]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/weapons/w_seeker.qc
Begin adding support for weaponstart and weaponreplace properties
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_seeker.qc
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, flac_speed) \
26         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_speed_up) \
27         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_speed_z) \
28         w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_spread) \
29         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_accel) \
30         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_ammo) \
31         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_animtime) \
32         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_count) \
33         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_damage) \
34         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_damageforcescale) \
35         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_decel) \
36         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_delay) \
37         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_edgedamage) \
38         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_force) \
39         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_health) \
40         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_lifetime) \
41         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_proxy) \
42         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_proxy_delay) \
43         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_proxy_maxrange) \
44         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_radius) \
45         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_refire) \
46         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_smart) \
47         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_smart_mindist) \
48         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_smart_trace_max) \
49         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_smart_trace_min) \
50         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_speed) \
51         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_speed_max) \
52         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_speed_up) \
53         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_speed_z) \
54         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_spread) \
55         w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_turnrate) \
56         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_ammo) \
57         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_animtime) \
58         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_damageforcescale) \
59         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_health) \
60         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_lifetime) \
61         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_refire) \
62         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_speed) \
63         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_spread) \
64         w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_tracker_lifetime) \
65         w_prop(WEP_SEEKER, seeker, float,  reloading_ammo, reload_ammo) \
66         w_prop(WEP_SEEKER, seeker, float,  reloading_time, reload_time) \
67         w_prop(WEP_SEEKER, seeker, float,  switchdelay_raise, switchdelay_raise) \
68         w_prop(WEP_SEEKER, seeker, float,  switchdelay_drop, switchdelay_drop)
69
70 #ifdef SVQC
71 SEEKER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
72 .entity tag_target, wps_tag_tracker;
73 .float tag_time;
74 #endif
75 #else
76 #ifdef SVQC
77 void spawnfunc_weapon_seeker (void) { weapon_defaultspawnfunc(WEP_SEEKER); }
78
79 // ============================
80 // Begin: Missile functions, these are general functions to be manipulated by other code
81 // ============================
82 void Seeker_Missile_Explode ()
83 {
84         self.event_damage = func_null;
85         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);
86
87         remove (self);
88 }
89
90 void Seeker_Missile_Touch()
91 {
92         PROJECTILE_TOUCH;
93
94         Seeker_Missile_Explode();
95 }
96
97 void Seeker_Missile_Think()
98 {
99         entity e;
100         vector desireddir, olddir, newdir, eorg;
101         float turnrate;
102         float dist;
103         float spd;
104
105         if (time > self.cnt)
106         {
107                 self.projectiledeathtype |= HITTYPE_SPLASH;
108                 Seeker_Missile_Explode();
109         }
110
111         spd = vlen(self.velocity);
112         spd = bound(
113                 spd - WEP_CVAR(seeker, missile_decel) * frametime,
114                 WEP_CVAR(seeker, missile_speed_max),
115                 spd + WEP_CVAR(seeker, missile_accel) * frametime
116         );
117
118         if (self.enemy != world)
119                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
120                         self.enemy = world;
121
122         if (self.enemy != world)
123         {
124                 e               = self.enemy;
125                 eorg            = 0.5 * (e.absmin + e.absmax);
126                 turnrate        = WEP_CVAR(seeker, missile_turnrate); // how fast to turn
127                 desireddir      = normalize(eorg - self.origin);
128                 olddir          = normalize(self.velocity); // get my current direction
129                 dist            = vlen(eorg - self.origin);
130
131                 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
132                 if (WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
133                 {
134                         // Is it a better idea (shorter distance) to trace to the target itself?
135                         if ( vlen(self.origin + olddir * self.wait) < dist)
136                                 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
137                         else
138                                 traceline(self.origin, eorg, FALSE, self);
139
140                         // Setup adaptive tracelength
141                         self.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = WEP_CVAR(seeker, missile_smart_trace_max));
142
143                         // Calc how important it is that we turn and add this to the desierd (enemy) dir.
144                         desireddir  = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
145                 }
146
147                 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
148                 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
149         }
150         else
151                 dist = 0;
152
153         // Proxy
154         if (WEP_CVAR(seeker, missile_proxy))
155         {
156                 if ( dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
157                 {
158                         if (self.autoswitch == 0)
159                         {
160                                 self.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
161                         }
162                         else
163                         {
164                                 if (self.autoswitch <= time)
165                                 {
166                                         Seeker_Missile_Explode();
167                                         self.autoswitch = 0;
168                                 }
169                         }
170                 }
171                 else
172                 {
173                         if (self.autoswitch != 0)
174                                 self.autoswitch = 0;
175                 }
176         }
177         ///////////////
178
179         if (self.enemy.deadflag != DEAD_NO)
180         {
181                 self.enemy = world;
182                 self.cnt = time + 1 + (random() * 4);
183                 self.nextthink = self.cnt;
184                 return;
185         }
186
187         //self.angles = vectoangles(self.velocity);                     // turn model in the new flight direction
188         self.nextthink = time;// + 0.05; // csqc projectiles
189         UpdateCSQCProjectile(self);
190 }
191
192
193
194 void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
195 {
196         if (self.health <= 0)
197                 return;
198
199         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
200                 return; // g_projectiles_damage says to halt
201
202         if (self.realowner == attacker)
203                 self.health = self.health - (damage * 0.25);
204         else
205                 self.health = self.health - damage;
206
207         if (self.health <= 0)
208                 W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
209 }
210
211 /*
212 void Seeker_Missile_Animate()
213 {
214         self.frame = self.frame +1;
215         self.nextthink = time + 0.05;
216
217         if (self.enemy != world)
218                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
219                         self.enemy = world;
220
221         if(self.frame == 5)
222         {
223                 self.think           = Seeker_Missile_Think;
224                 self.nextthink       = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
225
226                 if (autocvar_g_balance_seeker_missile_proxy)
227                         self.movetype    = MOVETYPE_BOUNCEMISSILE;
228                 else
229                         self.movetype    = MOVETYPE_FLYMISSILE;
230         }
231
232         UpdateCSQCProjectile(self);
233 }
234 */
235
236 void Seeker_Fire_Missile(vector f_diff, entity m_target)
237 {
238         entity missile;
239
240         W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, missile_ammo), autocvar_g_balance_seeker_reload_ammo);
241
242         makevectors(self.v_angle);
243         W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0);
244         w_shotorg += f_diff;
245         pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
246
247         //self.detornator         = FALSE;
248
249         missile                 = spawn();
250         missile.owner           = missile.realowner = self;
251         missile.classname       = "seeker_missile";
252         missile.bot_dodge       = TRUE;
253         missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
254
255         missile.think           = Seeker_Missile_Think;
256         missile.touch           = Seeker_Missile_Touch;
257         missile.event_damage    = Seeker_Missile_Damage;
258         missile.nextthink       = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
259         missile.cnt             = time + WEP_CVAR(seeker, missile_lifetime);
260         missile.enemy           = m_target;
261         missile.solid           = SOLID_BBOX;
262         missile.scale           = 2;
263         missile.takedamage      = DAMAGE_YES;
264         missile.health          = WEP_CVAR(seeker, missile_health);
265         missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
266         missile.damagedbycontents = TRUE;
267         //missile.think           = Seeker_Missile_Animate; // csqc projectiles.
268
269         if (missile.enemy != world)
270                 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
271         else
272                 missile.projectiledeathtype = WEP_SEEKER;
273
274
275         setorigin (missile, w_shotorg);
276         setsize (missile, '-4 -4 -4', '4 4 4');
277         missile.movetype    = MOVETYPE_FLYMISSILE;
278         missile.flags       = FL_PROJECTILE;
279         missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
280
281         WEP_SETUPPROJVELOCITY_UP_NONE(missile, seeker, missile_);
282
283         missile.angles = vectoangles (missile.velocity);
284
285         CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
286
287         other = missile; MUTATOR_CALLHOOK(EditProjectile);
288 }
289
290 // ============================
291 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
292 // ============================
293 void Seeker_Flac_Explode ()
294 {
295         self.event_damage = func_null;
296
297         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);
298
299         remove (self);
300 }
301
302 void Seeker_Flac_Touch()
303 {
304         PROJECTILE_TOUCH;
305
306         Seeker_Flac_Explode();
307 }
308
309 void Seeker_Fire_Flac()
310 {
311         entity missile;
312         vector f_diff;
313         float c;
314
315         W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, flac_ammo), autocvar_g_balance_seeker_reload_ammo);
316
317         c = mod(self.bulletcounter, 4);
318         switch(c)
319         {
320                 case 0:
321                         f_diff = '-1.25 -3.75 0';
322                         break;
323                 case 1:
324                         f_diff = '+1.25 -3.75 0';
325                         break;
326                 case 2:
327                         f_diff = '-1.25 +3.75 0';
328                         break;
329                 case 3:
330                 default:
331                         f_diff = '+1.25 +3.75 0';
332                         break;
333         }
334         W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
335         w_shotorg += f_diff;
336
337         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
338
339         missile                                 = spawn ();
340         missile.owner                   = missile.realowner = self;
341         missile.classname               = "missile";
342         missile.bot_dodge               = TRUE;
343         missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
344         missile.touch                   = Seeker_Flac_Explode;
345         missile.use                     = Seeker_Flac_Explode;
346         missile.think                   = adaptor_think2use_hittype_splash;
347         missile.nextthink               = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
348         missile.solid                   = SOLID_BBOX;
349         missile.movetype                = MOVETYPE_FLY;
350         missile.projectiledeathtype = WEP_SEEKER;
351         missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
352         missile.flags                           = FL_PROJECTILE;
353         missile.missile_flags       = MIF_SPLASH;
354
355         // csqc projectiles
356         //missile.angles                                = vectoangles (missile.velocity);
357         //missile.scale = 0.4; // BUG: the model is too big
358
359         setorigin (missile, w_shotorg);
360         setsize (missile, '-2 -2 -2', '2 2 2');
361
362         WEP_SETUPPROJVELOCITY_UP_NONE(missile, seeker, flac_);
363         CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
364
365         other = missile; MUTATOR_CALLHOOK(EditProjectile);
366 }
367
368 // ============================
369 // Begin: Tag and rocket controllers
370 // ============================
371 entity Seeker_Tagged_Info(entity isowner, entity istarget)
372 {
373         entity tag;
374         for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
375                 if ((tag.realowner == isowner) && (tag.tag_target == istarget))
376                         return tag;
377
378         return world;
379 }
380
381 void Seeker_Attack()
382 {
383         entity tracker, closest_target;
384
385         closest_target = world;
386         for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
387         {
388                 if (closest_target)
389                 {
390                         if (vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
391                                 closest_target = tracker.tag_target;
392                 }
393                 else
394                         closest_target = tracker.tag_target;
395         }
396
397         traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
398         if ((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
399                 closest_target = world;
400
401         Seeker_Fire_Missile('0 0 0', closest_target);
402 }
403
404 void Seeker_Vollycontroller_Think() // TODO: Merge this with Seeker_Attack
405 {
406         float c;
407         entity oldself,oldenemy;
408         self.cnt = self.cnt - 1;
409
410         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))
411         {
412                 remove(self);
413                 return;
414         }
415
416         self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor();
417
418         oldself = self;
419         self = self.realowner;
420
421         oldenemy = self.enemy;
422         self.enemy = oldself.enemy;
423
424         c = mod(self.cnt, 4);
425         switch(c)
426         {
427                 case 0:
428                         Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
429                         break;
430                 case 1:
431                         Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
432                         break;
433                 case 2:
434                         Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
435                         break;
436                 case 3:
437                 default:
438                         Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
439                         break;
440         }
441
442         self.enemy = oldenemy;
443         self = oldself;
444 }
445
446 void Seeker_Tracker_Think()
447 {
448         // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
449         if ((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER)
450         || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
451         {
452                 if (self)
453                 {
454                         WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
455                         remove(self);
456                 }
457                 return;
458         }
459
460         // Update the think method information
461         self.nextthink = time;
462 }
463
464 // ============================
465 // Begin: Tag projectile
466 // ============================
467 void Seeker_Tag_Explode ()
468 {
469         //if(other==self.realowner)
470         //    return;
471         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, other.species, self);
472
473         remove (self);
474 }
475
476 void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
477 {
478         if (self.health <= 0)
479                 return;
480         self.health = self.health - damage;
481         if (self.health <= 0)
482                 Seeker_Tag_Explode();
483 }
484
485 void Seeker_Tag_Touch()
486 {
487         vector dir;
488         vector org2;
489         entity e;
490
491         PROJECTILE_TOUCH;
492
493         dir     = normalize (self.realowner.origin - self.origin);
494         org2    = findbetterlocation (self.origin, 8);
495
496         te_knightspike(org2);
497
498         self.event_damage = func_null;
499         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
500
501         if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
502         {
503                 // check to see if this person is already tagged by me
504                 entity tag = Seeker_Tagged_Info(self.realowner, other);
505
506                 if (tag != world)
507                 {
508                         if (other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
509                                 WaypointSprite_Kill(other.wps_tag_tracker);
510
511                         tag.tag_time = time;
512                 }
513                 else
514                 {
515                         //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
516                         e             = spawn();
517                         e.cnt         = WEP_CVAR(seeker, missile_count);
518                         e.classname   = "tag_tracker";
519                         e.owner       = self.owner;
520                         e.realowner   = self.realowner;
521
522                         if(WEP_CVAR(seeker, type) == 1)
523                         {
524                                 e.tag_target  = other;
525                                 e.tag_time    = time;
526                                 e.think       = Seeker_Tracker_Think;
527                         }
528                         else
529                         {
530                                 e.enemy     = other;
531                                 e.think     = Seeker_Vollycontroller_Think;
532                         }
533
534                         e.nextthink   = time;
535                 }
536
537                 if(WEP_CVAR(seeker, type) == 1)
538                 {
539                         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');
540                         WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
541                 }
542         }
543
544         remove(self);
545         return;
546 }
547
548 void Seeker_Fire_Tag()
549 {
550         entity missile;
551         W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, tag_ammo), autocvar_g_balance_seeker_reload_ammo);
552
553         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));
554
555         missile                 = spawn();
556         missile.owner           = missile.realowner = self;
557         missile.classname       = "seeker_tag";
558         missile.bot_dodge       = TRUE;
559         missile.bot_dodgerating = 50;
560         missile.touch           = Seeker_Tag_Touch;
561         missile.think           = SUB_Remove;
562         missile.nextthink       = time + WEP_CVAR(seeker, tag_lifetime);
563         missile.movetype        = MOVETYPE_FLY;
564         missile.solid           = SOLID_BBOX;
565
566         missile.takedamage       = DAMAGE_YES;
567         missile.event_damage     = Seeker_Tag_Damage;
568         missile.health           = WEP_CVAR(seeker, tag_health);
569         missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
570
571         setorigin (missile, w_shotorg);
572         setsize (missile, '-2 -2 -2', '2 2 2');
573
574         missile.flags       = FL_PROJECTILE;
575         //missile.missile_flags = MIF_..?;
576
577         missile.movetype    = MOVETYPE_FLY;
578         WEP_SETUPPROJVELOCITY_NONE(missile, seeker, tag_);
579         missile.angles = vectoangles (missile.velocity);
580
581         CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
582
583         other = missile; MUTATOR_CALLHOOK(EditProjectile);
584 }
585
586 // ============================
587 // Begin: Genereal weapon functions
588 // ============================
589
590 float w_seeker(float req)
591 {
592         float ammo_amount;
593
594         switch(req)
595         {
596                 case WR_AIM:
597                 {
598                         if (WEP_CVAR(seeker, type) == 1)
599                                 if (Seeker_Tagged_Info(self, self.enemy) != world)
600                                         self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), FALSE);
601                                 else
602                                         self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
603                         else
604                                 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
605                         return TRUE;
606                 }
607                 case WR_THINK:
608                 {
609                         if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) // forced reload
610                                 WEP_ACTION(self.weapon, WR_RELOAD);
611
612                         else if (self.BUTTON_ATCK)
613                         {
614                                 if (WEP_CVAR(seeker, type) == 1)
615                                 {
616                                         if (weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire)))
617                                         {
618                                                 Seeker_Attack();
619                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
620                                         }
621                                 }
622                                 else
623                                 {
624                                         if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
625                                         {
626                                                 Seeker_Fire_Tag();
627                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
628                                         }
629                                 }
630                         }
631
632                         else if (self.BUTTON_ATCK2)
633                         {
634                                 if (WEP_CVAR(seeker, type) == 1)
635                                 {
636                                         if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
637                                         {
638                                                 Seeker_Fire_Tag();
639                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
640                                         }
641                                 }
642                                 else
643                                 {
644                                         if (weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire)))
645                                         {
646                                                 Seeker_Fire_Flac();
647                                                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
648                                         }
649                                 }
650                         }
651
652                         return TRUE;
653                 }
654                 case WR_INIT:
655                 {
656                         precache_model ("models/weapons/g_seeker.md3");
657                         precache_model ("models/weapons/v_seeker.md3");
658                         precache_model ("models/weapons/h_seeker.iqm");
659                         precache_sound ("weapons/tag_fire.wav");
660                         precache_sound ("weapons/flac_fire.wav");
661                         precache_sound ("weapons/seeker_fire.wav");
662                         SEEKER_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
663                         return TRUE;
664                 }
665                 case WR_SETUP:
666                 {
667                         self.current_ammo = ammo_rockets;
668                         return TRUE;
669                 }
670                 case WR_CHECKAMMO1:
671                 {
672                         if (WEP_CVAR(seeker, type) == 1)
673                         {
674                                 ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, missile_ammo);
675                                 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, missile_ammo);
676                         }
677                         else
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                         return ammo_amount;
683                 }
684                 case WR_CHECKAMMO2:
685                 {
686                         if (WEP_CVAR(seeker, type) == 1)
687                         {
688                                 ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, tag_ammo);
689                                 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
690                         }
691                         else
692                         {
693                                 ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, flac_ammo);
694                                 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, flac_ammo);
695                         }
696                         return ammo_amount;
697                 }
698                 case WR_CONFIG:
699                 {
700                         SEEKER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
701                         return TRUE;
702                 }
703                 case WR_RELOAD:
704                 {
705                         W_Reload(min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), "weapons/reload.wav");
706                         return TRUE;
707                 }
708                 case WR_SUICIDEMESSAGE:
709                 {
710                         return WEAPON_SEEKER_SUICIDE;
711                 }
712                 case WR_KILLMESSAGE:
713                 {
714                         if(w_deathtype & HITTYPE_SECONDARY)
715                                 return WEAPON_SEEKER_MURDER_TAG;
716                         else
717                                 return WEAPON_SEEKER_MURDER_SPRAY;
718                 }
719         }
720         return TRUE;
721 }
722 #endif
723 #ifdef CSQC
724 float w_seeker(float req)
725 {
726         switch(req)
727         {
728                 case WR_IMPACTEFFECT:
729                 {
730                         vector org2;
731                         org2 = w_org + w_backoff * 6;
732                         if(w_deathtype & HITTYPE_BOUNCE)
733                         {
734                                 if(w_deathtype & HITTYPE_SECONDARY)
735                                 {
736                                         if(!w_issilent)
737                                                 sound(self, CH_SHOTS, "weapons/tag_impact.wav", 1, ATTEN_NORM);
738                                 }
739                                 else
740                                 {
741                                         pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
742                                         if(!w_issilent)
743                                         {
744                                                 if (w_random<0.15)
745                                                         sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTEN_NORM);
746                                                 else if (w_random<0.7)
747                                                         sound(self, CH_SHOTS, "weapons/tagexp2.wav", 1, ATTEN_NORM);
748                                                 else
749                                                         sound(self, CH_SHOTS, "weapons/tagexp3.wav", 1, ATTEN_NORM);
750                                         }
751                                 }
752                         }
753                         else
754                         {
755                                 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
756                                 if(!w_issilent)
757                                 {
758                                         if (w_random<0.15)
759                                                 sound(self, CH_SHOTS, "weapons/seekerexp1.wav", 1, ATTEN_NORM);
760                                         else if (w_random<0.7)
761                                                 sound(self, CH_SHOTS, "weapons/seekerexp2.wav", 1, ATTEN_NORM);
762                                         else
763                                                 sound(self, CH_SHOTS, "weapons/seekerexp3.wav", 1, ATTEN_NORM);
764                                 }
765                         }
766                         return TRUE;
767                 }
768                 case WR_INIT:
769                 {
770                         precache_sound("weapons/seekerexp1.wav");
771                         precache_sound("weapons/seekerexp2.wav");
772                         precache_sound("weapons/seekerexp3.wav");
773                         precache_sound("weapons/tagexp1.wav");
774                         precache_sound("weapons/tagexp2.wav");
775                         precache_sound("weapons/tagexp3.wav");
776                         precache_sound("weapons/tag_impact.wav");
777                         return TRUE;
778                 }
779         }
780
781         return TRUE;
782 }
783 #endif
784 #endif