#ifdef REGISTER_WEAPON
REGISTER_WEAPON(SEEKER, w_seeker, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "seeker", "seeker", "T.A.G. Seeker");
#else
+#ifdef SVQC
//.float speed; = switchweapon
//.float proxytime; = autoswitch
//.float tl; = wait
float dist;
if (time > self.cnt)
+ {
+ self.projectiledeathtype |= HITTYPE_SPLASH;
Seeker_Missile_Explode();
+ }
if (!self.switchweapon)
self.switchweapon = cvar("g_balance_seeker_missile_speed");
missile.bot_dodgerating = cvar("g_balance_seeker_flac_damage");
missile.touch = Seeker_Flac_Explode;
missile.use = Seeker_Flac_Explode;
- missile.think = Seeker_Flac_Explode;
+ missile.think = adaptor_think2use_hittype_splash;
missile.nextthink = time + cvar("g_balance_seeker_flac_lifetime") + cvar("g_balance_seeker_flac_lifetime_rand");
missile.solid = SOLID_BBOX;
missile.scale = 0.4; // BUG: the model is too big
{
precache_model ("models/weapons/g_seeker.md3");
precache_model ("models/weapons/v_seeker.md3");
- precache_model ("models/weapons/h_seeker.dpm");
+ precache_model ("models/weapons/h_seeker.iqm");
precache_sound ("weapons/tag_fire.wav");
precache_sound ("weapons/flac_fire.wav");
precache_sound ("weapons/seeker_fire.wav");
return TRUE;
};
#endif
+#ifdef CSQC
+#endif
+#endif