2 REGISTER_WEAPON(SEEKER, w_seeker, IT_ROCKETS, 8, WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "seeker", "seeker", _("T.A.G. Seeker"))
5 //.float proxytime; = autoswitch
7 .entity tag_target, wps_tag_tracker;
10 // ============================
11 // Begin: Missile functions, these are general functions to be manipulated by other code
12 // ============================
13 void Seeker_Missile_Explode ()
15 self.event_damage = SUB_Null;
16 RadiusDamage (self, self.realowner, autocvar_g_balance_seeker_missile_damage, autocvar_g_balance_seeker_missile_edgedamage, autocvar_g_balance_seeker_missile_radius, world, autocvar_g_balance_seeker_missile_force, self.projectiledeathtype, other);
21 void Seeker_Missile_Touch()
25 Seeker_Missile_Explode();
28 void Seeker_Missile_Think()
31 vector desireddir, olddir, newdir, eorg;
38 self.projectiledeathtype |= HITTYPE_SPLASH;
39 Seeker_Missile_Explode();
42 spd = vlen(self.velocity);
44 spd - autocvar_g_balance_seeker_missile_decel * frametime,
45 autocvar_g_balance_seeker_missile_speed_max,
46 spd + autocvar_g_balance_seeker_missile_accel * frametime
49 if (self.enemy != world)
50 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
53 if (self.enemy != world)
56 eorg = 0.5 * (e.absmin + e.absmax);
57 turnrate = autocvar_g_balance_seeker_missile_turnrate; // how fast to turn
58 desireddir = normalize(eorg - self.origin);
59 olddir = normalize(self.velocity); // get my current direction
60 dist = vlen(eorg - self.origin);
62 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
63 if (autocvar_g_balance_seeker_missile_smart && (dist > autocvar_g_balance_seeker_missile_smart_mindist))
65 // Is it a better idea (shorter distance) to trace to the target itself?
66 if ( vlen(self.origin + olddir * self.wait) < dist)
67 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
69 traceline(self.origin, eorg, FALSE, self);
71 // Setup adaptive tracelength
72 self.wait = bound(autocvar_g_balance_seeker_missile_smart_trace_min, vlen(self.origin - trace_endpos), self.wait = autocvar_g_balance_seeker_missile_smart_trace_max);
74 // Calc how important it is that we turn and add this to the desierd (enemy) dir.
75 desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
78 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
79 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
83 if (autocvar_g_balance_seeker_missile_proxy)
85 if ( dist <= autocvar_g_balance_seeker_missile_proxy_maxrange)
87 if (self.autoswitch == 0)
89 self.autoswitch = time + autocvar_g_balance_seeker_missile_proxy_delay;
93 if (self.autoswitch <= time)
95 Seeker_Missile_Explode();
102 if (self.autoswitch != 0)
108 if (self.enemy.deadflag != DEAD_NO)
111 self.cnt = time + 1 + (random() * 4);
112 self.nextthink = self.cnt;
116 //self.angles = vectoangles(self.velocity); // turn model in the new flight direction
117 self.nextthink = time;// + 0.05; // csqc projectiles
118 UpdateCSQCProjectile(self);
123 void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
125 if (self.health <= 0)
128 if (self.realowner == attacker)
129 self.health = self.health - (damage * 0.25);
131 self.health = self.health - damage;
133 if (self.health <= 0)
134 W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
138 void Seeker_Missile_Animate()
140 self.frame = self.frame +1;
141 self.nextthink = time + 0.05;
143 if (self.enemy != world)
144 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
149 self.think = Seeker_Missile_Think;
150 self.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
152 if (autocvar_g_balance_seeker_missile_proxy)
153 self.movetype = MOVETYPE_BOUNCEMISSILE;
155 self.movetype = MOVETYPE_FLYMISSILE;
158 UpdateCSQCProjectile(self);
162 void Seeker_Fire_Missile(vector f_diff, entity m_target)
164 local entity missile;
166 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_reload_ammo);
168 makevectors(self.v_angle);
169 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0);
171 pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
173 //self.detornator = FALSE;
176 missile.owner = missile.realowner = self;
177 missile.classname = "seeker_missile";
178 missile.bot_dodge = TRUE;
179 missile.bot_dodgerating = autocvar_g_balance_seeker_missile_damage;
181 missile.think = Seeker_Missile_Think;
182 missile.touch = Seeker_Missile_Touch;
183 missile.event_damage = Seeker_Missile_Damage;
184 missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
185 missile.cnt = time + autocvar_g_balance_seeker_missile_lifetime;
186 missile.enemy = m_target;
187 missile.solid = SOLID_BBOX;
189 missile.takedamage = DAMAGE_YES;
190 missile.health = autocvar_g_balance_seeker_missile_health;
191 missile.damageforcescale = autocvar_g_balance_seeker_missile_damageforcescale;
192 //missile.think = Seeker_Missile_Animate; // csqc projectiles.
194 if (missile.enemy != world)
195 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
197 missile.projectiledeathtype = WEP_SEEKER;
200 setorigin (missile, w_shotorg);
201 setsize (missile, '-4 -4 -4', '4 4 4');
202 missile.movetype = MOVETYPE_FLYMISSILE;
203 missile.flags = FL_PROJECTILE;
204 W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_missile);
206 missile.angles = vectoangles (missile.velocity);
208 CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
210 other = missile; MUTATOR_CALLHOOK(EditProjectile);
213 // ============================
214 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
215 // ============================
216 void Seeker_Flac_Explode ()
218 self.event_damage = SUB_Null;
220 RadiusDamage (self, self.realowner, autocvar_g_balance_seeker_flac_damage, autocvar_g_balance_seeker_flac_edgedamage, autocvar_g_balance_seeker_flac_radius, world, autocvar_g_balance_seeker_flac_force, self.projectiledeathtype, other);
225 void Seeker_Flac_Touch()
229 Seeker_Flac_Explode();
232 void Seeker_Fire_Flac()
234 local entity missile;
238 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_seeker_flac_ammo, autocvar_g_balance_seeker_reload_ammo);
240 c = mod(self.bulletcounter, 4);
244 f_diff = '-1.25 -3.75 0';
247 f_diff = '+1.25 -3.75 0';
250 f_diff = '-1.25 +3.75 0';
254 f_diff = '+1.25 +3.75 0';
257 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CH_WEAPON_A, autocvar_g_balance_seeker_flac_damage);
260 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
263 missile.owner = missile.realowner = self;
264 missile.classname = "missile";
265 missile.bot_dodge = TRUE;
266 missile.bot_dodgerating = autocvar_g_balance_seeker_flac_damage;
267 missile.touch = Seeker_Flac_Explode;
268 missile.use = Seeker_Flac_Explode;
269 missile.think = adaptor_think2use_hittype_splash;
270 missile.nextthink = time + autocvar_g_balance_seeker_flac_lifetime + autocvar_g_balance_seeker_flac_lifetime_rand;
271 missile.solid = SOLID_BBOX;
272 missile.movetype = MOVETYPE_FLY;
273 missile.projectiledeathtype = WEP_SEEKER;
274 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
275 missile.flags = FL_PROJECTILE;
278 //missile.angles = vectoangles (missile.velocity);
279 //missile.scale = 0.4; // BUG: the model is too big
281 setorigin (missile, w_shotorg);
282 setsize (missile, '-2 -2 -2', '2 2 2');
284 W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_flac);
285 CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
287 other = missile; MUTATOR_CALLHOOK(EditProjectile);
290 // ============================
291 // Begin: Tag and rocket controllers
292 // ============================
293 entity Seeker_Tagged_Info(entity isowner, entity istarget)
296 for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
297 if ((tag.realowner == isowner) && (tag.tag_target == istarget))
305 entity tracker, closest_target;
307 for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
311 if (vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
312 closest_target = tracker.tag_target;
315 closest_target = tracker.tag_target;
318 traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
319 if ((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
320 closest_target = world;
322 Seeker_Fire_Missile('0 0 0', closest_target);
325 void Seeker_Vollycontroller_Think() // TODO: Merge this with Seeker_Attack
328 entity oldself,oldenemy;
329 self.cnt = self.cnt - 1;
331 if((!(self.realowner.items & IT_UNLIMITED_AMMO) && self.realowner.ammo_rockets < autocvar_g_balance_seeker_missile_ammo) || (self.cnt <= -1) || (self.realowner.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER))
337 self.nextthink = time + autocvar_g_balance_seeker_missile_delay * W_WeaponRateFactor();
340 self = self.realowner;
342 oldenemy = self.enemy;
343 self.enemy = oldself.enemy;
345 c = mod(self.cnt, 4);
349 Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
352 Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
355 Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
359 Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
363 self.enemy = oldenemy;
367 void Seeker_Tracker_Think()
369 // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
370 if ((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER)
371 || (time > self.tag_time + autocvar_g_balance_seeker_tag_tracker_lifetime))
375 WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
381 // Update the think method information
382 self.nextthink = time;
385 // ============================
386 // Begin: Tag projectile
387 // ============================
388 void Seeker_Tag_Explode ()
390 //if(other==self.realowner)
392 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, self);
397 void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
399 if (self.health <= 0)
401 self.health = self.health - damage;
402 if (self.health <= 0)
403 Seeker_Tag_Explode();
406 void Seeker_Tag_Touch()
414 dir = normalize (self.realowner.origin - self.origin);
415 org2 = findbetterlocation (self.origin, 8);
417 te_knightspike(org2);
419 self.event_damage = SUB_Null;
420 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_HEADSHOT, self);
422 if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
424 // check to see if this person is already tagged by me
425 entity tag = Seeker_Tagged_Info(self.realowner, other);
429 if (other.wps_tag_tracker && (autocvar_g_balance_seeker_type == 1)) // don't attach another waypointsprite without killing the old one first
430 WaypointSprite_Kill(other.wps_tag_tracker);
436 //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
438 e.cnt = autocvar_g_balance_seeker_missile_count;
439 e.classname = "tag_tracker";
440 e.owner = self.owner;
441 e.realowner = self.realowner;
443 if (autocvar_g_balance_seeker_type == 1)
445 e.tag_target = other;
447 e.think = Seeker_Tracker_Think;
452 e.think = Seeker_Vollycontroller_Think;
458 if (autocvar_g_balance_seeker_type == 1)
460 WaypointSprite_Spawn("tagged-target", autocvar_g_balance_seeker_tag_tracker_lifetime, 0, other, '0 0 64', self.realowner, 0, other, wps_tag_tracker, TRUE, RADARICON_TAGGED, '0.5 1 0');
461 WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
469 void Seeker_Fire_Tag()
471 local entity missile;
472 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_seeker_tag_ammo, autocvar_g_balance_seeker_reload_ammo);
474 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", CH_WEAPON_A, autocvar_g_balance_seeker_missile_damage * autocvar_g_balance_seeker_missile_count);
477 missile.owner = missile.realowner = self;
478 missile.classname = "seeker_tag";
479 missile.bot_dodge = TRUE;
480 missile.bot_dodgerating = 50;
481 missile.touch = Seeker_Tag_Touch;
482 missile.think = SUB_Remove;
483 missile.nextthink = time + autocvar_g_balance_seeker_tag_lifetime;
484 missile.movetype = MOVETYPE_FLY;
485 missile.solid = SOLID_BBOX;
487 missile.takedamage = DAMAGE_YES;
488 missile.event_damage = Seeker_Tag_Explode;
489 missile.health = autocvar_g_balance_seeker_tag_health;
490 missile.damageforcescale = autocvar_g_balance_seeker_tag_damageforcescale;
492 setorigin (missile, w_shotorg);
493 setsize (missile, '-2 -2 -2', '2 2 2');
495 missile.flags = FL_PROJECTILE;
497 missile.movetype = MOVETYPE_FLY;
498 W_SETUPPROJECTILEVELOCITY(missile, g_balance_seeker_tag);
499 missile.angles = vectoangles (missile.velocity);
501 CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
503 other = missile; MUTATOR_CALLHOOK(EditProjectile);
506 // ============================
507 // Begin: Genereal weapon functions
508 // ============================
509 void spawnfunc_weapon_seeker (void)
511 weapon_defaultspawnfunc(WEP_SEEKER);
514 float w_seeker(float req)
520 if (autocvar_g_balance_seeker_type == 1)
521 if (Seeker_Tagged_Info(self, self.enemy) != world)
522 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_seeker_missile_speed_max, 0, autocvar_g_balance_seeker_missile_lifetime, FALSE);
524 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_seeker_tag_speed, 0, autocvar_g_balance_seeker_tag_lifetime, FALSE);
526 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_seeker_tag_speed, 0, autocvar_g_balance_seeker_tag_lifetime, FALSE);
528 else if (req == WR_THINK)
530 if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_tag_ammo)) // forced reload
531 weapon_action(self.weapon, WR_RELOAD);
533 else if (self.BUTTON_ATCK)
535 if (autocvar_g_balance_seeker_type == 1)
537 if (weapon_prepareattack(0, autocvar_g_balance_seeker_missile_refire))
540 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_missile_animtime, w_ready);
545 if (weapon_prepareattack(0, autocvar_g_balance_seeker_tag_refire))
548 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_tag_animtime, w_ready);
553 else if (self.BUTTON_ATCK2)
555 if (autocvar_g_balance_seeker_type == 1)
557 if (weapon_prepareattack(0, autocvar_g_balance_seeker_tag_refire))
560 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_tag_animtime, w_ready);
565 if (weapon_prepareattack(0, autocvar_g_balance_seeker_flac_refire))
568 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_flac_animtime, w_ready);
573 else if (req == WR_PRECACHE)
575 precache_model ("models/weapons/g_seeker.md3");
576 precache_model ("models/weapons/v_seeker.md3");
577 precache_model ("models/weapons/h_seeker.iqm");
578 precache_sound ("weapons/tag_fire.wav");
579 precache_sound ("weapons/flac_fire.wav");
580 precache_sound ("weapons/seeker_fire.wav");
581 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
583 else if (req == WR_SETUP)
585 weapon_setup(WEP_SEEKER);
586 self.current_ammo = ammo_rockets;
588 else if (req == WR_CHECKAMMO1)
590 ammo_amount = self.ammo_rockets >= autocvar_g_balance_seeker_missile_ammo;
591 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= autocvar_g_balance_seeker_missile_ammo;
594 else if (req == WR_CHECKAMMO2)
596 ammo_amount = self.ammo_rockets >= autocvar_g_balance_seeker_tag_ammo;
597 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= autocvar_g_balance_seeker_tag_ammo;
600 else if (req == WR_RELOAD)
602 W_Reload(min(autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_tag_ammo), autocvar_g_balance_seeker_reload_ammo, autocvar_g_balance_seeker_reload_time, "weapons/reload.wav");
608 float w_seeker(float req)
610 if(req == WR_IMPACTEFFECT)
613 org2 = w_org + w_backoff * 6;
614 if(w_deathtype & HITTYPE_BOUNCE)
616 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
620 sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTN_NORM);
621 else if (w_random<0.7)
622 sound(self, CH_SHOTS, "weapons/tagexp2.wav", 1, ATTN_NORM);
624 sound(self, CH_SHOTS, "weapons/tagexp3.wav", 1, ATTN_NORM);
627 else if(w_deathtype & HITTYPE_HEADSHOT)
630 sound(self, CH_SHOTS, "weapons/tag_impact.wav", 1, ATTN_NORM);
634 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
638 sound(self, CH_SHOTS, "weapons/seekerexp1.wav", 1, ATTN_NORM);
639 else if (w_random<0.7)
640 sound(self, CH_SHOTS, "weapons/seekerexp2.wav", 1, ATTN_NORM);
642 sound(self, CH_SHOTS, "weapons/seekerexp3.wav", 1, ATTN_NORM);
646 else if(req == WR_PRECACHE)
648 precache_sound("weapons/seekerexp1.wav");
649 precache_sound("weapons/seekerexp2.wav");
650 precache_sound("weapons/seekerexp3.wav");
651 precache_sound("weapons/tagexp1.wav");
652 precache_sound("weapons/tagexp2.wav");
653 precache_sound("weapons/tagexp3.wav");
654 precache_sound("weapons/tag_impact.wav");
656 else if (req == WR_SUICIDEMESSAGE)
657 w_deathtypestring = _("%s played with tiny rockets");
658 else if (req == WR_KILLMESSAGE)
660 if(w_deathtype & HITTYPE_SECONDARY)
661 w_deathtypestring = _("%s was tagged by %s");
663 w_deathtypestring = _("%s was pummeled by %s");