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 /* refname */ "seeker",
14 /* wepname */ _("T.A.G. Seeker")
17 #define SEEKER_SETTINGS(w_cvar,w_prop) SEEKER_SETTINGS_LIST(w_cvar, w_prop, SEEKER, seeker)
18 #define SEEKER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
19 w_cvar(id, sn, NONE, type) \
20 w_cvar(id, sn, NONE, flac_ammo) \
21 w_cvar(id, sn, NONE, flac_animtime) \
22 w_cvar(id, sn, NONE, flac_damage) \
23 w_cvar(id, sn, NONE, flac_edgedamage) \
24 w_cvar(id, sn, NONE, flac_force) \
25 w_cvar(id, sn, NONE, flac_lifetime) \
26 w_cvar(id, sn, NONE, flac_lifetime_rand) \
27 w_cvar(id, sn, NONE, flac_radius) \
28 w_cvar(id, sn, NONE, flac_refire) \
29 w_cvar(id, sn, NONE, flac_speed) \
30 w_cvar(id, sn, NONE, flac_speed_up) \
31 w_cvar(id, sn, NONE, flac_speed_z) \
32 w_cvar(id, sn, NONE, flac_spread) \
33 w_cvar(id, sn, NONE, missile_accel) \
34 w_cvar(id, sn, NONE, missile_ammo) \
35 w_cvar(id, sn, NONE, missile_animtime) \
36 w_cvar(id, sn, NONE, missile_count) \
37 w_cvar(id, sn, NONE, missile_damage) \
38 w_cvar(id, sn, NONE, missile_damageforcescale) \
39 w_cvar(id, sn, NONE, missile_decel) \
40 w_cvar(id, sn, NONE, missile_delay) \
41 w_cvar(id, sn, NONE, missile_edgedamage) \
42 w_cvar(id, sn, NONE, missile_force) \
43 w_cvar(id, sn, NONE, missile_health) \
44 w_cvar(id, sn, NONE, missile_lifetime) \
45 w_cvar(id, sn, NONE, missile_proxy) \
46 w_cvar(id, sn, NONE, missile_proxy_delay) \
47 w_cvar(id, sn, NONE, missile_proxy_maxrange) \
48 w_cvar(id, sn, NONE, missile_radius) \
49 w_cvar(id, sn, NONE, missile_refire) \
50 w_cvar(id, sn, NONE, missile_smart) \
51 w_cvar(id, sn, NONE, missile_smart_mindist) \
52 w_cvar(id, sn, NONE, missile_smart_trace_max) \
53 w_cvar(id, sn, NONE, missile_smart_trace_min) \
54 w_cvar(id, sn, NONE, missile_speed) \
55 w_cvar(id, sn, NONE, missile_speed_max) \
56 w_cvar(id, sn, NONE, missile_speed_up) \
57 w_cvar(id, sn, NONE, missile_speed_z) \
58 w_cvar(id, sn, NONE, missile_spread) \
59 w_cvar(id, sn, NONE, missile_turnrate) \
60 w_cvar(id, sn, NONE, tag_ammo) \
61 w_cvar(id, sn, NONE, tag_animtime) \
62 w_cvar(id, sn, NONE, tag_damageforcescale) \
63 w_cvar(id, sn, NONE, tag_health) \
64 w_cvar(id, sn, NONE, tag_lifetime) \
65 w_cvar(id, sn, NONE, tag_refire) \
66 w_cvar(id, sn, NONE, tag_speed) \
67 w_cvar(id, sn, NONE, tag_spread) \
68 w_cvar(id, sn, NONE, tag_tracker_lifetime) \
69 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
70 w_prop(id, sn, float, reloading_time, reload_time) \
71 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
72 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
73 w_prop(id, sn, string, weaponreplace, weaponreplace) \
74 w_prop(id, sn, float, weaponstart, weaponstart) \
75 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
78 SEEKER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
79 .entity tag_target, wps_tag_tracker;
84 void spawnfunc_weapon_seeker (void) { weapon_defaultspawnfunc(WEP_SEEKER); }
86 // ============================
87 // Begin: Missile functions, these are general functions to be manipulated by other code
88 // ============================
89 void W_Seeker_Missile_Explode()
91 self.event_damage = func_null;
92 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);
97 void W_Seeker_Missile_Touch()
101 W_Seeker_Missile_Explode();
104 void W_Seeker_Missile_Think()
107 vector desireddir, olddir, newdir, eorg;
114 self.projectiledeathtype |= HITTYPE_SPLASH;
115 W_Seeker_Missile_Explode();
118 spd = vlen(self.velocity);
120 spd - WEP_CVAR(seeker, missile_decel) * frametime,
121 WEP_CVAR(seeker, missile_speed_max),
122 spd + WEP_CVAR(seeker, missile_accel) * frametime
125 if (self.enemy != world)
126 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
129 if (self.enemy != world)
132 eorg = 0.5 * (e.absmin + e.absmax);
133 turnrate = WEP_CVAR(seeker, missile_turnrate); // how fast to turn
134 desireddir = normalize(eorg - self.origin);
135 olddir = normalize(self.velocity); // get my current direction
136 dist = vlen(eorg - self.origin);
138 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
139 if (WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
141 // Is it a better idea (shorter distance) to trace to the target itself?
142 if ( vlen(self.origin + olddir * self.wait) < dist)
143 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
145 traceline(self.origin, eorg, FALSE, self);
147 // Setup adaptive tracelength
148 self.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = WEP_CVAR(seeker, missile_smart_trace_max));
150 // Calc how important it is that we turn and add this to the desierd (enemy) dir.
151 desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
154 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
155 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
161 if (WEP_CVAR(seeker, missile_proxy))
163 if ( dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
165 if (self.autoswitch == 0)
167 self.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
171 if (self.autoswitch <= time)
173 W_Seeker_Missile_Explode();
180 if (self.autoswitch != 0)
186 if (self.enemy.deadflag != DEAD_NO)
189 self.cnt = time + 1 + (random() * 4);
190 self.nextthink = self.cnt;
194 //self.angles = vectoangles(self.velocity); // turn model in the new flight direction
195 self.nextthink = time;// + 0.05; // csqc projectiles
196 UpdateCSQCProjectile(self);
201 void W_Seeker_Missile_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
203 if (self.health <= 0)
206 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
207 return; // g_projectiles_damage says to halt
209 if (self.realowner == attacker)
210 self.health = self.health - (damage * 0.25);
212 self.health = self.health - damage;
214 if (self.health <= 0)
215 W_PrepareExplosionByDamage(attacker, W_Seeker_Missile_Explode);
219 void W_Seeker_Missile_Animate()
221 self.frame = self.frame +1;
222 self.nextthink = time + 0.05;
224 if (self.enemy != world)
225 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
230 self.think = W_Seeker_Missile_Think;
231 self.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
233 if (autocvar_g_balance_seeker_missile_proxy)
234 self.movetype = MOVETYPE_BOUNCEMISSILE;
236 self.movetype = MOVETYPE_FLYMISSILE;
239 UpdateCSQCProjectile(self);
243 void W_Seeker_Fire_Missile(vector f_diff, entity m_target)
247 W_DecreaseAmmo(WEP_CVAR(seeker, missile_ammo));
249 makevectors(self.v_angle);
250 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0);
252 pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
254 //self.detornator = FALSE;
257 missile.owner = missile.realowner = self;
258 missile.classname = "seeker_missile";
259 missile.bot_dodge = TRUE;
260 missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
262 missile.think = W_Seeker_Missile_Think;
263 missile.touch = W_Seeker_Missile_Touch;
264 missile.event_damage = W_Seeker_Missile_Damage;
265 missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
266 missile.cnt = time + WEP_CVAR(seeker, missile_lifetime);
267 missile.enemy = m_target;
268 missile.solid = SOLID_BBOX;
270 missile.takedamage = DAMAGE_YES;
271 missile.health = WEP_CVAR(seeker, missile_health);
272 missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
273 missile.damagedbycontents = TRUE;
274 //missile.think = W_Seeker_Missile_Animate; // csqc projectiles.
276 if (missile.enemy != world)
277 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
279 missile.projectiledeathtype = WEP_SEEKER;
282 setorigin (missile, w_shotorg);
283 setsize (missile, '-4 -4 -4', '4 4 4');
284 missile.movetype = MOVETYPE_FLYMISSILE;
285 missile.flags = FL_PROJECTILE;
286 missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
288 W_SetupProjVelocity_UP_PRE(missile, seeker, missile_);
290 missile.angles = vectoangles (missile.velocity);
292 CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
294 other = missile; MUTATOR_CALLHOOK(EditProjectile);
297 // ============================
298 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
299 // ============================
300 void W_Seeker_Flac_Explode()
302 self.event_damage = func_null;
304 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);
309 void W_Seeker_Flac_Touch()
313 W_Seeker_Flac_Explode();
316 void W_Seeker_Fire_Flac()
322 W_DecreaseAmmo(WEP_CVAR(seeker, flac_ammo));
324 c = mod(self.bulletcounter, 4);
328 f_diff = '-1.25 -3.75 0';
331 f_diff = '+1.25 -3.75 0';
334 f_diff = '-1.25 +3.75 0';
338 f_diff = '+1.25 +3.75 0';
341 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
344 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
347 missile.owner = missile.realowner = self;
348 missile.classname = "missile";
349 missile.bot_dodge = TRUE;
350 missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
351 missile.touch = W_Seeker_Flac_Explode;
352 missile.use = W_Seeker_Flac_Explode;
353 missile.think = adaptor_think2use_hittype_splash;
354 missile.nextthink = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
355 missile.solid = SOLID_BBOX;
356 missile.movetype = MOVETYPE_FLY;
357 missile.projectiledeathtype = WEP_SEEKER;
358 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
359 missile.flags = FL_PROJECTILE;
360 missile.missile_flags = MIF_SPLASH;
363 //missile.angles = vectoangles (missile.velocity);
364 //missile.scale = 0.4; // BUG: the model is too big
366 setorigin (missile, w_shotorg);
367 setsize (missile, '-2 -2 -2', '2 2 2');
369 W_SetupProjVelocity_UP_PRE(missile, seeker, flac_);
370 CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
372 other = missile; MUTATOR_CALLHOOK(EditProjectile);
375 // ============================
376 // Begin: Tag and rocket controllers
377 // ============================
378 entity W_Seeker_Tagged_Info(entity isowner, entity istarget)
381 for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
382 if ((tag.realowner == isowner) && (tag.tag_target == istarget))
388 void W_Seeker_Attack()
390 entity tracker, closest_target;
392 closest_target = world;
393 for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
397 if (vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
398 closest_target = tracker.tag_target;
401 closest_target = tracker.tag_target;
404 traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
405 if ((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
406 closest_target = world;
408 W_Seeker_Fire_Missile('0 0 0', closest_target);
411 void W_Seeker_Vollycontroller_Think() // TODO: Merge this with W_Seeker_Attack
414 entity oldself,oldenemy;
415 self.cnt = self.cnt - 1;
417 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))
423 self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor();
426 self = self.realowner;
428 oldenemy = self.enemy;
429 self.enemy = oldself.enemy;
431 c = mod(self.cnt, 4);
435 W_Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
438 W_Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
441 W_Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
445 W_Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
449 self.enemy = oldenemy;
453 void W_Seeker_Tracker_Think()
455 // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
456 if ((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER)
457 || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
461 WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
467 // Update the think method information
468 self.nextthink = time;
471 // ============================
472 // Begin: Tag projectile
473 // ============================
474 void W_Seeker_Tag_Explode()
476 //if(other==self.realowner)
478 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, other.species, self);
483 void W_Seeker_Tag_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
485 if (self.health <= 0)
487 self.health = self.health - damage;
488 if (self.health <= 0)
489 W_Seeker_Tag_Explode();
492 void W_Seeker_Tag_Touch()
500 dir = normalize (self.realowner.origin - self.origin);
501 org2 = findbetterlocation (self.origin, 8);
503 te_knightspike(org2);
505 self.event_damage = func_null;
506 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
508 if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
510 // check to see if this person is already tagged by me
511 entity tag = W_Seeker_Tagged_Info(self.realowner, other);
515 if (other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
516 WaypointSprite_Kill(other.wps_tag_tracker);
522 //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
524 e.cnt = WEP_CVAR(seeker, missile_count);
525 e.classname = "tag_tracker";
526 e.owner = self.owner;
527 e.realowner = self.realowner;
529 if(WEP_CVAR(seeker, type) == 1)
531 e.tag_target = other;
533 e.think = W_Seeker_Tracker_Think;
538 e.think = W_Seeker_Vollycontroller_Think;
544 if(WEP_CVAR(seeker, type) == 1)
546 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');
547 WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
555 void W_Seeker_Fire_Tag()
558 W_DecreaseAmmo(WEP_CVAR(seeker, tag_ammo));
560 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));
563 missile.owner = missile.realowner = self;
564 missile.classname = "seeker_tag";
565 missile.bot_dodge = TRUE;
566 missile.bot_dodgerating = 50;
567 missile.touch = W_Seeker_Tag_Touch;
568 missile.think = SUB_Remove;
569 missile.nextthink = time + WEP_CVAR(seeker, tag_lifetime);
570 missile.movetype = MOVETYPE_FLY;
571 missile.solid = SOLID_BBOX;
573 missile.takedamage = DAMAGE_YES;
574 missile.event_damage = W_Seeker_Tag_Damage;
575 missile.health = WEP_CVAR(seeker, tag_health);
576 missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
578 setorigin (missile, w_shotorg);
579 setsize (missile, '-2 -2 -2', '2 2 2');
581 missile.flags = FL_PROJECTILE;
582 //missile.missile_flags = MIF_..?;
584 missile.movetype = MOVETYPE_FLY;
585 W_SetupProjVelocity_PRE(missile, seeker, tag_);
586 missile.angles = vectoangles (missile.velocity);
588 CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
590 other = missile; MUTATOR_CALLHOOK(EditProjectile);
593 // ============================
594 // Begin: Genereal weapon functions
595 // ============================
597 float W_Seeker(float req)
605 if (WEP_CVAR(seeker, type) == 1)
606 if (W_Seeker_Tagged_Info(self, self.enemy) != world)
607 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), FALSE);
609 self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
611 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
616 if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) // forced reload
617 WEP_ACTION(self.weapon, WR_RELOAD);
619 else if (self.BUTTON_ATCK)
621 if (WEP_CVAR(seeker, type) == 1)
623 if (weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire)))
626 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
631 if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
634 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
639 else if (self.BUTTON_ATCK2)
641 if (WEP_CVAR(seeker, type) == 1)
643 if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
646 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
651 if (weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire)))
653 W_Seeker_Fire_Flac();
654 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
663 precache_model ("models/weapons/g_seeker.md3");
664 precache_model ("models/weapons/v_seeker.md3");
665 precache_model ("models/weapons/h_seeker.iqm");
666 precache_sound ("weapons/tag_fire.wav");
667 precache_sound ("weapons/flac_fire.wav");
668 precache_sound ("weapons/seeker_fire.wav");
669 SEEKER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
674 if (WEP_CVAR(seeker, type) == 1)
676 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, missile_ammo);
677 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, missile_ammo);
681 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
682 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
688 if (WEP_CVAR(seeker, type) == 1)
690 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
691 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
695 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, flac_ammo);
696 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, flac_ammo);
702 SEEKER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
707 W_Reload(min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), "weapons/reload.wav");
710 case WR_SUICIDEMESSAGE:
712 return WEAPON_SEEKER_SUICIDE;
716 if(w_deathtype & HITTYPE_SECONDARY)
717 return WEAPON_SEEKER_MURDER_TAG;
719 return WEAPON_SEEKER_MURDER_SPRAY;
726 float W_Seeker(float req)
730 case WR_IMPACTEFFECT:
733 org2 = w_org + w_backoff * 6;
734 if(w_deathtype & HITTYPE_BOUNCE)
736 if(w_deathtype & HITTYPE_SECONDARY)
739 sound(self, CH_SHOTS, "weapons/tag_impact.wav", 1, ATTEN_NORM);
743 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
747 sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTEN_NORM);
748 else if (w_random<0.7)
749 sound(self, CH_SHOTS, "weapons/tagexp2.wav", 1, ATTEN_NORM);
751 sound(self, CH_SHOTS, "weapons/tagexp3.wav", 1, ATTEN_NORM);
757 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
761 sound(self, CH_SHOTS, "weapons/seekerexp1.wav", 1, ATTEN_NORM);
762 else if (w_random<0.7)
763 sound(self, CH_SHOTS, "weapons/seekerexp2.wav", 1, ATTEN_NORM);
765 sound(self, CH_SHOTS, "weapons/seekerexp3.wav", 1, ATTEN_NORM);
772 precache_sound("weapons/seekerexp1.wav");
773 precache_sound("weapons/seekerexp2.wav");
774 precache_sound("weapons/seekerexp3.wav");
775 precache_sound("weapons/tagexp1.wav");
776 precache_sound("weapons/tagexp2.wav");
777 precache_sound("weapons/tagexp3.wav");
778 precache_sound("weapons/tag_impact.wav");
783 // no weapon specific image for this weapon