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Only swap the Nexuiz weapons with items if they're mutator blocked, allows mutators...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / seeker.qc
1 #include "seeker.qh"
2
3 #ifdef SVQC
4
5 METHOD(Seeker, m_spawnfunc_hookreplace, Weapon(Seeker this, entity e))
6 {
7     if (autocvar_sv_nexuizcompat_weaponswap && !Item_IsLoot(e) && (this.spawnflags & WEP_FLAG_MUTATORBLOCKED))
8     {
9         return ITEM_HealthBig;
10     }
11     return this;
12 }
13
14 // ============================
15 // Begin: Missile functions, these are general functions to be manipulated by other code
16 // ============================
17 void W_Seeker_Missile_Explode(entity this, entity directhitentity)
18 {
19         this.event_damage = func_null;
20         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, this.weaponentity_fld, directhitentity);
21
22         delete(this);
23 }
24
25 void W_Seeker_Missile_Explode_think(entity this)
26 {
27         W_Seeker_Missile_Explode(this, NULL);
28 }
29
30 void W_Seeker_Missile_Touch(entity this, entity toucher)
31 {
32         PROJECTILE_TOUCH(this, toucher);
33
34         W_Seeker_Missile_Explode(this, toucher);
35 }
36
37 void W_Seeker_Missile_Think(entity this)
38 {
39         entity e;
40         vector desireddir, olddir, newdir, eorg;
41         float turnrate;
42         float dist;
43         float spd;
44
45         if(time > this.cnt)
46         {
47                 this.projectiledeathtype |= HITTYPE_SPLASH;
48                 W_Seeker_Missile_Explode(this, NULL);
49         }
50
51         spd = vlen(this.velocity);
52         spd = bound(
53                 spd - WEP_CVAR(seeker, missile_decel) * frametime,
54                 WEP_CVAR(seeker, missile_speed_max),
55                 spd + WEP_CVAR(seeker, missile_accel) * frametime
56         );
57
58         if(this.enemy != NULL)
59                 if(this.enemy.takedamage != DAMAGE_AIM || IS_DEAD(this.enemy))
60                         this.enemy = NULL;
61
62         if(this.enemy != NULL)
63         {
64                 e               = this.enemy;
65                 eorg            = 0.5 * (e.absmin + e.absmax);
66                 turnrate        = WEP_CVAR(seeker, missile_turnrate); // how fast to turn
67                 desireddir      = normalize(eorg - this.origin);
68                 olddir          = normalize(this.velocity); // get my current direction
69                 dist            = vlen(eorg - this.origin);
70
71                 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
72                 if(WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
73                 {
74                         // Is it a better idea (shorter distance) to trace to the target itself?
75                         if( vdist(this.origin + olddir * this.wait, <, dist))
76                                 traceline(this.origin, this.origin + olddir * this.wait, false, this);
77                         else
78                                 traceline(this.origin, eorg, false, this);
79
80                         // Setup adaptive tracelength
81                         this.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(this.origin - trace_endpos), this.wait = WEP_CVAR(seeker, missile_smart_trace_max));
82
83                         // Calc how important it is that we turn and add this to the desierd (enemy) dir.
84                         desireddir  = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
85                 }
86
87                 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
88                 this.velocity = newdir * spd; // make me fly in the new direction at my flight speed
89         }
90         else
91                 dist = 0;
92
93         // Proxy
94         if(WEP_CVAR(seeker, missile_proxy))
95         {
96                 if(dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
97                 {
98                         if(this.autoswitch == 0)
99                         {
100                                 this.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
101                         }
102                         else
103                         {
104                                 if(this.autoswitch <= time)
105                                 {
106                                         W_Seeker_Missile_Explode(this, NULL);
107                                         this.autoswitch = 0;
108                                 }
109                         }
110                 }
111                 else
112                 {
113                         if(this.autoswitch != 0)
114                                 this.autoswitch = 0;
115                 }
116         }
117         ///////////////
118
119         if(IS_DEAD(this.enemy))
120         {
121                 this.enemy = NULL;
122                 this.cnt = time + 1 + (random() * 4);
123                 this.nextthink = this.cnt;
124                 return;
125         }
126
127         //this.angles = vectoangles(this.velocity);                     // turn model in the new flight direction
128         this.nextthink = time;// + 0.05; // csqc projectiles
129         UpdateCSQCProjectile(this);
130 }
131
132
133
134 void W_Seeker_Missile_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
135 {
136         if(GetResource(this, RES_HEALTH) <= 0)
137                 return;
138
139         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
140                 return; // g_projectiles_damage says to halt
141
142         if(this.realowner == attacker)
143                 TakeResource(this, RES_HEALTH, (damage * 0.25));
144         else
145                 TakeResource(this, RES_HEALTH, damage);
146
147         if(GetResource(this, RES_HEALTH) <= 0)
148                 W_PrepareExplosionByDamage(this, attacker, W_Seeker_Missile_Explode_think);
149 }
150
151 /*
152 void W_Seeker_Missile_Animate(entity this)
153 {
154         this.frame = this.frame +1;
155         this.nextthink = time + 0.05;
156
157         if(this.enemy != NULL)
158                 if(this.enemy.takedamage != DAMAGE_AIM || IS_DEAD(this.enemy))
159                         this.enemy = NULL;
160
161         if(this.frame == 5)
162         {
163                 this.think           = W_Seeker_Missile_Think;
164                 this.nextthink       = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
165
166                 if(autocvar_g_balance_seeker_missile_proxy)
167                         this.move_movetype    = MOVETYPE_BOUNCEMISSILE;
168                 else
169                         this.move_movetype    = MOVETYPE_FLYMISSILE;
170         }
171
172         UpdateCSQCProjectile(this);
173 }
174 */
175
176 void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, .entity weaponentity, vector f_diff, entity m_target)
177 {
178         W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, missile_ammo), weaponentity);
179
180         makevectors(actor.v_angle);
181         W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_SEEKER_FIRE, CH_WEAPON_A, 0, ((m_target != NULL) ? thiswep.m_id | HITTYPE_SECONDARY : thiswep.m_id));
182         w_shotorg += f_diff;
183         Send_Effect(EFFECT_SEEKER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
184
185         //actor.detornator         = false;
186
187         entity missile                 = new(seeker_missile);
188         missile.owner           = missile.realowner = actor;
189         missile.bot_dodge       = true;
190         missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
191
192         setthink(missile, W_Seeker_Missile_Think);
193         settouch(missile, W_Seeker_Missile_Touch);
194         missile.event_damage    = W_Seeker_Missile_Damage;
195         missile.nextthink       = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
196         missile.cnt             = time + WEP_CVAR(seeker, missile_lifetime);
197         missile.enemy           = m_target;
198         missile.solid           = SOLID_BBOX;
199         missile.scale           = 2;
200         missile.takedamage      = DAMAGE_YES;
201         missile.weaponentity_fld = weaponentity;
202         SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR(seeker, missile_health));
203         missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
204         missile.damagedbycontents = true;
205         IL_PUSH(g_damagedbycontents, missile);
206         //missile.think           = W_Seeker_Missile_Animate; // csqc projectiles.
207
208         if(missile.enemy != NULL)
209                 missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
210         else
211                 missile.projectiledeathtype = thiswep.m_id;
212
213
214         setorigin(missile, w_shotorg);
215         setsize(missile, '-4 -4 -4', '4 4 4');
216         set_movetype(missile, MOVETYPE_FLYMISSILE);
217         missile.flags = FL_PROJECTILE;
218         IL_PUSH(g_projectiles, missile);
219         IL_PUSH(g_bot_dodge, missile);
220         missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
221
222         W_SetupProjVelocity_UP_PRE(missile, seeker, missile_);
223
224         missile.angles = vectoangles(missile.velocity);
225
226         CSQCProjectile(missile, false, PROJECTILE_SEEKER, true);
227
228         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
229 }
230
231 // ============================
232 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
233 // ============================
234 void W_Seeker_Flac_Explode(entity this, entity directhitentity)
235 {
236         this.event_damage = func_null;
237
238         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, this.weaponentity_fld, directhitentity);
239
240         delete(this);
241 }
242
243 void W_Seeker_Flac_Touch(entity this, entity toucher)
244 {
245         W_Seeker_Flac_Explode(this, toucher);
246 }
247
248 void W_Seeker_Flac_Explode_use(entity this, entity actor, entity trigger)
249 {
250         W_Seeker_Flac_Explode(this, trigger);
251 }
252
253 void W_Seeker_Fire_Flac(Weapon thiswep, entity actor, .entity weaponentity)
254 {
255         entity missile;
256         vector f_diff;
257         float c;
258
259         W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, flac_ammo), weaponentity);
260
261         c = actor.(weaponentity).bulletcounter % 4;
262         switch(c)
263         {
264                 case 0:
265                         f_diff = '-1.25 -3.75 0';
266                         break;
267                 case 1:
268                         f_diff = '+1.25 -3.75 0';
269                         break;
270                 case 2:
271                         f_diff = '-1.25 +3.75 0';
272                         break;
273                 case 3:
274                 default:
275                         f_diff = '+1.25 +3.75 0';
276                         break;
277         }
278         W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_FLAC_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, flac_damage), thiswep.m_id | HITTYPE_SECONDARY);
279         w_shotorg += f_diff;
280
281         Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
282
283         missile                                 = new(missile);
284         missile.owner                   = missile.realowner = actor;
285         missile.bot_dodge               = true;
286         missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
287         settouch(missile, W_Seeker_Flac_Touch);
288         missile.use                     = W_Seeker_Flac_Explode_use;
289         setthink(missile, adaptor_think2use_hittype_splash);
290         missile.nextthink               = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
291         missile.solid                   = SOLID_BBOX;
292         set_movetype(missile, MOVETYPE_FLY);
293         missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
294         missile.weaponentity_fld = weaponentity;
295         missile.flags = FL_PROJECTILE;
296         IL_PUSH(g_projectiles, missile);
297         IL_PUSH(g_bot_dodge, missile);
298         missile.missile_flags       = MIF_SPLASH;
299
300         // csqc projectiles
301         //missile.angles                                = vectoangles(missile.velocity);
302         //missile.scale = 0.4; // BUG: the model is too big
303
304         setorigin(missile, w_shotorg);
305         setsize(missile, '-2 -2 -2', '2 2 2');
306
307         W_SetupProjVelocity_UP_PRE(missile, seeker, flac_);
308         CSQCProjectile(missile, true, PROJECTILE_FLAC, true);
309
310         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
311 }
312
313 // ============================
314 // Begin: Tag and rocket controllers
315 // ============================
316 entity W_Seeker_Tagged_Info(entity isowner, .entity weaponentity, entity istarget)
317 {
318         IL_EACH(g_seeker_trackers, it.classname == "tag_tracker" && it.realowner == isowner,
319         {
320                 if(it.tag_target == istarget && it.weaponentity_fld == weaponentity)
321                         return it;
322         });
323
324         return NULL;
325 }
326
327 void W_Seeker_Attack(Weapon thiswep, entity actor, .entity weaponentity)
328 {
329         entity closest_target = NULL;
330
331         IL_EACH(g_seeker_trackers, it.classname == "tag_tracker" && it.realowner == actor,
332         {
333                 if(closest_target)
334                 {
335                         if(vlen2(actor.origin - it.tag_target.origin) < vlen2(actor.origin - closest_target.origin))
336                                 closest_target = it.tag_target;
337                 }
338                 else
339                         closest_target = it.tag_target;
340         });
341
342         if(closest_target)
343         {
344                 traceline(actor.origin + actor.view_ofs, closest_target.origin, MOVE_NOMONSTERS, actor);
345                 if(!closest_target || (trace_fraction < 1 && trace_ent != closest_target))
346                         closest_target = NULL;
347         }
348
349         W_Seeker_Fire_Missile(thiswep, actor, weaponentity, '0 0 0', closest_target);
350 }
351
352 void W_Seeker_Vollycontroller_Think(entity this) // TODO: Merge this with W_Seeker_Attack
353 {
354         this.cnt = this.cnt - 1;
355
356         Weapon thiswep = WEP_SEEKER;
357         .entity weaponentity = this.weaponentity_fld;
358         if((!(this.realowner.items & IT_UNLIMITED_AMMO) && GetResource(this.realowner, thiswep.ammo_type) < WEP_CVAR(seeker, missile_ammo)) || (this.cnt <= -1) || (IS_DEAD(this.realowner)) || (this.realowner.(weaponentity).m_switchweapon != thiswep))
359         {
360                 delete(this);
361                 return;
362         }
363
364         this.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor(this.realowner);
365
366         entity own = this.realowner;
367
368         entity oldenemy = own.enemy;
369         own.enemy = this.enemy;
370
371         switch(own.cnt % 4)
372         {
373                 case 0:
374                         W_Seeker_Fire_Missile(thiswep, own, weaponentity, '-1.25 -3.75 0', own.enemy); // TODO
375                         break;
376                 case 1:
377                         W_Seeker_Fire_Missile(thiswep, own, weaponentity, '+1.25 -3.75 0', own.enemy); // TODO
378                         break;
379                 case 2:
380                         W_Seeker_Fire_Missile(thiswep, own, weaponentity, '-1.25 +3.75 0', own.enemy); // TODO
381                         break;
382                 case 3:
383                 default:
384                         W_Seeker_Fire_Missile(thiswep, own, weaponentity, '+1.25 +3.75 0', own.enemy); // TODO
385                         break;
386         }
387
388         own.enemy = oldenemy;
389 }
390
391 void W_Seeker_Tracker_Think(entity this)
392 {
393         .entity weaponentity = this.weaponentity_fld;
394         // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
395         if((IS_DEAD(this.realowner)) || (IS_DEAD(this.tag_target)) || (this.realowner.(weaponentity).m_switchweapon != WEP_SEEKER)
396         || (time > this.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
397         {
398                 if(this)
399                 {
400                         WaypointSprite_Kill(this.tag_target.wps_tag_tracker);
401                         delete(this);
402                 }
403                 return;
404         }
405
406         // Update the think method information
407         this.nextthink = time;
408 }
409
410 // ============================
411 // Begin: Tag projectile
412 // ============================
413 void W_Seeker_Tag_Explode(entity this)
414 {
415         //if(other==this.realowner)
416         //    return;
417         Damage_DamageInfo(this.origin, 0, 0, 0, this.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE, 0, this);
418
419         delete(this);
420 }
421
422 void W_Seeker_Tag_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
423 {
424         if(GetResource(this, RES_HEALTH) <= 0)
425                 return;
426         TakeResource(this, RES_HEALTH, damage);
427         if(GetResource(this, RES_HEALTH) <= 0)
428                 W_Seeker_Tag_Explode(this);
429 }
430
431 void W_Seeker_Tag_Touch(entity this, entity toucher)
432 {
433         vector dir;
434         vector org2;
435         entity e;
436
437         PROJECTILE_TOUCH(this, toucher);
438
439         dir     = normalize(this.realowner.origin - this.origin);
440         org2    = findbetterlocation(this.origin, 8);
441
442         te_knightspike(org2);
443
444         this.event_damage = func_null;
445         Damage_DamageInfo(this.origin, 0, 0, 0, this.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE | HITTYPE_SECONDARY, toucher.species, this);
446
447         if(toucher.takedamage == DAMAGE_AIM && !IS_DEAD(toucher))
448         {
449                 // check to see if this person is already tagged by me
450                 .entity weaponentity = this.weaponentity_fld;
451                 entity tag = W_Seeker_Tagged_Info(this.realowner, weaponentity, toucher);
452
453                 if(tag != NULL)
454                 {
455                         if(toucher.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
456                                 WaypointSprite_Kill(toucher.wps_tag_tracker);
457
458                         tag.tag_time = time;
459                 }
460                 else
461                 {
462                         //sprint(this.realowner, strcat("You just tagged ^2", toucher.netname, "^7 with a tracking device!\n"));
463                         e             = new(tag_tracker);
464                         e.weaponentity_fld = this.weaponentity_fld;
465                         e.cnt         = WEP_CVAR(seeker, missile_count);
466                         e.owner       = this.owner;
467                         e.realowner   = this.realowner;
468                         IL_PUSH(g_seeker_trackers, e);
469
470                         if(WEP_CVAR(seeker, type) == 1)
471                         {
472                                 e.tag_target  = toucher;
473                                 e.tag_time    = time;
474                                 setthink(e, W_Seeker_Tracker_Think);
475                         }
476                         else
477                         {
478                                 e.enemy     = toucher;
479                                 setthink(e, W_Seeker_Vollycontroller_Think);
480                         }
481
482                         e.nextthink   = time;
483                 }
484
485                 if(WEP_CVAR(seeker, type) == 1)
486                 {
487                         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);
488                         WaypointSprite_UpdateRule(toucher.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
489                 }
490         }
491
492         delete(this);
493         return;
494 }
495
496 void W_Seeker_Fire_Tag(Weapon thiswep, entity actor, .entity weaponentity)
497 {
498         W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, tag_ammo), weaponentity);
499
500         W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_TAG_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count), thiswep.m_id | HITTYPE_BOUNCE | HITTYPE_SECONDARY);
501
502         entity missile          = new(seeker_tag);
503         missile.weaponentity_fld = weaponentity;
504         missile.owner           = missile.realowner = actor;
505         missile.bot_dodge       = true;
506         missile.bot_dodgerating = 50;
507         settouch(missile, W_Seeker_Tag_Touch);
508         setthink(missile, SUB_Remove);
509         missile.nextthink       = time + WEP_CVAR(seeker, tag_lifetime);
510         set_movetype(missile, MOVETYPE_FLY);
511         missile.solid           = SOLID_BBOX;
512
513         missile.takedamage       = DAMAGE_YES;
514         missile.event_damage     = W_Seeker_Tag_Damage;
515         SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR(seeker, tag_health));
516         missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
517
518         setorigin(missile, w_shotorg);
519         setsize(missile, '-2 -2 -2', '2 2 2');
520
521         missile.flags = FL_PROJECTILE;
522         IL_PUSH(g_projectiles, missile);
523         IL_PUSH(g_bot_dodge, missile);
524         //missile.missile_flags = MIF_..?;
525
526         set_movetype(missile, MOVETYPE_FLY);
527         W_SetupProjVelocity_PRE(missile, seeker, tag_);
528         missile.angles = vectoangles(missile.velocity);
529
530         CSQCProjectile(missile, true, PROJECTILE_TAG, false); // has sound
531
532         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
533 }
534
535 // ============================
536 // Begin: Genereal weapon functions
537 // ============================
538
539 METHOD(Seeker, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
540 {
541     if(WEP_CVAR(seeker, type) == 1)
542     {
543         if(W_Seeker_Tagged_Info(actor, weaponentity, actor.enemy) != NULL)
544             PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
545         else
546             PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
547     }
548     else
549         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
550 }
551 METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
552 {
553     if(autocvar_g_balance_seeker_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) { // forced reload
554         thiswep.wr_reload(thiswep, actor, weaponentity);
555     } else if(fire & 1)
556     {
557         if(WEP_CVAR(seeker, type) == 1)
558         {
559             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, missile_refire)))
560             {
561                 W_Seeker_Attack(thiswep, actor, weaponentity);
562                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
563             }
564         }
565         else
566         {
567             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
568             {
569                 W_Seeker_Fire_Tag(thiswep, actor, weaponentity);
570                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
571             }
572         }
573     }
574
575     else if(fire & 2)
576     {
577         if(WEP_CVAR(seeker, type) == 1)
578         {
579             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
580             {
581                 W_Seeker_Fire_Tag(thiswep, actor, weaponentity);
582                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
583             }
584         }
585         else
586         {
587             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, flac_refire)))
588             {
589                 W_Seeker_Fire_Flac(thiswep, actor, weaponentity);
590                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
591             }
592         }
593     }
594 }
595 METHOD(Seeker, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
596 {
597     float ammo_amount;
598     if(WEP_CVAR(seeker, type) == 1)
599     {
600         ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, missile_ammo);
601         ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(seeker, missile_ammo);
602     }
603     else
604     {
605         ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, tag_ammo);
606         ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(seeker, tag_ammo);
607     }
608     return ammo_amount;
609 }
610 METHOD(Seeker, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
611 {
612     float ammo_amount;
613     if(WEP_CVAR(seeker, type) == 1)
614     {
615         ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, tag_ammo);
616         ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(seeker, tag_ammo);
617     }
618     else
619     {
620         ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(seeker, flac_ammo);
621         ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(seeker, flac_ammo);
622     }
623     return ammo_amount;
624 }
625 METHOD(Seeker, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
626 {
627     W_Reload(actor, weaponentity, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND_RELOAD);
628 }
629 METHOD(Seeker, wr_suicidemessage, Notification(entity thiswep))
630 {
631     return WEAPON_SEEKER_SUICIDE;
632 }
633 METHOD(Seeker, wr_killmessage, Notification(entity thiswep))
634 {
635     if(w_deathtype & HITTYPE_SECONDARY)
636         return WEAPON_SEEKER_MURDER_TAG;
637     else
638         return WEAPON_SEEKER_MURDER_SPRAY;
639 }
640
641 #endif
642 #ifdef CSQC
643
644 METHOD(Seeker, wr_impacteffect, void(entity thiswep, entity actor))
645 {
646     vector org2;
647     org2 = w_org + w_backoff * 6;
648     if(w_deathtype & HITTYPE_BOUNCE)
649     {
650         if(w_deathtype & HITTYPE_SECONDARY)
651         {
652             if(!w_issilent)
653                 sound(actor, CH_SHOTS, SND_TAG_IMPACT, 1, ATTEN_NORM);
654         }
655         else
656         {
657             pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
658             if(!w_issilent)
659             {
660                 if(w_random<0.15)
661                     sound(actor, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
662                 else if(w_random<0.7)
663                     sound(actor, CH_SHOTS, SND_TAGEXP2, 1, ATTEN_NORM);
664                 else
665                     sound(actor, CH_SHOTS, SND_TAGEXP3, 1, ATTEN_NORM);
666             }
667         }
668     }
669     else
670     {
671         pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
672         if(!w_issilent)
673         {
674             if(w_random<0.15)
675                 sound(actor, CH_SHOTS, SND_SEEKEREXP1, 1, ATTEN_NORM);
676             else if(w_random<0.7)
677                 sound(actor, CH_SHOTS, SND_SEEKEREXP2, 1, ATTEN_NORM);
678             else
679                 sound(actor, CH_SHOTS, SND_SEEKEREXP3, 1, ATTEN_NORM);
680         }
681     }
682 }
683
684 #endif