/* wepimg */ ATTRIB(Seeker, model2, string, "weaponseeker");
/* refname */ ATTRIB(Seeker, netname, string, "seeker");
/* wepname */ ATTRIB(Seeker, m_name, string, _("T.A.G. Seeker"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, flac_ammo, float, NONE) \
+ P(class, prefix, flac_animtime, float, NONE) \
+ P(class, prefix, flac_damage, float, NONE) \
+ P(class, prefix, flac_edgedamage, float, NONE) \
+ P(class, prefix, flac_force, float, NONE) \
+ P(class, prefix, flac_lifetime, float, NONE) \
+ P(class, prefix, flac_lifetime_rand, float, NONE) \
+ P(class, prefix, flac_radius, float, NONE) \
+ P(class, prefix, flac_refire, float, NONE) \
+ P(class, prefix, flac_speed, float, NONE) \
+ P(class, prefix, flac_speed_up, float, NONE) \
+ P(class, prefix, flac_speed_z, float, NONE) \
+ P(class, prefix, flac_spread, float, NONE) \
+ P(class, prefix, missile_accel, float, NONE) \
+ P(class, prefix, missile_ammo, float, NONE) \
+ P(class, prefix, missile_animtime, float, NONE) \
+ P(class, prefix, missile_count, float, NONE) \
+ P(class, prefix, missile_damageforcescale, float, NONE) \
+ P(class, prefix, missile_damage, float, NONE) \
+ P(class, prefix, missile_decel, float, NONE) \
+ P(class, prefix, missile_delay, float, NONE) \
+ P(class, prefix, missile_edgedamage, float, NONE) \
+ P(class, prefix, missile_force, float, NONE) \
+ P(class, prefix, missile_health, float, NONE) \
+ P(class, prefix, missile_lifetime, float, NONE) \
+ P(class, prefix, missile_proxy, float, NONE) \
+ P(class, prefix, missile_proxy_delay, float, NONE) \
+ P(class, prefix, missile_proxy_maxrange, float, NONE) \
+ P(class, prefix, missile_radius, float, NONE) \
+ P(class, prefix, missile_refire, float, NONE) \
+ P(class, prefix, missile_smart, float, NONE) \
+ P(class, prefix, missile_smart_mindist, float, NONE) \
+ P(class, prefix, missile_smart_trace_max, float, NONE) \
+ P(class, prefix, missile_smart_trace_min, float, NONE) \
+ P(class, prefix, missile_speed, float, NONE) \
+ P(class, prefix, missile_speed_max, float, NONE) \
+ P(class, prefix, missile_speed_up, float, NONE) \
+ P(class, prefix, missile_speed_z, float, NONE) \
+ P(class, prefix, missile_spread, float, NONE) \
+ P(class, prefix, missile_turnrate, float, NONE) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, tag_ammo, float, NONE) \
+ P(class, prefix, tag_animtime, float, NONE) \
+ P(class, prefix, tag_damageforcescale, float, NONE) \
+ P(class, prefix, tag_health, float, NONE) \
+ P(class, prefix, tag_lifetime, float, NONE) \
+ P(class, prefix, tag_refire, float, NONE) \
+ P(class, prefix, tag_speed, float, NONE) \
+ P(class, prefix, tag_spread, float, NONE) \
+ P(class, prefix, tag_tracker_lifetime, float, NONE) \
+ P(class, prefix, type, float, NONE) \
+ P(class, prefix, weaponreplace, string, NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Seeker, seeker)
+#undef X
ENDCLASS(Seeker)
-REGISTER_WEAPON(SEEKER, NEW(Seeker));
-
-#define SEEKER_SETTINGS(w_cvar,w_prop) SEEKER_SETTINGS_LIST(w_cvar, w_prop, SEEKER, seeker)
-#define SEEKER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, NONE, type) \
- w_cvar(id, sn, NONE, flac_ammo) \
- w_cvar(id, sn, NONE, flac_animtime) \
- w_cvar(id, sn, NONE, flac_damage) \
- w_cvar(id, sn, NONE, flac_edgedamage) \
- w_cvar(id, sn, NONE, flac_force) \
- w_cvar(id, sn, NONE, flac_lifetime) \
- w_cvar(id, sn, NONE, flac_lifetime_rand) \
- w_cvar(id, sn, NONE, flac_radius) \
- w_cvar(id, sn, NONE, flac_refire) \
- w_cvar(id, sn, NONE, flac_speed) \
- w_cvar(id, sn, NONE, flac_speed_up) \
- w_cvar(id, sn, NONE, flac_speed_z) \
- w_cvar(id, sn, NONE, flac_spread) \
- w_cvar(id, sn, NONE, missile_accel) \
- w_cvar(id, sn, NONE, missile_ammo) \
- w_cvar(id, sn, NONE, missile_animtime) \
- w_cvar(id, sn, NONE, missile_count) \
- w_cvar(id, sn, NONE, missile_damage) \
- w_cvar(id, sn, NONE, missile_damageforcescale) \
- w_cvar(id, sn, NONE, missile_decel) \
- w_cvar(id, sn, NONE, missile_delay) \
- w_cvar(id, sn, NONE, missile_edgedamage) \
- w_cvar(id, sn, NONE, missile_force) \
- w_cvar(id, sn, NONE, missile_health) \
- w_cvar(id, sn, NONE, missile_lifetime) \
- w_cvar(id, sn, NONE, missile_proxy) \
- w_cvar(id, sn, NONE, missile_proxy_delay) \
- w_cvar(id, sn, NONE, missile_proxy_maxrange) \
- w_cvar(id, sn, NONE, missile_radius) \
- w_cvar(id, sn, NONE, missile_refire) \
- w_cvar(id, sn, NONE, missile_smart) \
- w_cvar(id, sn, NONE, missile_smart_mindist) \
- w_cvar(id, sn, NONE, missile_smart_trace_max) \
- w_cvar(id, sn, NONE, missile_smart_trace_min) \
- w_cvar(id, sn, NONE, missile_speed) \
- w_cvar(id, sn, NONE, missile_speed_max) \
- w_cvar(id, sn, NONE, missile_speed_up) \
- w_cvar(id, sn, NONE, missile_speed_z) \
- w_cvar(id, sn, NONE, missile_spread) \
- w_cvar(id, sn, NONE, missile_turnrate) \
- w_cvar(id, sn, NONE, tag_ammo) \
- w_cvar(id, sn, NONE, tag_animtime) \
- w_cvar(id, sn, NONE, tag_damageforcescale) \
- w_cvar(id, sn, NONE, tag_health) \
- w_cvar(id, sn, NONE, tag_lifetime) \
- w_cvar(id, sn, NONE, tag_refire) \
- w_cvar(id, sn, NONE, tag_speed) \
- w_cvar(id, sn, NONE, tag_spread) \
- w_cvar(id, sn, NONE, tag_tracker_lifetime) \
- w_prop(id, sn, float, reloading_ammo, reload_ammo) \
- w_prop(id, sn, float, reloading_time, reload_time) \
- w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
- w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
- w_prop(id, sn, string, weaponreplace, weaponreplace) \
- w_prop(id, sn, float, weaponstart, weaponstart) \
- w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
- w_prop(id, sn, float, weaponthrowable, weaponthrowable)
+REGISTER_WEAPON(SEEKER, seeker, NEW(Seeker));
+
#ifdef SVQC
-SEEKER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.entity tag_target, wps_tag_tracker;
.float tag_time;
#endif
// ============================
// Begin: Missile functions, these are general functions to be manipulated by other code
// ============================
-void W_Seeker_Missile_Explode()
-{SELFPARAM();
+void W_Seeker_Missile_Explode(entity this)
+{
self.event_damage = func_null;
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);
remove(self);
}
-void W_Seeker_Missile_Touch()
+void W_Seeker_Missile_Touch(entity this)
{
- PROJECTILE_TOUCH;
+ PROJECTILE_TOUCH(this);
- W_Seeker_Missile_Explode();
+ W_Seeker_Missile_Explode(this);
}
-void W_Seeker_Missile_Think()
-{SELFPARAM();
+void W_Seeker_Missile_Think(entity this)
+{
entity e;
vector desireddir, olddir, newdir, eorg;
float turnrate;
if(time > self.cnt)
{
self.projectiledeathtype |= HITTYPE_SPLASH;
- W_Seeker_Missile_Explode();
+ W_Seeker_Missile_Explode(self);
}
spd = vlen(self.velocity);
);
if(self.enemy != world)
- if(self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
+ if(self.enemy.takedamage != DAMAGE_AIM || IS_DEAD(self.enemy))
self.enemy = world;
if(self.enemy != world)
if(WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
{
// Is it a better idea (shorter distance) to trace to the target itself?
- if( vlen(self.origin + olddir * self.wait) < dist)
+ if( vdist(self.origin + olddir * self.wait, <, dist))
traceline(self.origin, self.origin + olddir * self.wait, false, self);
else
traceline(self.origin, eorg, false, self);
{
if(self.autoswitch <= time)
{
- W_Seeker_Missile_Explode();
+ W_Seeker_Missile_Explode(self);
self.autoswitch = 0;
}
}
}
///////////////
- if(self.enemy.deadflag != DEAD_NO)
+ if(IS_DEAD(self.enemy))
{
self.enemy = world;
self.cnt = time + 1 + (random() * 4);
-void W_Seeker_Missile_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
- if(self.health <= 0)
+void W_Seeker_Missile_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+ if(this.health <= 0)
return;
- if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+ if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
return; // g_projectiles_damage says to halt
- if(self.realowner == attacker)
- self.health = self.health - (damage * 0.25);
+ if(this.realowner == attacker)
+ this.health = this.health - (damage * 0.25);
else
- self.health = self.health - damage;
+ this.health = this.health - damage;
- if(self.health <= 0)
- W_PrepareExplosionByDamage(attacker, W_Seeker_Missile_Explode);
+ if(this.health <= 0)
+ W_PrepareExplosionByDamage(this, attacker, W_Seeker_Missile_Explode);
}
/*
self.nextthink = time + 0.05;
if(self.enemy != world)
- if(self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
+ if(self.enemy.takedamage != DAMAGE_AIM || IS_DEAD(self.enemy))
self.enemy = world;
if(self.frame == 5)
}
*/
-void W_Seeker_Fire_Missile(Weapon thiswep, vector f_diff, entity m_target)
-{SELFPARAM();
+void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, vector f_diff, entity m_target)
+{entity this = actor;
entity missile;
W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, missile_ammo));
makevectors(self.v_angle);
- W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND(SEEKER_FIRE), CH_WEAPON_A, 0);
+ W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND_SEEKER_FIRE, CH_WEAPON_A, 0);
w_shotorg += f_diff;
Send_Effect(EFFECT_SEEKER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
missile.bot_dodge = true;
missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
- missile.think = W_Seeker_Missile_Think;
- missile.touch = W_Seeker_Missile_Touch;
+ setthink(missile, W_Seeker_Missile_Think);
+ settouch(missile, W_Seeker_Missile_Touch);
missile.event_damage = W_Seeker_Missile_Damage;
missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
missile.cnt = time + WEP_CVAR(seeker, missile_lifetime);
// ============================
// Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
// ============================
-void W_Seeker_Flac_Explode()
-{SELFPARAM();
+void W_Seeker_Flac_Explode(entity this)
+{
self.event_damage = func_null;
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);
remove(self);
}
-void W_Seeker_Flac_Touch()
+void W_Seeker_Flac_Explode_use(entity this, entity actor, entity trigger)
{
- PROJECTILE_TOUCH;
-
- W_Seeker_Flac_Explode();
+ WITHSELF(this, W_Seeker_Flac_Explode(this));
}
-void W_Seeker_Fire_Flac(Weapon thiswep)
-{SELFPARAM();
+void W_Seeker_Fire_Flac(Weapon thiswep, entity actor)
+{entity this = actor;
entity missile;
vector f_diff;
float c;
f_diff = '+1.25 +3.75 0';
break;
}
- W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND(FLAC_FIRE), CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
+ W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND_FLAC_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
w_shotorg += f_diff;
Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
missile.owner = missile.realowner = self;
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.think = adaptor_think2use_hittype_splash;
+ settouch(missile, W_Seeker_Flac_Explode);
+ missile.use = W_Seeker_Flac_Explode_use;
+ setthink(missile, adaptor_think2use_hittype_splash);
missile.nextthink = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
missile.solid = SOLID_BBOX;
missile.movetype = MOVETYPE_FLY;
return world;
}
-void W_Seeker_Attack()
-{SELFPARAM();
+void W_Seeker_Attack(entity actor)
+{entity this = actor;
entity tracker, closest_target;
closest_target = world;
{
if(closest_target)
{
- if(vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
+ if(vlen2(self.origin - tracker.tag_target.origin) < vlen2(self.origin - closest_target.origin))
closest_target = tracker.tag_target;
}
else
if((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
closest_target = world;
- W_Seeker_Fire_Missile(WEP_SEEKER, '0 0 0', closest_target);
+ W_Seeker_Fire_Missile(WEP_SEEKER, actor, '0 0 0', closest_target);
}
-void W_Seeker_Vollycontroller_Think() // TODO: Merge this with W_Seeker_Attack
-{SELFPARAM();
+void W_Seeker_Vollycontroller_Think(entity this) // TODO: Merge this with W_Seeker_Attack
+{
float c;
entity oldenemy;
- self.cnt = self.cnt - 1;
+ this.cnt = this.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.m_id))
+ Weapon thiswep = WEP_SEEKER;
+ if((!(this.realowner.items & IT_UNLIMITED_AMMO) && this.realowner.(thiswep.ammo_field) < WEP_CVAR(seeker, missile_ammo)) || (this.cnt <= -1) || (IS_DEAD(this.realowner)) || (PS(this.realowner).m_switchweapon != WEP_SEEKER))
{
- remove(self);
+ remove(this);
return;
}
- self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor();
+ this.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor(this.realowner);
- setself(self.realowner);
+ entity own = this.realowner;
- oldenemy = self.enemy;
- self.enemy = this.enemy;
+ oldenemy = own.enemy;
+ own.enemy = this.enemy;
- c = self.cnt % 4;
+ c = own.cnt % 4;
switch(c)
{
case 0:
- W_Seeker_Fire_Missile(WEP_SEEKER, '-1.25 -3.75 0', self.enemy);
+ WITHSELF(own, W_Seeker_Fire_Missile(WEP_SEEKER, own, '-1.25 -3.75 0', own.enemy));
break;
case 1:
- W_Seeker_Fire_Missile(WEP_SEEKER, '+1.25 -3.75 0', self.enemy);
+ WITHSELF(own, W_Seeker_Fire_Missile(WEP_SEEKER, own, '+1.25 -3.75 0', own.enemy));
break;
case 2:
- W_Seeker_Fire_Missile(WEP_SEEKER, '-1.25 +3.75 0', self.enemy);
+ WITHSELF(own, W_Seeker_Fire_Missile(WEP_SEEKER, own, '-1.25 +3.75 0', own.enemy));
break;
case 3:
default:
- W_Seeker_Fire_Missile(WEP_SEEKER, '+1.25 +3.75 0', self.enemy);
+ WITHSELF(own, W_Seeker_Fire_Missile(WEP_SEEKER, own, '+1.25 +3.75 0', own.enemy));
break;
}
- self.enemy = oldenemy;
- setself(this);
+ own.enemy = oldenemy;
}
-void W_Seeker_Tracker_Think()
-{SELFPARAM();
+void W_Seeker_Tracker_Think(entity this)
+{
// 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.m_id)
+ if((IS_DEAD(self.realowner)) || (IS_DEAD(self.tag_target)) || (PS(self.realowner).m_switchweapon != WEP_SEEKER)
|| (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
{
if(self)
// ============================
// Begin: Tag projectile
// ============================
-void W_Seeker_Tag_Explode()
-{SELFPARAM();
- //if(other==self.realowner)
+void W_Seeker_Tag_Explode(entity this)
+{
+ //if(other==this.realowner)
// return;
- Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE, other.species, self);
+ Damage_DamageInfo(this.origin, 0, 0, 0, this.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE, other.species, this);
- remove(self);
+ remove(this);
}
-void W_Seeker_Tag_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
- if(self.health <= 0)
+void W_Seeker_Tag_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+ if(this.health <= 0)
return;
- self.health = self.health - damage;
- if(self.health <= 0)
- W_Seeker_Tag_Explode();
+ this.health = this.health - damage;
+ if(this.health <= 0)
+ W_Seeker_Tag_Explode(this);
}
-void W_Seeker_Tag_Touch()
-{SELFPARAM();
+void W_Seeker_Tag_Touch(entity this)
+{
vector dir;
vector org2;
entity e;
- PROJECTILE_TOUCH;
+ PROJECTILE_TOUCH(this);
dir = normalize(self.realowner.origin - self.origin);
org2 = findbetterlocation(self.origin, 8);
self.event_damage = func_null;
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(other.takedamage == DAMAGE_AIM && !IS_DEAD(other))
{
// check to see if this person is already tagged by me
entity tag = W_Seeker_Tagged_Info(self.realowner, other);
{
e.tag_target = other;
e.tag_time = time;
- e.think = W_Seeker_Tracker_Think;
+ setthink(e, W_Seeker_Tracker_Think);
}
else
{
e.enemy = other;
- e.think = W_Seeker_Vollycontroller_Think;
+ setthink(e, W_Seeker_Vollycontroller_Think);
}
e.nextthink = time;
return;
}
-void W_Seeker_Fire_Tag(Weapon thiswep)
-{SELFPARAM();
+void W_Seeker_Fire_Tag(Weapon thiswep, entity actor)
+{entity this = actor;
entity missile;
W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, tag_ammo));
- W_SetupShot_ProjectileSize(self, '-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(self, '-2 -2 -2', '2 2 2', false, 2, SND_TAG_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count));
missile = new(seeker_tag);
missile.owner = missile.realowner = self;
missile.bot_dodge = true;
missile.bot_dodgerating = 50;
- missile.touch = W_Seeker_Tag_Touch;
- missile.think = SUB_Remove;
+ settouch(missile, W_Seeker_Tag_Touch);
+ setthink(missile, SUB_Remove);
missile.nextthink = time + WEP_CVAR(seeker, tag_lifetime);
missile.movetype = MOVETYPE_FLY;
missile.solid = SOLID_BBOX;
// Begin: Genereal weapon functions
// ============================
- METHOD(Seeker, wr_aim, void(entity thiswep))
- {
- 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);
- else
- 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);
- }
- METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- if(autocvar_g_balance_seeker_reload_ammo && actor.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) { // forced reload
- Weapon w = get_weaponinfo(actor.weapon);
- w.wr_reload(w);
- } else if(fire & 1)
- {
- if(WEP_CVAR(seeker, type) == 1)
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, missile_refire)))
- {
- W_Seeker_Attack();
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
- }
- }
- else
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
- {
- W_Seeker_Fire_Tag(thiswep);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
- }
- }
- }
-
- else if(fire & 2)
- {
- if(WEP_CVAR(seeker, type) == 1)
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
- {
- W_Seeker_Fire_Tag(thiswep);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
- }
- }
- else
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, flac_refire)))
- {
- W_Seeker_Fire_Flac(thiswep);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
- }
- }
- }
- }
- METHOD(Seeker, wr_init, void(entity thiswep))
- {
- SEEKER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- }
- METHOD(Seeker, wr_checkammo1, bool(entity thiswep))
- {
- float ammo_amount;
- if(WEP_CVAR(seeker, type) == 1)
- {
- ammo_amount = self.WEP_AMMO(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.m_id]) >= WEP_CVAR(seeker, tag_ammo);
- }
- return ammo_amount;
- }
- METHOD(Seeker, wr_checkammo2, bool(entity thiswep))
- {
- float 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.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.m_id]) >= WEP_CVAR(seeker, flac_ammo);
- }
- return ammo_amount;
- }
- METHOD(Seeker, wr_config, void(entity thiswep))
- {
- SEEKER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- }
- METHOD(Seeker, wr_reload, void(entity thiswep))
- {
- W_Reload(self, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND(RELOAD));
- }
- METHOD(Seeker, wr_suicidemessage, int(entity thiswep))
- {
- return WEAPON_SEEKER_SUICIDE;
- }
- METHOD(Seeker, wr_killmessage, int(entity thiswep))
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_SEEKER_MURDER_TAG;
- else
- return WEAPON_SEEKER_MURDER_SPRAY;
- }
+METHOD(Seeker, wr_aim, void(entity thiswep, entity actor))
+{
+ entity this = actor;
+ if(WEP_CVAR(seeker, type) == 1)
+ if(W_Seeker_Tagged_Info(self, self.enemy) != world)
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
+ else
+ PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
+ else
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
+}
+METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if(autocvar_g_balance_seeker_reload_ammo && actor.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) { // forced reload
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ } else if(fire & 1)
+ {
+ if(WEP_CVAR(seeker, type) == 1)
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, missile_refire)))
+ {
+ W_Seeker_Attack(actor);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
+ }
+ }
+ else
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
+ {
+ W_Seeker_Fire_Tag(thiswep, actor);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
+ }
+ }
+ }
+
+ else if(fire & 2)
+ {
+ if(WEP_CVAR(seeker, type) == 1)
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
+ {
+ W_Seeker_Fire_Tag(thiswep, actor);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
+ }
+ }
+ else
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, flac_refire)))
+ {
+ W_Seeker_Fire_Flac(thiswep, actor);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
+ }
+ }
+ }
+}
+METHOD(Seeker, wr_checkammo1, bool(entity thiswep, entity actor))
+{
+ float ammo_amount;
+ if(WEP_CVAR(seeker, type) == 1)
+ {
+ ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, missile_ammo);
+ ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo);
+ }
+ else
+ {
+ ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
+ ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
+ }
+ return ammo_amount;
+}
+METHOD(Seeker, wr_checkammo2, bool(entity thiswep, entity actor))
+{
+ float ammo_amount;
+ if(WEP_CVAR(seeker, type) == 1)
+ {
+ ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
+ ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
+ }
+ else
+ {
+ ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, flac_ammo);
+ ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo);
+ }
+ return ammo_amount;
+}
+METHOD(Seeker, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ W_Reload(actor, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND_RELOAD);
+}
+METHOD(Seeker, wr_suicidemessage, Notification(entity thiswep))
+{
+ return WEAPON_SEEKER_SUICIDE;
+}
+METHOD(Seeker, wr_killmessage, Notification(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_SEEKER_MURDER_TAG;
+ else
+ return WEAPON_SEEKER_MURDER_SPRAY;
+}
#endif
#ifdef CSQC
- METHOD(Seeker, wr_impacteffect, void(entity thiswep))
- {
- vector org2;
- org2 = w_org + w_backoff * 6;
- if(w_deathtype & HITTYPE_BOUNCE)
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- {
- if(!w_issilent)
- sound(self, CH_SHOTS, SND_TAG_IMPACT, 1, ATTEN_NORM);
- }
- else
- {
- pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
- if(!w_issilent)
- {
- if(w_random<0.15)
- sound(self, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
- else if(w_random<0.7)
- sound(self, CH_SHOTS, SND_TAGEXP2, 1, ATTEN_NORM);
- else
- sound(self, CH_SHOTS, SND_TAGEXP3, 1, ATTEN_NORM);
- }
- }
- }
- else
- {
- pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
- if(!w_issilent)
- {
- if(w_random<0.15)
- sound(self, CH_SHOTS, SND_SEEKEREXP1, 1, ATTEN_NORM);
- else if(w_random<0.7)
- sound(self, CH_SHOTS, SND_SEEKEREXP2, 1, ATTEN_NORM);
- else
- sound(self, CH_SHOTS, SND_SEEKEREXP3, 1, ATTEN_NORM);
- }
- }
- }
+METHOD(Seeker, wr_impacteffect, void(entity thiswep, entity actor))
+{
+ entity this = actor;
+ vector org2;
+ org2 = w_org + w_backoff * 6;
+ if(w_deathtype & HITTYPE_BOUNCE)
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ if(!w_issilent)
+ sound(self, CH_SHOTS, SND_TAG_IMPACT, 1, ATTEN_NORM);
+ }
+ else
+ {
+ pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
+ if(!w_issilent)
+ {
+ if(w_random<0.15)
+ sound(self, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
+ else if(w_random<0.7)
+ sound(self, CH_SHOTS, SND_TAGEXP2, 1, ATTEN_NORM);
+ else
+ sound(self, CH_SHOTS, SND_TAGEXP3, 1, ATTEN_NORM);
+ }
+ }
+ }
+ else
+ {
+ pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
+ if(!w_issilent)
+ {
+ if(w_random<0.15)
+ sound(self, CH_SHOTS, SND_SEEKEREXP1, 1, ATTEN_NORM);
+ else if(w_random<0.7)
+ sound(self, CH_SHOTS, SND_SEEKEREXP2, 1, ATTEN_NORM);
+ else
+ sound(self, CH_SHOTS, SND_SEEKEREXP3, 1, ATTEN_NORM);
+ }
+ }
+}
#endif
#endif