1 //.float speed; = switchweapon
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2 //.float proxytime; = autoswitch
\r
5 void Seeker_Missile_Explode ()
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9 org2 = findbetterlocation (self.origin, 12);
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10 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
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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, eorg;
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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 eorg = 0.5 * (e.absmin + e.absmax);
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60 turnrate = cvar("g_balance_seeker_missile_turnrate"); // how fast to turn
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61 desireddir = normalize(eorg - self.origin);
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62 olddir = normalize(self.velocity); // get my current direction
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63 dist = vlen(eorg - self.origin);
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65 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
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66 if (cvar("g_balance_seeker_missile_smart") && (dist > cvar("g_balance_seeker_missile_smart_mindist")))
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68 // Is it a better idea (shorter distance) to trace to the target itself?
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69 if ( vlen(self.origin + olddir * self.wait) < dist)
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70 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
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72 traceline(self.origin, eorg, FALSE, self);
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74 // Setup adaptive tracelength
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75 self.wait = vlen(self.origin - trace_endpos);
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76 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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77 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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79 // Calc how important it is that we turn and add this to the desierd (enemy) dir.
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80 desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
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83 //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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84 newdir = normalize(olddir + desireddir * turnrate);// take the average of the 2 directions; not the best method but simple & easy
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86 self.velocity = newdir * self.switchweapon; // make me fly in the new direction at my flight speed
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90 if (cvar("g_balance_seeker_missile_proxy"))
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92 if ( dist <= cvar("g_balance_seeker_missile_proxy_maxrange"))
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94 if (self.autoswitch == 0)
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96 self.autoswitch = time + cvar("g_balance_seeker_missile_proxy_delay");
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100 if (self.autoswitch <= time)
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102 Seeker_Missile_Explode();
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103 self.autoswitch = 0;
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109 if (self.autoswitch != 0)
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110 self.autoswitch = 0;
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115 if (self.enemy.deadflag != DEAD_NO)
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117 self.enemy = world;
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118 self.cnt = time + 1 + (random() * 4);
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119 self.nextthink = self.cnt;
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123 self.angles = vectoangles(self.velocity); // turn model in the new flight direction
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124 self.nextthink = time + 0.05;
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130 void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
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135 if (self.owner == attacker)
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138 self.health = self.health - d;
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140 if (self.health <= 0)
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141 W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
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144 #define EF_ROCKET 16777216
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145 void Seeker_Missile_Animate()
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147 self.frame = self.frame +1;
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148 self.nextthink = time + 0.05;
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150 if (self.enemy != world)
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151 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
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152 self.enemy = world;
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154 if(self.frame == 5)
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156 self.think = Seeker_Missile_Think;
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157 self.nextthink = time + cvar("g_balance_seeker_missile_activate_delay");
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158 self.effects = EF_LOWPRECISION | EF_NOSHADOW | EF_ROCKET;
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160 if (cvar("g_balance_seeker_guided_proxy"))
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161 self.movetype = MOVETYPE_BOUNCEMISSILE;
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163 self.movetype = MOVETYPE_FLYMISSILE;
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167 void Seeker_Fire_Missile(vector f_org)
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169 local entity missile;
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171 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
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172 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_missile_ammo");
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174 makevectors(self.v_angle);
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175 W_SetupShot (self, f_org, FALSE, 2, "weapons/seeker_fire.wav");
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176 pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
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178 //self.detornator = FALSE;
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181 missile.owner = self;
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182 missile.classname = "seeker_missile";
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183 missile.bot_dodge = TRUE;
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184 missile.bot_dodgerating = cvar("g_balance_seeker_missile_damage");
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186 missile.think = Seeker_Missile_Animate;
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188 //if (!cvar("g_balance_seeker_missile_proxy"))
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189 missile.touch = Seeker_Missile_Touch;
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191 missile.event_damage = Seeker_Missile_Damage;
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192 missile.nextthink = time + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
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193 missile.cnt = time + cvar("g_balance_seeker_missile_lifetime");
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194 missile.enemy = self.enemy;
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195 missile.switchweapon = cvar("g_balance_seeker_missile_speed");
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196 missile.effects = EF_LOWPRECISION | EF_NOSHADOW;// | EF_ROCKET;
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197 missile.solid = SOLID_BBOX;
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199 missile.takedamage = DAMAGE_YES;
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200 missile.damageforcescale = 4;
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201 missile.health = 5;
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202 missile.projectiledeathtype = WEP_SEEKER;
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204 setorigin (missile, w_shotorg);
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205 setmodel (missile, "models/tagrocket.md3");
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206 setsize (missile, '-2 -2 -2', '2 2 2');
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209 missile.movetype = MOVETYPE_FLYMISSILE;// MOVETYPE_TOSS;
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211 missile.flags = FL_PROJECTILE;
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213 missile.velocity = (w_shotdir + '0 0 0.45') * missile.switchweapon;
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214 W_SetupProjectileVelocity(missile);
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216 missile.switchweapon = vlen(missile.velocity);
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217 missile.angles = vectoangles (missile.velocity);
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221 void Seeker_Vollycontroler_Think()
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224 entity oldself,oldenemy;
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225 self.cnt = self.cnt - 1;
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227 if ((self.owner.ammo_rockets < cvar("g_balance_seeker_missile_ammo")) || (self.cnt <= -1) || (self.owner.deadflag != DEAD_NO))
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233 self.nextthink = time + cvar("g_balance_seeker_missile_delay");
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238 oldenemy = self.enemy;
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239 self.enemy = oldself.enemy;
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241 c = mod(oldself.cnt, 4);
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245 Seeker_Fire_Missile('37.5 17 -22');
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248 Seeker_Fire_Missile('37.5 9.5 -22');
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251 Seeker_Fire_Missile('40 17 -29');
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255 Seeker_Fire_Missile('40 9.5 -29');
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259 self.enemy = oldenemy;
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263 void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
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265 self.health = self.health - damage;
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266 if (self.health <= 0)
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270 void Seeker_Tag_Explode ()
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275 //if(other==self.owner)
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278 org2 = findbetterlocation (self.origin, 12);
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279 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
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283 sound (self, CHAN_PROJECTILE, "weapons/tagexp1.wav", 1, ATTN_NORM);
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285 sound (self, CHAN_PROJECTILE, "weapons/tagexp2.wav", 1, ATTN_NORM);
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287 sound (self, CHAN_PROJECTILE, "weapons/tagexp3.wav", 1, ATTN_NORM);
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292 void Seeker_Tag_Think()
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298 void Seeker_Tag_Touch()
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303 PROJECTILE_TOUCH_NOSOUND;
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305 dir = normalize (self.owner.origin - self.origin);
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306 org2 = findbetterlocation (self.origin, 8);
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308 te_knightspike(org2);
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310 self.event_damage = SUB_Null;
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311 sound (self, CHAN_PROJECTILE, "weapons/tag_impact.wav", 1, ATTN_NORM);
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313 if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
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317 e.cnt = cvar("g_balance_seeker_missile_count");
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318 e.owner = self.owner;
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320 e.think = Seeker_Vollycontroler_Think;
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321 e.nextthink = time;
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323 //sprint(self.owner, "^1Target lock ^3[^7 ",other.netname, " ^3]^1 acquired - autofire activated.\n");
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324 //sprint(other,"^1You are targeted!\n");
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326 // stuffcmd(other,"play2 weapons/zany-alarm4.ogg\n");
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327 // stuffcmd(self.owner, "play2 weapons/zany-lock4.ogg\n");
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336 void Seeker_Fire_Tag()
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338 local entity missile;
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339 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
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340 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_tag_ammo");
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342 W_SetupShot (self, '56 13 -15', FALSE, 2, "weapons/tag_fire.wav");
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345 missile.owner = self;
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346 missile.classname = "seeker_tag";
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347 missile.bot_dodge = TRUE;
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348 missile.bot_dodgerating = 50;
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349 missile.touch = Seeker_Tag_Touch;
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350 missile.think = Seeker_Tag_Think;
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351 missile.nextthink = time + 15;
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352 missile.movetype = MOVETYPE_FLY;
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353 missile.solid = SOLID_BBOX;
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354 missile.owner = self;
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356 missile.takedamage = DAMAGE_YES;
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357 missile.event_damage = Seeker_Tag_Explode;
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358 missile.health = 5;
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360 setmodel (missile, "models/laser.mdl"); // TODO make this seeker specific
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361 setorigin (missile, w_shotorg);
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362 setsize (missile, '0 0 0', '0 0 0');
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364 missile.effects = EF_FULLBRIGHT | EF_NOSHADOW | EF_LOWPRECISION;
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365 missile.modelflags = MF_TRACER3;
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366 sound (missile, CHAN_PROJECTILE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTN_NORM);
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367 missile.flags = FL_PROJECTILE;
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369 missile.velocity = w_shotdir * cvar("g_balance_seeker_tag_speed");
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370 missile.movetype = MOVETYPE_BOUNCEMISSILE;
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371 W_SetupProjectileVelocity(missile);
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372 missile.angles = vectoangles (missile.velocity);
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376 void Seeker_Flac_Explode ()
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380 org2 = findbetterlocation (self.origin, 12);
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381 pointparticles(particleeffectnum("flac_explode"), org2, '0 0 0', 1);
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385 sound (self, CHAN_PROJECTILE, "weapons/flacexp1.wav", 1, ATTN_NORM);
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387 sound (self, CHAN_PROJECTILE, "weapons/flacexp2.wav", 1, ATTN_NORM);
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389 sound (self, CHAN_PROJECTILE, "weapons/flacexp3.wav", 1, ATTN_NORM);
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391 self.event_damage = SUB_Null;
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393 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
398 void Seeker_Flac_Touch()
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402 Seeker_Flac_Explode();
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405 void Seeker_Fire_Flac()
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407 local entity missile;
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411 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
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412 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_flac_ammo");
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414 c = mod(self.bulletcounter, 4);
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418 f_org = '37.5 17 -22';
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421 f_org = '37.5 9.5 -22';
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424 f_org = '40 17 -29';
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428 f_org = '40 9.5 -29';
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431 W_SetupShot (self, f_org, FALSE, 2, "weapons/flac_fire.wav");
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433 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
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435 missile = spawn ();
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436 missile.owner = missile.realowner = self;
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437 missile.classname = "missile";
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438 missile.bot_dodge = TRUE;
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439 missile.bot_dodgerating = cvar("g_balance_seeker_flac_damage");
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440 missile.touch = Seeker_Flac_Explode;
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441 missile.use = Seeker_Flac_Explode;
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442 missile.think = Seeker_Flac_Explode;
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443 missile.nextthink = time + cvar("g_balance_seeker_flac_lifetime") + cvar("g_balance_seeker_flac_lifetime_rand");
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444 missile.solid = SOLID_BBOX;
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445 missile.scale = 0.4; // BUG: the model is too big
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446 missile.projectiledeathtype = WEP_SEEKER;
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447 setorigin (missile, w_shotorg);
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448 setmodel (missile, "models/hagarmissile.mdl"); // precision set below
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449 setsize (missile, '0 0 0', '0 0 0');
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450 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
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452 missile.effects = EF_LOWPRECISION;
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453 missile.modelflags = MF_TRACER3;
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455 missile.movetype = MOVETYPE_FLY;
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456 w_shotdir = w_shotdir + '0 0 0.3';
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457 missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_seeker_flac_spread")) * cvar("g_balance_seeker_flac_speed");
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459 W_SetupProjectileVelocity(missile);
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461 missile.angles = vectoangles (missile.velocity);
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462 missile.flags = FL_PROJECTILE;
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465 void spawnfunc_weapon_seeker (void)
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467 weapon_defaultspawnfunc(WEP_SEEKER);
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470 float w_seeker(float req)
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473 self.BUTTON_ATCK = bot_aim(cvar("g_balance_seeker_tag_speed"), 0, 20, FALSE);
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475 else if (req == WR_THINK)
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477 if (self.BUTTON_ATCK)
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478 if (weapon_prepareattack(0, cvar("g_balance_seeker_tag_refire")))
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481 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_seeker_tag_animtime"), w_ready);
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484 if (self.BUTTON_ATCK2)
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485 if (weapon_prepareattack(1, cvar("g_balance_seeker_flac_refire")))
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487 Seeker_Fire_Flac();
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488 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_seeker_flac_animtime"), w_ready);
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492 else if (req == WR_PRECACHE)
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494 precache_model ("models/hagarmissile.mdl");
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495 precache_model ("models/tagrocket.md3");
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496 precache_model ("models/weapons/g_seeker.md3");
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497 precache_model ("models/weapons/v_seeker.md3");
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498 precache_model ("models/weapons/w_seeker.zym");
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499 precache_sound ("weapons/tag_fire.wav");
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500 precache_sound ("weapons/tag_impact.wav");
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501 precache_sound ("weapons/tagexp1.wav");
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502 precache_sound ("weapons/tagexp2.wav");
\r
503 precache_sound ("weapons/tagexp3.wav");
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504 precache_sound ("weapons/tag_rocket_fly.wav");
\r
505 precache_sound ("weapons/flac_fire.wav");
\r
506 precache_sound ("weapons/flacexp1.wav");
\r
507 precache_sound ("weapons/flacexp2.wav");
\r
508 precache_sound ("weapons/flacexp3.wav");
\r
509 precache_sound ("weapons/seeker_fire.wav");
\r
510 precache_sound ("weapons/seekerexp1.wav");
\r
511 precache_sound ("weapons/seekerexp2.wav");
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512 precache_sound ("weapons/seekerexp3.wav");
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514 else if (req == WR_SETUP)
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515 weapon_setup(WEP_SEEKER);
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516 else if (req == WR_CHECKAMMO1)
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517 return self.ammo_rockets >= cvar("g_balance_seeker_tag_ammo") + cvar("g_balance_seeker_missile_ammo");
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518 else if (req == WR_CHECKAMMO2)
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519 return self.ammo_rockets >= cvar("g_balance_seeker_flac_ammo");
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520 else if (req == WR_SUICIDEMESSAGE)
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521 w_deathtypestring = "played with tiny rockets";
\r
522 else if (req == WR_KILLMESSAGE)
\r
524 if(w_deathtype & HITTYPE_SECONDARY)
\r
525 w_deathtypestring = "ran into #'s flac";
\r
527 w_deathtypestring = "was tagged by";
\r