2 REGISTER_WEAPON(SEEKER, w_seeker, IT_ROCKETS, 8, WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "seeker", "seeker", _("T.A.G. Seeker"))
5 //.float proxytime; = autoswitch
7 .entity tag_target, wps_tag_tracker;
10 // ============================
11 // Begin: Missile functions, these are general functions to be manipulated by other code
12 // ============================
13 void Seeker_Missile_Explode ()
15 self.event_damage = SUB_Null;
16 RadiusDamage (self, self.realowner, 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);
21 void Seeker_Missile_Touch()
25 Seeker_Missile_Explode();
28 void Seeker_Missile_Think()
31 vector desireddir, olddir, newdir, eorg;
38 self.projectiledeathtype |= HITTYPE_SPLASH;
39 Seeker_Missile_Explode();
42 spd = vlen(self.velocity);
44 spd - autocvar_g_balance_seeker_missile_decel * frametime,
45 autocvar_g_balance_seeker_missile_speed_max,
46 spd + autocvar_g_balance_seeker_missile_accel * frametime
49 if (self.enemy != world)
50 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
53 if (self.enemy != world)
56 eorg = 0.5 * (e.absmin + e.absmax);
57 turnrate = autocvar_g_balance_seeker_missile_turnrate; // how fast to turn
58 desireddir = normalize(eorg - self.origin);
59 olddir = normalize(self.velocity); // get my current direction
60 dist = vlen(eorg - self.origin);
62 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
63 if (autocvar_g_balance_seeker_missile_smart && (dist > autocvar_g_balance_seeker_missile_smart_mindist))
65 // Is it a better idea (shorter distance) to trace to the target itself?
66 if ( vlen(self.origin + olddir * self.wait) < dist)
67 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
69 traceline(self.origin, eorg, FALSE, self);
71 // Setup adaptive tracelength
72 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);
74 // Calc how important it is that we turn and add this to the desierd (enemy) dir.
75 desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
78 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
79 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
83 if (autocvar_g_balance_seeker_missile_proxy)
85 if ( dist <= autocvar_g_balance_seeker_missile_proxy_maxrange)
87 if (self.autoswitch == 0)
89 self.autoswitch = time + autocvar_g_balance_seeker_missile_proxy_delay;
93 if (self.autoswitch <= time)
95 Seeker_Missile_Explode();
102 if (self.autoswitch != 0)
108 if (self.enemy.deadflag != DEAD_NO)
111 self.cnt = time + 1 + (random() * 4);
112 self.nextthink = self.cnt;
116 //self.angles = vectoangles(self.velocity); // turn model in the new flight direction
117 self.nextthink = time;// + 0.05; // csqc projectiles
118 UpdateCSQCProjectile(self);
123 void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
125 if (self.health <= 0)
128 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
129 return; // g_projectiles_damage says to halt
131 if (self.realowner == attacker)
132 self.health = self.health - (damage * 0.25);
134 self.health = self.health - damage;
136 if (self.health <= 0)
137 W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
141 void Seeker_Missile_Animate()
143 self.frame = self.frame +1;
144 self.nextthink = time + 0.05;
146 if (self.enemy != world)
147 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
152 self.think = Seeker_Missile_Think;
153 self.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
155 if (autocvar_g_balance_seeker_missile_proxy)
156 self.movetype = MOVETYPE_BOUNCEMISSILE;
158 self.movetype = MOVETYPE_FLYMISSILE;
161 UpdateCSQCProjectile(self);
165 void Seeker_Fire_Missile(vector f_diff, entity m_target)
169 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_reload_ammo);
171 makevectors(self.v_angle);
172 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0);
174 pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
176 //self.detornator = FALSE;
179 missile.owner = missile.realowner = self;
180 missile.classname = "seeker_missile";
181 missile.bot_dodge = TRUE;
182 missile.bot_dodgerating = autocvar_g_balance_seeker_missile_damage;
184 missile.think = Seeker_Missile_Think;
185 missile.touch = Seeker_Missile_Touch;
186 missile.event_damage = Seeker_Missile_Damage;
187 missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
188 missile.cnt = time + autocvar_g_balance_seeker_missile_lifetime;
189 missile.enemy = m_target;
190 missile.solid = SOLID_BBOX;
192 missile.takedamage = DAMAGE_YES;
193 missile.health = autocvar_g_balance_seeker_missile_health;
194 missile.damageforcescale = autocvar_g_balance_seeker_missile_damageforcescale;
195 missile.damagedbycontents = TRUE;
196 //missile.think = Seeker_Missile_Animate; // csqc projectiles.
198 if (missile.enemy != world)
199 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
201 missile.projectiledeathtype = WEP_SEEKER;
204 setorigin (missile, w_shotorg);
205 setsize (missile, '-4 -4 -4', '4 4 4');
206 missile.movetype = MOVETYPE_FLYMISSILE;
207 missile.flags = FL_PROJECTILE;
208 W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_missile);
210 missile.angles = vectoangles (missile.velocity);
212 CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
214 other = missile; MUTATOR_CALLHOOK(EditProjectile);
217 // ============================
218 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
219 // ============================
220 void Seeker_Flac_Explode ()
222 self.event_damage = SUB_Null;
224 RadiusDamage (self, self.realowner, autocvar_g_balance_seeker_flac_damage, autocvar_g_balance_seeker_flac_edgedamage, autocvar_g_balance_seeker_flac_radius, world, autocvar_g_balance_seeker_flac_force, self.projectiledeathtype, other);
229 void Seeker_Flac_Touch()
233 Seeker_Flac_Explode();
236 void Seeker_Fire_Flac()
242 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_seeker_flac_ammo, autocvar_g_balance_seeker_reload_ammo);
244 c = mod(self.bulletcounter, 4);
248 f_diff = '-1.25 -3.75 0';
251 f_diff = '+1.25 -3.75 0';
254 f_diff = '-1.25 +3.75 0';
258 f_diff = '+1.25 +3.75 0';
261 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CH_WEAPON_A, autocvar_g_balance_seeker_flac_damage);
264 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
267 missile.owner = missile.realowner = self;
268 missile.classname = "missile";
269 missile.bot_dodge = TRUE;
270 missile.bot_dodgerating = autocvar_g_balance_seeker_flac_damage;
271 missile.touch = Seeker_Flac_Explode;
272 missile.use = Seeker_Flac_Explode;
273 missile.think = adaptor_think2use_hittype_splash;
274 missile.nextthink = time + autocvar_g_balance_seeker_flac_lifetime + autocvar_g_balance_seeker_flac_lifetime_rand;
275 missile.solid = SOLID_BBOX;
276 missile.movetype = MOVETYPE_FLY;
277 missile.projectiledeathtype = WEP_SEEKER;
278 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
279 missile.flags = FL_PROJECTILE;
282 //missile.angles = vectoangles (missile.velocity);
283 //missile.scale = 0.4; // BUG: the model is too big
285 setorigin (missile, w_shotorg);
286 setsize (missile, '-2 -2 -2', '2 2 2');
288 W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_flac);
289 CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
291 other = missile; MUTATOR_CALLHOOK(EditProjectile);
294 // ============================
295 // Begin: Tag and rocket controllers
296 // ============================
297 entity Seeker_Tagged_Info(entity isowner, entity istarget)
300 for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
301 if ((tag.realowner == isowner) && (tag.tag_target == istarget))
309 entity tracker, closest_target;
311 for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
315 if (vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
316 closest_target = tracker.tag_target;
319 closest_target = tracker.tag_target;
322 traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
323 if ((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
324 closest_target = world;
326 Seeker_Fire_Missile('0 0 0', closest_target);
329 void Seeker_Vollycontroller_Think() // TODO: Merge this with Seeker_Attack
332 entity oldself,oldenemy;
333 self.cnt = self.cnt - 1;
335 if((!(self.realowner.items & IT_UNLIMITED_AMMO) && self.realowner.ammo_rockets < autocvar_g_balance_seeker_missile_ammo) || (self.cnt <= -1) || (self.realowner.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER))
341 self.nextthink = time + autocvar_g_balance_seeker_missile_delay * W_WeaponRateFactor();
344 self = self.realowner;
346 oldenemy = self.enemy;
347 self.enemy = oldself.enemy;
349 c = mod(self.cnt, 4);
353 Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
356 Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
359 Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
363 Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
367 self.enemy = oldenemy;
371 void Seeker_Tracker_Think()
373 // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
374 if ((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER)
375 || (time > self.tag_time + autocvar_g_balance_seeker_tag_tracker_lifetime))
379 WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
385 // Update the think method information
386 self.nextthink = time;
389 // ============================
390 // Begin: Tag projectile
391 // ============================
392 void Seeker_Tag_Explode ()
394 //if(other==self.realowner)
396 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, self);
401 void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
403 if (self.health <= 0)
405 self.health = self.health - damage;
406 if (self.health <= 0)
407 Seeker_Tag_Explode();
410 void Seeker_Tag_Touch()
418 dir = normalize (self.realowner.origin - self.origin);
419 org2 = findbetterlocation (self.origin, 8);
421 te_knightspike(org2);
423 self.event_damage = SUB_Null;
424 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_HEADSHOT, self);
426 if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
428 // check to see if this person is already tagged by me
429 entity tag = Seeker_Tagged_Info(self.realowner, other);
433 if (other.wps_tag_tracker && (autocvar_g_balance_seeker_type == 1)) // don't attach another waypointsprite without killing the old one first
434 WaypointSprite_Kill(other.wps_tag_tracker);
440 //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
442 e.cnt = autocvar_g_balance_seeker_missile_count;
443 e.classname = "tag_tracker";
444 e.owner = self.owner;
445 e.realowner = self.realowner;
447 if (autocvar_g_balance_seeker_type == 1)
449 e.tag_target = other;
451 e.think = Seeker_Tracker_Think;
456 e.think = Seeker_Vollycontroller_Think;
462 if (autocvar_g_balance_seeker_type == 1)
464 WaypointSprite_Spawn("tagged-target", autocvar_g_balance_seeker_tag_tracker_lifetime, 0, other, '0 0 64', self.realowner, 0, other, wps_tag_tracker, TRUE, RADARICON_TAGGED, '0.5 1 0');
465 WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
473 void Seeker_Fire_Tag()
476 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_seeker_tag_ammo, autocvar_g_balance_seeker_reload_ammo);
478 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", CH_WEAPON_A, autocvar_g_balance_seeker_missile_damage * autocvar_g_balance_seeker_missile_count);
481 missile.owner = missile.realowner = self;
482 missile.classname = "seeker_tag";
483 missile.bot_dodge = TRUE;
484 missile.bot_dodgerating = 50;
485 missile.touch = Seeker_Tag_Touch;
486 missile.think = SUB_Remove;
487 missile.nextthink = time + autocvar_g_balance_seeker_tag_lifetime;
488 missile.movetype = MOVETYPE_FLY;
489 missile.solid = SOLID_BBOX;
491 missile.takedamage = DAMAGE_YES;
492 missile.event_damage = Seeker_Tag_Explode;
493 missile.health = autocvar_g_balance_seeker_tag_health;
494 missile.damageforcescale = autocvar_g_balance_seeker_tag_damageforcescale;
496 setorigin (missile, w_shotorg);
497 setsize (missile, '-2 -2 -2', '2 2 2');
499 missile.flags = FL_PROJECTILE;
501 missile.movetype = MOVETYPE_FLY;
502 W_SETUPPROJECTILEVELOCITY(missile, g_balance_seeker_tag);
503 missile.angles = vectoangles (missile.velocity);
505 CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
507 other = missile; MUTATOR_CALLHOOK(EditProjectile);
510 // ============================
511 // Begin: Genereal weapon functions
512 // ============================
513 void spawnfunc_weapon_seeker (void)
515 weapon_defaultspawnfunc(WEP_SEEKER);
518 float w_seeker(float req)
524 if (autocvar_g_balance_seeker_type == 1)
525 if (Seeker_Tagged_Info(self, self.enemy) != world)
526 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_seeker_missile_speed_max, 0, autocvar_g_balance_seeker_missile_lifetime, FALSE);
528 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_seeker_tag_speed, 0, autocvar_g_balance_seeker_tag_lifetime, FALSE);
530 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_seeker_tag_speed, 0, autocvar_g_balance_seeker_tag_lifetime, FALSE);
532 else if (req == WR_THINK)
534 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
535 weapon_action(self.weapon, WR_RELOAD);
537 else if (self.BUTTON_ATCK)
539 if (autocvar_g_balance_seeker_type == 1)
541 if (weapon_prepareattack(0, autocvar_g_balance_seeker_missile_refire))
544 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_missile_animtime, w_ready);
549 if (weapon_prepareattack(0, autocvar_g_balance_seeker_tag_refire))
552 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_tag_animtime, w_ready);
557 else if (self.BUTTON_ATCK2)
559 if (autocvar_g_balance_seeker_type == 1)
561 if (weapon_prepareattack(0, autocvar_g_balance_seeker_tag_refire))
564 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_tag_animtime, w_ready);
569 if (weapon_prepareattack(0, autocvar_g_balance_seeker_flac_refire))
572 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_flac_animtime, w_ready);
577 else if (req == WR_PRECACHE)
579 precache_model ("models/weapons/g_seeker.md3");
580 precache_model ("models/weapons/v_seeker.md3");
581 precache_model ("models/weapons/h_seeker.iqm");
582 precache_sound ("weapons/tag_fire.wav");
583 precache_sound ("weapons/flac_fire.wav");
584 precache_sound ("weapons/seeker_fire.wav");
585 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
587 else if (req == WR_SETUP)
589 weapon_setup(WEP_SEEKER);
590 self.current_ammo = ammo_rockets;
592 else if (req == WR_CHECKAMMO1)
594 ammo_amount = self.ammo_rockets >= autocvar_g_balance_seeker_missile_ammo;
595 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= autocvar_g_balance_seeker_missile_ammo;
598 else if (req == WR_CHECKAMMO2)
600 ammo_amount = self.ammo_rockets >= autocvar_g_balance_seeker_tag_ammo;
601 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= autocvar_g_balance_seeker_tag_ammo;
604 else if (req == WR_RELOAD)
606 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");
612 float w_seeker(float req)
614 if(req == WR_IMPACTEFFECT)
617 org2 = w_org + w_backoff * 6;
618 if(w_deathtype & HITTYPE_BOUNCE)
620 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
624 sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTN_NORM);
625 else if (w_random<0.7)
626 sound(self, CH_SHOTS, "weapons/tagexp2.wav", 1, ATTN_NORM);
628 sound(self, CH_SHOTS, "weapons/tagexp3.wav", 1, ATTN_NORM);
631 else if(w_deathtype & HITTYPE_HEADSHOT)
634 sound(self, CH_SHOTS, "weapons/tag_impact.wav", 1, ATTN_NORM);
638 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
642 sound(self, CH_SHOTS, "weapons/seekerexp1.wav", 1, ATTN_NORM);
643 else if (w_random<0.7)
644 sound(self, CH_SHOTS, "weapons/seekerexp2.wav", 1, ATTN_NORM);
646 sound(self, CH_SHOTS, "weapons/seekerexp3.wav", 1, ATTN_NORM);
650 else if(req == WR_PRECACHE)
652 precache_sound("weapons/seekerexp1.wav");
653 precache_sound("weapons/seekerexp2.wav");
654 precache_sound("weapons/seekerexp3.wav");
655 precache_sound("weapons/tagexp1.wav");
656 precache_sound("weapons/tagexp2.wav");
657 precache_sound("weapons/tagexp3.wav");
658 precache_sound("weapons/tag_impact.wav");
660 else if (req == WR_SUICIDEMESSAGE)
661 w_deathtypestring = _("%s played with tiny seeker rockets");
662 else if (req == WR_KILLMESSAGE)
664 if(w_deathtype & HITTYPE_SECONDARY)
665 w_deathtypestring = _("%s was tagged with a seeker by %s");
667 w_deathtypestring = _("%s was pummeled with seeker rockets by %s");