2 REGISTER_WEAPON(SEEKER, w_seeker, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "seeker", "seeker", "T.A.G. Seeker");
5 //.float speed; = switchweapon
6 //.float proxytime; = autoswitch
9 void Seeker_Missile_Explode ()
11 self.event_damage = SUB_Null;
12 RadiusDamage (self, self.owner, cvar("g_balance_seeker_missile_damage"), cvar("g_balance_seeker_missile_edgedamage"), cvar("g_balance_seeker_missile_radius"), world, cvar("g_balance_seeker_missile_force"), self.projectiledeathtype, other);
17 void Seeker_Missile_Touch()
21 Seeker_Missile_Explode();
24 void Seeker_Missile_Think()
27 vector desireddir, olddir, newdir, eorg;
33 self.projectiledeathtype |= HITTYPE_SPLASH;
34 Seeker_Missile_Explode();
37 if (!self.switchweapon)
38 self.switchweapon = cvar("g_balance_seeker_missile_speed");
40 if ((self.switchweapon < cvar("g_balance_seeker_missile_speed_max")) && cvar("g_balance_seeker_missile_speed_accel"))
41 self.switchweapon = self.switchweapon * cvar("g_balance_seeker_missile_accel");
43 if (self.switchweapon > cvar("g_balance_seeker_missile_speed_max"))
44 self.switchweapon = self.switchweapon * cvar("g_balance_seeker_missile_decel");
46 if (self.enemy != world)
47 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
50 if (self.enemy != world)
53 eorg = 0.5 * (e.absmin + e.absmax);
54 turnrate = cvar("g_balance_seeker_missile_turnrate"); // how fast to turn
55 desireddir = normalize(eorg - self.origin);
56 olddir = normalize(self.velocity); // get my current direction
57 dist = vlen(eorg - self.origin);
59 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
60 if (cvar("g_balance_seeker_missile_smart") && (dist > cvar("g_balance_seeker_missile_smart_mindist")))
62 // Is it a better idea (shorter distance) to trace to the target itself?
63 if ( vlen(self.origin + olddir * self.wait) < dist)
64 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
66 traceline(self.origin, eorg, FALSE, self);
68 // Setup adaptive tracelength
69 self.wait = bound(cvar("g_balance_seeker_missile_smart_trace_min"), vlen(self.origin - trace_endpos), self.wait = cvar("g_balance_seeker_missile_smart_trace_max"));
71 // Calc how important it is that we turn and add this to the desierd (enemy) dir.
72 desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
75 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
76 self.velocity = newdir * self.switchweapon; // make me fly in the new direction at my flight speed
80 if (cvar("g_balance_seeker_missile_proxy"))
82 if ( dist <= cvar("g_balance_seeker_missile_proxy_maxrange"))
84 if (self.autoswitch == 0)
86 self.autoswitch = time + cvar("g_balance_seeker_missile_proxy_delay");
90 if (self.autoswitch <= time)
92 Seeker_Missile_Explode();
99 if (self.autoswitch != 0)
105 if (self.enemy.deadflag != DEAD_NO)
108 self.cnt = time + 1 + (random() * 4);
109 self.nextthink = self.cnt;
113 //self.angles = vectoangles(self.velocity); // turn model in the new flight direction
114 self.nextthink = time;// + 0.05; // csqc projectiles
115 UpdateCSQCProjectile(self);
120 void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
122 if (self.health <= 0)
125 if (self.owner == attacker)
126 self.health = self.health - (damage * 0.25);
128 self.health = self.health - damage;
130 if (self.health <= 0)
131 W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
135 void Seeker_Missile_Animate()
137 self.frame = self.frame +1;
138 self.nextthink = time + 0.05;
140 if (self.enemy != world)
141 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
146 self.think = Seeker_Missile_Think;
147 self.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
149 if (cvar("g_balance_seeker_missile_proxy"))
150 self.movetype = MOVETYPE_BOUNCEMISSILE;
152 self.movetype = MOVETYPE_FLYMISSILE;
155 UpdateCSQCProjectile(self);
159 void Seeker_Fire_Missile(vector f_diff)
161 local entity missile;
163 if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
164 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_missile_ammo");
166 makevectors(self.v_angle);
167 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CHAN_WEAPON, 0);
169 pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
171 //self.detornator = FALSE;
174 missile.owner = self;
175 missile.classname = "seeker_missile";
176 missile.bot_dodge = TRUE;
177 missile.bot_dodgerating = cvar("g_balance_seeker_missile_damage");
179 missile.think = Seeker_Missile_Think;
180 missile.touch = Seeker_Missile_Touch;
181 missile.event_damage = Seeker_Missile_Damage;
182 missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
183 missile.cnt = time + cvar("g_balance_seeker_missile_lifetime");
184 missile.enemy = self.enemy;
185 missile.solid = SOLID_BBOX;
187 missile.takedamage = DAMAGE_YES;
188 missile.health = cvar("g_balance_seeker_missile_health");
189 missile.damageforcescale = cvar("g_balance_seeker_missile_damageforcescale");
190 missile.projectiledeathtype = WEP_SEEKER;
191 //missile.think = Seeker_Missile_Animate; // csqc projectiles.
194 setorigin (missile, w_shotorg);
195 setsize (missile, '-4 -4 -4', '4 4 4');
196 missile.movetype = MOVETYPE_FLYMISSILE;
197 missile.flags = FL_PROJECTILE;
198 W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_missile);
200 missile.switchweapon = vlen(missile.velocity);
201 missile.angles = vectoangles (missile.velocity);
203 CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
205 other = missile; MUTATOR_CALLHOOK(EditProjectile);
208 void Seeker_Vollycontroler_Think()
211 entity oldself,oldenemy;
212 self.cnt = self.cnt - 1;
214 if((!(self.owner.items & IT_UNLIMITED_AMMO) && self.owner.ammo_rockets < cvar("g_balance_seeker_missile_ammo")) || (self.cnt <= -1) || (self.owner.deadflag != DEAD_NO))
220 self.nextthink = time + cvar("g_balance_seeker_missile_delay");
225 oldenemy = self.enemy;
226 self.enemy = oldself.enemy;
228 c = mod(oldself.cnt, 4);
232 Seeker_Fire_Missile('-1.25 -3.75 0');
235 Seeker_Fire_Missile('+1.25 -3.75 0');
238 Seeker_Fire_Missile('-1.25 +3.75 0');
242 Seeker_Fire_Missile('+1.25 +3.75 0');
246 self.enemy = oldenemy;
250 void Seeker_Tag_Explode ()
252 //if(other==self.owner)
254 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, self);
259 void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
261 if (self.health <= 0)
263 self.health = self.health - damage;
264 if (self.health <= 0)
265 Seeker_Tag_Explode();
269 void Seeker_Tag_Touch()
275 dir = normalize (self.owner.origin - self.origin);
276 org2 = findbetterlocation (self.origin, 8);
278 te_knightspike(org2);
280 self.event_damage = SUB_Null;
281 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_HEADSHOT, self);
283 if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
286 e.cnt = cvar("g_balance_seeker_missile_count");
287 e.owner = self.owner;
289 e.think = Seeker_Vollycontroler_Think;
297 void Seeker_Fire_Tag()
299 local entity missile;
300 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
301 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_tag_ammo");
303 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", CHAN_WEAPON, cvar("g_balance_seeker_missile_damage") * cvar("g_balance_seeker_missile_count"));
306 missile.owner = self;
307 missile.classname = "seeker_tag";
308 missile.bot_dodge = TRUE;
309 missile.bot_dodgerating = 50;
310 missile.touch = Seeker_Tag_Touch;
311 missile.think = SUB_Remove;
312 missile.nextthink = time + cvar("g_balance_seeker_tag_lifetime");
313 missile.movetype = MOVETYPE_FLY;
314 missile.solid = SOLID_BBOX;
315 missile.owner = self;
317 missile.takedamage = DAMAGE_YES;
318 missile.event_damage = Seeker_Tag_Explode;
319 missile.health = cvar("g_balance_seeker_tag_health");
320 missile.damageforcescale = cvar("g_balance_seeker_tag_damageforcescale");
322 setorigin (missile, w_shotorg);
323 setsize (missile, '-2 -2 -2', '2 2 2');
325 missile.flags = FL_PROJECTILE;
327 missile.movetype = MOVETYPE_FLY;
328 W_SETUPPROJECTILEVELOCITY(missile, g_balance_seeker_tag);
329 missile.angles = vectoangles (missile.velocity);
331 CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
333 other = missile; MUTATOR_CALLHOOK(EditProjectile);
337 void Seeker_Flac_Explode ()
339 self.event_damage = SUB_Null;
341 RadiusDamage (self, self.owner, cvar("g_balance_seeker_flac_damage"), cvar("g_balance_seeker_flac_edgedamage"), cvar("g_balance_seeker_flac_radius"), world, cvar("g_balance_seeker_flac_force"), self.projectiledeathtype, other);
346 void Seeker_Flac_Touch()
350 Seeker_Flac_Explode();
353 void Seeker_Fire_Flac()
355 local entity missile;
359 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
360 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_flac_ammo");
362 c = mod(self.bulletcounter, 4);
366 f_diff = '-1.25 -3.75 0';
369 f_diff = '+1.25 -3.75 0';
372 f_diff = '-1.25 +3.75 0';
376 f_diff = '+1.25 +3.75 0';
379 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CHAN_WEAPON, cvar("g_balance_seeker_flac_damage"));
382 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
385 missile.owner = missile.realowner = self;
386 missile.classname = "missile";
387 missile.bot_dodge = TRUE;
388 missile.bot_dodgerating = cvar("g_balance_seeker_flac_damage");
389 missile.touch = Seeker_Flac_Explode;
390 missile.use = Seeker_Flac_Explode;
391 missile.think = adaptor_think2use_hittype_splash;
392 missile.nextthink = time + cvar("g_balance_seeker_flac_lifetime") + cvar("g_balance_seeker_flac_lifetime_rand");
393 missile.solid = SOLID_BBOX;
394 missile.movetype = MOVETYPE_FLY;
395 missile.projectiledeathtype = WEP_SEEKER;
396 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
397 missile.flags = FL_PROJECTILE;
400 //missile.angles = vectoangles (missile.velocity);
401 //missile.scale = 0.4; // BUG: the model is too big
403 setorigin (missile, w_shotorg);
404 setsize (missile, '-2 -2 -2', '2 2 2');
406 W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_flac);
407 CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
409 other = missile; MUTATOR_CALLHOOK(EditProjectile);
412 void spawnfunc_weapon_seeker (void)
414 weapon_defaultspawnfunc(WEP_SEEKER);
417 float w_seeker(float req)
420 self.BUTTON_ATCK = bot_aim(cvar("g_balance_seeker_tag_speed"), 0, 20, FALSE);
422 else if (req == WR_THINK)
424 if (self.BUTTON_ATCK)
425 if (weapon_prepareattack(0, cvar("g_balance_seeker_tag_refire")))
428 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_seeker_tag_animtime"), w_ready);
431 if (self.BUTTON_ATCK2)
432 if (weapon_prepareattack(1, cvar("g_balance_seeker_flac_refire")))
435 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_seeker_flac_animtime"), w_ready);
439 else if (req == WR_PRECACHE)
441 precache_model ("models/weapons/g_seeker.md3");
442 precache_model ("models/weapons/v_seeker.md3");
443 precache_model ("models/weapons/h_seeker.iqm");
444 precache_sound ("weapons/tag_fire.wav");
445 precache_sound ("weapons/flac_fire.wav");
446 precache_sound ("weapons/seeker_fire.wav");
448 else if (req == WR_SETUP)
449 weapon_setup(WEP_SEEKER);
450 else if (req == WR_CHECKAMMO1)
451 return self.ammo_rockets >= cvar("g_balance_seeker_tag_ammo") + cvar("g_balance_seeker_missile_ammo");
452 else if (req == WR_CHECKAMMO2)
453 return self.ammo_rockets >= cvar("g_balance_seeker_flac_ammo");
458 float w_seeker(float req)
460 if(req == WR_IMPACTEFFECT)
463 org2 = w_org + w_backoff * 6;
464 if(w_deathtype & HITTYPE_SECONDARY)
466 pointparticles(particleeffectnum("flac_explode"), org2, '0 0 0', 1);
470 sound(self, CHAN_PROJECTILE, "weapons/flacexp1.wav", 1, ATTN_NORM);
471 else if (w_random<0.7)
472 sound(self, CHAN_PROJECTILE, "weapons/flacexp2.wav", 1, ATTN_NORM);
474 sound(self, CHAN_PROJECTILE, "weapons/flacexp3.wav", 1, ATTN_NORM);
479 if(w_deathtype & HITTYPE_BOUNCE)
481 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
485 sound(self, CHAN_PROJECTILE, "weapons/tagexp1.wav", 1, ATTN_NORM);
486 else if (w_random<0.7)
487 sound(self, CHAN_PROJECTILE, "weapons/tagexp2.wav", 1, ATTN_NORM);
489 sound(self, CHAN_PROJECTILE, "weapons/tagexp3.wav", 1, ATTN_NORM);
492 else if(w_deathtype & HITTYPE_HEADSHOT)
495 sound(self, CHAN_PROJECTILE, "weapons/tag_impact.wav", 1, ATTN_NORM);
499 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
503 sound(self, CHAN_PROJECTILE, "weapons/seekerexp1.wav", 1, ATTN_NORM);
504 else if (w_random<0.7)
505 sound(self, CHAN_PROJECTILE, "weapons/seekerexp2.wav", 1, ATTN_NORM);
507 sound(self, CHAN_PROJECTILE, "weapons/seekerexp3.wav", 1, ATTN_NORM);
512 else if(req == WR_PRECACHE)
514 precache_sound("weapons/flacexp1.wav");
515 precache_sound("weapons/flacexp2.wav");
516 precache_sound("weapons/flacexp3.wav");
517 precache_sound("weapons/seekerexp1.wav");
518 precache_sound("weapons/seekerexp2.wav");
519 precache_sound("weapons/seekerexp3.wav");
520 precache_sound("weapons/tagexp1.wav");
521 precache_sound("weapons/tagexp2.wav");
522 precache_sound("weapons/tagexp3.wav");
523 precache_sound("weapons/tag_impact.wav");
525 else if (req == WR_SUICIDEMESSAGE)
526 w_deathtypestring = "%s played with tiny rockets";
527 else if (req == WR_KILLMESSAGE)
529 if(w_deathtype & HITTYPE_SECONDARY)
530 w_deathtypestring = "%s ran into %s's flac";
532 w_deathtypestring = "%s was tagged by %s";