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(w_cvar,w_prop) \
15 w_cvar(WEP_SEEKER, seeker, MO_NONE, type) \
16 w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_ammo) \
17 w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_animtime) \
18 w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_damage) \
19 w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_edgedamage) \
20 w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_force) \
21 w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_lifetime) \
22 w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_lifetime_rand) \
23 w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_radius) \
24 w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_refire) \
25 w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_speed) \
26 w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_speed_up) \
27 w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_speed_z) \
28 w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_spread) \
29 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_accel) \
30 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_ammo) \
31 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_animtime) \
32 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_count) \
33 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_damage) \
34 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_damageforcescale) \
35 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_decel) \
36 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_delay) \
37 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_edgedamage) \
38 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_force) \
39 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_health) \
40 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_lifetime) \
41 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_proxy) \
42 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_proxy_delay) \
43 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_proxy_maxrange) \
44 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_radius) \
45 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_refire) \
46 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_smart) \
47 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_smart_mindist) \
48 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_smart_trace_max) \
49 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_smart_trace_min) \
50 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_speed) \
51 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_speed_max) \
52 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_speed_up) \
53 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_speed_z) \
54 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_spread) \
55 w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_turnrate) \
56 w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_ammo) \
57 w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_animtime) \
58 w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_damageforcescale) \
59 w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_health) \
60 w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_lifetime) \
61 w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_refire) \
62 w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_speed) \
63 w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_spread) \
64 w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_tracker_lifetime) \
65 w_prop(WEP_SEEKER, seeker, float, reloading_ammo, reload_ammo) \
66 w_prop(WEP_SEEKER, seeker, float, reloading_time, reload_time) \
67 w_prop(WEP_SEEKER, seeker, float, switchdelay_raise, switchdelay_raise) \
68 w_prop(WEP_SEEKER, seeker, float, switchdelay_drop, switchdelay_drop) \
69 w_prop(WEP_SEEKER, seeker, string, weaponreplace, weaponreplace) \
70 w_prop(WEP_SEEKER, seeker, float, weaponstart, weaponstart)
73 SEEKER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
74 .entity tag_target, wps_tag_tracker;
79 void spawnfunc_weapon_seeker (void) { weapon_defaultspawnfunc(WEP_SEEKER); }
81 // ============================
82 // Begin: Missile functions, these are general functions to be manipulated by other code
83 // ============================
84 void Seeker_Missile_Explode ()
86 self.event_damage = func_null;
87 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);
92 void Seeker_Missile_Touch()
96 Seeker_Missile_Explode();
99 void Seeker_Missile_Think()
102 vector desireddir, olddir, newdir, eorg;
109 self.projectiledeathtype |= HITTYPE_SPLASH;
110 Seeker_Missile_Explode();
113 spd = vlen(self.velocity);
115 spd - WEP_CVAR(seeker, missile_decel) * frametime,
116 WEP_CVAR(seeker, missile_speed_max),
117 spd + WEP_CVAR(seeker, missile_accel) * frametime
120 if (self.enemy != world)
121 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
124 if (self.enemy != world)
127 eorg = 0.5 * (e.absmin + e.absmax);
128 turnrate = WEP_CVAR(seeker, missile_turnrate); // how fast to turn
129 desireddir = normalize(eorg - self.origin);
130 olddir = normalize(self.velocity); // get my current direction
131 dist = vlen(eorg - self.origin);
133 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
134 if (WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
136 // Is it a better idea (shorter distance) to trace to the target itself?
137 if ( vlen(self.origin + olddir * self.wait) < dist)
138 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
140 traceline(self.origin, eorg, FALSE, self);
142 // Setup adaptive tracelength
143 self.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = WEP_CVAR(seeker, missile_smart_trace_max));
145 // Calc how important it is that we turn and add this to the desierd (enemy) dir.
146 desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
149 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
150 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
156 if (WEP_CVAR(seeker, missile_proxy))
158 if ( dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
160 if (self.autoswitch == 0)
162 self.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
166 if (self.autoswitch <= time)
168 Seeker_Missile_Explode();
175 if (self.autoswitch != 0)
181 if (self.enemy.deadflag != DEAD_NO)
184 self.cnt = time + 1 + (random() * 4);
185 self.nextthink = self.cnt;
189 //self.angles = vectoangles(self.velocity); // turn model in the new flight direction
190 self.nextthink = time;// + 0.05; // csqc projectiles
191 UpdateCSQCProjectile(self);
196 void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
198 if (self.health <= 0)
201 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
202 return; // g_projectiles_damage says to halt
204 if (self.realowner == attacker)
205 self.health = self.health - (damage * 0.25);
207 self.health = self.health - damage;
209 if (self.health <= 0)
210 W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
214 void Seeker_Missile_Animate()
216 self.frame = self.frame +1;
217 self.nextthink = time + 0.05;
219 if (self.enemy != world)
220 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
225 self.think = Seeker_Missile_Think;
226 self.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
228 if (autocvar_g_balance_seeker_missile_proxy)
229 self.movetype = MOVETYPE_BOUNCEMISSILE;
231 self.movetype = MOVETYPE_FLYMISSILE;
234 UpdateCSQCProjectile(self);
238 void Seeker_Fire_Missile(vector f_diff, entity m_target)
242 W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, missile_ammo), autocvar_g_balance_seeker_reload_ammo);
244 makevectors(self.v_angle);
245 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0);
247 pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
249 //self.detornator = FALSE;
252 missile.owner = missile.realowner = self;
253 missile.classname = "seeker_missile";
254 missile.bot_dodge = TRUE;
255 missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
257 missile.think = Seeker_Missile_Think;
258 missile.touch = Seeker_Missile_Touch;
259 missile.event_damage = Seeker_Missile_Damage;
260 missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
261 missile.cnt = time + WEP_CVAR(seeker, missile_lifetime);
262 missile.enemy = m_target;
263 missile.solid = SOLID_BBOX;
265 missile.takedamage = DAMAGE_YES;
266 missile.health = WEP_CVAR(seeker, missile_health);
267 missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
268 missile.damagedbycontents = TRUE;
269 //missile.think = Seeker_Missile_Animate; // csqc projectiles.
271 if (missile.enemy != world)
272 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
274 missile.projectiledeathtype = WEP_SEEKER;
277 setorigin (missile, w_shotorg);
278 setsize (missile, '-4 -4 -4', '4 4 4');
279 missile.movetype = MOVETYPE_FLYMISSILE;
280 missile.flags = FL_PROJECTILE;
281 missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
283 WEP_SETUPPROJVELOCITY_UP_NONE(missile, seeker, missile_);
285 missile.angles = vectoangles (missile.velocity);
287 CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
289 other = missile; MUTATOR_CALLHOOK(EditProjectile);
292 // ============================
293 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
294 // ============================
295 void Seeker_Flac_Explode ()
297 self.event_damage = func_null;
299 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);
304 void Seeker_Flac_Touch()
308 Seeker_Flac_Explode();
311 void Seeker_Fire_Flac()
317 W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, flac_ammo), autocvar_g_balance_seeker_reload_ammo);
319 c = mod(self.bulletcounter, 4);
323 f_diff = '-1.25 -3.75 0';
326 f_diff = '+1.25 -3.75 0';
329 f_diff = '-1.25 +3.75 0';
333 f_diff = '+1.25 +3.75 0';
336 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
339 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
342 missile.owner = missile.realowner = self;
343 missile.classname = "missile";
344 missile.bot_dodge = TRUE;
345 missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
346 missile.touch = Seeker_Flac_Explode;
347 missile.use = Seeker_Flac_Explode;
348 missile.think = adaptor_think2use_hittype_splash;
349 missile.nextthink = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
350 missile.solid = SOLID_BBOX;
351 missile.movetype = MOVETYPE_FLY;
352 missile.projectiledeathtype = WEP_SEEKER;
353 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
354 missile.flags = FL_PROJECTILE;
355 missile.missile_flags = MIF_SPLASH;
358 //missile.angles = vectoangles (missile.velocity);
359 //missile.scale = 0.4; // BUG: the model is too big
361 setorigin (missile, w_shotorg);
362 setsize (missile, '-2 -2 -2', '2 2 2');
364 WEP_SETUPPROJVELOCITY_UP_NONE(missile, seeker, flac_);
365 CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
367 other = missile; MUTATOR_CALLHOOK(EditProjectile);
370 // ============================
371 // Begin: Tag and rocket controllers
372 // ============================
373 entity Seeker_Tagged_Info(entity isowner, entity istarget)
376 for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
377 if ((tag.realowner == isowner) && (tag.tag_target == istarget))
385 entity tracker, closest_target;
387 closest_target = world;
388 for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
392 if (vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
393 closest_target = tracker.tag_target;
396 closest_target = tracker.tag_target;
399 traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
400 if ((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
401 closest_target = world;
403 Seeker_Fire_Missile('0 0 0', closest_target);
406 void Seeker_Vollycontroller_Think() // TODO: Merge this with Seeker_Attack
409 entity oldself,oldenemy;
410 self.cnt = self.cnt - 1;
412 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))
418 self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor();
421 self = self.realowner;
423 oldenemy = self.enemy;
424 self.enemy = oldself.enemy;
426 c = mod(self.cnt, 4);
430 Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
433 Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
436 Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
440 Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
444 self.enemy = oldenemy;
448 void Seeker_Tracker_Think()
450 // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
451 if ((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER)
452 || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
456 WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
462 // Update the think method information
463 self.nextthink = time;
466 // ============================
467 // Begin: Tag projectile
468 // ============================
469 void Seeker_Tag_Explode ()
471 //if(other==self.realowner)
473 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, other.species, self);
478 void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
480 if (self.health <= 0)
482 self.health = self.health - damage;
483 if (self.health <= 0)
484 Seeker_Tag_Explode();
487 void Seeker_Tag_Touch()
495 dir = normalize (self.realowner.origin - self.origin);
496 org2 = findbetterlocation (self.origin, 8);
498 te_knightspike(org2);
500 self.event_damage = func_null;
501 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
503 if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
505 // check to see if this person is already tagged by me
506 entity tag = Seeker_Tagged_Info(self.realowner, other);
510 if (other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
511 WaypointSprite_Kill(other.wps_tag_tracker);
517 //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
519 e.cnt = WEP_CVAR(seeker, missile_count);
520 e.classname = "tag_tracker";
521 e.owner = self.owner;
522 e.realowner = self.realowner;
524 if(WEP_CVAR(seeker, type) == 1)
526 e.tag_target = other;
528 e.think = Seeker_Tracker_Think;
533 e.think = Seeker_Vollycontroller_Think;
539 if(WEP_CVAR(seeker, type) == 1)
541 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');
542 WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
550 void Seeker_Fire_Tag()
553 W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, tag_ammo), autocvar_g_balance_seeker_reload_ammo);
555 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));
558 missile.owner = missile.realowner = self;
559 missile.classname = "seeker_tag";
560 missile.bot_dodge = TRUE;
561 missile.bot_dodgerating = 50;
562 missile.touch = Seeker_Tag_Touch;
563 missile.think = SUB_Remove;
564 missile.nextthink = time + WEP_CVAR(seeker, tag_lifetime);
565 missile.movetype = MOVETYPE_FLY;
566 missile.solid = SOLID_BBOX;
568 missile.takedamage = DAMAGE_YES;
569 missile.event_damage = Seeker_Tag_Damage;
570 missile.health = WEP_CVAR(seeker, tag_health);
571 missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
573 setorigin (missile, w_shotorg);
574 setsize (missile, '-2 -2 -2', '2 2 2');
576 missile.flags = FL_PROJECTILE;
577 //missile.missile_flags = MIF_..?;
579 missile.movetype = MOVETYPE_FLY;
580 WEP_SETUPPROJVELOCITY_NONE(missile, seeker, tag_);
581 missile.angles = vectoangles (missile.velocity);
583 CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
585 other = missile; MUTATOR_CALLHOOK(EditProjectile);
588 // ============================
589 // Begin: Genereal weapon functions
590 // ============================
592 float w_seeker(float req)
600 if (WEP_CVAR(seeker, type) == 1)
601 if (Seeker_Tagged_Info(self, self.enemy) != world)
602 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), FALSE);
604 self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
606 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
611 if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) // forced reload
612 WEP_ACTION(self.weapon, WR_RELOAD);
614 else if (self.BUTTON_ATCK)
616 if (WEP_CVAR(seeker, type) == 1)
618 if (weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire)))
621 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
626 if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
629 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
634 else if (self.BUTTON_ATCK2)
636 if (WEP_CVAR(seeker, type) == 1)
638 if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
641 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
646 if (weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire)))
649 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
658 precache_model ("models/weapons/g_seeker.md3");
659 precache_model ("models/weapons/v_seeker.md3");
660 precache_model ("models/weapons/h_seeker.iqm");
661 precache_sound ("weapons/tag_fire.wav");
662 precache_sound ("weapons/flac_fire.wav");
663 precache_sound ("weapons/seeker_fire.wav");
664 SEEKER_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
669 self.current_ammo = ammo_rockets;
674 if (WEP_CVAR(seeker, type) == 1)
676 ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, missile_ammo);
677 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, missile_ammo);
681 ammo_amount = self.ammo_rockets >= 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.ammo_rockets >= WEP_CVAR(seeker, tag_ammo);
691 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
695 ammo_amount = self.ammo_rockets >= 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");