]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_seeker.qc
Merge remote branch 'refs/remotes/origin/fruitiex/racefixes'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_seeker.qc
index 5307a3c68936e0b4d10df0668d222cd4c9a0514c..b74f60e00e28437bb33ab7f016443640bfb134dc 100644 (file)
@@ -1,6 +1,7 @@
 #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");
 #else
+#ifdef SVQC
 //.float speed; = switchweapon
 //.float proxytime; = autoswitch
 //.float tl; = wait
@@ -28,7 +29,10 @@ void Seeker_Missile_Think()
        float dist;
 
        if (time > self.cnt)
+       {
+               self.projectiledeathtype |= HITTYPE_SPLASH;
                Seeker_Missile_Explode();
+       }
 
        if (!self.switchweapon)
                self.switchweapon = cvar("g_balance_seeker_missile_speed");
@@ -47,9 +51,9 @@ void Seeker_Missile_Think()
        {
                e               = self.enemy;
                eorg            = 0.5 * (e.absmin + e.absmax);
-               turnrate        = cvar("g_balance_seeker_missile_turnrate");                // how fast to turn
+               turnrate        = cvar("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 )
@@ -62,18 +66,14 @@ void Seeker_Missile_Think()
                                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(cvar("g_balance_seeker_missile_smart_trace_min"), vlen(self.origin - trace_endpos), self.wait = cvar("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 * self.switchweapon; // make me fly in the new direction at my flight speed
        }
 
        // Proxy
@@ -110,9 +110,8 @@ void Seeker_Missile_Think()
                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);
 }
 
@@ -120,21 +119,19 @@ void Seeker_Missile_Think()
 
 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;
@@ -157,6 +154,7 @@ void Seeker_Missile_Animate()
 
        UpdateCSQCProjectile(self);
 }
+*/
 
 void Seeker_Fire_Missile(vector f_diff)
 {
@@ -178,36 +176,33 @@ void Seeker_Fire_Missile(vector f_diff)
        missile.bot_dodge       = TRUE;
        missile.bot_dodgerating = cvar("g_balance_seeker_missile_damage");
 
-       missile.think           = Seeker_Missile_Animate;
-
-       //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.enemy           = self.enemy;
        missile.solid           = SOLID_BBOX;
        missile.scale           = 2;
-       missile.takedamage          = DAMAGE_YES;
+       missile.takedamage      = DAMAGE_YES;
        missile.health          = cvar("g_balance_seeker_missile_health");
        missile.damageforcescale = cvar("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);
+
+       other = missile; MUTATOR_CALLHOOK(EditProjectile);
 }
 
 void Seeker_Vollycontroler_Think()
@@ -270,17 +265,13 @@ void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float d
                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);
 
@@ -290,28 +281,19 @@ void Seeker_Tag_Touch()
        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.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;
@@ -326,7 +308,7 @@ void Seeker_Fire_Tag()
        missile.bot_dodge       = TRUE;
        missile.bot_dodgerating = 50;
        missile.touch           = Seeker_Tag_Touch;
-       missile.think           = Seeker_Tag_Think;
+       missile.think           = SUB_Remove;
        missile.nextthink       = time + cvar("g_balance_seeker_tag_lifetime");
        missile.movetype        = MOVETYPE_FLY;
        missile.solid           = SOLID_BBOX;
@@ -347,6 +329,8 @@ void Seeker_Fire_Tag()
        missile.angles = vectoangles (missile.velocity);
 
        CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
+
+       other = missile; MUTATOR_CALLHOOK(EditProjectile);
 }
 
 
@@ -397,29 +381,32 @@ void Seeker_Fire_Flac()
 
        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                                 = 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 = Seeker_Flac_Explode;
-       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.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.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);
 }
 
 void spawnfunc_weapon_seeker (void)
@@ -453,7 +440,7 @@ float w_seeker(float req)
        {
                precache_model ("models/weapons/g_seeker.md3");
                precache_model ("models/weapons/v_seeker.md3");
-               precache_model ("models/weapons/h_seeker.dpm");
+               precache_model ("models/weapons/h_seeker.iqm");
                precache_sound ("weapons/tag_fire.wav");
                precache_sound ("weapons/flac_fire.wav");
                precache_sound ("weapons/seeker_fire.wav");
@@ -464,15 +451,87 @@ float w_seeker(float req)
                return self.ammo_rockets >= cvar("g_balance_seeker_tag_ammo") + cvar("g_balance_seeker_missile_ammo");
        else if (req == WR_CHECKAMMO2)
                return self.ammo_rockets >= cvar("g_balance_seeker_flac_ammo");
+       return TRUE;
+};
+#endif
+#ifdef CSQC
+float w_seeker(float req)
+{
+       if(req == WR_IMPACTEFFECT)
+       {
+               vector org2;
+               org2 = w_org + w_backoff * 6;
+               if(w_deathtype & HITTYPE_SECONDARY)
+               {
+                       pointparticles(particleeffectnum("flac_explode"), org2, '0 0 0', 1);
+                       if(!w_issilent)
+                       {
+                               if (w_random<0.15)
+                                       sound(self, CHAN_PROJECTILE, "weapons/flacexp1.wav", 1, ATTN_NORM);
+                               else if (w_random<0.7)
+                                       sound(self, CHAN_PROJECTILE, "weapons/flacexp2.wav", 1, ATTN_NORM);
+                               else
+                                       sound(self, CHAN_PROJECTILE, "weapons/flacexp3.wav", 1, ATTN_NORM);
+                       }
+               }
+               else
+               {
+                       if(w_deathtype & HITTYPE_BOUNCE)
+                       {
+                               pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
+                               if(!w_issilent)
+                               {
+                                       if (w_random<0.15)
+                                               sound(self, CHAN_PROJECTILE, "weapons/tagexp1.wav", 1, ATTN_NORM);
+                                       else if (w_random<0.7)
+                                               sound(self, CHAN_PROJECTILE, "weapons/tagexp2.wav", 1, ATTN_NORM);
+                                       else
+                                               sound(self, CHAN_PROJECTILE, "weapons/tagexp3.wav", 1, ATTN_NORM);
+                               }
+                       }
+                       else if(w_deathtype & HITTYPE_HEADSHOT)
+                       {
+                               if(!w_issilent)
+                                       sound(self, CHAN_PROJECTILE, "weapons/tag_impact.wav", 1, ATTN_NORM);
+                       }
+                       else
+                       {
+                               pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
+                               if(!w_issilent)
+                               {
+                                       if (w_random<0.15)
+                                               sound(self, CHAN_PROJECTILE, "weapons/seekerexp1.wav", 1, ATTN_NORM);
+                                       else if (w_random<0.7)
+                                               sound(self, CHAN_PROJECTILE, "weapons/seekerexp2.wav", 1, ATTN_NORM);
+                                       else
+                                               sound(self, CHAN_PROJECTILE, "weapons/seekerexp3.wav", 1, ATTN_NORM);
+                               }
+                       }
+               }
+       }
+       else if(req == WR_PRECACHE)
+       {
+               precache_sound("weapons/flacexp1.wav");
+               precache_sound("weapons/flacexp2.wav");
+               precache_sound("weapons/flacexp3.wav");
+               precache_sound("weapons/seekerexp1.wav");
+               precache_sound("weapons/seekerexp2.wav");
+               precache_sound("weapons/seekerexp3.wav");
+               precache_sound("weapons/tagexp1.wav");
+               precache_sound("weapons/tagexp2.wav");
+               precache_sound("weapons/tagexp3.wav");
+               precache_sound("weapons/tag_impact.wav");
+       }
        else if (req == WR_SUICIDEMESSAGE)
-               w_deathtypestring = "played with tiny rockets";
+               w_deathtypestring = "%s played with tiny rockets";
        else if (req == WR_KILLMESSAGE)
        {
                if(w_deathtype & HITTYPE_SECONDARY)
-                       w_deathtypestring = "ran into #'s flac";
+                       w_deathtypestring = "%s ran into %s's flac";
                else
-                       w_deathtypestring = "was tagged by";
+                       w_deathtypestring = "%s was tagged by %s";
        }
        return TRUE;
-};
+}
+#endif
 #endif