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(w_cvar,w_prop) \
15 w_cvar(WEP_SEEKER, seeker, MO_NONE, type) \
16 w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_ammo) \
17 w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_animtime) \
18 w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_damage) \
19 w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_edgedamage) \
20 w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_force) \
21 w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_lifetime) \
22 w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_lifetime_rand) \
23 w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_radius) \
24 w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_refire) \
25 w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_speed) \
26 w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_speed_up) \
27 w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_speed_z) \
28 w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_spread) \
29 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_accel) \
30 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_ammo) \
31 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_animtime) \
32 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_count) \
33 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_damage) \
34 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_damageforcescale) \
35 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_decel) \
36 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_delay) \
37 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_edgedamage) \
38 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_force) \
39 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_health) \
40 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_lifetime) \
41 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_proxy) \
42 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_proxy_delay) \
43 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_proxy_maxrange) \
44 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_radius) \
45 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_refire) \
46 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_smart) \
47 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_smart_mindist) \
48 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_smart_trace_max) \
49 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_smart_trace_min) \
50 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_speed) \
51 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_speed_max) \
52 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_speed_up) \
53 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_speed_z) \
54 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_spread) \
55 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_turnrate) \
56 w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_ammo) \
57 w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_animtime) \
58 w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_damageforcescale) \
59 w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_health) \
60 w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_lifetime) \
61 w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_refire) \
62 w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_speed) \
63 w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_spread) \
64 w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_tracker_lifetime) \
65 w_prop(WEP_SEEKER, seeker, float, reloading_ammo, reload_ammo) \
66 w_prop(WEP_SEEKER, seeker, float, reloading_time, reload_time) \
67 w_prop(WEP_SEEKER, seeker, float, switchdelay_raise, switchdelay_raise) \
68 w_prop(WEP_SEEKER, seeker, float, switchdelay_drop, switchdelay_drop) \
69 w_prop(WEP_SEEKER, seeker, string, weaponreplace, weaponreplace) \
70 w_prop(WEP_SEEKER, seeker, float, weaponstart, weaponstart) \
71 w_prop(WEP_SEEKER, seeker, float, weaponstartoverride, weaponstartoverride)
74 SEEKER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
75 .entity tag_target, wps_tag_tracker;
80 void spawnfunc_weapon_seeker (void) { weapon_defaultspawnfunc(WEP_SEEKER); }
82 // ============================
83 // Begin: Missile functions, these are general functions to be manipulated by other code
84 // ============================
85 void Seeker_Missile_Explode ()
87 self.event_damage = func_null;
88 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);
93 void Seeker_Missile_Touch()
97 Seeker_Missile_Explode();
100 void Seeker_Missile_Think()
103 vector desireddir, olddir, newdir, eorg;
110 self.projectiledeathtype |= HITTYPE_SPLASH;
111 Seeker_Missile_Explode();
114 spd = vlen(self.velocity);
116 spd - WEP_CVAR(seeker, missile_decel) * frametime,
117 WEP_CVAR(seeker, missile_speed_max),
118 spd + WEP_CVAR(seeker, missile_accel) * frametime
121 if (self.enemy != world)
122 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
125 if (self.enemy != world)
128 eorg = 0.5 * (e.absmin + e.absmax);
129 turnrate = WEP_CVAR(seeker, missile_turnrate); // how fast to turn
130 desireddir = normalize(eorg - self.origin);
131 olddir = normalize(self.velocity); // get my current direction
132 dist = vlen(eorg - self.origin);
134 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
135 if (WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
137 // Is it a better idea (shorter distance) to trace to the target itself?
138 if ( vlen(self.origin + olddir * self.wait) < dist)
139 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
141 traceline(self.origin, eorg, FALSE, self);
143 // Setup adaptive tracelength
144 self.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = WEP_CVAR(seeker, missile_smart_trace_max));
146 // Calc how important it is that we turn and add this to the desierd (enemy) dir.
147 desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
150 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
151 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
157 if (WEP_CVAR(seeker, missile_proxy))
159 if ( dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
161 if (self.autoswitch == 0)
163 self.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
167 if (self.autoswitch <= time)
169 Seeker_Missile_Explode();
176 if (self.autoswitch != 0)
182 if (self.enemy.deadflag != DEAD_NO)
185 self.cnt = time + 1 + (random() * 4);
186 self.nextthink = self.cnt;
190 //self.angles = vectoangles(self.velocity); // turn model in the new flight direction
191 self.nextthink = time;// + 0.05; // csqc projectiles
192 UpdateCSQCProjectile(self);
197 void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
199 if (self.health <= 0)
202 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
203 return; // g_projectiles_damage says to halt
205 if (self.realowner == attacker)
206 self.health = self.health - (damage * 0.25);
208 self.health = self.health - damage;
210 if (self.health <= 0)
211 W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
215 void Seeker_Missile_Animate()
217 self.frame = self.frame +1;
218 self.nextthink = time + 0.05;
220 if (self.enemy != world)
221 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
226 self.think = Seeker_Missile_Think;
227 self.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
229 if (autocvar_g_balance_seeker_missile_proxy)
230 self.movetype = MOVETYPE_BOUNCEMISSILE;
232 self.movetype = MOVETYPE_FLYMISSILE;
235 UpdateCSQCProjectile(self);
239 void Seeker_Fire_Missile(vector f_diff, entity m_target)
243 W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, missile_ammo), autocvar_g_balance_seeker_reload_ammo);
245 makevectors(self.v_angle);
246 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0);
248 pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
250 //self.detornator = FALSE;
253 missile.owner = missile.realowner = self;
254 missile.classname = "seeker_missile";
255 missile.bot_dodge = TRUE;
256 missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
258 missile.think = Seeker_Missile_Think;
259 missile.touch = Seeker_Missile_Touch;
260 missile.event_damage = Seeker_Missile_Damage;
261 missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
262 missile.cnt = time + WEP_CVAR(seeker, missile_lifetime);
263 missile.enemy = m_target;
264 missile.solid = SOLID_BBOX;
266 missile.takedamage = DAMAGE_YES;
267 missile.health = WEP_CVAR(seeker, missile_health);
268 missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
269 missile.damagedbycontents = TRUE;
270 //missile.think = Seeker_Missile_Animate; // csqc projectiles.
272 if (missile.enemy != world)
273 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
275 missile.projectiledeathtype = WEP_SEEKER;
278 setorigin (missile, w_shotorg);
279 setsize (missile, '-4 -4 -4', '4 4 4');
280 missile.movetype = MOVETYPE_FLYMISSILE;
281 missile.flags = FL_PROJECTILE;
282 missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
284 WEP_SETUPPROJVELOCITY_UP_NONE(missile, seeker, missile_);
286 missile.angles = vectoangles (missile.velocity);
288 CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
290 other = missile; MUTATOR_CALLHOOK(EditProjectile);
293 // ============================
294 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
295 // ============================
296 void Seeker_Flac_Explode ()
298 self.event_damage = func_null;
300 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);
305 void Seeker_Flac_Touch()
309 Seeker_Flac_Explode();
312 void Seeker_Fire_Flac()
318 W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, flac_ammo), autocvar_g_balance_seeker_reload_ammo);
320 c = mod(self.bulletcounter, 4);
324 f_diff = '-1.25 -3.75 0';
327 f_diff = '+1.25 -3.75 0';
330 f_diff = '-1.25 +3.75 0';
334 f_diff = '+1.25 +3.75 0';
337 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
340 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
343 missile.owner = missile.realowner = self;
344 missile.classname = "missile";
345 missile.bot_dodge = TRUE;
346 missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
347 missile.touch = Seeker_Flac_Explode;
348 missile.use = Seeker_Flac_Explode;
349 missile.think = adaptor_think2use_hittype_splash;
350 missile.nextthink = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
351 missile.solid = SOLID_BBOX;
352 missile.movetype = MOVETYPE_FLY;
353 missile.projectiledeathtype = WEP_SEEKER;
354 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
355 missile.flags = FL_PROJECTILE;
356 missile.missile_flags = MIF_SPLASH;
359 //missile.angles = vectoangles (missile.velocity);
360 //missile.scale = 0.4; // BUG: the model is too big
362 setorigin (missile, w_shotorg);
363 setsize (missile, '-2 -2 -2', '2 2 2');
365 WEP_SETUPPROJVELOCITY_UP_NONE(missile, seeker, flac_);
366 CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
368 other = missile; MUTATOR_CALLHOOK(EditProjectile);
371 // ============================
372 // Begin: Tag and rocket controllers
373 // ============================
374 entity Seeker_Tagged_Info(entity isowner, entity istarget)
377 for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
378 if ((tag.realowner == isowner) && (tag.tag_target == istarget))
386 entity tracker, closest_target;
388 closest_target = world;
389 for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
393 if (vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
394 closest_target = tracker.tag_target;
397 closest_target = tracker.tag_target;
400 traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
401 if ((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
402 closest_target = world;
404 Seeker_Fire_Missile('0 0 0', closest_target);
407 void Seeker_Vollycontroller_Think() // TODO: Merge this with Seeker_Attack
410 entity oldself,oldenemy;
411 self.cnt = self.cnt - 1;
413 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))
419 self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor();
422 self = self.realowner;
424 oldenemy = self.enemy;
425 self.enemy = oldself.enemy;
427 c = mod(self.cnt, 4);
431 Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
434 Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
437 Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
441 Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
445 self.enemy = oldenemy;
449 void Seeker_Tracker_Think()
451 // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
452 if ((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER)
453 || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
457 WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
463 // Update the think method information
464 self.nextthink = time;
467 // ============================
468 // Begin: Tag projectile
469 // ============================
470 void Seeker_Tag_Explode ()
472 //if(other==self.realowner)
474 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, other.species, self);
479 void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
481 if (self.health <= 0)
483 self.health = self.health - damage;
484 if (self.health <= 0)
485 Seeker_Tag_Explode();
488 void Seeker_Tag_Touch()
496 dir = normalize (self.realowner.origin - self.origin);
497 org2 = findbetterlocation (self.origin, 8);
499 te_knightspike(org2);
501 self.event_damage = func_null;
502 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
504 if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
506 // check to see if this person is already tagged by me
507 entity tag = Seeker_Tagged_Info(self.realowner, other);
511 if (other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
512 WaypointSprite_Kill(other.wps_tag_tracker);
518 //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
520 e.cnt = WEP_CVAR(seeker, missile_count);
521 e.classname = "tag_tracker";
522 e.owner = self.owner;
523 e.realowner = self.realowner;
525 if(WEP_CVAR(seeker, type) == 1)
527 e.tag_target = other;
529 e.think = Seeker_Tracker_Think;
534 e.think = Seeker_Vollycontroller_Think;
540 if(WEP_CVAR(seeker, type) == 1)
542 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');
543 WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
551 void Seeker_Fire_Tag()
554 W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, tag_ammo), autocvar_g_balance_seeker_reload_ammo);
556 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));
559 missile.owner = missile.realowner = self;
560 missile.classname = "seeker_tag";
561 missile.bot_dodge = TRUE;
562 missile.bot_dodgerating = 50;
563 missile.touch = Seeker_Tag_Touch;
564 missile.think = SUB_Remove;
565 missile.nextthink = time + WEP_CVAR(seeker, tag_lifetime);
566 missile.movetype = MOVETYPE_FLY;
567 missile.solid = SOLID_BBOX;
569 missile.takedamage = DAMAGE_YES;
570 missile.event_damage = Seeker_Tag_Damage;
571 missile.health = WEP_CVAR(seeker, tag_health);
572 missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
574 setorigin (missile, w_shotorg);
575 setsize (missile, '-2 -2 -2', '2 2 2');
577 missile.flags = FL_PROJECTILE;
578 //missile.missile_flags = MIF_..?;
580 missile.movetype = MOVETYPE_FLY;
581 WEP_SETUPPROJVELOCITY_NONE(missile, seeker, tag_);
582 missile.angles = vectoangles (missile.velocity);
584 CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
586 other = missile; MUTATOR_CALLHOOK(EditProjectile);
589 // ============================
590 // Begin: Genereal weapon functions
591 // ============================
593 float w_seeker(float req)
601 if (WEP_CVAR(seeker, type) == 1)
602 if (Seeker_Tagged_Info(self, self.enemy) != world)
603 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), FALSE);
605 self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
607 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
612 if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) // forced reload
613 WEP_ACTION(self.weapon, WR_RELOAD);
615 else if (self.BUTTON_ATCK)
617 if (WEP_CVAR(seeker, type) == 1)
619 if (weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire)))
622 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
627 if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
630 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
635 else if (self.BUTTON_ATCK2)
637 if (WEP_CVAR(seeker, type) == 1)
639 if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
642 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
647 if (weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire)))
650 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
659 precache_model ("models/weapons/g_seeker.md3");
660 precache_model ("models/weapons/v_seeker.md3");
661 precache_model ("models/weapons/h_seeker.iqm");
662 precache_sound ("weapons/tag_fire.wav");
663 precache_sound ("weapons/flac_fire.wav");
664 precache_sound ("weapons/seeker_fire.wav");
665 SEEKER_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
670 self.current_ammo = ammo_rockets;
675 if (WEP_CVAR(seeker, type) == 1)
677 ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, missile_ammo);
678 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, missile_ammo);
682 ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, tag_ammo);
683 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
689 if (WEP_CVAR(seeker, type) == 1)
691 ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, tag_ammo);
692 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
696 ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, flac_ammo);
697 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, flac_ammo);
703 SEEKER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
708 W_Reload(min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), "weapons/reload.wav");
711 case WR_SUICIDEMESSAGE:
713 return WEAPON_SEEKER_SUICIDE;
717 if(w_deathtype & HITTYPE_SECONDARY)
718 return WEAPON_SEEKER_MURDER_TAG;
720 return WEAPON_SEEKER_MURDER_SPRAY;
727 float w_seeker(float req)
731 case WR_IMPACTEFFECT:
734 org2 = w_org + w_backoff * 6;
735 if(w_deathtype & HITTYPE_BOUNCE)
737 if(w_deathtype & HITTYPE_SECONDARY)
740 sound(self, CH_SHOTS, "weapons/tag_impact.wav", 1, ATTEN_NORM);
744 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
748 sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTEN_NORM);
749 else if (w_random<0.7)
750 sound(self, CH_SHOTS, "weapons/tagexp2.wav", 1, ATTEN_NORM);
752 sound(self, CH_SHOTS, "weapons/tagexp3.wav", 1, ATTEN_NORM);
758 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
762 sound(self, CH_SHOTS, "weapons/seekerexp1.wav", 1, ATTEN_NORM);
763 else if (w_random<0.7)
764 sound(self, CH_SHOTS, "weapons/seekerexp2.wav", 1, ATTEN_NORM);
766 sound(self, CH_SHOTS, "weapons/seekerexp3.wav", 1, ATTEN_NORM);
773 precache_sound("weapons/seekerexp1.wav");
774 precache_sound("weapons/seekerexp2.wav");
775 precache_sound("weapons/seekerexp3.wav");
776 precache_sound("weapons/tagexp1.wav");
777 precache_sound("weapons/tagexp2.wav");
778 precache_sound("weapons/tagexp3.wav");
779 precache_sound("weapons/tag_impact.wav");