time;
85 #endif
86 #endif
87 #ifdef IMPLEMENTATION
88 #ifdef SVQC
89 spawnfunc(weapon_seeker) { weapon_defaultspawnfunc(this, WEP_SEEKER); }
90
91 // ============================
92 // Begin: Missile functions, these are general functions to be manipulated by other code
93 // ============================
94 void W_Seeker_Missile_Explode()
95 {SELFPARAM();
96         self.event_damage = func_null;
97         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);
98
99         remove(self);
100 }
101
102 void W_Seeker_Missile_Touch()
103 {
104         PROJECTILE_TOUCH;
105
106         W_Seeker_Missile_Explode();
107 }
108
109 void W_Seeker_Missile_Think()
110 {SELFPARAM();
111         entity e;
112         vector desireddir, olddir, newdir, eorg;
113         float turnrate;
114         float dist;
115         float spd;
116
117         if(time > self.cnt)
118         {
119                 self.projectiledeathtype |= HITTYPE_SPLASH;
120                 W_Seeker_Missile_Explode();
121         }
122
123         spd = vlen(self.velocity);
124         spd = bound(
125                 spd - WEP_CVAR(seeker, missile_decel) * frametime,
126                 WEP_CVAR(seeker, missile_speed_max),
127                 spd + WEP_CVAR(seeker, missile_accel) * frametime
128         );
129
130         if(self.enemy != world)
131                 if(self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
132                         self.enemy = world;
133
134         if(self.enemy != world)
135         {
136                 e               = self.enemy;
137                 eorg            = 0.5 * (e.absmin + e.absmax);
138                 turnrate        = WEP_CVAR(seeker, missile_turnrate); // how fast to turn
139                 desireddir      = normalize(eorg - self.origin);
140                 olddir          = normalize(self.velocity); // get my current direction
141                 dist            = vlen(eorg - self.origin);
142
143                 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
144                 if(WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
145                 {
146                         // Is it a better idea (shorter distance) to trace to the target itself?
147                         if( vlen(self.origin + olddir * self.wait) < dist)
148                                 traceline(self.origin, self.origin + olddir * self.wait, false, self);
149                         else
150                                 traceline(self.origin, eorg, false, self);
151
152                         // Setup adaptive tracelength
153                         self.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = WEP_CVAR(seeker, missile_smart_trace_max));
154
155                         // Calc how important it is that we turn and add this to the desierd (enemy) dir.
156                         desireddir  = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
157                 }
158
159                 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
160                 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
161         }
162         else
163                 dist = 0;
164
165         // Proxy
166         if(WEP_CVAR(seeker, missile_proxy))
167         {
168                 if(dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
169                 {
170                         if(self.autoswitch == 0)
171                         {
172                                 self.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
173                         }
174                         else
175                         {
176                                 if(self.autoswitch <= time)
177                                 {
178                                         W_Seeker_Missile_Explode();
179                                         self.autoswitch = 0;
180                                 }
181                         }
182                 }
183                 else
184                 {
185                         if(self.autoswitch != 0)
186                                 self.autoswitch = 0;
187                 }
188         }
189         ///////////////
190
191         if(self.enemy.deadflag != DEAD_NO)
192         {
193                 self.enemy = world;
194                 self.cnt = time + 1 + (random() * 4);
195                 self.nextthink = self.cnt;
196                 return;
197         }
198
199         //self.angles = vectoangles(self.velocity);                     // turn model in the new flight direction
200         self.nextthink = time;// + 0.05; // csqc projectiles
201         UpdateCSQCProjectile(self);
202 }
203
204
205
206 void W_Seeker_Missile_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
207 {SELFPARAM();
208         if(self.health <= 0)
209                 return;
210
211         if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
212                 return; // g_projectiles_damage says to halt
213
214         if(self.realowner == attacker)
215                 self.health = self.health - (damage * 0.25);
216         else
217                 self.health = self.health - damage;
218
219         if(self.health <= 0)
220                 W_PrepareExplosionByDamage(attacker, W_Seeker_Missile_Explode);
221 }
222
223 /*
224 void W_Seeker_Missile_Animate()
225 {
226         self.frame = self.frame +1;
227         self.nextthink = time + 0.05;
228
229         if(self.enemy != world)
230                 if(self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
231                         self.enemy = world;
232
233         if(self.frame == 5)
234         {
235                 self.think           = W_Seeker_Missile_Think;
236                 self.nextthink       = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
237
238                 if(autocvar_g_balance_seeker_missile_proxy)
239                         self.movetype    = MOVETYPE_BOUNCEMISSILE;
240                 else
241                         self.movetype    = MOVETYPE_FLYMISSILE;
242         }
243
244         UpdateCSQCProjectile(self);
245 }
246 */
247
248 void W_Seeker_Fire_Missile(Weapon thiswep, vector f_diff, entity m_target)
249 {SELFPARAM();
250         entity missile;
251
252         W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, missile_ammo));
253
254         makevectors(self.v_angle);
255         W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND(SEEKER_FIRE), CH_WEAPON_A, 0);
256         w_shotorg += f_diff;
257         Send_Effect(EFFECT_SEEKER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
258
259         //self.detornator         = false;
260
261         missile                 = new(seeker_missile);
262         missile.owner           = missile.realowner = self;
263         missile.bot_dodge       = true;
264         missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
265
266         missile.think           = W_Seeker_Missile_Think;
267         missile.touch           = W_Seeker_Missile_Touch;
268         missile.event_damage    = W_Seeker_Missile_Damage;
269         missile.nextthink       = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
270         missile.cnt             = time + WEP_CVAR(seeker, missile_lifetime);
271         missile.enemy           = m_target;
272         missile.solid           = SOLID_BBOX;
273         missile.scale           = 2;
274         missile.takedamage      = DAMAGE_YES;
275         missile.health          = WEP_CVAR(seeker, missile_health);
276         missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
277         missile.damagedbycontents = true;
278         //missile.think           = W_Seeker_Missile_Animate; // csqc projectiles.
279
280         if(missile.enemy != world)
281                 missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY;
282         else
283                 missile.projectiledeathtype = WEP_SEEKER.m_id;
284
285
286         setorigin(missile, w_shotorg);
287         setsize(missile, '-4 -4 -4', '4 4 4');
288         missile.movetype    = MOVETYPE_FLYMISSILE;
289         missile.flags       = FL_PROJECTILE;
290         missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
291
292         W_SetupProjVelocity_UP_PRE(missile, seeker, missile_);
293
294         missile.angles = vectoangles(missile.velocity);
295
296         CSQCProjectile(missile, false, PROJECTILE_SEEKER, true);
297
298         MUTATOR_CALLHOOK(EditProjectile, self, missile);
299 }
300
301 // ============================
302 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
303 // ============================
304 void W_Seeker_Flac_Explode()
305 {SELFPARAM();
306         self.event_damage = func_null;
307
308         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);
309
310         remove(self);
311 }
312
313 void W_Seeker_Flac_Touch()
314 {
315         PROJECTILE_TOUCH;
316
317         W_Seeker_Flac_Explode();
318 }
319
320 void W_Seeker_Fire_Flac(Weapon thiswep)
321 {SELFPARAM();
322         entity missile;
323         vector f_diff;
324         float c;
325
326         W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, flac_ammo));
327
328         c = self.bulletcounter % 4;
329         switch(c)
330         {
331                 case 0:
332                         f_diff = '-1.25 -3.75 0';
333                         break;
334                 case 1:
335                         f_diff = '+1.25 -3.75 0';
336                         break;
337                 case 2:
338                         f_diff = '-1.25 +3.75 0';
339                         break;
340                 case 3:
341                 default:
342                         f_diff = '+1.25 +3.75 0';
343                         break;
344         }
345         W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND(FLAC_FIRE), CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
346         w_shotorg += f_diff;
347
348         Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
349
350         missile                                 = new(missile);
351         missile.owner                   = missile.realowner = self;
352         missile.bot_dodge               = true;
353         missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
354         missile.touch                   = W_Seeker_Flac_Explode;
355         missile.use                     = W_Seeker_Flac_Explode;
356         missile.think                   = adaptor_think2use_hittype_splash;
357         missile.nextthink               = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
358         missile.solid                   = SOLID_BBOX;
359         missile.movetype                = MOVETYPE_FLY;
360         missile.projectiledeathtype = WEP_SEEKER.m_id;
361         missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY;
362         missile.flags                           = FL_PROJECTILE;
363         missile.missile_flags       = MIF_SPLASH;
364
365         // csqc projectiles
366         //missile.angles                                = vectoangles(missile.velocity);
367         //missile.scale = 0.4; // BUG: the model is too big
368
369         setorigin(missile, w_shotorg);
370         setsize(missile, '-2 -2 -2', '2 2 2');
371
372         W_SetupProjVelocity_UP_PRE(missile, seeker, flac_);
373         CSQCProjectile(missile, true, PROJECTILE_FLAC, true);
374
375         MUTATOR_CALLHOOK(EditProjectile, self, missile);
376 }
377
378 // ============================
379 // Begin: Tag and rocket controllers
380 // ============================
381 entity W_Seeker_Tagged_Info(entity isowner, entity istarget)
382 {
383         entity tag;
384         for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
385                 if((tag.realowner == isowner) && (tag.tag_target == istarget))
386                         return tag;
387
388         return world;
389 }
390
391 void W_Seeker_Attack()
392 {SELFPARAM();
393         entity tracker, closest_target;
394
395         closest_target = world;
396         for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
397         {
398                 if(closest_target)
399                 {
400                         if(vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
401                                 closest_target = tracker.tag_target;
402                 }
403                 else
404                         closest_target = tracker.tag_target;
405         }
406
407         traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
408         if((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
409                 closest_target = world;
410
411         W_Seeker_Fire_Missile(WEP_SEEKER, '0 0 0', closest_target);
412 }
413
414 void W_Seeker_Vollycontroller_Think() // TODO: Merge this with W_Seeker_Attack
415 {SELFPARAM();
416         float c;
417         entity oldenemy;
418         self.cnt = self.cnt - 1;
419
420         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.m_id))
421         {
422                 remove(self);
423                 return;
424         }
425
426         self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor();
427
428         setself(self.realowner);
429
430         oldenemy = self.enemy;
431         self.enemy = this.enemy;
432
433         c = self.cnt % 4;
434         switch(c)
435         {
436                 case 0:
437                         W_Seeker_Fire_Missile(WEP_SEEKER, '-1.25 -3.75 0', self.enemy);
438                         break;
439                 case 1:
440                         W_Seeker_Fire_Missile(WEP_SEEKER, '+1.25 -3.75 0', self.enemy);
441                         break;
442                 case 2:
443                         W_Seeker_Fire_Missile(WEP_SEEKER, '-1.25 +3.75 0', self.enemy);
444                         break;
445                 case 3:
446                 default:
447                         W_Seeker_Fire_Missile(WEP_SEEKER, '+1.25 +3.75 0', self.enemy);
448                         break;
449         }
450
451         self.enemy = oldenemy;
452         setself(this);
453 }
454
455 void W_Seeker_Tracker_Think()
456 {SELFPARAM();
457         // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
458         if((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER.m_id)
459         || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
460         {
461                 if(self)
462                 {
463                         WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
464                         remove(self);
465                 }
466                 return;
467         }
468
469         // Update the think method information
470         self.nextthink = time;
471 }
472
473 // ============================
474 // Begin: Tag projectile
475 // ============================
476 void W_Seeker_Tag_Explode()
477 {SELFPARAM();
478         //if(other==self.realowner)
479         //    return;
480         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE, other.species, self);
481
482         remove(self);
483 }
484
485 void W_Seeker_Tag_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
486 {SELFPARAM();
487         if(self.health <= 0)
488                 return;
489         self.health = self.health - damage;
490         if(self.health <= 0)
491                 W_Seeker_Tag_Explode();
492 }
493
494 void W_Seeker_Tag_Touch()
495 {SELFPARAM();
496         vector dir;
497         vector org2;
498         entity e;
499
500         PROJECTILE_TOUCH;
501
502         dir     = normalize(self.realowner.origin - self.origin);
503         org2    = findbetterlocation(self.origin, 8);
504
505         te_knightspike(org2);
506
507         self.event_damage = func_null;
508         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
509
510         if(other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
511         {
512                 // check to see if this person is already tagged by me
513                 entity tag = W_Seeker_Tagged_Info(self.realowner, other);
514
515                 if(tag != world)
516                 {
517                         if(other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
518                                 WaypointSprite_Kill(other.wps_tag_tracker);
519
520                         tag.tag_time = time;
521                 }
522                 else
523                 {
524                         //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
525                         e             = new(tag_tracker);
526                         e.cnt         = WEP_CVAR(seeker, missile_count);
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(WP_Seeker, WEP_CVAR(seeker, tag_tracker_lifetime), 0, other, '0 0 64', self.realowner, 0, other, wps_tag_tracker, true, RADARICON_TAGGED);
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(Weapon thiswep)
557 {SELFPARAM();
558         entity missile;
559         W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, tag_ammo));
560
561         W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND(TAG_FIRE), CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count));
562
563         missile                 = new(seeker_tag);
564         missile.owner           = missile.realowner = self;
565         missile.bot_dodge       = true;
566         missile.bot_dodgerating = 50;
567         missile.touch           = W_Seeker_Tag_Touch;
568         missile.think           = SUB_Remove;
569         missile.nextthink       = time + WEP_CVAR(seeker, tag_lifetime);
570         missile.movetype        = MOVETYPE_FLY;
571         missile.solid           = SOLID_BBOX;
572
573         missile.takedamage       = DAMAGE_YES;
574         missile.event_damage     = W_Seeker_Tag_Damage;
575         missile.health           = WEP_CVAR(seeker, tag_health);
576         missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
577
578         setorigin(missile, w_shotorg);
579         setsize(missile, '-2 -2 -2', '2 2 2');
580
581         missile.flags       = FL_PROJECTILE;
582         //missile.missile_flags = MIF_..?;
583
584         missile.movetype    = MOVETYPE_FLY;
585         W_SetupProjVelocity_PRE(missile, seeker, tag_);
586         missile.angles = vectoangles(missile.velocity);
587
588         CSQCProjectile(missile, true, PROJECTILE_TAG, false); // has sound
589
590         MUTATOR_CALLHOOK(EditProjectile, self, missile);
591 }
592
593 // ============================
594 // Begin: Genereal weapon functions
595 // ============================
596
597                 METHOD(Seeker, wr_aim, void(entity thiswep))
598                 {
599                         if(WEP_CVAR(seeker, type) == 1)
600                                 if(W_Seeker_Tagged_Info(self, self.enemy) != world)
601                                         self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
602                                 else
603                                         self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
604                         else
605                                 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
606                 }
607                 METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
608                 {
609                         if(autocvar_g_balance_seeker_reload_ammo && actor.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) { // forced reload
610                                 Weapon w = get_weaponinfo(actor.weapon);
611                                 w.wr_reload(w);
612                         } else if(fire & 1)
613                         {
614                                 if(WEP_CVAR(seeker, type) == 1)
615                                 {
616                                         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, missile_refire)))
617                                         {
618                                                 W_Seeker_Attack();
619                                                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
620                                         }
621                                 }
622                                 else
623                                 {
624                                         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
625                                         {
626                                                 W_Seeker_Fire_Tag(thiswep);
627                                                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
628                                         }
629                                 }
630                         }
631
632                         else if(fire & 2)
633                         {
634                                 if(WEP_CVAR(seeker, type) == 1)
635                                 {
636                                         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
637                                         {
638                                                 W_Seeker_Fire_Tag(thiswep);
639                                                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
640                                         }
641                                 }
642                                 else
643                                 {
644                                         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, flac_refire)))
645                                         {
646                                                 W_Seeker_Fire_Flac(thiswep);
647                                                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
648                                         }
649                                 }
650                         }
651                 }
652                 METHOD(Seeker, wr_init, void(entity thiswep))
653                 {
654                         SEEKER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
655                 }
656                 METHOD(Seeker, wr_checkammo1, bool(entity thiswep))
657                 {
658                         float ammo_amount;
659                         if(WEP_CVAR(seeker, type) == 1)
660                         {
661                                 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, missile_ammo);
662                                 ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo);
663                         }
664                         else
665                         {
666                                 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
667                                 ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
668                         }
669                         return ammo_amount;
670                 }
671                 METHOD(Seeker, wr_checkammo2, bool(entity thiswep))
672                 {
673                         float ammo_amount;
674                         if(WEP_CVAR(seeker, type) == 1)
675                         {
676                                 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
677                                 ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
678                         }
679                         else
680                         {
681                                 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, flac_ammo);
682                                 ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo);
683                         }
684                         return ammo_amount;
685                 }
686                 METHOD(Seeker, wr_config, void(entity thiswep))
687                 {
688                         SEEKER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
689                 }
690                 METHOD(Seeker, wr_reload, void(entity thiswep))
691                 {
692                         W_Reload(self, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND(RELOAD));
693                 }
694                 METHOD(Seeker, wr_suicidemessage, int(entity thiswep))
695                 {
696                         return WEAPON_SEEKER_SUICIDE;
697                 }
698                 METHOD(Seeker, wr_killmessage, int(entity thiswep))
699                 {
700                         if(w_deathtype & HITTYPE_SECONDARY)
701                                 return WEAPON_SEEKER_MURDER_TAG;
702                         else
703                                 return WEAPON_SEEKER_MURDER_SPRAY;
704                 }
705
706 #endif
707 #ifdef CSQC
708
709                 METHOD(Seeker, wr_impacteffect, void(entity thiswep))
710                 {
711                         vector org2;
712                         org2 = w_org + w_backoff * 6;
713                         if(w_deathtype & HITTYPE_BOUNCE)
714                         {
715                                 if(w_deathtype & HITTYPE_SECONDARY)
716                                 {
717                                         if(!w_issilent)
718                                                 sound(self, CH_SHOTS, SND_TAG_IMPACT, 1, ATTEN_NORM);
719                                 }
720                                 else
721                                 {
722                                         pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
723                                         if(!w_issilent)
724                                         {
725                                                 if(w_random<0.15)
726                                                         sound(self, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
727                                                 else if(w_random<0.7)
728                                                         sound(self, CH_SHOTS, SND_TAGEXP2, 1, ATTEN_NORM);
729                                                 else
730                                                         sound(self, CH_SHOTS, SND_TAGEXP3, 1, ATTEN_NORM);
731                                         }
732                                 }
733                         }
734                         else
735                         {
736                                 pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
737                                 if(!w_issilent)
738                                 {
739                                         if(w_random<0.15)
740                                                 sound(self, CH_SHOTS, SND_SEEKEREXP1, 1, ATTEN_NORM);
741                                         else if(w_random<0.7)
742                                                 sound(self, CH_SHOTS, SND_SEEKEREXP2, 1, ATTEN_NORM);
743                                         else
744                                                 sound(self, CH_SHOTS, SND_SEEKEREXP3, 1, ATTEN_NORM);
745                                 }
746                         }
747                 }
748
749 #endif
750 #endif