3 /* ammotype */ ATTRIB(Seeker, ammo_field, .int, ammo_rockets)
4 /* impulse */ ATTRIB(Seeker, impulse, int, 8)
5 /* flags */ ATTRIB(Seeker, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
6 /* rating */ ATTRIB(Seeker, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
7 /* color */ ATTRIB(Seeker, wpcolor, vector, '0.5 1 0');
8 /* modelname */ ATTRIB(Seeker, mdl, string, "seeker");
10 /* model */ ATTRIB(Seeker, m_model, Model, MDL_SEEKER_ITEM);
12 /* crosshair */ ATTRIB(Seeker, w_crosshair, string, "gfx/crosshairseeker");
13 /* crosshair */ ATTRIB(Seeker, w_crosshair_size, float, 0.8);
14 /* wepimg */ ATTRIB(Seeker, model2, string, "weaponseeker");
15 /* refname */ ATTRIB(Seeker, netname, string, "seeker");
16 /* wepname */ ATTRIB(Seeker, m_name, string, _("T.A.G. Seeker"));
18 #define X(BEGIN, P, END, class, prefix) \
20 P(class, prefix, flac_ammo, float, NONE) \
21 P(class, prefix, flac_animtime, float, NONE) \
22 P(class, prefix, flac_damage, float, NONE) \
23 P(class, prefix, flac_edgedamage, float, NONE) \
24 P(class, prefix, flac_force, float, NONE) \
25 P(class, prefix, flac_lifetime, float, NONE) \
26 P(class, prefix, flac_lifetime_rand, float, NONE) \
27 P(class, prefix, flac_radius, float, NONE) \
28 P(class, prefix, flac_refire, float, NONE) \
29 P(class, prefix, flac_speed, float, NONE) \
30 P(class, prefix, flac_speed_up, float, NONE) \
31 P(class, prefix, flac_speed_z, float, NONE) \
32 P(class, prefix, flac_spread, float, NONE) \
33 P(class, prefix, missile_accel, float, NONE) \
34 P(class, prefix, missile_ammo, float, NONE) \
35 P(class, prefix, missile_animtime, float, NONE) \
36 P(class, prefix, missile_count, float, NONE) \
37 P(class, prefix, missile_damageforcescale, float, NONE) \
38 P(class, prefix, missile_damage, float, NONE) \
39 P(class, prefix, missile_decel, float, NONE) \
40 P(class, prefix, missile_delay, float, NONE) \
41 P(class, prefix, missile_edgedamage, float, NONE) \
42 P(class, prefix, missile_force, float, NONE) \
43 P(class, prefix, missile_health, float, NONE) \
44 P(class, prefix, missile_lifetime, float, NONE) \
45 P(class, prefix, missile_proxy, float, NONE) \
46 P(class, prefix, missile_proxy_delay, float, NONE) \
47 P(class, prefix, missile_proxy_maxrange, float, NONE) \
48 P(class, prefix, missile_radius, float, NONE) \
49 P(class, prefix, missile_refire, float, NONE) \
50 P(class, prefix, missile_smart, float, NONE) \
51 P(class, prefix, missile_smart_mindist, float, NONE) \
52 P(class, prefix, missile_smart_trace_max, float, NONE) \
53 P(class, prefix, missile_smart_trace_min, float, NONE) \
54 P(class, prefix, missile_speed, float, NONE) \
55 P(class, prefix, missile_speed_max, float, NONE) \
56 P(class, prefix, missile_speed_up, float, NONE) \
57 P(class, prefix, missile_speed_z, float, NONE) \
58 P(class, prefix, missile_spread, float, NONE) \
59 P(class, prefix, missile_turnrate, float, NONE) \
60 P(class, prefix, reload_ammo, float, NONE) \
61 P(class, prefix, reload_time, float, NONE) \
62 P(class, prefix, switchdelay_drop, float, NONE) \
63 P(class, prefix, switchdelay_raise, float, NONE) \
64 P(class, prefix, tag_ammo, float, NONE) \
65 P(class, prefix, tag_animtime, float, NONE) \
66 P(class, prefix, tag_damageforcescale, float, NONE) \
67 P(class, prefix, tag_health, float, NONE) \
68 P(class, prefix, tag_lifetime, float, NONE) \
69 P(class, prefix, tag_refire, float, NONE) \
70 P(class, prefix, tag_speed, float, NONE) \
71 P(class, prefix, tag_spread, float, NONE) \
72 P(class, prefix, tag_tracker_lifetime, float, NONE) \
73 P(class, prefix, type, float, NONE) \
74 P(class, prefix, weaponreplace, string, NONE) \
75 P(class, prefix, weaponstartoverride, float, NONE) \
76 P(class, prefix, weaponstart, float, NONE) \
77 P(class, prefix, weaponthrowable, float, NONE) \
79 W_PROPS(X, Seeker, seeker)
82 REGISTER_WEAPON(SEEKER, seeker, NEW(Seeker));
86 .entity tag_target, wps_tag_tracker;
92 spawnfunc(weapon_seeker) { weapon_defaultspawnfunc(this, WEP_SEEKER); }
94 // ============================
95 // Begin: Missile functions, these are general functions to be manipulated by other code
96 // ============================
97 void W_Seeker_Missile_Explode(entity this, entity directhitentity)
99 this.event_damage = func_null;
100 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);
105 void W_Seeker_Missile_Explode_think(entity this)
107 W_Seeker_Missile_Explode(this, NULL);
110 void W_Seeker_Missile_Touch(entity this, entity toucher)
112 PROJECTILE_TOUCH(this, toucher);
114 W_Seeker_Missile_Explode(this, toucher);
117 void W_Seeker_Missile_Think(entity this)
120 vector desireddir, olddir, newdir, eorg;
127 this.projectiledeathtype |= HITTYPE_SPLASH;
128 W_Seeker_Missile_Explode(this, NULL);
131 spd = vlen(this.velocity);
133 spd - WEP_CVAR(seeker, missile_decel) * frametime,
134 WEP_CVAR(seeker, missile_speed_max),
135 spd + WEP_CVAR(seeker, missile_accel) * frametime
138 if(this.enemy != NULL)
139 if(this.enemy.takedamage != DAMAGE_AIM || IS_DEAD(this.enemy))
142 if(this.enemy != NULL)
145 eorg = 0.5 * (e.absmin + e.absmax);
146 turnrate = WEP_CVAR(seeker, missile_turnrate); // how fast to turn
147 desireddir = normalize(eorg - this.origin);
148 olddir = normalize(this.velocity); // get my current direction
149 dist = vlen(eorg - this.origin);
151 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
152 if(WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
154 // Is it a better idea (shorter distance) to trace to the target itthis?
155 if( vdist(this.origin + olddir * this.wait, <, dist))
156 traceline(this.origin, this.origin + olddir * this.wait, false, this);
158 traceline(this.origin, eorg, false, this);
160 // Setup adaptive tracelength
161 this.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(this.origin - trace_endpos), this.wait = WEP_CVAR(seeker, missile_smart_trace_max));
163 // Calc how important it is that we turn and add this to the desierd (enemy) dir.
164 desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
167 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
168 this.velocity = newdir * spd; // make me fly in the new direction at my flight speed
174 if(WEP_CVAR(seeker, missile_proxy))
176 if(dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
178 if(this.autoswitch == 0)
180 this.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
184 if(this.autoswitch <= time)
186 W_Seeker_Missile_Explode(this, NULL);
193 if(this.autoswitch != 0)
199 if(IS_DEAD(this.enemy))
202 this.cnt = time + 1 + (random() * 4);
203 this.nextthink = this.cnt;
207 //this.angles = vectoangles(this.velocity); // turn model in the new flight direction
208 this.nextthink = time;// + 0.05; // csqc projectiles
209 UpdateCSQCProjectile(this);
214 void W_Seeker_Missile_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
219 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
220 return; // g_projectiles_damage says to halt
222 if(this.realowner == attacker)
223 this.health = this.health - (damage * 0.25);
225 this.health = this.health - damage;
228 W_PrepareExplosionByDamage(this, attacker, W_Seeker_Missile_Explode_think);
232 void W_Seeker_Missile_Animate(entity this)
234 this.frame = this.frame +1;
235 this.nextthink = time + 0.05;
237 if(this.enemy != NULL)
238 if(this.enemy.takedamage != DAMAGE_AIM || IS_DEAD(this.enemy))
243 this.think = W_Seeker_Missile_Think;
244 this.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
246 if(autocvar_g_balance_seeker_missile_proxy)
247 this.move_movetype = MOVETYPE_BOUNCEMISSILE;
249 this.move_movetype = MOVETYPE_FLYMISSILE;
252 UpdateCSQCProjectile(this);
256 void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, vector f_diff, entity m_target)
260 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, missile_ammo));
262 makevectors(actor.v_angle);
263 W_SetupShot_ProjectileSize(actor, '-2 -2 -2', '2 2 2', false, 2, SND_SEEKER_FIRE, CH_WEAPON_A, 0);
265 Send_Effect(EFFECT_SEEKER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
267 //actor.detornator = false;
269 missile = new(seeker_missile);
270 missile.owner = missile.realowner = actor;
271 missile.bot_dodge = true;
272 missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
274 setthink(missile, W_Seeker_Missile_Think);
275 settouch(missile, W_Seeker_Missile_Touch);
276 missile.event_damage = W_Seeker_Missile_Damage;
277 missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
278 missile.cnt = time + WEP_CVAR(seeker, missile_lifetime);
279 missile.enemy = m_target;
280 missile.solid = SOLID_BBOX;
282 missile.takedamage = DAMAGE_YES;
283 missile.health = WEP_CVAR(seeker, missile_health);
284 missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
285 missile.damagedbycontents = true;
286 //missile.think = W_Seeker_Missile_Animate; // csqc projectiles.
288 if(missile.enemy != NULL)
289 missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY;
291 missile.projectiledeathtype = WEP_SEEKER.m_id;
294 setorigin(missile, w_shotorg);
295 setsize(missile, '-4 -4 -4', '4 4 4');
296 set_movetype(missile, MOVETYPE_FLYMISSILE);
297 missile.flags = FL_PROJECTILE;
298 IL_PUSH(g_projectiles, missile);
299 missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
301 W_SetupProjVelocity_UP_PRE(missile, seeker, missile_);
303 missile.angles = vectoangles(missile.velocity);
305 CSQCProjectile(missile, false, PROJECTILE_SEEKER, true);
307 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
310 // ============================
311 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
312 // ============================
313 void W_Seeker_Flac_Explode(entity this, entity directhitentity)
315 this.event_damage = func_null;
317 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);
322 void W_Seeker_Flac_Touch(entity this, entity toucher)
324 W_Seeker_Flac_Explode(this, toucher);
327 void W_Seeker_Flac_Explode_use(entity this, entity actor, entity trigger)
329 W_Seeker_Flac_Explode(this, trigger);
332 void W_Seeker_Fire_Flac(Weapon thiswep, entity actor)
338 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, flac_ammo));
340 c = actor.bulletcounter % 4;
344 f_diff = '-1.25 -3.75 0';
347 f_diff = '+1.25 -3.75 0';
350 f_diff = '-1.25 +3.75 0';
354 f_diff = '+1.25 +3.75 0';
357 W_SetupShot_ProjectileSize(actor, '-2 -2 -2', '2 2 2', false, 2, SND_FLAC_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
360 Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
362 missile = new(missile);
363 missile.owner = missile.realowner = actor;
364 missile.bot_dodge = true;
365 missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
366 settouch(missile, W_Seeker_Flac_Touch);
367 missile.use = W_Seeker_Flac_Explode_use;
368 setthink(missile, adaptor_think2use_hittype_splash);
369 missile.nextthink = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
370 missile.solid = SOLID_BBOX;
371 set_movetype(missile, MOVETYPE_FLY);
372 missile.projectiledeathtype = WEP_SEEKER.m_id;
373 missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY;
374 missile.flags = FL_PROJECTILE;
375 IL_PUSH(g_projectiles, missile);
376 missile.missile_flags = MIF_SPLASH;
379 //missile.angles = vectoangles(missile.velocity);
380 //missile.scale = 0.4; // BUG: the model is too big
382 setorigin(missile, w_shotorg);
383 setsize(missile, '-2 -2 -2', '2 2 2');
385 W_SetupProjVelocity_UP_PRE(missile, seeker, flac_);
386 CSQCProjectile(missile, true, PROJECTILE_FLAC, true);
388 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
391 // ============================
392 // Begin: Tag and rocket controllers
393 // ============================
394 entity W_Seeker_Tagged_Info(entity isowner, entity istarget)
397 for(tag = NULL; (tag = find(tag, classname, "tag_tracker")); )
398 if((tag.realowner == isowner) && (tag.tag_target == istarget))
404 void W_Seeker_Attack(entity actor)
406 entity tracker, closest_target;
408 closest_target = NULL;
409 for(tracker = NULL; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == actor)
413 if(vlen2(actor.origin - tracker.tag_target.origin) < vlen2(actor.origin - closest_target.origin))
414 closest_target = tracker.tag_target;
417 closest_target = tracker.tag_target;
420 traceline(actor.origin + actor.view_ofs, closest_target.origin, MOVE_NOMONSTERS, actor);
421 if((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
422 closest_target = NULL;
424 W_Seeker_Fire_Missile(WEP_SEEKER, actor, '0 0 0', closest_target);
427 void W_Seeker_Vollycontroller_Think(entity this) // TODO: Merge this with W_Seeker_Attack
431 this.cnt = this.cnt - 1;
433 Weapon thiswep = WEP_SEEKER;
434 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))
440 this.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor(this.realowner);
442 entity own = this.realowner;
444 oldenemy = own.enemy;
445 own.enemy = this.enemy;
451 W_Seeker_Fire_Missile(WEP_SEEKER, own, '-1.25 -3.75 0', own.enemy);
454 W_Seeker_Fire_Missile(WEP_SEEKER, own, '+1.25 -3.75 0', own.enemy);
457 W_Seeker_Fire_Missile(WEP_SEEKER, own, '-1.25 +3.75 0', own.enemy);
461 W_Seeker_Fire_Missile(WEP_SEEKER, own, '+1.25 +3.75 0', own.enemy);
465 own.enemy = oldenemy;
468 void W_Seeker_Tracker_Think(entity this)
470 // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
471 if((IS_DEAD(this.realowner)) || (IS_DEAD(this.tag_target)) || (PS(this.realowner).m_switchweapon != WEP_SEEKER)
472 || (time > this.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
476 WaypointSprite_Kill(this.tag_target.wps_tag_tracker);
482 // Update the think method information
483 this.nextthink = time;
486 // ============================
487 // Begin: Tag projectile
488 // ============================
489 void W_Seeker_Tag_Explode(entity this)
491 //if(other==this.realowner)
493 Damage_DamageInfo(this.origin, 0, 0, 0, this.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE, 0, this);
498 void W_Seeker_Tag_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
502 this.health = this.health - damage;
504 W_Seeker_Tag_Explode(this);
507 void W_Seeker_Tag_Touch(entity this, entity toucher)
513 PROJECTILE_TOUCH(this, toucher);
515 dir = normalize(this.realowner.origin - this.origin);
516 org2 = findbetterlocation(this.origin, 8);
518 te_knightspike(org2);
520 this.event_damage = func_null;
521 Damage_DamageInfo(this.origin, 0, 0, 0, this.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE | HITTYPE_SECONDARY, toucher.species, this);
523 if(toucher.takedamage == DAMAGE_AIM && !IS_DEAD(toucher))
525 // check to see if this person is already tagged by me
526 entity tag = W_Seeker_Tagged_Info(this.realowner, toucher);
530 if(toucher.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
531 WaypointSprite_Kill(toucher.wps_tag_tracker);
537 //sprint(this.realowner, strcat("You just tagged ^2", toucher.netname, "^7 with a tracking device!\n"));
538 e = new(tag_tracker);
539 e.cnt = WEP_CVAR(seeker, missile_count);
540 e.owner = this.owner;
541 e.realowner = this.realowner;
543 if(WEP_CVAR(seeker, type) == 1)
545 e.tag_target = toucher;
547 setthink(e, W_Seeker_Tracker_Think);
552 setthink(e, W_Seeker_Vollycontroller_Think);
558 if(WEP_CVAR(seeker, type) == 1)
560 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);
561 WaypointSprite_UpdateRule(toucher.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
569 void W_Seeker_Fire_Tag(Weapon thiswep, entity actor)
572 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, tag_ammo));
574 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));
576 missile = new(seeker_tag);
577 missile.owner = missile.realowner = actor;
578 missile.bot_dodge = true;
579 missile.bot_dodgerating = 50;
580 settouch(missile, W_Seeker_Tag_Touch);
581 setthink(missile, SUB_Remove);
582 missile.nextthink = time + WEP_CVAR(seeker, tag_lifetime);
583 set_movetype(missile, MOVETYPE_FLY);
584 missile.solid = SOLID_BBOX;
586 missile.takedamage = DAMAGE_YES;
587 missile.event_damage = W_Seeker_Tag_Damage;
588 missile.health = WEP_CVAR(seeker, tag_health);
589 missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
591 setorigin(missile, w_shotorg);
592 setsize(missile, '-2 -2 -2', '2 2 2');
594 missile.flags = FL_PROJECTILE;
595 IL_PUSH(g_projectiles, missile);
596 //missile.missile_flags = MIF_..?;
598 set_movetype(missile, MOVETYPE_FLY);
599 W_SetupProjVelocity_PRE(missile, seeker, tag_);
600 missile.angles = vectoangles(missile.velocity);
602 CSQCProjectile(missile, true, PROJECTILE_TAG, false); // has sound
604 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
607 // ============================
608 // Begin: Genereal weapon functions
609 // ============================
611 METHOD(Seeker, wr_aim, void(entity thiswep, entity actor))
613 if(WEP_CVAR(seeker, type) == 1)
614 if(W_Seeker_Tagged_Info(actor, actor.enemy) != NULL)
615 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
617 PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
619 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
621 METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
623 if(autocvar_g_balance_seeker_reload_ammo && actor.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) { // forced reload
624 thiswep.wr_reload(thiswep, actor, weaponentity);
627 if(WEP_CVAR(seeker, type) == 1)
629 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, missile_refire)))
631 W_Seeker_Attack(actor);
632 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
637 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
639 W_Seeker_Fire_Tag(thiswep, actor);
640 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
647 if(WEP_CVAR(seeker, type) == 1)
649 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
651 W_Seeker_Fire_Tag(thiswep, actor);
652 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
657 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, flac_refire)))
659 W_Seeker_Fire_Flac(thiswep, actor);
660 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
665 METHOD(Seeker, wr_checkammo1, bool(entity thiswep, entity actor))
668 if(WEP_CVAR(seeker, type) == 1)
670 ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, missile_ammo);
671 ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo);
675 ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
676 ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
680 METHOD(Seeker, wr_checkammo2, bool(entity thiswep, entity actor))
683 if(WEP_CVAR(seeker, type) == 1)
685 ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
686 ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
690 ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, flac_ammo);
691 ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo);
695 METHOD(Seeker, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
697 W_Reload(actor, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND_RELOAD);
699 METHOD(Seeker, wr_suicidemessage, Notification(entity thiswep))
701 return WEAPON_SEEKER_SUICIDE;
703 METHOD(Seeker, wr_killmessage, Notification(entity thiswep))
705 if(w_deathtype & HITTYPE_SECONDARY)
706 return WEAPON_SEEKER_MURDER_TAG;
708 return WEAPON_SEEKER_MURDER_SPRAY;
714 METHOD(Seeker, wr_impacteffect, void(entity thiswep, entity actor))
717 org2 = w_org + w_backoff * 6;
718 if(w_deathtype & HITTYPE_BOUNCE)
720 if(w_deathtype & HITTYPE_SECONDARY)
723 sound(actor, CH_SHOTS, SND_TAG_IMPACT, 1, ATTEN_NORM);
727 pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
731 sound(actor, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
732 else if(w_random<0.7)
733 sound(actor, CH_SHOTS, SND_TAGEXP2, 1, ATTEN_NORM);
735 sound(actor, CH_SHOTS, SND_TAGEXP3, 1, ATTEN_NORM);
741 pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
745 sound(actor, CH_SHOTS, SND_SEEKEREXP1, 1, ATTEN_NORM);
746 else if(w_random<0.7)
747 sound(actor, CH_SHOTS, SND_SEEKEREXP2, 1, ATTEN_NORM);
749 sound(actor, CH_SHOTS, SND_SEEKEREXP3, 1, ATTEN_NORM);