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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id */ SEEKER,
4 /* function */ w_seeker,
5 /* ammotype */ IT_ROCKETS,
6 /* impulse  */ 8,
7 /* flags    */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating   */ BOT_PICKUP_RATING_MID,
9 /* model    */ "seeker",
10 /* netname  */ "seeker",
11 /* fullname */ _("T.A.G. Seeker")
12 );
13
14 #define SEEKER_SETTINGS(w_cvar,w_prop) \
15         w_cvar(WEP_SEEKER, seeker, MO_NONE, type) \
16         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_ammo) \
17         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_animtime) \
18         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_damage) \
19         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_edgedamage) \
20         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_force) \
21         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_lifetime) \
22         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_lifetime_rand) \
23         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_radius) \
24         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_refire) \
25         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_accel) \
26         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_ammo) \
27         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_animtime) \
28         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_count) \
29         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_damage) \
30         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_damageforcescale) \
31         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_decel) \
32         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_delay) \
33         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_edgedamage) \
34         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_force) \
35         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_health) \
36         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_lifetime) \
37         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_proxy) \
38         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_proxy_delay) \
39         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_proxy_maxrange) \
40         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_radius) \
41         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_refire) \
42         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_smart) \
43         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_smart_mindist) \
44         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_smart_trace_max) \
45         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_smart_trace_min) \
46         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_speed_max) \
47         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_turnrate) \
48         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_ammo) \
49         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_animtime) \
50         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_damageforcescale) \
51         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_health) \
52         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_lifetime) \
53         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_refire) \
54         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_speed) \
55         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_tracker_lifetime) \
56         w_prop(WEP_SEEKER, seeker, reloading_ammo, reload_ammo) \
57         w_prop(WEP_SEEKER, seeker, reloading_time, reload_time) \
58         w_prop(WEP_SEEKER, seeker, switchdelay_raise, switchdelay_raise) \
59         w_prop(WEP_SEEKER, seeker, switchdelay_drop, switchdelay_drop)
60
61 #ifdef SVQC
62 SEEKER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
63 .entity tag_target, wps_tag_tracker;
64 .float tag_time;
65 #endif
66 #else
67 #ifdef SVQC
68 void spawnfunc_weapon_seeker (void) { weapon_defaultspawnfunc(WEP_SEEKER); }
69
70 // ============================
71 // Begin: Missile functions, these are general functions to be manipulated by other code
72 // ============================
73 void Seeker_Missile_Explode ()
74 {
75         self.event_damage = func_null;
76         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);
77
78         remove (self);
79 }
80
81 void Seeker_Missile_Touch()
82 {
83         PROJECTILE_TOUCH;
84
85         Seeker_Missile_Explode();
86 }
87
88 void Seeker_Missile_Think()
89 {
90         entity e;
91         vector desireddir, olddir, newdir, eorg;
92         float turnrate;
93         float dist;
94         float spd;
95
96         if (time > self.cnt)
97         {
98                 self.projectiledeathtype |= HITTYPE_SPLASH;
99                 Seeker_Missile_Explode();
100         }
101
102         spd = vlen(self.velocity);
103         spd = bound(
104                 spd - WEP_CVAR(seeker, missile_decel) * frametime,
105                 WEP_CVAR(seeker, missile_speed_max),
106                 spd + WEP_CVAR(seeker, missile_accel) * frametime
107         );
108
109         if (self.enemy != world)
110                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
111                         self.enemy = world;
112
113         if (self.enemy != world)
114         {
115                 e               = self.enemy;
116                 eorg            = 0.5 * (e.absmin + e.absmax);
117                 turnrate        = WEP_CVAR(seeker, missile_turnrate); // how fast to turn
118                 desireddir      = normalize(eorg - self.origin);
119                 olddir          = normalize(self.velocity); // get my current direction
120                 dist            = vlen(eorg - self.origin);
121
122                 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
123                 if (WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
124                 {
125                         // Is it a better idea (shorter distance) to trace to the target itself?
126                         if ( vlen(self.origin + olddir * self.wait) < dist)
127                                 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
128                         else
129                                 traceline(self.origin, eorg, FALSE, self);
130
131                         // Setup adaptive tracelength
132                         self.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = WEP_CVAR(seeker, missile_smart_trace_max));
133
134                         // Calc how important it is that we turn and add this to the desierd (enemy) dir.
135                         desireddir  = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
136                 }
137
138                 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
139                 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
140         }
141         else
142                 dist = 0;
143
144         // Proxy
145         if (WEP_CVAR(seeker, missile_proxy))
146         {
147                 if ( dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
148                 {
149                         if (self.autoswitch == 0)
150                         {
151                                 self.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
152                         }
153                         else
154                         {
155                                 if (self.autoswitch <= time)
156                                 {
157                                         Seeker_Missile_Explode();
158                                         self.autoswitch = 0;
159                                 }
160                         }
161                 }
162                 else
163                 {
164                         if (self.autoswitch != 0)
165                                 self.autoswitch = 0;
166                 }
167         }
168         ///////////////
169
170         if (self.enemy.deadflag != DEAD_NO)
171         {
172                 self.enemy = world;
173                 self.cnt = time + 1 + (random() * 4);
174                 self.nextthink = self.cnt;
175                 return;
176         }
177
178         //self.angles = vectoangles(self.velocity);                     // turn model in the new flight direction
179         self.nextthink = time;// + 0.05; // csqc projectiles
180         UpdateCSQCProjectile(self);
181 }
182
183
184
185 void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
186 {
187         if (self.health <= 0)
188                 return;
189
190         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
191                 return; // g_projectiles_damage says to halt
192
193         if (self.realowner == attacker)
194                 self.health = self.health - (damage * 0.25);
195         else
196                 self.health = self.health - damage;
197
198         if (self.health <= 0)
199                 W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
200 }
201
202 /*
203 void Seeker_Missile_Animate()
204 {
205         self.frame = self.frame +1;
206         self.nextthink = time + 0.05;
207
208         if (self.enemy != world)
209                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
210                         self.enemy = world;
211
212         if(self.frame == 5)
213         {
214                 self.think           = Seeker_Missile_Think;
215                 self.nextthink       = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
216
217                 if (autocvar_g_balance_seeker_missile_proxy)
218                         self.movetype    = MOVETYPE_BOUNCEMISSILE;
219                 else
220                         self.movetype    = MOVETYPE_FLYMISSILE;
221         }
222
223         UpdateCSQCProjectile(self);
224 }
225 */
226
227 void Seeker_Fire_Missile(vector f_diff, entity m_target)
228 {
229         entity missile;
230
231         W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, missile_ammo), autocvar_g_balance_seeker_reload_ammo);
232
233         makevectors(self.v_angle);
234         W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0);
235         w_shotorg += f_diff;
236         pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
237
238         //self.detornator         = FALSE;
239
240         missile                 = spawn();
241         missile.owner           = missile.realowner = self;
242         missile.classname       = "seeker_missile";
243         missile.bot_dodge       = TRUE;
244         missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
245
246         missile.think           = Seeker_Missile_Think;
247         missile.touch           = Seeker_Missile_Touch;
248         missile.event_damage    = Seeker_Missile_Damage;
249         missile.nextthink       = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
250         missile.cnt             = time + WEP_CVAR(seeker, missile_lifetime);
251         missile.enemy           = m_target;
252         missile.solid           = SOLID_BBOX;
253         missile.scale           = 2;
254         missile.takedamage      = DAMAGE_YES;
255         missile.health          = WEP_CVAR(seeker, missile_health);
256         missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
257         missile.damagedbycontents = TRUE;
258         //missile.think           = Seeker_Missile_Animate; // csqc projectiles.
259
260         if (missile.enemy != world)
261                 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
262         else
263                 missile.projectiledeathtype = WEP_SEEKER;
264
265
266         setorigin (missile, w_shotorg);
267         setsize (missile, '-4 -4 -4', '4 4 4');
268         missile.movetype    = MOVETYPE_FLYMISSILE;
269         missile.flags       = FL_PROJECTILE;
270         missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
271
272         W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_missile);
273
274         missile.angles = vectoangles (missile.velocity);
275
276         CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
277
278         other = missile; MUTATOR_CALLHOOK(EditProjectile);
279 }
280
281 // ============================
282 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
283 // ============================
284 void Seeker_Flac_Explode ()
285 {
286         self.event_damage = func_null;
287
288         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);
289
290         remove (self);
291 }
292
293 void Seeker_Flac_Touch()
294 {
295         PROJECTILE_TOUCH;
296
297         Seeker_Flac_Explode();
298 }
299
300 void Seeker_Fire_Flac()
301 {
302         entity missile;
303         vector f_diff;
304         float c;
305
306         W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, flac_ammo), autocvar_g_balance_seeker_reload_ammo);
307
308         c = mod(self.bulletcounter, 4);
309         switch(c)
310         {
311                 case 0:
312                         f_diff = '-1.25 -3.75 0';
313                         break;
314                 case 1:
315                         f_diff = '+1.25 -3.75 0';
316                         break;
317                 case 2:
318                         f_diff = '-1.25 +3.75 0';
319                         break;
320                 case 3:
321                 default:
322                         f_diff = '+1.25 +3.75 0';
323                         break;
324         }
325         W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
326         w_shotorg += f_diff;
327
328         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
329
330         missile                                 = spawn ();
331         missile.owner                   = missile.realowner = self;
332         missile.classname               = "missile";
333         missile.bot_dodge               = TRUE;
334         missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
335         missile.touch                   = Seeker_Flac_Explode;
336         missile.use                     = Seeker_Flac_Explode;
337         missile.think                   = adaptor_think2use_hittype_splash;
338         missile.nextthink               = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
339         missile.solid                   = SOLID_BBOX;
340         missile.movetype                = MOVETYPE_FLY;
341         missile.projectiledeathtype = WEP_SEEKER;
342         missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
343         missile.flags                           = FL_PROJECTILE;
344         missile.missile_flags       = MIF_SPLASH;
345
346         // csqc projectiles
347         //missile.angles                                = vectoangles (missile.velocity);
348         //missile.scale = 0.4; // BUG: the model is too big
349
350         setorigin (missile, w_shotorg);
351         setsize (missile, '-2 -2 -2', '2 2 2');
352
353         W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_flac);
354         CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
355
356         other = missile; MUTATOR_CALLHOOK(EditProjectile);
357 }
358
359 // ============================
360 // Begin: Tag and rocket controllers
361 // ============================
362 entity Seeker_Tagged_Info(entity isowner, entity istarget)
363 {
364         entity tag;
365         for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
366                 if ((tag.realowner == isowner) && (tag.tag_target == istarget))
367                         return tag;
368
369         return world;
370 }
371
372 void Seeker_Attack()
373 {
374         entity tracker, closest_target;
375
376         closest_target = world;
377         for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
378         {
379                 if (closest_target)
380                 {
381                         if (vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
382                                 closest_target = tracker.tag_target;
383                 }
384                 else
385                         closest_target = tracker.tag_target;
386         }
387
388         traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
389         if ((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
390                 closest_target = world;
391
392         Seeker_Fire_Missile('0 0 0', closest_target);
393 }
394
395 void Seeker_Vollycontroller_Think() // TODO: Merge this with Seeker_Attack
396 {
397         float c;
398         entity oldself,oldenemy;
399         self.cnt = self.cnt - 1;
400
401         if((!(self.realowner.items & IT_UNLIMITED_AMMO) && self.realowner.ammo_rockets < WEP_CVAR(seeker, missile_ammo)) || (self.cnt <= -1) || (self.realowner.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER))
402         {
403                 remove(self);
404                 return;
405         }
406
407         self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor();
408
409         oldself = self;
410         self = self.realowner;
411
412         oldenemy = self.enemy;
413         self.enemy = oldself.enemy;
414
415         c = mod(self.cnt, 4);
416         switch(c)
417         {
418                 case 0:
419                         Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
420                         break;
421                 case 1:
422                         Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
423                         break;
424                 case 2:
425                         Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
426                         break;
427                 case 3:
428                 default:
429                         Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
430                         break;
431         }
432
433         self.enemy = oldenemy;
434         self = oldself;
435 }
436
437 void Seeker_Tracker_Think()
438 {
439         // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
440         if ((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER)
441         || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
442         {
443                 if (self)
444                 {
445                         WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
446                         remove(self);
447                 }
448                 return;
449         }
450
451         // Update the think method information
452         self.nextthink = time;
453 }
454
455 // ============================
456 // Begin: Tag projectile
457 // ============================
458 void Seeker_Tag_Explode ()
459 {
460         //if(other==self.realowner)
461         //    return;
462         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, other.species, self);
463
464         remove (self);
465 }
466
467 void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
468 {
469         if (self.health <= 0)
470                 return;
471         self.health = self.health - damage;
472         if (self.health <= 0)
473                 Seeker_Tag_Explode();
474 }
475
476 void Seeker_Tag_Touch()
477 {
478         vector dir;
479         vector org2;
480         entity e;
481
482         PROJECTILE_TOUCH;
483
484         dir     = normalize (self.realowner.origin - self.origin);
485         org2    = findbetterlocation (self.origin, 8);
486
487         te_knightspike(org2);
488
489         self.event_damage = func_null;
490         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
491
492         if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
493         {
494                 // check to see if this person is already tagged by me
495                 entity tag = Seeker_Tagged_Info(self.realowner, other);
496
497                 if (tag != world)
498                 {
499                         if (other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
500                                 WaypointSprite_Kill(other.wps_tag_tracker);
501
502                         tag.tag_time = time;
503                 }
504                 else
505                 {
506                         //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
507                         e             = spawn();
508                         e.cnt         = WEP_CVAR(seeker, missile_count);
509                         e.classname   = "tag_tracker";
510                         e.owner       = self.owner;
511                         e.realowner   = self.realowner;
512
513                         if(WEP_CVAR(seeker, type) == 1)
514                         {
515                                 e.tag_target  = other;
516                                 e.tag_time    = time;
517                                 e.think       = Seeker_Tracker_Think;
518                         }
519                         else
520                         {
521                                 e.enemy     = other;
522                                 e.think     = Seeker_Vollycontroller_Think;
523                         }
524
525                         e.nextthink   = time;
526                 }
527
528                 if(WEP_CVAR(seeker, type) == 1)
529                 {
530                         WaypointSprite_Spawn("tagged-target", WEP_CVAR(seeker, tag_tracker_lifetime), 0, other, '0 0 64', self.realowner, 0, other, wps_tag_tracker, TRUE, RADARICON_TAGGED, '0.5 1 0');
531                         WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
532                 }
533         }
534
535         remove(self);
536         return;
537 }
538
539 void Seeker_Fire_Tag()
540 {
541         entity missile;
542         W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, tag_ammo), autocvar_g_balance_seeker_reload_ammo);
543
544         W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count));
545
546         missile                 = spawn();
547         missile.owner           = missile.realowner = self;
548         missile.classname       = "seeker_tag";
549         missile.bot_dodge       = TRUE;
550         missile.bot_dodgerating = 50;
551         missile.touch           = Seeker_Tag_Touch;
552         missile.think           = SUB_Remove;
553         missile.nextthink       = time + WEP_CVAR(seeker, tag_lifetime);
554         missile.movetype        = MOVETYPE_FLY;
555         missile.solid           = SOLID_BBOX;
556
557         missile.takedamage       = DAMAGE_YES;
558         missile.event_damage     = Seeker_Tag_Damage;
559         missile.health           = WEP_CVAR(seeker, tag_health);
560         missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
561
562         setorigin (missile, w_shotorg);
563         setsize (missile, '-2 -2 -2', '2 2 2');
564
565         missile.flags       = FL_PROJECTILE;
566         //missile.missile_flags = MIF_..?;
567
568         missile.movetype    = MOVETYPE_FLY;
569         W_SETUPPROJECTILEVELOCITY(missile, g_balance_seeker_tag);
570         missile.angles = vectoangles (missile.velocity);
571
572         CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
573
574         other = missile; MUTATOR_CALLHOOK(EditProjectile);
575 }
576
577 // ============================
578 // Begin: Genereal weapon functions
579 // ============================
580
581 float w_seeker(float req)
582 {
583         float ammo_amount;
584
585         switch(req)
586         {
587                 case WR_AIM:
588                 {
589                         if (WEP_CVAR(seeker, type) == 1)
590                                 if (Seeker_Tagged_Info(self, self.enemy) != world)
591                                         self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), FALSE);
592                                 else
593                                         self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
594                         else
595                                 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
596                         return TRUE;
597                 }
598                 case WR_THINK:
599                 {
600                         if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) // forced reload
601                                 WEP_ACTION(self.weapon, WR_RELOAD);
602
603                         else if (self.BUTTON_ATCK)
604                         {
605                                 if (WEP_CVAR(seeker, type) == 1)
606                                 {
607                                         if (weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire)))
608                                         {
609                                                 Seeker_Attack();
610                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
611                                         }
612                                 }
613                                 else
614                                 {
615                                         if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
616                                         {
617                                                 Seeker_Fire_Tag();
618                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
619                                         }
620                                 }
621                         }
622
623                         else if (self.BUTTON_ATCK2)
624                         {
625                                 if (WEP_CVAR(seeker, type) == 1)
626                                 {
627                                         if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
628                                         {
629                                                 Seeker_Fire_Tag();
630                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
631                                         }
632                                 }
633                                 else
634                                 {
635                                         if (weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire)))
636                                         {
637                                                 Seeker_Fire_Flac();
638                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
639                                         }
640                                 }
641                         }
642
643                         return TRUE;
644                 }
645                 case WR_INIT:
646                 {
647                         precache_model ("models/weapons/g_seeker.md3");
648                         precache_model ("models/weapons/v_seeker.md3");
649                         precache_model ("models/weapons/h_seeker.iqm");
650                         precache_sound ("weapons/tag_fire.wav");
651                         precache_sound ("weapons/flac_fire.wav");
652                         precache_sound ("weapons/seeker_fire.wav");
653                         SEEKER_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
654                         return TRUE;
655                 }
656                 case WR_SETUP:
657                 {
658                         self.current_ammo = ammo_rockets;
659                         return TRUE;
660                 }
661                 case WR_CHECKAMMO1:
662                 {
663                         if (WEP_CVAR(seeker, type) == 1)
664                         {
665                                 ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, missile_ammo);
666                                 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, missile_ammo);
667                         }
668                         else
669                         {
670                                 ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, tag_ammo);
671                                 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
672                         }
673                         return ammo_amount;
674                 }
675                 case WR_CHECKAMMO2:
676                 {
677                         if (WEP_CVAR(seeker, type) == 1)
678                         {
679                                 ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, tag_ammo);
680                                 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
681                         }
682                         else
683                         {
684                                 ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, flac_ammo);
685                                 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, flac_ammo);
686                         }
687                         return ammo_amount;
688                 }
689                 case WR_CONFIG:
690                 {
691                         SEEKER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
692                         return TRUE;
693                 }
694                 case WR_RELOAD:
695                 {
696                         W_Reload(min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), "weapons/reload.wav");
697                         return TRUE;
698                 }
699                 case WR_SUICIDEMESSAGE:
700                 {
701                         return WEAPON_SEEKER_SUICIDE;
702                 }
703                 case WR_KILLMESSAGE:
704                 {
705                         if(w_deathtype & HITTYPE_SECONDARY)
706                                 return WEAPON_SEEKER_MURDER_TAG;
707                         else
708                                 return WEAPON_SEEKER_MURDER_SPRAY;
709                 }
710         }
711         return TRUE;
712 }
713 #endif
714 #ifdef CSQC
715 float w_seeker(float req)
716 {
717         switch(req)
718         {
719                 case WR_IMPACTEFFECT:
720                 {
721                         vector org2;
722                         org2 = w_org + w_backoff * 6;
723                         if(w_deathtype & HITTYPE_BOUNCE)
724                         {
725                                 if(w_deathtype & HITTYPE_SECONDARY)
726                                 {
727                                         if(!w_issilent)
728                                                 sound(self, CH_SHOTS, "weapons/tag_impact.wav", 1, ATTEN_NORM);
729                                 }
730                                 else
731                                 {
732                                         pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
733                                         if(!w_issilent)
734                                         {
735                                                 if (w_random<0.15)
736                                                         sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTEN_NORM);
737                                                 else if (w_random<0.7)
738                                                         sound(self, CH_SHOTS, "weapons/tagexp2.wav", 1, ATTEN_NORM);
739                                                 else
740                                                         sound(self, CH_SHOTS, "weapons/tagexp3.wav", 1, ATTEN_NORM);
741                                         }
742                                 }
743                         }
744                         else
745                         {
746                                 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
747                                 if(!w_issilent)
748                                 {
749                                         if (w_random<0.15)
750                                                 sound(self, CH_SHOTS, "weapons/seekerexp1.wav", 1, ATTEN_NORM);
751                                         else if (w_random<0.7)
752                                                 sound(self, CH_SHOTS, "weapons/seekerexp2.wav", 1, ATTEN_NORM);
753                                         else
754                                                 sound(self, CH_SHOTS, "weapons/seekerexp3.wav", 1, ATTEN_NORM);
755                                 }
756                         }
757                         return TRUE;
758                 }
759                 case WR_INIT:
760                 {
761                         precache_sound("weapons/seekerexp1.wav");
762                         precache_sound("weapons/seekerexp2.wav");
763                         precache_sound("weapons/seekerexp3.wav");
764                         precache_sound("weapons/tagexp1.wav");
765                         precache_sound("weapons/tagexp2.wav");
766                         precache_sound("weapons/tagexp3.wav");
767                         precache_sound("weapons/tag_impact.wav");
768                         return TRUE;
769                 }
770         }
771
772         return TRUE;
773 }
774 #endif
775 #endif