4 /* function */ W_Seeker,
5 /* ammotype */ ammo_rockets,
7 /* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_MID,
11 /* netname */ "seeker",
12 /* fullname */ _("T.A.G. Seeker")
15 #define SEEKER_SETTINGS(w_cvar,w_prop) SEEKER_SETTINGS_LIST(w_cvar, w_prop, SEEKER, seeker)
16 #define SEEKER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
17 w_cvar(id, sn, NONE, type) \
18 w_cvar(id, sn, NONE, flac_ammo) \
19 w_cvar(id, sn, NONE, flac_animtime) \
20 w_cvar(id, sn, NONE, flac_damage) \
21 w_cvar(id, sn, NONE, flac_edgedamage) \
22 w_cvar(id, sn, NONE, flac_force) \
23 w_cvar(id, sn, NONE, flac_lifetime) \
24 w_cvar(id, sn, NONE, flac_lifetime_rand) \
25 w_cvar(id, sn, NONE, flac_radius) \
26 w_cvar(id, sn, NONE, flac_refire) \
27 w_cvar(id, sn, NONE, flac_speed) \
28 w_cvar(id, sn, NONE, flac_speed_up) \
29 w_cvar(id, sn, NONE, flac_speed_z) \
30 w_cvar(id, sn, NONE, flac_spread) \
31 w_cvar(id, sn, NONE, missile_accel) \
32 w_cvar(id, sn, NONE, missile_ammo) \
33 w_cvar(id, sn, NONE, missile_animtime) \
34 w_cvar(id, sn, NONE, missile_count) \
35 w_cvar(id, sn, NONE, missile_damage) \
36 w_cvar(id, sn, NONE, missile_damageforcescale) \
37 w_cvar(id, sn, NONE, missile_decel) \
38 w_cvar(id, sn, NONE, missile_delay) \
39 w_cvar(id, sn, NONE, missile_edgedamage) \
40 w_cvar(id, sn, NONE, missile_force) \
41 w_cvar(id, sn, NONE, missile_health) \
42 w_cvar(id, sn, NONE, missile_lifetime) \
43 w_cvar(id, sn, NONE, missile_proxy) \
44 w_cvar(id, sn, NONE, missile_proxy_delay) \
45 w_cvar(id, sn, NONE, missile_proxy_maxrange) \
46 w_cvar(id, sn, NONE, missile_radius) \
47 w_cvar(id, sn, NONE, missile_refire) \
48 w_cvar(id, sn, NONE, missile_smart) \
49 w_cvar(id, sn, NONE, missile_smart_mindist) \
50 w_cvar(id, sn, NONE, missile_smart_trace_max) \
51 w_cvar(id, sn, NONE, missile_smart_trace_min) \
52 w_cvar(id, sn, NONE, missile_speed) \
53 w_cvar(id, sn, NONE, missile_speed_max) \
54 w_cvar(id, sn, NONE, missile_speed_up) \
55 w_cvar(id, sn, NONE, missile_speed_z) \
56 w_cvar(id, sn, NONE, missile_spread) \
57 w_cvar(id, sn, NONE, missile_turnrate) \
58 w_cvar(id, sn, NONE, tag_ammo) \
59 w_cvar(id, sn, NONE, tag_animtime) \
60 w_cvar(id, sn, NONE, tag_damageforcescale) \
61 w_cvar(id, sn, NONE, tag_health) \
62 w_cvar(id, sn, NONE, tag_lifetime) \
63 w_cvar(id, sn, NONE, tag_refire) \
64 w_cvar(id, sn, NONE, tag_speed) \
65 w_cvar(id, sn, NONE, tag_spread) \
66 w_cvar(id, sn, NONE, tag_tracker_lifetime) \
67 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
68 w_prop(id, sn, float, reloading_time, reload_time) \
69 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
70 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
71 w_prop(id, sn, string, weaponreplace, weaponreplace) \
72 w_prop(id, sn, float, weaponstart, weaponstart) \
73 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
76 SEEKER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
77 .entity tag_target, wps_tag_tracker;
82 void spawnfunc_weapon_seeker (void) { weapon_defaultspawnfunc(WEP_SEEKER); }
84 // ============================
85 // Begin: Missile functions, these are general functions to be manipulated by other code
86 // ============================
87 void W_Seeker_Missile_Explode()
89 self.event_damage = func_null;
90 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);
95 void W_Seeker_Missile_Touch()
99 W_Seeker_Missile_Explode();
102 void W_Seeker_Missile_Think()
105 vector desireddir, olddir, newdir, eorg;
112 self.projectiledeathtype |= HITTYPE_SPLASH;
113 W_Seeker_Missile_Explode();
116 spd = vlen(self.velocity);
118 spd - WEP_CVAR(seeker, missile_decel) * frametime,
119 WEP_CVAR(seeker, missile_speed_max),
120 spd + WEP_CVAR(seeker, missile_accel) * frametime
123 if (self.enemy != world)
124 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
127 if (self.enemy != world)
130 eorg = 0.5 * (e.absmin + e.absmax);
131 turnrate = WEP_CVAR(seeker, missile_turnrate); // how fast to turn
132 desireddir = normalize(eorg - self.origin);
133 olddir = normalize(self.velocity); // get my current direction
134 dist = vlen(eorg - self.origin);
136 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
137 if (WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
139 // Is it a better idea (shorter distance) to trace to the target itself?
140 if ( vlen(self.origin + olddir * self.wait) < dist)
141 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
143 traceline(self.origin, eorg, FALSE, self);
145 // Setup adaptive tracelength
146 self.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = WEP_CVAR(seeker, missile_smart_trace_max));
148 // Calc how important it is that we turn and add this to the desierd (enemy) dir.
149 desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
152 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
153 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
159 if (WEP_CVAR(seeker, missile_proxy))
161 if ( dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
163 if (self.autoswitch == 0)
165 self.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
169 if (self.autoswitch <= time)
171 W_Seeker_Missile_Explode();
178 if (self.autoswitch != 0)
184 if (self.enemy.deadflag != DEAD_NO)
187 self.cnt = time + 1 + (random() * 4);
188 self.nextthink = self.cnt;
192 //self.angles = vectoangles(self.velocity); // turn model in the new flight direction
193 self.nextthink = time;// + 0.05; // csqc projectiles
194 UpdateCSQCProjectile(self);
199 void W_Seeker_Missile_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
201 if (self.health <= 0)
204 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
205 return; // g_projectiles_damage says to halt
207 if (self.realowner == attacker)
208 self.health = self.health - (damage * 0.25);
210 self.health = self.health - damage;
212 if (self.health <= 0)
213 W_PrepareExplosionByDamage(attacker, W_Seeker_Missile_Explode);
217 void W_Seeker_Missile_Animate()
219 self.frame = self.frame +1;
220 self.nextthink = time + 0.05;
222 if (self.enemy != world)
223 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
228 self.think = W_Seeker_Missile_Think;
229 self.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
231 if (autocvar_g_balance_seeker_missile_proxy)
232 self.movetype = MOVETYPE_BOUNCEMISSILE;
234 self.movetype = MOVETYPE_FLYMISSILE;
237 UpdateCSQCProjectile(self);
241 void W_Seeker_Fire_Missile(vector f_diff, entity m_target)
245 W_DecreaseAmmo(WEP_CVAR(seeker, missile_ammo));
247 makevectors(self.v_angle);
248 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0);
250 pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
252 //self.detornator = FALSE;
255 missile.owner = missile.realowner = self;
256 missile.classname = "seeker_missile";
257 missile.bot_dodge = TRUE;
258 missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
260 missile.think = W_Seeker_Missile_Think;
261 missile.touch = W_Seeker_Missile_Touch;
262 missile.event_damage = W_Seeker_Missile_Damage;
263 missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
264 missile.cnt = time + WEP_CVAR(seeker, missile_lifetime);
265 missile.enemy = m_target;
266 missile.solid = SOLID_BBOX;
268 missile.takedamage = DAMAGE_YES;
269 missile.health = WEP_CVAR(seeker, missile_health);
270 missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
271 missile.damagedbycontents = TRUE;
272 //missile.think = W_Seeker_Missile_Animate; // csqc projectiles.
274 if (missile.enemy != world)
275 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
277 missile.projectiledeathtype = WEP_SEEKER;
280 setorigin (missile, w_shotorg);
281 setsize (missile, '-4 -4 -4', '4 4 4');
282 missile.movetype = MOVETYPE_FLYMISSILE;
283 missile.flags = FL_PROJECTILE;
284 missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
286 W_SetupVelocity_UP_PRE(missile, seeker, missile_);
288 missile.angles = vectoangles (missile.velocity);
290 CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
292 other = missile; MUTATOR_CALLHOOK(EditProjectile);
295 // ============================
296 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
297 // ============================
298 void W_Seeker_Flac_Explode()
300 self.event_damage = func_null;
302 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);
307 void W_Seeker_Flac_Touch()
311 W_Seeker_Flac_Explode();
314 void W_Seeker_Fire_Flac()
320 W_DecreaseAmmo(WEP_CVAR(seeker, flac_ammo));
322 c = mod(self.bulletcounter, 4);
326 f_diff = '-1.25 -3.75 0';
329 f_diff = '+1.25 -3.75 0';
332 f_diff = '-1.25 +3.75 0';
336 f_diff = '+1.25 +3.75 0';
339 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
342 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
345 missile.owner = missile.realowner = self;
346 missile.classname = "missile";
347 missile.bot_dodge = TRUE;
348 missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
349 missile.touch = W_Seeker_Flac_Explode;
350 missile.use = W_Seeker_Flac_Explode;
351 missile.think = adaptor_think2use_hittype_splash;
352 missile.nextthink = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
353 missile.solid = SOLID_BBOX;
354 missile.movetype = MOVETYPE_FLY;
355 missile.projectiledeathtype = WEP_SEEKER;
356 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
357 missile.flags = FL_PROJECTILE;
358 missile.missile_flags = MIF_SPLASH;
361 //missile.angles = vectoangles (missile.velocity);
362 //missile.scale = 0.4; // BUG: the model is too big
364 setorigin (missile, w_shotorg);
365 setsize (missile, '-2 -2 -2', '2 2 2');
367 W_SetupVelocity_UP_PRE(missile, seeker, flac_);
368 CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
370 other = missile; MUTATOR_CALLHOOK(EditProjectile);
373 // ============================
374 // Begin: Tag and rocket controllers
375 // ============================
376 entity W_Seeker_Tagged_Info(entity isowner, entity istarget)
379 for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
380 if ((tag.realowner == isowner) && (tag.tag_target == istarget))
386 void W_Seeker_Attack()
388 entity tracker, closest_target;
390 closest_target = world;
391 for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
395 if (vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
396 closest_target = tracker.tag_target;
399 closest_target = tracker.tag_target;
402 traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
403 if ((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
404 closest_target = world;
406 W_Seeker_Fire_Missile('0 0 0', closest_target);
409 void W_Seeker_Vollycontroller_Think() // TODO: Merge this with W_Seeker_Attack
412 entity oldself,oldenemy;
413 self.cnt = self.cnt - 1;
415 if((!(self.realowner.items & IT_UNLIMITED_AMMO) && self.realowner.AMMO_VAL(WEP_SEEKER) < WEP_CVAR(seeker, missile_ammo)) || (self.cnt <= -1) || (self.realowner.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER))
421 self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor();
424 self = self.realowner;
426 oldenemy = self.enemy;
427 self.enemy = oldself.enemy;
429 c = mod(self.cnt, 4);
433 W_Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
436 W_Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
439 W_Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
443 W_Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
447 self.enemy = oldenemy;
451 void W_Seeker_Tracker_Think()
453 // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
454 if ((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER)
455 || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
459 WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
465 // Update the think method information
466 self.nextthink = time;
469 // ============================
470 // Begin: Tag projectile
471 // ============================
472 void W_Seeker_Tag_Explode()
474 //if(other==self.realowner)
476 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, other.species, self);
481 void W_Seeker_Tag_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
483 if (self.health <= 0)
485 self.health = self.health - damage;
486 if (self.health <= 0)
487 W_Seeker_Tag_Explode();
490 void W_Seeker_Tag_Touch()
498 dir = normalize (self.realowner.origin - self.origin);
499 org2 = findbetterlocation (self.origin, 8);
501 te_knightspike(org2);
503 self.event_damage = func_null;
504 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
506 if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
508 // check to see if this person is already tagged by me
509 entity tag = W_Seeker_Tagged_Info(self.realowner, other);
513 if (other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
514 WaypointSprite_Kill(other.wps_tag_tracker);
520 //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
522 e.cnt = WEP_CVAR(seeker, missile_count);
523 e.classname = "tag_tracker";
524 e.owner = self.owner;
525 e.realowner = self.realowner;
527 if(WEP_CVAR(seeker, type) == 1)
529 e.tag_target = other;
531 e.think = W_Seeker_Tracker_Think;
536 e.think = W_Seeker_Vollycontroller_Think;
542 if(WEP_CVAR(seeker, type) == 1)
544 WaypointSprite_Spawn("tagged-target", WEP_CVAR(seeker, tag_tracker_lifetime), 0, other, '0 0 64', self.realowner, 0, other, wps_tag_tracker, TRUE, RADARICON_TAGGED, '0.5 1 0');
545 WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
553 void W_Seeker_Fire_Tag()
556 W_DecreaseAmmo(WEP_CVAR(seeker, tag_ammo));
558 W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count));
561 missile.owner = missile.realowner = self;
562 missile.classname = "seeker_tag";
563 missile.bot_dodge = TRUE;
564 missile.bot_dodgerating = 50;
565 missile.touch = W_Seeker_Tag_Touch;
566 missile.think = SUB_Remove;
567 missile.nextthink = time + WEP_CVAR(seeker, tag_lifetime);
568 missile.movetype = MOVETYPE_FLY;
569 missile.solid = SOLID_BBOX;
571 missile.takedamage = DAMAGE_YES;
572 missile.event_damage = W_Seeker_Tag_Damage;
573 missile.health = WEP_CVAR(seeker, tag_health);
574 missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
576 setorigin (missile, w_shotorg);
577 setsize (missile, '-2 -2 -2', '2 2 2');
579 missile.flags = FL_PROJECTILE;
580 //missile.missile_flags = MIF_..?;
582 missile.movetype = MOVETYPE_FLY;
583 W_SetupVelocity_PRE(missile, seeker, tag_);
584 missile.angles = vectoangles (missile.velocity);
586 CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
588 other = missile; MUTATOR_CALLHOOK(EditProjectile);
591 // ============================
592 // Begin: Genereal weapon functions
593 // ============================
595 float W_Seeker(float req)
603 if (WEP_CVAR(seeker, type) == 1)
604 if (W_Seeker_Tagged_Info(self, self.enemy) != world)
605 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), FALSE);
607 self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
609 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
614 if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) // forced reload
615 WEP_ACTION(self.weapon, WR_RELOAD);
617 else if (self.BUTTON_ATCK)
619 if (WEP_CVAR(seeker, type) == 1)
621 if (weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire)))
624 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
629 if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
632 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
637 else if (self.BUTTON_ATCK2)
639 if (WEP_CVAR(seeker, type) == 1)
641 if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
644 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
649 if (weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire)))
651 W_Seeker_Fire_Flac();
652 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
661 precache_model ("models/weapons/g_seeker.md3");
662 precache_model ("models/weapons/v_seeker.md3");
663 precache_model ("models/weapons/h_seeker.iqm");
664 precache_sound ("weapons/tag_fire.wav");
665 precache_sound ("weapons/flac_fire.wav");
666 precache_sound ("weapons/seeker_fire.wav");
667 SEEKER_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
672 if (WEP_CVAR(seeker, type) == 1)
674 ammo_amount = self.AMMO_VAL(WEP_SEEKER) >= WEP_CVAR(seeker, missile_ammo);
675 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, missile_ammo);
679 ammo_amount = self.AMMO_VAL(WEP_SEEKER) >= WEP_CVAR(seeker, tag_ammo);
680 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
686 if (WEP_CVAR(seeker, type) == 1)
688 ammo_amount = self.AMMO_VAL(WEP_SEEKER) >= WEP_CVAR(seeker, tag_ammo);
689 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
693 ammo_amount = self.AMMO_VAL(WEP_SEEKER) >= WEP_CVAR(seeker, flac_ammo);
694 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, flac_ammo);
700 SEEKER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
705 W_Reload(min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), "weapons/reload.wav");
708 case WR_SUICIDEMESSAGE:
710 return WEAPON_SEEKER_SUICIDE;
714 if(w_deathtype & HITTYPE_SECONDARY)
715 return WEAPON_SEEKER_MURDER_TAG;
717 return WEAPON_SEEKER_MURDER_SPRAY;
724 float W_Seeker(float req)
728 case WR_IMPACTEFFECT:
731 org2 = w_org + w_backoff * 6;
732 if(w_deathtype & HITTYPE_BOUNCE)
734 if(w_deathtype & HITTYPE_SECONDARY)
737 sound(self, CH_SHOTS, "weapons/tag_impact.wav", 1, ATTEN_NORM);
741 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
745 sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTEN_NORM);
746 else if (w_random<0.7)
747 sound(self, CH_SHOTS, "weapons/tagexp2.wav", 1, ATTEN_NORM);
749 sound(self, CH_SHOTS, "weapons/tagexp3.wav", 1, ATTEN_NORM);
755 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
759 sound(self, CH_SHOTS, "weapons/seekerexp1.wav", 1, ATTEN_NORM);
760 else if (w_random<0.7)
761 sound(self, CH_SHOTS, "weapons/seekerexp2.wav", 1, ATTEN_NORM);
763 sound(self, CH_SHOTS, "weapons/seekerexp3.wav", 1, ATTEN_NORM);
770 precache_sound("weapons/seekerexp1.wav");
771 precache_sound("weapons/seekerexp2.wav");
772 precache_sound("weapons/seekerexp3.wav");
773 precache_sound("weapons/tagexp1.wav");
774 precache_sound("weapons/tagexp2.wav");
775 precache_sound("weapons/tagexp3.wav");
776 precache_sound("weapons/tag_impact.wav");