4 /* function */ w_seeker,
5 /* ammotype */ IT_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(weapon) \
15 WEP_ADD_CVAR(weapon, MO_NONE, type) \
16 WEP_ADD_CVAR(weapon, MO_NONE, flac_ammo) \
17 WEP_ADD_CVAR(weapon, MO_NONE, flac_animtime) \
18 WEP_ADD_CVAR(weapon, MO_NONE, flac_damage) \
19 WEP_ADD_CVAR(weapon, MO_NONE, flac_edgedamage) \
20 WEP_ADD_CVAR(weapon, MO_NONE, flac_force) \
21 WEP_ADD_CVAR(weapon, MO_NONE, flac_lifetime) \
22 WEP_ADD_CVAR(weapon, MO_NONE, flac_lifetime_rand) \
23 WEP_ADD_CVAR(weapon, MO_NONE, flac_radius) \
24 WEP_ADD_CVAR(weapon, MO_NONE, flac_refire) \
25 WEP_ADD_CVAR(weapon, MO_NONE, missile_accel) \
26 WEP_ADD_CVAR(weapon, MO_NONE, missile_ammo) \
27 WEP_ADD_CVAR(weapon, MO_NONE, missile_animtime) \
28 WEP_ADD_CVAR(weapon, MO_NONE, missile_count) \
29 WEP_ADD_CVAR(weapon, MO_NONE, missile_damage) \
30 WEP_ADD_CVAR(weapon, MO_NONE, missile_damageforcescale) \
31 WEP_ADD_CVAR(weapon, MO_NONE, missile_decel) \
32 WEP_ADD_CVAR(weapon, MO_NONE, missile_delay) \
33 WEP_ADD_CVAR(weapon, MO_NONE, missile_edgedamage) \
34 WEP_ADD_CVAR(weapon, MO_NONE, missile_force) \
35 WEP_ADD_CVAR(weapon, MO_NONE, missile_health) \
36 WEP_ADD_CVAR(weapon, MO_NONE, missile_lifetime) \
37 WEP_ADD_CVAR(weapon, MO_NONE, missile_proxy) \
38 WEP_ADD_CVAR(weapon, MO_NONE, missile_proxy_delay) \
39 WEP_ADD_CVAR(weapon, MO_NONE, missile_proxy_maxrange) \
40 WEP_ADD_CVAR(weapon, MO_NONE, missile_radius) \
41 WEP_ADD_CVAR(weapon, MO_NONE, missile_refire) \
42 WEP_ADD_CVAR(weapon, MO_NONE, missile_smart) \
43 WEP_ADD_CVAR(weapon, MO_NONE, missile_smart_mindist) \
44 WEP_ADD_CVAR(weapon, MO_NONE, missile_smart_trace_max) \
45 WEP_ADD_CVAR(weapon, MO_NONE, missile_smart_trace_min) \
46 WEP_ADD_CVAR(weapon, MO_NONE, missile_speed_max) \
47 WEP_ADD_CVAR(weapon, MO_NONE, missile_turnrate) \
48 WEP_ADD_CVAR(weapon, MO_NONE, tag_ammo) \
49 WEP_ADD_CVAR(weapon, MO_NONE, tag_animtime) \
50 WEP_ADD_CVAR(weapon, MO_NONE, tag_damageforcescale) \
51 WEP_ADD_CVAR(weapon, MO_NONE, tag_health) \
52 WEP_ADD_CVAR(weapon, MO_NONE, tag_lifetime) \
53 WEP_ADD_CVAR(weapon, MO_NONE, tag_refire) \
54 WEP_ADD_CVAR(weapon, MO_NONE, tag_speed) \
55 WEP_ADD_CVAR(weapon, MO_NONE, tag_tracker_lifetime) \
56 WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
57 WEP_ADD_PROP(weapon, reloading_time, reload_time) \
58 WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
59 WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
62 SEEKER_SETTINGS(seeker)
63 void spawnfunc_weapon_seeker (void) { weapon_defaultspawnfunc(WEP_SEEKER); }
65 .entity tag_target, wps_tag_tracker;
71 // ============================
72 // Begin: Missile functions, these are general functions to be manipulated by other code
73 // ============================
74 void Seeker_Missile_Explode ()
76 self.event_damage = func_null;
77 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);
82 void Seeker_Missile_Touch()
86 Seeker_Missile_Explode();
89 void Seeker_Missile_Think()
92 vector desireddir, olddir, newdir, eorg;
99 self.projectiledeathtype |= HITTYPE_SPLASH;
100 Seeker_Missile_Explode();
103 spd = vlen(self.velocity);
105 spd - WEP_CVAR(seeker, missile_decel) * frametime,
106 WEP_CVAR(seeker, missile_speed_max),
107 spd + WEP_CVAR(seeker, missile_accel) * frametime
110 if (self.enemy != world)
111 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
114 if (self.enemy != world)
117 eorg = 0.5 * (e.absmin + e.absmax);
118 turnrate = WEP_CVAR(seeker, missile_turnrate); // how fast to turn
119 desireddir = normalize(eorg - self.origin);
120 olddir = normalize(self.velocity); // get my current direction
121 dist = vlen(eorg - self.origin);
123 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
124 if (WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
126 // Is it a better idea (shorter distance) to trace to the target itself?
127 if ( vlen(self.origin + olddir * self.wait) < dist)
128 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
130 traceline(self.origin, eorg, FALSE, self);
132 // Setup adaptive tracelength
133 self.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = WEP_CVAR(seeker, missile_smart_trace_max));
135 // Calc how important it is that we turn and add this to the desierd (enemy) dir.
136 desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
139 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
140 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
146 if (WEP_CVAR(seeker, missile_proxy))
148 if ( dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
150 if (self.autoswitch == 0)
152 self.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
156 if (self.autoswitch <= time)
158 Seeker_Missile_Explode();
165 if (self.autoswitch != 0)
171 if (self.enemy.deadflag != DEAD_NO)
174 self.cnt = time + 1 + (random() * 4);
175 self.nextthink = self.cnt;
179 //self.angles = vectoangles(self.velocity); // turn model in the new flight direction
180 self.nextthink = time;// + 0.05; // csqc projectiles
181 UpdateCSQCProjectile(self);
186 void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
188 if (self.health <= 0)
191 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
192 return; // g_projectiles_damage says to halt
194 if (self.realowner == attacker)
195 self.health = self.health - (damage * 0.25);
197 self.health = self.health - damage;
199 if (self.health <= 0)
200 W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
204 void Seeker_Missile_Animate()
206 self.frame = self.frame +1;
207 self.nextthink = time + 0.05;
209 if (self.enemy != world)
210 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
215 self.think = Seeker_Missile_Think;
216 self.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
218 if (autocvar_g_balance_seeker_missile_proxy)
219 self.movetype = MOVETYPE_BOUNCEMISSILE;
221 self.movetype = MOVETYPE_FLYMISSILE;
224 UpdateCSQCProjectile(self);
228 void Seeker_Fire_Missile(vector f_diff, entity m_target)
232 W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, missile_ammo), autocvar_g_balance_seeker_reload_ammo);
234 makevectors(self.v_angle);
235 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0);
237 pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
239 //self.detornator = FALSE;
242 missile.owner = missile.realowner = self;
243 missile.classname = "seeker_missile";
244 missile.bot_dodge = TRUE;
245 missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
247 missile.think = Seeker_Missile_Think;
248 missile.touch = Seeker_Missile_Touch;
249 missile.event_damage = Seeker_Missile_Damage;
250 missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
251 missile.cnt = time + WEP_CVAR(seeker, missile_lifetime);
252 missile.enemy = m_target;
253 missile.solid = SOLID_BBOX;
255 missile.takedamage = DAMAGE_YES;
256 missile.health = WEP_CVAR(seeker, missile_health);
257 missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
258 missile.damagedbycontents = TRUE;
259 //missile.think = Seeker_Missile_Animate; // csqc projectiles.
261 if (missile.enemy != world)
262 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
264 missile.projectiledeathtype = WEP_SEEKER;
267 setorigin (missile, w_shotorg);
268 setsize (missile, '-4 -4 -4', '4 4 4');
269 missile.movetype = MOVETYPE_FLYMISSILE;
270 missile.flags = FL_PROJECTILE;
271 missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
273 W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_missile);
275 missile.angles = vectoangles (missile.velocity);
277 CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
279 other = missile; MUTATOR_CALLHOOK(EditProjectile);
282 // ============================
283 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
284 // ============================
285 void Seeker_Flac_Explode ()
287 self.event_damage = func_null;
289 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);
294 void Seeker_Flac_Touch()
298 Seeker_Flac_Explode();
301 void Seeker_Fire_Flac()
307 W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, flac_ammo), autocvar_g_balance_seeker_reload_ammo);
309 c = mod(self.bulletcounter, 4);
313 f_diff = '-1.25 -3.75 0';
316 f_diff = '+1.25 -3.75 0';
319 f_diff = '-1.25 +3.75 0';
323 f_diff = '+1.25 +3.75 0';
326 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
329 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
332 missile.owner = missile.realowner = self;
333 missile.classname = "missile";
334 missile.bot_dodge = TRUE;
335 missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
336 missile.touch = Seeker_Flac_Explode;
337 missile.use = Seeker_Flac_Explode;
338 missile.think = adaptor_think2use_hittype_splash;
339 missile.nextthink = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
340 missile.solid = SOLID_BBOX;
341 missile.movetype = MOVETYPE_FLY;
342 missile.projectiledeathtype = WEP_SEEKER;
343 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
344 missile.flags = FL_PROJECTILE;
345 missile.missile_flags = MIF_SPLASH;
348 //missile.angles = vectoangles (missile.velocity);
349 //missile.scale = 0.4; // BUG: the model is too big
351 setorigin (missile, w_shotorg);
352 setsize (missile, '-2 -2 -2', '2 2 2');
354 W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_flac);
355 CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
357 other = missile; MUTATOR_CALLHOOK(EditProjectile);
360 // ============================
361 // Begin: Tag and rocket controllers
362 // ============================
363 entity Seeker_Tagged_Info(entity isowner, entity istarget)
366 for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
367 if ((tag.realowner == isowner) && (tag.tag_target == istarget))
375 entity tracker, closest_target;
377 closest_target = world;
378 for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
382 if (vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
383 closest_target = tracker.tag_target;
386 closest_target = tracker.tag_target;
389 traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
390 if ((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
391 closest_target = world;
393 Seeker_Fire_Missile('0 0 0', closest_target);
396 void Seeker_Vollycontroller_Think() // TODO: Merge this with Seeker_Attack
399 entity oldself,oldenemy;
400 self.cnt = self.cnt - 1;
402 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))
408 self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor();
411 self = self.realowner;
413 oldenemy = self.enemy;
414 self.enemy = oldself.enemy;
416 c = mod(self.cnt, 4);
420 Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
423 Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
426 Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
430 Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
434 self.enemy = oldenemy;
438 void Seeker_Tracker_Think()
440 // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
441 if ((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER)
442 || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
446 WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
452 // Update the think method information
453 self.nextthink = time;
456 // ============================
457 // Begin: Tag projectile
458 // ============================
459 void Seeker_Tag_Explode ()
461 //if(other==self.realowner)
463 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, other.species, self);
468 void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
470 if (self.health <= 0)
472 self.health = self.health - damage;
473 if (self.health <= 0)
474 Seeker_Tag_Explode();
477 void Seeker_Tag_Touch()
485 dir = normalize (self.realowner.origin - self.origin);
486 org2 = findbetterlocation (self.origin, 8);
488 te_knightspike(org2);
490 self.event_damage = func_null;
491 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
493 if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
495 // check to see if this person is already tagged by me
496 entity tag = Seeker_Tagged_Info(self.realowner, other);
500 if (other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
501 WaypointSprite_Kill(other.wps_tag_tracker);
507 //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
509 e.cnt = WEP_CVAR(seeker, missile_count);
510 e.classname = "tag_tracker";
511 e.owner = self.owner;
512 e.realowner = self.realowner;
514 if (WEP_CVAR(seeker, type) == 1)
516 e.tag_target = other;
518 e.think = Seeker_Tracker_Think;
523 e.think = Seeker_Vollycontroller_Think;
529 if (WEP_CVAR(seeker, type) == 1)
531 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');
532 WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
540 void Seeker_Fire_Tag()
543 W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, tag_ammo), autocvar_g_balance_seeker_reload_ammo);
545 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));
548 missile.owner = missile.realowner = self;
549 missile.classname = "seeker_tag";
550 missile.bot_dodge = TRUE;
551 missile.bot_dodgerating = 50;
552 missile.touch = Seeker_Tag_Touch;
553 missile.think = SUB_Remove;
554 missile.nextthink = time + WEP_CVAR(seeker, tag_lifetime);
555 missile.movetype = MOVETYPE_FLY;
556 missile.solid = SOLID_BBOX;
558 missile.takedamage = DAMAGE_YES;
559 missile.event_damage = Seeker_Tag_Damage;
560 missile.health = WEP_CVAR(seeker, tag_health);
561 missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
563 setorigin (missile, w_shotorg);
564 setsize (missile, '-2 -2 -2', '2 2 2');
566 missile.flags = FL_PROJECTILE;
567 //missile.missile_flags = MIF_..?;
569 missile.movetype = MOVETYPE_FLY;
570 W_SETUPPROJECTILEVELOCITY(missile, g_balance_seeker_tag);
571 missile.angles = vectoangles (missile.velocity);
573 CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
575 other = missile; MUTATOR_CALLHOOK(EditProjectile);
578 // ============================
579 // Begin: Genereal weapon functions
580 // ============================
581 void spawnfunc_weapon_seeker (void)
583 weapon_defaultspawnfunc(WEP_SEEKER);
586 float w_seeker(float req)
594 if (WEP_CVAR(seeker, type) == 1)
595 if (Seeker_Tagged_Info(self, self.enemy) != world)
596 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), FALSE);
598 self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
600 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
606 if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) // forced reload
607 WEP_ACTION(self.weapon, WR_RELOAD);
609 else if (self.BUTTON_ATCK)
611 if (WEP_CVAR(seeker, type) == 1)
613 if (weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire)))
616 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
621 if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
624 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
629 else if (self.BUTTON_ATCK2)
631 if (WEP_CVAR(seeker, type) == 1)
633 if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
636 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
641 if (weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire)))
644 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
653 precache_model ("models/weapons/g_seeker.md3");
654 precache_model ("models/weapons/v_seeker.md3");
655 precache_model ("models/weapons/h_seeker.iqm");
656 precache_sound ("weapons/tag_fire.wav");
657 precache_sound ("weapons/flac_fire.wav");
658 precache_sound ("weapons/seeker_fire.wav");
659 WEP_SET_PROPS(SEEKER_SETTINGS(seeker), WEP_SEEKER)
664 self.current_ammo = ammo_rockets;
669 if (WEP_CVAR(seeker, type) == 1)
671 ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, missile_ammo);
672 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, missile_ammo);
676 ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, tag_ammo);
677 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
684 if (WEP_CVAR(seeker, type) == 1)
686 ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, tag_ammo);
687 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
691 ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, flac_ammo);
692 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, flac_ammo);
699 WEP_CONFIG_SETTINGS(SEEKER_SETTINGS(seeker))
704 W_Reload(min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), autocvar_g_balance_seeker_reload_ammo, autocvar_g_balance_seeker_reload_time, "weapons/reload.wav");
707 case WR_SUICIDEMESSAGE:
709 return WEAPON_SEEKER_SUICIDE;
713 if(w_deathtype & HITTYPE_SECONDARY)
714 return WEAPON_SEEKER_MURDER_TAG;
716 return WEAPON_SEEKER_MURDER_SPRAY;
723 float w_seeker(float req)
727 case WR_IMPACTEFFECT:
730 org2 = w_org + w_backoff * 6;
731 if(w_deathtype & HITTYPE_BOUNCE)
733 if(w_deathtype & HITTYPE_SECONDARY)
736 sound(self, CH_SHOTS, "weapons/tag_impact.wav", 1, ATTN_NORM);
740 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
744 sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTN_NORM);
745 else if (w_random<0.7)
746 sound(self, CH_SHOTS, "weapons/tagexp2.wav", 1, ATTN_NORM);
748 sound(self, CH_SHOTS, "weapons/tagexp3.wav", 1, ATTN_NORM);
754 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
758 sound(self, CH_SHOTS, "weapons/seekerexp1.wav", 1, ATTN_NORM);
759 else if (w_random<0.7)
760 sound(self, CH_SHOTS, "weapons/seekerexp2.wav", 1, ATTN_NORM);
762 sound(self, CH_SHOTS, "weapons/seekerexp3.wav", 1, ATTN_NORM);
770 precache_sound("weapons/seekerexp1.wav");
771 precache_sound("weapons/seekerexp2.wav");
772 precache_sound("weapons/seekerexp3.wav");
773 precache_sound("weapons/tagexp1.wav");
774 precache_sound("weapons/tagexp2.wav");
775 precache_sound("weapons/tagexp3.wav");
776 precache_sound("weapons/tag_impact.wav");