r4970 - in trunk/data: . qcsrc/server
DONOTREPLY at icculus.org
DONOTREPLY at icculus.org
Sun Nov 2 14:52:39 EST 2008
Author: div0
Date: 2008-11-02 14:52:39 -0500 (Sun, 02 Nov 2008)
New Revision: 4970
Modified:
trunk/data/qcsrc/server/cl_weaponsystem.qc
trunk/data/qcsrc/server/defs.qh
trunk/data/qcsrc/server/w_seeker.qc
trunk/data/weapons.cfg
Log:
seeker: add back the fixed 4 weapon shot origins (was a stupid idea to use random vectors instead)
but keep support for >4 missiles
Modified: trunk/data/qcsrc/server/cl_weaponsystem.qc
===================================================================
--- trunk/data/qcsrc/server/cl_weaponsystem.qc 2008-11-02 19:14:18 UTC (rev 4969)
+++ trunk/data/qcsrc/server/cl_weaponsystem.qc 2008-11-02 19:52:39 UTC (rev 4970)
@@ -453,6 +453,7 @@
// the two weapon entities will notice this has changed and update their models
self.weapon = windex;
self.weaponname = e.mdl;
+ self.bulletcounter = 0;
};
// perform weapon to attack (weaponstate and attack_finished check is here)
@@ -494,6 +495,7 @@
//dprint("resetting attack finished to ", ftos(time), "\n");
}
ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime;
+ self.bulletcounter += 1;
//dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
return TRUE;
};
Modified: trunk/data/qcsrc/server/defs.qh
===================================================================
--- trunk/data/qcsrc/server/defs.qh 2008-11-02 19:14:18 UTC (rev 4969)
+++ trunk/data/qcsrc/server/defs.qh 2008-11-02 19:52:39 UTC (rev 4970)
@@ -495,3 +495,7 @@
.string message2;
vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
+
+// reset to 0 on weapon switch
+// may be useful to all weapons
+.float bulletcounter;
Modified: trunk/data/qcsrc/server/w_seeker.qc
===================================================================
--- trunk/data/qcsrc/server/w_seeker.qc 2008-11-02 19:14:18 UTC (rev 4969)
+++ trunk/data/qcsrc/server/w_seeker.qc 2008-11-02 19:52:39 UTC (rev 4970)
@@ -4,123 +4,123 @@
void Seeker_Missile_Explode ()
{
- vector org2;
- float b;
- org2 = findbetterlocation (self.origin, 12);
- te_explosion (org2);
+ vector org2;
+ float b;
+ org2 = findbetterlocation (self.origin, 12);
+ te_explosion (org2);
- b = crandom();
- if (b<-0.7)
- sound (self, CHAN_PROJECTILE, "weapons/hagexp1.wav", 1, ATTN_NORM);
- else if (b<0.4)
- sound (self, CHAN_PROJECTILE, "weapons/hagexp2.wav", 1, ATTN_NORM);
- else if (b<1)
- sound (self, CHAN_PROJECTILE, "weapons/hagexp3.wav", 1, ATTN_NORM);
+ b = crandom();
+ if (b<-0.7)
+ sound (self, CHAN_PROJECTILE, "weapons/hagexp1.wav", 1, ATTN_NORM);
+ else if (b<0.4)
+ sound (self, CHAN_PROJECTILE, "weapons/hagexp2.wav", 1, ATTN_NORM);
+ else if (b<1)
+ sound (self, CHAN_PROJECTILE, "weapons/hagexp3.wav", 1, ATTN_NORM);
- self.event_damage = SUB_Null;
- 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);
+ self.event_damage = SUB_Null;
+ 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);
- remove (self);
+ remove (self);
}
void Seeker_Missile_Touch()
{
PROJECTILE_TOUCH;
- Seeker_Missile_Explode();
+ Seeker_Missile_Explode();
}
void Seeker_Missile_Think()
{
- entity e;
- vector desireddir, olddir, newdir;
- float turnrate;
- float dist;
+ entity e;
+ vector desireddir, olddir, newdir;
+ float turnrate;
+ float dist;
- if (time > self.cnt)
- Seeker_Missile_Explode();
+ if (time > self.cnt)
+ Seeker_Missile_Explode();
- if (!self.switchweapon)
- self.switchweapon = cvar("g_balance_seeker_missile_speed");
+ if (!self.switchweapon)
+ self.switchweapon = cvar("g_balance_seeker_missile_speed");
- if ((self.switchweapon < cvar("g_balance_seeker_missile_speed_max")) && cvar("g_balance_seeker_missile_speed_accel"))
- self.switchweapon = self.switchweapon * cvar("g_balance_seeker_missile_accel");
+ if ((self.switchweapon < cvar("g_balance_seeker_missile_speed_max")) && cvar("g_balance_seeker_missile_speed_accel"))
+ self.switchweapon = self.switchweapon * cvar("g_balance_seeker_missile_accel");
- if (self.switchweapon > cvar("g_balance_seeker_missile_speed_max"))
- self.switchweapon = self.switchweapon * cvar("g_balance_seeker_missile_decel");
+ if (self.switchweapon > cvar("g_balance_seeker_missile_speed_max"))
+ self.switchweapon = self.switchweapon * cvar("g_balance_seeker_missile_decel");
- if (self.enemy != world)
+ if (self.enemy != world)
if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
self.enemy = world;
- if (self.enemy != world)
- {
- e = self.enemy;
- turnrate = cvar("g_balance_seeker_missile_turnrate"); // how fast to turn
- desireddir = normalize(e.origin - self.origin);
- olddir = normalize(self.velocity); // get my current direction
- dist = vlen(e.origin - self.origin);
+ if (self.enemy != world)
+ {
+ e = self.enemy;
+ turnrate = cvar("g_balance_seeker_missile_turnrate"); // how fast to turn
+ desireddir = normalize(e.origin - self.origin);
+ olddir = normalize(self.velocity); // get my current direction
+ dist = vlen(e.origin - self.origin);
- // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
- if (cvar("g_balance_seeker_missile_smart") && (dist > cvar("g_balance_seeker_missile_smart_mindist")))
- {
- // Is it a better idea (shorter distance) to trace to the target itself?
- if ( vlen(self.origin + olddir * self.wait) < dist)
- traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
- else
- traceline(self.origin, self.enemy.origin, FALSE, self);
+ // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
+ if (cvar("g_balance_seeker_missile_smart") && (dist > cvar("g_balance_seeker_missile_smart_mindist")))
+ {
+ // Is it a better idea (shorter distance) to trace to the target itself?
+ if ( vlen(self.origin + olddir * self.wait) < dist)
+ traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
+ else
+ traceline(self.origin, self.enemy.origin, FALSE, self);
- // Setup adaptive tracelength
- self.wait = vlen(self.origin - trace_endpos);
- if (self.wait < cvar("g_balance_seeker_missile_smart_trace_min")) self.wait = cvar("g_balance_seeker_missile_smart_trace_min");
- if (self.wait > cvar("g_balance_seeker_missile_smart_trace_max")) self.wait = cvar("g_balance_seeker_missile_smart_trace_max");
+ // Setup adaptive tracelength
+ self.wait = vlen(self.origin - trace_endpos);
+ if (self.wait < cvar("g_balance_seeker_missile_smart_trace_min")) self.wait = cvar("g_balance_seeker_missile_smart_trace_min");
+ if (self.wait > cvar("g_balance_seeker_missile_smart_trace_max")) self.wait = cvar("g_balance_seeker_missile_smart_trace_max");
- // Calc how important it is that we turn and add this to the desierd (enemy) dir.
- desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
- }
+ // Calc how important it is that we turn and add this to the desierd (enemy) dir.
+ desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
+ }
- //newdir = normalize((olddir + desireddir * turnrate) * 0.5);// take the average of the 2 directions; not the best method but simple & easy
- newdir = normalize(olddir + desireddir * turnrate);// take the average of the 2 directions; not the best method but simple & easy
+ //newdir = normalize((olddir + desireddir * turnrate) * 0.5);// take the average of the 2 directions; not the best method but simple & easy
+ newdir = normalize(olddir + desireddir * turnrate);// take the average of the 2 directions; not the best method but simple & easy
- self.velocity = newdir * self.switchweapon; // make me fly in the new direction at my flight speed
- }
+ self.velocity = newdir * self.switchweapon; // make me fly in the new direction at my flight speed
+ }
- // Proxy
- if (cvar("g_balance_seeker_missile_proxy"))
- {
- if ( dist <= cvar("g_balance_seeker_missile_proxy_maxrange"))
- {
- if (self.autoswitch == 0)
- {
- self.autoswitch = time + cvar("g_balance_seeker_missile_proxy_delay");
- }
- else
- {
- if (self.autoswitch <= time)
- {
- Seeker_Missile_Explode();
- self.autoswitch = 0;
- }
- }
- }
- else
- {
- if (self.autoswitch != 0)
- self.autoswitch = 0;
- }
- }
- ///////////////
+ // Proxy
+ if (cvar("g_balance_seeker_missile_proxy"))
+ {
+ if ( dist <= cvar("g_balance_seeker_missile_proxy_maxrange"))
+ {
+ if (self.autoswitch == 0)
+ {
+ self.autoswitch = time + cvar("g_balance_seeker_missile_proxy_delay");
+ }
+ else
+ {
+ if (self.autoswitch <= time)
+ {
+ Seeker_Missile_Explode();
+ self.autoswitch = 0;
+ }
+ }
+ }
+ else
+ {
+ if (self.autoswitch != 0)
+ self.autoswitch = 0;
+ }
+ }
+ ///////////////
- if (self.enemy.deadflag != DEAD_NO)
- {
- self.enemy = world;
- self.cnt = time + 1 + (random() * 4);
- self.nextthink = self.cnt;
- return;
- }
+ if (self.enemy.deadflag != DEAD_NO)
+ {
+ self.enemy = world;
+ self.cnt = time + 1 + (random() * 4);
+ self.nextthink = self.cnt;
+ return;
+ }
- self.angles = vectoangles(self.velocity); // turn model in the new flight direction
- self.nextthink = time + 0.05;
+ self.angles = vectoangles(self.velocity); // turn model in the new flight direction
+ self.nextthink = time + 0.05;
}
@@ -128,273 +128,307 @@
void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
- float d;
- d = damage;
+ float d;
+ d = damage;
- if (self.owner == attacker)
- d = d * 0.25;
+ if (self.owner == attacker)
+ d = d * 0.25;
- self.health = self.health - d;
+ self.health = self.health - d;
- if (self.health <= 0)
+ if (self.health <= 0)
W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
}
#define EF_ROCKET 16777216
void Seeker_Missile_Animate()
{
- self.frame = self.frame +1;
- self.nextthink = time + 0.05;
+ self.frame = self.frame +1;
+ self.nextthink = time + 0.05;
- if (self.enemy != world)
+ if (self.enemy != world)
if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
self.enemy = world;
- if(self.frame == 5)
- {
+ if(self.frame == 5)
+ {
self.think = Seeker_Missile_Think;
- self.nextthink = time + cvar("g_balance_seeker_missile_activate_delay");
- self.effects = EF_LOWPRECISION | EF_NOSHADOW | EF_ROCKET;
+ self.nextthink = time + cvar("g_balance_seeker_missile_activate_delay");
+ self.effects = EF_LOWPRECISION | EF_NOSHADOW | EF_ROCKET;
- if (cvar("g_balance_seeker_guided_proxy"))
- self.movetype = MOVETYPE_BOUNCEMISSILE;
- else
- self.movetype = MOVETYPE_FLYMISSILE;
- }
+ if (cvar("g_balance_seeker_guided_proxy"))
+ self.movetype = MOVETYPE_BOUNCEMISSILE;
+ else
+ self.movetype = MOVETYPE_FLYMISSILE;
+ }
}
void Seeker_Fire_Missile(vector f_org)
{
- local entity missile;
+ local entity missile;
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_missile_ammo");
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_missile_ammo");
- makevectors(self.v_angle);
- W_SetupShot (self, f_org, FALSE, 2, "weapons/hagar_fire.wav");
- pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+ makevectors(self.v_angle);
+ W_SetupShot (self, f_org, FALSE, 2, "weapons/hagar_fire.wav");
+ pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
- //self.detornator = FALSE;
+ //self.detornator = FALSE;
- missile = spawn();
- missile.owner = self;
- missile.classname = "seeker_missile";
- missile.bot_dodge = TRUE;
- missile.bot_dodgerating = cvar("g_balance_seeker_missile_damage");
+ missile = spawn();
+ missile.owner = self;
+ missile.classname = "seeker_missile";
+ missile.bot_dodge = TRUE;
+ missile.bot_dodgerating = cvar("g_balance_seeker_missile_damage");
- missile.think = Seeker_Missile_Animate;
+ missile.think = Seeker_Missile_Animate;
- //if (!cvar("g_balance_seeker_missile_proxy"))
- missile.touch = Seeker_Missile_Touch;
+ //if (!cvar("g_balance_seeker_missile_proxy"))
+ missile.touch = Seeker_Missile_Touch;
- missile.event_damage = Seeker_Missile_Damage;
- missile.nextthink = time + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
- missile.cnt = time + cvar("g_balance_seeker_missile_lifetime");
- missile.enemy = self.enemy;
- missile.switchweapon = cvar("g_balance_seeker_missile_speed");
- missile.effects = EF_LOWPRECISION | EF_NOSHADOW;// | EF_ROCKET;
- missile.solid = SOLID_BBOX;
- missile.scale = 2;
- missile.takedamage = DAMAGE_YES;
- missile.damageforcescale = 4;
- missile.health = 5;
+ missile.event_damage = Seeker_Missile_Damage;
+ missile.nextthink = time + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
+ missile.cnt = time + cvar("g_balance_seeker_missile_lifetime");
+ missile.enemy = self.enemy;
+ missile.switchweapon = cvar("g_balance_seeker_missile_speed");
+ missile.effects = EF_LOWPRECISION | EF_NOSHADOW;// | EF_ROCKET;
+ missile.solid = SOLID_BBOX;
+ missile.scale = 2;
+ missile.takedamage = DAMAGE_YES;
+ missile.damageforcescale = 4;
+ missile.health = 5;
missile.projectiledeathtype = WEP_SEEKER;
- setorigin (missile, w_shotorg);
- setmodel (missile, "models/tagrocket.md3");
- setsize (missile, '-2 -2 -2', '2 2 2');
+ setorigin (missile, w_shotorg);
+ setmodel (missile, "models/tagrocket.md3");
+ setsize (missile, '-2 -2 -2', '2 2 2');
- missile.movetype = MOVETYPE_FLYMISSILE;// MOVETYPE_TOSS;
+ missile.movetype = MOVETYPE_FLYMISSILE;// MOVETYPE_TOSS;
- missile.flags = FL_PROJECTILE;
+ missile.flags = FL_PROJECTILE;
- missile.velocity = (w_shotdir + '0 0 0.45') * missile.switchweapon;
- W_SetupProjectileVelocity(missile);
+ missile.velocity = (w_shotdir + '0 0 0.45') * missile.switchweapon;
+ W_SetupProjectileVelocity(missile);
- missile.switchweapon = vlen(missile.velocity);
- missile.angles = vectoangles (missile.velocity);
+ missile.switchweapon = vlen(missile.velocity);
+ missile.angles = vectoangles (missile.velocity);
}
void Seeker_Vollycontroler_Think()
{
- entity oldself,oldenemy;
- self.cnt = self.cnt - 1;
+ float c;
+ entity oldself,oldenemy;
+ self.cnt = self.cnt - 1;
- if ((self.owner.ammo_rockets < cvar("g_balance_seeker_missile_ammo")) || (self.cnt <= -1) || (self.owner.deadflag != DEAD_NO))
- {
- remove(self);
- return;
- }
+ if ((self.owner.ammo_rockets < cvar("g_balance_seeker_missile_ammo")) || (self.cnt <= -1) || (self.owner.deadflag != DEAD_NO))
+ {
+ remove(self);
+ return;
+ }
- self.nextthink = time + cvar("g_balance_seeker_missile_delay");
+ self.nextthink = time + cvar("g_balance_seeker_missile_delay");
- oldself = self;
- self = self.owner;
+ oldself = self;
+ self = self.owner;
- oldenemy = self.enemy;
- self.enemy = oldself.enemy;
+ oldenemy = self.enemy;
+ self.enemy = oldself.enemy;
- Seeker_Fire_Missile('56 13 -15' + 7 * randomvec());
+ c = mod(oldself.cnt, 4);
+ switch(c)
+ {
+ case 0:
+ Seeker_Fire_Missile('37.5 17 -22');
+ break;
+ case 1:
+ Seeker_Fire_Missile('37.5 9.5 -22');
+ break;
+ case 2:
+ Seeker_Fire_Missile('40 17 -29');
+ break;
+ case 3:
+ default:
+ Seeker_Fire_Missile('40 9.5 -29');
+ break;
+ }
-
-
- self.enemy = oldenemy;
- self = oldself;
+ self.enemy = oldenemy;
+ self = oldself;
}
void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
- self.health = self.health - damage;
- if (self.health <= 0)
- self.think ();
+ self.health = self.health - damage;
+ if (self.health <= 0)
+ self.think ();
}
void Seeker_Tag_Explode ()
{
- vector org2;
- float b;
+ vector org2;
+ float b;
- //if(other==self.owner)
- // return;
+ //if(other==self.owner)
+ // return;
- org2 = findbetterlocation (self.origin, 12);
- te_explosion (org2);
+ org2 = findbetterlocation (self.origin, 12);
+ te_explosion (org2);
- b = crandom();
- if (b<-0.7)
- sound (self, CHAN_PROJECTILE, "weapons/hagexp1.wav", 1, ATTN_NORM);
- else if (b<0.4)
- sound (self, CHAN_PROJECTILE, "weapons/hagexp2.wav", 1, ATTN_NORM);
- else if (b<1)
- sound (self, CHAN_PROJECTILE, "weapons/hagexp3.wav", 1, ATTN_NORM);
+ b = crandom();
+ if (b<-0.7)
+ sound (self, CHAN_PROJECTILE, "weapons/hagexp1.wav", 1, ATTN_NORM);
+ else if (b<0.4)
+ sound (self, CHAN_PROJECTILE, "weapons/hagexp2.wav", 1, ATTN_NORM);
+ else if (b<1)
+ sound (self, CHAN_PROJECTILE, "weapons/hagexp3.wav", 1, ATTN_NORM);
- remove (self);
+ remove (self);
}
void Seeker_Tag_Think()
{
- remove(self);
- return;
+ remove(self);
+ return;
}
void Seeker_Tag_Touch()
{
- vector dir;
- vector org2;
+ vector dir;
+ vector org2;
PROJECTILE_TOUCH;
- dir = normalize (self.owner.origin - self.origin);
- org2 = findbetterlocation (self.origin, 8);
+ dir = normalize (self.owner.origin - self.origin);
+ org2 = findbetterlocation (self.origin, 8);
- te_knightspike(org2);
+ te_knightspike(org2);
- self.event_damage = SUB_Null;
- sound (self, CHAN_PROJECTILE, "weapons/laserimpact.wav", 1, ATTN_NORM);
+ self.event_damage = SUB_Null;
+ sound (self, CHAN_PROJECTILE, "weapons/laserimpact.wav", 1, ATTN_NORM);
- if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
- {
- entity e;
- e = spawn();
- e.cnt = cvar("g_balance_seeker_missile_count");
- e.owner = self.owner;
- e.enemy = other;
- e.think = Seeker_Vollycontroler_Think;
- e.nextthink = time;
+ if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
+ {
+ entity e;
+ e = spawn();
+ e.cnt = cvar("g_balance_seeker_missile_count");
+ e.owner = self.owner;
+ e.enemy = other;
+ e.think = Seeker_Vollycontroler_Think;
+ e.nextthink = time;
- //sprint(self.owner, "^1Target lock ^3[^7 ",other.netname, " ^3]^1 acquired - autofire activated.\n");
- //sprint(other,"^1You are targeted!\n");
+ //sprint(self.owner, "^1Target lock ^3[^7 ",other.netname, " ^3]^1 acquired - autofire activated.\n");
+ //sprint(other,"^1You are targeted!\n");
- // stuffcmd(other,"play2 weapons/zany-alarm4.ogg\n");
- // stuffcmd(self.owner, "play2 weapons/zany-lock4.ogg\n");
- }
+ // stuffcmd(other,"play2 weapons/zany-alarm4.ogg\n");
+ // stuffcmd(self.owner, "play2 weapons/zany-lock4.ogg\n");
+ }
- remove(self);
- return;
+ remove(self);
+ return;
}
void Seeker_Fire_Tag()
{
- local entity missile;
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_tag_ammo");
+ local entity missile;
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_tag_ammo");
- W_SetupShot (self, '56 13 -15', FALSE, 2, "weapons/hagar_fire.wav");
+ W_SetupShot (self, '56 13 -15', FALSE, 2, "weapons/hagar_fire.wav");
- missile = spawn();
- missile.owner = self;
- missile.classname = "seeker_tag";
- missile.bot_dodge = TRUE;
- missile.bot_dodgerating = 50;
- missile.touch = Seeker_Tag_Touch;
- missile.think = Seeker_Tag_Think;
- missile.nextthink = time + 15;
- missile.movetype = MOVETYPE_FLY;
- missile.solid = SOLID_BBOX;
- missile.owner = self;
+ missile = spawn();
+ missile.owner = self;
+ missile.classname = "seeker_tag";
+ missile.bot_dodge = TRUE;
+ missile.bot_dodgerating = 50;
+ missile.touch = Seeker_Tag_Touch;
+ missile.think = Seeker_Tag_Think;
+ missile.nextthink = time + 15;
+ missile.movetype = MOVETYPE_FLY;
+ missile.solid = SOLID_BBOX;
+ missile.owner = self;
- missile.takedamage = DAMAGE_YES;
- missile.event_damage = Seeker_Tag_Explode;
- missile.health = 5;
+ missile.takedamage = DAMAGE_YES;
+ missile.event_damage = Seeker_Tag_Explode;
+ missile.health = 5;
- setmodel (missile, "models/laser.mdl"); // TODO make this seeker specific
- setorigin (missile, w_shotorg);
- setsize (missile, '0 0 0', '0 0 0');
+ setmodel (missile, "models/laser.mdl"); // TODO make this seeker specific
+ setorigin (missile, w_shotorg);
+ setsize (missile, '0 0 0', '0 0 0');
- missile.effects = EF_FULLBRIGHT | EF_NOSHADOW | EF_LOWPRECISION;
- missile.modelflags = MF_TRACER3;
- missile.flags = FL_PROJECTILE;
+ missile.effects = EF_FULLBRIGHT | EF_NOSHADOW | EF_LOWPRECISION;
+ missile.modelflags = MF_TRACER3;
+ missile.flags = FL_PROJECTILE;
- missile.velocity = w_shotdir * cvar("g_balance_seeker_tag_speed");
- missile.movetype = MOVETYPE_BOUNCEMISSILE;
- W_SetupProjectileVelocity(missile);
- missile.angles = vectoangles (missile.velocity);
+ missile.velocity = w_shotdir * cvar("g_balance_seeker_tag_speed");
+ missile.movetype = MOVETYPE_BOUNCEMISSILE;
+ W_SetupProjectileVelocity(missile);
+ missile.angles = vectoangles (missile.velocity);
}
void Seeker_Flac_Explode ()
{
- vector org2;
- float b;
- org2 = findbetterlocation (self.origin, 12);
- te_explosion (org2);
+ vector org2;
+ float b;
+ org2 = findbetterlocation (self.origin, 12);
+ te_explosion (org2);
- b = crandom();
- if (b<-0.7)
- sound (self, CHAN_PROJECTILE, "weapons/hagexp1.wav", 1, ATTN_NORM);
- else if (b<0.4)
- sound (self, CHAN_PROJECTILE, "weapons/hagexp2.wav", 1, ATTN_NORM);
- else if (b<1)
- sound (self, CHAN_PROJECTILE, "weapons/hagexp3.wav", 1, ATTN_NORM);
+ b = crandom();
+ if (b<-0.7)
+ sound (self, CHAN_PROJECTILE, "weapons/hagexp1.wav", 1, ATTN_NORM);
+ else if (b<0.4)
+ sound (self, CHAN_PROJECTILE, "weapons/hagexp2.wav", 1, ATTN_NORM);
+ else if (b<1)
+ sound (self, CHAN_PROJECTILE, "weapons/hagexp3.wav", 1, ATTN_NORM);
- self.event_damage = SUB_Null;
+ self.event_damage = SUB_Null;
- 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);
+ 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);
- remove (self);
+ remove (self);
}
void Seeker_Flac_Touch()
{
PROJECTILE_TOUCH;
- Seeker_Flac_Explode();
+ Seeker_Flac_Explode();
}
void Seeker_Fire_Flac()
{
local entity missile;
+ vector f_org;
+ float c;
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_flac_ammo");
- W_SetupShot (self, '56 13 -15', FALSE, 2, "weapons/hagar_fire.wav");
+ c = mod(self.bulletcounter, 4);
+ switch(c)
+ {
+ case 1:
+ f_org = '37.5 17 -22';
+ break;
+ case 2:
+ f_org = '37.5 9.5 -22';
+ break;
+ case 3:
+ f_org = '40 17 -29';
+ break;
+ case 0:
+ default:
+ f_org = '40 9.5 -29';
+ break;
+ }
+ W_SetupShot (self, f_org, FALSE, 2, "weapons/hagar_fire.wav");
- pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+ pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile = spawn ();
missile.owner = missile.realowner = self;
@@ -433,54 +467,54 @@
float w_seeker(float req)
{
- if (req == WR_AIM)
- self.BUTTON_ATCK = bot_aim(cvar("g_balance_seeker_tag_speed"), 0, 20, FALSE);
+ if (req == WR_AIM)
+ self.BUTTON_ATCK = bot_aim(cvar("g_balance_seeker_tag_speed"), 0, 20, FALSE);
- else if (req == WR_THINK)
- {
- if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, cvar("g_balance_seeker_tag_refire")))
- {
- Seeker_Fire_Tag();
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_seeker_tag_animtime"), w_ready);
- }
+ else if (req == WR_THINK)
+ {
+ if (self.BUTTON_ATCK)
+ if (weapon_prepareattack(0, cvar("g_balance_seeker_tag_refire")))
+ {
+ Seeker_Fire_Tag();
+ weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_seeker_tag_animtime"), w_ready);
+ }
- if (self.BUTTON_ATCK2)
- if (weapon_prepareattack(1, cvar("g_balance_seeker_flac_refire")))
- {
- Seeker_Fire_Flac();
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_seeker_flac_animtime"), w_ready);
- }
+ if (self.BUTTON_ATCK2)
+ if (weapon_prepareattack(1, cvar("g_balance_seeker_flac_refire")))
+ {
+ Seeker_Fire_Flac();
+ weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_seeker_flac_animtime"), w_ready);
+ }
- }
- else if (req == WR_PRECACHE)
- {
- precache_model ("models/hagarmissile.mdl");
- precache_model ("models/tagrocket.md3");
- precache_model ("models/weapons/g_seeker.md3");
- precache_model ("models/weapons/v_seeker.md3");
- precache_model ("models/weapons/w_seeker.zym");
- precache_sound ("weapons/hagar_fire.wav");
- precache_sound ("weapons/hagexp1.wav");
- precache_sound ("weapons/hagexp2.wav");
- precache_sound ("weapons/hagexp3.wav");
- precache_sound ("weapons/laserimpact.wav");
- }
- else if (req == WR_SETUP)
- weapon_setup(WEP_SEEKER);
- else if (req == WR_CHECKAMMO1)
- return self.ammo_rockets >= cvar("g_balance_seeker_tag_ammo") + cvar("g_balance_seeker_missile_ammo");
- else if (req == WR_CHECKAMMO2)
- return self.ammo_rockets >= cvar("g_balance_seeker_flac_ammo");
- else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = "played with tiny rockets";
- else if (req == WR_KILLMESSAGE)
+ }
+ else if (req == WR_PRECACHE)
{
+ precache_model ("models/hagarmissile.mdl");
+ precache_model ("models/tagrocket.md3");
+ precache_model ("models/weapons/g_seeker.md3");
+ precache_model ("models/weapons/v_seeker.md3");
+ precache_model ("models/weapons/w_seeker.zym");
+ precache_sound ("weapons/hagar_fire.wav");
+ precache_sound ("weapons/hagexp1.wav");
+ precache_sound ("weapons/hagexp2.wav");
+ precache_sound ("weapons/hagexp3.wav");
+ precache_sound ("weapons/laserimpact.wav");
+ }
+ else if (req == WR_SETUP)
+ weapon_setup(WEP_SEEKER);
+ else if (req == WR_CHECKAMMO1)
+ return self.ammo_rockets >= cvar("g_balance_seeker_tag_ammo") + cvar("g_balance_seeker_missile_ammo");
+ else if (req == WR_CHECKAMMO2)
+ return self.ammo_rockets >= cvar("g_balance_seeker_flac_ammo");
+ else if (req == WR_SUICIDEMESSAGE)
+ w_deathtypestring = "played with tiny rockets";
+ else if (req == WR_KILLMESSAGE)
+ {
if(w_deathtype & HITTYPE_SECONDARY)
w_deathtypestring = "ran into #'s flac";
else
w_deathtypestring = "was tagged by";
}
- return TRUE;
+ return TRUE;
};
Modified: trunk/data/weapons.cfg
===================================================================
--- trunk/data/weapons.cfg 2008-11-02 19:14:18 UTC (rev 4969)
+++ trunk/data/weapons.cfg 2008-11-02 19:52:39 UTC (rev 4970)
@@ -319,7 +319,7 @@
set g_balance_seeker_flac_lifetime 0.1
set g_balance_seeker_flac_lifetime_rand 0.05
set g_balance_seeker_flac_speed 3000
-set g_balance_seeker_flac_spread 0.5
+set g_balance_seeker_flac_spread 0.4
set g_balance_seeker_flac_damage 15
set g_balance_seeker_flac_edgedamage 10
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