2 REGISTER_WEAPON(SEEKER, w_seeker, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "seeker", "seeker", _("T.A.G. Seeker"))
5 //.float proxytime; = autoswitch
10 void Seeker_Missile_Explode ()
12 self.event_damage = SUB_Null;
13 RadiusDamage (self, self.owner, autocvar_g_balance_seeker_missile_damage, autocvar_g_balance_seeker_missile_edgedamage, autocvar_g_balance_seeker_missile_radius, world, autocvar_g_balance_seeker_missile_force, self.projectiledeathtype, other);
18 void Seeker_Missile_Touch()
22 Seeker_Missile_Explode();
25 void Seeker_Missile_Think()
28 vector desireddir, olddir, newdir, eorg;
35 self.projectiledeathtype |= HITTYPE_SPLASH;
36 Seeker_Missile_Explode();
39 spd = vlen(self.velocity);
41 spd - autocvar_g_balance_seeker_missile_decel * frametime,
42 autocvar_g_balance_seeker_missile_speed_max,
43 spd + autocvar_g_balance_seeker_missile_accel * frametime
46 if (self.enemy != world)
47 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
50 if (self.enemy != world)
53 eorg = 0.5 * (e.absmin + e.absmax);
54 turnrate = autocvar_g_balance_seeker_missile_turnrate; // how fast to turn
55 desireddir = normalize(eorg - self.origin);
56 olddir = normalize(self.velocity); // get my current direction
57 dist = vlen(eorg - self.origin);
59 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
60 if (autocvar_g_balance_seeker_missile_smart && (dist > autocvar_g_balance_seeker_missile_smart_mindist))
62 // Is it a better idea (shorter distance) to trace to the target itself?
63 if ( vlen(self.origin + olddir * self.wait) < dist)
64 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
66 traceline(self.origin, eorg, FALSE, self);
68 // Setup adaptive tracelength
69 self.wait = bound(autocvar_g_balance_seeker_missile_smart_trace_min, vlen(self.origin - trace_endpos), self.wait = autocvar_g_balance_seeker_missile_smart_trace_max);
71 // Calc how important it is that we turn and add this to the desierd (enemy) dir.
72 desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
75 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
76 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
80 if (autocvar_g_balance_seeker_missile_proxy)
82 if ( dist <= autocvar_g_balance_seeker_missile_proxy_maxrange)
84 if (self.autoswitch == 0)
86 self.autoswitch = time + autocvar_g_balance_seeker_missile_proxy_delay;
90 if (self.autoswitch <= time)
92 Seeker_Missile_Explode();
99 if (self.autoswitch != 0)
105 if (self.enemy.deadflag != DEAD_NO)
108 self.cnt = time + 1 + (random() * 4);
109 self.nextthink = self.cnt;
113 //self.angles = vectoangles(self.velocity); // turn model in the new flight direction
114 self.nextthink = time;// + 0.05; // csqc projectiles
115 UpdateCSQCProjectile(self);
120 void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
122 if (self.health <= 0)
125 if (self.owner == attacker)
126 self.health = self.health - (damage * 0.25);
128 self.health = self.health - damage;
130 if (self.health <= 0)
131 W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
135 void Seeker_Missile_Animate()
137 self.frame = self.frame +1;
138 self.nextthink = time + 0.05;
140 if (self.enemy != world)
141 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
146 self.think = Seeker_Missile_Think;
147 self.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
149 if (autocvar_g_balance_seeker_missile_proxy)
150 self.movetype = MOVETYPE_BOUNCEMISSILE;
152 self.movetype = MOVETYPE_FLYMISSILE;
155 UpdateCSQCProjectile(self);
159 void Seeker_Fire_Missile(vector f_diff, entity m_target)
161 local entity missile;
163 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_reload_ammo);
165 makevectors(self.v_angle);
166 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CHAN_WEAPON, 0);
168 pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
170 //self.detornator = FALSE;
173 missile.owner = self;
174 missile.classname = "seeker_missile";
175 missile.bot_dodge = TRUE;
176 missile.bot_dodgerating = autocvar_g_balance_seeker_missile_damage;
178 missile.think = Seeker_Missile_Think;
179 missile.touch = Seeker_Missile_Touch;
180 missile.event_damage = Seeker_Missile_Damage;
181 missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
182 missile.cnt = time + autocvar_g_balance_seeker_missile_lifetime;
183 missile.enemy = m_target;
184 missile.solid = SOLID_BBOX;
186 missile.takedamage = DAMAGE_YES;
187 missile.health = autocvar_g_balance_seeker_missile_health;
188 missile.damageforcescale = autocvar_g_balance_seeker_missile_damageforcescale;
189 missile.projectiledeathtype = WEP_SEEKER;
190 //missile.think = Seeker_Missile_Animate; // csqc projectiles.
193 setorigin (missile, w_shotorg);
194 setsize (missile, '-4 -4 -4', '4 4 4');
195 missile.movetype = MOVETYPE_FLYMISSILE;
196 missile.flags = FL_PROJECTILE;
197 W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_missile);
199 missile.angles = vectoangles (missile.velocity);
201 CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
203 other = missile; MUTATOR_CALLHOOK(EditProjectile);
206 entity Seeker_Tagged_Info(entity isowner, entity istarget)
209 for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
210 if ((tag.owner == isowner) && (tag.tag_target == istarget))
218 entity tracker, closest_target;
219 for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); )
220 if (tracker.owner == self)
223 if (vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
224 closest_target = tracker.tag_target;
227 closest_target = tracker.tag_target;
229 traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
230 if ((!closest_target) || (trace_fraction < 1 && trace_ent != closest_target))
231 closest_target = world;
233 Seeker_Fire_Missile('0 0 0', closest_target);
237 void Seeker_Tracker_Think() // this think method keeps track of the tag entity created to follow/tag down a player.
239 // Update the think method information
240 self.nextthink = time;
242 // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
243 if ((self.owner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.owner.switchweapon != WEP_SEEKER)
244 || (time > self.tag_time + autocvar_g_balance_seeker_tag_lifetime))
248 WaypointSprite_Kill(self.tag_target.waypointsprite_attachedforcarrier);
255 void Seeker_Tag_Explode ()
257 //if(other==self.owner)
259 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, self);
264 void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
266 if (self.health <= 0)
268 self.health = self.health - damage;
269 if (self.health <= 0)
270 Seeker_Tag_Explode();
273 void Seeker_Tag_Touch()
279 dir = normalize (self.owner.origin - self.origin);
280 org2 = findbetterlocation (self.origin, 8);
282 te_knightspike(org2);
284 self.event_damage = SUB_Null;
285 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_HEADSHOT, self);
287 if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
289 // check to see if this person is already tagged by me
290 entity tag = Seeker_Tagged_Info(self.owner, other);
292 if (tag != world) // if so, just update the time at which the player was last tagged.
294 else // if not, create a new tracker just for this person.
297 e.classname = "tag_tracker";
298 e.owner = self.owner;
299 e.think = Seeker_Tracker_Think;
301 e.tag_target = other;
304 WaypointSprite_Spawn("ka-ball", autocvar_g_balance_seeker_tag_tracker_lifetime, 0, other, '0 0 64', self.owner, 0, other, waypointsprite_attachedforcarrier, TRUE);
305 WaypointSprite_UpdateRule(other.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
307 print("hit: ", self.owner.netname, " -> ", other.netname, ". \n");
315 void Seeker_Fire_Tag()
317 local entity missile;
318 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_seeker_tag_ammo, autocvar_g_balance_seeker_reload_ammo);
320 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", CHAN_WEAPON, autocvar_g_balance_seeker_missile_damage * autocvar_g_balance_seeker_missile_count);
323 missile.owner = self;
324 missile.classname = "seeker_tag";
325 missile.bot_dodge = TRUE;
326 missile.bot_dodgerating = 50;
327 missile.touch = Seeker_Tag_Touch;
328 missile.think = SUB_Remove;
329 missile.nextthink = time + autocvar_g_balance_seeker_tag_lifetime;
330 missile.movetype = MOVETYPE_FLY;
331 missile.solid = SOLID_BBOX;
332 missile.owner = self;
334 missile.takedamage = DAMAGE_YES;
335 missile.event_damage = Seeker_Tag_Explode;
336 missile.health = autocvar_g_balance_seeker_tag_health;
337 missile.damageforcescale = autocvar_g_balance_seeker_tag_damageforcescale;
339 setorigin (missile, w_shotorg);
340 setsize (missile, '-2 -2 -2', '2 2 2');
342 missile.flags = FL_PROJECTILE;
344 missile.movetype = MOVETYPE_FLY;
345 W_SETUPPROJECTILEVELOCITY(missile, g_balance_seeker_tag);
346 missile.angles = vectoangles (missile.velocity);
348 CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
350 other = missile; MUTATOR_CALLHOOK(EditProjectile);
353 void spawnfunc_weapon_seeker (void)
355 weapon_defaultspawnfunc(WEP_SEEKER);
358 float w_seeker(float req)
364 if (Seeker_Tagged_Info(self, self.enemy) != world)
365 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_seeker_missile_speed_max, 0, autocvar_g_balance_seeker_missile_lifetime, FALSE);
367 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_seeker_tag_speed, 0, autocvar_g_balance_seeker_tag_lifetime, FALSE);
369 else if (req == WR_THINK)
371 if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_tag_ammo)) // forced reload
372 weapon_action(self.weapon, WR_RELOAD);
374 else if (self.BUTTON_ATCK)
376 if (weapon_prepareattack(0, autocvar_g_balance_seeker_tag_refire))
379 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_seeker_tag_animtime, w_ready);
383 else if (self.BUTTON_ATCK2)
385 if (weapon_prepareattack(1, autocvar_g_balance_seeker_missile_refire))
388 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_missile_animtime, w_ready);
392 else if (req == WR_PRECACHE)
394 precache_model ("models/weapons/g_seeker.md3");
395 precache_model ("models/weapons/v_seeker.md3");
396 precache_model ("models/weapons/h_seeker.iqm");
397 precache_sound ("weapons/tag_fire.wav");
398 precache_sound ("weapons/flac_fire.wav");
399 precache_sound ("weapons/seeker_fire.wav");
400 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
402 else if (req == WR_SETUP)
404 weapon_setup(WEP_SEEKER);
405 self.current_ammo = ammo_rockets;
407 else if (req == WR_CHECKAMMO1)
409 ammo_amount = self.ammo_rockets >= autocvar_g_balance_seeker_tag_ammo;
410 ammo_amount += self.weapon_load[WEP_SEEKER] >= autocvar_g_balance_seeker_tag_ammo;
413 else if (req == WR_CHECKAMMO2)
415 ammo_amount = self.ammo_rockets >= autocvar_g_balance_seeker_missile_ammo;
416 ammo_amount += self.weapon_load[WEP_SEEKER] >= autocvar_g_balance_seeker_missile_ammo;
419 else if (req == WR_RELOAD)
421 W_Reload(min(autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_tag_ammo), autocvar_g_balance_seeker_reload_ammo, autocvar_g_balance_seeker_reload_time, "weapons/reload.wav");
427 float w_seeker(float req)
429 if(req == WR_IMPACTEFFECT)
432 org2 = w_org + w_backoff * 6;
433 if(w_deathtype & HITTYPE_SECONDARY)
435 pointparticles(particleeffectnum("flac_explode"), org2, '0 0 0', 1);
439 sound(self, CHAN_PROJECTILE, "weapons/flacexp1.wav", 1, ATTN_NORM);
440 else if (w_random<0.7)
441 sound(self, CHAN_PROJECTILE, "weapons/flacexp2.wav", 1, ATTN_NORM);
443 sound(self, CHAN_PROJECTILE, "weapons/flacexp3.wav", 1, ATTN_NORM);
448 if(w_deathtype & HITTYPE_BOUNCE)
450 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
454 sound(self, CHAN_PROJECTILE, "weapons/tagexp1.wav", 1, ATTN_NORM);
455 else if (w_random<0.7)
456 sound(self, CHAN_PROJECTILE, "weapons/tagexp2.wav", 1, ATTN_NORM);
458 sound(self, CHAN_PROJECTILE, "weapons/tagexp3.wav", 1, ATTN_NORM);
461 else if(w_deathtype & HITTYPE_HEADSHOT)
464 sound(self, CHAN_PROJECTILE, "weapons/tag_impact.wav", 1, ATTN_NORM);
468 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
472 sound(self, CHAN_PROJECTILE, "weapons/seekerexp1.wav", 1, ATTN_NORM);
473 else if (w_random<0.7)
474 sound(self, CHAN_PROJECTILE, "weapons/seekerexp2.wav", 1, ATTN_NORM);
476 sound(self, CHAN_PROJECTILE, "weapons/seekerexp3.wav", 1, ATTN_NORM);
481 else if(req == WR_PRECACHE)
483 precache_sound("weapons/flacexp1.wav");
484 precache_sound("weapons/flacexp2.wav");
485 precache_sound("weapons/flacexp3.wav");
486 precache_sound("weapons/seekerexp1.wav");
487 precache_sound("weapons/seekerexp2.wav");
488 precache_sound("weapons/seekerexp3.wav");
489 precache_sound("weapons/tagexp1.wav");
490 precache_sound("weapons/tagexp2.wav");
491 precache_sound("weapons/tagexp3.wav");
492 precache_sound("weapons/tag_impact.wav");
494 else if (req == WR_SUICIDEMESSAGE)
495 w_deathtypestring = _("%s played with tiny rockets");
496 else if (req == WR_KILLMESSAGE)
498 if(w_deathtype & HITTYPE_SECONDARY)
499 w_deathtypestring = _("%s ran into %s's flac");
501 w_deathtypestring = _("%s was tagged by %s");