/* crosshair */ ATTRIB(Seeker, w_crosshair_size, float, 0.8);
/* wepimg */ ATTRIB(Seeker, model2, string, "weaponseeker");
/* refname */ ATTRIB(Seeker, netname, string, "seeker");
-/* wepname */ ATTRIB(Seeker, message, string, _("T.A.G. 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, NEW(Seeker));
-
-#define SEEKER_SETTINGS(w_cvar,w_prop) SEEKER_SETTINGS_LIST(w_cvar, w_prop, SEEKER, seeker)
-#define SEEKER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, NONE, type) \
- w_cvar(id, sn, NONE, flac_ammo) \
- w_cvar(id, sn, NONE, flac_animtime) \
- w_cvar(id, sn, NONE, flac_damage) \
- w_cvar(id, sn, NONE, flac_edgedamage) \
- w_cvar(id, sn, NONE, flac_force) \
- w_cvar(id, sn, NONE, flac_lifetime) \
- w_cvar(id, sn, NONE, flac_lifetime_rand) \
- w_cvar(id, sn, NONE, flac_radius) \
- w_cvar(id, sn, NONE, flac_refire) \
- w_cvar(id, sn, NONE, flac_speed) \
- w_cvar(id, sn, NONE, flac_speed_up) \
- w_cvar(id, sn, NONE, flac_speed_z) \
- w_cvar(id, sn, NONE, flac_spread) \
- w_cvar(id, sn, NONE, missile_accel) \
- w_cvar(id, sn, NONE, missile_ammo) \
- w_cvar(id, sn, NONE, missile_animtime) \
- w_cvar(id, sn, NONE, missile_count) \
- w_cvar(id, sn, NONE, missile_damage) \
- w_cvar(id, sn, NONE, missile_damageforcescale) \
- w_cvar(id, sn, NONE, missile_decel) \
- w_cvar(id, sn, NONE, missile_delay) \
- w_cvar(id, sn, NONE, missile_edgedamage) \
- w_cvar(id, sn, NONE, missile_force) \
- w_cvar(id, sn, NONE, missile_health) \
- w_cvar(id, sn, NONE, missile_lifetime) \
- w_cvar(id, sn, NONE, missile_proxy) \
- w_cvar(id, sn, NONE, missile_proxy_delay) \
- w_cvar(id, sn, NONE, missile_proxy_maxrange) \
- w_cvar(id, sn, NONE, missile_radius) \
- w_cvar(id, sn, NONE, missile_refire) \
- w_cvar(id, sn, NONE, missile_smart) \
- w_cvar(id, sn, NONE, missile_smart_mindist) \
- w_cvar(id, sn, NONE, missile_smart_trace_max) \
- w_cvar(id, sn, NONE, missile_smart_trace_min) \
- w_cvar(id, sn, NONE, missile_speed) \
- w_cvar(id, sn, NONE, missile_speed_max) \
- w_cvar(id, sn, NONE, missile_speed_up) \
- w_cvar(id, sn, NONE, missile_speed_z) \
- w_cvar(id, sn, NONE, missile_spread) \
- w_cvar(id, sn, NONE, missile_turnrate) \
- w_cvar(id, sn, NONE, tag_ammo) \
- w_cvar(id, sn, NONE, tag_animtime) \
- w_cvar(id, sn, NONE, tag_damageforcescale) \
- w_cvar(id, sn, NONE, tag_health) \
- w_cvar(id, sn, NONE, tag_lifetime) \
- w_cvar(id, sn, NONE, tag_refire) \
- w_cvar(id, sn, NONE, tag_speed) \
- w_cvar(id, sn, NONE, tag_spread) \
- w_cvar(id, sn, NONE, tag_tracker_lifetime) \
- w_prop(id, sn, float, reloading_ammo, reload_ammo) \
- w_prop(id, sn, float, reloading_time, reload_time) \
- w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
- w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
- w_prop(id, sn, string, weaponreplace, weaponreplace) \
- w_prop(id, sn, float, weaponstart, weaponstart) \
- w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
- w_prop(id, sn, float, weaponthrowable, weaponthrowable)
+REGISTER_WEAPON(SEEKER, seeker, NEW(Seeker));
+
#ifdef SVQC
-SEEKER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.entity tag_target, wps_tag_tracker;
.float tag_time;
#endif
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-spawnfunc(weapon_seeker) { weapon_defaultspawnfunc(WEP_SEEKER.m_id); }
+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(void)
-{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);
+void W_Seeker_Missile_Explode(entity this, entity directhitentity)
+{
+ this.event_damage = func_null;
+ RadiusDamage(this, this.realowner, WEP_CVAR(seeker, missile_damage), WEP_CVAR(seeker, missile_edgedamage), WEP_CVAR(seeker, missile_radius), NULL, NULL, WEP_CVAR(seeker, missile_force), this.projectiledeathtype, directhitentity);
+
+ remove(this);
+}
- remove(self);
+void W_Seeker_Missile_Explode_think(entity this)
+{
+ W_Seeker_Missile_Explode(this, NULL);
}
-void W_Seeker_Missile_Touch(void)
+void W_Seeker_Missile_Touch(entity this, entity toucher)
{
- PROJECTILE_TOUCH;
+ PROJECTILE_TOUCH(this, toucher);
- W_Seeker_Missile_Explode();
+ W_Seeker_Missile_Explode(this, toucher);
}
-void W_Seeker_Missile_Think(void)
-{SELFPARAM();
+void W_Seeker_Missile_Think(entity this)
+{
entity e;
vector desireddir, olddir, newdir, eorg;
float turnrate;
float dist;
float spd;
- if(time > self.cnt)
+ if(time > this.cnt)
{
- self.projectiledeathtype |= HITTYPE_SPLASH;
- W_Seeker_Missile_Explode();
+ this.projectiledeathtype |= HITTYPE_SPLASH;
+ W_Seeker_Missile_Explode(this, NULL);
}
- spd = vlen(self.velocity);
+ spd = vlen(this.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 || self.enemy.deadflag != DEAD_NO)
- self.enemy = world;
+ if(this.enemy != NULL)
+ if(this.enemy.takedamage != DAMAGE_AIM || IS_DEAD(this.enemy))
+ this.enemy = NULL;
- if(self.enemy != world)
+ if(this.enemy != NULL)
{
- e = self.enemy;
+ e = this.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);
+ desireddir = normalize(eorg - this.origin);
+ olddir = normalize(this.velocity); // get my current direction
+ dist = vlen(eorg - this.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( vlen(self.origin + olddir * self.wait) < dist)
- traceline(self.origin, self.origin + olddir * self.wait, false, self);
+ // Is it a better idea (shorter distance) to trace to the target itthis?
+ if( vdist(this.origin + olddir * this.wait, <, dist))
+ traceline(this.origin, this.origin + olddir * this.wait, false, this);
else
- traceline(self.origin, eorg, false, self);
+ traceline(this.origin, eorg, false, this);
// 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));
+ this.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(this.origin - trace_endpos), this.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
+ this.velocity = newdir * spd; // make me fly in the new direction at my flight speed
}
else
dist = 0;
{
if(dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
{
- if(self.autoswitch == 0)
+ if(this.autoswitch == 0)
{
- self.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
+ this.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
}
else
{
- if(self.autoswitch <= time)
+ if(this.autoswitch <= time)
{
- W_Seeker_Missile_Explode();
- self.autoswitch = 0;
+ W_Seeker_Missile_Explode(this, NULL);
+ this.autoswitch = 0;
}
}
}
else
{
- if(self.autoswitch != 0)
- self.autoswitch = 0;
+ if(this.autoswitch != 0)
+ this.autoswitch = 0;
}
}
///////////////
- if(self.enemy.deadflag != DEAD_NO)
+ if(IS_DEAD(this.enemy))
{
- self.enemy = world;
- self.cnt = time + 1 + (random() * 4);
- self.nextthink = self.cnt;
+ this.enemy = NULL;
+ this.cnt = time + 1 + (random() * 4);
+ this.nextthink = this.cnt;
return;
}
- //self.angles = vectoangles(self.velocity); // turn model in the new flight direction
- self.nextthink = time;// + 0.05; // csqc projectiles
- UpdateCSQCProjectile(self);
+ //this.angles = vectoangles(this.velocity); // turn model in the new flight direction
+ this.nextthink = time;// + 0.05; // csqc projectiles
+ UpdateCSQCProjectile(this);
}
-void W_Seeker_Missile_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
- if(self.health <= 0)
+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, self.realowner, deathtype, -1)) // no exceptions
+ if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
return; // g_projectiles_damage says to halt
- if(self.realowner == attacker)
- self.health = self.health - (damage * 0.25);
+ if(this.realowner == attacker)
+ this.health = this.health - (damage * 0.25);
else
- self.health = self.health - damage;
+ this.health = this.health - damage;
- if(self.health <= 0)
- W_PrepareExplosionByDamage(attacker, W_Seeker_Missile_Explode);
+ if(this.health <= 0)
+ W_PrepareExplosionByDamage(this, attacker, W_Seeker_Missile_Explode_think);
}
/*
-void W_Seeker_Missile_Animate(void)
+void W_Seeker_Missile_Animate(entity this)
{
- self.frame = self.frame +1;
- self.nextthink = time + 0.05;
+ this.frame = this.frame +1;
+ this.nextthink = time + 0.05;
- if(self.enemy != world)
- if(self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
- self.enemy = world;
+ if(this.enemy != NULL)
+ if(this.enemy.takedamage != DAMAGE_AIM || IS_DEAD(this.enemy))
+ this.enemy = NULL;
- if(self.frame == 5)
+ if(this.frame == 5)
{
- self.think = W_Seeker_Missile_Think;
- self.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
+ this.think = W_Seeker_Missile_Think;
+ this.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;
+ this.move_movetype = MOVETYPE_BOUNCEMISSILE;
else
- self.movetype = MOVETYPE_FLYMISSILE;
+ this.move_movetype = MOVETYPE_FLYMISSILE;
}
- UpdateCSQCProjectile(self);
+ UpdateCSQCProjectile(this);
}
*/
-void W_Seeker_Fire_Missile(Weapon thiswep, vector f_diff, entity m_target)
-{SELFPARAM();
+void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, vector f_diff, entity m_target)
+{
entity missile;
- W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, missile_ammo));
+ W_DecreaseAmmo(thiswep, actor, 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);
+ makevectors(actor.v_angle);
+ W_SetupShot_ProjectileSize(actor, '-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;
+ //actor.detornator = false;
missile = new(seeker_missile);
- missile.owner = missile.realowner = self;
+ missile.owner = missile.realowner = actor;
missile.bot_dodge = true;
missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
- missile.think = W_Seeker_Missile_Think;
- missile.touch = W_Seeker_Missile_Touch;
+ setthink(missile, W_Seeker_Missile_Think);
+ settouch(missile, 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.damagedbycontents = true;
//missile.think = W_Seeker_Missile_Animate; // csqc projectiles.
- if(missile.enemy != world)
+ if(missile.enemy != NULL)
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;
+ set_movetype(missile, MOVETYPE_FLYMISSILE);
missile.flags = FL_PROJECTILE;
missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
CSQCProjectile(missile, false, PROJECTILE_SEEKER, true);
- MUTATOR_CALLHOOK(EditProjectile, self, missile);
+ MUTATOR_CALLHOOK(EditProjectile, actor, missile);
}
// ============================
// Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
// ============================
-void W_Seeker_Flac_Explode(void)
-{SELFPARAM();
- self.event_damage = func_null;
+void W_Seeker_Flac_Explode(entity this, entity directhitentity)
+{
+ this.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);
+ RadiusDamage(this, this.realowner, WEP_CVAR(seeker, flac_damage), WEP_CVAR(seeker, flac_edgedamage), WEP_CVAR(seeker, flac_radius), NULL, NULL, WEP_CVAR(seeker, flac_force), this.projectiledeathtype, directhitentity);
- remove(self);
+ remove(this);
}
-void W_Seeker_Flac_Touch(void)
+void W_Seeker_Flac_Touch(entity this, entity toucher)
{
- PROJECTILE_TOUCH;
+ W_Seeker_Flac_Explode(this, toucher);
+}
- W_Seeker_Flac_Explode();
+void W_Seeker_Flac_Explode_use(entity this, entity actor, entity trigger)
+{
+ W_Seeker_Flac_Explode(this, trigger);
}
-void W_Seeker_Fire_Flac(Weapon thiswep)
-{SELFPARAM();
+void W_Seeker_Fire_Flac(Weapon thiswep, entity actor)
+{
entity missile;
vector f_diff;
float c;
- W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, flac_ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, flac_ammo));
- c = self.bulletcounter % 4;
+ c = actor.bulletcounter % 4;
switch(c)
{
case 0:
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_SetupShot_ProjectileSize(actor, '-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.owner = missile.realowner = actor;
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;
+ settouch(missile, W_Seeker_Flac_Touch);
+ missile.use = W_Seeker_Flac_Explode_use;
+ setthink(missile, 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.move_movetype = MOVETYPE_FLY;
missile.projectiledeathtype = WEP_SEEKER.m_id;
missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY;
missile.flags = FL_PROJECTILE;
W_SetupProjVelocity_UP_PRE(missile, seeker, flac_);
CSQCProjectile(missile, true, PROJECTILE_FLAC, true);
- MUTATOR_CALLHOOK(EditProjectile, self, missile);
+ MUTATOR_CALLHOOK(EditProjectile, actor, missile);
}
// ============================
entity W_Seeker_Tagged_Info(entity isowner, entity istarget)
{
entity tag;
- for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
+ for(tag = NULL; (tag = find(tag, classname, "tag_tracker")); )
if((tag.realowner == isowner) && (tag.tag_target == istarget))
return tag;
- return world;
+ return NULL;
}
-void W_Seeker_Attack(void)
-{SELFPARAM();
+void W_Seeker_Attack(entity actor)
+{
entity tracker, closest_target;
- closest_target = world;
- for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
+ closest_target = NULL;
+ for(tracker = NULL; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == actor)
{
if(closest_target)
{
- if(vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
+ if(vlen2(actor.origin - tracker.tag_target.origin) < vlen2(actor.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);
+ traceline(actor.origin + actor.view_ofs, closest_target.origin, MOVE_NOMONSTERS, actor);
if((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
- closest_target = world;
+ closest_target = NULL;
- W_Seeker_Fire_Missile(WEP_SEEKER, '0 0 0', closest_target);
+ W_Seeker_Fire_Missile(WEP_SEEKER, actor, '0 0 0', closest_target);
}
-void W_Seeker_Vollycontroller_Think(void) // TODO: Merge this with W_Seeker_Attack
-{SELFPARAM();
+void W_Seeker_Vollycontroller_Think(entity this) // TODO: Merge this with W_Seeker_Attack
+{
float c;
entity oldenemy;
- self.cnt = self.cnt - 1;
+ this.cnt = this.cnt - 1;
- 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.m_id))
+ Weapon thiswep = WEP_SEEKER;
+ if((!(this.realowner.items & IT_UNLIMITED_AMMO) && this.realowner.(thiswep.ammo_field) < WEP_CVAR(seeker, missile_ammo)) || (this.cnt <= -1) || (IS_DEAD(this.realowner)) || (PS(this.realowner).m_switchweapon != WEP_SEEKER))
{
- remove(self);
+ remove(this);
return;
}
- self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor();
+ this.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor(this.realowner);
- setself(self.realowner);
+ entity own = this.realowner;
- oldenemy = self.enemy;
- self.enemy = this.enemy;
+ oldenemy = own.enemy;
+ own.enemy = this.enemy;
- c = self.cnt % 4;
+ c = own.cnt % 4;
switch(c)
{
case 0:
- W_Seeker_Fire_Missile(WEP_SEEKER, '-1.25 -3.75 0', self.enemy);
+ W_Seeker_Fire_Missile(WEP_SEEKER, own, '-1.25 -3.75 0', own.enemy);
break;
case 1:
- W_Seeker_Fire_Missile(WEP_SEEKER, '+1.25 -3.75 0', self.enemy);
+ W_Seeker_Fire_Missile(WEP_SEEKER, own, '+1.25 -3.75 0', own.enemy);
break;
case 2:
- W_Seeker_Fire_Missile(WEP_SEEKER, '-1.25 +3.75 0', self.enemy);
+ W_Seeker_Fire_Missile(WEP_SEEKER, own, '-1.25 +3.75 0', own.enemy);
break;
case 3:
default:
- W_Seeker_Fire_Missile(WEP_SEEKER, '+1.25 +3.75 0', self.enemy);
+ W_Seeker_Fire_Missile(WEP_SEEKER, own, '+1.25 +3.75 0', own.enemy);
break;
}
- self.enemy = oldenemy;
- setself(this);
+ own.enemy = oldenemy;
}
-void W_Seeker_Tracker_Think(void)
-{SELFPARAM();
+void W_Seeker_Tracker_Think(entity this)
+{
// commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
- if((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER.m_id)
- || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
+ if((IS_DEAD(this.realowner)) || (IS_DEAD(this.tag_target)) || (PS(this.realowner).m_switchweapon != WEP_SEEKER)
+ || (time > this.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
{
- if(self)
+ if(this)
{
- WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
- remove(self);
+ WaypointSprite_Kill(this.tag_target.wps_tag_tracker);
+ remove(this);
}
return;
}
// Update the think method information
- self.nextthink = time;
+ this.nextthink = time;
}
// ============================
// Begin: Tag projectile
// ============================
-void W_Seeker_Tag_Explode(void)
-{SELFPARAM();
- //if(other==self.realowner)
+void W_Seeker_Tag_Explode(entity this)
+{
+ //if(other==this.realowner)
// return;
- Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE, other.species, self);
+ Damage_DamageInfo(this.origin, 0, 0, 0, this.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE, 0, this);
- remove(self);
+ remove(this);
}
-void W_Seeker_Tag_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
- if(self.health <= 0)
+void W_Seeker_Tag_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+ if(this.health <= 0)
return;
- self.health = self.health - damage;
- if(self.health <= 0)
- W_Seeker_Tag_Explode();
+ this.health = this.health - damage;
+ if(this.health <= 0)
+ W_Seeker_Tag_Explode(this);
}
-void W_Seeker_Tag_Touch(void)
-{SELFPARAM();
+void W_Seeker_Tag_Touch(entity this, entity toucher)
+{
vector dir;
vector org2;
entity e;
- PROJECTILE_TOUCH;
+ PROJECTILE_TOUCH(this, toucher);
- dir = normalize(self.realowner.origin - self.origin);
- org2 = findbetterlocation(self.origin, 8);
+ dir = normalize(this.realowner.origin - this.origin);
+ org2 = findbetterlocation(this.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);
+ this.event_damage = func_null;
+ Damage_DamageInfo(this.origin, 0, 0, 0, this.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE | HITTYPE_SECONDARY, toucher.species, this);
- if(other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
+ if(toucher.takedamage == DAMAGE_AIM && !IS_DEAD(toucher))
{
// check to see if this person is already tagged by me
- entity tag = W_Seeker_Tagged_Info(self.realowner, other);
+ entity tag = W_Seeker_Tagged_Info(this.realowner, toucher);
- if(tag != world)
+ if(tag != NULL)
{
- 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);
+ if(toucher.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
+ WaypointSprite_Kill(toucher.wps_tag_tracker);
tag.tag_time = time;
}
else
{
- //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
+ //sprint(this.realowner, strcat("You just tagged ^2", toucher.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;
+ e.owner = this.owner;
+ e.realowner = this.realowner;
if(WEP_CVAR(seeker, type) == 1)
{
- e.tag_target = other;
+ e.tag_target = toucher;
e.tag_time = time;
- e.think = W_Seeker_Tracker_Think;
+ setthink(e, W_Seeker_Tracker_Think);
}
else
{
- e.enemy = other;
- e.think = W_Seeker_Vollycontroller_Think;
+ e.enemy = toucher;
+ setthink(e, 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);
+ WaypointSprite_Spawn(WP_Seeker, WEP_CVAR(seeker, tag_tracker_lifetime), 0, toucher, '0 0 64', this.realowner, 0, toucher, wps_tag_tracker, true, RADARICON_TAGGED);
+ WaypointSprite_UpdateRule(toucher.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
}
}
- remove(self);
+ remove(this);
return;
}
-void W_Seeker_Fire_Tag(Weapon thiswep)
-{SELFPARAM();
+void W_Seeker_Fire_Tag(Weapon thiswep, entity actor)
+{
entity missile;
- W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, tag_ammo));
+ W_DecreaseAmmo(thiswep, actor, 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));
+ W_SetupShot_ProjectileSize(actor, '-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.owner = missile.realowner = actor;
missile.bot_dodge = true;
missile.bot_dodgerating = 50;
- missile.touch = W_Seeker_Tag_Touch;
- missile.think = SUB_Remove;
+ settouch(missile, W_Seeker_Tag_Touch);
+ setthink(missile, SUB_Remove);
missile.nextthink = time + WEP_CVAR(seeker, tag_lifetime);
- missile.movetype = MOVETYPE_FLY;
+ set_movetype(missile, MOVETYPE_FLY);
missile.solid = SOLID_BBOX;
missile.takedamage = DAMAGE_YES;
missile.flags = FL_PROJECTILE;
//missile.missile_flags = MIF_..?;
- missile.movetype = MOVETYPE_FLY;
+ set_movetype(missile, 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);
+ MUTATOR_CALLHOOK(EditProjectile, actor, missile);
}
// ============================
// Begin: Genereal weapon functions
// ============================
- METHOD(Seeker, wr_aim, void(entity thiswep))
- {
- if(WEP_CVAR(seeker, type) == 1)
- if(W_Seeker_Tagged_Info(self, self.enemy) != world)
- self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
- else
- self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
- else
- self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
- }
- METHOD(Seeker, wr_think, void(entity thiswep, entity actor, int slot, 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
- Weapon w = get_weaponinfo(actor.weapon);
- w.wr_reload(w);
- } else if(fire & 1)
- {
- if(WEP_CVAR(seeker, type) == 1)
- {
- if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR(seeker, missile_refire)))
- {
- W_Seeker_Attack();
- weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
- }
- }
- else
- {
- if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR(seeker, tag_refire)))
- {
- W_Seeker_Fire_Tag(thiswep);
- weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
- }
- }
- }
-
- else if(fire & 2)
- {
- if(WEP_CVAR(seeker, type) == 1)
- {
- if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR(seeker, tag_refire)))
- {
- W_Seeker_Fire_Tag(thiswep);
- weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
- }
- }
- else
- {
- if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR(seeker, flac_refire)))
- {
- W_Seeker_Fire_Flac(thiswep);
- weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
- }
- }
- }
- }
- METHOD(Seeker, wr_init, void(entity thiswep))
- {
- SEEKER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- }
- METHOD(Seeker, wr_checkammo1, bool(entity thiswep))
- {
- float ammo_amount;
- if(WEP_CVAR(seeker, type) == 1)
- {
- ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, missile_ammo);
- ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo);
- }
- else
- {
- ammo_amount = self.WEP_AMMO(SEEKER) >= 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))
- {
- float ammo_amount;
- if(WEP_CVAR(seeker, type) == 1)
- {
- ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
- ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
- }
- else
- {
- ammo_amount = self.WEP_AMMO(SEEKER) >= 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_config, void(entity thiswep))
- {
- SEEKER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- }
- METHOD(Seeker, wr_reload, void(entity thiswep))
- {
- W_Reload(self, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND(RELOAD));
- }
- METHOD(Seeker, wr_suicidemessage, int(entity thiswep))
- {
- return WEAPON_SEEKER_SUICIDE;
- }
- METHOD(Seeker, wr_killmessage, int(entity thiswep))
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_SEEKER_MURDER_TAG;
- else
- return WEAPON_SEEKER_MURDER_SPRAY;
- }
+METHOD(Seeker, wr_aim, void(entity thiswep, entity actor))
+{
+ if(WEP_CVAR(seeker, type) == 1)
+ if(W_Seeker_Tagged_Info(actor, actor.enemy) != NULL)
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
+ else
+ PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
+ else
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 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(actor);
+ 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, actor);
+ 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, actor);
+ 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, actor);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
+ }
+ }
+ }
+}
+METHOD(Seeker, wr_checkammo1, bool(entity thiswep, entity actor))
+{
+ float ammo_amount;
+ if(WEP_CVAR(seeker, type) == 1)
+ {
+ ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, missile_ammo);
+ ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo);
+ }
+ else
+ {
+ ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
+ ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
+ }
+ return ammo_amount;
+}
+METHOD(Seeker, wr_checkammo2, bool(entity thiswep, entity actor))
+{
+ float ammo_amount;
+ if(WEP_CVAR(seeker, type) == 1)
+ {
+ ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
+ ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
+ }
+ else
+ {
+ ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, flac_ammo);
+ ammo_amount += actor.(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))
+{
+ W_Reload(actor, 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))
- {
- 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(particleeffectnum(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(particleeffectnum(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);
- }
- }
- }
+METHOD(Seeker, wr_impacteffect, void(entity thiswep, entity actor))
+{
+ vector org2;
+ org2 = w_org + w_backoff * 6;
+ if(w_deathtype & HITTYPE_BOUNCE)
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ if(!w_issilent)
+ sound(actor, 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(actor, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
+ else if(w_random<0.7)
+ sound(actor, CH_SHOTS, SND_TAGEXP2, 1, ATTEN_NORM);
+ else
+ sound(actor, 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(actor, CH_SHOTS, SND_SEEKEREXP1, 1, ATTEN_NORM);
+ else if(w_random<0.7)
+ sound(actor, CH_SHOTS, SND_SEEKEREXP2, 1, ATTEN_NORM);
+ else
+ sound(actor, CH_SHOTS, SND_SEEKEREXP3, 1, ATTEN_NORM);
+ }
+ }
+}
#endif
#endif