1 //.float speed; = switchweapon
2 //.float proxytime; = autoswitch
5 void Seeker_Missile_Explode ()
7 self.event_damage = SUB_Null;
8 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);
13 void Seeker_Missile_Touch()
17 Seeker_Missile_Explode();
20 void Seeker_Missile_Think()
23 vector desireddir, olddir, newdir, eorg;
28 Seeker_Missile_Explode();
30 if (!self.switchweapon)
31 self.switchweapon = cvar("g_balance_seeker_missile_speed");
33 if ((self.switchweapon < cvar("g_balance_seeker_missile_speed_max")) && cvar("g_balance_seeker_missile_speed_accel"))
34 self.switchweapon = self.switchweapon * cvar("g_balance_seeker_missile_accel");
36 if (self.switchweapon > cvar("g_balance_seeker_missile_speed_max"))
37 self.switchweapon = self.switchweapon * cvar("g_balance_seeker_missile_decel");
39 if (self.enemy != world)
40 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
43 if (self.enemy != world)
46 eorg = 0.5 * (e.absmin + e.absmax);
47 turnrate = cvar("g_balance_seeker_missile_turnrate"); // how fast to turn
48 desireddir = normalize(eorg - self.origin);
49 olddir = normalize(self.velocity); // get my current direction
50 dist = vlen(eorg - self.origin);
52 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
53 if (cvar("g_balance_seeker_missile_smart") && (dist > cvar("g_balance_seeker_missile_smart_mindist")))
55 // Is it a better idea (shorter distance) to trace to the target itself?
56 if ( vlen(self.origin + olddir * self.wait) < dist)
57 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
59 traceline(self.origin, eorg, FALSE, self);
61 // Setup adaptive tracelength
62 self.wait = vlen(self.origin - trace_endpos);
63 if (self.wait < cvar("g_balance_seeker_missile_smart_trace_min")) self.wait = cvar("g_balance_seeker_missile_smart_trace_min");
64 if (self.wait > cvar("g_balance_seeker_missile_smart_trace_max")) self.wait = cvar("g_balance_seeker_missile_smart_trace_max");
66 // Calc how important it is that we turn and add this to the desierd (enemy) dir.
67 desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
70 //newdir = normalize((olddir + desireddir * turnrate) * 0.5);// take the average of the 2 directions; not the best method but simple & easy
71 newdir = normalize(olddir + desireddir * turnrate);// take the average of the 2 directions; not the best method but simple & easy
73 self.velocity = newdir * self.switchweapon; // make me fly in the new direction at my flight speed
77 if (cvar("g_balance_seeker_missile_proxy"))
79 if ( dist <= cvar("g_balance_seeker_missile_proxy_maxrange"))
81 if (self.autoswitch == 0)
83 self.autoswitch = time + cvar("g_balance_seeker_missile_proxy_delay");
87 if (self.autoswitch <= time)
89 Seeker_Missile_Explode();
96 if (self.autoswitch != 0)
102 if (self.enemy.deadflag != DEAD_NO)
105 self.cnt = time + 1 + (random() * 4);
106 self.nextthink = self.cnt;
110 self.angles = vectoangles(self.velocity); // turn model in the new flight direction
111 self.nextthink = time + 0.05;
113 UpdateCSQCProjectile(self);
118 void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
123 if (self.owner == attacker)
126 self.health = self.health - d;
128 if (self.health <= 0)
129 W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
132 void Seeker_Missile_Animate()
134 self.frame = self.frame +1;
135 self.nextthink = time + 0.05;
137 if (self.enemy != world)
138 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
143 self.think = Seeker_Missile_Think;
144 self.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
146 if (cvar("g_balance_seeker_guided_proxy"))
147 self.movetype = MOVETYPE_BOUNCEMISSILE;
149 self.movetype = MOVETYPE_FLYMISSILE;
152 UpdateCSQCProjectile(self);
155 void Seeker_Fire_Missile(vector f_org)
157 local entity missile;
159 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
160 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_missile_ammo");
162 makevectors(self.v_angle);
163 W_SetupShot (self, f_org, FALSE, 2, "weapons/seeker_fire.wav");
164 pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
166 //self.detornator = FALSE;
169 missile.owner = self;
170 missile.classname = "seeker_missile";
171 missile.bot_dodge = TRUE;
172 missile.bot_dodgerating = cvar("g_balance_seeker_missile_damage");
174 missile.think = Seeker_Missile_Animate;
176 //if (!cvar("g_balance_seeker_missile_proxy"))
177 missile.touch = Seeker_Missile_Touch;
179 missile.event_damage = Seeker_Missile_Damage;
180 missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
181 missile.cnt = time + cvar("g_balance_seeker_missile_lifetime");
182 missile.enemy = self.enemy;
183 missile.switchweapon = cvar("g_balance_seeker_missile_speed");
184 missile.solid = SOLID_BBOX;
186 missile.takedamage = DAMAGE_YES;
187 missile.damageforcescale = 4;
189 missile.projectiledeathtype = WEP_SEEKER;
191 setorigin (missile, w_shotorg);
192 setsize (missile, '-2 -2 -2', '2 2 2');
195 missile.movetype = MOVETYPE_FLYMISSILE;// MOVETYPE_TOSS;
197 missile.flags = FL_PROJECTILE;
199 missile.velocity = (w_shotdir + '0 0 0.45') * missile.switchweapon;
200 W_SetupProjectileVelocity(missile);
202 missile.switchweapon = vlen(missile.velocity);
203 missile.angles = vectoangles (missile.velocity);
205 CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
208 void Seeker_Vollycontroler_Think()
211 entity oldself,oldenemy;
212 self.cnt = self.cnt - 1;
214 if ((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('37.5 17 -22');
235 Seeker_Fire_Missile('37.5 9.5 -22');
238 Seeker_Fire_Missile('40 17 -29');
242 Seeker_Fire_Missile('40 9.5 -29');
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);
259 void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
261 self.health = self.health - damage;
262 if (self.health <= 0)
263 Seeker_Tag_Explode();
266 void Seeker_Tag_Think()
272 void Seeker_Tag_Touch()
277 dir = normalize (self.owner.origin - self.origin);
278 org2 = findbetterlocation (self.origin, 8);
280 te_knightspike(org2);
282 self.event_damage = SUB_Null;
283 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_HEADSHOT);
285 if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
289 e.cnt = cvar("g_balance_seeker_missile_count");
290 e.owner = self.owner;
292 e.think = Seeker_Vollycontroler_Think;
295 //sprint(self.owner, "^1Target lock ^3[^7 ",other.netname, " ^3]^1 acquired - autofire activated.\n");
296 //sprint(other,"^1You are targeted!\n");
298 // stuffcmd(other,"play2 weapons/zany-alarm4.ogg\n");
299 // stuffcmd(self.owner, "play2 weapons/zany-lock4.ogg\n");
308 void Seeker_Fire_Tag()
310 local entity missile;
311 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
312 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_tag_ammo");
314 W_SetupShot (self, '56 13 -15', FALSE, 2, "weapons/tag_fire.wav");
317 missile.owner = self;
318 missile.classname = "seeker_tag";
319 missile.bot_dodge = TRUE;
320 missile.bot_dodgerating = 50;
321 missile.touch = Seeker_Tag_Touch;
322 missile.think = Seeker_Tag_Think;
323 missile.nextthink = time + 15;
324 missile.movetype = MOVETYPE_FLY;
325 missile.solid = SOLID_BBOX;
326 missile.owner = self;
328 missile.takedamage = DAMAGE_YES;
329 missile.event_damage = Seeker_Tag_Explode;
332 setorigin (missile, w_shotorg);
334 missile.flags = FL_PROJECTILE;
336 missile.velocity = w_shotdir * cvar("g_balance_seeker_tag_speed");
337 missile.movetype = MOVETYPE_BOUNCEMISSILE;
338 W_SetupProjectileVelocity(missile);
339 missile.angles = vectoangles (missile.velocity);
341 CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
345 void Seeker_Flac_Explode ()
347 self.event_damage = SUB_Null;
349 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);
354 void Seeker_Flac_Touch()
358 Seeker_Flac_Explode();
361 void Seeker_Fire_Flac()
363 local entity missile;
367 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
368 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_flac_ammo");
370 c = mod(self.bulletcounter, 4);
374 f_org = '37.5 17 -22';
377 f_org = '37.5 9.5 -22';
384 f_org = '40 9.5 -29';
387 W_SetupShot (self, f_org, FALSE, 2, "weapons/flac_fire.wav");
389 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
392 missile.owner = missile.realowner = self;
393 missile.classname = "missile";
394 missile.bot_dodge = TRUE;
395 missile.bot_dodgerating = cvar("g_balance_seeker_flac_damage");
396 missile.touch = Seeker_Flac_Explode;
397 missile.use = Seeker_Flac_Explode;
398 missile.think = Seeker_Flac_Explode;
399 missile.nextthink = time + cvar("g_balance_seeker_flac_lifetime") + cvar("g_balance_seeker_flac_lifetime_rand");
400 missile.solid = SOLID_BBOX;
401 missile.scale = 0.4; // BUG: the model is too big
402 missile.projectiledeathtype = WEP_SEEKER;
403 setorigin (missile, w_shotorg);
404 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
406 missile.movetype = MOVETYPE_FLY;
407 w_shotdir = w_shotdir + '0 0 0.3';
408 missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_seeker_flac_spread")) * cvar("g_balance_seeker_flac_speed");
410 W_SetupProjectileVelocity(missile);
412 missile.angles = vectoangles (missile.velocity);
413 missile.flags = FL_PROJECTILE;
415 CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
418 void spawnfunc_weapon_seeker (void)
420 weapon_defaultspawnfunc(WEP_SEEKER);
423 float w_seeker(float req)
426 self.BUTTON_ATCK = bot_aim(cvar("g_balance_seeker_tag_speed"), 0, 20, FALSE);
428 else if (req == WR_THINK)
430 if (self.BUTTON_ATCK)
431 if (weapon_prepareattack(0, cvar("g_balance_seeker_tag_refire")))
434 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_seeker_tag_animtime"), w_ready);
437 if (self.BUTTON_ATCK2)
438 if (weapon_prepareattack(1, cvar("g_balance_seeker_flac_refire")))
441 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_seeker_flac_animtime"), w_ready);
445 else if (req == WR_PRECACHE)
447 precache_model ("models/weapons/g_seeker.md3");
448 precache_model ("models/weapons/v_seeker.md3");
449 precache_model ("models/weapons/w_seeker.zym");
450 precache_sound ("weapons/tag_fire.wav");
451 precache_sound ("weapons/flac_fire.wav");
452 precache_sound ("weapons/seeker_fire.wav");
454 else if (req == WR_SETUP)
455 weapon_setup(WEP_SEEKER);
456 else if (req == WR_CHECKAMMO1)
457 return self.ammo_rockets >= cvar("g_balance_seeker_tag_ammo") + cvar("g_balance_seeker_missile_ammo");
458 else if (req == WR_CHECKAMMO2)
459 return self.ammo_rockets >= cvar("g_balance_seeker_flac_ammo");
460 else if (req == WR_SUICIDEMESSAGE)
461 w_deathtypestring = "played with tiny rockets";
462 else if (req == WR_KILLMESSAGE)
464 if(w_deathtype & HITTYPE_SECONDARY)
465 w_deathtypestring = "ran into #'s flac";
467 w_deathtypestring = "was tagged by";