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 /* modelname */ "seeker",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairseeker 0.8",
13 /* wepimg */ "weaponseeker",
14 /* refname */ "seeker",
15 /* wepname */ _("T.A.G. Seeker")
18 #define SEEKER_SETTINGS(w_cvar,w_prop) SEEKER_SETTINGS_LIST(w_cvar, w_prop, SEEKER, seeker)
19 #define SEEKER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20 w_cvar(id, sn, NONE, type) \
21 w_cvar(id, sn, NONE, flac_ammo) \
22 w_cvar(id, sn, NONE, flac_animtime) \
23 w_cvar(id, sn, NONE, flac_damage) \
24 w_cvar(id, sn, NONE, flac_edgedamage) \
25 w_cvar(id, sn, NONE, flac_force) \
26 w_cvar(id, sn, NONE, flac_lifetime) \
27 w_cvar(id, sn, NONE, flac_lifetime_rand) \
28 w_cvar(id, sn, NONE, flac_radius) \
29 w_cvar(id, sn, NONE, flac_refire) \
30 w_cvar(id, sn, NONE, flac_speed) \
31 w_cvar(id, sn, NONE, flac_speed_up) \
32 w_cvar(id, sn, NONE, flac_speed_z) \
33 w_cvar(id, sn, NONE, flac_spread) \
34 w_cvar(id, sn, NONE, missile_accel) \
35 w_cvar(id, sn, NONE, missile_ammo) \
36 w_cvar(id, sn, NONE, missile_animtime) \
37 w_cvar(id, sn, NONE, missile_count) \
38 w_cvar(id, sn, NONE, missile_damage) \
39 w_cvar(id, sn, NONE, missile_damageforcescale) \
40 w_cvar(id, sn, NONE, missile_decel) \
41 w_cvar(id, sn, NONE, missile_delay) \
42 w_cvar(id, sn, NONE, missile_edgedamage) \
43 w_cvar(id, sn, NONE, missile_force) \
44 w_cvar(id, sn, NONE, missile_health) \
45 w_cvar(id, sn, NONE, missile_lifetime) \
46 w_cvar(id, sn, NONE, missile_proxy) \
47 w_cvar(id, sn, NONE, missile_proxy_delay) \
48 w_cvar(id, sn, NONE, missile_proxy_maxrange) \
49 w_cvar(id, sn, NONE, missile_radius) \
50 w_cvar(id, sn, NONE, missile_refire) \
51 w_cvar(id, sn, NONE, missile_smart) \
52 w_cvar(id, sn, NONE, missile_smart_mindist) \
53 w_cvar(id, sn, NONE, missile_smart_trace_max) \
54 w_cvar(id, sn, NONE, missile_smart_trace_min) \
55 w_cvar(id, sn, NONE, missile_speed) \
56 w_cvar(id, sn, NONE, missile_speed_max) \
57 w_cvar(id, sn, NONE, missile_speed_up) \
58 w_cvar(id, sn, NONE, missile_speed_z) \
59 w_cvar(id, sn, NONE, missile_spread) \
60 w_cvar(id, sn, NONE, missile_turnrate) \
61 w_cvar(id, sn, NONE, tag_ammo) \
62 w_cvar(id, sn, NONE, tag_animtime) \
63 w_cvar(id, sn, NONE, tag_damageforcescale) \
64 w_cvar(id, sn, NONE, tag_health) \
65 w_cvar(id, sn, NONE, tag_lifetime) \
66 w_cvar(id, sn, NONE, tag_refire) \
67 w_cvar(id, sn, NONE, tag_speed) \
68 w_cvar(id, sn, NONE, tag_spread) \
69 w_cvar(id, sn, NONE, tag_tracker_lifetime) \
70 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
71 w_prop(id, sn, float, reloading_time, reload_time) \
72 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
73 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
74 w_prop(id, sn, string, weaponreplace, weaponreplace) \
75 w_prop(id, sn, float, weaponstart, weaponstart) \
76 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
79 SEEKER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
80 .entity tag_target, wps_tag_tracker;
85 void spawnfunc_weapon_seeker (void) { weapon_defaultspawnfunc(WEP_SEEKER); }
87 // ============================
88 // Begin: Missile functions, these are general functions to be manipulated by other code
89 // ============================
90 void W_Seeker_Missile_Explode()
92 self.event_damage = func_null;
93 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);
98 void W_Seeker_Missile_Touch()
102 W_Seeker_Missile_Explode();
105 void W_Seeker_Missile_Think()
108 vector desireddir, olddir, newdir, eorg;
115 self.projectiledeathtype |= HITTYPE_SPLASH;
116 W_Seeker_Missile_Explode();
119 spd = vlen(self.velocity);
121 spd - WEP_CVAR(seeker, missile_decel) * frametime,
122 WEP_CVAR(seeker, missile_speed_max),
123 spd + WEP_CVAR(seeker, missile_accel) * frametime
126 if (self.enemy != world)
127 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
130 if (self.enemy != world)
133 eorg = 0.5 * (e.absmin + e.absmax);
134 turnrate = WEP_CVAR(seeker, missile_turnrate); // how fast to turn
135 desireddir = normalize(eorg - self.origin);
136 olddir = normalize(self.velocity); // get my current direction
137 dist = vlen(eorg - self.origin);
139 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
140 if (WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
142 // Is it a better idea (shorter distance) to trace to the target itself?
143 if ( vlen(self.origin + olddir * self.wait) < dist)
144 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
146 traceline(self.origin, eorg, FALSE, self);
148 // Setup adaptive tracelength
149 self.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = WEP_CVAR(seeker, missile_smart_trace_max));
151 // Calc how important it is that we turn and add this to the desierd (enemy) dir.
152 desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
155 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
156 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
162 if (WEP_CVAR(seeker, missile_proxy))
164 if ( dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
166 if (self.autoswitch == 0)
168 self.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
172 if (self.autoswitch <= time)
174 W_Seeker_Missile_Explode();
181 if (self.autoswitch != 0)
187 if (self.enemy.deadflag != DEAD_NO)
190 self.cnt = time + 1 + (random() * 4);
191 self.nextthink = self.cnt;
195 //self.angles = vectoangles(self.velocity); // turn model in the new flight direction
196 self.nextthink = time;// + 0.05; // csqc projectiles
197 UpdateCSQCProjectile(self);
202 void W_Seeker_Missile_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
204 if (self.health <= 0)
207 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
208 return; // g_projectiles_damage says to halt
210 if (self.realowner == attacker)
211 self.health = self.health - (damage * 0.25);
213 self.health = self.health - damage;
215 if (self.health <= 0)
216 W_PrepareExplosionByDamage(attacker, W_Seeker_Missile_Explode);
220 void W_Seeker_Missile_Animate()
222 self.frame = self.frame +1;
223 self.nextthink = time + 0.05;
225 if (self.enemy != world)
226 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
231 self.think = W_Seeker_Missile_Think;
232 self.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
234 if (autocvar_g_balance_seeker_missile_proxy)
235 self.movetype = MOVETYPE_BOUNCEMISSILE;
237 self.movetype = MOVETYPE_FLYMISSILE;
240 UpdateCSQCProjectile(self);
244 void W_Seeker_Fire_Missile(vector f_diff, entity m_target)
248 W_DecreaseAmmo(WEP_CVAR(seeker, missile_ammo));
250 makevectors(self.v_angle);
251 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0);
253 pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
255 //self.detornator = FALSE;
258 missile.owner = missile.realowner = self;
259 missile.classname = "seeker_missile";
260 missile.bot_dodge = TRUE;
261 missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
263 missile.think = W_Seeker_Missile_Think;
264 missile.touch = W_Seeker_Missile_Touch;
265 missile.event_damage = W_Seeker_Missile_Damage;
266 missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
267 missile.cnt = time + WEP_CVAR(seeker, missile_lifetime);
268 missile.enemy = m_target;
269 missile.solid = SOLID_BBOX;
271 missile.takedamage = DAMAGE_YES;
272 missile.health = WEP_CVAR(seeker, missile_health);
273 missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
274 missile.damagedbycontents = TRUE;
275 //missile.think = W_Seeker_Missile_Animate; // csqc projectiles.
277 if (missile.enemy != world)
278 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
280 missile.projectiledeathtype = WEP_SEEKER;
283 setorigin (missile, w_shotorg);
284 setsize (missile, '-4 -4 -4', '4 4 4');
285 missile.movetype = MOVETYPE_FLYMISSILE;
286 missile.flags = FL_PROJECTILE;
287 missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
289 W_SetupProjVelocity_UP_PRE(missile, seeker, missile_);
291 missile.angles = vectoangles (missile.velocity);
293 CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
295 other = missile; MUTATOR_CALLHOOK(EditProjectile);
298 // ============================
299 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
300 // ============================
301 void W_Seeker_Flac_Explode()
303 self.event_damage = func_null;
305 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);
310 void W_Seeker_Flac_Touch()
314 W_Seeker_Flac_Explode();
317 void W_Seeker_Fire_Flac()
323 W_DecreaseAmmo(WEP_CVAR(seeker, flac_ammo));
325 c = mod(self.bulletcounter, 4);
329 f_diff = '-1.25 -3.75 0';
332 f_diff = '+1.25 -3.75 0';
335 f_diff = '-1.25 +3.75 0';
339 f_diff = '+1.25 +3.75 0';
342 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
345 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
348 missile.owner = missile.realowner = self;
349 missile.classname = "missile";
350 missile.bot_dodge = TRUE;
351 missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
352 missile.touch = W_Seeker_Flac_Explode;
353 missile.use = W_Seeker_Flac_Explode;
354 missile.think = adaptor_think2use_hittype_splash;
355 missile.nextthink = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
356 missile.solid = SOLID_BBOX;
357 missile.movetype = MOVETYPE_FLY;
358 missile.projectiledeathtype = WEP_SEEKER;
359 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
360 missile.flags = FL_PROJECTILE;
361 missile.missile_flags = MIF_SPLASH;
364 //missile.angles = vectoangles (missile.velocity);
365 //missile.scale = 0.4; // BUG: the model is too big
367 setorigin (missile, w_shotorg);
368 setsize (missile, '-2 -2 -2', '2 2 2');
370 W_SetupProjVelocity_UP_PRE(missile, seeker, flac_);
371 CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
373 other = missile; MUTATOR_CALLHOOK(EditProjectile);
376 // ============================
377 // Begin: Tag and rocket controllers
378 // ============================
379 entity W_Seeker_Tagged_Info(entity isowner, entity istarget)
382 for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
383 if ((tag.realowner == isowner) && (tag.tag_target == istarget))
389 void W_Seeker_Attack()
391 entity tracker, closest_target;
393 closest_target = world;
394 for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
398 if (vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
399 closest_target = tracker.tag_target;
402 closest_target = tracker.tag_target;
405 traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
406 if ((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
407 closest_target = world;
409 W_Seeker_Fire_Missile('0 0 0', closest_target);
412 void W_Seeker_Vollycontroller_Think() // TODO: Merge this with W_Seeker_Attack
415 entity oldself,oldenemy;
416 self.cnt = self.cnt - 1;
418 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))
424 self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor();
427 self = self.realowner;
429 oldenemy = self.enemy;
430 self.enemy = oldself.enemy;
432 c = mod(self.cnt, 4);
436 W_Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
439 W_Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
442 W_Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
446 W_Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
450 self.enemy = oldenemy;
454 void W_Seeker_Tracker_Think()
456 // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
457 if ((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER)
458 || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
462 WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
468 // Update the think method information
469 self.nextthink = time;
472 // ============================
473 // Begin: Tag projectile
474 // ============================
475 void W_Seeker_Tag_Explode()
477 //if(other==self.realowner)
479 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, other.species, self);
484 void W_Seeker_Tag_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
486 if (self.health <= 0)
488 self.health = self.health - damage;
489 if (self.health <= 0)
490 W_Seeker_Tag_Explode();
493 void W_Seeker_Tag_Touch()
501 dir = normalize (self.realowner.origin - self.origin);
502 org2 = findbetterlocation (self.origin, 8);
504 te_knightspike(org2);
506 self.event_damage = func_null;
507 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
509 if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
511 // check to see if this person is already tagged by me
512 entity tag = W_Seeker_Tagged_Info(self.realowner, other);
516 if (other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
517 WaypointSprite_Kill(other.wps_tag_tracker);
523 //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
525 e.cnt = WEP_CVAR(seeker, missile_count);
526 e.classname = "tag_tracker";
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("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');
548 WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
556 void W_Seeker_Fire_Tag()
559 W_DecreaseAmmo(WEP_CVAR(seeker, tag_ammo));
561 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));
564 missile.owner = missile.realowner = self;
565 missile.classname = "seeker_tag";
566 missile.bot_dodge = TRUE;
567 missile.bot_dodgerating = 50;
568 missile.touch = W_Seeker_Tag_Touch;
569 missile.think = SUB_Remove;
570 missile.nextthink = time + WEP_CVAR(seeker, tag_lifetime);
571 missile.movetype = MOVETYPE_FLY;
572 missile.solid = SOLID_BBOX;
574 missile.takedamage = DAMAGE_YES;
575 missile.event_damage = W_Seeker_Tag_Damage;
576 missile.health = WEP_CVAR(seeker, tag_health);
577 missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
579 setorigin (missile, w_shotorg);
580 setsize (missile, '-2 -2 -2', '2 2 2');
582 missile.flags = FL_PROJECTILE;
583 //missile.missile_flags = MIF_..?;
585 missile.movetype = MOVETYPE_FLY;
586 W_SetupProjVelocity_PRE(missile, seeker, tag_);
587 missile.angles = vectoangles (missile.velocity);
589 CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
591 other = missile; MUTATOR_CALLHOOK(EditProjectile);
594 // ============================
595 // Begin: Genereal weapon functions
596 // ============================
598 float W_Seeker(float req)
606 if (WEP_CVAR(seeker, type) == 1)
607 if (W_Seeker_Tagged_Info(self, self.enemy) != world)
608 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), FALSE);
610 self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
612 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
617 if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) // forced reload
618 WEP_ACTION(self.weapon, WR_RELOAD);
620 else if (self.BUTTON_ATCK)
622 if (WEP_CVAR(seeker, type) == 1)
624 if (weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire)))
627 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
632 if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
635 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
640 else if (self.BUTTON_ATCK2)
642 if (WEP_CVAR(seeker, type) == 1)
644 if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
647 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
652 if (weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire)))
654 W_Seeker_Fire_Flac();
655 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
664 precache_model ("models/weapons/g_seeker.md3");
665 precache_model ("models/weapons/v_seeker.md3");
666 precache_model ("models/weapons/h_seeker.iqm");
667 precache_sound ("weapons/tag_fire.wav");
668 precache_sound ("weapons/flac_fire.wav");
669 precache_sound ("weapons/seeker_fire.wav");
670 SEEKER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
675 if (WEP_CVAR(seeker, type) == 1)
677 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, missile_ammo);
678 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, missile_ammo);
682 ammo_amount = self.WEP_AMMO(SEEKER) >= 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.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
692 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
696 ammo_amount = self.WEP_AMMO(SEEKER) >= 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");
784 // no weapon specific image for this weapon