1 //.float speed; = switchweapon
\r
2 //.float proxytime; = autoswitch
\r
5 void Seeker_Missile_Explode ()
\r
9 org2 = findbetterlocation (self.origin, 12);
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10 te_explosion (org2);
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14 sound (self, CHAN_PROJECTILE, "weapons/seekerexp1.wav", 1, ATTN_NORM);
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16 sound (self, CHAN_PROJECTILE, "weapons/seekerexp2.wav", 1, ATTN_NORM);
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18 sound (self, CHAN_PROJECTILE, "weapons/seekerexp3.wav", 1, ATTN_NORM);
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20 self.event_damage = SUB_Null;
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21 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);
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26 void Seeker_Missile_Touch()
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30 Seeker_Missile_Explode();
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33 void Seeker_Missile_Think()
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36 vector desireddir, olddir, newdir;
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40 if (time > self.cnt)
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41 Seeker_Missile_Explode();
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43 if (!self.switchweapon)
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44 self.switchweapon = cvar("g_balance_seeker_missile_speed");
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46 if ((self.switchweapon < cvar("g_balance_seeker_missile_speed_max")) && cvar("g_balance_seeker_missile_speed_accel"))
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47 self.switchweapon = self.switchweapon * cvar("g_balance_seeker_missile_accel");
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49 if (self.switchweapon > cvar("g_balance_seeker_missile_speed_max"))
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50 self.switchweapon = self.switchweapon * cvar("g_balance_seeker_missile_decel");
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52 if (self.enemy != world)
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53 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
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56 if (self.enemy != world)
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59 turnrate = cvar("g_balance_seeker_missile_turnrate"); // how fast to turn
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60 desireddir = normalize(e.origin - self.origin);
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61 olddir = normalize(self.velocity); // get my current direction
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62 dist = vlen(e.origin - self.origin);
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64 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
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65 if (cvar("g_balance_seeker_missile_smart") && (dist > cvar("g_balance_seeker_missile_smart_mindist")))
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67 // Is it a better idea (shorter distance) to trace to the target itself?
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68 if ( vlen(self.origin + olddir * self.wait) < dist)
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69 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
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71 traceline(self.origin, self.enemy.origin, FALSE, self);
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73 // Setup adaptive tracelength
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74 self.wait = vlen(self.origin - trace_endpos);
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75 if (self.wait < cvar("g_balance_seeker_missile_smart_trace_min")) self.wait = cvar("g_balance_seeker_missile_smart_trace_min");
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76 if (self.wait > cvar("g_balance_seeker_missile_smart_trace_max")) self.wait = cvar("g_balance_seeker_missile_smart_trace_max");
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78 // Calc how important it is that we turn and add this to the desierd (enemy) dir.
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79 desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
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82 //newdir = normalize((olddir + desireddir * turnrate) * 0.5);// take the average of the 2 directions; not the best method but simple & easy
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83 newdir = normalize(olddir + desireddir * turnrate);// take the average of the 2 directions; not the best method but simple & easy
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85 self.velocity = newdir * self.switchweapon; // make me fly in the new direction at my flight speed
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89 if (cvar("g_balance_seeker_missile_proxy"))
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91 if ( dist <= cvar("g_balance_seeker_missile_proxy_maxrange"))
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93 if (self.autoswitch == 0)
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95 self.autoswitch = time + cvar("g_balance_seeker_missile_proxy_delay");
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99 if (self.autoswitch <= time)
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101 Seeker_Missile_Explode();
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102 self.autoswitch = 0;
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108 if (self.autoswitch != 0)
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109 self.autoswitch = 0;
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114 if (self.enemy.deadflag != DEAD_NO)
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116 self.enemy = world;
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117 self.cnt = time + 1 + (random() * 4);
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118 self.nextthink = self.cnt;
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122 self.angles = vectoangles(self.velocity); // turn model in the new flight direction
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123 self.nextthink = time + 0.05;
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129 void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
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134 if (self.owner == attacker)
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137 self.health = self.health - d;
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139 if (self.health <= 0)
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140 W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
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143 #define EF_ROCKET 16777216
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144 void Seeker_Missile_Animate()
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146 self.frame = self.frame +1;
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147 self.nextthink = time + 0.05;
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149 if (self.enemy != world)
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150 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
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151 self.enemy = world;
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153 if(self.frame == 5)
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155 self.think = Seeker_Missile_Think;
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156 self.nextthink = time + cvar("g_balance_seeker_missile_activate_delay");
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157 self.effects = EF_LOWPRECISION | EF_NOSHADOW | EF_ROCKET;
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159 if (cvar("g_balance_seeker_guided_proxy"))
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160 self.movetype = MOVETYPE_BOUNCEMISSILE;
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162 self.movetype = MOVETYPE_FLYMISSILE;
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166 void Seeker_Fire_Missile(vector f_org)
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168 local entity missile;
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170 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
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171 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_missile_ammo");
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173 makevectors(self.v_angle);
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174 W_SetupShot (self, f_org, FALSE, 2, "weapons/seeker_fire.wav");
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175 pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
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177 //self.detornator = FALSE;
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180 missile.owner = self;
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181 missile.classname = "seeker_missile";
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182 missile.bot_dodge = TRUE;
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183 missile.bot_dodgerating = cvar("g_balance_seeker_missile_damage");
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185 missile.think = Seeker_Missile_Animate;
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187 //if (!cvar("g_balance_seeker_missile_proxy"))
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188 missile.touch = Seeker_Missile_Touch;
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190 missile.event_damage = Seeker_Missile_Damage;
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191 missile.nextthink = time + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
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192 missile.cnt = time + cvar("g_balance_seeker_missile_lifetime");
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193 missile.enemy = self.enemy;
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194 missile.switchweapon = cvar("g_balance_seeker_missile_speed");
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195 missile.effects = EF_LOWPRECISION | EF_NOSHADOW;// | EF_ROCKET;
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196 missile.solid = SOLID_BBOX;
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198 missile.takedamage = DAMAGE_YES;
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199 missile.damageforcescale = 4;
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200 missile.health = 5;
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201 missile.projectiledeathtype = WEP_SEEKER;
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203 setorigin (missile, w_shotorg);
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204 setmodel (missile, "models/tagrocket.md3");
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205 setsize (missile, '-2 -2 -2', '2 2 2');
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208 missile.movetype = MOVETYPE_FLYMISSILE;// MOVETYPE_TOSS;
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210 missile.flags = FL_PROJECTILE;
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212 missile.velocity = (w_shotdir + '0 0 0.45') * missile.switchweapon;
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213 W_SetupProjectileVelocity(missile);
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215 missile.switchweapon = vlen(missile.velocity);
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216 missile.angles = vectoangles (missile.velocity);
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220 void Seeker_Vollycontroler_Think()
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223 entity oldself,oldenemy;
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224 self.cnt = self.cnt - 1;
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226 if ((self.owner.ammo_rockets < cvar("g_balance_seeker_missile_ammo")) || (self.cnt <= -1) || (self.owner.deadflag != DEAD_NO))
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232 self.nextthink = time + cvar("g_balance_seeker_missile_delay");
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237 oldenemy = self.enemy;
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238 self.enemy = oldself.enemy;
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240 c = mod(oldself.cnt, 4);
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244 Seeker_Fire_Missile('37.5 17 -22');
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247 Seeker_Fire_Missile('37.5 9.5 -22');
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250 Seeker_Fire_Missile('40 17 -29');
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254 Seeker_Fire_Missile('40 9.5 -29');
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258 self.enemy = oldenemy;
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262 void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
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264 self.health = self.health - damage;
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265 if (self.health <= 0)
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269 void Seeker_Tag_Explode ()
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274 //if(other==self.owner)
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277 org2 = findbetterlocation (self.origin, 12);
\r
278 te_explosion (org2);
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282 sound (self, CHAN_PROJECTILE, "weapons/tagexp1.wav", 1, ATTN_NORM);
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284 sound (self, CHAN_PROJECTILE, "weapons/tagexp2.wav", 1, ATTN_NORM);
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286 sound (self, CHAN_PROJECTILE, "weapons/tagexp3.wav", 1, ATTN_NORM);
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291 void Seeker_Tag_Think()
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297 void Seeker_Tag_Touch()
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302 PROJECTILE_TOUCH_NOSOUND;
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304 dir = normalize (self.owner.origin - self.origin);
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305 org2 = findbetterlocation (self.origin, 8);
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307 te_knightspike(org2);
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309 self.event_damage = SUB_Null;
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310 sound (self, CHAN_PROJECTILE, "weapons/tagimpact.wav", 1, ATTN_NORM);
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312 if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
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316 e.cnt = cvar("g_balance_seeker_missile_count");
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317 e.owner = self.owner;
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319 e.think = Seeker_Vollycontroler_Think;
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320 e.nextthink = time;
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322 //sprint(self.owner, "^1Target lock ^3[^7 ",other.netname, " ^3]^1 acquired - autofire activated.\n");
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323 //sprint(other,"^1You are targeted!\n");
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325 // stuffcmd(other,"play2 weapons/zany-alarm4.ogg\n");
\r
326 // stuffcmd(self.owner, "play2 weapons/zany-lock4.ogg\n");
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335 void Seeker_Fire_Tag()
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337 local entity missile;
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338 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
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339 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_tag_ammo");
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341 W_SetupShot (self, '56 13 -15', FALSE, 2, "weapons/tag_fire.wav");
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344 missile.owner = self;
\r
345 missile.classname = "seeker_tag";
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346 missile.bot_dodge = TRUE;
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347 missile.bot_dodgerating = 50;
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348 missile.touch = Seeker_Tag_Touch;
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349 missile.think = Seeker_Tag_Think;
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350 missile.nextthink = time + 15;
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351 missile.movetype = MOVETYPE_FLY;
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352 missile.solid = SOLID_BBOX;
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353 missile.owner = self;
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355 missile.takedamage = DAMAGE_YES;
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356 missile.event_damage = Seeker_Tag_Explode;
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357 missile.health = 5;
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359 setmodel (missile, "models/laser.mdl"); // TODO make this seeker specific
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360 setorigin (missile, w_shotorg);
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361 setsize (missile, '0 0 0', '0 0 0');
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363 missile.effects = EF_FULLBRIGHT | EF_NOSHADOW | EF_LOWPRECISION;
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364 missile.modelflags = MF_TRACER3;
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365 sound (missile, CHAN_PROJECTILE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTN_NORM);
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366 missile.flags = FL_PROJECTILE;
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368 missile.velocity = w_shotdir * cvar("g_balance_seeker_tag_speed");
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369 missile.movetype = MOVETYPE_BOUNCEMISSILE;
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370 W_SetupProjectileVelocity(missile);
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371 missile.angles = vectoangles (missile.velocity);
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375 void Seeker_Flac_Explode ()
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379 org2 = findbetterlocation (self.origin, 12);
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380 te_explosion (org2);
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384 sound (self, CHAN_PROJECTILE, "weapons/flacexp1.wav", 1, ATTN_NORM);
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386 sound (self, CHAN_PROJECTILE, "weapons/flacexp2.wav", 1, ATTN_NORM);
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388 sound (self, CHAN_PROJECTILE, "weapons/flacexp3.wav", 1, ATTN_NORM);
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390 self.event_damage = SUB_Null;
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392 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);
\r
397 void Seeker_Flac_Touch()
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401 Seeker_Flac_Explode();
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404 void Seeker_Fire_Flac()
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406 local entity missile;
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410 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
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411 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_flac_ammo");
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413 c = mod(self.bulletcounter, 4);
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417 f_org = '37.5 17 -22';
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420 f_org = '37.5 9.5 -22';
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423 f_org = '40 17 -29';
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427 f_org = '40 9.5 -29';
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430 W_SetupShot (self, f_org, FALSE, 2, "weapons/flac_fire.wav");
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432 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
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434 missile = spawn ();
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435 missile.owner = missile.realowner = self;
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436 missile.classname = "missile";
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437 missile.bot_dodge = TRUE;
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438 missile.bot_dodgerating = cvar("g_balance_seeker_flac_damage");
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439 missile.touch = Seeker_Flac_Explode;
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440 missile.use = Seeker_Flac_Explode;
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441 missile.think = Seeker_Flac_Explode;
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442 missile.nextthink = time + cvar("g_balance_seeker_flac_lifetime") + cvar("g_balance_seeker_flac_lifetime_rand");
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443 missile.solid = SOLID_BBOX;
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444 missile.scale = 0.4; // BUG: the model is too big
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445 missile.projectiledeathtype = WEP_SEEKER;
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446 setorigin (missile, w_shotorg);
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447 setmodel (missile, "models/hagarmissile.mdl"); // precision set below
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448 setsize (missile, '0 0 0', '0 0 0');
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449 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
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451 missile.effects = EF_LOWPRECISION;
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452 missile.modelflags = MF_TRACER3;
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454 missile.movetype = MOVETYPE_FLY;
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455 w_shotdir = w_shotdir + '0 0 0.3';
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456 missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_seeker_flac_spread")) * cvar("g_balance_seeker_flac_speed");
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458 W_SetupProjectileVelocity(missile);
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460 missile.angles = vectoangles (missile.velocity);
\r
461 missile.flags = FL_PROJECTILE;
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464 void spawnfunc_weapon_seeker (void)
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466 weapon_defaultspawnfunc(WEP_SEEKER);
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469 float w_seeker(float req)
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472 self.BUTTON_ATCK = bot_aim(cvar("g_balance_seeker_tag_speed"), 0, 20, FALSE);
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474 else if (req == WR_THINK)
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476 if (self.BUTTON_ATCK)
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477 if (weapon_prepareattack(0, cvar("g_balance_seeker_tag_refire")))
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480 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_seeker_tag_animtime"), w_ready);
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483 if (self.BUTTON_ATCK2)
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484 if (weapon_prepareattack(1, cvar("g_balance_seeker_flac_refire")))
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486 Seeker_Fire_Flac();
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487 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_seeker_flac_animtime"), w_ready);
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491 else if (req == WR_PRECACHE)
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493 precache_model ("models/hagarmissile.mdl");
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494 precache_model ("models/tagrocket.md3");
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495 precache_model ("models/weapons/g_seeker.md3");
\r
496 precache_model ("models/weapons/v_seeker.md3");
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497 precache_model ("models/weapons/w_seeker.zym");
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498 precache_sound ("weapons/tag_fire.wav");
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499 precache_sound ("weapons/tag_impact.wav");
\r
500 precache_sound ("weapons/tagexp1.wav");
\r
501 precache_sound ("weapons/tagexp2.wav");
\r
502 precache_sound ("weapons/tagexp3.wav");
\r
503 precache_sound ("weapons/tag_rocket_fly.wav");
\r
504 precache_sound ("weapons/flac_fire.wav");
\r
505 precache_sound ("weapons/flacexp1.wav");
\r
506 precache_sound ("weapons/flacexp2.wav");
\r
507 precache_sound ("weapons/flacexp3.wav");
\r
508 precache_sound ("weapons/seeker_fire.wav");
\r
509 precache_sound ("weapons/seekerexp1.wav");
\r
510 precache_sound ("weapons/seekerexp2.wav");
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511 precache_sound ("weapons/seekerexp3.wav");
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513 else if (req == WR_SETUP)
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514 weapon_setup(WEP_SEEKER);
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515 else if (req == WR_CHECKAMMO1)
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516 return self.ammo_rockets >= cvar("g_balance_seeker_tag_ammo") + cvar("g_balance_seeker_missile_ammo");
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517 else if (req == WR_CHECKAMMO2)
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518 return self.ammo_rockets >= cvar("g_balance_seeker_flac_ammo");
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519 else if (req == WR_SUICIDEMESSAGE)
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520 w_deathtypestring = "played with tiny rockets";
\r
521 else if (req == WR_KILLMESSAGE)
\r
523 if(w_deathtype & HITTYPE_SECONDARY)
\r
524 w_deathtypestring = "ran into #'s flac";
\r
526 w_deathtypestring = "was tagged by";
\r