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1 //.float speed; = switchweapon
2 //.float proxytime; = autoswitch
3 //.float tl; = wait
4
5 void Seeker_Missile_Explode ()
6 {
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);
9
10         remove (self);
11 }
12
13 void Seeker_Missile_Touch()
14 {
15         PROJECTILE_TOUCH;
16
17         Seeker_Missile_Explode();
18 }
19
20 void Seeker_Missile_Think()
21 {
22         entity e;
23         vector desireddir, olddir, newdir, eorg;
24         float turnrate;
25         float dist;
26
27         if (time > self.cnt)
28                 Seeker_Missile_Explode();
29
30         if (!self.switchweapon)
31                 self.switchweapon = cvar("g_balance_seeker_missile_speed");
32
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");
35
36         if (self.switchweapon > cvar("g_balance_seeker_missile_speed_max"))
37                 self.switchweapon = self.switchweapon * cvar("g_balance_seeker_missile_decel");
38
39         if (self.enemy != world)
40                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
41                         self.enemy = world;
42
43         if (self.enemy != world)
44         {
45                 e               = self.enemy;
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);
51
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")))
54                 {
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);
58                         else
59                                 traceline(self.origin, eorg, FALSE, self);
60
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");
65
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);
68                 }
69
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
72
73                 self.velocity = newdir * self.switchweapon;                                         // make me fly in the new direction at my flight speed
74         }
75
76         // Proxy
77         if (cvar("g_balance_seeker_missile_proxy"))
78         {
79                 if ( dist <= cvar("g_balance_seeker_missile_proxy_maxrange"))
80                 {
81                         if (self.autoswitch == 0)
82                         {
83                                 self.autoswitch = time + cvar("g_balance_seeker_missile_proxy_delay");
84                         }
85                         else
86                         {
87                                 if (self.autoswitch <= time)
88                                 {
89                                         Seeker_Missile_Explode();
90                                         self.autoswitch = 0;
91                                 }
92                         }
93                 }
94                 else
95                 {
96                         if (self.autoswitch != 0)
97                                 self.autoswitch = 0;
98                 }
99         }
100         ///////////////
101
102         if (self.enemy.deadflag != DEAD_NO)
103         {
104                 self.enemy = world;
105                 self.cnt = time + 1 + (random() * 4);
106                 self.nextthink = self.cnt;
107                 return;
108         }
109
110         self.angles = vectoangles(self.velocity);                       // turn model in the new flight direction
111         self.nextthink = time + 0.05;
112
113         UpdateCSQCProjectile(self);
114 }
115
116
117
118 void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
119 {
120         float d;
121         d = damage;
122
123         if (self.health <= 0)
124                 return;
125
126         if (self.owner == attacker)
127                 d = d * 0.25;
128
129         self.health = self.health - d;
130
131         if (self.health <= 0)
132                 W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
133 }
134
135 void Seeker_Missile_Animate()
136 {
137         self.frame = self.frame +1;
138         self.nextthink = time + 0.05;
139
140         if (self.enemy != world)
141                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
142                         self.enemy = world;
143
144         if(self.frame == 5)
145         {
146                 self.think           = Seeker_Missile_Think;
147                 self.nextthink       = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
148
149                 if (cvar("g_balance_seeker_guided_proxy"))
150                         self.movetype    = MOVETYPE_BOUNCEMISSILE;
151                 else
152                         self.movetype    = MOVETYPE_FLYMISSILE;
153         }
154
155         UpdateCSQCProjectile(self);
156 }
157
158 void Seeker_Fire_Missile(vector f_diff)
159 {
160         local entity missile;
161
162         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
163                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_missile_ammo");
164
165         makevectors(self.v_angle);
166         W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", cvar("g_balance_seeker_missile_damage"));
167         w_shotorg += f_diff;
168         pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
169
170         //self.detornator         = FALSE;
171
172         missile                 = spawn();
173         missile.owner           = self;
174         missile.classname       = "seeker_missile";
175         missile.bot_dodge       = TRUE;
176         missile.bot_dodgerating = cvar("g_balance_seeker_missile_damage");
177
178         missile.think           = Seeker_Missile_Animate;
179
180         //if (!cvar("g_balance_seeker_missile_proxy"))
181         missile.touch           = Seeker_Missile_Touch;
182
183         missile.event_damage    = Seeker_Missile_Damage;
184         missile.nextthink       = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
185         missile.cnt             = time + cvar("g_balance_seeker_missile_lifetime");
186         missile.enemy           = self.enemy;
187         missile.switchweapon           = cvar("g_balance_seeker_missile_speed");
188         missile.solid           = SOLID_BBOX;
189         missile.scale           = 2;
190         missile.takedamage          = DAMAGE_YES;
191         missile.health          = cvar("g_balance_seeker_missile_health");
192         missile.damageforcescale = cvar("g_balance_seeker_missile_damageforcescale");
193         missile.projectiledeathtype = WEP_SEEKER;
194
195         setorigin (missile, w_shotorg);
196         setsize (missile, '-4 -4 -4', '4 4 4');
197
198
199         missile.movetype    = MOVETYPE_FLYMISSILE;// MOVETYPE_TOSS;
200
201         missile.flags       = FL_PROJECTILE;
202
203         missile.velocity    = (w_shotdir + '0 0 0.45') * missile.switchweapon;
204         W_SetupProjectileVelocity(missile);
205
206         missile.switchweapon = vlen(missile.velocity);
207         missile.angles = vectoangles (missile.velocity);
208
209         CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
210 }
211
212 void Seeker_Vollycontroler_Think()
213 {
214         float c;
215         entity oldself,oldenemy;
216         self.cnt = self.cnt - 1;
217
218         if ((self.owner.ammo_rockets < cvar("g_balance_seeker_missile_ammo")) || (self.cnt <= -1) || (self.owner.deadflag != DEAD_NO))
219         {
220                 remove(self);
221                 return;
222         }
223
224         self.nextthink = time + cvar("g_balance_seeker_missile_delay");
225
226         oldself = self;
227         self = self.owner;
228
229         oldenemy = self.enemy;
230         self.enemy = oldself.enemy;
231
232         c = mod(oldself.cnt, 4);
233         switch(c)
234         {
235                 case 0:
236                         Seeker_Fire_Missile('-1.25 -3.75 0');
237                         break;
238                 case 1:
239                         Seeker_Fire_Missile('+1.25 -3.75 0');
240                         break;
241                 case 2:
242                         Seeker_Fire_Missile('-1.25 +3.75 0');
243                         break;
244                 case 3:
245                 default:
246                         Seeker_Fire_Missile('+1.25 +3.75 0');
247                         break;
248         }
249
250         self.enemy = oldenemy;
251         self = oldself;
252 }
253
254 void Seeker_Tag_Explode ()
255 {
256         //if(other==self.owner)
257         //    return;
258         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, self);
259
260         remove (self);
261 }
262
263 void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
264 {
265         if (self.health <= 0)
266                 return;
267         self.health = self.health - damage;
268         if (self.health <= 0)
269                 Seeker_Tag_Explode();
270 }
271
272 void Seeker_Tag_Think()
273 {
274         remove(self);
275         return;
276 }
277
278 void Seeker_Tag_Touch()
279 {
280         vector dir;
281         vector org2;
282
283         dir     = normalize (self.owner.origin - self.origin);
284         org2    = findbetterlocation (self.origin, 8);
285
286         te_knightspike(org2);
287
288         self.event_damage = SUB_Null;
289         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_HEADSHOT, self);
290
291         if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
292         {
293                 entity e;
294                 e           = spawn();
295                 e.cnt       = cvar("g_balance_seeker_missile_count");
296                 e.owner     = self.owner;
297                 e.enemy     = other;
298                 e.think     = Seeker_Vollycontroler_Think;
299                 e.nextthink = time;
300
301                 //sprint(self.owner, "^1Target lock ^3[^7 ",other.netname, " ^3]^1 acquired - autofire activated.\n");
302                 //sprint(other,"^1You are targeted!\n");
303
304                 // stuffcmd(other,"play2 weapons/zany-alarm4.ogg\n");
305                 // stuffcmd(self.owner, "play2 weapons/zany-lock4.ogg\n");
306         }
307
308         remove(self);
309         return;
310 }
311
312
313
314 void Seeker_Fire_Tag()
315 {
316         local entity missile;
317         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
318                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_tag_ammo");
319
320         W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", 0);
321
322         missile                 = spawn();
323         missile.owner           = self;
324         missile.classname       = "seeker_tag";
325         missile.bot_dodge       = TRUE;
326         missile.bot_dodgerating = 50;
327         missile.touch           = Seeker_Tag_Touch;
328         missile.think           = Seeker_Tag_Think;
329         missile.nextthink       = time + cvar("g_balance_seeker_tag_lifetime");
330         missile.movetype        = MOVETYPE_FLY;
331         missile.solid           = SOLID_BBOX;
332         missile.owner           = self;
333
334         missile.takedamage       = DAMAGE_YES;
335         missile.event_damage    = Seeker_Tag_Explode;
336         missile.health          = cvar("g_balance_seeker_tag_health");
337         missile.damageforcescale = cvar("g_balance_seeker_tag_damageforcescale");
338
339         setorigin (missile, w_shotorg);
340         setsize (missile, '-2 -2 -2', '2 2 2');
341
342         missile.flags       = FL_PROJECTILE;
343
344         missile.velocity    = w_shotdir  * cvar("g_balance_seeker_tag_speed");
345         missile.movetype    = MOVETYPE_FLY;
346         W_SetupProjectileVelocity(missile);
347         missile.angles = vectoangles (missile.velocity);
348
349         CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
350 }
351
352
353 void Seeker_Flac_Explode ()
354 {
355         self.event_damage = SUB_Null;
356
357         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);
358
359         remove (self);
360 }
361
362 void Seeker_Flac_Touch()
363 {
364         PROJECTILE_TOUCH;
365
366         Seeker_Flac_Explode();
367 }
368
369 void Seeker_Fire_Flac()
370 {
371         local entity missile;
372         vector f_diff;
373         float c;
374
375         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
376                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_flac_ammo");
377
378         c = mod(self.bulletcounter, 4);
379         switch(c)
380         {
381                 case 0:
382                         f_diff = '-1.25 -3.75 0';
383                         break;
384                 case 1:
385                         f_diff = '+1.25 -3.75 0';
386                         break;
387                 case 2:
388                         f_diff = '-1.25 +3.75 0';
389                         break;
390                 case 3:
391                 default:
392                         f_diff = '+1.25 +3.75 0';
393                         break;
394         }
395         W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", cvar("g_balance_seeker_flac_damage"));
396         w_shotorg += f_diff;
397
398         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
399
400         missile = spawn ();
401         missile.owner = missile.realowner = self;
402         missile.classname = "missile";
403         missile.bot_dodge = TRUE;
404         missile.bot_dodgerating = cvar("g_balance_seeker_flac_damage");
405         missile.touch = Seeker_Flac_Explode;
406         missile.use = Seeker_Flac_Explode;
407         missile.think = Seeker_Flac_Explode;
408         missile.nextthink = time + cvar("g_balance_seeker_flac_lifetime") + cvar("g_balance_seeker_flac_lifetime_rand");
409         missile.solid = SOLID_BBOX;
410         missile.scale = 0.4; // BUG: the model is too big
411         missile.projectiledeathtype = WEP_SEEKER;
412         setorigin (missile, w_shotorg);
413         setsize (missile, '-2 -2 -2', '2 2 2');
414         missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
415
416         missile.movetype = MOVETYPE_FLY;
417         w_shotdir = w_shotdir + '0 0 0.3';
418         missile.velocity    = (w_shotdir  + randomvec() * cvar("g_balance_seeker_flac_spread")) * cvar("g_balance_seeker_flac_speed");
419
420         W_SetupProjectileVelocity(missile);
421
422         missile.angles = vectoangles (missile.velocity);
423         missile.flags = FL_PROJECTILE;
424
425         CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
426 }
427
428 void spawnfunc_weapon_seeker (void)
429 {
430         weapon_defaultspawnfunc(WEP_SEEKER);
431 }
432
433 float w_seeker(float req)
434 {
435         if (req == WR_AIM)
436                 self.BUTTON_ATCK = bot_aim(cvar("g_balance_seeker_tag_speed"), 0, 20, FALSE);
437
438         else if (req == WR_THINK)
439         {
440                 if (self.BUTTON_ATCK)
441                         if (weapon_prepareattack(0, cvar("g_balance_seeker_tag_refire")))
442                         {
443                                 Seeker_Fire_Tag();
444                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_seeker_tag_animtime"), w_ready);
445                         }
446
447                 if (self.BUTTON_ATCK2)
448                         if (weapon_prepareattack(1, cvar("g_balance_seeker_flac_refire")))
449                         {
450                                 Seeker_Fire_Flac();
451                                 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_seeker_flac_animtime"), w_ready);
452                         }
453
454         }
455         else if (req == WR_PRECACHE)
456         {
457                 precache_model ("models/weapons/g_seeker.md3");
458                 precache_model ("models/weapons/v_seeker.md3");
459                 precache_model ("models/weapons/h_seeker.dpm");
460                 precache_sound ("weapons/tag_fire.wav");
461                 precache_sound ("weapons/flac_fire.wav");
462                 precache_sound ("weapons/seeker_fire.wav");
463         }
464         else if (req == WR_SETUP)
465                 weapon_setup(WEP_SEEKER);
466         else if (req == WR_CHECKAMMO1)
467                 return self.ammo_rockets >= cvar("g_balance_seeker_tag_ammo") + cvar("g_balance_seeker_missile_ammo");
468         else if (req == WR_CHECKAMMO2)
469                 return self.ammo_rockets >= cvar("g_balance_seeker_flac_ammo");
470         else if (req == WR_SUICIDEMESSAGE)
471                 w_deathtypestring = "played with tiny rockets";
472         else if (req == WR_KILLMESSAGE)
473         {
474                 if(w_deathtype & HITTYPE_SECONDARY)
475                         w_deathtypestring = "ran into #'s flac";
476                 else
477                         w_deathtypestring = "was tagged by";
478         }
479         return TRUE;
480 };
481