4 /* function */ W_Seeker,
5 /* ammotype */ ammo_rockets,
7 /* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_MID,
10 /* netname */ "seeker",
11 /* fullname */ _("T.A.G. Seeker")
14 #define SEEKER_SETTINGS(w_cvar,w_prop) SEEKER_SETTINGS_LIST(w_cvar, w_prop, SEEKER, seeker)
15 #define SEEKER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
16 w_cvar(id, sn, MO_NONE, type) \
17 w_cvar(id, sn, MO_NONE, flac_ammo) \
18 w_cvar(id, sn, MO_NONE, flac_animtime) \
19 w_cvar(id, sn, MO_NONE, flac_damage) \
20 w_cvar(id, sn, MO_NONE, flac_edgedamage) \
21 w_cvar(id, sn, MO_NONE, flac_force) \
22 w_cvar(id, sn, MO_NONE, flac_lifetime) \
23 w_cvar(id, sn, MO_NONE, flac_lifetime_rand) \
24 w_cvar(id, sn, MO_NONE, flac_radius) \
25 w_cvar(id, sn, MO_NONE, flac_refire) \
26 w_cvar(id, sn, MO_NONE, flac_speed) \
27 w_cvar(id, sn, MO_NONE, flac_speed_up) \
28 w_cvar(id, sn, MO_NONE, flac_speed_z) \
29 w_cvar(id, sn, MO_NONE, flac_spread) \
30 w_cvar(id, sn, MO_NONE, missile_accel) \
31 w_cvar(id, sn, MO_NONE, missile_ammo) \
32 w_cvar(id, sn, MO_NONE, missile_animtime) \
33 w_cvar(id, sn, MO_NONE, missile_count) \
34 w_cvar(id, sn, MO_NONE, missile_damage) \
35 w_cvar(id, sn, MO_NONE, missile_damageforcescale) \
36 w_cvar(id, sn, MO_NONE, missile_decel) \
37 w_cvar(id, sn, MO_NONE, missile_delay) \
38 w_cvar(id, sn, MO_NONE, missile_edgedamage) \
39 w_cvar(id, sn, MO_NONE, missile_force) \
40 w_cvar(id, sn, MO_NONE, missile_health) \
41 w_cvar(id, sn, MO_NONE, missile_lifetime) \
42 w_cvar(id, sn, MO_NONE, missile_proxy) \
43 w_cvar(id, sn, MO_NONE, missile_proxy_delay) \
44 w_cvar(id, sn, MO_NONE, missile_proxy_maxrange) \
45 w_cvar(id, sn, MO_NONE, missile_radius) \
46 w_cvar(id, sn, MO_NONE, missile_refire) \
47 w_cvar(id, sn, MO_NONE, missile_smart) \
48 w_cvar(id, sn, MO_NONE, missile_smart_mindist) \
49 w_cvar(id, sn, MO_NONE, missile_smart_trace_max) \
50 w_cvar(id, sn, MO_NONE, missile_smart_trace_min) \
51 w_cvar(id, sn, MO_NONE, missile_speed) \
52 w_cvar(id, sn, MO_NONE, missile_speed_max) \
53 w_cvar(id, sn, MO_NONE, missile_speed_up) \
54 w_cvar(id, sn, MO_NONE, missile_speed_z) \
55 w_cvar(id, sn, MO_NONE, missile_spread) \
56 w_cvar(id, sn, MO_NONE, missile_turnrate) \
57 w_cvar(id, sn, MO_NONE, tag_ammo) \
58 w_cvar(id, sn, MO_NONE, tag_animtime) \
59 w_cvar(id, sn, MO_NONE, tag_damageforcescale) \
60 w_cvar(id, sn, MO_NONE, tag_health) \
61 w_cvar(id, sn, MO_NONE, tag_lifetime) \
62 w_cvar(id, sn, MO_NONE, tag_refire) \
63 w_cvar(id, sn, MO_NONE, tag_speed) \
64 w_cvar(id, sn, MO_NONE, tag_spread) \
65 w_cvar(id, sn, MO_NONE, tag_tracker_lifetime) \
66 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
67 w_prop(id, sn, float, reloading_time, reload_time) \
68 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
69 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
70 w_prop(id, sn, string, weaponreplace, weaponreplace) \
71 w_prop(id, sn, float, weaponstart, weaponstart) \
72 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
75 SEEKER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
76 .entity tag_target, wps_tag_tracker;
81 void spawnfunc_weapon_seeker (void) { weapon_defaultspawnfunc(WEP_SEEKER); }
83 // ============================
84 // Begin: Missile functions, these are general functions to be manipulated by other code
85 // ============================
86 void W_Seeker_Missile_Explode()
88 self.event_damage = func_null;
89 RadiusDamage (self, self.realowner, WEP_CVAR(seeker, missile_damage), WEP_CVAR(seeker, missile_edgedamage), WEP_CVAR(seeker, missile_radius), world, world, WEP_CVAR(seeker, missile_force), self.projectiledeathtype, other);
94 void W_Seeker_Missile_Touch()
98 W_Seeker_Missile_Explode();
101 void W_Seeker_Missile_Think()
104 vector desireddir, olddir, newdir, eorg;
111 self.projectiledeathtype |= HITTYPE_SPLASH;
112 W_Seeker_Missile_Explode();
115 spd = vlen(self.velocity);
117 spd - WEP_CVAR(seeker, missile_decel) * frametime,
118 WEP_CVAR(seeker, missile_speed_max),
119 spd + WEP_CVAR(seeker, missile_accel) * frametime
122 if (self.enemy != world)
123 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
126 if (self.enemy != world)
129 eorg = 0.5 * (e.absmin + e.absmax);
130 turnrate = WEP_CVAR(seeker, missile_turnrate); // how fast to turn
131 desireddir = normalize(eorg - self.origin);
132 olddir = normalize(self.velocity); // get my current direction
133 dist = vlen(eorg - self.origin);
135 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
136 if (WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
138 // Is it a better idea (shorter distance) to trace to the target itself?
139 if ( vlen(self.origin + olddir * self.wait) < dist)
140 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
142 traceline(self.origin, eorg, FALSE, self);
144 // Setup adaptive tracelength
145 self.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = WEP_CVAR(seeker, missile_smart_trace_max));
147 // Calc how important it is that we turn and add this to the desierd (enemy) dir.
148 desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
151 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
152 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
158 if (WEP_CVAR(seeker, missile_proxy))
160 if ( dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
162 if (self.autoswitch == 0)
164 self.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
168 if (self.autoswitch <= time)
170 W_Seeker_Missile_Explode();
177 if (self.autoswitch != 0)
183 if (self.enemy.deadflag != DEAD_NO)
186 self.cnt = time + 1 + (random() * 4);
187 self.nextthink = self.cnt;
191 //self.angles = vectoangles(self.velocity); // turn model in the new flight direction
192 self.nextthink = time;// + 0.05; // csqc projectiles
193 UpdateCSQCProjectile(self);
198 void W_Seeker_Missile_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
200 if (self.health <= 0)
203 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
204 return; // g_projectiles_damage says to halt
206 if (self.realowner == attacker)
207 self.health = self.health - (damage * 0.25);
209 self.health = self.health - damage;
211 if (self.health <= 0)
212 W_PrepareExplosionByDamage(attacker, W_Seeker_Missile_Explode);
216 void W_Seeker_Missile_Animate()
218 self.frame = self.frame +1;
219 self.nextthink = time + 0.05;
221 if (self.enemy != world)
222 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
227 self.think = W_Seeker_Missile_Think;
228 self.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
230 if (autocvar_g_balance_seeker_missile_proxy)
231 self.movetype = MOVETYPE_BOUNCEMISSILE;
233 self.movetype = MOVETYPE_FLYMISSILE;
236 UpdateCSQCProjectile(self);
240 void W_Seeker_Fire_Missile(vector f_diff, entity m_target)
244 W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, missile_ammo), autocvar_g_balance_seeker_reload_ammo);
246 makevectors(self.v_angle);
247 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0);
249 pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
251 //self.detornator = FALSE;
254 missile.owner = missile.realowner = self;
255 missile.classname = "seeker_missile";
256 missile.bot_dodge = TRUE;
257 missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
259 missile.think = W_Seeker_Missile_Think;
260 missile.touch = W_Seeker_Missile_Touch;
261 missile.event_damage = W_Seeker_Missile_Damage;
262 missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
263 missile.cnt = time + WEP_CVAR(seeker, missile_lifetime);
264 missile.enemy = m_target;
265 missile.solid = SOLID_BBOX;
267 missile.takedamage = DAMAGE_YES;
268 missile.health = WEP_CVAR(seeker, missile_health);
269 missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
270 missile.damagedbycontents = TRUE;
271 //missile.think = W_Seeker_Missile_Animate; // csqc projectiles.
273 if (missile.enemy != world)
274 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
276 missile.projectiledeathtype = WEP_SEEKER;
279 setorigin (missile, w_shotorg);
280 setsize (missile, '-4 -4 -4', '4 4 4');
281 missile.movetype = MOVETYPE_FLYMISSILE;
282 missile.flags = FL_PROJECTILE;
283 missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
285 WEP_SETUPPROJVELOCITY_UP_NONE(missile, seeker, missile_);
287 missile.angles = vectoangles (missile.velocity);
289 CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
291 other = missile; MUTATOR_CALLHOOK(EditProjectile);
294 // ============================
295 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
296 // ============================
297 void W_Seeker_Flac_Explode()
299 self.event_damage = func_null;
301 RadiusDamage (self, self.realowner, WEP_CVAR(seeker, flac_damage), WEP_CVAR(seeker, flac_edgedamage), WEP_CVAR(seeker, flac_radius), world, world, WEP_CVAR(seeker, flac_force), self.projectiledeathtype, other);
306 void W_Seeker_Flac_Touch()
310 W_Seeker_Flac_Explode();
313 void W_Seeker_Fire_Flac()
319 W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, flac_ammo), autocvar_g_balance_seeker_reload_ammo);
321 c = mod(self.bulletcounter, 4);
325 f_diff = '-1.25 -3.75 0';
328 f_diff = '+1.25 -3.75 0';
331 f_diff = '-1.25 +3.75 0';
335 f_diff = '+1.25 +3.75 0';
338 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
341 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
344 missile.owner = missile.realowner = self;
345 missile.classname = "missile";
346 missile.bot_dodge = TRUE;
347 missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
348 missile.touch = W_Seeker_Flac_Explode;
349 missile.use = W_Seeker_Flac_Explode;
350 missile.think = adaptor_think2use_hittype_splash;
351 missile.nextthink = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
352 missile.solid = SOLID_BBOX;
353 missile.movetype = MOVETYPE_FLY;
354 missile.projectiledeathtype = WEP_SEEKER;
355 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
356 missile.flags = FL_PROJECTILE;
357 missile.missile_flags = MIF_SPLASH;
360 //missile.angles = vectoangles (missile.velocity);
361 //missile.scale = 0.4; // BUG: the model is too big
363 setorigin (missile, w_shotorg);
364 setsize (missile, '-2 -2 -2', '2 2 2');
366 WEP_SETUPPROJVELOCITY_UP_NONE(missile, seeker, flac_);
367 CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
369 other = missile; MUTATOR_CALLHOOK(EditProjectile);
372 // ============================
373 // Begin: Tag and rocket controllers
374 // ============================
375 entity W_Seeker_Tagged_Info(entity isowner, entity istarget)
378 for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
379 if ((tag.realowner == isowner) && (tag.tag_target == istarget))
385 void W_Seeker_Attack()
387 entity tracker, closest_target;
389 closest_target = world;
390 for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
394 if (vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
395 closest_target = tracker.tag_target;
398 closest_target = tracker.tag_target;
401 traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
402 if ((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
403 closest_target = world;
405 W_Seeker_Fire_Missile('0 0 0', closest_target);
408 void W_Seeker_Vollycontroller_Think() // TODO: Merge this with W_Seeker_Attack
411 entity oldself,oldenemy;
412 self.cnt = self.cnt - 1;
414 if((!(self.realowner.items & IT_UNLIMITED_AMMO) && self.realowner.ammo_rockets < WEP_CVAR(seeker, missile_ammo)) || (self.cnt <= -1) || (self.realowner.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER))
420 self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor();
423 self = self.realowner;
425 oldenemy = self.enemy;
426 self.enemy = oldself.enemy;
428 c = mod(self.cnt, 4);
432 W_Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
435 W_Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
438 W_Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
442 W_Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
446 self.enemy = oldenemy;
450 void W_Seeker_Tracker_Think()
452 // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
453 if ((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER)
454 || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
458 WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
464 // Update the think method information
465 self.nextthink = time;
468 // ============================
469 // Begin: Tag projectile
470 // ============================
471 void W_Seeker_Tag_Explode()
473 //if(other==self.realowner)
475 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, other.species, self);
480 void W_Seeker_Tag_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
482 if (self.health <= 0)
484 self.health = self.health - damage;
485 if (self.health <= 0)
486 W_Seeker_Tag_Explode();
489 void W_Seeker_Tag_Touch()
497 dir = normalize (self.realowner.origin - self.origin);
498 org2 = findbetterlocation (self.origin, 8);
500 te_knightspike(org2);
502 self.event_damage = func_null;
503 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
505 if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
507 // check to see if this person is already tagged by me
508 entity tag = W_Seeker_Tagged_Info(self.realowner, other);
512 if (other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
513 WaypointSprite_Kill(other.wps_tag_tracker);
519 //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
521 e.cnt = WEP_CVAR(seeker, missile_count);
522 e.classname = "tag_tracker";
523 e.owner = self.owner;
524 e.realowner = self.realowner;
526 if(WEP_CVAR(seeker, type) == 1)
528 e.tag_target = other;
530 e.think = W_Seeker_Tracker_Think;
535 e.think = W_Seeker_Vollycontroller_Think;
541 if(WEP_CVAR(seeker, type) == 1)
543 WaypointSprite_Spawn("tagged-target", WEP_CVAR(seeker, tag_tracker_lifetime), 0, other, '0 0 64', self.realowner, 0, other, wps_tag_tracker, TRUE, RADARICON_TAGGED, '0.5 1 0');
544 WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
552 void W_Seeker_Fire_Tag()
555 W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, tag_ammo), autocvar_g_balance_seeker_reload_ammo);
557 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count));
560 missile.owner = missile.realowner = self;
561 missile.classname = "seeker_tag";
562 missile.bot_dodge = TRUE;
563 missile.bot_dodgerating = 50;
564 missile.touch = W_Seeker_Tag_Touch;
565 missile.think = SUB_Remove;
566 missile.nextthink = time + WEP_CVAR(seeker, tag_lifetime);
567 missile.movetype = MOVETYPE_FLY;
568 missile.solid = SOLID_BBOX;
570 missile.takedamage = DAMAGE_YES;
571 missile.event_damage = W_Seeker_Tag_Damage;
572 missile.health = WEP_CVAR(seeker, tag_health);
573 missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
575 setorigin (missile, w_shotorg);
576 setsize (missile, '-2 -2 -2', '2 2 2');
578 missile.flags = FL_PROJECTILE;
579 //missile.missile_flags = MIF_..?;
581 missile.movetype = MOVETYPE_FLY;
582 WEP_SETUPPROJVELOCITY_NONE(missile, seeker, tag_);
583 missile.angles = vectoangles (missile.velocity);
585 CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
587 other = missile; MUTATOR_CALLHOOK(EditProjectile);
590 // ============================
591 // Begin: Genereal weapon functions
592 // ============================
594 float W_Seeker(float req)
602 if (WEP_CVAR(seeker, type) == 1)
603 if (W_Seeker_Tagged_Info(self, self.enemy) != world)
604 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), FALSE);
606 self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
608 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
613 if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) // forced reload
614 WEP_ACTION(self.weapon, WR_RELOAD);
616 else if (self.BUTTON_ATCK)
618 if (WEP_CVAR(seeker, type) == 1)
620 if (weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire)))
623 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
628 if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
631 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
636 else if (self.BUTTON_ATCK2)
638 if (WEP_CVAR(seeker, type) == 1)
640 if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
643 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
648 if (weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire)))
650 W_Seeker_Fire_Flac();
651 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
660 precache_model ("models/weapons/g_seeker.md3");
661 precache_model ("models/weapons/v_seeker.md3");
662 precache_model ("models/weapons/h_seeker.iqm");
663 precache_sound ("weapons/tag_fire.wav");
664 precache_sound ("weapons/flac_fire.wav");
665 precache_sound ("weapons/seeker_fire.wav");
666 SEEKER_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
671 self.current_ammo = ammo_rockets;
676 if (WEP_CVAR(seeker, type) == 1)
678 ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, missile_ammo);
679 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, missile_ammo);
683 ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, tag_ammo);
684 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
690 if (WEP_CVAR(seeker, type) == 1)
692 ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, tag_ammo);
693 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
697 ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, flac_ammo);
698 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, flac_ammo);
704 SEEKER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
709 W_Reload(min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), "weapons/reload.wav");
712 case WR_SUICIDEMESSAGE:
714 return WEAPON_SEEKER_SUICIDE;
718 if(w_deathtype & HITTYPE_SECONDARY)
719 return WEAPON_SEEKER_MURDER_TAG;
721 return WEAPON_SEEKER_MURDER_SPRAY;
728 float W_Seeker(float req)
732 case WR_IMPACTEFFECT:
735 org2 = w_org + w_backoff * 6;
736 if(w_deathtype & HITTYPE_BOUNCE)
738 if(w_deathtype & HITTYPE_SECONDARY)
741 sound(self, CH_SHOTS, "weapons/tag_impact.wav", 1, ATTEN_NORM);
745 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
749 sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTEN_NORM);
750 else if (w_random<0.7)
751 sound(self, CH_SHOTS, "weapons/tagexp2.wav", 1, ATTEN_NORM);
753 sound(self, CH_SHOTS, "weapons/tagexp3.wav", 1, ATTEN_NORM);
759 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
763 sound(self, CH_SHOTS, "weapons/seekerexp1.wav", 1, ATTEN_NORM);
764 else if (w_random<0.7)
765 sound(self, CH_SHOTS, "weapons/seekerexp2.wav", 1, ATTEN_NORM);
767 sound(self, CH_SHOTS, "weapons/seekerexp3.wav", 1, ATTEN_NORM);
774 precache_sound("weapons/seekerexp1.wav");
775 precache_sound("weapons/seekerexp2.wav");
776 precache_sound("weapons/seekerexp3.wav");
777 precache_sound("weapons/tagexp1.wav");
778 precache_sound("weapons/tagexp2.wav");
779 precache_sound("weapons/tagexp3.wav");
780 precache_sound("weapons/tag_impact.wav");