#include "seeker.qh"
-#ifndef IMPLEMENTATION
-CLASS(Seeker, Weapon)
-/* ammotype */ ATTRIB(Seeker, ammo_field, .int, ammo_rockets);
-/* impulse */ ATTRIB(Seeker, impulse, int, 8);
-/* flags */ ATTRIB(Seeker, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
-/* rating */ ATTRIB(Seeker, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
-/* color */ ATTRIB(Seeker, wpcolor, vector, '0.5 1 0');
-/* modelname */ ATTRIB(Seeker, mdl, string, "seeker");
-#ifdef GAMEQC
-/* model */ ATTRIB(Seeker, m_model, Model, MDL_SEEKER_ITEM);
-#endif
-/* crosshair */ ATTRIB(Seeker, w_crosshair, string, "gfx/crosshairseeker");
-/* crosshair */ ATTRIB(Seeker, w_crosshair_size, float, 0.8);
-/* wepimg */ ATTRIB(Seeker, model2, string, "weaponseeker");
-/* refname */ ATTRIB(Seeker, netname, string, "seeker");
-/* wepname */ ATTRIB(Seeker, m_name, string, _("T.A.G. Seeker"));
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, flac_ammo, float, NONE) \
- P(class, prefix, flac_animtime, float, NONE) \
- P(class, prefix, flac_damage, float, NONE) \
- P(class, prefix, flac_edgedamage, float, NONE) \
- P(class, prefix, flac_force, float, NONE) \
- P(class, prefix, flac_lifetime, float, NONE) \
- P(class, prefix, flac_lifetime_rand, float, NONE) \
- P(class, prefix, flac_radius, float, NONE) \
- P(class, prefix, flac_refire, float, NONE) \
- P(class, prefix, flac_speed, float, NONE) \
- P(class, prefix, flac_speed_up, float, NONE) \
- P(class, prefix, flac_speed_z, float, NONE) \
- P(class, prefix, flac_spread, float, NONE) \
- P(class, prefix, missile_accel, float, NONE) \
- P(class, prefix, missile_ammo, float, NONE) \
- P(class, prefix, missile_animtime, float, NONE) \
- P(class, prefix, missile_count, float, NONE) \
- P(class, prefix, missile_damageforcescale, float, NONE) \
- P(class, prefix, missile_damage, float, NONE) \
- P(class, prefix, missile_decel, float, NONE) \
- P(class, prefix, missile_delay, float, NONE) \
- P(class, prefix, missile_edgedamage, float, NONE) \
- P(class, prefix, missile_force, float, NONE) \
- P(class, prefix, missile_health, float, NONE) \
- P(class, prefix, missile_lifetime, float, NONE) \
- P(class, prefix, missile_proxy, float, NONE) \
- P(class, prefix, missile_proxy_delay, float, NONE) \
- P(class, prefix, missile_proxy_maxrange, float, NONE) \
- P(class, prefix, missile_radius, float, NONE) \
- P(class, prefix, missile_refire, float, NONE) \
- P(class, prefix, missile_smart, float, NONE) \
- P(class, prefix, missile_smart_mindist, float, NONE) \
- P(class, prefix, missile_smart_trace_max, float, NONE) \
- P(class, prefix, missile_smart_trace_min, float, NONE) \
- P(class, prefix, missile_speed, float, NONE) \
- P(class, prefix, missile_speed_max, float, NONE) \
- P(class, prefix, missile_speed_up, float, NONE) \
- P(class, prefix, missile_speed_z, float, NONE) \
- P(class, prefix, missile_spread, float, NONE) \
- P(class, prefix, missile_turnrate, float, NONE) \
- P(class, prefix, reload_ammo, float, NONE) \
- P(class, prefix, reload_time, float, NONE) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, tag_ammo, float, NONE) \
- P(class, prefix, tag_animtime, float, NONE) \
- P(class, prefix, tag_damageforcescale, float, NONE) \
- P(class, prefix, tag_health, float, NONE) \
- P(class, prefix, tag_lifetime, float, NONE) \
- P(class, prefix, tag_refire, float, NONE) \
- P(class, prefix, tag_speed, float, NONE) \
- P(class, prefix, tag_spread, float, NONE) \
- P(class, prefix, tag_tracker_lifetime, float, NONE) \
- P(class, prefix, type, float, NONE) \
- P(class, prefix, weaponreplace, string, NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, Seeker, seeker)
-#undef X
-ENDCLASS(Seeker)
-REGISTER_WEAPON(SEEKER, seeker, NEW(Seeker));
-
#ifdef SVQC
-.entity tag_target, wps_tag_tracker;
-.float tag_time;
-#endif
-#endif
-#ifdef IMPLEMENTATION
-#ifdef SVQC
-spawnfunc(weapon_seeker) { weapon_defaultspawnfunc(this, WEP_SEEKER); }
// ============================
// Begin: Missile functions, these are general functions to be manipulated by other code
void W_Seeker_Missile_Explode(entity this, entity directhitentity)
{
this.event_damage = func_null;
- 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);
+ 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, this.weaponentity_fld, directhitentity);
delete(this);
}
-void W_Seeker_Missile_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void W_Seeker_Missile_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
if(this.health <= 0)
return;
missile.solid = SOLID_BBOX;
missile.scale = 2;
missile.takedamage = DAMAGE_YES;
+ missile.weaponentity_fld = weaponentity;
missile.health = WEP_CVAR(seeker, missile_health);
missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
missile.damagedbycontents = true;
{
this.event_damage = func_null;
- 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);
+ 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, this.weaponentity_fld, directhitentity);
delete(this);
}
set_movetype(missile, MOVETYPE_FLY);
missile.projectiledeathtype = WEP_SEEKER.m_id;
missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY;
+ missile.weaponentity_fld = weaponentity;
missile.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, missile);
IL_PUSH(g_bot_dodge, missile);
// ============================
entity W_Seeker_Tagged_Info(entity isowner, .entity weaponentity, entity istarget)
{
- entity tag;
- for(tag = NULL; (tag = find(tag, classname, "tag_tracker")); )
- if((tag.realowner == isowner) && (tag.tag_target == istarget) && (tag.weaponentity_fld == weaponentity))
- return tag;
+ IL_EACH(g_seeker_trackers, it.classname == "tag_tracker" && it.realowner == isowner,
+ {
+ if(it.tag_target == istarget && it.weaponentity_fld == weaponentity)
+ return it;
+ });
return NULL;
}
void W_Seeker_Attack(entity actor, .entity weaponentity)
{
- entity tracker, closest_target;
+ entity closest_target = NULL;
- closest_target = NULL;
- for(tracker = NULL; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == actor)
+ IL_EACH(g_seeker_trackers, it.classname == "tag_tracker" && it.realowner == actor,
{
if(closest_target)
{
- if(vlen2(actor.origin - tracker.tag_target.origin) < vlen2(actor.origin - closest_target.origin))
- closest_target = tracker.tag_target;
+ if(vlen2(actor.origin - it.tag_target.origin) < vlen2(actor.origin - closest_target.origin))
+ closest_target = it.tag_target;
}
else
- closest_target = tracker.tag_target;
- }
+ closest_target = it.tag_target;
+ });
- traceline(actor.origin + actor.view_ofs, closest_target.origin, MOVE_NOMONSTERS, actor);
- if((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
- closest_target = NULL;
+ if(closest_target)
+ {
+ traceline(actor.origin + actor.view_ofs, closest_target.origin, MOVE_NOMONSTERS, actor);
+ if(!closest_target || (trace_fraction < 1 && trace_ent != closest_target))
+ closest_target = NULL;
+ }
W_Seeker_Fire_Missile(WEP_SEEKER, actor, weaponentity, '0 0 0', closest_target);
}
Weapon thiswep = WEP_SEEKER;
.entity weaponentity = this.weaponentity_fld;
- 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))
+ if((!(this.realowner.items & IT_UNLIMITED_AMMO) && GetResourceAmount(this.realowner, thiswep.ammo_type) < WEP_CVAR(seeker, missile_ammo)) || (this.cnt <= -1) || (IS_DEAD(this.realowner)) || (this.realowner.(weaponentity).m_switchweapon != WEP_SEEKER))
{
delete(this);
return;
delete(this);
}
-void W_Seeker_Tag_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void W_Seeker_Tag_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
if(this.health <= 0)
return;
e.cnt = WEP_CVAR(seeker, missile_count);
e.owner = this.owner;
e.realowner = this.realowner;
+ IL_PUSH(g_seeker_trackers, e);
if(WEP_CVAR(seeker, type) == 1)
{
float ammo_amount;
if(WEP_CVAR(seeker, type) == 1)
{
- ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, missile_ammo);
+ ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, missile_ammo);
ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo);
}
else
{
- ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
+ ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, tag_ammo);
ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
}
return ammo_amount;
float ammo_amount;
if(WEP_CVAR(seeker, type) == 1)
{
- ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
+ ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, tag_ammo);
ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
}
else
{
- ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, flac_ammo);
+ ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, flac_ammo);
ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo);
}
return ammo_amount;
}
#endif
-#endif