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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / seeker.qc
1 #ifndef IMPLEMENTATION
2 REGISTER_WEAPON(
3 /* WEP_##id  */ SEEKER,
4 /* function  */ W_Seeker,
5 /* ammotype  */ ammo_rockets,
6 /* impulse   */ 8,
7 /* flags     */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating    */ BOT_PICKUP_RATING_MID,
9 /* color     */ '0.5 1 0',
10 /* modelname */ "seeker",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairseeker 0.8",
13 /* wepimg    */ "weaponseeker",
14 /* refname   */ "seeker",
15 /* wepname   */ _("T.A.G. Seeker")
16 );
17
18 #define SEEKER_SETTINGS(w_cvar,w_prop) SEEKER_SETTINGS_LIST(w_cvar, w_prop, SEEKER, seeker)
19 #define SEEKER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20         w_cvar(id, sn, NONE, type) \
21         w_cvar(id, sn, NONE, flac_ammo) \
22         w_cvar(id, sn, NONE, flac_animtime) \
23         w_cvar(id, sn, NONE, flac_damage) \
24         w_cvar(id, sn, NONE, flac_edgedamage) \
25         w_cvar(id, sn, NONE, flac_force) \
26         w_cvar(id, sn, NONE, flac_lifetime) \
27         w_cvar(id, sn, NONE, flac_lifetime_rand) \
28         w_cvar(id, sn, NONE, flac_radius) \
29         w_cvar(id, sn, NONE, flac_refire) \
30         w_cvar(id, sn, NONE, flac_speed) \
31         w_cvar(id, sn, NONE, flac_speed_up) \
32         w_cvar(id, sn, NONE, flac_speed_z) \
33         w_cvar(id, sn, NONE, flac_spread) \
34         w_cvar(id, sn, NONE, missile_accel) \
35         w_cvar(id, sn, NONE, missile_ammo) \
36         w_cvar(id, sn, NONE, missile_animtime) \
37         w_cvar(id, sn, NONE, missile_count) \
38         w_cvar(id, sn, NONE, missile_damage) \
39         w_cvar(id, sn, NONE, missile_damageforcescale) \
40         w_cvar(id, sn, NONE, missile_decel) \
41         w_cvar(id, sn, NONE, missile_delay) \
42         w_cvar(id, sn, NONE, missile_edgedamage) \
43         w_cvar(id, sn, NONE, missile_force) \
44         w_cvar(id, sn, NONE, missile_health) \
45         w_cvar(id, sn, NONE, missile_lifetime) \
46         w_cvar(id, sn, NONE, missile_proxy) \
47         w_cvar(id, sn, NONE, missile_proxy_delay) \
48         w_cvar(id, sn, NONE, missile_proxy_maxrange) \
49         w_cvar(id, sn, NONE, missile_radius) \
50         w_cvar(id, sn, NONE, missile_refire) \
51         w_cvar(id, sn, NONE, missile_smart) \
52         w_cvar(id, sn, NONE, missile_smart_mindist) \
53         w_cvar(id, sn, NONE, missile_smart_trace_max) \
54         w_cvar(id, sn, NONE, missile_smart_trace_min) \
55         w_cvar(id, sn, NONE, missile_speed) \
56         w_cvar(id, sn, NONE, missile_speed_max) \
57         w_cvar(id, sn, NONE, missile_speed_up) \
58         w_cvar(id, sn, NONE, missile_speed_z) \
59         w_cvar(id, sn, NONE, missile_spread) \
60         w_cvar(id, sn, NONE, missile_turnrate) \
61         w_cvar(id, sn, NONE, tag_ammo) \
62         w_cvar(id, sn, NONE, tag_animtime) \
63         w_cvar(id, sn, NONE, tag_damageforcescale) \
64         w_cvar(id, sn, NONE, tag_health) \
65         w_cvar(id, sn, NONE, tag_lifetime) \
66         w_cvar(id, sn, NONE, tag_refire) \
67         w_cvar(id, sn, NONE, tag_speed) \
68         w_cvar(id, sn, NONE, tag_spread) \
69         w_cvar(id, sn, NONE, tag_tracker_lifetime) \
70         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
71         w_prop(id, sn, float,  reloading_time, reload_time) \
72         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
73         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
74         w_prop(id, sn, string, weaponreplace, weaponreplace) \
75         w_prop(id, sn, float,  weaponstart, weaponstart) \
76         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
77         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
78
79 #ifdef SVQC
80 SEEKER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
81 .entity tag_target, wps_tag_tracker;
82 .float tag_time;
83 #endif
84 #endif
85 #ifdef IMPLEMENTATION
86 #ifdef SVQC
87 void spawnfunc_weapon_seeker(void) { weapon_defaultspawnfunc(WEP_SEEKER.m_id); }
88
89 // ============================
90 // Begin: Missile functions, these are general functions to be manipulated by other code
91 // ============================
92 void W_Seeker_Missile_Explode(void)
93 {SELFPARAM();
94         self.event_damage = func_null;
95         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);
96
97         remove(self);
98 }
99
100 void W_Seeker_Missile_Touch(void)
101 {
102         PROJECTILE_TOUCH;
103
104         W_Seeker_Missile_Explode();
105 }
106
107 void W_Seeker_Missile_Think(void)
108 {SELFPARAM();
109         entity e;
110         vector desireddir, olddir, newdir, eorg;
111         float turnrate;
112         float dist;
113         float spd;
114
115         if(time > self.cnt)
116         {
117                 self.projectiledeathtype |= HITTYPE_SPLASH;
118                 W_Seeker_Missile_Explode();
119         }
120
121         spd = vlen(self.velocity);
122         spd = bound(
123                 spd - WEP_CVAR(seeker, missile_decel) * frametime,
124                 WEP_CVAR(seeker, missile_speed_max),
125                 spd + WEP_CVAR(seeker, missile_accel) * frametime
126         );
127
128         if(self.enemy != world)
129                 if(self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
130                         self.enemy = world;
131
132         if(self.enemy != world)
133         {
134                 e               = self.enemy;
135                 eorg            = 0.5 * (e.absmin + e.absmax);
136                 turnrate        = WEP_CVAR(seeker, missile_turnrate); // how fast to turn
137                 desireddir      = normalize(eorg - self.origin);
138                 olddir          = normalize(self.velocity); // get my current direction
139                 dist            = vlen(eorg - self.origin);
140
141                 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
142                 if(WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
143                 {
144                         // Is it a better idea (shorter distance) to trace to the target itself?
145                         if( vlen(self.origin + olddir * self.wait) < dist)
146                                 traceline(self.origin, self.origin + olddir * self.wait, false, self);
147                         else
148                                 traceline(self.origin, eorg, false, self);
149
150                         // Setup adaptive tracelength
151                         self.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = WEP_CVAR(seeker, missile_smart_trace_max));
152
153                         // Calc how important it is that we turn and add this to the desierd (enemy) dir.
154                         desireddir  = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
155                 }
156
157                 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
158                 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
159         }
160         else
161                 dist = 0;
162
163         // Proxy
164         if(WEP_CVAR(seeker, missile_proxy))
165         {
166                 if(dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
167                 {
168                         if(self.autoswitch == 0)
169                         {
170                                 self.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
171                         }
172                         else
173                         {
174                                 if(self.autoswitch <= time)
175                                 {
176                                         W_Seeker_Missile_Explode();
177                                         self.autoswitch = 0;
178                                 }
179                         }
180                 }
181                 else
182                 {
183                         if(self.autoswitch != 0)
184                                 self.autoswitch = 0;
185                 }
186         }
187         ///////////////
188
189         if(self.enemy.deadflag != DEAD_NO)
190         {
191                 self.enemy = world;
192                 self.cnt = time + 1 + (random() * 4);
193                 self.nextthink = self.cnt;
194                 return;
195         }
196
197         //self.angles = vectoangles(self.velocity);                     // turn model in the new flight direction
198         self.nextthink = time;// + 0.05; // csqc projectiles
199         UpdateCSQCProjectile(self);
200 }
201
202
203
204 void W_Seeker_Missile_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
205 {SELFPARAM();
206         if(self.health <= 0)
207                 return;
208
209         if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
210                 return; // g_projectiles_damage says to halt
211
212         if(self.realowner == attacker)
213                 self.health = self.health - (damage * 0.25);
214         else
215                 self.health = self.health - damage;
216
217         if(self.health <= 0)
218                 W_PrepareExplosionByDamage(attacker, W_Seeker_Missile_Explode);
219 }
220
221 /*
222 void W_Seeker_Missile_Animate(void)
223 {
224         self.frame = self.frame +1;
225         self.nextthink = time + 0.05;
226
227         if(self.enemy != world)
228                 if(self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
229                         self.enemy = world;
230
231         if(self.frame == 5)
232         {
233                 self.think           = W_Seeker_Missile_Think;
234                 self.nextthink       = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
235
236                 if(autocvar_g_balance_seeker_missile_proxy)
237                         self.movetype    = MOVETYPE_BOUNCEMISSILE;
238                 else
239                         self.movetype    = MOVETYPE_FLYMISSILE;
240         }
241
242         UpdateCSQCProjectile(self);
243 }
244 */
245
246 void W_Seeker_Fire_Missile(vector f_diff, entity m_target)
247 {SELFPARAM();
248         entity missile;
249
250         W_DecreaseAmmo(WEP_CVAR(seeker, missile_ammo));
251
252         makevectors(self.v_angle);
253         W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND(SEEKER_FIRE), CH_WEAPON_A, 0);
254         w_shotorg += f_diff;
255         Send_Effect(EFFECT_SEEKER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
256
257         //self.detornator         = false;
258
259         missile                 = spawn();
260         missile.owner           = missile.realowner = self;
261         missile.classname       = "seeker_missile";
262         missile.bot_dodge       = true;
263         missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
264
265         missile.think           = W_Seeker_Missile_Think;
266         missile.touch           = W_Seeker_Missile_Touch;
267         missile.event_damage    = W_Seeker_Missile_Damage;
268         missile.nextthink       = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
269         missile.cnt             = time + WEP_CVAR(seeker, missile_lifetime);
270         missile.enemy           = m_target;
271         missile.solid           = SOLID_BBOX;
272         missile.scale           = 2;
273         missile.takedamage      = DAMAGE_YES;
274         missile.health          = WEP_CVAR(seeker, missile_health);
275         missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
276         missile.damagedbycontents = true;
277         //missile.think           = W_Seeker_Missile_Animate; // csqc projectiles.
278
279         if(missile.enemy != world)
280                 missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY;
281         else
282                 missile.projectiledeathtype = WEP_SEEKER.m_id;
283
284
285         setorigin(missile, w_shotorg);
286         setsize(missile, '-4 -4 -4', '4 4 4');
287         missile.movetype    = MOVETYPE_FLYMISSILE;
288         missile.flags       = FL_PROJECTILE;
289         missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
290
291         W_SetupProjVelocity_UP_PRE(missile, seeker, missile_);
292
293         missile.angles = vectoangles(missile.velocity);
294
295         CSQCProjectile(missile, false, PROJECTILE_SEEKER, true);
296
297         MUTATOR_CALLHOOK(EditProjectile, self, missile);
298 }
299
300 // ============================
301 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
302 // ============================
303 void W_Seeker_Flac_Explode(void)
304 {SELFPARAM();
305         self.event_damage = func_null;
306
307         RadiusDamage(self, self.realowner, WEP_CVAR(seeker, flac_damage), WEP_CVAR(seeker, flac_edgedamage), WEP_CVAR(seeker, flac_radius), world, world, WEP_CVAR(seeker, flac_force), self.projectiledeathtype, other);
308
309         remove(self);
310 }
311
312 void W_Seeker_Flac_Touch(void)
313 {
314         PROJECTILE_TOUCH;
315
316         W_Seeker_Flac_Explode();
317 }
318
319 void W_Seeker_Fire_Flac(void)
320 {SELFPARAM();
321         entity missile;
322         vector f_diff;
323         float c;
324
325         W_DecreaseAmmo(WEP_CVAR(seeker, flac_ammo));
326
327         c = self.bulletcounter % 4;
328         switch(c)
329         {
330                 case 0:
331                         f_diff = '-1.25 -3.75 0';
332                         break;
333                 case 1:
334                         f_diff = '+1.25 -3.75 0';
335                         break;
336                 case 2:
337                         f_diff = '-1.25 +3.75 0';
338                         break;
339                 case 3:
340                 default:
341                         f_diff = '+1.25 +3.75 0';
342                         break;
343         }
344         W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND(FLAC_FIRE), CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
345         w_shotorg += f_diff;
346
347         Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
348
349         missile                                 = spawn();
350         missile.owner                   = missile.realowner = self;
351         missile.classname               = "missile";
352         missile.bot_dodge               = true;
353         missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
354         missile.touch                   = W_Seeker_Flac_Explode;
355         missile.use                     = W_Seeker_Flac_Explode;
356         missile.think                   = adaptor_think2use_hittype_splash;
357         missile.nextthink               = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
358         missile.solid                   = SOLID_BBOX;
359         missile.movetype                = MOVETYPE_FLY;
360         missile.projectiledeathtype = WEP_SEEKER.m_id;
361         missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY;
362         missile.flags                           = FL_PROJECTILE;
363         missile.missile_flags       = MIF_SPLASH;
364
365         // csqc projectiles
366         //missile.angles                                = vectoangles(missile.velocity);
367         //missile.scale = 0.4; // BUG: the model is too big
368
369         setorigin(missile, w_shotorg);
370         setsize(missile, '-2 -2 -2', '2 2 2');
371
372         W_SetupProjVelocity_UP_PRE(missile, seeker, flac_);
373         CSQCProjectile(missile, true, PROJECTILE_FLAC, true);
374
375         MUTATOR_CALLHOOK(EditProjectile, self, missile);
376 }
377
378 // ============================
379 // Begin: Tag and rocket controllers
380 // ============================
381 entity W_Seeker_Tagged_Info(entity isowner, entity istarget)
382 {
383         entity tag;
384         for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
385                 if((tag.realowner == isowner) && (tag.tag_target == istarget))
386                         return tag;
387
388         return world;
389 }
390
391 void W_Seeker_Attack(void)
392 {SELFPARAM();
393         entity tracker, closest_target;
394
395         closest_target = world;
396         for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
397         {
398                 if(closest_target)
399                 {
400                         if(vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
401                                 closest_target = tracker.tag_target;
402                 }
403                 else
404                         closest_target = tracker.tag_target;
405         }
406
407         traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
408         if((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
409                 closest_target = world;
410
411         W_Seeker_Fire_Missile('0 0 0', closest_target);
412 }
413
414 void W_Seeker_Vollycontroller_Think(void) // TODO: Merge this with W_Seeker_Attack
415 {SELFPARAM();
416         float c;
417         entity oldenemy;
418         self.cnt = self.cnt - 1;
419
420         if((!(self.realowner.items & IT_UNLIMITED_AMMO) && self.realowner.WEP_AMMO(SEEKER) < WEP_CVAR(seeker, missile_ammo)) || (self.cnt <= -1) || (self.realowner.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER.m_id))
421         {
422                 remove(self);
423                 return;
424         }
425
426         self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor();
427
428         setself(self.realowner);
429
430         oldenemy = self.enemy;
431         self.enemy = this.enemy;
432
433         c = self.cnt % 4;
434         switch(c)
435         {
436                 case 0:
437                         W_Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
438                         break;
439                 case 1:
440                         W_Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
441                         break;
442                 case 2:
443                         W_Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
444                         break;
445                 case 3:
446                 default:
447                         W_Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
448                         break;
449         }
450
451         self.enemy = oldenemy;
452         setself(this);
453 }
454
455 void W_Seeker_Tracker_Think(void)
456 {SELFPARAM();
457         // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
458         if((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER.m_id)
459         || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
460         {
461                 if(self)
462                 {
463                         WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
464                         remove(self);
465                 }
466                 return;
467         }
468
469         // Update the think method information
470         self.nextthink = time;
471 }
472
473 // ============================
474 // Begin: Tag projectile
475 // ============================
476 void W_Seeker_Tag_Explode(void)
477 {SELFPARAM();
478         //if(other==self.realowner)
479         //    return;
480         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE, other.species, self);
481
482         remove(self);
483 }
484
485 void W_Seeker_Tag_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
486 {SELFPARAM();
487         if(self.health <= 0)
488                 return;
489         self.health = self.health - damage;
490         if(self.health <= 0)
491                 W_Seeker_Tag_Explode();
492 }
493
494 void W_Seeker_Tag_Touch(void)
495 {SELFPARAM();
496         vector dir;
497         vector org2;
498         entity e;
499
500         PROJECTILE_TOUCH;
501
502         dir     = normalize(self.realowner.origin - self.origin);
503         org2    = findbetterlocation(self.origin, 8);
504
505         te_knightspike(org2);
506
507         self.event_damage = func_null;
508         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
509
510         if(other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
511         {
512                 // check to see if this person is already tagged by me
513                 entity tag = W_Seeker_Tagged_Info(self.realowner, other);
514
515                 if(tag != world)
516                 {
517                         if(other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
518                                 WaypointSprite_Kill(other.wps_tag_tracker);
519
520                         tag.tag_time = time;
521                 }
522                 else
523                 {
524                         //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
525                         e             = spawn();
526                         e.cnt         = WEP_CVAR(seeker, missile_count);
527                         e.classname   = "tag_tracker";
528                         e.owner       = self.owner;
529                         e.realowner   = self.realowner;
530
531                         if(WEP_CVAR(seeker, type) == 1)
532                         {
533                                 e.tag_target  = other;
534                                 e.tag_time    = time;
535                                 e.think       = W_Seeker_Tracker_Think;
536                         }
537                         else
538                         {
539                                 e.enemy     = other;
540                                 e.think     = W_Seeker_Vollycontroller_Think;
541                         }
542
543                         e.nextthink   = time;
544                 }
545
546                 if(WEP_CVAR(seeker, type) == 1)
547                 {
548                         WaypointSprite_Spawn(WP_Seeker, WEP_CVAR(seeker, tag_tracker_lifetime), 0, other, '0 0 64', self.realowner, 0, other, wps_tag_tracker, true, RADARICON_TAGGED);
549                         WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
550                 }
551         }
552
553         remove(self);
554         return;
555 }
556
557 void W_Seeker_Fire_Tag(void)
558 {SELFPARAM();
559         entity missile;
560         W_DecreaseAmmo(WEP_CVAR(seeker, tag_ammo));
561
562         W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND(TAG_FIRE), CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count));
563
564         missile                 = spawn();
565         missile.owner           = missile.realowner = self;
566         missile.classname       = "seeker_tag";
567         missile.bot_dodge       = true;
568         missile.bot_dodgerating = 50;
569         missile.touch           = W_Seeker_Tag_Touch;
570         missile.think           = SUB_Remove;
571         missile.nextthink       = time + WEP_CVAR(seeker, tag_lifetime);
572         missile.movetype        = MOVETYPE_FLY;
573         missile.solid           = SOLID_BBOX;
574
575         missile.takedamage       = DAMAGE_YES;
576         missile.event_damage     = W_Seeker_Tag_Damage;
577         missile.health           = WEP_CVAR(seeker, tag_health);
578         missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
579
580         setorigin(missile, w_shotorg);
581         setsize(missile, '-2 -2 -2', '2 2 2');
582
583         missile.flags       = FL_PROJECTILE;
584         //missile.missile_flags = MIF_..?;
585
586         missile.movetype    = MOVETYPE_FLY;
587         W_SetupProjVelocity_PRE(missile, seeker, tag_);
588         missile.angles = vectoangles(missile.velocity);
589
590         CSQCProjectile(missile, true, PROJECTILE_TAG, false); // has sound
591
592         MUTATOR_CALLHOOK(EditProjectile, self, missile);
593 }
594
595 // ============================
596 // Begin: Genereal weapon functions
597 // ============================
598
599 bool W_Seeker(int req)
600 {SELFPARAM();
601         float ammo_amount;
602
603         switch(req)
604         {
605                 case WR_AIM:
606                 {
607                         if(WEP_CVAR(seeker, type) == 1)
608                                 if(W_Seeker_Tagged_Info(self, self.enemy) != world)
609                                         self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
610                                 else
611                                         self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
612                         else
613                                 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
614                         return true;
615                 }
616                 case WR_THINK:
617                 {
618                         if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) // forced reload
619                                 WEP_ACTION(self.weapon, WR_RELOAD);
620
621                         else if(self.BUTTON_ATCK)
622                         {
623                                 if(WEP_CVAR(seeker, type) == 1)
624                                 {
625                                         if(weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire)))
626                                         {
627                                                 W_Seeker_Attack();
628                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
629                                         }
630                                 }
631                                 else
632                                 {
633                                         if(weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
634                                         {
635                                                 W_Seeker_Fire_Tag();
636                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
637                                         }
638                                 }
639                         }
640
641                         else if(self.BUTTON_ATCK2)
642                         {
643                                 if(WEP_CVAR(seeker, type) == 1)
644                                 {
645                                         if(weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
646                                         {
647                                                 W_Seeker_Fire_Tag();
648                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
649                                         }
650                                 }
651                                 else
652                                 {
653                                         if(weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire)))
654                                         {
655                                                 W_Seeker_Fire_Flac();
656                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
657                                         }
658                                 }
659                         }
660
661                         return true;
662                 }
663                 case WR_INIT:
664                 {
665                         SEEKER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
666                         return true;
667                 }
668                 case WR_CHECKAMMO1:
669                 {
670                         if(WEP_CVAR(seeker, type) == 1)
671                         {
672                                 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, missile_ammo);
673                                 ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo);
674                         }
675                         else
676                         {
677                                 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
678                                 ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
679                         }
680                         return ammo_amount;
681                 }
682                 case WR_CHECKAMMO2:
683                 {
684                         if(WEP_CVAR(seeker, type) == 1)
685                         {
686                                 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
687                                 ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
688                         }
689                         else
690                         {
691                                 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, flac_ammo);
692                                 ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo);
693                         }
694                         return ammo_amount;
695                 }
696                 case WR_CONFIG:
697                 {
698                         SEEKER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
699                         return true;
700                 }
701                 case WR_RELOAD:
702                 {
703                         W_Reload(min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND(RELOAD));
704                         return true;
705                 }
706                 case WR_SUICIDEMESSAGE:
707                 {
708                         return WEAPON_SEEKER_SUICIDE;
709                 }
710                 case WR_KILLMESSAGE:
711                 {
712                         if(w_deathtype & HITTYPE_SECONDARY)
713                                 return WEAPON_SEEKER_MURDER_TAG;
714                         else
715                                 return WEAPON_SEEKER_MURDER_SPRAY;
716                 }
717         }
718         return false;
719 }
720 #endif
721 #ifdef CSQC
722 bool W_Seeker(int req)
723 {SELFPARAM();
724         switch(req)
725         {
726                 case WR_IMPACTEFFECT:
727                 {
728                         vector org2;
729                         org2 = w_org + w_backoff * 6;
730                         if(w_deathtype & HITTYPE_BOUNCE)
731                         {
732                                 if(w_deathtype & HITTYPE_SECONDARY)
733                                 {
734                                         if(!w_issilent)
735                                                 sound(self, CH_SHOTS, SND_TAG_IMPACT, 1, ATTEN_NORM);
736                                 }
737                                 else
738                                 {
739                                         pointparticles(particleeffectnum(EFFECT_HAGAR_EXPLODE), org2, '0 0 0', 1);
740                                         if(!w_issilent)
741                                         {
742                                                 if(w_random<0.15)
743                                                         sound(self, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
744                                                 else if(w_random<0.7)
745                                                         sound(self, CH_SHOTS, SND_TAGEXP2, 1, ATTEN_NORM);
746                                                 else
747                                                         sound(self, CH_SHOTS, SND_TAGEXP3, 1, ATTEN_NORM);
748                                         }
749                                 }
750                         }
751                         else
752                         {
753                                 pointparticles(particleeffectnum(EFFECT_HAGAR_EXPLODE), org2, '0 0 0', 1);
754                                 if(!w_issilent)
755                                 {
756                                         if(w_random<0.15)
757                                                 sound(self, CH_SHOTS, SND_SEEKEREXP1, 1, ATTEN_NORM);
758                                         else if(w_random<0.7)
759                                                 sound(self, CH_SHOTS, SND_SEEKEREXP2, 1, ATTEN_NORM);
760                                         else
761                                                 sound(self, CH_SHOTS, SND_SEEKEREXP3, 1, ATTEN_NORM);
762                                 }
763                         }
764                         return true;
765                 }
766                 case WR_INIT:
767                 {
768                         return true;
769                 }
770                 case WR_ZOOMRETICLE:
771                 {
772                         // no weapon specific image for this weapon
773                         return false;
774                 }
775         }
776         return false;
777 }
778 #endif
779 #endif