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On second thought, undo all that shit... this system is WAYYY too hacky to
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_seeker.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id  */ SEEKER,
4 /* function  */ W_Seeker,
5 /* ammotype  */ ammo_rockets,
6 /* impulse   */ 8,
7 /* flags     */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating    */ BOT_PICKUP_RATING_MID,
9 /* color     */ '0.5 1 0',
10 /* modelname */ "seeker",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairseeker 0.8",
13 /* refname   */ "seeker",
14 /* wepname   */ _("T.A.G. Seeker")
15 );
16
17 #define SEEKER_SETTINGS(w_cvar,w_prop) SEEKER_SETTINGS_LIST(w_cvar, w_prop, SEEKER, seeker)
18 #define SEEKER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
19         w_cvar(id, sn, NONE, type) \
20         w_cvar(id, sn, NONE, flac_ammo) \
21         w_cvar(id, sn, NONE, flac_animtime) \
22         w_cvar(id, sn, NONE, flac_damage) \
23         w_cvar(id, sn, NONE, flac_edgedamage) \
24         w_cvar(id, sn, NONE, flac_force) \
25         w_cvar(id, sn, NONE, flac_lifetime) \
26         w_cvar(id, sn, NONE, flac_lifetime_rand) \
27         w_cvar(id, sn, NONE, flac_radius) \
28         w_cvar(id, sn, NONE, flac_refire) \
29         w_cvar(id, sn, NONE, flac_speed) \
30         w_cvar(id, sn, NONE, flac_speed_up) \
31         w_cvar(id, sn, NONE, flac_speed_z) \
32         w_cvar(id, sn, NONE, flac_spread) \
33         w_cvar(id, sn, NONE, missile_accel) \
34         w_cvar(id, sn, NONE, missile_ammo) \
35         w_cvar(id, sn, NONE, missile_animtime) \
36         w_cvar(id, sn, NONE, missile_count) \
37         w_cvar(id, sn, NONE, missile_damage) \
38         w_cvar(id, sn, NONE, missile_damageforcescale) \
39         w_cvar(id, sn, NONE, missile_decel) \
40         w_cvar(id, sn, NONE, missile_delay) \
41         w_cvar(id, sn, NONE, missile_edgedamage) \
42         w_cvar(id, sn, NONE, missile_force) \
43         w_cvar(id, sn, NONE, missile_health) \
44         w_cvar(id, sn, NONE, missile_lifetime) \
45         w_cvar(id, sn, NONE, missile_proxy) \
46         w_cvar(id, sn, NONE, missile_proxy_delay) \
47         w_cvar(id, sn, NONE, missile_proxy_maxrange) \
48         w_cvar(id, sn, NONE, missile_radius) \
49         w_cvar(id, sn, NONE, missile_refire) \
50         w_cvar(id, sn, NONE, missile_smart) \
51         w_cvar(id, sn, NONE, missile_smart_mindist) \
52         w_cvar(id, sn, NONE, missile_smart_trace_max) \
53         w_cvar(id, sn, NONE, missile_smart_trace_min) \
54         w_cvar(id, sn, NONE, missile_speed) \
55         w_cvar(id, sn, NONE, missile_speed_max) \
56         w_cvar(id, sn, NONE, missile_speed_up) \
57         w_cvar(id, sn, NONE, missile_speed_z) \
58         w_cvar(id, sn, NONE, missile_spread) \
59         w_cvar(id, sn, NONE, missile_turnrate) \
60         w_cvar(id, sn, NONE, tag_ammo) \
61         w_cvar(id, sn, NONE, tag_animtime) \
62         w_cvar(id, sn, NONE, tag_damageforcescale) \
63         w_cvar(id, sn, NONE, tag_health) \
64         w_cvar(id, sn, NONE, tag_lifetime) \
65         w_cvar(id, sn, NONE, tag_refire) \
66         w_cvar(id, sn, NONE, tag_speed) \
67         w_cvar(id, sn, NONE, tag_spread) \
68         w_cvar(id, sn, NONE, tag_tracker_lifetime) \
69         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
70         w_prop(id, sn, float,  reloading_time, reload_time) \
71         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
72         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
73         w_prop(id, sn, string, weaponreplace, weaponreplace) \
74         w_prop(id, sn, float,  weaponstart, weaponstart) \
75         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
76
77 #ifdef SVQC
78 SEEKER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
79 .entity tag_target, wps_tag_tracker;
80 .float tag_time;
81 #endif
82 #else
83 #ifdef SVQC
84 void spawnfunc_weapon_seeker (void) { weapon_defaultspawnfunc(WEP_SEEKER); }
85
86 // ============================
87 // Begin: Missile functions, these are general functions to be manipulated by other code
88 // ============================
89 void W_Seeker_Missile_Explode()
90 {
91         self.event_damage = func_null;
92         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);
93
94         remove (self);
95 }
96
97 void W_Seeker_Missile_Touch()
98 {
99         PROJECTILE_TOUCH;
100
101         W_Seeker_Missile_Explode();
102 }
103
104 void W_Seeker_Missile_Think()
105 {
106         entity e;
107         vector desireddir, olddir, newdir, eorg;
108         float turnrate;
109         float dist;
110         float spd;
111
112         if (time > self.cnt)
113         {
114                 self.projectiledeathtype |= HITTYPE_SPLASH;
115                 W_Seeker_Missile_Explode();
116         }
117
118         spd = vlen(self.velocity);
119         spd = bound(
120                 spd - WEP_CVAR(seeker, missile_decel) * frametime,
121                 WEP_CVAR(seeker, missile_speed_max),
122                 spd + WEP_CVAR(seeker, missile_accel) * frametime
123         );
124
125         if (self.enemy != world)
126                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
127                         self.enemy = world;
128
129         if (self.enemy != world)
130         {
131                 e               = self.enemy;
132                 eorg            = 0.5 * (e.absmin + e.absmax);
133                 turnrate        = WEP_CVAR(seeker, missile_turnrate); // how fast to turn
134                 desireddir      = normalize(eorg - self.origin);
135                 olddir          = normalize(self.velocity); // get my current direction
136                 dist            = vlen(eorg - self.origin);
137
138                 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
139                 if (WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
140                 {
141                         // Is it a better idea (shorter distance) to trace to the target itself?
142                         if ( vlen(self.origin + olddir * self.wait) < dist)
143                                 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
144                         else
145                                 traceline(self.origin, eorg, FALSE, self);
146
147                         // Setup adaptive tracelength
148                         self.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = WEP_CVAR(seeker, missile_smart_trace_max));
149
150                         // Calc how important it is that we turn and add this to the desierd (enemy) dir.
151                         desireddir  = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
152                 }
153
154                 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
155                 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
156         }
157         else
158                 dist = 0;
159
160         // Proxy
161         if (WEP_CVAR(seeker, missile_proxy))
162         {
163                 if ( dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
164                 {
165                         if (self.autoswitch == 0)
166                         {
167                                 self.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
168                         }
169                         else
170                         {
171                                 if (self.autoswitch <= time)
172                                 {
173                                         W_Seeker_Missile_Explode();
174                                         self.autoswitch = 0;
175                                 }
176                         }
177                 }
178                 else
179                 {
180                         if (self.autoswitch != 0)
181                                 self.autoswitch = 0;
182                 }
183         }
184         ///////////////
185
186         if (self.enemy.deadflag != DEAD_NO)
187         {
188                 self.enemy = world;
189                 self.cnt = time + 1 + (random() * 4);
190                 self.nextthink = self.cnt;
191                 return;
192         }
193
194         //self.angles = vectoangles(self.velocity);                     // turn model in the new flight direction
195         self.nextthink = time;// + 0.05; // csqc projectiles
196         UpdateCSQCProjectile(self);
197 }
198
199
200
201 void W_Seeker_Missile_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
202 {
203         if (self.health <= 0)
204                 return;
205
206         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
207                 return; // g_projectiles_damage says to halt
208
209         if (self.realowner == attacker)
210                 self.health = self.health - (damage * 0.25);
211         else
212                 self.health = self.health - damage;
213
214         if (self.health <= 0)
215                 W_PrepareExplosionByDamage(attacker, W_Seeker_Missile_Explode);
216 }
217
218 /*
219 void W_Seeker_Missile_Animate()
220 {
221         self.frame = self.frame +1;
222         self.nextthink = time + 0.05;
223
224         if (self.enemy != world)
225                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
226                         self.enemy = world;
227
228         if(self.frame == 5)
229         {
230                 self.think           = W_Seeker_Missile_Think;
231                 self.nextthink       = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
232
233                 if (autocvar_g_balance_seeker_missile_proxy)
234                         self.movetype    = MOVETYPE_BOUNCEMISSILE;
235                 else
236                         self.movetype    = MOVETYPE_FLYMISSILE;
237         }
238
239         UpdateCSQCProjectile(self);
240 }
241 */
242
243 void W_Seeker_Fire_Missile(vector f_diff, entity m_target)
244 {
245         entity missile;
246
247         W_DecreaseAmmo(WEP_CVAR(seeker, missile_ammo));
248
249         makevectors(self.v_angle);
250         W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0);
251         w_shotorg += f_diff;
252         pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
253
254         //self.detornator         = FALSE;
255
256         missile                 = spawn();
257         missile.owner           = missile.realowner = self;
258         missile.classname       = "seeker_missile";
259         missile.bot_dodge       = TRUE;
260         missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
261
262         missile.think           = W_Seeker_Missile_Think;
263         missile.touch           = W_Seeker_Missile_Touch;
264         missile.event_damage    = W_Seeker_Missile_Damage;
265         missile.nextthink       = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
266         missile.cnt             = time + WEP_CVAR(seeker, missile_lifetime);
267         missile.enemy           = m_target;
268         missile.solid           = SOLID_BBOX;
269         missile.scale           = 2;
270         missile.takedamage      = DAMAGE_YES;
271         missile.health          = WEP_CVAR(seeker, missile_health);
272         missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
273         missile.damagedbycontents = TRUE;
274         //missile.think           = W_Seeker_Missile_Animate; // csqc projectiles.
275
276         if (missile.enemy != world)
277                 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
278         else
279                 missile.projectiledeathtype = WEP_SEEKER;
280
281
282         setorigin (missile, w_shotorg);
283         setsize (missile, '-4 -4 -4', '4 4 4');
284         missile.movetype    = MOVETYPE_FLYMISSILE;
285         missile.flags       = FL_PROJECTILE;
286         missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
287
288         W_SetupProjVelocity_UP_PRE(missile, seeker, missile_);
289
290         missile.angles = vectoangles (missile.velocity);
291
292         CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
293
294         other = missile; MUTATOR_CALLHOOK(EditProjectile);
295 }
296
297 // ============================
298 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
299 // ============================
300 void W_Seeker_Flac_Explode()
301 {
302         self.event_damage = func_null;
303
304         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);
305
306         remove (self);
307 }
308
309 void W_Seeker_Flac_Touch()
310 {
311         PROJECTILE_TOUCH;
312
313         W_Seeker_Flac_Explode();
314 }
315
316 void W_Seeker_Fire_Flac()
317 {
318         entity missile;
319         vector f_diff;
320         float c;
321
322         W_DecreaseAmmo(WEP_CVAR(seeker, flac_ammo));
323
324         c = mod(self.bulletcounter, 4);
325         switch(c)
326         {
327                 case 0:
328                         f_diff = '-1.25 -3.75 0';
329                         break;
330                 case 1:
331                         f_diff = '+1.25 -3.75 0';
332                         break;
333                 case 2:
334                         f_diff = '-1.25 +3.75 0';
335                         break;
336                 case 3:
337                 default:
338                         f_diff = '+1.25 +3.75 0';
339                         break;
340         }
341         W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
342         w_shotorg += f_diff;
343
344         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
345
346         missile                                 = spawn ();
347         missile.owner                   = missile.realowner = self;
348         missile.classname               = "missile";
349         missile.bot_dodge               = TRUE;
350         missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
351         missile.touch                   = W_Seeker_Flac_Explode;
352         missile.use                     = W_Seeker_Flac_Explode;
353         missile.think                   = adaptor_think2use_hittype_splash;
354         missile.nextthink               = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
355         missile.solid                   = SOLID_BBOX;
356         missile.movetype                = MOVETYPE_FLY;
357         missile.projectiledeathtype = WEP_SEEKER;
358         missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
359         missile.flags                           = FL_PROJECTILE;
360         missile.missile_flags       = MIF_SPLASH;
361
362         // csqc projectiles
363         //missile.angles                                = vectoangles (missile.velocity);
364         //missile.scale = 0.4; // BUG: the model is too big
365
366         setorigin (missile, w_shotorg);
367         setsize (missile, '-2 -2 -2', '2 2 2');
368
369         W_SetupProjVelocity_UP_PRE(missile, seeker, flac_);
370         CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
371
372         other = missile; MUTATOR_CALLHOOK(EditProjectile);
373 }
374
375 // ============================
376 // Begin: Tag and rocket controllers
377 // ============================
378 entity W_Seeker_Tagged_Info(entity isowner, entity istarget)
379 {
380         entity tag;
381         for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
382                 if ((tag.realowner == isowner) && (tag.tag_target == istarget))
383                         return tag;
384
385         return world;
386 }
387
388 void W_Seeker_Attack()
389 {
390         entity tracker, closest_target;
391
392         closest_target = world;
393         for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
394         {
395                 if (closest_target)
396                 {
397                         if (vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
398                                 closest_target = tracker.tag_target;
399                 }
400                 else
401                         closest_target = tracker.tag_target;
402         }
403
404         traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
405         if ((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
406                 closest_target = world;
407
408         W_Seeker_Fire_Missile('0 0 0', closest_target);
409 }
410
411 void W_Seeker_Vollycontroller_Think() // TODO: Merge this with W_Seeker_Attack
412 {
413         float c;
414         entity oldself,oldenemy;
415         self.cnt = self.cnt - 1;
416
417         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))
418         {
419                 remove(self);
420                 return;
421         }
422
423         self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor();
424
425         oldself = self;
426         self = self.realowner;
427
428         oldenemy = self.enemy;
429         self.enemy = oldself.enemy;
430
431         c = mod(self.cnt, 4);
432         switch(c)
433         {
434                 case 0:
435                         W_Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
436                         break;
437                 case 1:
438                         W_Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
439                         break;
440                 case 2:
441                         W_Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
442                         break;
443                 case 3:
444                 default:
445                         W_Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
446                         break;
447         }
448
449         self.enemy = oldenemy;
450         self = oldself;
451 }
452
453 void W_Seeker_Tracker_Think()
454 {
455         // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
456         if ((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER)
457         || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
458         {
459                 if (self)
460                 {
461                         WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
462                         remove(self);
463                 }
464                 return;
465         }
466
467         // Update the think method information
468         self.nextthink = time;
469 }
470
471 // ============================
472 // Begin: Tag projectile
473 // ============================
474 void W_Seeker_Tag_Explode()
475 {
476         //if(other==self.realowner)
477         //    return;
478         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, other.species, self);
479
480         remove (self);
481 }
482
483 void W_Seeker_Tag_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
484 {
485         if (self.health <= 0)
486                 return;
487         self.health = self.health - damage;
488         if (self.health <= 0)
489                 W_Seeker_Tag_Explode();
490 }
491
492 void W_Seeker_Tag_Touch()
493 {
494         vector dir;
495         vector org2;
496         entity e;
497
498         PROJECTILE_TOUCH;
499
500         dir     = normalize (self.realowner.origin - self.origin);
501         org2    = findbetterlocation (self.origin, 8);
502
503         te_knightspike(org2);
504
505         self.event_damage = func_null;
506         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
507
508         if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
509         {
510                 // check to see if this person is already tagged by me
511                 entity tag = W_Seeker_Tagged_Info(self.realowner, other);
512
513                 if (tag != world)
514                 {
515                         if (other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
516                                 WaypointSprite_Kill(other.wps_tag_tracker);
517
518                         tag.tag_time = time;
519                 }
520                 else
521                 {
522                         //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
523                         e             = spawn();
524                         e.cnt         = WEP_CVAR(seeker, missile_count);
525                         e.classname   = "tag_tracker";
526                         e.owner       = self.owner;
527                         e.realowner   = self.realowner;
528
529                         if(WEP_CVAR(seeker, type) == 1)
530                         {
531                                 e.tag_target  = other;
532                                 e.tag_time    = time;
533                                 e.think       = W_Seeker_Tracker_Think;
534                         }
535                         else
536                         {
537                                 e.enemy     = other;
538                                 e.think     = W_Seeker_Vollycontroller_Think;
539                         }
540
541                         e.nextthink   = time;
542                 }
543
544                 if(WEP_CVAR(seeker, type) == 1)
545                 {
546                         WaypointSprite_Spawn("tagged-target", WEP_CVAR(seeker, tag_tracker_lifetime), 0, other, '0 0 64', self.realowner, 0, other, wps_tag_tracker, TRUE, RADARICON_TAGGED, '0.5 1 0');
547                         WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
548                 }
549         }
550
551         remove(self);
552         return;
553 }
554
555 void W_Seeker_Fire_Tag()
556 {
557         entity missile;
558         W_DecreaseAmmo(WEP_CVAR(seeker, tag_ammo));
559
560         W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count));
561
562         missile                 = spawn();
563         missile.owner           = missile.realowner = self;
564         missile.classname       = "seeker_tag";
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         other = missile; MUTATOR_CALLHOOK(EditProjectile);
591 }
592
593 // ============================
594 // Begin: Genereal weapon functions
595 // ============================
596
597 float W_Seeker(float req)
598 {
599         float ammo_amount;
600
601         switch(req)
602         {
603                 case WR_AIM:
604                 {
605                         if (WEP_CVAR(seeker, type) == 1)
606                                 if (W_Seeker_Tagged_Info(self, self.enemy) != world)
607                                         self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), FALSE);
608                                 else
609                                         self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
610                         else
611                                 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
612                         return TRUE;
613                 }
614                 case WR_THINK:
615                 {
616                         if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) // forced reload
617                                 WEP_ACTION(self.weapon, WR_RELOAD);
618
619                         else if (self.BUTTON_ATCK)
620                         {
621                                 if (WEP_CVAR(seeker, type) == 1)
622                                 {
623                                         if (weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire)))
624                                         {
625                                                 W_Seeker_Attack();
626                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
627                                         }
628                                 }
629                                 else
630                                 {
631                                         if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
632                                         {
633                                                 W_Seeker_Fire_Tag();
634                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
635                                         }
636                                 }
637                         }
638
639                         else if (self.BUTTON_ATCK2)
640                         {
641                                 if (WEP_CVAR(seeker, type) == 1)
642                                 {
643                                         if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
644                                         {
645                                                 W_Seeker_Fire_Tag();
646                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
647                                         }
648                                 }
649                                 else
650                                 {
651                                         if (weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire)))
652                                         {
653                                                 W_Seeker_Fire_Flac();
654                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
655                                         }
656                                 }
657                         }
658
659                         return TRUE;
660                 }
661                 case WR_INIT:
662                 {
663                         precache_model ("models/weapons/g_seeker.md3");
664                         precache_model ("models/weapons/v_seeker.md3");
665                         precache_model ("models/weapons/h_seeker.iqm");
666                         precache_sound ("weapons/tag_fire.wav");
667                         precache_sound ("weapons/flac_fire.wav");
668                         precache_sound ("weapons/seeker_fire.wav");
669                         SEEKER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
670                         return TRUE;
671                 }
672                 case WR_CHECKAMMO1:
673                 {
674                         if (WEP_CVAR(seeker, type) == 1)
675                         {
676                                 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, missile_ammo);
677                                 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, missile_ammo);
678                         }
679                         else
680                         {
681                                 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
682                                 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
683                         }
684                         return ammo_amount;
685                 }
686                 case WR_CHECKAMMO2:
687                 {
688                         if (WEP_CVAR(seeker, type) == 1)
689                         {
690                                 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
691                                 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
692                         }
693                         else
694                         {
695                                 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, flac_ammo);
696                                 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, flac_ammo);
697                         }
698                         return ammo_amount;
699                 }
700                 case WR_CONFIG:
701                 {
702                         SEEKER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
703                         return TRUE;
704                 }
705                 case WR_RELOAD:
706                 {
707                         W_Reload(min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), "weapons/reload.wav");
708                         return TRUE;
709                 }
710                 case WR_SUICIDEMESSAGE:
711                 {
712                         return WEAPON_SEEKER_SUICIDE;
713                 }
714                 case WR_KILLMESSAGE:
715                 {
716                         if(w_deathtype & HITTYPE_SECONDARY)
717                                 return WEAPON_SEEKER_MURDER_TAG;
718                         else
719                                 return WEAPON_SEEKER_MURDER_SPRAY;
720                 }
721         }
722         return TRUE;
723 }
724 #endif
725 #ifdef CSQC
726 float W_Seeker(float req)
727 {
728         switch(req)
729         {
730                 case WR_IMPACTEFFECT:
731                 {
732                         vector org2;
733                         org2 = w_org + w_backoff * 6;
734                         if(w_deathtype & HITTYPE_BOUNCE)
735                         {
736                                 if(w_deathtype & HITTYPE_SECONDARY)
737                                 {
738                                         if(!w_issilent)
739                                                 sound(self, CH_SHOTS, "weapons/tag_impact.wav", 1, ATTEN_NORM);
740                                 }
741                                 else
742                                 {
743                                         pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
744                                         if(!w_issilent)
745                                         {
746                                                 if (w_random<0.15)
747                                                         sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTEN_NORM);
748                                                 else if (w_random<0.7)
749                                                         sound(self, CH_SHOTS, "weapons/tagexp2.wav", 1, ATTEN_NORM);
750                                                 else
751                                                         sound(self, CH_SHOTS, "weapons/tagexp3.wav", 1, ATTEN_NORM);
752                                         }
753                                 }
754                         }
755                         else
756                         {
757                                 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
758                                 if(!w_issilent)
759                                 {
760                                         if (w_random<0.15)
761                                                 sound(self, CH_SHOTS, "weapons/seekerexp1.wav", 1, ATTEN_NORM);
762                                         else if (w_random<0.7)
763                                                 sound(self, CH_SHOTS, "weapons/seekerexp2.wav", 1, ATTEN_NORM);
764                                         else
765                                                 sound(self, CH_SHOTS, "weapons/seekerexp3.wav", 1, ATTEN_NORM);
766                                 }
767                         }
768                         return TRUE;
769                 }
770                 case WR_INIT:
771                 {
772                         precache_sound("weapons/seekerexp1.wav");
773                         precache_sound("weapons/seekerexp2.wav");
774                         precache_sound("weapons/seekerexp3.wav");
775                         precache_sound("weapons/tagexp1.wav");
776                         precache_sound("weapons/tagexp2.wav");
777                         precache_sound("weapons/tagexp3.wav");
778                         precache_sound("weapons/tag_impact.wav");
779                         return TRUE;
780                 }
781                 case WR_ZOOMRETICLE:
782                 {
783                         // no weapon specific image for this weapon
784                         return FALSE;
785                 }
786         }
787
788         return TRUE;
789 }
790 #endif
791 #endif