#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
/* WEP_##id */ SEEKER,
-/* function */ w_seeker,
+/* function */ W_Seeker,
/* ammotype */ ammo_rockets,
/* impulse */ 8,
/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
// ============================
// Begin: Missile functions, these are general functions to be manipulated by other code
// ============================
-void Seeker_Missile_Explode ()
+void W_Seeker_Missile_Explode()
{
self.event_damage = func_null;
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);
remove (self);
}
-void Seeker_Missile_Touch()
+void W_Seeker_Missile_Touch()
{
PROJECTILE_TOUCH;
- Seeker_Missile_Explode();
+ W_Seeker_Missile_Explode();
}
-void Seeker_Missile_Think()
+void W_Seeker_Missile_Think()
{
entity e;
vector desireddir, olddir, newdir, eorg;
if (time > self.cnt)
{
self.projectiledeathtype |= HITTYPE_SPLASH;
- Seeker_Missile_Explode();
+ W_Seeker_Missile_Explode();
}
spd = vlen(self.velocity);
{
if (self.autoswitch <= time)
{
- Seeker_Missile_Explode();
+ W_Seeker_Missile_Explode();
self.autoswitch = 0;
}
}
-void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_Seeker_Missile_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
if (self.health <= 0)
return;
self.health = self.health - damage;
if (self.health <= 0)
- W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
+ W_PrepareExplosionByDamage(attacker, W_Seeker_Missile_Explode);
}
/*
-void Seeker_Missile_Animate()
+void W_Seeker_Missile_Animate()
{
self.frame = self.frame +1;
self.nextthink = time + 0.05;
if(self.frame == 5)
{
- self.think = Seeker_Missile_Think;
+ self.think = W_Seeker_Missile_Think;
self.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
if (autocvar_g_balance_seeker_missile_proxy)
}
*/
-void Seeker_Fire_Missile(vector f_diff, entity m_target)
+void W_Seeker_Fire_Missile(vector f_diff, entity m_target)
{
entity missile;
missile.bot_dodge = TRUE;
missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
- missile.think = Seeker_Missile_Think;
- missile.touch = Seeker_Missile_Touch;
- missile.event_damage = Seeker_Missile_Damage;
+ missile.think = W_Seeker_Missile_Think;
+ missile.touch = W_Seeker_Missile_Touch;
+ missile.event_damage = W_Seeker_Missile_Damage;
missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
missile.cnt = time + WEP_CVAR(seeker, missile_lifetime);
missile.enemy = m_target;
missile.health = WEP_CVAR(seeker, missile_health);
missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
missile.damagedbycontents = TRUE;
- //missile.think = Seeker_Missile_Animate; // csqc projectiles.
+ //missile.think = W_Seeker_Missile_Animate; // csqc projectiles.
if (missile.enemy != world)
missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
// ============================
// Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
// ============================
-void Seeker_Flac_Explode ()
+void W_Seeker_Flac_Explode()
{
self.event_damage = func_null;
remove (self);
}
-void Seeker_Flac_Touch()
+void W_Seeker_Flac_Touch()
{
PROJECTILE_TOUCH;
- Seeker_Flac_Explode();
+ W_Seeker_Flac_Explode();
}
-void Seeker_Fire_Flac()
+void W_Seeker_Fire_Flac()
{
entity missile;
vector f_diff;
missile.classname = "missile";
missile.bot_dodge = TRUE;
missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
- missile.touch = Seeker_Flac_Explode;
- missile.use = Seeker_Flac_Explode;
+ missile.touch = W_Seeker_Flac_Explode;
+ missile.use = W_Seeker_Flac_Explode;
missile.think = adaptor_think2use_hittype_splash;
missile.nextthink = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
missile.solid = SOLID_BBOX;
// ============================
// Begin: Tag and rocket controllers
// ============================
-entity Seeker_Tagged_Info(entity isowner, entity istarget)
+entity W_Seeker_Tagged_Info(entity isowner, entity istarget)
{
entity tag;
for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
return world;
}
-void Seeker_Attack()
+void W_Seeker_Attack()
{
entity tracker, closest_target;
if ((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
closest_target = world;
- Seeker_Fire_Missile('0 0 0', closest_target);
+ W_Seeker_Fire_Missile('0 0 0', closest_target);
}
-void Seeker_Vollycontroller_Think() // TODO: Merge this with Seeker_Attack
+void W_Seeker_Vollycontroller_Think() // TODO: Merge this with W_Seeker_Attack
{
float c;
entity oldself,oldenemy;
switch(c)
{
case 0:
- Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
+ W_Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
break;
case 1:
- Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
+ W_Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
break;
case 2:
- Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
+ W_Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
break;
case 3:
default:
- Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
+ W_Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
break;
}
self = oldself;
}
-void Seeker_Tracker_Think()
+void W_Seeker_Tracker_Think()
{
// commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
if ((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER)
// ============================
// Begin: Tag projectile
// ============================
-void Seeker_Tag_Explode ()
+void W_Seeker_Tag_Explode()
{
//if(other==self.realowner)
// return;
remove (self);
}
-void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_Seeker_Tag_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
if (self.health <= 0)
return;
self.health = self.health - damage;
if (self.health <= 0)
- Seeker_Tag_Explode();
+ W_Seeker_Tag_Explode();
}
-void Seeker_Tag_Touch()
+void W_Seeker_Tag_Touch()
{
vector dir;
vector org2;
if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
{
// check to see if this person is already tagged by me
- entity tag = Seeker_Tagged_Info(self.realowner, other);
+ entity tag = W_Seeker_Tagged_Info(self.realowner, other);
if (tag != world)
{
{
e.tag_target = other;
e.tag_time = time;
- e.think = Seeker_Tracker_Think;
+ e.think = W_Seeker_Tracker_Think;
}
else
{
e.enemy = other;
- e.think = Seeker_Vollycontroller_Think;
+ e.think = W_Seeker_Vollycontroller_Think;
}
e.nextthink = time;
return;
}
-void Seeker_Fire_Tag()
+void W_Seeker_Fire_Tag()
{
entity missile;
W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, tag_ammo), autocvar_g_balance_seeker_reload_ammo);
missile.classname = "seeker_tag";
missile.bot_dodge = TRUE;
missile.bot_dodgerating = 50;
- missile.touch = Seeker_Tag_Touch;
+ missile.touch = W_Seeker_Tag_Touch;
missile.think = SUB_Remove;
missile.nextthink = time + WEP_CVAR(seeker, tag_lifetime);
missile.movetype = MOVETYPE_FLY;
missile.solid = SOLID_BBOX;
missile.takedamage = DAMAGE_YES;
- missile.event_damage = Seeker_Tag_Damage;
+ missile.event_damage = W_Seeker_Tag_Damage;
missile.health = WEP_CVAR(seeker, tag_health);
missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
// Begin: Genereal weapon functions
// ============================
-float w_seeker(float req)
+float W_Seeker(float req)
{
float ammo_amount;
case WR_AIM:
{
if (WEP_CVAR(seeker, type) == 1)
- if (Seeker_Tagged_Info(self, self.enemy) != world)
+ if (W_Seeker_Tagged_Info(self, self.enemy) != world)
self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), FALSE);
else
self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
{
if (weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire)))
{
- Seeker_Attack();
+ W_Seeker_Attack();
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
}
}
{
if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
{
- Seeker_Fire_Tag();
+ W_Seeker_Fire_Tag();
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
}
}
{
if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
{
- Seeker_Fire_Tag();
+ W_Seeker_Fire_Tag();
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
}
}
{
if (weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire)))
{
- Seeker_Fire_Flac();
+ W_Seeker_Fire_Flac();
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
}
}
}
#endif
#ifdef CSQC
-float w_seeker(float req)
+float W_Seeker(float req)
{
switch(req)
{