#include "seeker.qh"
#ifdef SVQC
-spawnfunc(weapon_seeker) { weapon_defaultspawnfunc(this, WEP_SEEKER); }
+
+METHOD(Seeker, m_spawnfunc_hookreplace, Weapon(Seeker this, entity e))
+{
+ if (autocvar_g_weapon_noncore_allow && !Item_IsLoot(e) && (this.spawnflags & WEP_FLAG_MUTATORBLOCKED))
+ {
+ return WEP_HAGAR;
+ }
+ return this;
+}
// ============================
// Begin: Missile functions, these are general functions to be manipulated by other code
void W_Seeker_Missile_Explode(entity this, entity directhitentity)
{
this.event_damage = func_null;
- RadiusDamage(this, this.realowner, WEP_CVAR(seeker, missile_damage), WEP_CVAR(seeker, missile_edgedamage), WEP_CVAR(seeker, missile_radius), NULL, NULL, WEP_CVAR(seeker, missile_force), this.projectiledeathtype, directhitentity);
+ RadiusDamage(this, this.realowner, WEP_CVAR(seeker, missile_damage), WEP_CVAR(seeker, missile_edgedamage), WEP_CVAR(seeker, missile_radius), NULL, NULL, WEP_CVAR(seeker, missile_force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
delete(this);
}
-void W_Seeker_Missile_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void W_Seeker_Missile_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
- if(this.health <= 0)
+ if(GetResource(this, RES_HEALTH) <= 0)
return;
if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
return; // g_projectiles_damage says to halt
if(this.realowner == attacker)
- this.health = this.health - (damage * 0.25);
+ TakeResource(this, RES_HEALTH, (damage * 0.25));
else
- this.health = this.health - damage;
+ TakeResource(this, RES_HEALTH, damage);
- if(this.health <= 0)
+ if(GetResource(this, RES_HEALTH) <= 0)
W_PrepareExplosionByDamage(this, attacker, W_Seeker_Missile_Explode_think);
}
W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, missile_ammo), weaponentity);
makevectors(actor.v_angle);
- W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_SEEKER_FIRE, CH_WEAPON_A, 0);
+ W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_SEEKER_FIRE, CH_WEAPON_A, 0, ((m_target != NULL) ? thiswep.m_id | HITTYPE_SECONDARY : thiswep.m_id));
w_shotorg += f_diff;
Send_Effect(EFFECT_SEEKER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
missile.solid = SOLID_BBOX;
missile.scale = 2;
missile.takedamage = DAMAGE_YES;
- missile.health = WEP_CVAR(seeker, missile_health);
+ missile.weaponentity_fld = weaponentity;
+ SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR(seeker, missile_health));
missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
missile.damagedbycontents = true;
IL_PUSH(g_damagedbycontents, missile);
//missile.think = W_Seeker_Missile_Animate; // csqc projectiles.
if(missile.enemy != NULL)
- missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY;
+ missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
else
- missile.projectiledeathtype = WEP_SEEKER.m_id;
+ missile.projectiledeathtype = thiswep.m_id;
setorigin(missile, w_shotorg);
{
this.event_damage = func_null;
- RadiusDamage(this, this.realowner, WEP_CVAR(seeker, flac_damage), WEP_CVAR(seeker, flac_edgedamage), WEP_CVAR(seeker, flac_radius), NULL, NULL, WEP_CVAR(seeker, flac_force), this.projectiledeathtype, directhitentity);
+ RadiusDamage(this, this.realowner, WEP_CVAR(seeker, flac_damage), WEP_CVAR(seeker, flac_edgedamage), WEP_CVAR(seeker, flac_radius), NULL, NULL, WEP_CVAR(seeker, flac_force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
delete(this);
}
f_diff = '+1.25 +3.75 0';
break;
}
- W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_FLAC_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
+ W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_FLAC_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, flac_damage), thiswep.m_id | HITTYPE_SECONDARY);
w_shotorg += f_diff;
Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
missile.nextthink = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
missile.solid = SOLID_BBOX;
set_movetype(missile, MOVETYPE_FLY);
- missile.projectiledeathtype = WEP_SEEKER.m_id;
- missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY;
+ missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
+ missile.weaponentity_fld = weaponentity;
missile.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, missile);
IL_PUSH(g_bot_dodge, missile);
return NULL;
}
-void W_Seeker_Attack(entity actor, .entity weaponentity)
+void W_Seeker_Attack(Weapon thiswep, entity actor, .entity weaponentity)
{
entity closest_target = NULL;
closest_target = NULL;
}
- W_Seeker_Fire_Missile(WEP_SEEKER, actor, weaponentity, '0 0 0', closest_target);
+ W_Seeker_Fire_Missile(thiswep, actor, weaponentity, '0 0 0', closest_target);
}
void W_Seeker_Vollycontroller_Think(entity this) // TODO: Merge this with W_Seeker_Attack
{
- float c;
- entity oldenemy;
this.cnt = this.cnt - 1;
Weapon thiswep = WEP_SEEKER;
.entity weaponentity = this.weaponentity_fld;
- if((!(this.realowner.items & IT_UNLIMITED_AMMO) && GetResourceAmount(this.realowner, thiswep.ammo_type) < WEP_CVAR(seeker, missile_ammo)) || (this.cnt <= -1) || (IS_DEAD(this.realowner)) || (this.realowner.(weaponentity).m_switchweapon != WEP_SEEKER))
+ if((!(this.realowner.items & IT_UNLIMITED_AMMO) && GetResource(this.realowner, thiswep.ammo_type) < WEP_CVAR(seeker, missile_ammo)) || (this.cnt <= -1) || (IS_DEAD(this.realowner)) || (this.realowner.(weaponentity).m_switchweapon != thiswep))
{
delete(this);
return;
entity own = this.realowner;
- oldenemy = own.enemy;
+ entity oldenemy = own.enemy;
own.enemy = this.enemy;
- c = own.cnt % 4;
- switch(c)
+ switch(own.cnt % 4)
{
case 0:
- W_Seeker_Fire_Missile(WEP_SEEKER, own, weaponentity, '-1.25 -3.75 0', own.enemy); // TODO
+ W_Seeker_Fire_Missile(thiswep, own, weaponentity, '-1.25 -3.75 0', own.enemy); // TODO
break;
case 1:
- W_Seeker_Fire_Missile(WEP_SEEKER, own, weaponentity, '+1.25 -3.75 0', own.enemy); // TODO
+ W_Seeker_Fire_Missile(thiswep, own, weaponentity, '+1.25 -3.75 0', own.enemy); // TODO
break;
case 2:
- W_Seeker_Fire_Missile(WEP_SEEKER, own, weaponentity, '-1.25 +3.75 0', own.enemy); // TODO
+ W_Seeker_Fire_Missile(thiswep, own, weaponentity, '-1.25 +3.75 0', own.enemy); // TODO
break;
case 3:
default:
- W_Seeker_Fire_Missile(WEP_SEEKER, own, weaponentity, '+1.25 +3.75 0', own.enemy); // TODO
+ W_Seeker_Fire_Missile(thiswep, own, weaponentity, '+1.25 +3.75 0', own.enemy); // TODO
break;
}
delete(this);
}
-void W_Seeker_Tag_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void W_Seeker_Tag_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
- if(this.health <= 0)
+ if(GetResource(this, RES_HEALTH) <= 0)
return;
- this.health = this.health - damage;
- if(this.health <= 0)
+ TakeResource(this, RES_HEALTH, damage);
+ if(GetResource(this, RES_HEALTH) <= 0)
W_Seeker_Tag_Explode(this);
}
{
W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, tag_ammo), weaponentity);
- W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_TAG_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count));
+ W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_TAG_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count), thiswep.m_id | HITTYPE_BOUNCE | HITTYPE_SECONDARY);
entity missile = new(seeker_tag);
missile.weaponentity_fld = weaponentity;
missile.takedamage = DAMAGE_YES;
missile.event_damage = W_Seeker_Tag_Damage;
- missile.health = WEP_CVAR(seeker, tag_health);
+ SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR(seeker, tag_health));
missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
setorigin(missile, w_shotorg);
METHOD(Seeker, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
if(WEP_CVAR(seeker, type) == 1)
+ {
if(W_Seeker_Tagged_Info(actor, weaponentity, actor.enemy) != NULL)
PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
else
PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
+ }
else
PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
}
{
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, missile_refire)))
{
- W_Seeker_Attack(actor, weaponentity);
+ W_Seeker_Attack(thiswep, actor, weaponentity);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
}
}
float ammo_amount;
if(WEP_CVAR(seeker, type) == 1)
{
- ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, missile_ammo);
- ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo);
+ ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, missile_ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(seeker, missile_ammo);
}
else
{
- ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, tag_ammo);
- ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
+ ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, tag_ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(seeker, tag_ammo);
}
return ammo_amount;
}
float ammo_amount;
if(WEP_CVAR(seeker, type) == 1)
{
- ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, tag_ammo);
- ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
+ ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, tag_ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(seeker, tag_ammo);
}
else
{
- ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, flac_ammo);
- ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo);
+ ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, flac_ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(seeker, flac_ammo);
}
return ammo_amount;
}