]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/w_seeker.qc
remove some unnecessary stopsound calls
[divverent/nexuiz.git] / data / qcsrc / server / w_seeker.qc
1 //.float speed; = switchweapon\r
2 //.float proxytime; = autoswitch\r
3 //.float tl; = wait\r
4 \r
5 void Seeker_Missile_Explode ()\r
6 {\r
7         vector  org2;\r
8         float b;\r
9         org2 = findbetterlocation (self.origin, 12);\r
10         pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);\r
11 \r
12         b = crandom();\r
13         if (b<-0.7)\r
14                 sound (self, CHAN_PROJECTILE, "weapons/seekerexp1.wav", 1, ATTN_NORM);\r
15         else if (b<0.4)\r
16                 sound (self, CHAN_PROJECTILE, "weapons/seekerexp2.wav", 1, ATTN_NORM);\r
17         else if (b<1)\r
18                 sound (self, CHAN_PROJECTILE, "weapons/seekerexp3.wav", 1, ATTN_NORM);\r
19 \r
20         self.event_damage = SUB_Null;\r
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);\r
22 \r
23         remove (self);\r
24 }\r
25 \r
26 void Seeker_Missile_Touch()\r
27 {\r
28         PROJECTILE_TOUCH;\r
29 \r
30         Seeker_Missile_Explode();\r
31 }\r
32 \r
33 void Seeker_Missile_Think()\r
34 {\r
35         entity e;\r
36         vector desireddir, olddir, newdir, eorg;\r
37         float turnrate;\r
38         float dist;\r
39 \r
40         if (time > self.cnt)\r
41                 Seeker_Missile_Explode();\r
42 \r
43         if (!self.switchweapon)\r
44                 self.switchweapon = cvar("g_balance_seeker_missile_speed");\r
45 \r
46         if ((self.switchweapon < cvar("g_balance_seeker_missile_speed_max")) && cvar("g_balance_seeker_missile_speed_accel"))\r
47                 self.switchweapon = self.switchweapon * cvar("g_balance_seeker_missile_accel");\r
48 \r
49         if (self.switchweapon > cvar("g_balance_seeker_missile_speed_max"))\r
50                 self.switchweapon = self.switchweapon * cvar("g_balance_seeker_missile_decel");\r
51 \r
52         if (self.enemy != world)\r
53                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)\r
54                         self.enemy = world;\r
55 \r
56         if (self.enemy != world)\r
57         {\r
58                 e               = self.enemy;\r
59                 eorg            = 0.5 * (e.absmin + e.absmax);\r
60                 turnrate        = cvar("g_balance_seeker_missile_turnrate");                // how fast to turn\r
61                 desireddir      = normalize(eorg - self.origin);\r
62                 olddir          = normalize(self.velocity);                                         // get my current direction\r
63                 dist            = vlen(eorg - self.origin);\r
64 \r
65                 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )\r
66                 if (cvar("g_balance_seeker_missile_smart") && (dist > cvar("g_balance_seeker_missile_smart_mindist")))\r
67                 {\r
68                         // Is it a better idea (shorter distance) to trace to the target itself?\r
69                         if ( vlen(self.origin + olddir * self.wait) < dist)\r
70                                 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);\r
71                         else\r
72                                 traceline(self.origin, eorg, FALSE, self);\r
73 \r
74                         // Setup adaptive tracelength\r
75                         self.wait = vlen(self.origin - trace_endpos);\r
76                         if (self.wait < cvar("g_balance_seeker_missile_smart_trace_min")) self.wait = cvar("g_balance_seeker_missile_smart_trace_min");\r
77                         if (self.wait > cvar("g_balance_seeker_missile_smart_trace_max")) self.wait = cvar("g_balance_seeker_missile_smart_trace_max");\r
78 \r
79                         // Calc how important it is that we turn and add this to the desierd (enemy) dir.\r
80                         desireddir  = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);\r
81                 }\r
82 \r
83                 //newdir = normalize((olddir + desireddir * turnrate) * 0.5);// take the average of the 2 directions; not the best method but simple & easy\r
84                 newdir = normalize(olddir + desireddir * turnrate);// take the average of the 2 directions; not the best method but simple & easy\r
85 \r
86                 self.velocity = newdir * self.switchweapon;                                         // make me fly in the new direction at my flight speed\r
87         }\r
88 \r
89         // Proxy\r
90         if (cvar("g_balance_seeker_missile_proxy"))\r
91         {\r
92                 if ( dist <= cvar("g_balance_seeker_missile_proxy_maxrange"))\r
93                 {\r
94                         if (self.autoswitch == 0)\r
95                         {\r
96                                 self.autoswitch = time + cvar("g_balance_seeker_missile_proxy_delay");\r
97                         }\r
98                         else\r
99                         {\r
100                                 if (self.autoswitch <= time)\r
101                                 {\r
102                                         Seeker_Missile_Explode();\r
103                                         self.autoswitch = 0;\r
104                                 }\r
105                         }\r
106                 }\r
107                 else\r
108                 {\r
109                         if (self.autoswitch != 0)\r
110                                 self.autoswitch = 0;\r
111                 }\r
112         }\r
113         ///////////////\r
114 \r
115         if (self.enemy.deadflag != DEAD_NO)\r
116         {\r
117                 self.enemy = world;\r
118                 self.cnt = time + 1 + (random() * 4);\r
119                 self.nextthink = self.cnt;\r
120                 return;\r
121         }\r
122 \r
123         self.angles = vectoangles(self.velocity);                       // turn model in the new flight direction\r
124         self.nextthink = time + 0.05;\r
125 \r
126 }\r
127 \r
128 \r
129 \r
130 void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)\r
131 {\r
132         float d;\r
133         d = damage;\r
134 \r
135         if (self.owner == attacker)\r
136                 d = d * 0.25;\r
137 \r
138         self.health = self.health - d;\r
139 \r
140         if (self.health <= 0)\r
141                 W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);\r
142 }\r
143 \r
144 void Seeker_Missile_Animate()\r
145 {\r
146         self.frame = self.frame +1;\r
147         self.nextthink = time + 0.05;\r
148 \r
149         if (self.enemy != world)\r
150                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)\r
151                         self.enemy = world;\r
152 \r
153         if(self.frame == 5)\r
154         {\r
155                 self.think           = Seeker_Missile_Think;\r
156                 self.nextthink       = time + cvar("g_balance_seeker_missile_activate_delay");\r
157                 self.effects         = EF_LOWPRECISION | EF_NOSHADOW;\r
158                 self.modelflags      = MF_ROCKET;\r
159 \r
160                 if (cvar("g_balance_seeker_guided_proxy"))\r
161                         self.movetype    = MOVETYPE_BOUNCEMISSILE;\r
162                 else\r
163                         self.movetype    = MOVETYPE_FLYMISSILE;\r
164         }\r
165 }\r
166 \r
167 void Seeker_Fire_Missile(vector f_org)\r
168 {\r
169         local entity missile;\r
170 \r
171         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
172                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_missile_ammo");\r
173 \r
174         makevectors(self.v_angle);\r
175         W_SetupShot (self, f_org, FALSE, 2, "weapons/seeker_fire.wav");\r
176         pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);\r
177 \r
178         //self.detornator         = FALSE;\r
179 \r
180         missile                 = spawn();\r
181         missile.owner           = self;\r
182         missile.classname       = "seeker_missile";\r
183         missile.bot_dodge       = TRUE;\r
184         missile.bot_dodgerating = cvar("g_balance_seeker_missile_damage");\r
185 \r
186         missile.think           = Seeker_Missile_Animate;\r
187 \r
188         //if (!cvar("g_balance_seeker_missile_proxy"))\r
189         missile.touch           = Seeker_Missile_Touch;\r
190 \r
191         missile.event_damage    = Seeker_Missile_Damage;\r
192         missile.nextthink       = time + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");\r
193         missile.cnt             = time + cvar("g_balance_seeker_missile_lifetime");\r
194         missile.enemy           = self.enemy;\r
195         missile.switchweapon           = cvar("g_balance_seeker_missile_speed");\r
196         missile.effects         = EF_LOWPRECISION | EF_NOSHADOW;\r
197         missile.solid           = SOLID_BBOX;\r
198         missile.scale           = 2;\r
199         missile.takedamage          = DAMAGE_YES;\r
200         missile.damageforcescale    = 4;\r
201         missile.health              = 5;\r
202         missile.projectiledeathtype = WEP_SEEKER;\r
203 \r
204         setorigin (missile, w_shotorg);\r
205         setmodel  (missile, "models/tagrocket.md3");\r
206         setsize (missile, '-2 -2 -2', '2 2 2');\r
207 \r
208 \r
209         missile.movetype    = MOVETYPE_FLYMISSILE;// MOVETYPE_TOSS;\r
210 \r
211         missile.flags       = FL_PROJECTILE;\r
212 \r
213         missile.velocity    = (w_shotdir + '0 0 0.45') * missile.switchweapon;\r
214         W_SetupProjectileVelocity(missile);\r
215 \r
216         missile.switchweapon = vlen(missile.velocity);\r
217         missile.angles = vectoangles (missile.velocity);\r
218 \r
219 }\r
220 \r
221 void Seeker_Vollycontroler_Think()\r
222 {\r
223         float c;\r
224         entity oldself,oldenemy;\r
225         self.cnt = self.cnt - 1;\r
226 \r
227         if ((self.owner.ammo_rockets < cvar("g_balance_seeker_missile_ammo")) || (self.cnt <= -1) || (self.owner.deadflag != DEAD_NO))\r
228         {\r
229                 remove(self);\r
230                 return;\r
231         }\r
232 \r
233         self.nextthink = time + cvar("g_balance_seeker_missile_delay");\r
234 \r
235         oldself = self;\r
236         self = self.owner;\r
237 \r
238         oldenemy = self.enemy;\r
239         self.enemy = oldself.enemy;\r
240 \r
241         c = mod(oldself.cnt, 4);\r
242         switch(c)\r
243         {\r
244                 case 0:\r
245                         Seeker_Fire_Missile('37.5 17 -22');\r
246                         break;\r
247                 case 1:\r
248                         Seeker_Fire_Missile('37.5 9.5 -22');\r
249                         break;\r
250                 case 2:\r
251                         Seeker_Fire_Missile('40 17 -29');\r
252                         break;\r
253                 case 3:\r
254                 default:\r
255                         Seeker_Fire_Missile('40 9.5 -29');\r
256                         break;\r
257         }\r
258 \r
259         self.enemy = oldenemy;\r
260         self = oldself;\r
261 }\r
262 \r
263 void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)\r
264 {\r
265         self.health = self.health - damage;\r
266         if (self.health <= 0)\r
267                 self.think ();\r
268 }\r
269 \r
270 void Seeker_Tag_Explode ()\r
271 {\r
272         vector  org2;\r
273         float b;\r
274 \r
275         //if(other==self.owner)\r
276         //    return;\r
277 \r
278         org2 = findbetterlocation (self.origin, 12);\r
279         pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);\r
280 \r
281         b = crandom();\r
282         if (b<-0.7)\r
283                 sound (self, CHAN_PROJECTILE, "weapons/tagexp1.wav", 1, ATTN_NORM);\r
284         else if (b<0.4)\r
285                 sound (self, CHAN_PROJECTILE, "weapons/tagexp2.wav", 1, ATTN_NORM);\r
286         else if (b<1)\r
287                 sound (self, CHAN_PROJECTILE, "weapons/tagexp3.wav", 1, ATTN_NORM);\r
288 \r
289         remove (self);\r
290 }\r
291 \r
292 void Seeker_Tag_Think()\r
293 {\r
294         remove(self);\r
295         return;\r
296 }\r
297 \r
298 void Seeker_Tag_Touch()\r
299 {\r
300         vector dir;\r
301         vector org2;\r
302 \r
303         dir     = normalize (self.owner.origin - self.origin);\r
304         org2    = findbetterlocation (self.origin, 8);\r
305 \r
306         te_knightspike(org2);\r
307 \r
308         self.event_damage = SUB_Null;\r
309         sound (self, CHAN_PROJECTILE, "weapons/tag_impact.wav", 1, ATTN_NORM);\r
310 \r
311         if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)\r
312         {\r
313                 entity e;\r
314                 e           = spawn();\r
315                 e.cnt       = cvar("g_balance_seeker_missile_count");\r
316                 e.owner     = self.owner;\r
317                 e.enemy     = other;\r
318                 e.think     = Seeker_Vollycontroler_Think;\r
319                 e.nextthink = time;\r
320 \r
321                 //sprint(self.owner, "^1Target lock ^3[^7 ",other.netname, " ^3]^1 acquired - autofire activated.\n");\r
322                 //sprint(other,"^1You are targeted!\n");\r
323 \r
324                 // stuffcmd(other,"play2 weapons/zany-alarm4.ogg\n");\r
325                 // stuffcmd(self.owner, "play2 weapons/zany-lock4.ogg\n");\r
326         }\r
327 \r
328         remove(self);\r
329         return;\r
330 }\r
331 \r
332 \r
333 \r
334 void Seeker_Fire_Tag()\r
335 {\r
336         local entity missile;\r
337         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
338                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_tag_ammo");\r
339 \r
340         W_SetupShot (self, '56 13 -15', FALSE, 2, "weapons/tag_fire.wav");\r
341 \r
342         missile                 = spawn();\r
343         missile.owner           = self;\r
344         missile.classname       = "seeker_tag";\r
345         missile.bot_dodge       = TRUE;\r
346         missile.bot_dodgerating = 50;\r
347         missile.touch           = Seeker_Tag_Touch;\r
348         missile.think           = Seeker_Tag_Think;\r
349         missile.nextthink       = time + 15;\r
350         missile.movetype        = MOVETYPE_FLY;\r
351         missile.solid           = SOLID_BBOX;\r
352         missile.owner           = self;\r
353 \r
354         missile.takedamage       = DAMAGE_YES;\r
355         missile.event_damage    = Seeker_Tag_Explode;\r
356         missile.health          = 5;\r
357 \r
358         setmodel (missile, "models/laser.mdl"); // TODO make this seeker specific\r
359         setorigin (missile, w_shotorg);\r
360         setsize (missile, '0 0 0', '0 0 0');\r
361 \r
362         missile.effects     = EF_FULLBRIGHT | EF_NOSHADOW | EF_LOWPRECISION;\r
363         missile.modelflags  = MF_TRACER3;\r
364         //sound (missile, CHAN_PAIN, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTN_NORM); // csqc\r
365         missile.flags       = FL_PROJECTILE;\r
366 \r
367         missile.velocity    = w_shotdir  * cvar("g_balance_seeker_tag_speed");\r
368         missile.movetype    = MOVETYPE_BOUNCEMISSILE;\r
369         W_SetupProjectileVelocity(missile);\r
370         missile.angles = vectoangles (missile.velocity);\r
371 \r
372         CSQCProjectile(missile);\r
373         missile.csqcprojectile_clientanimate = 1;\r
374         missile.gravity = 0;\r
375         missile.csqcprojectile_flysound = 3;\r
376 }\r
377 \r
378 \r
379 void Seeker_Flac_Explode ()\r
380 {\r
381         vector  org2;\r
382         float b;\r
383         org2 = findbetterlocation (self.origin, 12);\r
384         pointparticles(particleeffectnum("flac_explode"), org2, '0 0 0', 1);\r
385 \r
386         b = crandom();\r
387         if (b<-0.7)\r
388                 sound (self, CHAN_PROJECTILE, "weapons/flacexp1.wav", 1, ATTN_NORM);\r
389         else if (b<0.4)\r
390                 sound (self, CHAN_PROJECTILE, "weapons/flacexp2.wav", 1, ATTN_NORM);\r
391         else if (b<1)\r
392                 sound (self, CHAN_PROJECTILE, "weapons/flacexp3.wav", 1, ATTN_NORM);\r
393 \r
394         self.event_damage = SUB_Null;\r
395 \r
396         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 \r
398         remove (self);\r
399 }\r
400 \r
401 void Seeker_Flac_Touch()\r
402 {\r
403         PROJECTILE_TOUCH;\r
404 \r
405         Seeker_Flac_Explode();\r
406 }\r
407 \r
408 void Seeker_Fire_Flac()\r
409 {\r
410         local entity missile;\r
411         vector f_org;\r
412         float c;\r
413 \r
414         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
415                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_flac_ammo");\r
416 \r
417         c = mod(self.bulletcounter, 4);\r
418         switch(c)\r
419         {\r
420                 case 1:\r
421                         f_org = '37.5 17 -22';\r
422                         break;\r
423                 case 2:\r
424                         f_org = '37.5 9.5 -22';\r
425                         break;\r
426                 case 3:\r
427                         f_org = '40 17 -29';\r
428                         break;\r
429                 case 0:\r
430                 default:\r
431                         f_org = '40 9.5 -29';\r
432                         break;\r
433         }\r
434         W_SetupShot (self, f_org, FALSE, 2, "weapons/flac_fire.wav");\r
435 \r
436                 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);\r
437 \r
438         missile = spawn ();\r
439         missile.owner = missile.realowner = self;\r
440         missile.classname = "missile";\r
441         missile.bot_dodge = TRUE;\r
442         missile.bot_dodgerating = cvar("g_balance_seeker_flac_damage");\r
443         missile.touch = Seeker_Flac_Explode;\r
444         missile.use = Seeker_Flac_Explode;\r
445         missile.think = Seeker_Flac_Explode;\r
446         missile.nextthink = time + cvar("g_balance_seeker_flac_lifetime") + cvar("g_balance_seeker_flac_lifetime_rand");\r
447         missile.solid = SOLID_BBOX;\r
448         missile.scale = 0.4; // BUG: the model is too big\r
449         missile.projectiledeathtype = WEP_SEEKER;\r
450         setorigin (missile, w_shotorg);\r
451         setmodel (missile, "models/hagarmissile.mdl"); // precision set below\r
452         setsize (missile, '0 0 0', '0 0 0');\r
453         missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;\r
454 \r
455         missile.effects = EF_LOWPRECISION;\r
456         missile.modelflags = MF_TRACER3;\r
457 \r
458         missile.movetype = MOVETYPE_FLY;\r
459         w_shotdir = w_shotdir + '0 0 0.3';\r
460         missile.velocity    = (w_shotdir  + randomvec() * cvar("g_balance_seeker_flac_spread")) * cvar("g_balance_seeker_flac_speed");\r
461 \r
462         W_SetupProjectileVelocity(missile);\r
463 \r
464         missile.angles = vectoangles (missile.velocity);\r
465         missile.flags = FL_PROJECTILE;\r
466 }\r
467 \r
468 void spawnfunc_weapon_seeker (void)\r
469 {\r
470         weapon_defaultspawnfunc(WEP_SEEKER);\r
471 }\r
472 \r
473 float w_seeker(float req)\r
474 {\r
475         if (req == WR_AIM)\r
476                 self.BUTTON_ATCK = bot_aim(cvar("g_balance_seeker_tag_speed"), 0, 20, FALSE);\r
477 \r
478         else if (req == WR_THINK)\r
479         {\r
480                 if (self.BUTTON_ATCK)\r
481                         if (weapon_prepareattack(0, cvar("g_balance_seeker_tag_refire")))\r
482                         {\r
483                                 Seeker_Fire_Tag();\r
484                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_seeker_tag_animtime"), w_ready);\r
485                         }\r
486 \r
487                 if (self.BUTTON_ATCK2)\r
488                         if (weapon_prepareattack(1, cvar("g_balance_seeker_flac_refire")))\r
489                         {\r
490                                 Seeker_Fire_Flac();\r
491                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_seeker_flac_animtime"), w_ready);\r
492                         }\r
493 \r
494         }\r
495         else if (req == WR_PRECACHE)\r
496         {\r
497                 precache_model ("models/hagarmissile.mdl");\r
498                 precache_model ("models/tagrocket.md3");\r
499                 precache_model ("models/weapons/g_seeker.md3");\r
500                 precache_model ("models/weapons/v_seeker.md3");\r
501                 precache_model ("models/weapons/w_seeker.zym");\r
502                 precache_sound ("weapons/tag_fire.wav");\r
503                 precache_sound ("weapons/tag_impact.wav");\r
504                 precache_sound ("weapons/tagexp1.wav");\r
505                 precache_sound ("weapons/tagexp2.wav");\r
506                 precache_sound ("weapons/tagexp3.wav");\r
507                 precache_sound ("weapons/tag_rocket_fly.wav");\r
508                 precache_sound ("weapons/flac_fire.wav");\r
509                 precache_sound ("weapons/flacexp1.wav");\r
510                 precache_sound ("weapons/flacexp2.wav");\r
511                 precache_sound ("weapons/flacexp3.wav");\r
512                 precache_sound ("weapons/seeker_fire.wav");\r
513                 precache_sound ("weapons/seekerexp1.wav");\r
514                 precache_sound ("weapons/seekerexp2.wav");\r
515                 precache_sound ("weapons/seekerexp3.wav");\r
516         }\r
517         else if (req == WR_SETUP)\r
518                 weapon_setup(WEP_SEEKER);\r
519         else if (req == WR_CHECKAMMO1)\r
520                 return self.ammo_rockets >= cvar("g_balance_seeker_tag_ammo") + cvar("g_balance_seeker_missile_ammo");\r
521         else if (req == WR_CHECKAMMO2)\r
522                 return self.ammo_rockets >= cvar("g_balance_seeker_flac_ammo");\r
523         else if (req == WR_SUICIDEMESSAGE)\r
524                 w_deathtypestring = "played with tiny rockets";\r
525         else if (req == WR_KILLMESSAGE)\r
526         {\r
527                 if(w_deathtype & HITTYPE_SECONDARY)\r
528                         w_deathtypestring = "ran into #'s flac";\r
529                 else\r
530                         w_deathtypestring = "was tagged by";\r
531         }\r
532         return TRUE;\r
533 };\r
534 \r