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Merge remote-tracking branch 'origin/master' into samual/spawn_weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_seeker.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(SEEKER, w_seeker, IT_ROCKETS, 8, WEP_FLAG_MUTATORBLOCKED | 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, 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         else
82                 dist = 0;
83
84         // Proxy
85         if (autocvar_g_balance_seeker_missile_proxy)
86         {
87                 if ( dist <= autocvar_g_balance_seeker_missile_proxy_maxrange)
88                 {
89                         if (self.autoswitch == 0)
90                         {
91                                 self.autoswitch = time + autocvar_g_balance_seeker_missile_proxy_delay;
92                         }
93                         else
94                         {
95                                 if (self.autoswitch <= time)
96                                 {
97                                         Seeker_Missile_Explode();
98                                         self.autoswitch = 0;
99                                 }
100                         }
101                 }
102                 else
103                 {
104                         if (self.autoswitch != 0)
105                                 self.autoswitch = 0;
106                 }
107         }
108         ///////////////
109
110         if (self.enemy.deadflag != DEAD_NO)
111         {
112                 self.enemy = world;
113                 self.cnt = time + 1 + (random() * 4);
114                 self.nextthink = self.cnt;
115                 return;
116         }
117
118         //self.angles = vectoangles(self.velocity);                     // turn model in the new flight direction
119         self.nextthink = time;// + 0.05; // csqc projectiles
120         UpdateCSQCProjectile(self);
121 }
122
123
124
125 void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
126 {
127         if (self.health <= 0)
128                 return;
129                 
130         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
131                 return; // g_projectiles_damage says to halt
132
133         if (self.realowner == attacker)
134                 self.health = self.health - (damage * 0.25);
135         else
136                 self.health = self.health - damage;
137                 
138         if (self.health <= 0)
139                 W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
140 }
141
142 /*
143 void Seeker_Missile_Animate()
144 {
145         self.frame = self.frame +1;
146         self.nextthink = time + 0.05;
147
148         if (self.enemy != world)
149                 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
150                         self.enemy = world;
151
152         if(self.frame == 5)
153         {
154                 self.think           = Seeker_Missile_Think;
155                 self.nextthink       = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
156
157                 if (autocvar_g_balance_seeker_missile_proxy)
158                         self.movetype    = MOVETYPE_BOUNCEMISSILE;
159                 else
160                         self.movetype    = MOVETYPE_FLYMISSILE;
161         }
162
163         UpdateCSQCProjectile(self);
164 }
165 */
166
167 void Seeker_Fire_Missile(vector f_diff, entity m_target)
168 {
169         entity missile;
170
171         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_reload_ammo);
172
173         makevectors(self.v_angle);
174         W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0);
175         w_shotorg += f_diff;
176         pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
177
178         //self.detornator         = FALSE;
179
180         missile                 = spawn();
181         missile.owner           = missile.realowner = self;
182         missile.classname       = "seeker_missile";
183         missile.bot_dodge       = TRUE;
184         missile.bot_dodgerating = autocvar_g_balance_seeker_missile_damage;
185
186         missile.think           = Seeker_Missile_Think;
187         missile.touch           = Seeker_Missile_Touch;
188         missile.event_damage    = Seeker_Missile_Damage;
189         missile.nextthink       = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
190         missile.cnt             = time + autocvar_g_balance_seeker_missile_lifetime;
191         missile.enemy           = m_target;
192         missile.solid           = SOLID_BBOX;
193         missile.scale           = 2;
194         missile.takedamage      = DAMAGE_YES;
195         missile.health          = autocvar_g_balance_seeker_missile_health;
196         missile.damageforcescale = autocvar_g_balance_seeker_missile_damageforcescale;
197         missile.damagedbycontents = TRUE;
198         //missile.think           = Seeker_Missile_Animate; // csqc projectiles.
199         
200         if (missile.enemy != world)
201                 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
202         else 
203                 missile.projectiledeathtype = WEP_SEEKER;
204
205
206         setorigin (missile, w_shotorg);
207         setsize (missile, '-4 -4 -4', '4 4 4');
208         missile.movetype    = MOVETYPE_FLYMISSILE;
209         missile.flags       = FL_PROJECTILE;
210         W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_missile);
211
212         missile.angles = vectoangles (missile.velocity);
213
214         CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
215
216         other = missile; MUTATOR_CALLHOOK(EditProjectile);
217 }
218
219 // ============================
220 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you. 
221 // ============================
222 void Seeker_Flac_Explode ()
223 {
224         self.event_damage = SUB_Null;
225
226         RadiusDamage (self, self.realowner, autocvar_g_balance_seeker_flac_damage, autocvar_g_balance_seeker_flac_edgedamage, autocvar_g_balance_seeker_flac_radius, world, world, autocvar_g_balance_seeker_flac_force, self.projectiledeathtype, other);
227
228         remove (self);
229 }
230
231 void Seeker_Flac_Touch()
232 {
233         PROJECTILE_TOUCH;
234
235         Seeker_Flac_Explode();
236 }
237
238 void Seeker_Fire_Flac()
239 {
240         entity missile;
241         vector f_diff;
242         float c;
243
244         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_seeker_flac_ammo, autocvar_g_balance_seeker_reload_ammo);
245
246         c = mod(self.bulletcounter, 4);
247         switch(c)
248         {
249                 case 0:
250                         f_diff = '-1.25 -3.75 0';
251                         break;
252                 case 1:
253                         f_diff = '+1.25 -3.75 0';
254                         break;
255                 case 2:
256                         f_diff = '-1.25 +3.75 0';
257                         break;
258                 case 3:
259                 default:
260                         f_diff = '+1.25 +3.75 0';
261                         break;
262         }
263         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);
264         w_shotorg += f_diff;
265
266         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
267
268         missile                                 = spawn ();
269         missile.owner                   = missile.realowner = self;
270         missile.classname               = "missile";
271         missile.bot_dodge               = TRUE;
272         missile.bot_dodgerating = autocvar_g_balance_seeker_flac_damage;
273         missile.touch                   = Seeker_Flac_Explode;
274         missile.use                     = Seeker_Flac_Explode; 
275         missile.think                   = adaptor_think2use_hittype_splash;
276         missile.nextthink               = time + autocvar_g_balance_seeker_flac_lifetime + autocvar_g_balance_seeker_flac_lifetime_rand;
277         missile.solid                   = SOLID_BBOX;
278         missile.movetype                = MOVETYPE_FLY; 
279         missile.projectiledeathtype = WEP_SEEKER;
280         missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
281         missile.flags                           = FL_PROJECTILE;
282         
283         // csqc projectiles
284         //missile.angles                                = vectoangles (missile.velocity);       
285         //missile.scale = 0.4; // BUG: the model is too big 
286         
287         setorigin (missile, w_shotorg);
288         setsize (missile, '-2 -2 -2', '2 2 2');
289                 
290         W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_flac);
291         CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
292
293         other = missile; MUTATOR_CALLHOOK(EditProjectile);
294 }
295
296 // ============================
297 // Begin: Tag and rocket controllers 
298 // ============================
299 entity Seeker_Tagged_Info(entity isowner, entity istarget)
300 {
301         entity tag;
302         for(tag = world; (tag = find(tag, classname, "tag_tracker")); ) 
303                 if ((tag.realowner == isowner) && (tag.tag_target == istarget))
304                         return tag;
305                 
306         return world;
307 }
308
309 void Seeker_Attack()
310 {
311         entity tracker, closest_target;
312         
313         closest_target = world;
314         for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
315         {
316                 if (closest_target)
317                 {
318                         if (vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
319                                 closest_target = tracker.tag_target;
320                 }
321                 else 
322                         closest_target = tracker.tag_target;
323         }
324                 
325         traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
326         if ((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
327                 closest_target = world;
328         
329         Seeker_Fire_Missile('0 0 0', closest_target);
330 }
331
332 void Seeker_Vollycontroller_Think() // TODO: Merge this with Seeker_Attack
333 {
334         float c;
335         entity oldself,oldenemy;
336         self.cnt = self.cnt - 1;
337
338         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))
339         {
340                 remove(self);
341                 return;
342         }
343
344         self.nextthink = time + autocvar_g_balance_seeker_missile_delay * W_WeaponRateFactor();
345         
346         oldself = self;
347         self = self.realowner;
348         
349         oldenemy = self.enemy;
350         self.enemy = oldself.enemy;
351         
352         c = mod(self.cnt, 4);
353         switch(c)
354         {
355                 case 0:
356                         Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
357                         break;
358                 case 1:
359                         Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
360                         break;
361                 case 2:
362                         Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
363                         break;
364                 case 3:
365                 default:
366                         Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
367                         break;
368         }
369
370         self.enemy = oldenemy;
371         self = oldself;
372 }
373
374 void Seeker_Tracker_Think() 
375 {
376         // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
377         if ((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER)
378         || (time > self.tag_time + autocvar_g_balance_seeker_tag_tracker_lifetime))
379         {
380                 if (self)
381                 {
382                         WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
383                         remove(self);
384                 }
385                 return;
386         }
387         
388         // Update the think method information
389         self.nextthink = time;
390 }
391
392 // ============================
393 // Begin: Tag projectile 
394 // ============================
395 void Seeker_Tag_Explode ()
396 {
397         //if(other==self.realowner)
398         //    return;
399         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, other.species, self);
400
401         remove (self);
402 }
403
404 void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
405 {
406         if (self.health <= 0)
407                 return;
408         self.health = self.health - damage;
409         if (self.health <= 0)
410                 Seeker_Tag_Explode();
411 }
412
413 void Seeker_Tag_Touch()
414 {
415         vector dir;
416         vector org2;
417         entity e;
418         
419         PROJECTILE_TOUCH;
420
421         dir     = normalize (self.realowner.origin - self.origin);
422         org2    = findbetterlocation (self.origin, 8);
423
424         te_knightspike(org2);
425
426         self.event_damage = SUB_Null;
427         Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_HEADSHOT, other.species, self);
428
429         if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
430         {
431                 // check to see if this person is already tagged by me
432                 entity tag = Seeker_Tagged_Info(self.realowner, other);
433                 
434                 if (tag != world)
435                 {
436                         if (other.wps_tag_tracker && (autocvar_g_balance_seeker_type == 1)) // don't attach another waypointsprite without killing the old one first
437                                 WaypointSprite_Kill(other.wps_tag_tracker);
438                                 
439                         tag.tag_time = time;
440                 }
441                 else
442                 {               
443                         //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
444                         e             = spawn();
445                         e.cnt         = autocvar_g_balance_seeker_missile_count;
446                         e.classname   = "tag_tracker";
447                         e.owner       = self.owner;
448                         e.realowner   = self.realowner;
449                         
450                         if      (autocvar_g_balance_seeker_type == 1)
451                         {
452                                 e.tag_target  = other;
453                                 e.tag_time    = time;
454                                 e.think       = Seeker_Tracker_Think;
455                         }
456                         else 
457                         {
458                                 e.enemy     = other;
459                                 e.think     = Seeker_Vollycontroller_Think;
460                         }
461                         
462                         e.nextthink   = time;
463                 }
464                 
465                 if      (autocvar_g_balance_seeker_type == 1)
466                 {
467                         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');
468                         WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
469                 }
470         }
471
472         remove(self);
473         return;
474 }
475
476 void Seeker_Fire_Tag()
477 {
478         entity missile;
479         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_seeker_tag_ammo, autocvar_g_balance_seeker_reload_ammo);
480
481         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);
482
483         missile                 = spawn();
484         missile.owner           = missile.realowner = self;
485         missile.classname       = "seeker_tag";
486         missile.bot_dodge       = TRUE;
487         missile.bot_dodgerating = 50;
488         missile.touch           = Seeker_Tag_Touch;
489         missile.think           = SUB_Remove;
490         missile.nextthink       = time + autocvar_g_balance_seeker_tag_lifetime;
491         missile.movetype        = MOVETYPE_FLY;
492         missile.solid           = SOLID_BBOX;
493
494         missile.takedamage       = DAMAGE_YES;
495         missile.event_damage    = Seeker_Tag_Explode;
496         missile.health          = autocvar_g_balance_seeker_tag_health;
497         missile.damageforcescale = autocvar_g_balance_seeker_tag_damageforcescale;
498
499         setorigin (missile, w_shotorg);
500         setsize (missile, '-2 -2 -2', '2 2 2');
501
502         missile.flags       = FL_PROJECTILE;
503
504         missile.movetype    = MOVETYPE_FLY;
505         W_SETUPPROJECTILEVELOCITY(missile, g_balance_seeker_tag);
506         missile.angles = vectoangles (missile.velocity);
507
508         CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
509
510         other = missile; MUTATOR_CALLHOOK(EditProjectile);
511 }
512
513 // ============================
514 // Begin: Genereal weapon functions
515 // ============================
516 void spawnfunc_weapon_seeker (void)
517 {
518         weapon_defaultspawnfunc(WEP_SEEKER);
519 }
520
521 float w_seeker(float req)
522 {
523         float ammo_amount;
524
525         if (req == WR_AIM)
526         {
527                 if (autocvar_g_balance_seeker_type == 1) 
528                         if (Seeker_Tagged_Info(self, self.enemy) != world)
529                                 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_seeker_missile_speed_max, 0, autocvar_g_balance_seeker_missile_lifetime, FALSE);
530                         else
531                                 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_seeker_tag_speed, 0, autocvar_g_balance_seeker_tag_lifetime, FALSE);
532                 else
533                         self.BUTTON_ATCK = bot_aim(autocvar_g_balance_seeker_tag_speed, 0, autocvar_g_balance_seeker_tag_lifetime, FALSE);
534         }
535         else if (req == WR_THINK)
536         {
537                 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
538                         weapon_action(self.weapon, WR_RELOAD);
539                         
540                 else if (self.BUTTON_ATCK)
541                 {
542                         if (autocvar_g_balance_seeker_type == 1) 
543                         {
544                                 if (weapon_prepareattack(0, autocvar_g_balance_seeker_missile_refire))
545                                 {
546                                         Seeker_Attack();
547                                         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_missile_animtime, w_ready);
548                                 }
549                         }
550                         else 
551                         {
552                                 if (weapon_prepareattack(0, autocvar_g_balance_seeker_tag_refire))
553                                 {
554                                         Seeker_Fire_Tag();
555                                         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_tag_animtime, w_ready);
556                                 }
557                         }
558                 }
559
560                 else if (self.BUTTON_ATCK2)
561                 {
562                         if (autocvar_g_balance_seeker_type == 1) 
563                         {
564                                 if (weapon_prepareattack(0, autocvar_g_balance_seeker_tag_refire))
565                                 {
566                                         Seeker_Fire_Tag();
567                                         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_tag_animtime, w_ready);
568                                 }
569                         }
570                         else 
571                         {
572                                 if (weapon_prepareattack(0, autocvar_g_balance_seeker_flac_refire))
573                                 {
574                                         Seeker_Fire_Flac();
575                                         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_flac_animtime, w_ready);
576                                 }
577                         }
578                 }
579         }
580         else if (req == WR_PRECACHE)
581         {
582                 precache_model ("models/weapons/g_seeker.md3");
583                 precache_model ("models/weapons/v_seeker.md3");
584                 precache_model ("models/weapons/h_seeker.iqm");
585                 precache_sound ("weapons/tag_fire.wav");
586                 precache_sound ("weapons/flac_fire.wav");
587                 precache_sound ("weapons/seeker_fire.wav");
588                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
589         }
590         else if (req == WR_SETUP)
591         {
592                 weapon_setup(WEP_SEEKER);
593                 self.current_ammo = ammo_rockets;
594         }
595         else if (req == WR_CHECKAMMO1)
596         {
597                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_seeker_missile_ammo;
598                 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= autocvar_g_balance_seeker_missile_ammo;
599                 return ammo_amount;
600         }
601         else if (req == WR_CHECKAMMO2)
602         {
603                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_seeker_tag_ammo;
604                 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= autocvar_g_balance_seeker_tag_ammo;
605                 return ammo_amount;
606         }
607         else if (req == WR_RELOAD)
608         {
609                 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");
610         }
611         return TRUE;
612 }
613 #endif
614 #ifdef CSQC
615 float w_seeker(float req)
616 {
617         if(req == WR_IMPACTEFFECT)
618         {
619                 vector org2;
620                 org2 = w_org + w_backoff * 6;
621                 if(w_deathtype & HITTYPE_BOUNCE)
622                 {
623                         pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
624                         if(!w_issilent)
625                         {
626                                 if (w_random<0.15)
627                                         sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTN_NORM);
628                                 else if (w_random<0.7)
629                                         sound(self, CH_SHOTS, "weapons/tagexp2.wav", 1, ATTN_NORM);
630                                 else
631                                         sound(self, CH_SHOTS, "weapons/tagexp3.wav", 1, ATTN_NORM);
632                         }
633                 }
634                 else if(w_deathtype & HITTYPE_HEADSHOT)
635                 {
636                         if(!w_issilent)
637                                 sound(self, CH_SHOTS, "weapons/tag_impact.wav", 1, ATTN_NORM);
638                 }
639                 else
640                 {
641                         pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
642                         if(!w_issilent)
643                         {
644                                 if (w_random<0.15)
645                                         sound(self, CH_SHOTS, "weapons/seekerexp1.wav", 1, ATTN_NORM);
646                                 else if (w_random<0.7)
647                                         sound(self, CH_SHOTS, "weapons/seekerexp2.wav", 1, ATTN_NORM);
648                                 else
649                                         sound(self, CH_SHOTS, "weapons/seekerexp3.wav", 1, ATTN_NORM);
650                         }
651                 }
652         }
653         else if(req == WR_PRECACHE)
654         {
655                 precache_sound("weapons/seekerexp1.wav");
656                 precache_sound("weapons/seekerexp2.wav");
657                 precache_sound("weapons/seekerexp3.wav");
658                 precache_sound("weapons/tagexp1.wav");
659                 precache_sound("weapons/tagexp2.wav");
660                 precache_sound("weapons/tagexp3.wav");
661                 precache_sound("weapons/tag_impact.wav");
662         }
663         else if (req == WR_SUICIDEMESSAGE)
664                 w_deathtypestring = _("%s played with tiny seeker rockets");
665         else if (req == WR_KILLMESSAGE)
666         {
667                 if(w_deathtype & HITTYPE_SECONDARY)
668                         w_deathtypestring = _("%s was tagged with a seeker by %s");
669                 else
670                         w_deathtypestring = _("%s was pummeled with seeker rockets by %s");
671         }
672         return TRUE;
673 }
674 #endif
675 #endif