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 .entity tag_target, wps_tag_tracker;
68 void spawnfunc_weapon_seeker (void) { weapon_defaultspawnfunc(WEP_SEEKER); }
70 // ============================
71 // Begin: Missile functions, these are general functions to be manipulated by other code
72 // ============================
73 void Seeker_Missile_Explode ()
75 self.event_damage = func_null;
76 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);
81 void Seeker_Missile_Touch()
85 Seeker_Missile_Explode();
88 void Seeker_Missile_Think()
91 vector desireddir, olddir, newdir, eorg;
98 self.projectiledeathtype |= HITTYPE_SPLASH;
99 Seeker_Missile_Explode();
102 spd = vlen(self.velocity);
104 spd - WEP_CVAR(seeker, missile_decel) * frametime,
105 WEP_CVAR(seeker, missile_speed_max),
106 spd + WEP_CVAR(seeker, missile_accel) * frametime
109 if (self.enemy != world)
110 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
113 if (self.enemy != world)
116 eorg = 0.5 * (e.absmin + e.absmax);
117 turnrate = WEP_CVAR(seeker, missile_turnrate); // how fast to turn
118 desireddir = normalize(eorg - self.origin);
119 olddir = normalize(self.velocity); // get my current direction
120 dist = vlen(eorg - self.origin);
122 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
123 if (WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
125 // Is it a better idea (shorter distance) to trace to the target itself?
126 if ( vlen(self.origin + olddir * self.wait) < dist)
127 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
129 traceline(self.origin, eorg, FALSE, self);
131 // Setup adaptive tracelength
132 self.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = WEP_CVAR(seeker, missile_smart_trace_max));
134 // Calc how important it is that we turn and add this to the desierd (enemy) dir.
135 desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
138 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
139 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
145 if (WEP_CVAR(seeker, missile_proxy))
147 if ( dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
149 if (self.autoswitch == 0)
151 self.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
155 if (self.autoswitch <= time)
157 Seeker_Missile_Explode();
164 if (self.autoswitch != 0)
170 if (self.enemy.deadflag != DEAD_NO)
173 self.cnt = time + 1 + (random() * 4);
174 self.nextthink = self.cnt;
178 //self.angles = vectoangles(self.velocity); // turn model in the new flight direction
179 self.nextthink = time;// + 0.05; // csqc projectiles
180 UpdateCSQCProjectile(self);
185 void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
187 if (self.health <= 0)
190 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
191 return; // g_projectiles_damage says to halt
193 if (self.realowner == attacker)
194 self.health = self.health - (damage * 0.25);
196 self.health = self.health - damage;
198 if (self.health <= 0)
199 W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
203 void Seeker_Missile_Animate()
205 self.frame = self.frame +1;
206 self.nextthink = time + 0.05;
208 if (self.enemy != world)
209 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
214 self.think = Seeker_Missile_Think;
215 self.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
217 if (autocvar_g_balance_seeker_missile_proxy)
218 self.movetype = MOVETYPE_BOUNCEMISSILE;
220 self.movetype = MOVETYPE_FLYMISSILE;
223 UpdateCSQCProjectile(self);
227 void Seeker_Fire_Missile(vector f_diff, entity m_target)
231 W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, missile_ammo), autocvar_g_balance_seeker_reload_ammo);
233 makevectors(self.v_angle);
234 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0);
236 pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
238 //self.detornator = FALSE;
241 missile.owner = missile.realowner = self;
242 missile.classname = "seeker_missile";
243 missile.bot_dodge = TRUE;
244 missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
246 missile.think = Seeker_Missile_Think;
247 missile.touch = Seeker_Missile_Touch;
248 missile.event_damage = Seeker_Missile_Damage;
249 missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
250 missile.cnt = time + WEP_CVAR(seeker, missile_lifetime);
251 missile.enemy = m_target;
252 missile.solid = SOLID_BBOX;
254 missile.takedamage = DAMAGE_YES;
255 missile.health = WEP_CVAR(seeker, missile_health);
256 missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
257 missile.damagedbycontents = TRUE;
258 //missile.think = Seeker_Missile_Animate; // csqc projectiles.
260 if (missile.enemy != world)
261 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
263 missile.projectiledeathtype = WEP_SEEKER;
266 setorigin (missile, w_shotorg);
267 setsize (missile, '-4 -4 -4', '4 4 4');
268 missile.movetype = MOVETYPE_FLYMISSILE;
269 missile.flags = FL_PROJECTILE;
270 missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
272 W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_missile);
274 missile.angles = vectoangles (missile.velocity);
276 CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
278 other = missile; MUTATOR_CALLHOOK(EditProjectile);
281 // ============================
282 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
283 // ============================
284 void Seeker_Flac_Explode ()
286 self.event_damage = func_null;
288 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);
293 void Seeker_Flac_Touch()
297 Seeker_Flac_Explode();
300 void Seeker_Fire_Flac()
306 W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, flac_ammo), autocvar_g_balance_seeker_reload_ammo);
308 c = mod(self.bulletcounter, 4);
312 f_diff = '-1.25 -3.75 0';
315 f_diff = '+1.25 -3.75 0';
318 f_diff = '-1.25 +3.75 0';
322 f_diff = '+1.25 +3.75 0';
325 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
328 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
331 missile.owner = missile.realowner = self;
332 missile.classname = "missile";
333 missile.bot_dodge = TRUE;
334 missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
335 missile.touch = Seeker_Flac_Explode;
336 missile.use = Seeker_Flac_Explode;
337 missile.think = adaptor_think2use_hittype_splash;
338 missile.nextthink = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
339 missile.solid = SOLID_BBOX;
340 missile.movetype = MOVETYPE_FLY;
341 missile.projectiledeathtype = WEP_SEEKER;
342 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
343 missile.flags = FL_PROJECTILE;
344 missile.missile_flags = MIF_SPLASH;
347 //missile.angles = vectoangles (missile.velocity);
348 //missile.scale = 0.4; // BUG: the model is too big
350 setorigin (missile, w_shotorg);
351 setsize (missile, '-2 -2 -2', '2 2 2');
353 W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_flac);
354 CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
356 other = missile; MUTATOR_CALLHOOK(EditProjectile);
359 // ============================
360 // Begin: Tag and rocket controllers
361 // ============================
362 entity Seeker_Tagged_Info(entity isowner, entity istarget)
365 for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
366 if ((tag.realowner == isowner) && (tag.tag_target == istarget))
374 entity tracker, closest_target;
376 closest_target = world;
377 for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
381 if (vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
382 closest_target = tracker.tag_target;
385 closest_target = tracker.tag_target;
388 traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
389 if ((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
390 closest_target = world;
392 Seeker_Fire_Missile('0 0 0', closest_target);
395 void Seeker_Vollycontroller_Think() // TODO: Merge this with Seeker_Attack
398 entity oldself,oldenemy;
399 self.cnt = self.cnt - 1;
401 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))
407 self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor();
410 self = self.realowner;
412 oldenemy = self.enemy;
413 self.enemy = oldself.enemy;
415 c = mod(self.cnt, 4);
419 Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
422 Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
425 Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
429 Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
433 self.enemy = oldenemy;
437 void Seeker_Tracker_Think()
439 // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
440 if ((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER)
441 || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
445 WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
451 // Update the think method information
452 self.nextthink = time;
455 // ============================
456 // Begin: Tag projectile
457 // ============================
458 void Seeker_Tag_Explode ()
460 //if(other==self.realowner)
462 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, other.species, self);
467 void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
469 if (self.health <= 0)
471 self.health = self.health - damage;
472 if (self.health <= 0)
473 Seeker_Tag_Explode();
476 void Seeker_Tag_Touch()
484 dir = normalize (self.realowner.origin - self.origin);
485 org2 = findbetterlocation (self.origin, 8);
487 te_knightspike(org2);
489 self.event_damage = func_null;
490 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
492 if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
494 // check to see if this person is already tagged by me
495 entity tag = Seeker_Tagged_Info(self.realowner, other);
499 if (other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
500 WaypointSprite_Kill(other.wps_tag_tracker);
506 //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
508 e.cnt = WEP_CVAR(seeker, missile_count);
509 e.classname = "tag_tracker";
510 e.owner = self.owner;
511 e.realowner = self.realowner;
513 if (WEP_CVAR(seeker, type) == 1)
515 e.tag_target = other;
517 e.think = Seeker_Tracker_Think;
522 e.think = Seeker_Vollycontroller_Think;
528 if (WEP_CVAR(seeker, type) == 1)
530 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');
531 WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
539 void Seeker_Fire_Tag()
542 W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, tag_ammo), autocvar_g_balance_seeker_reload_ammo);
544 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));
547 missile.owner = missile.realowner = self;
548 missile.classname = "seeker_tag";
549 missile.bot_dodge = TRUE;
550 missile.bot_dodgerating = 50;
551 missile.touch = Seeker_Tag_Touch;
552 missile.think = SUB_Remove;
553 missile.nextthink = time + WEP_CVAR(seeker, tag_lifetime);
554 missile.movetype = MOVETYPE_FLY;
555 missile.solid = SOLID_BBOX;
557 missile.takedamage = DAMAGE_YES;
558 missile.event_damage = Seeker_Tag_Damage;
559 missile.health = WEP_CVAR(seeker, tag_health);
560 missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
562 setorigin (missile, w_shotorg);
563 setsize (missile, '-2 -2 -2', '2 2 2');
565 missile.flags = FL_PROJECTILE;
566 //missile.missile_flags = MIF_..?;
568 missile.movetype = MOVETYPE_FLY;
569 W_SETUPPROJECTILEVELOCITY(missile, g_balance_seeker_tag);
570 missile.angles = vectoangles (missile.velocity);
572 CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
574 other = missile; MUTATOR_CALLHOOK(EditProjectile);
577 // ============================
578 // Begin: Genereal weapon functions
579 // ============================
581 float w_seeker(float req)
589 if (WEP_CVAR(seeker, type) == 1)
590 if (Seeker_Tagged_Info(self, self.enemy) != world)
591 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), FALSE);
593 self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
595 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
601 if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) // forced reload
602 WEP_ACTION(self.weapon, WR_RELOAD);
604 else if (self.BUTTON_ATCK)
606 if (WEP_CVAR(seeker, type) == 1)
608 if (weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire)))
611 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
616 if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
619 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
624 else if (self.BUTTON_ATCK2)
626 if (WEP_CVAR(seeker, type) == 1)
628 if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
631 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
636 if (weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire)))
639 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
648 precache_model ("models/weapons/g_seeker.md3");
649 precache_model ("models/weapons/v_seeker.md3");
650 precache_model ("models/weapons/h_seeker.iqm");
651 precache_sound ("weapons/tag_fire.wav");
652 precache_sound ("weapons/flac_fire.wav");
653 precache_sound ("weapons/seeker_fire.wav");
654 WEP_SET_PROPS(SEEKER_SETTINGS(seeker), WEP_SEEKER)
659 self.current_ammo = ammo_rockets;
664 if (WEP_CVAR(seeker, type) == 1)
666 ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, missile_ammo);
667 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, missile_ammo);
671 ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, tag_ammo);
672 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
679 if (WEP_CVAR(seeker, type) == 1)
681 ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, tag_ammo);
682 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
686 ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, flac_ammo);
687 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, flac_ammo);
694 WEP_CONFIG_SETTINGS(SEEKER_SETTINGS(seeker))
699 W_Reload(min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), "weapons/reload.wav");
702 case WR_SUICIDEMESSAGE:
704 return WEAPON_SEEKER_SUICIDE;
708 if(w_deathtype & HITTYPE_SECONDARY)
709 return WEAPON_SEEKER_MURDER_TAG;
711 return WEAPON_SEEKER_MURDER_SPRAY;
718 float w_seeker(float req)
722 case WR_IMPACTEFFECT:
725 org2 = w_org + w_backoff * 6;
726 if(w_deathtype & HITTYPE_BOUNCE)
728 if(w_deathtype & HITTYPE_SECONDARY)
731 sound(self, CH_SHOTS, "weapons/tag_impact.wav", 1, ATTN_NORM);
735 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
739 sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTN_NORM);
740 else if (w_random<0.7)
741 sound(self, CH_SHOTS, "weapons/tagexp2.wav", 1, ATTN_NORM);
743 sound(self, CH_SHOTS, "weapons/tagexp3.wav", 1, ATTN_NORM);
749 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
753 sound(self, CH_SHOTS, "weapons/seekerexp1.wav", 1, ATTN_NORM);
754 else if (w_random<0.7)
755 sound(self, CH_SHOTS, "weapons/seekerexp2.wav", 1, ATTN_NORM);
757 sound(self, CH_SHOTS, "weapons/seekerexp3.wav", 1, ATTN_NORM);
765 precache_sound("weapons/seekerexp1.wav");
766 precache_sound("weapons/seekerexp2.wav");
767 precache_sound("weapons/seekerexp3.wav");
768 precache_sound("weapons/tagexp1.wav");
769 precache_sound("weapons/tagexp2.wav");
770 precache_sound("weapons/tagexp3.wav");
771 precache_sound("weapons/tag_impact.wav");