]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/weapons/weapon/seeker.qc
Weapons: require explicit pickup model
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / seeker.qc
1 #ifndef IMPLEMENTATION
2 REGISTER_WEAPON(
3 /* WEP_##id  */ SEEKER,
4 /* function  */ W_Seeker,
5 /* ammotype  */ ammo_rockets,
6 /* impulse   */ 8,
7 /* flags     */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating    */ BOT_PICKUP_RATING_MID,
9 /* color     */ '0.5 1 0',
10 /* modelname */ "seeker",
11 /* model     */ MDL_SEEKER_ITEM,
12 /* simplemdl */ "foobar",
13 /* crosshair */ "gfx/crosshairseeker 0.8",
14 /* wepimg    */ "weaponseeker",
15 /* refname   */ "seeker",
16 /* wepname   */ _("T.A.G. Seeker")
17 );
18
19 #define SEEKER_SETTINGS(w_cvar,w_prop) SEEKER_SETTINGS_LIST(w_cvar, w_prop, SEEKER, seeker)
20 #define SEEKER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
21         w_cvar(id, sn, NONE, type) \
22         w_cvar(id, sn, NONE, flac_ammo) \
23         w_cvar(id, sn, NONE, flac_animtime) \
24         w_cvar(id, sn, NONE, flac_damage) \
25         w_cvar(id, sn, NONE, flac_edgedamage) \
26         w_cvar(id, sn, NONE, flac_force) \
27         w_cvar(id, sn, NONE, flac_lifetime) \
28         w_cvar(id, sn, NONE, flac_lifetime_rand) \
29         w_cvar(id, sn, NONE, flac_radius) \
30         w_cvar(id, sn, NONE, flac_refire) \
31         w_cvar(id, sn, NONE, flac_speed) \
32         w_cvar(id, sn, NONE, flac_speed_up) \
33         w_cvar(id, sn, NONE, flac_speed_z) \
34         w_cvar(id, sn, NONE, flac_spread) \
35         w_cvar(id, sn, NONE, missile_accel) \
36         w_cvar(id, sn, NONE, missile_ammo) \
37         w_cvar(id, sn, NONE, missile_animtime) \
38         w_cvar(id, sn, NONE, missile_count) \
39         w_cvar(id, sn, NONE, missile_damage) \
40         w_cvar(id, sn, NONE, missile_damageforcescale) \
41         w_cvar(id, sn, NONE, missile_decel) \
42         w_cvar(id, sn, NONE, missile_delay) \
43         w_cvar(id, sn, NONE, missile_edgedamage) \
44         w_cvar(id, sn, NONE, missile_force) \
45         w_cvar(id, sn, NONE, missile_health) \
46         w_cvar(id, sn, NONE, missile_lifetime) \
47         w_cvar(id, sn, NONE, missile_proxy) \
48         w_cvar(id, sn, NONE, missile_proxy_delay) \
49         w_cvar(id, sn, NONE, missile_proxy_maxrange) \
50         w_cvar(id, sn, NONE, missile_radius) \
51         w_cvar(id, sn, NONE, missile_refire) \
52         w_cvar(id, sn, NONE, missile_smart) \
53         w_cvar(id, sn, NONE, missile_smart_mindist) \
54         w_cvar(id, sn, NONE, missile_smart_trace_max) \
55         w_cvar(id, sn, NONE, missile_smart_trace_min) \
56         w_cvar(id, sn, NONE, missile_speed) \
57         w_cvar(id, sn, NONE, missile_speed_max) \
58         w_cvar(id, sn, NONE, missile_speed_up) \
59         w_cvar(id, sn, NONE, missile_speed_z) \
60         w_cvar(id, sn, NONE, missile_spread) \
61         w_cvar(id, sn, NONE, missile_turnrate) \
62         w_cvar(id, sn, NONE, tag_ammo) \
63         w_cvar(id, sn, NONE, tag_animtime) \
64         w_cvar(id, sn, NONE, tag_damageforcescale) \
65         w_cvar(id, sn, NONE, tag_health) \
66         w_cvar(id, sn, NONE, tag_lifetime) \
67         w_cvar(id, sn, NONE, tag_refire) \
68         w_cvar(id, sn, NONE, tag_speed) \
69         w_cvar(id, sn, NONE, tag_spread) \
70         w_cvar(id, sn, NONE, tag_tracker_lifetime) \
71         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
72         w_prop(id, sn, float,  reloading_time, reload_time) \
73         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
74         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
75         w_prop(id, sn, string, weaponreplace, weaponreplace) \
76         w_prop(id, sn, float,  weaponstart, weaponstart) \
77         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
78         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
79
80 #ifdef SVQC
81 SEEKER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
82 .entity tag_target, wps_tag_tracker;
83 .float tag_time;
84 #endif
85 #endif
86 #ifdef IMPLEMENTATION
87 #ifdef SVQC
88 void spawnfunc_weapon_seeker(void) { weapon_defaultspawnfunc(WEP_SEEKER.m_id); }
89
90 // ============================
91 // Begin: Missile functions, these are general functions to be manipulated by other code
92 // ============================
93 void W_Seeker_Missile_Explode(void)
94 {SELFPARAM();
95         self.event_damage = func_null;
96         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);
97
98         remove(self);
99 }
100
101 void W_Seeker_Missile_Touch(void)
102 {
103         PROJECTILE_TOUCH;
104
105         W_Seeker_Missile_Explode();
106 }
107
108 void W_Seeker_Missile_Think(void)
109 {SELFPARAM();
110         entity e;
111         vector desireddir, olddir, newdir, eorg;
112         float turnrate;
113         float dist;
114         float spd;
115
116         if(time > self.cnt)
117         {
118                 self.projectiledeathtype |= HITTYPE_SPLASH;
119                 W_Seeker_Missile_Explode();
120         }
121
122         spd = vlen(self.velocity);
123         spd = bound(
124                 spd - WEP_CVAR(seeker, missile_decel) * frametime,
125                 WEP_CVAR(seeker, missile_speed_max),
126                 spd + WEP_CVAR(seeker, missile_accel) * frametime
127         );
128
129         if(self.enemy != world)
130                 if(self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
131                         self.enemy = world;
132
133         if(self.enemy != world)
134         {
135                 e               = self.enemy;
136                 eorg            = 0.5 * (e.absmin + e.absmax);
137                 turnrate        = WEP_CVAR(seeker, missile_turnrate); // how fast to turn
138                 desireddir      = normalize(eorg - self.origin);
139                 olddir          = normalize(self.velocity); // get my current direction
140                 dist            = vlen(eorg - self.origin);
141
142                 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
143                 if(WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
144                 {
145                         // Is it a better idea (shorter distance) to trace to the target itself?
146                         if( vlen(self.origin + olddir * self.wait) < dist)
147                                 traceline(self.origin, self.origin + olddir * self.wait, false, self);
148                         else
149                                 traceline(self.origin, eorg, false, self);
150
151                         // Setup adaptive tracelength
152                         self.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = WEP_CVAR(seeker, missile_smart_trace_max));
153
154                         // Calc how important it is that we turn and add this to the desierd (enemy) dir.
155                         desireddir  = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
156                 }
157
158                 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
159                 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
160         }
161         else
162                 dist = 0;
163
164         // Proxy
165         if(WEP_CVAR(seeker, missile_proxy))
166         {
167                 if(dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
168                 {
169                         if(self.autoswitch == 0)
170                         {
171                                 self.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
172                         }
173                         else
174                         {
175                                 if(self.autoswitch <= time)
176                                 {
177                                         W_Seeker_Missile_Explode();
178                                         self.autoswitch = 0;
179                                 }
180                         }
181                 }
182                 else
183                 {
184                         if(self.autoswitch != 0)
185                                 self.autoswitch = 0;
186                 }
187         }
188         ///////////////
189
190         if(self.enemy.deadflag != DEAD_NO)
191         {
192                 self.enemy = world;
193                 self.cnt = time + 1 + (random() * 4);
194                 self.nextthink = self.cnt;
195                 return;
196         }
197
198         //self.angles = vectoangles(self.velocity);                     // turn model in the new flight direction
199         self.nextthink = time;// + 0.05; // csqc projectiles
200         UpdateCSQCProjectile(self);
201 }
202
203
204
205 void W_Seeker_Missile_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
206 {SELFPARAM();
207         if(self.health <= 0)
208                 return;
209
210         if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
211                 return; // g_projectiles_damage says to halt
212
213         if(self.realowner == attacker)
214                 self.health = self.health - (damage * 0.25);
215         else
216                 self.health = self.health - damage;
217
218         if(self.health <= 0)
219                 W_PrepareExplosionByDamage(attacker, W_Seeker_Missile_Explode);
220 }
221
222 /*
223 void W_Seeker_Missile_Animate(void)
224 {
225         self.frame = self.frame +1;
226         self.nextthink = time + 0.05;
227
228         if(self.enemy != world)
229                 if(self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
230                         self.enemy = world;
231
232         if(self.frame == 5)
233         {
234                 self.think           = W_Seeker_Missile_Think;
235                 self.nextthink       = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
236
237                 if(autocvar_g_balance_seeker_missile_proxy)
238                         self.movetype    = MOVETYPE_BOUNCEMISSILE;
239                 else
240                         self.movetype    = MOVETYPE_FLYMISSILE;
241         }
242
243         UpdateCSQCProjectile(self);
244 }
245 */
246
247 void W_Seeker_Fire_Missile(vector f_diff, entity m_target)
248 {SELFPARAM();
249         entity missile;
250
251         W_DecreaseAmmo(WEP_CVAR(seeker, missile_ammo));
252
253         makevectors(self.v_angle);
254         W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND(SEEKER_FIRE), CH_WEAPON_A, 0);
255         w_shotorg += f_diff;
256         Send_Effect(EFFECT_SEEKER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
257
258         //self.detornator         = false;
259
260         missile                 = spawn();
261         missile.owner           = missile.realowner = self;
262         missile.classname       = "seeker_missile";
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(void)
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(void)
314 {
315         PROJECTILE_TOUCH;
316
317         W_Seeker_Flac_Explode();
318 }
319
320 void W_Seeker_Fire_Flac(void)
321 {SELFPARAM();
322         entity missile;
323         vector f_diff;
324         float c;
325
326         W_DecreaseAmmo(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                                 = spawn();
351         missile.owner                   = missile.realowner = self;
352         missile.classname               = "missile";
353         missile.bot_dodge               = true;
354         missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
355         missile.touch                   = W_Seeker_Flac_Explode;
356         missile.use                     = W_Seeker_Flac_Explode;
357         missile.think                   = adaptor_think2use_hittype_splash;
358         missile.nextthink               = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
359         missile.solid                   = SOLID_BBOX;
360         missile.movetype                = MOVETYPE_FLY;
361         missile.projectiledeathtype = WEP_SEEKER.m_id;
362         missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY;
363         missile.flags                           = FL_PROJECTILE;
364         missile.missile_flags       = MIF_SPLASH;
365
366         // csqc projectiles
367         //missile.angles                                = vectoangles(missile.velocity);
368         //missile.scale = 0.4; // BUG: the model is too big
369
370         setorigin(missile, w_shotorg);
371         setsize(missile, '-2 -2 -2', '2 2 2');
372
373         W_SetupProjVelocity_UP_PRE(missile, seeker, flac_);
374         CSQCProjectile(missile, true, PROJECTILE_FLAC, true);
375
376         MUTATOR_CALLHOOK(EditProjectile, self, missile);
377 }
378
379 // ============================
380 // Begin: Tag and rocket controllers
381 // ============================
382 entity W_Seeker_Tagged_Info(entity isowner, entity istarget)
383 {
384         entity tag;
385         for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
386                 if((tag.realowner == isowner) && (tag.tag_target == istarget))
387                         return tag;
388
389         return world;
390 }
391
392 void W_Seeker_Attack(void)
393 {SELFPARAM();
394         entity tracker, closest_target;
395
396         closest_target = world;
397         for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
398         {
399                 if(closest_target)
400                 {
401                         if(vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
402                                 closest_target = tracker.tag_target;
403                 }
404                 else
405                         closest_target = tracker.tag_target;
406         }
407
408         traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
409         if((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
410                 closest_target = world;
411
412         W_Seeker_Fire_Missile('0 0 0', closest_target);
413 }
414
415 void W_Seeker_Vollycontroller_Think(void) // TODO: Merge this with W_Seeker_Attack
416 {SELFPARAM();
417         float c;
418         entity oldenemy;
419         self.cnt = self.cnt - 1;
420
421         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))
422         {
423                 remove(self);
424                 return;
425         }
426
427         self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor();
428
429         setself(self.realowner);
430
431         oldenemy = self.enemy;
432         self.enemy = this.enemy;
433
434         c = self.cnt % 4;
435         switch(c)
436         {
437                 case 0:
438                         W_Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
439                         break;
440                 case 1:
441                         W_Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
442                         break;
443                 case 2:
444                         W_Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
445                         break;
446                 case 3:
447                 default:
448                         W_Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
449                         break;
450         }
451
452         self.enemy = oldenemy;
453         setself(this);
454 }
455
456 void W_Seeker_Tracker_Think(void)
457 {SELFPARAM();
458         // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
459         if((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER.m_id)
460         || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
461         {
462                 if(self)
463                 {
464                         WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
465                         remove(self);
466                 }
467                 return;
468         }
469
470         // Update the think method information
471         self.nextthink = time;
472 }
473
474 // ============================
475 // Begin: Tag projectile
476 // ============================
477 void W_Seeker_Tag_Explode(void)
478 {SELFPARAM();
479         //if(other==self.realowner)
480         //    return;
481         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE, other.species, self);
482
483         remove(self);
484 }
485
486 void W_Seeker_Tag_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
487 {SELFPARAM();
488         if(self.health <= 0)
489                 return;
490         self.health = self.health - damage;
491         if(self.health <= 0)
492                 W_Seeker_Tag_Explode();
493 }
494
495 void W_Seeker_Tag_Touch(void)
496 {SELFPARAM();
497         vector dir;
498         vector org2;
499         entity e;
500
501         PROJECTILE_TOUCH;
502
503         dir     = normalize(self.realowner.origin - self.origin);
504         org2    = findbetterlocation(self.origin, 8);
505
506         te_knightspike(org2);
507
508         self.event_damage = func_null;
509         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
510
511         if(other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
512         {
513                 // check to see if this person is already tagged by me
514                 entity tag = W_Seeker_Tagged_Info(self.realowner, other);
515
516                 if(tag != world)
517                 {
518                         if(other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
519                                 WaypointSprite_Kill(other.wps_tag_tracker);
520
521                         tag.tag_time = time;
522                 }
523                 else
524                 {
525                         //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
526                         e             = spawn();
527                         e.cnt         = WEP_CVAR(seeker, missile_count);
528                         e.classname   = "tag_tracker";
529                         e.owner       = self.owner;
530                         e.realowner   = self.realowner;
531
532                         if(WEP_CVAR(seeker, type) == 1)
533                         {
534                                 e.tag_target  = other;
535                                 e.tag_time    = time;
536                                 e.think       = W_Seeker_Tracker_Think;
537                         }
538                         else
539                         {
540                                 e.enemy     = other;
541                                 e.think     = W_Seeker_Vollycontroller_Think;
542                         }
543
544                         e.nextthink   = time;
545                 }
546
547                 if(WEP_CVAR(seeker, type) == 1)
548                 {
549                         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);
550                         WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
551                 }
552         }
553
554         remove(self);
555         return;
556 }
557
558 void W_Seeker_Fire_Tag(void)
559 {SELFPARAM();
560         entity missile;
561         W_DecreaseAmmo(WEP_CVAR(seeker, tag_ammo));
562
563         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));
564
565         missile                 = spawn();
566         missile.owner           = missile.realowner = self;
567         missile.classname       = "seeker_tag";
568         missile.bot_dodge       = true;
569         missile.bot_dodgerating = 50;
570         missile.touch           = W_Seeker_Tag_Touch;
571         missile.think           = SUB_Remove;
572         missile.nextthink       = time + WEP_CVAR(seeker, tag_lifetime);
573         missile.movetype        = MOVETYPE_FLY;
574         missile.solid           = SOLID_BBOX;
575
576         missile.takedamage       = DAMAGE_YES;
577         missile.event_damage     = W_Seeker_Tag_Damage;
578         missile.health           = WEP_CVAR(seeker, tag_health);
579         missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
580
581         setorigin(missile, w_shotorg);
582         setsize(missile, '-2 -2 -2', '2 2 2');
583
584         missile.flags       = FL_PROJECTILE;
585         //missile.missile_flags = MIF_..?;
586
587         missile.movetype    = MOVETYPE_FLY;
588         W_SetupProjVelocity_PRE(missile, seeker, tag_);
589         missile.angles = vectoangles(missile.velocity);
590
591         CSQCProjectile(missile, true, PROJECTILE_TAG, false); // has sound
592
593         MUTATOR_CALLHOOK(EditProjectile, self, missile);
594 }
595
596 // ============================
597 // Begin: Genereal weapon functions
598 // ============================
599
600 bool W_Seeker(entity thiswep, int req)
601 {SELFPARAM();
602         float ammo_amount;
603
604         switch(req)
605         {
606                 case WR_AIM:
607                 {
608                         if(WEP_CVAR(seeker, type) == 1)
609                                 if(W_Seeker_Tagged_Info(self, self.enemy) != world)
610                                         self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
611                                 else
612                                         self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
613                         else
614                                 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
615                         return true;
616                 }
617                 case WR_THINK:
618                 {
619                         if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) // forced reload
620                                 _WEP_ACTION(self.weapon, WR_RELOAD);
621
622                         else if(self.BUTTON_ATCK)
623                         {
624                                 if(WEP_CVAR(seeker, type) == 1)
625                                 {
626                                         if(weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire)))
627                                         {
628                                                 W_Seeker_Attack();
629                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
630                                         }
631                                 }
632                                 else
633                                 {
634                                         if(weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
635                                         {
636                                                 W_Seeker_Fire_Tag();
637                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
638                                         }
639                                 }
640                         }
641
642                         else if(self.BUTTON_ATCK2)
643                         {
644                                 if(WEP_CVAR(seeker, type) == 1)
645                                 {
646                                         if(weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
647                                         {
648                                                 W_Seeker_Fire_Tag();
649                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
650                                         }
651                                 }
652                                 else
653                                 {
654                                         if(weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire)))
655                                         {
656                                                 W_Seeker_Fire_Flac();
657                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
658                                         }
659                                 }
660                         }
661
662                         return true;
663                 }
664                 case WR_INIT:
665                 {
666                         SEEKER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
667                         return true;
668                 }
669                 case WR_CHECKAMMO1:
670                 {
671                         if(WEP_CVAR(seeker, type) == 1)
672                         {
673                                 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, missile_ammo);
674                                 ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo);
675                         }
676                         else
677                         {
678                                 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
679                                 ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= 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.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
688                                 ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
689                         }
690                         else
691                         {
692                                 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, flac_ammo);
693                                 ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= 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)), SND(RELOAD));
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 false;
720 }
721 #endif
722 #ifdef CSQC
723 bool W_Seeker(entity thiswep, int req)
724 {SELFPARAM();
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, SND_TAG_IMPACT, 1, ATTEN_NORM);
737                                 }
738                                 else
739                                 {
740                                         pointparticles(particleeffectnum(EFFECT_HAGAR_EXPLODE), org2, '0 0 0', 1);
741                                         if(!w_issilent)
742                                         {
743                                                 if(w_random<0.15)
744                                                         sound(self, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
745                                                 else if(w_random<0.7)
746                                                         sound(self, CH_SHOTS, SND_TAGEXP2, 1, ATTEN_NORM);
747                                                 else
748                                                         sound(self, CH_SHOTS, SND_TAGEXP3, 1, ATTEN_NORM);
749                                         }
750                                 }
751                         }
752                         else
753                         {
754                                 pointparticles(particleeffectnum(EFFECT_HAGAR_EXPLODE), org2, '0 0 0', 1);
755                                 if(!w_issilent)
756                                 {
757                                         if(w_random<0.15)
758                                                 sound(self, CH_SHOTS, SND_SEEKEREXP1, 1, ATTEN_NORM);
759                                         else if(w_random<0.7)
760                                                 sound(self, CH_SHOTS, SND_SEEKEREXP2, 1, ATTEN_NORM);
761                                         else
762                                                 sound(self, CH_SHOTS, SND_SEEKEREXP3, 1, ATTEN_NORM);
763                                 }
764                         }
765                         return true;
766                 }
767                 case WR_INIT:
768                 {
769                         return true;
770                 }
771                 case WR_ZOOMRETICLE:
772                 {
773                         // no weapon specific image for this weapon
774                         return false;
775                 }
776         }
777         return false;
778 }
779 #endif
780 #endif