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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(SEEKER, w_seeker, IT_ROCKETS, 8, WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "seeker", "seeker", _("T.A.G. Seeker"))
3 #else
4 #ifdef SVQC
5 //.float proxytime; = autoswitch
6 //.float tl; = wait
7 .entity tag_target, wps_tag_tracker;
8 .float tag_time;
9
10 // ============================
11 // Begin: Missile functions, these are general functions to be manipulated by other code
12 // ============================
13 void Seeker_Missile_Explode ()
14 {
15         self.event_damage = SUB_Null;
16         RadiusDamage (self, self.realowner, autocvar_g_balance_seeker_missile_damage, autocvar_g_balance_seeker_missile_edgedamage, autocvar_g_balance_seeker_missile_radius, world, autocvar_g_balance_seeker_missile_force, self.projectiledeathtype, other);
17
18         remove (self);
19 }
20
21 void Seeker_Missile_Touch()
22 {
23         PROJECTILE_TOUCH;
24
25         Seeker_Missile_Explode();
26 }
27
28 void Seeker_Missile_Think()
29 {
30         entity e;
31         vector desireddir, olddir, newdir, eorg;
32         float turnrate;
33         float dist;
34         float spd;
35
36         if (time > self.cnt)
37         {
38                 self.projectiledeathtype |= HITTYPE_SPLASH;
39                 Seeker_Missile_Explode();
40         }
41
42         spd = vlen(self.velocity);
43         spd = bound(
44                 spd - autocvar_g_balance_seeker_missile_decel * frametime,
45                 autocvar_g_balance_seeker_missile_speed_max,
46                 spd + autocvar_g_balance_seeker_missile_accel * frametime
47         );
48
49         if (self.enemy != world)
50                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
51                         self.enemy = world;
52
53         if (self.enemy != world)
54         {
55                 e               = self.enemy;
56                 eorg            = 0.5 * (e.absmin + e.absmax);
57                 turnrate        = autocvar_g_balance_seeker_missile_turnrate; // how fast to turn
58                 desireddir      = normalize(eorg - self.origin);
59                 olddir          = normalize(self.velocity); // get my current direction
60                 dist            = vlen(eorg - self.origin);
61
62                 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
63                 if (autocvar_g_balance_seeker_missile_smart && (dist > autocvar_g_balance_seeker_missile_smart_mindist))
64                 {
65                         // Is it a better idea (shorter distance) to trace to the target itself?
66                         if ( vlen(self.origin + olddir * self.wait) < dist)
67                                 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
68                         else
69                                 traceline(self.origin, eorg, FALSE, self);
70
71                         // Setup adaptive tracelength
72                         self.wait = bound(autocvar_g_balance_seeker_missile_smart_trace_min, vlen(self.origin - trace_endpos), self.wait = autocvar_g_balance_seeker_missile_smart_trace_max);
73
74                         // Calc how important it is that we turn and add this to the desierd (enemy) dir.
75                         desireddir  = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
76                 }
77                 
78                 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
79                 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
80         }
81
82         // Proxy
83         if (autocvar_g_balance_seeker_missile_proxy)
84         {
85                 if ( dist <= autocvar_g_balance_seeker_missile_proxy_maxrange)
86                 {
87                         if (self.autoswitch == 0)
88                         {
89                                 self.autoswitch = time + autocvar_g_balance_seeker_missile_proxy_delay;
90                         }
91                         else
92                         {
93                                 if (self.autoswitch <= time)
94                                 {
95                                         Seeker_Missile_Explode();
96                                         self.autoswitch = 0;
97                                 }
98                         }
99                 }
100                 else
101                 {
102                         if (self.autoswitch != 0)
103                                 self.autoswitch = 0;
104                 }
105         }
106         ///////////////
107
108         if (self.enemy.deadflag != DEAD_NO)
109         {
110                 self.enemy = world;
111                 self.cnt = time + 1 + (random() * 4);
112                 self.nextthink = self.cnt;
113                 return;
114         }
115
116         //self.angles = vectoangles(self.velocity);                     // turn model in the new flight direction
117         self.nextthink = time;// + 0.05; // csqc projectiles
118         UpdateCSQCProjectile(self);
119 }
120
121
122
123 void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
124 {
125         if (self.health <= 0)
126                 return;
127
128         if (self.realowner == attacker)
129                 self.health = self.health - (damage * 0.25);
130         else
131                 self.health = self.health - damage;
132                 
133         if (self.health <= 0)
134                 W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
135 }
136
137 /*
138 void Seeker_Missile_Animate()
139 {
140         self.frame = self.frame +1;
141         self.nextthink = time + 0.05;
142
143         if (self.enemy != world)
144                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
145                         self.enemy = world;
146
147         if(self.frame == 5)
148         {
149                 self.think           = Seeker_Missile_Think;
150                 self.nextthink       = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
151
152                 if (autocvar_g_balance_seeker_missile_proxy)
153                         self.movetype    = MOVETYPE_BOUNCEMISSILE;
154                 else
155                         self.movetype    = MOVETYPE_FLYMISSILE;
156         }
157
158         UpdateCSQCProjectile(self);
159 }
160 */
161
162 void Seeker_Fire_Missile(vector f_diff, entity m_target)
163 {
164         local entity missile;
165
166         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_reload_ammo);
167
168         makevectors(self.v_angle);
169         W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0);
170         w_shotorg += f_diff;
171         pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
172
173         //self.detornator         = FALSE;
174
175         missile                 = spawn();
176         missile.owner           = missile.realowner = self;
177         missile.classname       = "seeker_missile";
178         missile.bot_dodge       = TRUE;
179         missile.bot_dodgerating = autocvar_g_balance_seeker_missile_damage;
180
181         missile.think           = Seeker_Missile_Think;
182         missile.touch           = Seeker_Missile_Touch;
183         missile.event_damage    = Seeker_Missile_Damage;
184         missile.nextthink       = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
185         missile.cnt             = time + autocvar_g_balance_seeker_missile_lifetime;
186         missile.enemy           = m_target;
187         missile.solid           = SOLID_BBOX;
188         missile.scale           = 2;
189         missile.takedamage      = DAMAGE_YES;
190         missile.health          = autocvar_g_balance_seeker_missile_health;
191         missile.damageforcescale = autocvar_g_balance_seeker_missile_damageforcescale;
192         //missile.think           = Seeker_Missile_Animate; // csqc projectiles.
193         
194         if (missile.enemy != world)
195                 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
196         else 
197                 missile.projectiledeathtype = WEP_SEEKER;
198
199
200         setorigin (missile, w_shotorg);
201         setsize (missile, '-4 -4 -4', '4 4 4');
202         missile.movetype    = MOVETYPE_FLYMISSILE;
203         missile.flags       = FL_PROJECTILE;
204         W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_missile);
205
206         missile.angles = vectoangles (missile.velocity);
207
208         CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
209
210         other = missile; MUTATOR_CALLHOOK(EditProjectile);
211 }
212
213 // ============================
214 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you. 
215 // ============================
216 void Seeker_Flac_Explode ()
217 {
218         self.event_damage = SUB_Null;
219
220         RadiusDamage (self, self.realowner, autocvar_g_balance_seeker_flac_damage, autocvar_g_balance_seeker_flac_edgedamage, autocvar_g_balance_seeker_flac_radius, world, autocvar_g_balance_seeker_flac_force, self.projectiledeathtype, other);
221
222         remove (self);
223 }
224
225 void Seeker_Flac_Touch()
226 {
227         PROJECTILE_TOUCH;
228
229         Seeker_Flac_Explode();
230 }
231
232 void Seeker_Fire_Flac()
233 {
234         local entity missile;
235         vector f_diff;
236         float c;
237
238         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_seeker_flac_ammo, autocvar_g_balance_seeker_reload_ammo);
239
240         c = mod(self.bulletcounter, 4);
241         switch(c)
242         {
243                 case 0:
244                         f_diff = '-1.25 -3.75 0';
245                         break;
246                 case 1:
247                         f_diff = '+1.25 -3.75 0';
248                         break;
249                 case 2:
250                         f_diff = '-1.25 +3.75 0';
251                         break;
252                 case 3:
253                 default:
254                         f_diff = '+1.25 +3.75 0';
255                         break;
256         }
257         W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CH_WEAPON_A, autocvar_g_balance_seeker_flac_damage);
258         w_shotorg += f_diff;
259
260         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
261
262         missile                                 = spawn ();
263         missile.owner                   = missile.realowner = self;
264         missile.classname               = "missile";
265         missile.bot_dodge               = TRUE;
266         missile.bot_dodgerating = autocvar_g_balance_seeker_flac_damage;
267         missile.touch                   = Seeker_Flac_Explode;
268         missile.use                     = Seeker_Flac_Explode; 
269         missile.think                   = adaptor_think2use_hittype_splash;
270         missile.nextthink               = time + autocvar_g_balance_seeker_flac_lifetime + autocvar_g_balance_seeker_flac_lifetime_rand;
271         missile.solid                   = SOLID_BBOX;
272         missile.movetype                = MOVETYPE_FLY; 
273         missile.projectiledeathtype = WEP_SEEKER;
274         missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
275         missile.flags                           = FL_PROJECTILE;
276         
277         // csqc projectiles
278         //missile.angles                                = vectoangles (missile.velocity);       
279         //missile.scale = 0.4; // BUG: the model is too big 
280         
281         setorigin (missile, w_shotorg);
282         setsize (missile, '-2 -2 -2', '2 2 2');
283                 
284         W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_flac);
285         CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
286
287         other = missile; MUTATOR_CALLHOOK(EditProjectile);
288 }
289
290 // ============================
291 // Begin: Tag and rocket controllers 
292 // ============================
293 entity Seeker_Tagged_Info(entity isowner, entity istarget)
294 {
295         entity tag;
296         for(tag = world; (tag = find(tag, classname, "tag_tracker")); ) 
297                 if ((tag.realowner == isowner) && (tag.tag_target == istarget))
298                         return tag;
299                 
300         return world;
301 }
302
303 void Seeker_Attack()
304 {
305         entity tracker, closest_target;
306         
307         for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
308         {
309                 if (closest_target)
310                 {
311                         if (vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
312                                 closest_target = tracker.tag_target;
313                 }
314                 else 
315                         closest_target = tracker.tag_target;
316         }
317                 
318         traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
319         if ((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
320                 closest_target = world;
321         
322         Seeker_Fire_Missile('0 0 0', closest_target);
323 }
324
325 void Seeker_Vollycontroller_Think() // TODO: Merge this with Seeker_Attack
326 {
327         float c;
328         entity oldself,oldenemy;
329         self.cnt = self.cnt - 1;
330
331         if((!(self.realowner.items & IT_UNLIMITED_AMMO) && self.realowner.ammo_rockets < autocvar_g_balance_seeker_missile_ammo) || (self.cnt <= -1) || (self.realowner.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER))
332         {
333                 remove(self);
334                 return;
335         }
336
337         self.nextthink = time + autocvar_g_balance_seeker_missile_delay * W_WeaponRateFactor();
338         
339         oldself = self;
340         self = self.realowner;
341         
342         oldenemy = self.enemy;
343         self.enemy = oldself.enemy;
344         
345         c = mod(self.cnt, 4);
346         switch(c)
347         {
348                 case 0:
349                         Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
350                         break;
351                 case 1:
352                         Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
353                         break;
354                 case 2:
355                         Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
356                         break;
357                 case 3:
358                 default:
359                         Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
360                         break;
361         }
362
363         self.enemy = oldenemy;
364         self = oldself;
365 }
366
367 void Seeker_Tracker_Think() 
368 {
369         // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
370         if ((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER)
371         || (time > self.tag_time + autocvar_g_balance_seeker_tag_tracker_lifetime))
372         {
373                 if (self)
374                 {
375                         WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
376                         remove(self);
377                 }
378                 return;
379         }
380         
381         // Update the think method information
382         self.nextthink = time;
383 }
384
385 // ============================
386 // Begin: Tag projectile 
387 // ============================
388 void Seeker_Tag_Explode ()
389 {
390         //if(other==self.realowner)
391         //    return;
392         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, self);
393
394         remove (self);
395 }
396
397 void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
398 {
399         if (self.health <= 0)
400                 return;
401         self.health = self.health - damage;
402         if (self.health <= 0)
403                 Seeker_Tag_Explode();
404 }
405
406 void Seeker_Tag_Touch()
407 {
408         vector dir;
409         vector org2;
410         entity e;
411         
412         dir     = normalize (self.realowner.origin - self.origin);
413         org2    = findbetterlocation (self.origin, 8);
414
415         te_knightspike(org2);
416
417         self.event_damage = SUB_Null;
418         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_HEADSHOT, self);
419
420         if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
421         {
422                 // check to see if this person is already tagged by me
423                 entity tag = Seeker_Tagged_Info(self.realowner, other);
424                 
425                 if (tag != world)
426                 {
427                         if (other.wps_tag_tracker && (autocvar_g_balance_seeker_type == 1)) // don't attach another waypointsprite without killing the old one first
428                                 WaypointSprite_Kill(other.wps_tag_tracker);
429                                 
430                         tag.tag_time = time;
431                 }
432                 else
433                 {               
434                         //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
435                         e             = spawn();
436                         e.cnt         = autocvar_g_balance_seeker_missile_count;
437                         e.classname   = "tag_tracker";
438                         e.owner       = self.owner;
439                         e.realowner   = self.realowner;
440                         
441                         if      (autocvar_g_balance_seeker_type == 1)
442                         {
443                                 e.tag_target  = other;
444                                 e.tag_time    = time;
445                                 e.think       = Seeker_Tracker_Think;
446                         }
447                         else 
448                         {
449                                 e.enemy     = other;
450                                 e.think     = Seeker_Vollycontroller_Think;
451                         }
452                         
453                         e.nextthink   = time;
454                 }
455                 
456                 if      (autocvar_g_balance_seeker_type == 1)
457                 {
458                         WaypointSprite_Spawn("tagged-target", autocvar_g_balance_seeker_tag_tracker_lifetime, 0, other, '0 0 64', self.realowner, 0, other, wps_tag_tracker, TRUE, RADARICON_TAGGED, '0.5 1 0');
459                         WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
460                 }
461         }
462
463         remove(self);
464         return;
465 }
466
467 void Seeker_Fire_Tag()
468 {
469         local entity missile;
470         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_seeker_tag_ammo, autocvar_g_balance_seeker_reload_ammo);
471
472         W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", CH_WEAPON_A, autocvar_g_balance_seeker_missile_damage * autocvar_g_balance_seeker_missile_count);
473
474         missile                 = spawn();
475         missile.owner           = missile.realowner = self;
476         missile.classname       = "seeker_tag";
477         missile.bot_dodge       = TRUE;
478         missile.bot_dodgerating = 50;
479         missile.touch           = Seeker_Tag_Touch;
480         missile.think           = SUB_Remove;
481         missile.nextthink       = time + autocvar_g_balance_seeker_tag_lifetime;
482         missile.movetype        = MOVETYPE_FLY;
483         missile.solid           = SOLID_BBOX;
484
485         missile.takedamage       = DAMAGE_YES;
486         missile.event_damage    = Seeker_Tag_Explode;
487         missile.health          = autocvar_g_balance_seeker_tag_health;
488         missile.damageforcescale = autocvar_g_balance_seeker_tag_damageforcescale;
489
490         setorigin (missile, w_shotorg);
491         setsize (missile, '-2 -2 -2', '2 2 2');
492
493         missile.flags       = FL_PROJECTILE;
494
495         missile.movetype    = MOVETYPE_FLY;
496         W_SETUPPROJECTILEVELOCITY(missile, g_balance_seeker_tag);
497         missile.angles = vectoangles (missile.velocity);
498
499         CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
500
501         other = missile; MUTATOR_CALLHOOK(EditProjectile);
502 }
503
504 // ============================
505 // Begin: Genereal weapon functions
506 // ============================
507 void spawnfunc_weapon_seeker (void)
508 {
509         weapon_defaultspawnfunc(WEP_SEEKER);
510 }
511
512 float w_seeker(float req)
513 {
514         float ammo_amount;
515
516         if (req == WR_AIM)
517         {
518                 if (autocvar_g_balance_seeker_type == 1) 
519                         if (Seeker_Tagged_Info(self, self.enemy) != world)
520                                 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_seeker_missile_speed_max, 0, autocvar_g_balance_seeker_missile_lifetime, FALSE);
521                         else
522                                 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_seeker_tag_speed, 0, autocvar_g_balance_seeker_tag_lifetime, FALSE);
523                 else
524                         self.BUTTON_ATCK = bot_aim(autocvar_g_balance_seeker_tag_speed, 0, autocvar_g_balance_seeker_tag_lifetime, FALSE);
525         }
526         else if (req == WR_THINK)
527         {
528                 if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_tag_ammo)) // forced reload
529                         weapon_action(self.weapon, WR_RELOAD);
530                         
531                 else if (self.BUTTON_ATCK)
532                 {
533                         if (autocvar_g_balance_seeker_type == 1) 
534                         {
535                                 if (weapon_prepareattack(0, autocvar_g_balance_seeker_missile_refire))
536                                 {
537                                         Seeker_Attack();
538                                         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_missile_animtime, w_ready);
539                                 }
540                         }
541                         else 
542                         {
543                                 if (weapon_prepareattack(0, autocvar_g_balance_seeker_tag_refire))
544                                 {
545                                         Seeker_Fire_Tag();
546                                         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_tag_animtime, w_ready);
547                                 }
548                         }
549                 }
550
551                 else if (self.BUTTON_ATCK2)
552                 {
553                         if (autocvar_g_balance_seeker_type == 1) 
554                         {
555                                 if (weapon_prepareattack(0, autocvar_g_balance_seeker_tag_refire))
556                                 {
557                                         Seeker_Fire_Tag();
558                                         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_tag_animtime, w_ready);
559                                 }
560                         }
561                         else 
562                         {
563                                 if (weapon_prepareattack(0, autocvar_g_balance_seeker_flac_refire))
564                                 {
565                                         Seeker_Fire_Flac();
566                                         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_flac_animtime, w_ready);
567                                 }
568                         }
569                 }
570         }
571         else if (req == WR_PRECACHE)
572         {
573                 precache_model ("models/weapons/g_seeker.md3");
574                 precache_model ("models/weapons/v_seeker.md3");
575                 precache_model ("models/weapons/h_seeker.iqm");
576                 precache_sound ("weapons/tag_fire.wav");
577                 precache_sound ("weapons/flac_fire.wav");
578                 precache_sound ("weapons/seeker_fire.wav");
579                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
580         }
581         else if (req == WR_SETUP)
582         {
583                 weapon_setup(WEP_SEEKER);
584                 self.current_ammo = ammo_rockets;
585         }
586         else if (req == WR_CHECKAMMO1)
587         {
588                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_seeker_missile_ammo;
589                 ammo_amount += self.weapon_load[WEP_SEEKER] >= autocvar_g_balance_seeker_missile_ammo;
590                 return ammo_amount;
591         }
592         else if (req == WR_CHECKAMMO2)
593         {
594                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_seeker_tag_ammo;
595                 ammo_amount += self.weapon_load[WEP_SEEKER] >= autocvar_g_balance_seeker_tag_ammo;
596                 return ammo_amount;
597         }
598         else if (req == WR_RELOAD)
599         {
600                 W_Reload(min(autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_tag_ammo), autocvar_g_balance_seeker_reload_ammo, autocvar_g_balance_seeker_reload_time, "weapons/reload.wav");
601         }
602         return TRUE;
603 };
604 #endif
605 #ifdef CSQC
606 float w_seeker(float req)
607 {
608         if(req == WR_IMPACTEFFECT)
609         {
610                 vector org2;
611                 org2 = w_org + w_backoff * 6;
612                 if(w_deathtype & HITTYPE_BOUNCE)
613                 {
614                         pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
615                         if(!w_issilent)
616                         {
617                                 if (w_random<0.15)
618                                         sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTN_NORM);
619                                 else if (w_random<0.7)
620                                         sound(self, CH_SHOTS, "weapons/tagexp2.wav", 1, ATTN_NORM);
621                                 else
622                                         sound(self, CH_SHOTS, "weapons/tagexp3.wav", 1, ATTN_NORM);
623                         }
624                 }
625                 else if(w_deathtype & HITTYPE_HEADSHOT)
626                 {
627                         if(!w_issilent)
628                                 sound(self, CH_SHOTS, "weapons/tag_impact.wav", 1, ATTN_NORM);
629                 }
630                 else
631                 {
632                         pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
633                         if(!w_issilent)
634                         {
635                                 if (w_random<0.15)
636                                         sound(self, CH_SHOTS, "weapons/seekerexp1.wav", 1, ATTN_NORM);
637                                 else if (w_random<0.7)
638                                         sound(self, CH_SHOTS, "weapons/seekerexp2.wav", 1, ATTN_NORM);
639                                 else
640                                         sound(self, CH_SHOTS, "weapons/seekerexp3.wav", 1, ATTN_NORM);
641                         }
642                 }
643         }
644         else if(req == WR_PRECACHE)
645         {
646                 precache_sound("weapons/seekerexp1.wav");
647                 precache_sound("weapons/seekerexp2.wav");
648                 precache_sound("weapons/seekerexp3.wav");
649                 precache_sound("weapons/tagexp1.wav");
650                 precache_sound("weapons/tagexp2.wav");
651                 precache_sound("weapons/tagexp3.wav");
652                 precache_sound("weapons/tag_impact.wav");
653         }
654         else if (req == WR_SUICIDEMESSAGE)
655                 w_deathtypestring = _("%s played with tiny rockets");
656         else if (req == WR_KILLMESSAGE)
657         {
658                 if(w_deathtype & HITTYPE_SECONDARY)
659                         w_deathtypestring = _("%s was tagged by %s");
660                 else
661                         w_deathtypestring = _("%s was pummeled by %s");
662         }
663         return TRUE;
664 }
665 #endif
666 #endif