#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
float dist;
if (time > self.cnt)
+ {
+ self.projectiledeathtype |= HITTYPE_SPLASH;
Seeker_Missile_Explode();
+ }
if (!self.switchweapon)
self.switchweapon = cvar("g_balance_seeker_missile_speed");
{
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 )
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
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;
UpdateCSQCProjectile(self);
}
+*/
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()
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.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;
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;
missile.angles = vectoangles (missile.velocity);
CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
+
+ other = missile; MUTATOR_CALLHOOK(EditProjectile);
}
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)
{
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");
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