5 METHOD(Seeker, m_spawnfunc_hookreplace, Weapon(Seeker this, entity e))
7 if (autocvar_sv_nexuizcompat_weaponswap && !Item_IsLoot(e) && (this.spawnflags & WEP_FLAG_MUTATORBLOCKED))
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)
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);
25 void W_Seeker_Missile_Explode_think(entity this)
27 W_Seeker_Missile_Explode(this, NULL);
30 void W_Seeker_Missile_Touch(entity this, entity toucher)
32 PROJECTILE_TOUCH(this, toucher);
34 W_Seeker_Missile_Explode(this, toucher);
37 void W_Seeker_Missile_Think(entity this)
40 vector desireddir, olddir, newdir, eorg;
47 this.projectiledeathtype |= HITTYPE_SPLASH;
48 W_Seeker_Missile_Explode(this, NULL);
51 spd = vlen(this.velocity);
53 spd - WEP_CVAR(seeker, missile_decel) * frametime,
54 WEP_CVAR(seeker, missile_speed_max),
55 spd + WEP_CVAR(seeker, missile_accel) * frametime
58 if(this.enemy != NULL)
59 if(this.enemy.takedamage != DAMAGE_AIM || IS_DEAD(this.enemy))
62 if(this.enemy != NULL)
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);
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)))
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);
78 traceline(this.origin, eorg, false, this);
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));
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);
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
94 if(WEP_CVAR(seeker, missile_proxy))
96 if(dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
98 if(this.autoswitch == 0)
100 this.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
104 if(this.autoswitch <= time)
106 W_Seeker_Missile_Explode(this, NULL);
113 if(this.autoswitch != 0)
119 if(IS_DEAD(this.enemy))
122 this.cnt = time + 1 + (random() * 4);
123 this.nextthink = this.cnt;
127 //this.angles = vectoangles(this.velocity); // turn model in the new flight direction
128 this.nextthink = time;// + 0.05; // csqc projectiles
129 UpdateCSQCProjectile(this);
134 void W_Seeker_Missile_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
136 if(GetResource(this, RES_HEALTH) <= 0)
139 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
140 return; // g_projectiles_damage says to halt
142 if(this.realowner == attacker)
143 TakeResource(this, RES_HEALTH, (damage * 0.25));
145 TakeResource(this, RES_HEALTH, damage);
147 if(GetResource(this, RES_HEALTH) <= 0)
148 W_PrepareExplosionByDamage(this, attacker, W_Seeker_Missile_Explode_think);
152 void W_Seeker_Missile_Animate(entity this)
154 this.frame = this.frame +1;
155 this.nextthink = time + 0.05;
157 if(this.enemy != NULL)
158 if(this.enemy.takedamage != DAMAGE_AIM || IS_DEAD(this.enemy))
163 this.think = W_Seeker_Missile_Think;
164 this.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
166 if(autocvar_g_balance_seeker_missile_proxy)
167 this.move_movetype = MOVETYPE_BOUNCEMISSILE;
169 this.move_movetype = MOVETYPE_FLYMISSILE;
172 UpdateCSQCProjectile(this);
176 void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, .entity weaponentity, vector f_diff, entity m_target)
178 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, missile_ammo), weaponentity);
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));
183 Send_Effect(EFFECT_SEEKER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
185 //actor.detornator = false;
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);
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;
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.
208 if(missile.enemy != NULL)
209 missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
211 missile.projectiledeathtype = thiswep.m_id;
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;
222 W_SetupProjVelocity_UP_PRE(missile, seeker, missile_);
224 missile.angles = vectoangles(missile.velocity);
226 CSQCProjectile(missile, false, PROJECTILE_SEEKER, true);
228 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
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)
236 this.event_damage = func_null;
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);
243 void W_Seeker_Flac_Touch(entity this, entity toucher)
245 W_Seeker_Flac_Explode(this, toucher);
248 void W_Seeker_Flac_Explode_use(entity this, entity actor, entity trigger)
250 W_Seeker_Flac_Explode(this, trigger);
253 void W_Seeker_Fire_Flac(Weapon thiswep, entity actor, .entity weaponentity)
259 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, flac_ammo), weaponentity);
261 c = actor.(weaponentity).bulletcounter % 4;
265 f_diff = '-1.25 -3.75 0';
268 f_diff = '+1.25 -3.75 0';
271 f_diff = '-1.25 +3.75 0';
275 f_diff = '+1.25 +3.75 0';
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);
281 Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
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;
301 //missile.angles = vectoangles(missile.velocity);
302 //missile.scale = 0.4; // BUG: the model is too big
304 setorigin(missile, w_shotorg);
305 setsize(missile, '-2 -2 -2', '2 2 2');
307 W_SetupProjVelocity_UP_PRE(missile, seeker, flac_);
308 CSQCProjectile(missile, true, PROJECTILE_FLAC, true);
310 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
313 // ============================
314 // Begin: Tag and rocket controllers
315 // ============================
316 entity W_Seeker_Tagged_Info(entity isowner, .entity weaponentity, entity istarget)
318 IL_EACH(g_seeker_trackers, it.classname == "tag_tracker" && it.realowner == isowner,
320 if(it.tag_target == istarget && it.weaponentity_fld == weaponentity)
327 void W_Seeker_Attack(Weapon thiswep, entity actor, .entity weaponentity)
329 entity closest_target = NULL;
331 IL_EACH(g_seeker_trackers, it.classname == "tag_tracker" && it.realowner == actor,
335 if(vlen2(actor.origin - it.tag_target.origin) < vlen2(actor.origin - closest_target.origin))
336 closest_target = it.tag_target;
339 closest_target = it.tag_target;
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;
349 W_Seeker_Fire_Missile(thiswep, actor, weaponentity, '0 0 0', closest_target);
352 void W_Seeker_Vollycontroller_Think(entity this) // TODO: Merge this with W_Seeker_Attack
354 this.cnt = this.cnt - 1;
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))
364 this.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor(this.realowner);
366 entity own = this.realowner;
368 entity oldenemy = own.enemy;
369 own.enemy = this.enemy;
374 W_Seeker_Fire_Missile(thiswep, own, weaponentity, '-1.25 -3.75 0', own.enemy); // TODO
377 W_Seeker_Fire_Missile(thiswep, own, weaponentity, '+1.25 -3.75 0', own.enemy); // TODO
380 W_Seeker_Fire_Missile(thiswep, own, weaponentity, '-1.25 +3.75 0', own.enemy); // TODO
384 W_Seeker_Fire_Missile(thiswep, own, weaponentity, '+1.25 +3.75 0', own.enemy); // TODO
388 own.enemy = oldenemy;
391 void W_Seeker_Tracker_Think(entity this)
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)))
400 WaypointSprite_Kill(this.tag_target.wps_tag_tracker);
406 // Update the think method information
407 this.nextthink = time;
410 // ============================
411 // Begin: Tag projectile
412 // ============================
413 void W_Seeker_Tag_Explode(entity this)
415 //if(other==this.realowner)
417 Damage_DamageInfo(this.origin, 0, 0, 0, this.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE, 0, this);
422 void W_Seeker_Tag_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
424 if(GetResource(this, RES_HEALTH) <= 0)
426 TakeResource(this, RES_HEALTH, damage);
427 if(GetResource(this, RES_HEALTH) <= 0)
428 W_Seeker_Tag_Explode(this);
431 void W_Seeker_Tag_Touch(entity this, entity toucher)
437 PROJECTILE_TOUCH(this, toucher);
439 dir = normalize(this.realowner.origin - this.origin);
440 org2 = findbetterlocation(this.origin, 8);
442 te_knightspike(org2);
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);
447 if(toucher.takedamage == DAMAGE_AIM && !IS_DEAD(toucher))
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);
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);
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);
470 if(WEP_CVAR(seeker, type) == 1)
472 e.tag_target = toucher;
474 setthink(e, W_Seeker_Tracker_Think);
479 setthink(e, W_Seeker_Vollycontroller_Think);
485 if(WEP_CVAR(seeker, type) == 1)
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);
496 void W_Seeker_Fire_Tag(Weapon thiswep, entity actor, .entity weaponentity)
498 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, tag_ammo), weaponentity);
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);
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;
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);
518 setorigin(missile, w_shotorg);
519 setsize(missile, '-2 -2 -2', '2 2 2');
521 missile.flags = FL_PROJECTILE;
522 IL_PUSH(g_projectiles, missile);
523 IL_PUSH(g_bot_dodge, missile);
524 //missile.missile_flags = MIF_..?;
526 set_movetype(missile, MOVETYPE_FLY);
527 W_SetupProjVelocity_PRE(missile, seeker, tag_);
528 missile.angles = vectoangles(missile.velocity);
530 CSQCProjectile(missile, true, PROJECTILE_TAG, false); // has sound
532 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
535 // ============================
536 // Begin: Genereal weapon functions
537 // ============================
539 METHOD(Seeker, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
541 if(WEP_CVAR(seeker, type) == 1)
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);
546 PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
549 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
551 METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
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);
557 if(WEP_CVAR(seeker, type) == 1)
559 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, missile_refire)))
561 W_Seeker_Attack(thiswep, actor, weaponentity);
562 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
567 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
569 W_Seeker_Fire_Tag(thiswep, actor, weaponentity);
570 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
577 if(WEP_CVAR(seeker, type) == 1)
579 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
581 W_Seeker_Fire_Tag(thiswep, actor, weaponentity);
582 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
587 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, flac_refire)))
589 W_Seeker_Fire_Flac(thiswep, actor, weaponentity);
590 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
595 METHOD(Seeker, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
598 if(WEP_CVAR(seeker, type) == 1)
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);
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);
610 METHOD(Seeker, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
613 if(WEP_CVAR(seeker, type) == 1)
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);
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);
625 METHOD(Seeker, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
627 W_Reload(actor, weaponentity, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND_RELOAD);
629 METHOD(Seeker, wr_suicidemessage, Notification(entity thiswep))
631 return WEAPON_SEEKER_SUICIDE;
633 METHOD(Seeker, wr_killmessage, Notification(entity thiswep))
635 if(w_deathtype & HITTYPE_SECONDARY)
636 return WEAPON_SEEKER_MURDER_TAG;
638 return WEAPON_SEEKER_MURDER_SPRAY;
644 METHOD(Seeker, wr_impacteffect, void(entity thiswep, entity actor))
647 org2 = w_org + w_backoff * 6;
648 if(w_deathtype & HITTYPE_BOUNCE)
650 if(w_deathtype & HITTYPE_SECONDARY)
653 sound(actor, CH_SHOTS, SND_TAG_IMPACT, 1, ATTEN_NORM);
657 pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
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);
665 sound(actor, CH_SHOTS, SND_TAGEXP3, 1, ATTEN_NORM);
671 pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
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);
679 sound(actor, CH_SHOTS, SND_SEEKEREXP3, 1, ATTEN_NORM);