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Merge branch 'master' into terencehill/hud_fixes
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / seeker.qc
1 #ifndef IMPLEMENTATION
2 CLASS(Seeker, Weapon)
3 /* ammotype  */ ATTRIB(Seeker, ammo_field, .int, ammo_rockets)
4 /* impulse   */ ATTRIB(Seeker, impulse, int, 8)
5 /* flags     */ ATTRIB(Seeker, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
6 /* rating    */ ATTRIB(Seeker, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
7 /* color     */ ATTRIB(Seeker, wpcolor, vector, '0.5 1 0');
8 /* modelname */ ATTRIB(Seeker, mdl, string, "seeker");
9 #ifndef MENUQC
10 /* model     */ ATTRIB(Seeker, m_model, Model, MDL_SEEKER_ITEM);
11 #endif
12 /* crosshair */ ATTRIB(Seeker, w_crosshair, string, "gfx/crosshairseeker");
13 /* crosshair */ ATTRIB(Seeker, w_crosshair_size, float, 0.8);
14 /* wepimg    */ ATTRIB(Seeker, model2, string, "weaponseeker");
15 /* refname   */ ATTRIB(Seeker, netname, string, "seeker");
16 /* wepname   */ ATTRIB(Seeker, m_name, string, _("T.A.G. Seeker"));
17
18 #define X(BEGIN, P, END, class, prefix) \
19         BEGIN(class) \
20         P(class, prefix, flac_ammo, float, NONE) \
21         P(class, prefix, flac_animtime, float, NONE) \
22         P(class, prefix, flac_damage, float, NONE) \
23         P(class, prefix, flac_edgedamage, float, NONE) \
24         P(class, prefix, flac_force, float, NONE) \
25         P(class, prefix, flac_lifetime, float, NONE) \
26         P(class, prefix, flac_lifetime_rand, float, NONE) \
27         P(class, prefix, flac_radius, float, NONE) \
28         P(class, prefix, flac_refire, float, NONE) \
29         P(class, prefix, flac_speed, float, NONE) \
30         P(class, prefix, flac_speed_up, float, NONE) \
31         P(class, prefix, flac_speed_z, float, NONE) \
32         P(class, prefix, flac_spread, float, NONE) \
33         P(class, prefix, missile_accel, float, NONE) \
34         P(class, prefix, missile_ammo, float, NONE) \
35         P(class, prefix, missile_animtime, float, NONE) \
36         P(class, prefix, missile_count, float, NONE) \
37         P(class, prefix, missile_damageforcescale, float, NONE) \
38         P(class, prefix, missile_damage, float, NONE) \
39         P(class, prefix, missile_decel, float, NONE) \
40         P(class, prefix, missile_delay, float, NONE) \
41         P(class, prefix, missile_edgedamage, float, NONE) \
42         P(class, prefix, missile_force, float, NONE) \
43         P(class, prefix, missile_health, float, NONE) \
44         P(class, prefix, missile_lifetime, float, NONE) \
45         P(class, prefix, missile_proxy, float, NONE) \
46         P(class, prefix, missile_proxy_delay, float, NONE) \
47         P(class, prefix, missile_proxy_maxrange, float, NONE) \
48         P(class, prefix, missile_radius, float, NONE) \
49         P(class, prefix, missile_refire, float, NONE) \
50         P(class, prefix, missile_smart, float, NONE) \
51         P(class, prefix, missile_smart_mindist, float, NONE) \
52         P(class, prefix, missile_smart_trace_max, float, NONE) \
53         P(class, prefix, missile_smart_trace_min, float, NONE) \
54         P(class, prefix, missile_speed, float, NONE) \
55         P(class, prefix, missile_speed_max, float, NONE) \
56         P(class, prefix, missile_speed_up, float, NONE) \
57         P(class, prefix, missile_speed_z, float, NONE) \
58         P(class, prefix, missile_spread, float, NONE) \
59         P(class, prefix, missile_turnrate, float, NONE) \
60         P(class, prefix, reload_ammo, float, NONE) \
61                 P(class, prefix, reload_time, float, NONE) \
62                 P(class, prefix, switchdelay_drop, float, NONE) \
63                 P(class, prefix, switchdelay_raise, float, NONE) \
64         P(class, prefix, tag_ammo, float, NONE) \
65         P(class, prefix, tag_animtime, float, NONE) \
66         P(class, prefix, tag_damageforcescale, float, NONE) \
67         P(class, prefix, tag_health, float, NONE) \
68         P(class, prefix, tag_lifetime, float, NONE) \
69         P(class, prefix, tag_refire, float, NONE) \
70         P(class, prefix, tag_speed, float, NONE) \
71         P(class, prefix, tag_spread, float, NONE) \
72         P(class, prefix, tag_tracker_lifetime, float, NONE) \
73                 P(class, prefix, type, float, NONE) \
74                 P(class, prefix, weaponreplace, string, NONE) \
75                 P(class, prefix, weaponstartoverride, float, NONE) \
76                 P(class, prefix, weaponstart, float, NONE) \
77                 P(class, prefix, weaponthrowable, float, NONE) \
78         END()
79         W_PROPS(X, Seeker, seeker)
80 #undef X
81 ENDCLASS(Seeker)
82 REGISTER_WEAPON(SEEKER, seeker, NEW(Seeker));
83
84
85 #ifdef SVQC
86 .entity tag_target, wps_tag_tracker;
87 .float tag_time;
88 #endif
89 #endif
90 #ifdef IMPLEMENTATION
91 #ifdef SVQC
92 spawnfunc(weapon_seeker) { weapon_defaultspawnfunc(this, WEP_SEEKER); }
93
94 // ============================
95 // Begin: Missile functions, these are general functions to be manipulated by other code
96 // ============================
97 void W_Seeker_Missile_Explode()
98 {SELFPARAM();
99         self.event_damage = func_null;
100         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);
101
102         remove(self);
103 }
104
105 void W_Seeker_Missile_Touch()
106 {
107         PROJECTILE_TOUCH;
108
109         W_Seeker_Missile_Explode();
110 }
111
112 void W_Seeker_Missile_Think()
113 {SELFPARAM();
114         entity e;
115         vector desireddir, olddir, newdir, eorg;
116         float turnrate;
117         float dist;
118         float spd;
119
120         if(time > self.cnt)
121         {
122                 self.projectiledeathtype |= HITTYPE_SPLASH;
123                 W_Seeker_Missile_Explode();
124         }
125
126         spd = vlen(self.velocity);
127         spd = bound(
128                 spd - WEP_CVAR(seeker, missile_decel) * frametime,
129                 WEP_CVAR(seeker, missile_speed_max),
130                 spd + WEP_CVAR(seeker, missile_accel) * frametime
131         );
132
133         if(self.enemy != world)
134                 if(self.enemy.takedamage != DAMAGE_AIM || IS_DEAD(self.enemy))
135                         self.enemy = world;
136
137         if(self.enemy != world)
138         {
139                 e               = self.enemy;
140                 eorg            = 0.5 * (e.absmin + e.absmax);
141                 turnrate        = WEP_CVAR(seeker, missile_turnrate); // how fast to turn
142                 desireddir      = normalize(eorg - self.origin);
143                 olddir          = normalize(self.velocity); // get my current direction
144                 dist            = vlen(eorg - self.origin);
145
146                 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
147                 if(WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
148                 {
149                         // Is it a better idea (shorter distance) to trace to the target itself?
150                         if( vdist(self.origin + olddir * self.wait, <, dist))
151                                 traceline(self.origin, self.origin + olddir * self.wait, false, self);
152                         else
153                                 traceline(self.origin, eorg, false, self);
154
155                         // Setup adaptive tracelength
156                         self.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = WEP_CVAR(seeker, missile_smart_trace_max));
157
158                         // Calc how important it is that we turn and add this to the desierd (enemy) dir.
159                         desireddir  = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
160                 }
161
162                 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
163                 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
164         }
165         else
166                 dist = 0;
167
168         // Proxy
169         if(WEP_CVAR(seeker, missile_proxy))
170         {
171                 if(dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
172                 {
173                         if(self.autoswitch == 0)
174                         {
175                                 self.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
176                         }
177                         else
178                         {
179                                 if(self.autoswitch <= time)
180                                 {
181                                         W_Seeker_Missile_Explode();
182                                         self.autoswitch = 0;
183                                 }
184                         }
185                 }
186                 else
187                 {
188                         if(self.autoswitch != 0)
189                                 self.autoswitch = 0;
190                 }
191         }
192         ///////////////
193
194         if(IS_DEAD(self.enemy))
195         {
196                 self.enemy = world;
197                 self.cnt = time + 1 + (random() * 4);
198                 self.nextthink = self.cnt;
199                 return;
200         }
201
202         //self.angles = vectoangles(self.velocity);                     // turn model in the new flight direction
203         self.nextthink = time;// + 0.05; // csqc projectiles
204         UpdateCSQCProjectile(self);
205 }
206
207
208
209 void W_Seeker_Missile_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
210 {
211         if(this.health <= 0)
212                 return;
213
214         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
215                 return; // g_projectiles_damage says to halt
216
217         if(this.realowner == attacker)
218                 this.health = this.health - (damage * 0.25);
219         else
220                 this.health = this.health - damage;
221
222         if(this.health <= 0)
223                 WITH(entity, self, this, W_PrepareExplosionByDamage(attacker, W_Seeker_Missile_Explode));
224 }
225
226 /*
227 void W_Seeker_Missile_Animate()
228 {
229         self.frame = self.frame +1;
230         self.nextthink = time + 0.05;
231
232         if(self.enemy != world)
233                 if(self.enemy.takedamage != DAMAGE_AIM || IS_DEAD(self.enemy))
234                         self.enemy = world;
235
236         if(self.frame == 5)
237         {
238                 self.think           = W_Seeker_Missile_Think;
239                 self.nextthink       = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
240
241                 if(autocvar_g_balance_seeker_missile_proxy)
242                         self.movetype    = MOVETYPE_BOUNCEMISSILE;
243                 else
244                         self.movetype    = MOVETYPE_FLYMISSILE;
245         }
246
247         UpdateCSQCProjectile(self);
248 }
249 */
250
251 void W_Seeker_Fire_Missile(Weapon thiswep, vector f_diff, entity m_target)
252 {SELFPARAM();
253         entity missile;
254
255         W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, missile_ammo));
256
257         makevectors(self.v_angle);
258         W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND_SEEKER_FIRE, CH_WEAPON_A, 0);
259         w_shotorg += f_diff;
260         Send_Effect(EFFECT_SEEKER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
261
262         //self.detornator         = false;
263
264         missile                 = new(seeker_missile);
265         missile.owner           = missile.realowner = self;
266         missile.bot_dodge       = true;
267         missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
268
269         missile.think           = W_Seeker_Missile_Think;
270         missile.touch           = W_Seeker_Missile_Touch;
271         missile.event_damage    = W_Seeker_Missile_Damage;
272         missile.nextthink       = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
273         missile.cnt             = time + WEP_CVAR(seeker, missile_lifetime);
274         missile.enemy           = m_target;
275         missile.solid           = SOLID_BBOX;
276         missile.scale           = 2;
277         missile.takedamage      = DAMAGE_YES;
278         missile.health          = WEP_CVAR(seeker, missile_health);
279         missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
280         missile.damagedbycontents = true;
281         //missile.think           = W_Seeker_Missile_Animate; // csqc projectiles.
282
283         if(missile.enemy != world)
284                 missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY;
285         else
286                 missile.projectiledeathtype = WEP_SEEKER.m_id;
287
288
289         setorigin(missile, w_shotorg);
290         setsize(missile, '-4 -4 -4', '4 4 4');
291         missile.movetype    = MOVETYPE_FLYMISSILE;
292         missile.flags       = FL_PROJECTILE;
293         missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
294
295         W_SetupProjVelocity_UP_PRE(missile, seeker, missile_);
296
297         missile.angles = vectoangles(missile.velocity);
298
299         CSQCProjectile(missile, false, PROJECTILE_SEEKER, true);
300
301         MUTATOR_CALLHOOK(EditProjectile, self, missile);
302 }
303
304 // ============================
305 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
306 // ============================
307 void W_Seeker_Flac_Explode()
308 {SELFPARAM();
309         self.event_damage = func_null;
310
311         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);
312
313         remove(self);
314 }
315
316 void W_Seeker_Flac_Touch()
317 {
318         PROJECTILE_TOUCH;
319
320         W_Seeker_Flac_Explode();
321 }
322
323 void W_Seeker_Fire_Flac(Weapon thiswep)
324 {SELFPARAM();
325         entity missile;
326         vector f_diff;
327         float c;
328
329         W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, flac_ammo));
330
331         c = self.bulletcounter % 4;
332         switch(c)
333         {
334                 case 0:
335                         f_diff = '-1.25 -3.75 0';
336                         break;
337                 case 1:
338                         f_diff = '+1.25 -3.75 0';
339                         break;
340                 case 2:
341                         f_diff = '-1.25 +3.75 0';
342                         break;
343                 case 3:
344                 default:
345                         f_diff = '+1.25 +3.75 0';
346                         break;
347         }
348         W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND_FLAC_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
349         w_shotorg += f_diff;
350
351         Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
352
353         missile                                 = new(missile);
354         missile.owner                   = missile.realowner = self;
355         missile.bot_dodge               = true;
356         missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
357         missile.touch                   = W_Seeker_Flac_Explode;
358         missile.use                     = W_Seeker_Flac_Explode;
359         missile.think                   = adaptor_think2use_hittype_splash;
360         missile.nextthink               = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
361         missile.solid                   = SOLID_BBOX;
362         missile.movetype                = MOVETYPE_FLY;
363         missile.projectiledeathtype = WEP_SEEKER.m_id;
364         missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY;
365         missile.flags                           = FL_PROJECTILE;
366         missile.missile_flags       = MIF_SPLASH;
367
368         // csqc projectiles
369         //missile.angles                                = vectoangles(missile.velocity);
370         //missile.scale = 0.4; // BUG: the model is too big
371
372         setorigin(missile, w_shotorg);
373         setsize(missile, '-2 -2 -2', '2 2 2');
374
375         W_SetupProjVelocity_UP_PRE(missile, seeker, flac_);
376         CSQCProjectile(missile, true, PROJECTILE_FLAC, true);
377
378         MUTATOR_CALLHOOK(EditProjectile, self, missile);
379 }
380
381 // ============================
382 // Begin: Tag and rocket controllers
383 // ============================
384 entity W_Seeker_Tagged_Info(entity isowner, entity istarget)
385 {
386         entity tag;
387         for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
388                 if((tag.realowner == isowner) && (tag.tag_target == istarget))
389                         return tag;
390
391         return world;
392 }
393
394 void W_Seeker_Attack()
395 {SELFPARAM();
396         entity tracker, closest_target;
397
398         closest_target = world;
399         for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
400         {
401                 if(closest_target)
402                 {
403                         if(vlen2(self.origin - tracker.tag_target.origin) < vlen2(self.origin - closest_target.origin))
404                                 closest_target = tracker.tag_target;
405                 }
406                 else
407                         closest_target = tracker.tag_target;
408         }
409
410         traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
411         if((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
412                 closest_target = world;
413
414         W_Seeker_Fire_Missile(WEP_SEEKER, '0 0 0', closest_target);
415 }
416
417 void W_Seeker_Vollycontroller_Think() // TODO: Merge this with W_Seeker_Attack
418 {SELFPARAM();
419         float c;
420         entity oldenemy;
421         self.cnt = self.cnt - 1;
422
423         Weapon thiswep = WEP_SEEKER;
424         if((!(self.realowner.items & IT_UNLIMITED_AMMO) && self.realowner.(thiswep.ammo_field) < WEP_CVAR(seeker, missile_ammo)) || (self.cnt <= -1) || (IS_DEAD(self.realowner)) || (PS(self.realowner).m_switchweapon != WEP_SEEKER))
425         {
426                 remove(self);
427                 return;
428         }
429
430         self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor();
431
432         setself(self.realowner);
433
434         oldenemy = self.enemy;
435         self.enemy = this.enemy;
436
437         c = self.cnt % 4;
438         switch(c)
439         {
440                 case 0:
441                         W_Seeker_Fire_Missile(WEP_SEEKER, '-1.25 -3.75 0', self.enemy);
442                         break;
443                 case 1:
444                         W_Seeker_Fire_Missile(WEP_SEEKER, '+1.25 -3.75 0', self.enemy);
445                         break;
446                 case 2:
447                         W_Seeker_Fire_Missile(WEP_SEEKER, '-1.25 +3.75 0', self.enemy);
448                         break;
449                 case 3:
450                 default:
451                         W_Seeker_Fire_Missile(WEP_SEEKER, '+1.25 +3.75 0', self.enemy);
452                         break;
453         }
454
455         self.enemy = oldenemy;
456         setself(this);
457 }
458
459 void W_Seeker_Tracker_Think()
460 {SELFPARAM();
461         // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
462         if((IS_DEAD(self.realowner)) || (IS_DEAD(self.tag_target)) || (PS(self.realowner).m_switchweapon != WEP_SEEKER)
463         || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
464         {
465                 if(self)
466                 {
467                         WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
468                         remove(self);
469                 }
470                 return;
471         }
472
473         // Update the think method information
474         self.nextthink = time;
475 }
476
477 // ============================
478 // Begin: Tag projectile
479 // ============================
480 void W_Seeker_Tag_Explode(entity this)
481 {
482         //if(other==this.realowner)
483         //    return;
484         Damage_DamageInfo(this.origin, 0, 0, 0, this.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE, other.species, this);
485
486         remove(this);
487 }
488
489 void W_Seeker_Tag_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
490 {
491         if(this.health <= 0)
492                 return;
493         this.health = this.health - damage;
494         if(this.health <= 0)
495                 W_Seeker_Tag_Explode(this);
496 }
497
498 void W_Seeker_Tag_Touch()
499 {SELFPARAM();
500         vector dir;
501         vector org2;
502         entity e;
503
504         PROJECTILE_TOUCH;
505
506         dir     = normalize(self.realowner.origin - self.origin);
507         org2    = findbetterlocation(self.origin, 8);
508
509         te_knightspike(org2);
510
511         self.event_damage = func_null;
512         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
513
514         if(other.takedamage == DAMAGE_AIM && !IS_DEAD(other))
515         {
516                 // check to see if this person is already tagged by me
517                 entity tag = W_Seeker_Tagged_Info(self.realowner, other);
518
519                 if(tag != world)
520                 {
521                         if(other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
522                                 WaypointSprite_Kill(other.wps_tag_tracker);
523
524                         tag.tag_time = time;
525                 }
526                 else
527                 {
528                         //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
529                         e             = new(tag_tracker);
530                         e.cnt         = WEP_CVAR(seeker, missile_count);
531                         e.owner       = self.owner;
532                         e.realowner   = self.realowner;
533
534                         if(WEP_CVAR(seeker, type) == 1)
535                         {
536                                 e.tag_target  = other;
537                                 e.tag_time    = time;
538                                 e.think       = W_Seeker_Tracker_Think;
539                         }
540                         else
541                         {
542                                 e.enemy     = other;
543                                 e.think     = W_Seeker_Vollycontroller_Think;
544                         }
545
546                         e.nextthink   = time;
547                 }
548
549                 if(WEP_CVAR(seeker, type) == 1)
550                 {
551                         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);
552                         WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
553                 }
554         }
555
556         remove(self);
557         return;
558 }
559
560 void W_Seeker_Fire_Tag(Weapon thiswep)
561 {SELFPARAM();
562         entity missile;
563         W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, tag_ammo));
564
565         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));
566
567         missile                 = new(seeker_tag);
568         missile.owner           = missile.realowner = self;
569         missile.bot_dodge       = true;
570         missile.bot_dodgerating = 50;
571         missile.touch           = W_Seeker_Tag_Touch;
572         missile.think           = SUB_Remove_self;
573         missile.nextthink       = time + WEP_CVAR(seeker, tag_lifetime);
574         missile.movetype        = MOVETYPE_FLY;
575         missile.solid           = SOLID_BBOX;
576
577         missile.takedamage       = DAMAGE_YES;
578         missile.event_damage     = W_Seeker_Tag_Damage;
579         missile.health           = WEP_CVAR(seeker, tag_health);
580         missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
581
582         setorigin(missile, w_shotorg);
583         setsize(missile, '-2 -2 -2', '2 2 2');
584
585         missile.flags       = FL_PROJECTILE;
586         //missile.missile_flags = MIF_..?;
587
588         missile.movetype    = MOVETYPE_FLY;
589         W_SetupProjVelocity_PRE(missile, seeker, tag_);
590         missile.angles = vectoangles(missile.velocity);
591
592         CSQCProjectile(missile, true, PROJECTILE_TAG, false); // has sound
593
594         MUTATOR_CALLHOOK(EditProjectile, self, missile);
595 }
596
597 // ============================
598 // Begin: Genereal weapon functions
599 // ============================
600
601 METHOD(Seeker, wr_aim, void(entity thiswep))
602 {
603     SELFPARAM();
604     if(WEP_CVAR(seeker, type) == 1)
605         if(W_Seeker_Tagged_Info(self, self.enemy) != world)
606             PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
607         else
608             PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
609     else
610         PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
611 }
612 METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
613 {
614     if(autocvar_g_balance_seeker_reload_ammo && actor.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) { // forced reload
615         thiswep.wr_reload(thiswep, actor, weaponentity);
616     } else if(fire & 1)
617     {
618         if(WEP_CVAR(seeker, type) == 1)
619         {
620             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, missile_refire)))
621             {
622                 W_Seeker_Attack();
623                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
624             }
625         }
626         else
627         {
628             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
629             {
630                 W_Seeker_Fire_Tag(thiswep);
631                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
632             }
633         }
634     }
635
636     else if(fire & 2)
637     {
638         if(WEP_CVAR(seeker, type) == 1)
639         {
640             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
641             {
642                 W_Seeker_Fire_Tag(thiswep);
643                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
644             }
645         }
646         else
647         {
648             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, flac_refire)))
649             {
650                 W_Seeker_Fire_Flac(thiswep);
651                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
652             }
653         }
654     }
655 }
656 METHOD(Seeker, wr_checkammo1, bool(entity thiswep))
657 {
658     SELFPARAM();
659     float ammo_amount;
660     if(WEP_CVAR(seeker, type) == 1)
661     {
662         ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, missile_ammo);
663         ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo);
664     }
665     else
666     {
667         ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
668         ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
669     }
670     return ammo_amount;
671 }
672 METHOD(Seeker, wr_checkammo2, bool(entity thiswep))
673 {
674     SELFPARAM();
675     float ammo_amount;
676     if(WEP_CVAR(seeker, type) == 1)
677     {
678         ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
679         ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
680     }
681     else
682     {
683         ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, flac_ammo);
684         ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo);
685     }
686     return ammo_amount;
687 }
688 METHOD(Seeker, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
689 {
690     SELFPARAM();
691     W_Reload(self, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND_RELOAD);
692 }
693 METHOD(Seeker, wr_suicidemessage, Notification(entity thiswep))
694 {
695     return WEAPON_SEEKER_SUICIDE;
696 }
697 METHOD(Seeker, wr_killmessage, Notification(entity thiswep))
698 {
699     if(w_deathtype & HITTYPE_SECONDARY)
700         return WEAPON_SEEKER_MURDER_TAG;
701     else
702         return WEAPON_SEEKER_MURDER_SPRAY;
703 }
704
705 #endif
706 #ifdef CSQC
707
708 METHOD(Seeker, wr_impacteffect, void(entity thiswep))
709 {
710     SELFPARAM();
711     vector org2;
712     org2 = w_org + w_backoff * 6;
713     if(w_deathtype & HITTYPE_BOUNCE)
714     {
715         if(w_deathtype & HITTYPE_SECONDARY)
716         {
717             if(!w_issilent)
718                 sound(self, CH_SHOTS, SND_TAG_IMPACT, 1, ATTEN_NORM);
719         }
720         else
721         {
722             pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
723             if(!w_issilent)
724             {
725                 if(w_random<0.15)
726                     sound(self, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
727                 else if(w_random<0.7)
728                     sound(self, CH_SHOTS, SND_TAGEXP2, 1, ATTEN_NORM);
729                 else
730                     sound(self, CH_SHOTS, SND_TAGEXP3, 1, ATTEN_NORM);
731             }
732         }
733     }
734     else
735     {
736         pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
737         if(!w_issilent)
738         {
739             if(w_random<0.15)
740                 sound(self, CH_SHOTS, SND_SEEKEREXP1, 1, ATTEN_NORM);
741             else if(w_random<0.7)
742                 sound(self, CH_SHOTS, SND_SEEKEREXP2, 1, ATTEN_NORM);
743             else
744                 sound(self, CH_SHOTS, SND_SEEKEREXP3, 1, ATTEN_NORM);
745         }
746     }
747 }
748
749 #endif
750 #endif