#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(SEEKER, w_seeker, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "seeker", "seeker", "T.A.G. Seeker");
+REGISTER_WEAPON(SEEKER, w_seeker, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "seeker", "seeker", _("T.A.G. Seeker"))
#else
#ifdef SVQC
-//.float speed; = switchweapon
//.float proxytime; = autoswitch
//.float tl; = wait
+// weapon load persistence, for weapons that support reloading
+.float seeker_load;
+
+void W_Seeker_SetAmmoCounter()
+{
+ // set clip_load to the weapon we have switched to, if the gun uses reloading
+ if(!autocvar_g_balance_seeker_reload_ammo)
+ self.clip_load = 0; // also keeps crosshair ammo from displaying
+ else
+ {
+ self.clip_load = self.seeker_load;
+ self.clip_size = autocvar_g_balance_seeker_reload_ammo; // for the crosshair ammo display
+ }
+}
+
+void W_Seeker_ReloadedAndReady()
+{
+ float t;
+
+ // now do the ammo transfer
+ self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
+ while(self.clip_load < autocvar_g_balance_seeker_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have
+ {
+ self.clip_load += 1;
+ self.ammo_rockets -= 1;
+ }
+ self.seeker_load = self.clip_load;
+
+ t = ATTACK_FINISHED(self) - autocvar_g_balance_seeker_reload_time - 1;
+ ATTACK_FINISHED(self) = t;
+ w_ready();
+}
+
+void W_Seeker_Reload()
+{
+ // return if reloading is disabled for this weapon
+ if(!autocvar_g_balance_seeker_reload_ammo)
+ return;
+
+ if(!W_ReloadCheck(self.ammo_rockets, min(autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_tag_ammo)))
+ return;
+
+ float t;
+
+ sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+ t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_seeker_reload_time + 1;
+ ATTACK_FINISHED(self) = t;
+
+ weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_seeker_reload_time, W_Seeker_ReloadedAndReady);
+
+ self.old_clip_load = self.clip_load;
+ self.clip_load = -1;
+}
+
void Seeker_Missile_Explode ()
{
self.event_damage = SUB_Null;
- RadiusDamage (self, self.owner, cvar("g_balance_seeker_missile_damage"), cvar("g_balance_seeker_missile_edgedamage"), cvar("g_balance_seeker_missile_radius"), world, cvar("g_balance_seeker_missile_force"), self.projectiledeathtype, other);
+ 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);
remove (self);
}
vector desireddir, olddir, newdir, eorg;
float turnrate;
float dist;
+ float spd;
if (time > self.cnt)
{
Seeker_Missile_Explode();
}
- if (!self.switchweapon)
- self.switchweapon = cvar("g_balance_seeker_missile_speed");
-
- if ((self.switchweapon < cvar("g_balance_seeker_missile_speed_max")) && cvar("g_balance_seeker_missile_speed_accel"))
- self.switchweapon = self.switchweapon * cvar("g_balance_seeker_missile_accel");
-
- if (self.switchweapon > cvar("g_balance_seeker_missile_speed_max"))
- self.switchweapon = self.switchweapon * cvar("g_balance_seeker_missile_decel");
+ spd = vlen(self.velocity);
+ spd = bound(
+ spd - autocvar_g_balance_seeker_missile_decel * frametime,
+ autocvar_g_balance_seeker_missile_speed_max,
+ spd + autocvar_g_balance_seeker_missile_accel * frametime
+ );
if (self.enemy != world)
if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
{
e = self.enemy;
eorg = 0.5 * (e.absmin + e.absmax);
- turnrate = cvar("g_balance_seeker_missile_turnrate"); // how fast to turn
+ turnrate = autocvar_g_balance_seeker_missile_turnrate; // how fast to turn
desireddir = normalize(eorg - self.origin);
- olddir = normalize(self.velocity); // get my current direction
+ olddir = normalize(self.velocity); // get my current direction
dist = vlen(eorg - self.origin);
// Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
- if (cvar("g_balance_seeker_missile_smart") && (dist > cvar("g_balance_seeker_missile_smart_mindist")))
+ if (autocvar_g_balance_seeker_missile_smart && (dist > autocvar_g_balance_seeker_missile_smart_mindist))
{
// Is it a better idea (shorter distance) to trace to the target itself?
if ( vlen(self.origin + olddir * self.wait) < dist)
traceline(self.origin, eorg, FALSE, self);
// Setup adaptive tracelength
- self.wait = vlen(self.origin - trace_endpos);
- if (self.wait < cvar("g_balance_seeker_missile_smart_trace_min")) self.wait = cvar("g_balance_seeker_missile_smart_trace_min");
- if (self.wait > cvar("g_balance_seeker_missile_smart_trace_max")) self.wait = cvar("g_balance_seeker_missile_smart_trace_max");
+ 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);
// Calc how important it is that we turn and add this to the desierd (enemy) dir.
desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
}
-
- //newdir = normalize((olddir + desireddir * turnrate) * 0.5);// take the average of the 2 directions; not the best method but simple & easy
- newdir = normalize(olddir + desireddir * turnrate);// take the average of the 2 directions; not the best method but simple & easy
-
- self.velocity = newdir * self.switchweapon; // make me fly in the new direction at my flight speed
+
+ newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
+ self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
}
// Proxy
- if (cvar("g_balance_seeker_missile_proxy"))
+ if (autocvar_g_balance_seeker_missile_proxy)
{
- if ( dist <= cvar("g_balance_seeker_missile_proxy_maxrange"))
+ if ( dist <= autocvar_g_balance_seeker_missile_proxy_maxrange)
{
if (self.autoswitch == 0)
{
- self.autoswitch = time + cvar("g_balance_seeker_missile_proxy_delay");
+ self.autoswitch = time + autocvar_g_balance_seeker_missile_proxy_delay;
}
else
{
return;
}
- self.angles = vectoangles(self.velocity); // turn model in the new flight direction
- self.nextthink = time + 0.05;
-
+ //self.angles = vectoangles(self.velocity); // turn model in the new flight direction
+ self.nextthink = time;// + 0.05; // csqc projectiles
UpdateCSQCProjectile(self);
}
void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
- float d;
- d = damage;
-
if (self.health <= 0)
return;
if (self.owner == attacker)
- d = d * 0.25;
-
- self.health = self.health - d;
-
+ self.health = self.health - (damage * 0.25);
+ else
+ self.health = self.health - damage;
+
if (self.health <= 0)
W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
}
+/*
void Seeker_Missile_Animate()
{
self.frame = self.frame +1;
self.think = Seeker_Missile_Think;
self.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
- if (cvar("g_balance_seeker_missile_proxy"))
+ if (autocvar_g_balance_seeker_missile_proxy)
self.movetype = MOVETYPE_BOUNCEMISSILE;
else
self.movetype = MOVETYPE_FLYMISSILE;
UpdateCSQCProjectile(self);
}
+*/
void Seeker_Fire_Missile(vector f_diff)
{
local entity missile;
- if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_missile_ammo");
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ {
+ if(autocvar_g_balance_seeker_reload_ammo)
+ {
+ self.clip_load -= autocvar_g_balance_seeker_missile_ammo;
+ self.seeker_load = self.clip_load;
+ }
+ else
+ self.ammo_rockets -= autocvar_g_balance_seeker_missile_ammo;
+ }
makevectors(self.v_angle);
- W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", cvar("g_balance_seeker_missile_damage"));
+ W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CHAN_WEAPON, 0);
w_shotorg += f_diff;
pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile.owner = self;
missile.classname = "seeker_missile";
missile.bot_dodge = TRUE;
- missile.bot_dodgerating = cvar("g_balance_seeker_missile_damage");
-
- missile.think = Seeker_Missile_Animate;
+ missile.bot_dodgerating = autocvar_g_balance_seeker_missile_damage;
- //if (!cvar("g_balance_seeker_missile_proxy"))
+ missile.think = Seeker_Missile_Think;
missile.touch = Seeker_Missile_Touch;
-
missile.event_damage = Seeker_Missile_Damage;
missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
- missile.cnt = time + cvar("g_balance_seeker_missile_lifetime");
+ missile.cnt = time + autocvar_g_balance_seeker_missile_lifetime;
missile.enemy = self.enemy;
missile.solid = SOLID_BBOX;
missile.scale = 2;
- missile.takedamage = DAMAGE_YES;
- missile.health = cvar("g_balance_seeker_missile_health");
- missile.damageforcescale = cvar("g_balance_seeker_missile_damageforcescale");
+ missile.takedamage = DAMAGE_YES;
+ missile.health = autocvar_g_balance_seeker_missile_health;
+ missile.damageforcescale = autocvar_g_balance_seeker_missile_damageforcescale;
missile.projectiledeathtype = WEP_SEEKER;
+ //missile.think = Seeker_Missile_Animate; // csqc projectiles.
+
setorigin (missile, w_shotorg);
setsize (missile, '-4 -4 -4', '4 4 4');
-
-
- missile.movetype = MOVETYPE_FLYMISSILE;// MOVETYPE_TOSS;
-
+ missile.movetype = MOVETYPE_FLYMISSILE;
missile.flags = FL_PROJECTILE;
-
W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_missile);
- missile.switchweapon = vlen(missile.velocity);
missile.angles = vectoangles (missile.velocity);
CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
entity oldself,oldenemy;
self.cnt = self.cnt - 1;
- if((!(self.owner.items & IT_UNLIMITED_AMMO) && self.owner.ammo_rockets < cvar("g_balance_seeker_missile_ammo")) || (self.cnt <= -1) || (self.owner.deadflag != DEAD_NO))
+ if((!(self.owner.items & IT_UNLIMITED_AMMO) && self.owner.ammo_rockets < autocvar_g_balance_seeker_missile_ammo) || (self.cnt <= -1) || (self.owner.deadflag != DEAD_NO) || (self.owner.switchweapon != WEP_SEEKER))
{
remove(self);
return;
}
- self.nextthink = time + cvar("g_balance_seeker_missile_delay");
+ self.nextthink = time + autocvar_g_balance_seeker_missile_delay;
oldself = self;
self = self.owner;
Seeker_Tag_Explode();
}
-void Seeker_Tag_Think()
-{
- remove(self);
- return;
-}
void Seeker_Tag_Touch()
{
vector dir;
vector org2;
-
+ entity e;
+
dir = normalize (self.owner.origin - self.origin);
org2 = findbetterlocation (self.origin, 8);
Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_HEADSHOT, self);
if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
- {
- entity e;
+ {
e = spawn();
- e.cnt = cvar("g_balance_seeker_missile_count");
+ e.cnt = autocvar_g_balance_seeker_missile_count;
e.owner = self.owner;
e.enemy = other;
e.think = Seeker_Vollycontroler_Think;
e.nextthink = time;
-
- //sprint(self.owner, "^1Target lock ^3[^7 ",other.netname, " ^3]^1 acquired - autofire activated.\n");
- //sprint(other,"^1You are targeted!\n");
-
- // stuffcmd(other,"play2 weapons/zany-alarm4.ogg\n");
- // stuffcmd(self.owner, "play2 weapons/zany-lock4.ogg\n");
}
remove(self);
return;
}
-
-
void Seeker_Fire_Tag()
{
local entity missile;
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_tag_ammo");
+ {
+ if(autocvar_g_balance_seeker_reload_ammo)
+ {
+ self.clip_load -= autocvar_g_balance_seeker_tag_ammo;
+ self.seeker_load = self.clip_load;
+ }
+ else
+ self.ammo_rockets -= autocvar_g_balance_seeker_tag_ammo;
+ }
- W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", 0);
+ 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);
missile = spawn();
missile.owner = self;
missile.bot_dodge = TRUE;
missile.bot_dodgerating = 50;
missile.touch = Seeker_Tag_Touch;
- missile.think = Seeker_Tag_Think;
- missile.nextthink = time + cvar("g_balance_seeker_tag_lifetime");
+ missile.think = SUB_Remove;
+ missile.nextthink = time + autocvar_g_balance_seeker_tag_lifetime;
missile.movetype = MOVETYPE_FLY;
missile.solid = SOLID_BBOX;
missile.owner = self;
missile.takedamage = DAMAGE_YES;
missile.event_damage = Seeker_Tag_Explode;
- missile.health = cvar("g_balance_seeker_tag_health");
- missile.damageforcescale = cvar("g_balance_seeker_tag_damageforcescale");
+ missile.health = autocvar_g_balance_seeker_tag_health;
+ missile.damageforcescale = autocvar_g_balance_seeker_tag_damageforcescale;
setorigin (missile, w_shotorg);
setsize (missile, '-2 -2 -2', '2 2 2');
{
self.event_damage = SUB_Null;
- RadiusDamage (self, self.owner, cvar("g_balance_seeker_flac_damage"), cvar("g_balance_seeker_flac_edgedamage"), cvar("g_balance_seeker_flac_radius"), world, cvar("g_balance_seeker_flac_force"), self.projectiledeathtype, other);
+ RadiusDamage (self, self.owner, 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);
remove (self);
}
vector f_diff;
float c;
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_flac_ammo");
+ {
+ if(autocvar_g_balance_seeker_reload_ammo)
+ {
+ self.clip_load -= autocvar_g_balance_seeker_flac_ammo;
+ self.seeker_load = self.clip_load;
+ }
+ else
+ self.ammo_rockets -= autocvar_g_balance_seeker_flac_ammo;
+ }
c = mod(self.bulletcounter, 4);
switch(c)
f_diff = '+1.25 +3.75 0';
break;
}
- W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", cvar("g_balance_seeker_flac_damage"));
+ W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CHAN_WEAPON, autocvar_g_balance_seeker_flac_damage);
w_shotorg += f_diff;
pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
- missile = spawn ();
- missile.owner = missile.realowner = self;
- missile.classname = "missile";
- missile.bot_dodge = TRUE;
- missile.bot_dodgerating = cvar("g_balance_seeker_flac_damage");
- missile.touch = Seeker_Flac_Explode;
- missile.use = Seeker_Flac_Explode;
- missile.think = adaptor_think2use_hittype_splash;
- missile.nextthink = time + cvar("g_balance_seeker_flac_lifetime") + cvar("g_balance_seeker_flac_lifetime_rand");
- missile.solid = SOLID_BBOX;
- missile.scale = 0.4; // BUG: the model is too big
+ missile = spawn ();
+ missile.owner = missile.realowner = self;
+ missile.classname = "missile";
+ missile.bot_dodge = TRUE;
+ missile.bot_dodgerating = autocvar_g_balance_seeker_flac_damage;
+ missile.touch = Seeker_Flac_Explode;
+ missile.use = Seeker_Flac_Explode;
+ missile.think = adaptor_think2use_hittype_splash;
+ missile.nextthink = time + autocvar_g_balance_seeker_flac_lifetime + autocvar_g_balance_seeker_flac_lifetime_rand;
+ missile.solid = SOLID_BBOX;
+ missile.movetype = MOVETYPE_FLY;
missile.projectiledeathtype = WEP_SEEKER;
+ missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
+ missile.flags = FL_PROJECTILE;
+
+ // csqc projectiles
+ //missile.angles = vectoangles (missile.velocity);
+ //missile.scale = 0.4; // BUG: the model is too big
+
setorigin (missile, w_shotorg);
setsize (missile, '-2 -2 -2', '2 2 2');
- missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
-
- missile.movetype = MOVETYPE_FLY;
+
W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_flac);
-
- missile.angles = vectoangles (missile.velocity);
- missile.flags = FL_PROJECTILE;
-
CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
other = missile; MUTATOR_CALLHOOK(EditProjectile);
float w_seeker(float req)
{
+ float ammo_amount;
+
if (req == WR_AIM)
- self.BUTTON_ATCK = bot_aim(cvar("g_balance_seeker_tag_speed"), 0, 20, FALSE);
+ self.BUTTON_ATCK = bot_aim(autocvar_g_balance_seeker_tag_speed, 0, 20, FALSE);
else if (req == WR_THINK)
{
- if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, cvar("g_balance_seeker_tag_refire")))
+ 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
+ W_Seeker_Reload();
+
+ else if (self.BUTTON_ATCK)
+ {
+ if (weapon_prepareattack(0, autocvar_g_balance_seeker_tag_refire))
{
Seeker_Fire_Tag();
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_seeker_tag_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_seeker_tag_animtime, w_ready);
}
+ }
- if (self.BUTTON_ATCK2)
- if (weapon_prepareattack(1, cvar("g_balance_seeker_flac_refire")))
+ else if (self.BUTTON_ATCK2)
+ {
+ if (weapon_prepareattack(1, autocvar_g_balance_seeker_flac_refire))
{
Seeker_Fire_Flac();
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_seeker_flac_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_flac_animtime, w_ready);
}
-
+ }
}
else if (req == WR_PRECACHE)
{
precache_sound ("weapons/tag_fire.wav");
precache_sound ("weapons/flac_fire.wav");
precache_sound ("weapons/seeker_fire.wav");
+ precache_sound ("weapons/reload.wav");
}
else if (req == WR_SETUP)
+ {
weapon_setup(WEP_SEEKER);
+ W_Seeker_SetAmmoCounter();
+ }
else if (req == WR_CHECKAMMO1)
- return self.ammo_rockets >= cvar("g_balance_seeker_tag_ammo") + cvar("g_balance_seeker_missile_ammo");
+ {
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_seeker_missile_ammo;
+ ammo_amount += (autocvar_g_balance_seeker_reload_ammo && self.seeker_load >= autocvar_g_balance_seeker_missile_ammo);
+ return ammo_amount;
+ }
else if (req == WR_CHECKAMMO2)
- return self.ammo_rockets >= cvar("g_balance_seeker_flac_ammo");
+ {
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_seeker_flac_ammo;
+ ammo_amount += (autocvar_g_balance_seeker_reload_ammo && self.seeker_load >= autocvar_g_balance_seeker_flac_ammo);
+ return ammo_amount;
+ }
+ else if (req == WR_RESETPLAYER)
+ {
+ // all weapons must be fully loaded when we spawn
+ self.seeker_load = autocvar_g_balance_seeker_reload_ammo;
+ }
+ else if (req == WR_RELOAD)
+ {
+ W_Seeker_Reload();
+ }
return TRUE;
};
#endif
precache_sound("weapons/tag_impact.wav");
}
else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = "%s played with tiny rockets";
+ w_deathtypestring = _("%s played with tiny rockets");
else if (req == WR_KILLMESSAGE)
{
if(w_deathtype & HITTYPE_SECONDARY)
- w_deathtypestring = "%s ran into %s's flac";
+ w_deathtypestring = _("%s ran into %s's flac");
else
- w_deathtypestring = "%s was tagged by %s";
+ w_deathtypestring = _("%s was tagged by %s");
}
return TRUE;
}