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,
11 /* crosshair */ "gfx/crosshairseeker 0.8",
12 /* refname */ "seeker",
13 /* wepname */ _("T.A.G. Seeker")
16 #define SEEKER_SETTINGS(w_cvar,w_prop) SEEKER_SETTINGS_LIST(w_cvar, w_prop, SEEKER, seeker)
17 #define SEEKER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
18 w_cvar(id, sn, NONE, type) \
19 w_cvar(id, sn, NONE, flac_ammo) \
20 w_cvar(id, sn, NONE, flac_animtime) \
21 w_cvar(id, sn, NONE, flac_damage) \
22 w_cvar(id, sn, NONE, flac_edgedamage) \
23 w_cvar(id, sn, NONE, flac_force) \
24 w_cvar(id, sn, NONE, flac_lifetime) \
25 w_cvar(id, sn, NONE, flac_lifetime_rand) \
26 w_cvar(id, sn, NONE, flac_radius) \
27 w_cvar(id, sn, NONE, flac_refire) \
28 w_cvar(id, sn, NONE, flac_speed) \
29 w_cvar(id, sn, NONE, flac_speed_up) \
30 w_cvar(id, sn, NONE, flac_speed_z) \
31 w_cvar(id, sn, NONE, flac_spread) \
32 w_cvar(id, sn, NONE, missile_accel) \
33 w_cvar(id, sn, NONE, missile_ammo) \
34 w_cvar(id, sn, NONE, missile_animtime) \
35 w_cvar(id, sn, NONE, missile_count) \
36 w_cvar(id, sn, NONE, missile_damage) \
37 w_cvar(id, sn, NONE, missile_damageforcescale) \
38 w_cvar(id, sn, NONE, missile_decel) \
39 w_cvar(id, sn, NONE, missile_delay) \
40 w_cvar(id, sn, NONE, missile_edgedamage) \
41 w_cvar(id, sn, NONE, missile_force) \
42 w_cvar(id, sn, NONE, missile_health) \
43 w_cvar(id, sn, NONE, missile_lifetime) \
44 w_cvar(id, sn, NONE, missile_proxy) \
45 w_cvar(id, sn, NONE, missile_proxy_delay) \
46 w_cvar(id, sn, NONE, missile_proxy_maxrange) \
47 w_cvar(id, sn, NONE, missile_radius) \
48 w_cvar(id, sn, NONE, missile_refire) \
49 w_cvar(id, sn, NONE, missile_smart) \
50 w_cvar(id, sn, NONE, missile_smart_mindist) \
51 w_cvar(id, sn, NONE, missile_smart_trace_max) \
52 w_cvar(id, sn, NONE, missile_smart_trace_min) \
53 w_cvar(id, sn, NONE, missile_speed) \
54 w_cvar(id, sn, NONE, missile_speed_max) \
55 w_cvar(id, sn, NONE, missile_speed_up) \
56 w_cvar(id, sn, NONE, missile_speed_z) \
57 w_cvar(id, sn, NONE, missile_spread) \
58 w_cvar(id, sn, NONE, missile_turnrate) \
59 w_cvar(id, sn, NONE, tag_ammo) \
60 w_cvar(id, sn, NONE, tag_animtime) \
61 w_cvar(id, sn, NONE, tag_damageforcescale) \
62 w_cvar(id, sn, NONE, tag_health) \
63 w_cvar(id, sn, NONE, tag_lifetime) \
64 w_cvar(id, sn, NONE, tag_refire) \
65 w_cvar(id, sn, NONE, tag_speed) \
66 w_cvar(id, sn, NONE, tag_spread) \
67 w_cvar(id, sn, NONE, tag_tracker_lifetime) \
68 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
69 w_prop(id, sn, float, reloading_time, reload_time) \
70 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
71 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
72 w_prop(id, sn, string, weaponreplace, weaponreplace) \
73 w_prop(id, sn, float, weaponstart, weaponstart) \
74 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
77 SEEKER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
78 .entity tag_target, wps_tag_tracker;
83 void spawnfunc_weapon_seeker (void) { weapon_defaultspawnfunc(WEP_SEEKER); }
85 // ============================
86 // Begin: Missile functions, these are general functions to be manipulated by other code
87 // ============================
88 void W_Seeker_Missile_Explode()
90 self.event_damage = func_null;
91 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);
96 void W_Seeker_Missile_Touch()
100 W_Seeker_Missile_Explode();
103 void W_Seeker_Missile_Think()
106 vector desireddir, olddir, newdir, eorg;
113 self.projectiledeathtype |= HITTYPE_SPLASH;
114 W_Seeker_Missile_Explode();
117 spd = vlen(self.velocity);
119 spd - WEP_CVAR(seeker, missile_decel) * frametime,
120 WEP_CVAR(seeker, missile_speed_max),
121 spd + WEP_CVAR(seeker, missile_accel) * frametime
124 if (self.enemy != world)
125 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
128 if (self.enemy != world)
131 eorg = 0.5 * (e.absmin + e.absmax);
132 turnrate = WEP_CVAR(seeker, missile_turnrate); // how fast to turn
133 desireddir = normalize(eorg - self.origin);
134 olddir = normalize(self.velocity); // get my current direction
135 dist = vlen(eorg - self.origin);
137 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
138 if (WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
140 // Is it a better idea (shorter distance) to trace to the target itself?
141 if ( vlen(self.origin + olddir * self.wait) < dist)
142 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
144 traceline(self.origin, eorg, FALSE, self);
146 // Setup adaptive tracelength
147 self.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = WEP_CVAR(seeker, missile_smart_trace_max));
149 // Calc how important it is that we turn and add this to the desierd (enemy) dir.
150 desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
153 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
154 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
160 if (WEP_CVAR(seeker, missile_proxy))
162 if ( dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
164 if (self.autoswitch == 0)
166 self.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
170 if (self.autoswitch <= time)
172 W_Seeker_Missile_Explode();
179 if (self.autoswitch != 0)
185 if (self.enemy.deadflag != DEAD_NO)
188 self.cnt = time + 1 + (random() * 4);
189 self.nextthink = self.cnt;
193 //self.angles = vectoangles(self.velocity); // turn model in the new flight direction
194 self.nextthink = time;// + 0.05; // csqc projectiles
195 UpdateCSQCProjectile(self);
200 void W_Seeker_Missile_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
202 if (self.health <= 0)
205 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
206 return; // g_projectiles_damage says to halt
208 if (self.realowner == attacker)
209 self.health = self.health - (damage * 0.25);
211 self.health = self.health - damage;
213 if (self.health <= 0)
214 W_PrepareExplosionByDamage(attacker, W_Seeker_Missile_Explode);
218 void W_Seeker_Missile_Animate()
220 self.frame = self.frame +1;
221 self.nextthink = time + 0.05;
223 if (self.enemy != world)
224 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
229 self.think = W_Seeker_Missile_Think;
230 self.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
232 if (autocvar_g_balance_seeker_missile_proxy)
233 self.movetype = MOVETYPE_BOUNCEMISSILE;
235 self.movetype = MOVETYPE_FLYMISSILE;
238 UpdateCSQCProjectile(self);
242 void W_Seeker_Fire_Missile(vector f_diff, entity m_target)
246 W_DecreaseAmmo(WEP_CVAR(seeker, missile_ammo));
248 makevectors(self.v_angle);
249 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0);
251 pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
253 //self.detornator = FALSE;
256 missile.owner = missile.realowner = self;
257 missile.classname = "seeker_missile";
258 missile.bot_dodge = TRUE;
259 missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
261 missile.think = W_Seeker_Missile_Think;
262 missile.touch = W_Seeker_Missile_Touch;
263 missile.event_damage = W_Seeker_Missile_Damage;
264 missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
265 missile.cnt = time + WEP_CVAR(seeker, missile_lifetime);
266 missile.enemy = m_target;
267 missile.solid = SOLID_BBOX;
269 missile.takedamage = DAMAGE_YES;
270 missile.health = WEP_CVAR(seeker, missile_health);
271 missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
272 missile.damagedbycontents = TRUE;
273 //missile.think = W_Seeker_Missile_Animate; // csqc projectiles.
275 if (missile.enemy != world)
276 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
278 missile.projectiledeathtype = WEP_SEEKER;
281 setorigin (missile, w_shotorg);
282 setsize (missile, '-4 -4 -4', '4 4 4');
283 missile.movetype = MOVETYPE_FLYMISSILE;
284 missile.flags = FL_PROJECTILE;
285 missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
287 W_SetupProjVelocity_UP_PRE(missile, seeker, missile_);
289 missile.angles = vectoangles (missile.velocity);
291 CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
293 other = missile; MUTATOR_CALLHOOK(EditProjectile);
296 // ============================
297 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
298 // ============================
299 void W_Seeker_Flac_Explode()
301 self.event_damage = func_null;
303 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);
308 void W_Seeker_Flac_Touch()
312 W_Seeker_Flac_Explode();
315 void W_Seeker_Fire_Flac()
321 W_DecreaseAmmo(WEP_CVAR(seeker, flac_ammo));
323 c = mod(self.bulletcounter, 4);
327 f_diff = '-1.25 -3.75 0';
330 f_diff = '+1.25 -3.75 0';
333 f_diff = '-1.25 +3.75 0';
337 f_diff = '+1.25 +3.75 0';
340 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
343 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
346 missile.owner = missile.realowner = self;
347 missile.classname = "missile";
348 missile.bot_dodge = TRUE;
349 missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
350 missile.touch = W_Seeker_Flac_Explode;
351 missile.use = W_Seeker_Flac_Explode;
352 missile.think = adaptor_think2use_hittype_splash;
353 missile.nextthink = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
354 missile.solid = SOLID_BBOX;
355 missile.movetype = MOVETYPE_FLY;
356 missile.projectiledeathtype = WEP_SEEKER;
357 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
358 missile.flags = FL_PROJECTILE;
359 missile.missile_flags = MIF_SPLASH;
362 //missile.angles = vectoangles (missile.velocity);
363 //missile.scale = 0.4; // BUG: the model is too big
365 setorigin (missile, w_shotorg);
366 setsize (missile, '-2 -2 -2', '2 2 2');
368 W_SetupProjVelocity_UP_PRE(missile, seeker, flac_);
369 CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
371 other = missile; MUTATOR_CALLHOOK(EditProjectile);
374 // ============================
375 // Begin: Tag and rocket controllers
376 // ============================
377 entity W_Seeker_Tagged_Info(entity isowner, entity istarget)
380 for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
381 if ((tag.realowner == isowner) && (tag.tag_target == istarget))
387 void W_Seeker_Attack()
389 entity tracker, closest_target;
391 closest_target = world;
392 for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
396 if (vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
397 closest_target = tracker.tag_target;
400 closest_target = tracker.tag_target;
403 traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
404 if ((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
405 closest_target = world;
407 W_Seeker_Fire_Missile('0 0 0', closest_target);
410 void W_Seeker_Vollycontroller_Think() // TODO: Merge this with W_Seeker_Attack
413 entity oldself,oldenemy;
414 self.cnt = self.cnt - 1;
416 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))
422 self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor();
425 self = self.realowner;
427 oldenemy = self.enemy;
428 self.enemy = oldself.enemy;
430 c = mod(self.cnt, 4);
434 W_Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
437 W_Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
440 W_Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
444 W_Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
448 self.enemy = oldenemy;
452 void W_Seeker_Tracker_Think()
454 // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
455 if ((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER)
456 || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
460 WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
466 // Update the think method information
467 self.nextthink = time;
470 // ============================
471 // Begin: Tag projectile
472 // ============================
473 void W_Seeker_Tag_Explode()
475 //if(other==self.realowner)
477 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, other.species, self);
482 void W_Seeker_Tag_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
484 if (self.health <= 0)
486 self.health = self.health - damage;
487 if (self.health <= 0)
488 W_Seeker_Tag_Explode();
491 void W_Seeker_Tag_Touch()
499 dir = normalize (self.realowner.origin - self.origin);
500 org2 = findbetterlocation (self.origin, 8);
502 te_knightspike(org2);
504 self.event_damage = func_null;
505 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
507 if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
509 // check to see if this person is already tagged by me
510 entity tag = W_Seeker_Tagged_Info(self.realowner, other);
514 if (other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
515 WaypointSprite_Kill(other.wps_tag_tracker);
521 //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
523 e.cnt = WEP_CVAR(seeker, missile_count);
524 e.classname = "tag_tracker";
525 e.owner = self.owner;
526 e.realowner = self.realowner;
528 if(WEP_CVAR(seeker, type) == 1)
530 e.tag_target = other;
532 e.think = W_Seeker_Tracker_Think;
537 e.think = W_Seeker_Vollycontroller_Think;
543 if(WEP_CVAR(seeker, type) == 1)
545 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');
546 WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
554 void W_Seeker_Fire_Tag()
557 W_DecreaseAmmo(WEP_CVAR(seeker, tag_ammo));
559 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));
562 missile.owner = missile.realowner = self;
563 missile.classname = "seeker_tag";
564 missile.bot_dodge = TRUE;
565 missile.bot_dodgerating = 50;
566 missile.touch = W_Seeker_Tag_Touch;
567 missile.think = SUB_Remove;
568 missile.nextthink = time + WEP_CVAR(seeker, tag_lifetime);
569 missile.movetype = MOVETYPE_FLY;
570 missile.solid = SOLID_BBOX;
572 missile.takedamage = DAMAGE_YES;
573 missile.event_damage = W_Seeker_Tag_Damage;
574 missile.health = WEP_CVAR(seeker, tag_health);
575 missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
577 setorigin (missile, w_shotorg);
578 setsize (missile, '-2 -2 -2', '2 2 2');
580 missile.flags = FL_PROJECTILE;
581 //missile.missile_flags = MIF_..?;
583 missile.movetype = MOVETYPE_FLY;
584 W_SetupProjVelocity_PRE(missile, seeker, tag_);
585 missile.angles = vectoangles (missile.velocity);
587 CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
589 other = missile; MUTATOR_CALLHOOK(EditProjectile);
592 // ============================
593 // Begin: Genereal weapon functions
594 // ============================
596 float W_Seeker(float req)
604 if (WEP_CVAR(seeker, type) == 1)
605 if (W_Seeker_Tagged_Info(self, self.enemy) != world)
606 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), FALSE);
608 self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
610 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
615 if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) // forced reload
616 WEP_ACTION(self.weapon, WR_RELOAD);
618 else if (self.BUTTON_ATCK)
620 if (WEP_CVAR(seeker, type) == 1)
622 if (weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire)))
625 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
630 if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
633 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
638 else if (self.BUTTON_ATCK2)
640 if (WEP_CVAR(seeker, type) == 1)
642 if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
645 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
650 if (weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire)))
652 W_Seeker_Fire_Flac();
653 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
662 precache_model ("models/weapons/g_seeker.md3");
663 precache_model ("models/weapons/v_seeker.md3");
664 precache_model ("models/weapons/h_seeker.iqm");
665 precache_sound ("weapons/tag_fire.wav");
666 precache_sound ("weapons/flac_fire.wav");
667 precache_sound ("weapons/seeker_fire.wav");
668 SEEKER_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
673 if (WEP_CVAR(seeker, type) == 1)
675 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, missile_ammo);
676 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, missile_ammo);
680 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
681 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
687 if (WEP_CVAR(seeker, type) == 1)
689 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
690 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
694 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, flac_ammo);
695 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, flac_ammo);
701 SEEKER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
706 W_Reload(min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), "weapons/reload.wav");
709 case WR_SUICIDEMESSAGE:
711 return WEAPON_SEEKER_SUICIDE;
715 if(w_deathtype & HITTYPE_SECONDARY)
716 return WEAPON_SEEKER_MURDER_TAG;
718 return WEAPON_SEEKER_MURDER_SPRAY;
725 float W_Seeker(float req)
729 case WR_IMPACTEFFECT:
732 org2 = w_org + w_backoff * 6;
733 if(w_deathtype & HITTYPE_BOUNCE)
735 if(w_deathtype & HITTYPE_SECONDARY)
738 sound(self, CH_SHOTS, "weapons/tag_impact.wav", 1, ATTEN_NORM);
742 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
746 sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTEN_NORM);
747 else if (w_random<0.7)
748 sound(self, CH_SHOTS, "weapons/tagexp2.wav", 1, ATTEN_NORM);
750 sound(self, CH_SHOTS, "weapons/tagexp3.wav", 1, ATTEN_NORM);
756 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
760 sound(self, CH_SHOTS, "weapons/seekerexp1.wav", 1, ATTEN_NORM);
761 else if (w_random<0.7)
762 sound(self, CH_SHOTS, "weapons/seekerexp2.wav", 1, ATTEN_NORM);
764 sound(self, CH_SHOTS, "weapons/seekerexp3.wav", 1, ATTEN_NORM);
771 precache_sound("weapons/seekerexp1.wav");
772 precache_sound("weapons/seekerexp2.wav");
773 precache_sound("weapons/seekerexp3.wav");
774 precache_sound("weapons/tagexp1.wav");
775 precache_sound("weapons/tagexp2.wav");
776 precache_sound("weapons/tagexp3.wav");
777 precache_sound("weapons/tag_impact.wav");
782 // no weapon specific image for this weapon