W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, missile_ammo), weaponentity);
makevectors(actor.v_angle);
- W_SetupShot_ProjectileSize(actor, weaponentity, '-4 -4 -4', '4 4 4', false, 2, SND_SEEKER_FIRE, CH_WEAPON_A, 0, ((m_target != NULL) ? thiswep.m_id | HITTYPE_SECONDARY : thiswep.m_id));
+ W_SetupShot_ProjectileSize(actor, weaponentity, MISSILE_MINS, MISSILE_MAXS, false, 2, SND_SEEKER_FIRE, CH_WEAPON_A, 0, ((m_target != NULL) ? thiswep.m_id | HITTYPE_SECONDARY : thiswep.m_id));
w_shotorg += f_diff;
W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
setorigin(missile, w_shotorg);
- setsize(missile, '-4 -4 -4', '4 4 4');
+ setsize(missile, MISSILE_MINS, MISSILE_MAXS);
set_movetype(missile, MOVETYPE_FLYMISSILE);
missile.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, missile);
f_diff = '+1.25 +3.75 0';
break;
}
- 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);
+ W_SetupShot_ProjectileSize(actor, weaponentity, FLAC_MINS, FLAC_MAXS, false, 2, SND_FLAC_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, flac_damage), thiswep.m_id | HITTYPE_SECONDARY);
w_shotorg += f_diff;
// uses hagar effects!
//missile.scale = 0.4; // BUG: the model is too big
setorigin(missile, w_shotorg);
- setsize(missile, '-2 -2 -2', '2 2 2');
+ setsize(missile, FLAC_MINS, FLAC_MAXS);
W_SetupProjVelocity_UP_PRE(missile, seeker, flac_);
CSQCProjectile(missile, true, PROJECTILE_FLAC, true);
{
W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, tag_ammo), weaponentity);
- 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);
+ W_SetupShot_ProjectileSize(actor, weaponentity, TAG_MINS, TAG_MAXS, 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);
entity missile = new(seeker_tag);
missile.weaponentity_fld = weaponentity;
missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
setorigin(missile, w_shotorg);
- setsize(missile, '-2 -2 -2', '2 2 2');
+ setsize(missile, TAG_MINS, TAG_MAXS);
missile.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, missile);
if(WEP_CVAR(seeker, type) == 1)
{
if(W_Seeker_Tagged_Info(actor, weaponentity, actor.enemy) != NULL)
- PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false, false);
else
- PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
+ PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false, false);
}
else
- PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false, true);
}
METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
METHOD(Seeker, wr_impacteffect, void(entity thiswep, entity actor))
{
- vector org2;
- org2 = w_org + w_backoff * 6;
+ vector org2 = w_org + w_backoff * 2;
if(w_deathtype & HITTYPE_BOUNCE)
{
if(w_deathtype & HITTYPE_SECONDARY)