+++ /dev/null
-#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(
-/* WEP_##id */ SEEKER,
-/* function */ w_seeker,
-/* ammotype */ IT_ROCKETS,
-/* impulse */ 8,
-/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* model */ "seeker",
-/* shortname */ "seeker",
-/* fullname */ _("T.A.G. Seeker")
-);
-#else
-#ifdef SVQC
-//.float proxytime; = autoswitch
-//.float tl; = wait
-.entity tag_target, wps_tag_tracker;
-.float tag_time;
-
-// ============================
-// Begin: Missile functions, these are general functions to be manipulated by other code
-// ============================
-void Seeker_Missile_Explode ()
-{
- self.event_damage = func_null;
- 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);
-
-
- remove (self);
-}
-
-void Seeker_Missile_Touch()
-{
- PROJECTILE_TOUCH;
-
- Seeker_Missile_Explode();
-}
-
-void Seeker_Missile_Think()
-{
- entity e;
- vector desireddir, olddir, newdir, eorg;
- float turnrate;
- float dist;
- float spd;
-
- if (time > self.cnt)
- {
- self.projectiledeathtype |= HITTYPE_SPLASH;
- Seeker_Missile_Explode();
- }
-
- spd = vlen(self.velocity);
- spd = bound(
- spd - autocvar_g_balance_seeker_missile_decel * frametime,
- autocvar_g_balance_seeker_missile_speed_max,
- spd + autocvar_g_balance_seeker_missile_accel * frametime
- );
-
- if (self.enemy != world)
- if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
- self.enemy = world;
-
- if (self.enemy != world)
- {
- e = self.enemy;
- eorg = 0.5 * (e.absmin + e.absmax);
- turnrate = autocvar_g_balance_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);
-
- // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
- if (autocvar_g_balance_seeker_missile_smart && (dist > autocvar_g_balance_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);
- else
- traceline(self.origin, eorg, FALSE, self);
-
- // Setup adaptive tracelength
- 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);
-
- // 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
- }
- else
- dist = 0;
-
- // Proxy
- if (autocvar_g_balance_seeker_missile_proxy)
- {
- if ( dist <= autocvar_g_balance_seeker_missile_proxy_maxrange)
- {
- if (self.autoswitch == 0)
- {
- self.autoswitch = time + autocvar_g_balance_seeker_missile_proxy_delay;
- }
- else
- {
- if (self.autoswitch <= time)
- {
- Seeker_Missile_Explode();
- self.autoswitch = 0;
- }
- }
- }
- else
- {
- if (self.autoswitch != 0)
- self.autoswitch = 0;
- }
- }
- ///////////////
-
- if (self.enemy.deadflag != DEAD_NO)
- {
- self.enemy = world;
- self.cnt = time + 1 + (random() * 4);
- self.nextthink = self.cnt;
- return;
- }
-
- //self.angles = vectoangles(self.velocity); // turn model in the new flight direction
- self.nextthink = time;// + 0.05; // csqc projectiles
- UpdateCSQCProjectile(self);
-}
-
-
-
-void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
-{
- if (self.health <= 0)
- return;
-
- if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
- return; // g_projectiles_damage says to halt
-
- if (self.realowner == attacker)
- self.health = self.health - (damage * 0.25);
- else
- self.health = self.health - damage;
-
- if (self.health <= 0)
- W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
-}
-
-/*
-void Seeker_Missile_Animate()
-{
- self.frame = self.frame +1;
- self.nextthink = time + 0.05;
-
- if (self.enemy != world)
- if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
- self.enemy = world;
-
- if(self.frame == 5)
- {
- self.think = Seeker_Missile_Think;
- self.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;
- else
- self.movetype = MOVETYPE_FLYMISSILE;
- }
-
- UpdateCSQCProjectile(self);
-}
-*/
-
-void Seeker_Fire_Missile(vector f_diff, entity m_target)
-{
- entity missile;
-
- W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_reload_ammo);
-
- makevectors(self.v_angle);
- W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0);
- w_shotorg += f_diff;
- pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
-
- //self.detornator = FALSE;
-
- missile = spawn();
- missile.owner = missile.realowner = self;
- missile.classname = "seeker_missile";
- missile.bot_dodge = TRUE;
- missile.bot_dodgerating = autocvar_g_balance_seeker_missile_damage;
-
- missile.think = Seeker_Missile_Think;
- missile.touch = Seeker_Missile_Touch;
- missile.event_damage = Seeker_Missile_Damage;
- missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
- missile.cnt = time + autocvar_g_balance_seeker_missile_lifetime;
- missile.enemy = m_target;
- missile.solid = SOLID_BBOX;
- missile.scale = 2;
- missile.takedamage = DAMAGE_YES;
- missile.health = autocvar_g_balance_seeker_missile_health;
- missile.damageforcescale = autocvar_g_balance_seeker_missile_damageforcescale;
- missile.damagedbycontents = TRUE;
- //missile.think = Seeker_Missile_Animate; // csqc projectiles.
-
- if (missile.enemy != world)
- missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
- else
- missile.projectiledeathtype = WEP_SEEKER;
-
-
- setorigin (missile, w_shotorg);
- setsize (missile, '-4 -4 -4', '4 4 4');
- missile.movetype = MOVETYPE_FLYMISSILE;
- missile.flags = FL_PROJECTILE;
- missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
-
- W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_missile);
-
- missile.angles = vectoangles (missile.velocity);
-
- CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
-
- other = missile; MUTATOR_CALLHOOK(EditProjectile);
-}
-
-// ============================
-// Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
-// ============================
-void Seeker_Flac_Explode ()
-{
- self.event_damage = func_null;
-
- 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);
-
- remove (self);
-}
-
-void Seeker_Flac_Touch()
-{
- PROJECTILE_TOUCH;
-
- Seeker_Flac_Explode();
-}
-
-void Seeker_Fire_Flac()
-{
- entity missile;
- vector f_diff;
- float c;
-
- W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_seeker_flac_ammo, autocvar_g_balance_seeker_reload_ammo);
-
- c = mod(self.bulletcounter, 4);
- switch(c)
- {
- case 0:
- f_diff = '-1.25 -3.75 0';
- break;
- case 1:
- f_diff = '+1.25 -3.75 0';
- break;
- case 2:
- f_diff = '-1.25 +3.75 0';
- break;
- case 3:
- default:
- f_diff = '+1.25 +3.75 0';
- break;
- }
- 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);
- w_shotorg += f_diff;
-
- pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
-
- missile = spawn ();
- missile.owner = missile.realowner = self;
- missile.classname = "missile";
- missile.bot_dodge = TRUE;
- missile.bot_dodgerating = autocvar_g_balance_seeker_flac_damage;
- missile.touch = Seeker_Flac_Explode;
- missile.use = Seeker_Flac_Explode;
- missile.think = adaptor_think2use_hittype_splash;
- missile.nextthink = time + autocvar_g_balance_seeker_flac_lifetime + autocvar_g_balance_seeker_flac_lifetime_rand;
- missile.solid = SOLID_BBOX;
- missile.movetype = MOVETYPE_FLY;
- missile.projectiledeathtype = WEP_SEEKER;
- missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
- missile.flags = FL_PROJECTILE;
- missile.missile_flags = MIF_SPLASH;
-
- // csqc projectiles
- //missile.angles = vectoangles (missile.velocity);
- //missile.scale = 0.4; // BUG: the model is too big
-
- setorigin (missile, w_shotorg);
- setsize (missile, '-2 -2 -2', '2 2 2');
-
- W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_flac);
- CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
-
- other = missile; MUTATOR_CALLHOOK(EditProjectile);
-}
-
-// ============================
-// Begin: Tag and rocket controllers
-// ============================
-entity Seeker_Tagged_Info(entity isowner, entity istarget)
-{
- entity tag;
- for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
- if ((tag.realowner == isowner) && (tag.tag_target == istarget))
- return tag;
-
- return world;
-}
-
-void Seeker_Attack()
-{
- entity tracker, closest_target;
-
- closest_target = world;
- for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
- {
- if (closest_target)
- {
- if (vlen(self.origin - tracker.tag_target.origin) < vlen(self.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);
- if ((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
- closest_target = world;
-
- Seeker_Fire_Missile('0 0 0', closest_target);
-}
-
-void Seeker_Vollycontroller_Think() // TODO: Merge this with Seeker_Attack
-{
- float c;
- entity oldself,oldenemy;
- self.cnt = self.cnt - 1;
-
- 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))
- {
- remove(self);
- return;
- }
-
- self.nextthink = time + autocvar_g_balance_seeker_missile_delay * W_WeaponRateFactor();
-
- oldself = self;
- self = self.realowner;
-
- oldenemy = self.enemy;
- self.enemy = oldself.enemy;
-
- c = mod(self.cnt, 4);
- switch(c)
- {
- case 0:
- Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
- break;
- case 1:
- Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
- break;
- case 2:
- Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
- break;
- case 3:
- default:
- Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
- break;
- }
-
- self.enemy = oldenemy;
- self = oldself;
-}
-
-void Seeker_Tracker_Think()
-{
- // 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)
- || (time > self.tag_time + autocvar_g_balance_seeker_tag_tracker_lifetime))
- {
- if (self)
- {
- WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
- remove(self);
- }
- return;
- }
-
- // Update the think method information
- self.nextthink = time;
-}
-
-// ============================
-// Begin: Tag projectile
-// ============================
-void Seeker_Tag_Explode ()
-{
- //if(other==self.realowner)
- // return;
- Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, other.species, self);
-
- remove (self);
-}
-
-void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
-{
- if (self.health <= 0)
- return;
- self.health = self.health - damage;
- if (self.health <= 0)
- Seeker_Tag_Explode();
-}
-
-void Seeker_Tag_Touch()
-{
- vector dir;
- vector org2;
- entity e;
-
- PROJECTILE_TOUCH;
-
- dir = normalize (self.realowner.origin - self.origin);
- org2 = findbetterlocation (self.origin, 8);
-
- te_knightspike(org2);
-
- self.event_damage = func_null;
- Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
-
- if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
- {
- // check to see if this person is already tagged by me
- entity tag = Seeker_Tagged_Info(self.realowner, other);
-
- if (tag != world)
- {
- if (other.wps_tag_tracker && (autocvar_g_balance_seeker_type == 1)) // don't attach another waypointsprite without killing the old one first
- WaypointSprite_Kill(other.wps_tag_tracker);
-
- tag.tag_time = time;
- }
- else
- {
- //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
- e = spawn();
- e.cnt = autocvar_g_balance_seeker_missile_count;
- e.classname = "tag_tracker";
- e.owner = self.owner;
- e.realowner = self.realowner;
-
- if (autocvar_g_balance_seeker_type == 1)
- {
- e.tag_target = other;
- e.tag_time = time;
- e.think = Seeker_Tracker_Think;
- }
- else
- {
- e.enemy = other;
- e.think = Seeker_Vollycontroller_Think;
- }
-
- e.nextthink = time;
- }
-
- if (autocvar_g_balance_seeker_type == 1)
- {
- 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');
- WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
- }
- }
-
- remove(self);
- return;
-}
-
-void Seeker_Fire_Tag()
-{
- entity missile;
- W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_seeker_tag_ammo, autocvar_g_balance_seeker_reload_ammo);
-
- 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);
-
- missile = spawn();
- missile.owner = missile.realowner = self;
- missile.classname = "seeker_tag";
- missile.bot_dodge = TRUE;
- missile.bot_dodgerating = 50;
- missile.touch = Seeker_Tag_Touch;
- missile.think = SUB_Remove;
- missile.nextthink = time + autocvar_g_balance_seeker_tag_lifetime;
- missile.movetype = MOVETYPE_FLY;
- missile.solid = SOLID_BBOX;
-
- missile.takedamage = DAMAGE_YES;
- missile.event_damage = Seeker_Tag_Damage;
- missile.health = autocvar_g_balance_seeker_tag_health;
- missile.damageforcescale = autocvar_g_balance_seeker_tag_damageforcescale;
-
- setorigin (missile, w_shotorg);
- setsize (missile, '-2 -2 -2', '2 2 2');
-
- missile.flags = FL_PROJECTILE;
- //missile.missile_flags = MIF_..?;
-
- missile.movetype = MOVETYPE_FLY;
- W_SETUPPROJECTILEVELOCITY(missile, g_balance_seeker_tag);
- missile.angles = vectoangles (missile.velocity);
-
- CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
-
- other = missile; MUTATOR_CALLHOOK(EditProjectile);
-}
-
-// ============================
-// Begin: Genereal weapon functions
-// ============================
-void spawnfunc_weapon_seeker (void)
-{
- weapon_defaultspawnfunc(WEP_SEEKER);
-}
-
-float w_seeker(float req)
-{
- float ammo_amount;
-
- if (req == WR_AIM)
- {
- if (autocvar_g_balance_seeker_type == 1)
- if (Seeker_Tagged_Info(self, self.enemy) != world)
- self.BUTTON_ATCK = bot_aim(autocvar_g_balance_seeker_missile_speed_max, 0, autocvar_g_balance_seeker_missile_lifetime, FALSE);
- else
- self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_seeker_tag_speed, 0, autocvar_g_balance_seeker_tag_lifetime, FALSE);
- else
- self.BUTTON_ATCK = bot_aim(autocvar_g_balance_seeker_tag_speed, 0, autocvar_g_balance_seeker_tag_lifetime, FALSE);
- }
- else if (req == WR_THINK)
- {
- 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
- weapon_action(self.weapon, WR_RELOAD);
-
- else if (self.BUTTON_ATCK)
- {
- if (autocvar_g_balance_seeker_type == 1)
- {
- if (weapon_prepareattack(0, autocvar_g_balance_seeker_missile_refire))
- {
- Seeker_Attack();
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_missile_animtime, w_ready);
- }
- }
- else
- {
- if (weapon_prepareattack(0, autocvar_g_balance_seeker_tag_refire))
- {
- Seeker_Fire_Tag();
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_tag_animtime, w_ready);
- }
- }
- }
-
- else if (self.BUTTON_ATCK2)
- {
- if (autocvar_g_balance_seeker_type == 1)
- {
- if (weapon_prepareattack(0, autocvar_g_balance_seeker_tag_refire))
- {
- Seeker_Fire_Tag();
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_tag_animtime, w_ready);
- }
- }
- else
- {
- if (weapon_prepareattack(0, autocvar_g_balance_seeker_flac_refire))
- {
- Seeker_Fire_Flac();
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_flac_animtime, w_ready);
- }
- }
- }
- }
- else if (req == WR_PRECACHE)
- {
- precache_model ("models/weapons/g_seeker.md3");
- precache_model ("models/weapons/v_seeker.md3");
- precache_model ("models/weapons/h_seeker.iqm");
- precache_sound ("weapons/tag_fire.wav");
- precache_sound ("weapons/flac_fire.wav");
- precache_sound ("weapons/seeker_fire.wav");
- //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
- }
- else if (req == WR_SETUP)
- {
- weapon_setup(WEP_SEEKER);
- self.current_ammo = ammo_rockets;
- }
- else if (req == WR_CHECKAMMO1)
- {
- if (autocvar_g_balance_seeker_type == 1)
- {
- ammo_amount = self.ammo_rockets >= autocvar_g_balance_seeker_missile_ammo;
- ammo_amount += self.(weapon_load[WEP_SEEKER]) >= autocvar_g_balance_seeker_missile_ammo;
- }
- else
- {
- ammo_amount = self.ammo_rockets >= autocvar_g_balance_seeker_tag_ammo;
- ammo_amount += self.(weapon_load[WEP_SEEKER]) >= autocvar_g_balance_seeker_tag_ammo;
- }
-
- return ammo_amount;
- }
- else if (req == WR_CHECKAMMO2)
- {
- if (autocvar_g_balance_seeker_type == 1)
- {
- ammo_amount = self.ammo_rockets >= autocvar_g_balance_seeker_tag_ammo;
- ammo_amount += self.(weapon_load[WEP_SEEKER]) >= autocvar_g_balance_seeker_tag_ammo;
- }
- else
- {
- ammo_amount = self.ammo_rockets >= autocvar_g_balance_seeker_flac_ammo;
- ammo_amount += self.(weapon_load[WEP_SEEKER]) >= autocvar_g_balance_seeker_flac_ammo;
- }
-
- return ammo_amount;
- }
- else if (req == WR_RELOAD)
- {
- 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");
- }
- else if (req == WR_SUICIDEMESSAGE)
- {
- return WEAPON_SEEKER_SUICIDE;
- }
- else if (req == WR_KILLMESSAGE)
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_SEEKER_MURDER_TAG;
- else
- return WEAPON_SEEKER_MURDER_SPRAY;
- }
- return TRUE;
-}
-#endif
-#ifdef CSQC
-float w_seeker(float req)
-{
- if(req == WR_IMPACTEFFECT)
- {
- 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, "weapons/tag_impact.wav", 1, ATTN_NORM);
- }
- else
- {
- pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
- if(!w_issilent)
- {
- if (w_random<0.15)
- sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTN_NORM);
- else if (w_random<0.7)
- sound(self, CH_SHOTS, "weapons/tagexp2.wav", 1, ATTN_NORM);
- else
- sound(self, CH_SHOTS, "weapons/tagexp3.wav", 1, ATTN_NORM);
- }
- }
- }
- else
- {
- pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
- if(!w_issilent)
- {
- if (w_random<0.15)
- sound(self, CH_SHOTS, "weapons/seekerexp1.wav", 1, ATTN_NORM);
- else if (w_random<0.7)
- sound(self, CH_SHOTS, "weapons/seekerexp2.wav", 1, ATTN_NORM);
- else
- sound(self, CH_SHOTS, "weapons/seekerexp3.wav", 1, ATTN_NORM);
- }
- }
- }
- else if(req == WR_PRECACHE)
- {
- precache_sound("weapons/seekerexp1.wav");
- precache_sound("weapons/seekerexp2.wav");
- precache_sound("weapons/seekerexp3.wav");
- precache_sound("weapons/tagexp1.wav");
- precache_sound("weapons/tagexp2.wav");
- precache_sound("weapons/tagexp3.wav");
- precache_sound("weapons/tag_impact.wav");
- }
- return TRUE;
-}
-#endif
-#endif