#ifndef IMPLEMENTATION CLASS(Seeker, Weapon) /* ammotype */ ATTRIB(Seeker, ammo_field, .int, ammo_rockets) /* impulse */ ATTRIB(Seeker, impulse, int, 8) /* flags */ ATTRIB(Seeker, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH); /* rating */ ATTRIB(Seeker, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH); /* color */ ATTRIB(Seeker, wpcolor, vector, '0.5 1 0'); /* modelname */ ATTRIB(Seeker, mdl, string, "seeker"); #ifndef MENUQC /* model */ ATTRIB(Seeker, m_model, Model, MDL_SEEKER_ITEM); #endif /* crosshair */ ATTRIB(Seeker, w_crosshair, string, "gfx/crosshairseeker"); /* crosshair */ ATTRIB(Seeker, w_crosshair_size, float, 0.8); /* wepimg */ ATTRIB(Seeker, model2, string, "weaponseeker"); /* refname */ ATTRIB(Seeker, netname, string, "seeker"); /* wepname */ ATTRIB(Seeker, m_name, string, _("T.A.G. Seeker")); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ P(class, prefix, flac_ammo, float, NONE) \ P(class, prefix, flac_animtime, float, NONE) \ P(class, prefix, flac_damage, float, NONE) \ P(class, prefix, flac_edgedamage, float, NONE) \ P(class, prefix, flac_force, float, NONE) \ P(class, prefix, flac_lifetime, float, NONE) \ P(class, prefix, flac_lifetime_rand, float, NONE) \ P(class, prefix, flac_radius, float, NONE) \ P(class, prefix, flac_refire, float, NONE) \ P(class, prefix, flac_speed, float, NONE) \ P(class, prefix, flac_speed_up, float, NONE) \ P(class, prefix, flac_speed_z, float, NONE) \ P(class, prefix, flac_spread, float, NONE) \ P(class, prefix, missile_accel, float, NONE) \ P(class, prefix, missile_ammo, float, NONE) \ P(class, prefix, missile_animtime, float, NONE) \ P(class, prefix, missile_count, float, NONE) \ P(class, prefix, missile_damageforcescale, float, NONE) \ P(class, prefix, missile_damage, float, NONE) \ P(class, prefix, missile_decel, float, NONE) \ P(class, prefix, missile_delay, float, NONE) \ P(class, prefix, missile_edgedamage, float, NONE) \ P(class, prefix, missile_force, float, NONE) \ P(class, prefix, missile_health, float, NONE) \ P(class, prefix, missile_lifetime, float, NONE) \ P(class, prefix, missile_proxy, float, NONE) \ P(class, prefix, missile_proxy_delay, float, NONE) \ P(class, prefix, missile_proxy_maxrange, float, NONE) \ P(class, prefix, missile_radius, float, NONE) \ P(class, prefix, missile_refire, float, NONE) \ P(class, prefix, missile_smart, float, NONE) \ P(class, prefix, missile_smart_mindist, float, NONE) \ P(class, prefix, missile_smart_trace_max, float, NONE) \ P(class, prefix, missile_smart_trace_min, float, NONE) \ P(class, prefix, missile_speed, float, NONE) \ P(class, prefix, missile_speed_max, float, NONE) \ P(class, prefix, missile_speed_up, float, NONE) \ P(class, prefix, missile_speed_z, float, NONE) \ P(class, prefix, missile_spread, float, NONE) \ P(class, prefix, missile_turnrate, float, NONE) \ P(class, prefix, reload_ammo, float, NONE) \ P(class, prefix, reload_time, float, NONE) \ P(class, prefix, switchdelay_drop, float, NONE) \ P(class, prefix, switchdelay_raise, float, NONE) \ P(class, prefix, tag_ammo, float, NONE) \ P(class, prefix, tag_animtime, float, NONE) \ P(class, prefix, tag_damageforcescale, float, NONE) \ P(class, prefix, tag_health, float, NONE) \ P(class, prefix, tag_lifetime, float, NONE) \ P(class, prefix, tag_refire, float, NONE) \ P(class, prefix, tag_speed, float, NONE) \ P(class, prefix, tag_spread, float, NONE) \ P(class, prefix, tag_tracker_lifetime, float, NONE) \ P(class, prefix, type, float, NONE) \ P(class, prefix, weaponreplace, string, NONE) \ P(class, prefix, weaponstartoverride, float, NONE) \ P(class, prefix, weaponstart, float, NONE) \ P(class, prefix, weaponthrowable, float, NONE) \ END() W_PROPS(X, Seeker, seeker) #undef X ENDCLASS(Seeker) REGISTER_WEAPON(SEEKER, seeker, NEW(Seeker)); #ifdef SVQC .entity tag_target, wps_tag_tracker; .float tag_time; #endif #endif #ifdef IMPLEMENTATION #ifdef SVQC spawnfunc(weapon_seeker) { weapon_defaultspawnfunc(this, WEP_SEEKER); } // ============================ // Begin: Missile functions, these are general functions to be manipulated by other code // ============================ void W_Seeker_Missile_Explode() {SELFPARAM(); self.event_damage = func_null; 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); remove(self); } void W_Seeker_Missile_Touch() { PROJECTILE_TOUCH; W_Seeker_Missile_Explode(); } void W_Seeker_Missile_Think() {SELFPARAM(); entity e; vector desireddir, olddir, newdir, eorg; float turnrate; float dist; float spd; if(time > self.cnt) { self.projectiledeathtype |= HITTYPE_SPLASH; W_Seeker_Missile_Explode(); } spd = vlen(self.velocity); spd = bound( spd - WEP_CVAR(seeker, missile_decel) * frametime, WEP_CVAR(seeker, missile_speed_max), spd + WEP_CVAR(seeker, missile_accel) * frametime ); if(self.enemy != world) if(self.enemy.takedamage != DAMAGE_AIM || IS_DEAD(self.enemy)) self.enemy = world; if(self.enemy != world) { e = self.enemy; eorg = 0.5 * (e.absmin + e.absmax); turnrate = WEP_CVAR(seeker, missile_turnrate); // how fast to turn desireddir = normalize(eorg - self.origin); olddir = normalize(self.velocity); // get my current direction dist = vlen(eorg - self.origin); // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P ) if(WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist))) { // Is it a better idea (shorter distance) to trace to the target itself? if( vdist(self.origin + olddir * self.wait, <, dist)) traceline(self.origin, self.origin + olddir * self.wait, false, self); else traceline(self.origin, eorg, false, self); // Setup adaptive tracelength self.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = WEP_CVAR(seeker, missile_smart_trace_max)); // Calc how important it is that we turn and add this to the desierd (enemy) dir. desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5); } newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy self.velocity = newdir * spd; // make me fly in the new direction at my flight speed } else dist = 0; // Proxy if(WEP_CVAR(seeker, missile_proxy)) { if(dist <= WEP_CVAR(seeker, missile_proxy_maxrange)) { if(self.autoswitch == 0) { self.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay); } else { if(self.autoswitch <= time) { W_Seeker_Missile_Explode(); self.autoswitch = 0; } } } else { if(self.autoswitch != 0) self.autoswitch = 0; } } /////////////// if(IS_DEAD(self.enemy)) { self.enemy = world; self.cnt = time + 1 + (random() * 4); self.nextthink = self.cnt; return; } //self.angles = vectoangles(self.velocity); // turn model in the new flight direction self.nextthink = time;// + 0.05; // csqc projectiles UpdateCSQCProjectile(self); } void W_Seeker_Missile_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) { if(this.health <= 0) return; if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions return; // g_projectiles_damage says to halt if(this.realowner == attacker) this.health = this.health - (damage * 0.25); else this.health = this.health - damage; if(this.health <= 0) WITH(entity, self, this, W_PrepareExplosionByDamage(attacker, W_Seeker_Missile_Explode)); } /* void W_Seeker_Missile_Animate() { self.frame = self.frame +1; self.nextthink = time + 0.05; if(self.enemy != world) if(self.enemy.takedamage != DAMAGE_AIM || IS_DEAD(self.enemy)) self.enemy = world; if(self.frame == 5) { self.think = W_Seeker_Missile_Think; self.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles if(autocvar_g_balance_seeker_missile_proxy) self.movetype = MOVETYPE_BOUNCEMISSILE; else self.movetype = MOVETYPE_FLYMISSILE; } UpdateCSQCProjectile(self); } */ void W_Seeker_Fire_Missile(Weapon thiswep, vector f_diff, entity m_target) {SELFPARAM(); entity missile; W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, missile_ammo)); makevectors(self.v_angle); W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND_SEEKER_FIRE, CH_WEAPON_A, 0); w_shotorg += f_diff; Send_Effect(EFFECT_SEEKER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); //self.detornator = false; missile = new(seeker_missile); missile.owner = missile.realowner = self; missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage); missile.think = W_Seeker_Missile_Think; missile.touch = W_Seeker_Missile_Touch; missile.event_damage = W_Seeker_Missile_Damage; missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay"); missile.cnt = time + WEP_CVAR(seeker, missile_lifetime); missile.enemy = m_target; missile.solid = SOLID_BBOX; missile.scale = 2; missile.takedamage = DAMAGE_YES; missile.health = WEP_CVAR(seeker, missile_health); missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale); missile.damagedbycontents = true; //missile.think = W_Seeker_Missile_Animate; // csqc projectiles. if(missile.enemy != world) missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY; else missile.projectiledeathtype = WEP_SEEKER.m_id; setorigin(missile, w_shotorg); setsize(missile, '-4 -4 -4', '4 4 4'); missile.movetype = MOVETYPE_FLYMISSILE; missile.flags = FL_PROJECTILE; missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG; W_SetupProjVelocity_UP_PRE(missile, seeker, missile_); missile.angles = vectoangles(missile.velocity); CSQCProjectile(missile, false, PROJECTILE_SEEKER, true); MUTATOR_CALLHOOK(EditProjectile, self, missile); } // ============================ // Begin: FLAC, close range attack meant for defeating rockets which are coming at you. // ============================ void W_Seeker_Flac_Explode() {SELFPARAM(); self.event_damage = func_null; 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); remove(self); } void W_Seeker_Flac_Touch() { PROJECTILE_TOUCH; W_Seeker_Flac_Explode(); } void W_Seeker_Fire_Flac(Weapon thiswep) {SELFPARAM(); entity missile; vector f_diff; float c; W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, flac_ammo)); c = self.bulletcounter % 4; switch(c) { case 0: f_diff = '-1.25 -3.75 0'; break; case 1: f_diff = '+1.25 -3.75 0'; break; case 2: f_diff = '-1.25 +3.75 0'; break; case 3: default: f_diff = '+1.25 +3.75 0'; break; } W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND_FLAC_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, flac_damage)); w_shotorg += f_diff; Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); missile = new(missile); missile.owner = missile.realowner = self; missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage); missile.touch = W_Seeker_Flac_Explode; missile.use = W_Seeker_Flac_Explode; missile.think = adaptor_think2use_hittype_splash; missile.nextthink = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand); missile.solid = SOLID_BBOX; missile.movetype = MOVETYPE_FLY; missile.projectiledeathtype = WEP_SEEKER.m_id; missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY; missile.flags = FL_PROJECTILE; missile.missile_flags = MIF_SPLASH; // csqc projectiles //missile.angles = vectoangles(missile.velocity); //missile.scale = 0.4; // BUG: the model is too big setorigin(missile, w_shotorg); setsize(missile, '-2 -2 -2', '2 2 2'); W_SetupProjVelocity_UP_PRE(missile, seeker, flac_); CSQCProjectile(missile, true, PROJECTILE_FLAC, true); MUTATOR_CALLHOOK(EditProjectile, self, missile); } // ============================ // Begin: Tag and rocket controllers // ============================ entity W_Seeker_Tagged_Info(entity isowner, entity istarget) { entity tag; for(tag = world; (tag = find(tag, classname, "tag_tracker")); ) if((tag.realowner == isowner) && (tag.tag_target == istarget)) return tag; return world; } void W_Seeker_Attack() {SELFPARAM(); entity tracker, closest_target; closest_target = world; for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self) { if(closest_target) { if(vlen2(self.origin - tracker.tag_target.origin) < vlen2(self.origin - closest_target.origin)) closest_target = tracker.tag_target; } else closest_target = tracker.tag_target; } traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self); if((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target))) closest_target = world; W_Seeker_Fire_Missile(WEP_SEEKER, '0 0 0', closest_target); } void W_Seeker_Vollycontroller_Think() // TODO: Merge this with W_Seeker_Attack {SELFPARAM(); float c; entity oldenemy; self.cnt = self.cnt - 1; Weapon thiswep = WEP_SEEKER; if((!(self.realowner.items & IT_UNLIMITED_AMMO) && self.realowner.(thiswep.ammo_field) < WEP_CVAR(seeker, missile_ammo)) || (self.cnt <= -1) || (IS_DEAD(self.realowner)) || (PS(self.realowner).m_switchweapon != WEP_SEEKER)) { remove(self); return; } self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor(); setself(self.realowner); oldenemy = self.enemy; self.enemy = this.enemy; c = self.cnt % 4; switch(c) { case 0: W_Seeker_Fire_Missile(WEP_SEEKER, '-1.25 -3.75 0', self.enemy); break; case 1: W_Seeker_Fire_Missile(WEP_SEEKER, '+1.25 -3.75 0', self.enemy); break; case 2: W_Seeker_Fire_Missile(WEP_SEEKER, '-1.25 +3.75 0', self.enemy); break; case 3: default: W_Seeker_Fire_Missile(WEP_SEEKER, '+1.25 +3.75 0', self.enemy); break; } self.enemy = oldenemy; setself(this); } void W_Seeker_Tracker_Think() {SELFPARAM(); // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up if((IS_DEAD(self.realowner)) || (IS_DEAD(self.tag_target)) || (PS(self.realowner).m_switchweapon != WEP_SEEKER) || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime))) { if(self) { WaypointSprite_Kill(self.tag_target.wps_tag_tracker); remove(self); } return; } // Update the think method information self.nextthink = time; } // ============================ // Begin: Tag projectile // ============================ void W_Seeker_Tag_Explode(entity this) { //if(other==this.realowner) // return; Damage_DamageInfo(this.origin, 0, 0, 0, this.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE, other.species, this); remove(this); } void W_Seeker_Tag_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) { if(this.health <= 0) return; this.health = this.health - damage; if(this.health <= 0) W_Seeker_Tag_Explode(this); } void W_Seeker_Tag_Touch() {SELFPARAM(); vector dir; vector org2; entity e; PROJECTILE_TOUCH; dir = normalize(self.realowner.origin - self.origin); org2 = findbetterlocation(self.origin, 8); te_knightspike(org2); self.event_damage = func_null; Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self); if(other.takedamage == DAMAGE_AIM && !IS_DEAD(other)) { // check to see if this person is already tagged by me entity tag = W_Seeker_Tagged_Info(self.realowner, other); if(tag != world) { if(other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first WaypointSprite_Kill(other.wps_tag_tracker); tag.tag_time = time; } else { //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n")); e = new(tag_tracker); e.cnt = WEP_CVAR(seeker, missile_count); e.owner = self.owner; e.realowner = self.realowner; if(WEP_CVAR(seeker, type) == 1) { e.tag_target = other; e.tag_time = time; e.think = W_Seeker_Tracker_Think; } else { e.enemy = other; e.think = W_Seeker_Vollycontroller_Think; } e.nextthink = time; } if(WEP_CVAR(seeker, type) == 1) { 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); WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT); } } remove(self); return; } void W_Seeker_Fire_Tag(Weapon thiswep) {SELFPARAM(); entity missile; W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, tag_ammo)); 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)); missile = new(seeker_tag); missile.owner = missile.realowner = self; missile.bot_dodge = true; missile.bot_dodgerating = 50; missile.touch = W_Seeker_Tag_Touch; missile.think = SUB_Remove_self; missile.nextthink = time + WEP_CVAR(seeker, tag_lifetime); missile.movetype = MOVETYPE_FLY; missile.solid = SOLID_BBOX; missile.takedamage = DAMAGE_YES; missile.event_damage = W_Seeker_Tag_Damage; missile.health = WEP_CVAR(seeker, tag_health); missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale); setorigin(missile, w_shotorg); setsize(missile, '-2 -2 -2', '2 2 2'); missile.flags = FL_PROJECTILE; //missile.missile_flags = MIF_..?; missile.movetype = MOVETYPE_FLY; W_SetupProjVelocity_PRE(missile, seeker, tag_); missile.angles = vectoangles(missile.velocity); CSQCProjectile(missile, true, PROJECTILE_TAG, false); // has sound MUTATOR_CALLHOOK(EditProjectile, self, missile); } // ============================ // Begin: Genereal weapon functions // ============================ METHOD(Seeker, wr_aim, void(entity thiswep)) { SELFPARAM(); if(WEP_CVAR(seeker, type) == 1) if(W_Seeker_Tagged_Info(self, self.enemy) != world) PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false); else PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false); else PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false); } METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { if(autocvar_g_balance_seeker_reload_ammo && actor.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) { // forced reload thiswep.wr_reload(thiswep, actor, weaponentity); } else if(fire & 1) { if(WEP_CVAR(seeker, type) == 1) { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, missile_refire))) { W_Seeker_Attack(); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready); } } else { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire))) { W_Seeker_Fire_Tag(thiswep); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready); } } } else if(fire & 2) { if(WEP_CVAR(seeker, type) == 1) { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire))) { W_Seeker_Fire_Tag(thiswep); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready); } } else { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, flac_refire))) { W_Seeker_Fire_Flac(thiswep); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready); } } } } METHOD(Seeker, wr_checkammo1, bool(entity thiswep)) { SELFPARAM(); float ammo_amount; if(WEP_CVAR(seeker, type) == 1) { ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, missile_ammo); ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo); } else { ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo); ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo); } return ammo_amount; } METHOD(Seeker, wr_checkammo2, bool(entity thiswep)) { SELFPARAM(); float ammo_amount; if(WEP_CVAR(seeker, type) == 1) { ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo); ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo); } else { ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, flac_ammo); ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo); } return ammo_amount; } METHOD(Seeker, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { SELFPARAM(); W_Reload(self, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND_RELOAD); } METHOD(Seeker, wr_suicidemessage, Notification(entity thiswep)) { return WEAPON_SEEKER_SUICIDE; } METHOD(Seeker, wr_killmessage, Notification(entity thiswep)) { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_SEEKER_MURDER_TAG; else return WEAPON_SEEKER_MURDER_SPRAY; } #endif #ifdef CSQC METHOD(Seeker, wr_impacteffect, void(entity thiswep)) { SELFPARAM(); vector org2; org2 = w_org + w_backoff * 6; if(w_deathtype & HITTYPE_BOUNCE) { if(w_deathtype & HITTYPE_SECONDARY) { if(!w_issilent) sound(self, CH_SHOTS, SND_TAG_IMPACT, 1, ATTEN_NORM); } else { pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1); if(!w_issilent) { if(w_random<0.15) sound(self, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM); else if(w_random<0.7) sound(self, CH_SHOTS, SND_TAGEXP2, 1, ATTEN_NORM); else sound(self, CH_SHOTS, SND_TAGEXP3, 1, ATTEN_NORM); } } } else { pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1); if(!w_issilent) { if(w_random<0.15) sound(self, CH_SHOTS, SND_SEEKEREXP1, 1, ATTEN_NORM); else if(w_random<0.7) sound(self, CH_SHOTS, SND_SEEKEREXP2, 1, ATTEN_NORM); else sound(self, CH_SHOTS, SND_SEEKEREXP3, 1, ATTEN_NORM); } } } #endif #endif