-#ifdef REGISTER_WEAPON
+#ifndef IMPLEMENTATION
REGISTER_WEAPON(
/* WEP_##id */ SEEKER,
/* function */ W_Seeker,
.entity tag_target, wps_tag_tracker;
.float tag_time;
#endif
-#else
+#endif
+#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_seeker(void) { weapon_defaultspawnfunc(WEP_SEEKER); }
+void spawnfunc_weapon_seeker(void) { weapon_defaultspawnfunc(WEP_SEEKER.m_id); }
// ============================
// Begin: Missile functions, these are general functions to be manipulated by other code
{
// Is it a better idea (shorter distance) to trace to the target itself?
if( vlen(self.origin + olddir * self.wait) < dist)
- traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
+ traceline(self.origin, self.origin + olddir * self.wait, false, self);
else
- traceline(self.origin, eorg, FALSE, self);
+ traceline(self.origin, eorg, false, self);
// Setup adaptive tracelength
self.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = WEP_CVAR(seeker, missile_smart_trace_max));
-void W_Seeker_Missile_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_Seeker_Missile_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
if(self.health <= 0)
return;
W_DecreaseAmmo(WEP_CVAR(seeker, missile_ammo));
makevectors(self.v_angle);
- W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0);
+ W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, W_Sound("seeker_fire.wav"), CH_WEAPON_A, 0);
w_shotorg += f_diff;
- pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+ Send_Effect("seeker_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
- //self.detornator = FALSE;
+ //self.detornator = false;
missile = spawn();
missile.owner = missile.realowner = self;
missile.classname = "seeker_missile";
- missile.bot_dodge = TRUE;
+ missile.bot_dodge = true;
missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
missile.think = W_Seeker_Missile_Think;
missile.takedamage = DAMAGE_YES;
missile.health = WEP_CVAR(seeker, missile_health);
missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
- missile.damagedbycontents = TRUE;
+ missile.damagedbycontents = true;
//missile.think = W_Seeker_Missile_Animate; // csqc projectiles.
if(missile.enemy != world)
- missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
+ missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY;
else
- missile.projectiledeathtype = WEP_SEEKER;
+ missile.projectiledeathtype = WEP_SEEKER.m_id;
setorigin(missile, w_shotorg);
missile.angles = vectoangles(missile.velocity);
- CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
+ CSQCProjectile(missile, false, PROJECTILE_SEEKER, true);
- other = missile; MUTATOR_CALLHOOK(EditProjectile);
+ MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
// ============================
f_diff = '+1.25 +3.75 0';
break;
}
- W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
+ W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, W_Sound("flac_fire"), CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
w_shotorg += f_diff;
- pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+ Send_Effect("hagar_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
missile = spawn();
missile.owner = missile.realowner = self;
missile.classname = "missile";
- missile.bot_dodge = TRUE;
+ missile.bot_dodge = true;
missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
missile.touch = W_Seeker_Flac_Explode;
missile.use = W_Seeker_Flac_Explode;
missile.nextthink = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
missile.solid = SOLID_BBOX;
missile.movetype = MOVETYPE_FLY;
- missile.projectiledeathtype = WEP_SEEKER;
- missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
+ missile.projectiledeathtype = WEP_SEEKER.m_id;
+ missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY;
missile.flags = FL_PROJECTILE;
missile.missile_flags = MIF_SPLASH;
setsize(missile, '-2 -2 -2', '2 2 2');
W_SetupProjVelocity_UP_PRE(missile, seeker, flac_);
- CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
+ CSQCProjectile(missile, true, PROJECTILE_FLAC, true);
- other = missile; MUTATOR_CALLHOOK(EditProjectile);
+ MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
// ============================
entity oldself,oldenemy;
self.cnt = self.cnt - 1;
- if((!(self.realowner.items & IT_UNLIMITED_AMMO) && self.realowner.WEP_AMMO(SEEKER) < WEP_CVAR(seeker, missile_ammo)) || (self.cnt <= -1) || (self.realowner.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER))
+ if((!(self.realowner.items & IT_UNLIMITED_AMMO) && self.realowner.WEP_AMMO(SEEKER) < WEP_CVAR(seeker, missile_ammo)) || (self.cnt <= -1) || (self.realowner.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER.m_id))
{
remove(self);
return;
void W_Seeker_Tracker_Think(void)
{
// commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
- if((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER)
+ if((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER.m_id)
|| (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
{
if(self)
{
//if(other==self.realowner)
// return;
- Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, other.species, self);
+ Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE, other.species, self);
remove(self);
}
-void W_Seeker_Tag_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_Seeker_Tag_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
if(self.health <= 0)
return;
te_knightspike(org2);
self.event_damage = func_null;
- Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
+ Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
if(other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
{
if(WEP_CVAR(seeker, type) == 1)
{
- 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');
+ 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);
WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
}
}
entity missile;
W_DecreaseAmmo(WEP_CVAR(seeker, tag_ammo));
- 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));
+ W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, W_Sound("tag_fire"), CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count));
missile = spawn();
missile.owner = missile.realowner = self;
missile.classname = "seeker_tag";
- missile.bot_dodge = TRUE;
+ missile.bot_dodge = true;
missile.bot_dodgerating = 50;
missile.touch = W_Seeker_Tag_Touch;
missile.think = SUB_Remove;
W_SetupProjVelocity_PRE(missile, seeker, tag_);
missile.angles = vectoangles(missile.velocity);
- CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
+ CSQCProjectile(missile, true, PROJECTILE_TAG, false); // has sound
- other = missile; MUTATOR_CALLHOOK(EditProjectile);
+ MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
// ============================
// Begin: Genereal weapon functions
// ============================
-float W_Seeker(float req)
+bool W_Seeker(int req)
{
float ammo_amount;
{
if(WEP_CVAR(seeker, type) == 1)
if(W_Seeker_Tagged_Info(self, self.enemy) != world)
- self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), FALSE);
+ self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
else
- self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
+ self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
else
- self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
- return TRUE;
+ self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
+ return true;
}
case WR_THINK:
{
}
}
- return TRUE;
+ return true;
}
case WR_INIT:
{
- precache_model("models/weapons/g_seeker.md3");
- precache_model("models/weapons/v_seeker.md3");
- 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");
- SEEKER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
- return TRUE;
+ precache_model(W_Model("g_seeker.md3"));
+ precache_model(W_Model("v_seeker.md3"));
+ precache_model(W_Model("h_seeker.iqm"));
+ precache_sound(W_Sound("tag_fire"));
+ precache_sound(W_Sound("flac_fire"));
+ precache_sound(W_Sound("seeker_fire"));
+ SEEKER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+ return true;
}
case WR_CHECKAMMO1:
{
if(WEP_CVAR(seeker, type) == 1)
{
ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, missile_ammo);
- ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, missile_ammo);
+ ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo);
}
else
{
ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
- ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
+ ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
}
return ammo_amount;
}
if(WEP_CVAR(seeker, type) == 1)
{
ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
- ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
+ ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
}
else
{
ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, flac_ammo);
- ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, flac_ammo);
+ ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo);
}
return ammo_amount;
}
case WR_CONFIG:
{
- SEEKER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
- return TRUE;
+ SEEKER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+ return true;
}
case WR_RELOAD:
{
- W_Reload(min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), "weapons/reload.wav");
- return TRUE;
+ W_Reload(min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), W_Sound("reload"));
+ return true;
}
case WR_SUICIDEMESSAGE:
{
return WEAPON_SEEKER_MURDER_SPRAY;
}
}
- return FALSE;
+ return false;
}
#endif
#ifdef CSQC
-float W_Seeker(float req)
+bool W_Seeker(int req)
{
switch(req)
{
if(w_deathtype & HITTYPE_SECONDARY)
{
if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/tag_impact.wav", 1, ATTEN_NORM);
+ sound(self, CH_SHOTS, W_Sound("tag_impact"), 1, ATTEN_NORM);
}
else
{
if(!w_issilent)
{
if(w_random<0.15)
- sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTEN_NORM);
+ sound(self, CH_SHOTS, W_Sound("tagexp1"), 1, ATTEN_NORM);
else if(w_random<0.7)
- sound(self, CH_SHOTS, "weapons/tagexp2.wav", 1, ATTEN_NORM);
+ sound(self, CH_SHOTS, W_Sound("tagexp2"), 1, ATTEN_NORM);
else
- sound(self, CH_SHOTS, "weapons/tagexp3.wav", 1, ATTEN_NORM);
+ sound(self, CH_SHOTS, W_Sound("tagexp3"), 1, ATTEN_NORM);
}
}
}
if(!w_issilent)
{
if(w_random<0.15)
- sound(self, CH_SHOTS, "weapons/seekerexp1.wav", 1, ATTEN_NORM);
+ sound(self, CH_SHOTS, W_Sound("seekerexp1"), 1, ATTEN_NORM);
else if(w_random<0.7)
- sound(self, CH_SHOTS, "weapons/seekerexp2.wav", 1, ATTEN_NORM);
+ sound(self, CH_SHOTS, W_Sound("seekerexp2"), 1, ATTEN_NORM);
else
- sound(self, CH_SHOTS, "weapons/seekerexp3.wav", 1, ATTEN_NORM);
+ sound(self, CH_SHOTS, W_Sound("seekerexp3"), 1, ATTEN_NORM);
}
}
- return TRUE;
+ return true;
}
case WR_INIT:
{
- 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");
- return TRUE;
+ precache_sound(W_Sound("seekerexp1"));
+ precache_sound(W_Sound("seekerexp2"));
+ precache_sound(W_Sound("seekerexp3"));
+ precache_sound(W_Sound("tagexp1"));
+ precache_sound(W_Sound("tagexp2"));
+ precache_sound(W_Sound("tagexp3"));
+ precache_sound(W_Sound("tag_impact"));
+ return true;
}
case WR_ZOOMRETICLE:
{
// no weapon specific image for this weapon
- return FALSE;
+ return false;
}
}
- return FALSE;
+ return false;
}
#endif
#endif