/* ammotype */ ATTRIB(Seeker, ammo_field, .int, ammo_rockets);
/* impulse */ ATTRIB(Seeker, impulse, int, 8);
/* flags */ ATTRIB(Seeker, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
-/* rating */ ATTRIB(Seeker, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
+/* rating */ ATTRIB(Seeker, bot_pickupbasevalue, float, 5000);
/* color */ ATTRIB(Seeker, wpcolor, vector, '0.5 1 0');
/* modelname */ ATTRIB(Seeker, mdl, string, "seeker");
#ifdef GAMEQC
// Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
if(WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
{
- // Is it a better idea (shorter distance) to trace to the target itthis?
+ // Is it a better idea (shorter distance) to trace to the target itself?
if( vdist(this.origin + olddir * this.wait, <, dist))
traceline(this.origin, this.origin + olddir * this.wait, false, this);
else
void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, .entity weaponentity, vector f_diff, entity m_target)
{
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, missile_ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, missile_ammo), weaponentity);
makevectors(actor.v_angle);
W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_SEEKER_FIRE, CH_WEAPON_A, 0);
missile.health = WEP_CVAR(seeker, missile_health);
missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
missile.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, missile);
//missile.think = W_Seeker_Missile_Animate; // csqc projectiles.
if(missile.enemy != NULL)
vector f_diff;
float c;
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, flac_ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, flac_ammo), weaponentity);
- c = actor.bulletcounter % 4;
+ c = actor.(weaponentity).bulletcounter % 4;
switch(c)
{
case 0:
// ============================
// Begin: Tag and rocket controllers
// ============================
-entity W_Seeker_Tagged_Info(entity isowner, entity istarget)
+entity W_Seeker_Tagged_Info(entity isowner, .entity weaponentity, entity istarget)
{
- entity tag;
- for(tag = NULL; (tag = find(tag, classname, "tag_tracker")); )
- if((tag.realowner == isowner) && (tag.tag_target == istarget))
- return tag;
+ IL_EACH(g_seeker_trackers, it.classname == "tag_tracker" && it.realowner == isowner,
+ {
+ if(it.tag_target == istarget && it.weaponentity_fld == weaponentity)
+ return it;
+ });
return NULL;
}
void W_Seeker_Attack(entity actor, .entity weaponentity)
{
- entity tracker, closest_target;
+ entity closest_target = NULL;
- closest_target = NULL;
- for(tracker = NULL; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == actor)
+ IL_EACH(g_seeker_trackers, it.classname == "tag_tracker" && it.realowner == actor,
{
if(closest_target)
{
- if(vlen2(actor.origin - tracker.tag_target.origin) < vlen2(actor.origin - closest_target.origin))
- closest_target = tracker.tag_target;
+ if(vlen2(actor.origin - it.tag_target.origin) < vlen2(actor.origin - closest_target.origin))
+ closest_target = it.tag_target;
}
else
- closest_target = tracker.tag_target;
- }
+ closest_target = it.tag_target;
+ });
- traceline(actor.origin + actor.view_ofs, closest_target.origin, MOVE_NOMONSTERS, actor);
- if((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
- closest_target = NULL;
+ if(closest_target)
+ {
+ traceline(actor.origin + actor.view_ofs, closest_target.origin, MOVE_NOMONSTERS, actor);
+ if(!closest_target || (trace_fraction < 1 && trace_ent != closest_target))
+ closest_target = NULL;
+ }
W_Seeker_Fire_Missile(WEP_SEEKER, actor, weaponentity, '0 0 0', closest_target);
}
this.cnt = this.cnt - 1;
Weapon thiswep = WEP_SEEKER;
- if((!(this.realowner.items & IT_UNLIMITED_AMMO) && this.realowner.(thiswep.ammo_field) < WEP_CVAR(seeker, missile_ammo)) || (this.cnt <= -1) || (IS_DEAD(this.realowner)) || (PS(this.realowner).m_switchweapon != WEP_SEEKER))
+ .entity weaponentity = this.weaponentity_fld;
+ if((!(this.realowner.items & IT_UNLIMITED_AMMO) && this.realowner.(thiswep.ammo_field) < WEP_CVAR(seeker, missile_ammo)) || (this.cnt <= -1) || (IS_DEAD(this.realowner)) || (this.realowner.(weaponentity).m_switchweapon != WEP_SEEKER))
{
delete(this);
return;
oldenemy = own.enemy;
own.enemy = this.enemy;
- .entity weaponentity = this.weaponentity_fld;
c = own.cnt % 4;
switch(c)
void W_Seeker_Tracker_Think(entity this)
{
+ .entity weaponentity = this.weaponentity_fld;
// commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
- if((IS_DEAD(this.realowner)) || (IS_DEAD(this.tag_target)) || (PS(this.realowner).m_switchweapon != WEP_SEEKER)
+ if((IS_DEAD(this.realowner)) || (IS_DEAD(this.tag_target)) || (this.realowner.(weaponentity).m_switchweapon != WEP_SEEKER)
|| (time > this.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
{
if(this)
if(toucher.takedamage == DAMAGE_AIM && !IS_DEAD(toucher))
{
// check to see if this person is already tagged by me
- entity tag = W_Seeker_Tagged_Info(this.realowner, toucher);
+ .entity weaponentity = this.weaponentity_fld;
+ entity tag = W_Seeker_Tagged_Info(this.realowner, weaponentity, toucher);
if(tag != NULL)
{
e.cnt = WEP_CVAR(seeker, missile_count);
e.owner = this.owner;
e.realowner = this.realowner;
+ IL_PUSH(g_seeker_trackers, e);
if(WEP_CVAR(seeker, type) == 1)
{
void W_Seeker_Fire_Tag(Weapon thiswep, entity actor, .entity weaponentity)
{
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, tag_ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, tag_ammo), weaponentity);
W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_TAG_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count));
// Begin: Genereal weapon functions
// ============================
-METHOD(Seeker, wr_aim, void(entity thiswep, entity actor))
+METHOD(Seeker, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
if(WEP_CVAR(seeker, type) == 1)
- if(W_Seeker_Tagged_Info(actor, actor.enemy) != NULL)
- PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
+ if(W_Seeker_Tagged_Info(actor, weaponentity, actor.enemy) != NULL)
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
else
- PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
+ PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
else
- PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
}
METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
- if(autocvar_g_balance_seeker_reload_ammo && actor.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) { // forced reload
+ if(autocvar_g_balance_seeker_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) { // forced reload
thiswep.wr_reload(thiswep, actor, weaponentity);
} else if(fire & 1)
{
}
}
}
-METHOD(Seeker, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(Seeker, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
float ammo_amount;
if(WEP_CVAR(seeker, type) == 1)
{
ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, missile_ammo);
- ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo);
}
else
{
ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
- ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
}
return ammo_amount;
}
-METHOD(Seeker, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(Seeker, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
float ammo_amount;
if(WEP_CVAR(seeker, type) == 1)
{
ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
- ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
}
else
{
ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, flac_ammo);
- ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo);
}
return ammo_amount;
}