3 /* ammotype */ ATTRIB(Seeker, ammo_field, .int, ammo_rockets)
4 /* impulse */ ATTRIB(Seeker, impulse, int, 8)
5 /* flags */ ATTRIB(Seeker, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
6 /* rating */ ATTRIB(Seeker, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
7 /* color */ ATTRIB(Seeker, wpcolor, vector, '0.5 1 0');
8 /* modelname */ ATTRIB(Seeker, mdl, string, "seeker");
10 /* model */ ATTRIB(Seeker, m_model, Model, MDL_SEEKER_ITEM);
12 /* crosshair */ ATTRIB(Seeker, w_crosshair, string, "gfx/crosshairseeker");
13 /* crosshair */ ATTRIB(Seeker, w_crosshair_size, float, 0.8);
14 /* wepimg */ ATTRIB(Seeker, model2, string, "weaponseeker");
15 /* refname */ ATTRIB(Seeker, netname, string, "seeker");
16 /* wepname */ ATTRIB(Seeker, m_name, string, _("T.A.G. Seeker"));
18 REGISTER_WEAPON(SEEKER, NEW(Seeker));
20 #define SEEKER_SETTINGS(w_cvar,w_prop) SEEKER_SETTINGS_LIST(w_cvar, w_prop, SEEKER, seeker)
21 #define SEEKER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
22 w_cvar(id, sn, NONE, type) \
23 w_cvar(id, sn, NONE, flac_ammo) \
24 w_cvar(id, sn, NONE, flac_animtime) \
25 w_cvar(id, sn, NONE, flac_damage) \
26 w_cvar(id, sn, NONE, flac_edgedamage) \
27 w_cvar(id, sn, NONE, flac_force) \
28 w_cvar(id, sn, NONE, flac_lifetime) \
29 w_cvar(id, sn, NONE, flac_lifetime_rand) \
30 w_cvar(id, sn, NONE, flac_radius) \
31 w_cvar(id, sn, NONE, flac_refire) \
32 w_cvar(id, sn, NONE, flac_speed) \
33 w_cvar(id, sn, NONE, flac_speed_up) \
34 w_cvar(id, sn, NONE, flac_speed_z) \
35 w_cvar(id, sn, NONE, flac_spread) \
36 w_cvar(id, sn, NONE, missile_accel) \
37 w_cvar(id, sn, NONE, missile_ammo) \
38 w_cvar(id, sn, NONE, missile_animtime) \
39 w_cvar(id, sn, NONE, missile_count) \
40 w_cvar(id, sn, NONE, missile_damage) \
41 w_cvar(id, sn, NONE, missile_damageforcescale) \
42 w_cvar(id, sn, NONE, missile_decel) \
43 w_cvar(id, sn, NONE, missile_delay) \
44 w_cvar(id, sn, NONE, missile_edgedamage) \
45 w_cvar(id, sn, NONE, missile_force) \
46 w_cvar(id, sn, NONE, missile_health) \
47 w_cvar(id, sn, NONE, missile_lifetime) \
48 w_cvar(id, sn, NONE, missile_proxy) \
49 w_cvar(id, sn, NONE, missile_proxy_delay) \
50 w_cvar(id, sn, NONE, missile_proxy_maxrange) \
51 w_cvar(id, sn, NONE, missile_radius) \
52 w_cvar(id, sn, NONE, missile_refire) \
53 w_cvar(id, sn, NONE, missile_smart) \
54 w_cvar(id, sn, NONE, missile_smart_mindist) \
55 w_cvar(id, sn, NONE, missile_smart_trace_max) \
56 w_cvar(id, sn, NONE, missile_smart_trace_min) \
57 w_cvar(id, sn, NONE, missile_speed) \
58 w_cvar(id, sn, NONE, missile_speed_max) \
59 w_cvar(id, sn, NONE, missile_speed_up) \
60 w_cvar(id, sn, NONE, missile_speed_z) \
61 w_cvar(id, sn, NONE, missile_spread) \
62 w_cvar(id, sn, NONE, missile_turnrate) \
63 w_cvar(id, sn, NONE, tag_ammo) \
64 w_cvar(id, sn, NONE, tag_animtime) \
65 w_cvar(id, sn, NONE, tag_damageforcescale) \
66 w_cvar(id, sn, NONE, tag_health) \
67 w_cvar(id, sn, NONE, tag_lifetime) \
68 w_cvar(id, sn, NONE, tag_refire) \
69 w_cvar(id, sn, NONE, tag_speed) \
70 w_cvar(id, sn, NONE, tag_spread) \
71 w_cvar(id, sn, NONE, tag_tracker_lifetime) \
72 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
73 w_prop(id, sn, float, reloading_time, reload_time) \
74 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
75 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
76 w_prop(id, sn, string, weaponreplace, weaponreplace) \
77 w_prop(id, sn, float, weaponstart, weaponstart) \
78 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
79 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
82 SEEKER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
83 .entity tag_target, wps_tag_tracker;
89 spawnfunc(weapon_seeker) { weapon_defaultspawnfunc(this, WEP_SEEKER); }
91 // ============================
92 // Begin: Missile functions, these are general functions to be manipulated by other code
93 // ============================
94 void W_Seeker_Missile_Explode(void)
96 self.event_damage = func_null;
97 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);
102 void W_Seeker_Missile_Touch(void)
106 W_Seeker_Missile_Explode();
109 void W_Seeker_Missile_Think(void)
112 vector desireddir, olddir, newdir, eorg;
119 self.projectiledeathtype |= HITTYPE_SPLASH;
120 W_Seeker_Missile_Explode();
123 spd = vlen(self.velocity);
125 spd - WEP_CVAR(seeker, missile_decel) * frametime,
126 WEP_CVAR(seeker, missile_speed_max),
127 spd + WEP_CVAR(seeker, missile_accel) * frametime
130 if(self.enemy != world)
131 if(self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
134 if(self.enemy != world)
137 eorg = 0.5 * (e.absmin + e.absmax);
138 turnrate = WEP_CVAR(seeker, missile_turnrate); // how fast to turn
139 desireddir = normalize(eorg - self.origin);
140 olddir = normalize(self.velocity); // get my current direction
141 dist = vlen(eorg - self.origin);
143 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
144 if(WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
146 // Is it a better idea (shorter distance) to trace to the target itself?
147 if( vlen(self.origin + olddir * self.wait) < dist)
148 traceline(self.origin, self.origin + olddir * self.wait, false, self);
150 traceline(self.origin, eorg, false, self);
152 // Setup adaptive tracelength
153 self.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = WEP_CVAR(seeker, missile_smart_trace_max));
155 // Calc how important it is that we turn and add this to the desierd (enemy) dir.
156 desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
159 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
160 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
166 if(WEP_CVAR(seeker, missile_proxy))
168 if(dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
170 if(self.autoswitch == 0)
172 self.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
176 if(self.autoswitch <= time)
178 W_Seeker_Missile_Explode();
185 if(self.autoswitch != 0)
191 if(self.enemy.deadflag != DEAD_NO)
194 self.cnt = time + 1 + (random() * 4);
195 self.nextthink = self.cnt;
199 //self.angles = vectoangles(self.velocity); // turn model in the new flight direction
200 self.nextthink = time;// + 0.05; // csqc projectiles
201 UpdateCSQCProjectile(self);
206 void W_Seeker_Missile_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
211 if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
212 return; // g_projectiles_damage says to halt
214 if(self.realowner == attacker)
215 self.health = self.health - (damage * 0.25);
217 self.health = self.health - damage;
220 W_PrepareExplosionByDamage(attacker, W_Seeker_Missile_Explode);
224 void W_Seeker_Missile_Animate(void)
226 self.frame = self.frame +1;
227 self.nextthink = time + 0.05;
229 if(self.enemy != world)
230 if(self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
235 self.think = W_Seeker_Missile_Think;
236 self.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
238 if(autocvar_g_balance_seeker_missile_proxy)
239 self.movetype = MOVETYPE_BOUNCEMISSILE;
241 self.movetype = MOVETYPE_FLYMISSILE;
244 UpdateCSQCProjectile(self);
248 void W_Seeker_Fire_Missile(Weapon thiswep, vector f_diff, entity m_target)
252 W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, missile_ammo));
254 makevectors(self.v_angle);
255 W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND(SEEKER_FIRE), CH_WEAPON_A, 0);
257 Send_Effect(EFFECT_SEEKER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
259 //self.detornator = false;
261 missile = new(seeker_missile);
262 missile.owner = missile.realowner = self;
263 missile.bot_dodge = true;
264 missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
266 missile.think = W_Seeker_Missile_Think;
267 missile.touch = W_Seeker_Missile_Touch;
268 missile.event_damage = W_Seeker_Missile_Damage;
269 missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
270 missile.cnt = time + WEP_CVAR(seeker, missile_lifetime);
271 missile.enemy = m_target;
272 missile.solid = SOLID_BBOX;
274 missile.takedamage = DAMAGE_YES;
275 missile.health = WEP_CVAR(seeker, missile_health);
276 missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
277 missile.damagedbycontents = true;
278 //missile.think = W_Seeker_Missile_Animate; // csqc projectiles.
280 if(missile.enemy != world)
281 missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY;
283 missile.projectiledeathtype = WEP_SEEKER.m_id;
286 setorigin(missile, w_shotorg);
287 setsize(missile, '-4 -4 -4', '4 4 4');
288 missile.movetype = MOVETYPE_FLYMISSILE;
289 missile.flags = FL_PROJECTILE;
290 missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
292 W_SetupProjVelocity_UP_PRE(missile, seeker, missile_);
294 missile.angles = vectoangles(missile.velocity);
296 CSQCProjectile(missile, false, PROJECTILE_SEEKER, true);
298 MUTATOR_CALLHOOK(EditProjectile, self, missile);
301 // ============================
302 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
303 // ============================
304 void W_Seeker_Flac_Explode(void)
306 self.event_damage = func_null;
308 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);
313 void W_Seeker_Flac_Touch(void)
317 W_Seeker_Flac_Explode();
320 void W_Seeker_Fire_Flac(Weapon thiswep)
326 W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, flac_ammo));
328 c = self.bulletcounter % 4;
332 f_diff = '-1.25 -3.75 0';
335 f_diff = '+1.25 -3.75 0';
338 f_diff = '-1.25 +3.75 0';
342 f_diff = '+1.25 +3.75 0';
345 W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND(FLAC_FIRE), CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
348 Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
350 missile = new(missile);
351 missile.owner = missile.realowner = self;
352 missile.bot_dodge = true;
353 missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
354 missile.touch = W_Seeker_Flac_Explode;
355 missile.use = W_Seeker_Flac_Explode;
356 missile.think = adaptor_think2use_hittype_splash;
357 missile.nextthink = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
358 missile.solid = SOLID_BBOX;
359 missile.movetype = MOVETYPE_FLY;
360 missile.projectiledeathtype = WEP_SEEKER.m_id;
361 missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY;
362 missile.flags = FL_PROJECTILE;
363 missile.missile_flags = MIF_SPLASH;
366 //missile.angles = vectoangles(missile.velocity);
367 //missile.scale = 0.4; // BUG: the model is too big
369 setorigin(missile, w_shotorg);
370 setsize(missile, '-2 -2 -2', '2 2 2');
372 W_SetupProjVelocity_UP_PRE(missile, seeker, flac_);
373 CSQCProjectile(missile, true, PROJECTILE_FLAC, true);
375 MUTATOR_CALLHOOK(EditProjectile, self, missile);
378 // ============================
379 // Begin: Tag and rocket controllers
380 // ============================
381 entity W_Seeker_Tagged_Info(entity isowner, entity istarget)
384 for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
385 if((tag.realowner == isowner) && (tag.tag_target == istarget))
391 void W_Seeker_Attack(void)
393 entity tracker, closest_target;
395 closest_target = world;
396 for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
400 if(vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
401 closest_target = tracker.tag_target;
404 closest_target = tracker.tag_target;
407 traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
408 if((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
409 closest_target = world;
411 W_Seeker_Fire_Missile(WEP_SEEKER, '0 0 0', closest_target);
414 void W_Seeker_Vollycontroller_Think(void) // TODO: Merge this with W_Seeker_Attack
418 self.cnt = self.cnt - 1;
420 if((!(self.realowner.items & IT_UNLIMITED_AMMO) && self.realowner.WEP_AMMO(SEEKER) < WEP_CVAR(seeker, missile_ammo)) || (self.cnt <= -1) || (self.realowner.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER.m_id))
426 self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor();
428 setself(self.realowner);
430 oldenemy = self.enemy;
431 self.enemy = this.enemy;
437 W_Seeker_Fire_Missile(WEP_SEEKER, '-1.25 -3.75 0', self.enemy);
440 W_Seeker_Fire_Missile(WEP_SEEKER, '+1.25 -3.75 0', self.enemy);
443 W_Seeker_Fire_Missile(WEP_SEEKER, '-1.25 +3.75 0', self.enemy);
447 W_Seeker_Fire_Missile(WEP_SEEKER, '+1.25 +3.75 0', self.enemy);
451 self.enemy = oldenemy;
455 void W_Seeker_Tracker_Think(void)
457 // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
458 if((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER.m_id)
459 || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
463 WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
469 // Update the think method information
470 self.nextthink = time;
473 // ============================
474 // Begin: Tag projectile
475 // ============================
476 void W_Seeker_Tag_Explode(void)
478 //if(other==self.realowner)
480 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE, other.species, self);
485 void W_Seeker_Tag_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
489 self.health = self.health - damage;
491 W_Seeker_Tag_Explode();
494 void W_Seeker_Tag_Touch(void)
502 dir = normalize(self.realowner.origin - self.origin);
503 org2 = findbetterlocation(self.origin, 8);
505 te_knightspike(org2);
507 self.event_damage = func_null;
508 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
510 if(other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
512 // check to see if this person is already tagged by me
513 entity tag = W_Seeker_Tagged_Info(self.realowner, other);
517 if(other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
518 WaypointSprite_Kill(other.wps_tag_tracker);
524 //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
525 e = new(tag_tracker);
526 e.cnt = WEP_CVAR(seeker, missile_count);
527 e.owner = self.owner;
528 e.realowner = self.realowner;
530 if(WEP_CVAR(seeker, type) == 1)
532 e.tag_target = other;
534 e.think = W_Seeker_Tracker_Think;
539 e.think = W_Seeker_Vollycontroller_Think;
545 if(WEP_CVAR(seeker, type) == 1)
547 WaypointSprite_Spawn(WP_Seeker, WEP_CVAR(seeker, tag_tracker_lifetime), 0, other, '0 0 64', self.realowner, 0, other, wps_tag_tracker, true, RADARICON_TAGGED);
548 WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
556 void W_Seeker_Fire_Tag(Weapon thiswep)
559 W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, tag_ammo));
561 W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND(TAG_FIRE), CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count));
563 missile = new(seeker_tag);
564 missile.owner = missile.realowner = self;
565 missile.bot_dodge = true;
566 missile.bot_dodgerating = 50;
567 missile.touch = W_Seeker_Tag_Touch;
568 missile.think = SUB_Remove;
569 missile.nextthink = time + WEP_CVAR(seeker, tag_lifetime);
570 missile.movetype = MOVETYPE_FLY;
571 missile.solid = SOLID_BBOX;
573 missile.takedamage = DAMAGE_YES;
574 missile.event_damage = W_Seeker_Tag_Damage;
575 missile.health = WEP_CVAR(seeker, tag_health);
576 missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
578 setorigin(missile, w_shotorg);
579 setsize(missile, '-2 -2 -2', '2 2 2');
581 missile.flags = FL_PROJECTILE;
582 //missile.missile_flags = MIF_..?;
584 missile.movetype = MOVETYPE_FLY;
585 W_SetupProjVelocity_PRE(missile, seeker, tag_);
586 missile.angles = vectoangles(missile.velocity);
588 CSQCProjectile(missile, true, PROJECTILE_TAG, false); // has sound
590 MUTATOR_CALLHOOK(EditProjectile, self, missile);
593 // ============================
594 // Begin: Genereal weapon functions
595 // ============================
597 METHOD(Seeker, wr_aim, void(entity thiswep))
599 if(WEP_CVAR(seeker, type) == 1)
600 if(W_Seeker_Tagged_Info(self, self.enemy) != world)
601 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
603 self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
605 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
607 METHOD(Seeker, wr_think, void(entity thiswep, entity actor, int slot, int fire))
609 if(autocvar_g_balance_seeker_reload_ammo && actor.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) { // forced reload
610 Weapon w = get_weaponinfo(actor.weapon);
614 if(WEP_CVAR(seeker, type) == 1)
616 if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR(seeker, missile_refire)))
619 weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
624 if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR(seeker, tag_refire)))
626 W_Seeker_Fire_Tag(thiswep);
627 weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
634 if(WEP_CVAR(seeker, type) == 1)
636 if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR(seeker, tag_refire)))
638 W_Seeker_Fire_Tag(thiswep);
639 weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
644 if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR(seeker, flac_refire)))
646 W_Seeker_Fire_Flac(thiswep);
647 weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
652 METHOD(Seeker, wr_init, void(entity thiswep))
654 SEEKER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
656 METHOD(Seeker, wr_checkammo1, bool(entity thiswep))
659 if(WEP_CVAR(seeker, type) == 1)
661 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, missile_ammo);
662 ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo);
666 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
667 ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
671 METHOD(Seeker, wr_checkammo2, bool(entity thiswep))
674 if(WEP_CVAR(seeker, type) == 1)
676 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
677 ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
681 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, flac_ammo);
682 ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo);
686 METHOD(Seeker, wr_config, void(entity thiswep))
688 SEEKER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
690 METHOD(Seeker, wr_reload, void(entity thiswep))
692 W_Reload(self, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND(RELOAD));
694 METHOD(Seeker, wr_suicidemessage, int(entity thiswep))
696 return WEAPON_SEEKER_SUICIDE;
698 METHOD(Seeker, wr_killmessage, int(entity thiswep))
700 if(w_deathtype & HITTYPE_SECONDARY)
701 return WEAPON_SEEKER_MURDER_TAG;
703 return WEAPON_SEEKER_MURDER_SPRAY;
709 METHOD(Seeker, wr_impacteffect, void(entity thiswep))
712 org2 = w_org + w_backoff * 6;
713 if(w_deathtype & HITTYPE_BOUNCE)
715 if(w_deathtype & HITTYPE_SECONDARY)
718 sound(self, CH_SHOTS, SND_TAG_IMPACT, 1, ATTEN_NORM);
722 pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
726 sound(self, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
727 else if(w_random<0.7)
728 sound(self, CH_SHOTS, SND_TAGEXP2, 1, ATTEN_NORM);
730 sound(self, CH_SHOTS, SND_TAGEXP3, 1, ATTEN_NORM);
736 pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
740 sound(self, CH_SHOTS, SND_SEEKEREXP1, 1, ATTEN_NORM);
741 else if(w_random<0.7)
742 sound(self, CH_SHOTS, SND_SEEKEREXP2, 1, ATTEN_NORM);
744 sound(self, CH_SHOTS, SND_SEEKEREXP3, 1, ATTEN_NORM);