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