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