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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id */ SEEKER,
4 /* function */ w_seeker,
5 /* ammotype */ IT_ROCKETS,
6 /* impulse  */ 8,
7 /* flags    */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating   */ BOT_PICKUP_RATING_MID,
9 /* model    */ "seeker",
10 /* netname  */ "seeker",
11 /* fullname */ _("T.A.G. Seeker")
12 );
13
14 #define SEEKER_SETTINGS(w_cvar,w_prop) \
15         w_cvar(WEP_SEEKER, seeker, MO_NONE, type) \
16         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_ammo) \
17         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_animtime) \
18         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_damage) \
19         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_edgedamage) \
20         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_force) \
21         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_lifetime) \
22         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_lifetime_rand) \
23         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_radius) \
24         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_refire) \
25         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_speed) \
26         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_speed_up) \
27         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_speed_z) \
28         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_spread) \
29         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_accel) \
30         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_ammo) \
31         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_animtime) \
32         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_count) \
33         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_damage) \
34         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_damageforcescale) \
35         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_decel) \
36         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_delay) \
37         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_edgedamage) \
38         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_force) \
39         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_health) \
40         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_lifetime) \
41         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_proxy) \
42         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_proxy_delay) \
43         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_proxy_maxrange) \
44         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_radius) \
45         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_refire) \
46         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_smart) \
47         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_smart_mindist) \
48         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_smart_trace_max) \
49         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_smart_trace_min) \
50         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_speed) \
51         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_speed_max) \
52         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_speed_up) \
53         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_speed_z) \
54         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_spread) \
55         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_turnrate) \
56         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_ammo) \
57         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_animtime) \
58         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_damageforcescale) \
59         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_health) \
60         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_lifetime) \
61         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_refire) \
62         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_speed) \
63         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_spread) \
64         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_tracker_lifetime) \
65         w_prop(WEP_SEEKER, seeker, float,  reloading_ammo, reload_ammo) \
66         w_prop(WEP_SEEKER, seeker, float,  reloading_time, reload_time) \
67         w_prop(WEP_SEEKER, seeker, float,  switchdelay_raise, switchdelay_raise) \
68         w_prop(WEP_SEEKER, seeker, float,  switchdelay_drop, switchdelay_drop) \
69         w_prop(WEP_SEEKER, seeker, string, weaponreplace, weaponreplace) \
70         w_prop(WEP_SEEKER, seeker, float,  weaponstart, weaponstart)
71
72 #ifdef SVQC
73 SEEKER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
74 .entity tag_target, wps_tag_tracker;
75 .float tag_time;
76 #endif
77 #else
78 #ifdef SVQC
79 void spawnfunc_weapon_seeker (void) { weapon_defaultspawnfunc(WEP_SEEKER); }
80
81 // ============================
82 // Begin: Missile functions, these are general functions to be manipulated by other code
83 // ============================
84 void Seeker_Missile_Explode ()
85 {
86         self.event_damage = func_null;
87         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);
88
89         remove (self);
90 }
91
92 void Seeker_Missile_Touch()
93 {
94         PROJECTILE_TOUCH;
95
96         Seeker_Missile_Explode();
97 }
98
99 void Seeker_Missile_Think()
100 {
101         entity e;
102         vector desireddir, olddir, newdir, eorg;
103         float turnrate;
104         float dist;
105         float spd;
106
107         if (time > self.cnt)
108         {
109                 self.projectiledeathtype |= HITTYPE_SPLASH;
110                 Seeker_Missile_Explode();
111         }
112
113         spd = vlen(self.velocity);
114         spd = bound(
115                 spd - WEP_CVAR(seeker, missile_decel) * frametime,
116                 WEP_CVAR(seeker, missile_speed_max),
117                 spd + WEP_CVAR(seeker, missile_accel) * frametime
118         );
119
120         if (self.enemy != world)
121                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
122                         self.enemy = world;
123
124         if (self.enemy != world)
125         {
126                 e               = self.enemy;
127                 eorg            = 0.5 * (e.absmin + e.absmax);
128                 turnrate        = WEP_CVAR(seeker, missile_turnrate); // how fast to turn
129                 desireddir      = normalize(eorg - self.origin);
130                 olddir          = normalize(self.velocity); // get my current direction
131                 dist            = vlen(eorg - self.origin);
132
133                 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
134                 if (WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
135                 {
136                         // Is it a better idea (shorter distance) to trace to the target itself?
137                         if ( vlen(self.origin + olddir * self.wait) < dist)
138                                 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
139                         else
140                                 traceline(self.origin, eorg, FALSE, self);
141
142                         // Setup adaptive tracelength
143                         self.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = WEP_CVAR(seeker, missile_smart_trace_max));
144
145                         // Calc how important it is that we turn and add this to the desierd (enemy) dir.
146                         desireddir  = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
147                 }
148
149                 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
150                 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
151         }
152         else
153                 dist = 0;
154
155         // Proxy
156         if (WEP_CVAR(seeker, missile_proxy))
157         {
158                 if ( dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
159                 {
160                         if (self.autoswitch == 0)
161                         {
162                                 self.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
163                         }
164                         else
165                         {
166                                 if (self.autoswitch <= time)
167                                 {
168                                         Seeker_Missile_Explode();
169                                         self.autoswitch = 0;
170                                 }
171                         }
172                 }
173                 else
174                 {
175                         if (self.autoswitch != 0)
176                                 self.autoswitch = 0;
177                 }
178         }
179         ///////////////
180
181         if (self.enemy.deadflag != DEAD_NO)
182         {
183                 self.enemy = world;
184                 self.cnt = time + 1 + (random() * 4);
185                 self.nextthink = self.cnt;
186                 return;
187         }
188
189         //self.angles = vectoangles(self.velocity);                     // turn model in the new flight direction
190         self.nextthink = time;// + 0.05; // csqc projectiles
191         UpdateCSQCProjectile(self);
192 }
193
194
195
196 void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
197 {
198         if (self.health <= 0)
199                 return;
200
201         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
202                 return; // g_projectiles_damage says to halt
203
204         if (self.realowner == attacker)
205                 self.health = self.health - (damage * 0.25);
206         else
207                 self.health = self.health - damage;
208
209         if (self.health <= 0)
210                 W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
211 }
212
213 /*
214 void Seeker_Missile_Animate()
215 {
216         self.frame = self.frame +1;
217         self.nextthink = time + 0.05;
218
219         if (self.enemy != world)
220                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
221                         self.enemy = world;
222
223         if(self.frame == 5)
224         {
225                 self.think           = Seeker_Missile_Think;
226                 self.nextthink       = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
227
228                 if (autocvar_g_balance_seeker_missile_proxy)
229                         self.movetype    = MOVETYPE_BOUNCEMISSILE;
230                 else
231                         self.movetype    = MOVETYPE_FLYMISSILE;
232         }
233
234         UpdateCSQCProjectile(self);
235 }
236 */
237
238 void Seeker_Fire_Missile(vector f_diff, entity m_target)
239 {
240         entity missile;
241
242         W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, missile_ammo), autocvar_g_balance_seeker_reload_ammo);
243
244         makevectors(self.v_angle);
245         W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0);
246         w_shotorg += f_diff;
247         pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
248
249         //self.detornator         = FALSE;
250
251         missile                 = spawn();
252         missile.owner           = missile.realowner = self;
253         missile.classname       = "seeker_missile";
254         missile.bot_dodge       = TRUE;
255         missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
256
257         missile.think           = Seeker_Missile_Think;
258         missile.touch           = Seeker_Missile_Touch;
259         missile.event_damage    = Seeker_Missile_Damage;
260         missile.nextthink       = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
261         missile.cnt             = time + WEP_CVAR(seeker, missile_lifetime);
262         missile.enemy           = m_target;
263         missile.solid           = SOLID_BBOX;
264         missile.scale           = 2;
265         missile.takedamage      = DAMAGE_YES;
266         missile.health          = WEP_CVAR(seeker, missile_health);
267         missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
268         missile.damagedbycontents = TRUE;
269         //missile.think           = Seeker_Missile_Animate; // csqc projectiles.
270
271         if (missile.enemy != world)
272                 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
273         else
274                 missile.projectiledeathtype = WEP_SEEKER;
275
276
277         setorigin (missile, w_shotorg);
278         setsize (missile, '-4 -4 -4', '4 4 4');
279         missile.movetype    = MOVETYPE_FLYMISSILE;
280         missile.flags       = FL_PROJECTILE;
281         missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
282
283         WEP_SETUPPROJVELOCITY_UP_NONE(missile, seeker, missile_);
284
285         missile.angles = vectoangles (missile.velocity);
286
287         CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
288
289         other = missile; MUTATOR_CALLHOOK(EditProjectile);
290 }
291
292 // ============================
293 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
294 // ============================
295 void Seeker_Flac_Explode ()
296 {
297         self.event_damage = func_null;
298
299         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);
300
301         remove (self);
302 }
303
304 void Seeker_Flac_Touch()
305 {
306         PROJECTILE_TOUCH;
307
308         Seeker_Flac_Explode();
309 }
310
311 void Seeker_Fire_Flac()
312 {
313         entity missile;
314         vector f_diff;
315         float c;
316
317         W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, flac_ammo), autocvar_g_balance_seeker_reload_ammo);
318
319         c = mod(self.bulletcounter, 4);
320         switch(c)
321         {
322                 case 0:
323                         f_diff = '-1.25 -3.75 0';
324                         break;
325                 case 1:
326                         f_diff = '+1.25 -3.75 0';
327                         break;
328                 case 2:
329                         f_diff = '-1.25 +3.75 0';
330                         break;
331                 case 3:
332                 default:
333                         f_diff = '+1.25 +3.75 0';
334                         break;
335         }
336         W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
337         w_shotorg += f_diff;
338
339         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
340
341         missile                                 = spawn ();
342         missile.owner                   = missile.realowner = self;
343         missile.classname               = "missile";
344         missile.bot_dodge               = TRUE;
345         missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
346         missile.touch                   = Seeker_Flac_Explode;
347         missile.use                     = Seeker_Flac_Explode;
348         missile.think                   = adaptor_think2use_hittype_splash;
349         missile.nextthink               = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
350         missile.solid                   = SOLID_BBOX;
351         missile.movetype                = MOVETYPE_FLY;
352         missile.projectiledeathtype = WEP_SEEKER;
353         missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
354         missile.flags                           = FL_PROJECTILE;
355         missile.missile_flags       = MIF_SPLASH;
356
357         // csqc projectiles
358         //missile.angles                                = vectoangles (missile.velocity);
359         //missile.scale = 0.4; // BUG: the model is too big
360
361         setorigin (missile, w_shotorg);
362         setsize (missile, '-2 -2 -2', '2 2 2');
363
364         WEP_SETUPPROJVELOCITY_UP_NONE(missile, seeker, flac_);
365         CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
366
367         other = missile; MUTATOR_CALLHOOK(EditProjectile);
368 }
369
370 // ============================
371 // Begin: Tag and rocket controllers
372 // ============================
373 entity Seeker_Tagged_Info(entity isowner, entity istarget)
374 {
375         entity tag;
376         for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
377                 if ((tag.realowner == isowner) && (tag.tag_target == istarget))
378                         return tag;
379
380         return world;
381 }
382
383 void Seeker_Attack()
384 {
385         entity tracker, closest_target;
386
387         closest_target = world;
388         for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
389         {
390                 if (closest_target)
391                 {
392                         if (vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
393                                 closest_target = tracker.tag_target;
394                 }
395                 else
396                         closest_target = tracker.tag_target;
397         }
398
399         traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
400         if ((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
401                 closest_target = world;
402
403         Seeker_Fire_Missile('0 0 0', closest_target);
404 }
405
406 void Seeker_Vollycontroller_Think() // TODO: Merge this with Seeker_Attack
407 {
408         float c;
409         entity oldself,oldenemy;
410         self.cnt = self.cnt - 1;
411
412         if((!(self.realowner.items & IT_UNLIMITED_AMMO) && self.realowner.ammo_rockets < WEP_CVAR(seeker, missile_ammo)) || (self.cnt <= -1) || (self.realowner.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER))
413         {
414                 remove(self);
415                 return;
416         }
417
418         self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor();
419
420         oldself = self;
421         self = self.realowner;
422
423         oldenemy = self.enemy;
424         self.enemy = oldself.enemy;
425
426         c = mod(self.cnt, 4);
427         switch(c)
428         {
429                 case 0:
430                         Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
431                         break;
432                 case 1:
433                         Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
434                         break;
435                 case 2:
436                         Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
437                         break;
438                 case 3:
439                 default:
440                         Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
441                         break;
442         }
443
444         self.enemy = oldenemy;
445         self = oldself;
446 }
447
448 void Seeker_Tracker_Think()
449 {
450         // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
451         if ((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER)
452         || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
453         {
454                 if (self)
455                 {
456                         WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
457                         remove(self);
458                 }
459                 return;
460         }
461
462         // Update the think method information
463         self.nextthink = time;
464 }
465
466 // ============================
467 // Begin: Tag projectile
468 // ============================
469 void Seeker_Tag_Explode ()
470 {
471         //if(other==self.realowner)
472         //    return;
473         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, other.species, self);
474
475         remove (self);
476 }
477
478 void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
479 {
480         if (self.health <= 0)
481                 return;
482         self.health = self.health - damage;
483         if (self.health <= 0)
484                 Seeker_Tag_Explode();
485 }
486
487 void Seeker_Tag_Touch()
488 {
489         vector dir;
490         vector org2;
491         entity e;
492
493         PROJECTILE_TOUCH;
494
495         dir     = normalize (self.realowner.origin - self.origin);
496         org2    = findbetterlocation (self.origin, 8);
497
498         te_knightspike(org2);
499
500         self.event_damage = func_null;
501         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
502
503         if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
504         {
505                 // check to see if this person is already tagged by me
506                 entity tag = Seeker_Tagged_Info(self.realowner, other);
507
508                 if (tag != world)
509                 {
510                         if (other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
511                                 WaypointSprite_Kill(other.wps_tag_tracker);
512
513                         tag.tag_time = time;
514                 }
515                 else
516                 {
517                         //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
518                         e             = spawn();
519                         e.cnt         = WEP_CVAR(seeker, missile_count);
520                         e.classname   = "tag_tracker";
521                         e.owner       = self.owner;
522                         e.realowner   = self.realowner;
523
524                         if(WEP_CVAR(seeker, type) == 1)
525                         {
526                                 e.tag_target  = other;
527                                 e.tag_time    = time;
528                                 e.think       = Seeker_Tracker_Think;
529                         }
530                         else
531                         {
532                                 e.enemy     = other;
533                                 e.think     = Seeker_Vollycontroller_Think;
534                         }
535
536                         e.nextthink   = time;
537                 }
538
539                 if(WEP_CVAR(seeker, type) == 1)
540                 {
541                         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');
542                         WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
543                 }
544         }
545
546         remove(self);
547         return;
548 }
549
550 void Seeker_Fire_Tag()
551 {
552         entity missile;
553         W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, tag_ammo), autocvar_g_balance_seeker_reload_ammo);
554
555         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));
556
557         missile                 = spawn();
558         missile.owner           = missile.realowner = self;
559         missile.classname       = "seeker_tag";
560         missile.bot_dodge       = TRUE;
561         missile.bot_dodgerating = 50;
562         missile.touch           = Seeker_Tag_Touch;
563         missile.think           = SUB_Remove;
564         missile.nextthink       = time + WEP_CVAR(seeker, tag_lifetime);
565         missile.movetype        = MOVETYPE_FLY;
566         missile.solid           = SOLID_BBOX;
567
568         missile.takedamage       = DAMAGE_YES;
569         missile.event_damage     = Seeker_Tag_Damage;
570         missile.health           = WEP_CVAR(seeker, tag_health);
571         missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
572
573         setorigin (missile, w_shotorg);
574         setsize (missile, '-2 -2 -2', '2 2 2');
575
576         missile.flags       = FL_PROJECTILE;
577         //missile.missile_flags = MIF_..?;
578
579         missile.movetype    = MOVETYPE_FLY;
580         WEP_SETUPPROJVELOCITY_NONE(missile, seeker, tag_);
581         missile.angles = vectoangles (missile.velocity);
582
583         CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
584
585         other = missile; MUTATOR_CALLHOOK(EditProjectile);
586 }
587
588 // ============================
589 // Begin: Genereal weapon functions
590 // ============================
591
592 float w_seeker(float req)
593 {
594         float ammo_amount;
595
596         switch(req)
597         {
598                 case WR_AIM:
599                 {
600                         if (WEP_CVAR(seeker, type) == 1)
601                                 if (Seeker_Tagged_Info(self, self.enemy) != world)
602                                         self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), FALSE);
603                                 else
604                                         self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
605                         else
606                                 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
607                         return TRUE;
608                 }
609                 case WR_THINK:
610                 {
611                         if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) // forced reload
612                                 WEP_ACTION(self.weapon, WR_RELOAD);
613
614                         else if (self.BUTTON_ATCK)
615                         {
616                                 if (WEP_CVAR(seeker, type) == 1)
617                                 {
618                                         if (weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire)))
619                                         {
620                                                 Seeker_Attack();
621                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
622                                         }
623                                 }
624                                 else
625                                 {
626                                         if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
627                                         {
628                                                 Seeker_Fire_Tag();
629                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
630                                         }
631                                 }
632                         }
633
634                         else if (self.BUTTON_ATCK2)
635                         {
636                                 if (WEP_CVAR(seeker, type) == 1)
637                                 {
638                                         if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
639                                         {
640                                                 Seeker_Fire_Tag();
641                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
642                                         }
643                                 }
644                                 else
645                                 {
646                                         if (weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire)))
647                                         {
648                                                 Seeker_Fire_Flac();
649                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
650                                         }
651                                 }
652                         }
653
654                         return TRUE;
655                 }
656                 case WR_INIT:
657                 {
658                         precache_model ("models/weapons/g_seeker.md3");
659                         precache_model ("models/weapons/v_seeker.md3");
660                         precache_model ("models/weapons/h_seeker.iqm");
661                         precache_sound ("weapons/tag_fire.wav");
662                         precache_sound ("weapons/flac_fire.wav");
663                         precache_sound ("weapons/seeker_fire.wav");
664                         SEEKER_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
665                         return TRUE;
666                 }
667                 case WR_SETUP:
668                 {
669                         self.current_ammo = ammo_rockets;
670                         return TRUE;
671                 }
672                 case WR_CHECKAMMO1:
673                 {
674                         if (WEP_CVAR(seeker, type) == 1)
675                         {
676                                 ammo_amount = self.ammo_rockets >= 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.ammo_rockets >= 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.ammo_rockets >= 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.ammo_rockets >= 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         }
782
783         return TRUE;
784 }
785 #endif
786 #endif