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,
10 /* modelname */ "seeker",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairseeker 0.8",
13 /* wepimg */ "weaponseeker",
14 /* refname */ "seeker",
15 /* wepname */ _("T.A.G. Seeker")
18 #define SEEKER_SETTINGS(w_cvar,w_prop) SEEKER_SETTINGS_LIST(w_cvar, w_prop, SEEKER, seeker)
19 #define SEEKER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20 w_cvar(id, sn, NONE, type) \
21 w_cvar(id, sn, NONE, flac_ammo) \
22 w_cvar(id, sn, NONE, flac_animtime) \
23 w_cvar(id, sn, NONE, flac_damage) \
24 w_cvar(id, sn, NONE, flac_edgedamage) \
25 w_cvar(id, sn, NONE, flac_force) \
26 w_cvar(id, sn, NONE, flac_lifetime) \
27 w_cvar(id, sn, NONE, flac_lifetime_rand) \
28 w_cvar(id, sn, NONE, flac_radius) \
29 w_cvar(id, sn, NONE, flac_refire) \
30 w_cvar(id, sn, NONE, flac_speed) \
31 w_cvar(id, sn, NONE, flac_speed_up) \
32 w_cvar(id, sn, NONE, flac_speed_z) \
33 w_cvar(id, sn, NONE, flac_spread) \
34 w_cvar(id, sn, NONE, missile_accel) \
35 w_cvar(id, sn, NONE, missile_ammo) \
36 w_cvar(id, sn, NONE, missile_animtime) \
37 w_cvar(id, sn, NONE, missile_count) \
38 w_cvar(id, sn, NONE, missile_damage) \
39 w_cvar(id, sn, NONE, missile_damageforcescale) \
40 w_cvar(id, sn, NONE, missile_decel) \
41 w_cvar(id, sn, NONE, missile_delay) \
42 w_cvar(id, sn, NONE, missile_edgedamage) \
43 w_cvar(id, sn, NONE, missile_force) \
44 w_cvar(id, sn, NONE, missile_health) \
45 w_cvar(id, sn, NONE, missile_lifetime) \
46 w_cvar(id, sn, NONE, missile_proxy) \
47 w_cvar(id, sn, NONE, missile_proxy_delay) \
48 w_cvar(id, sn, NONE, missile_proxy_maxrange) \
49 w_cvar(id, sn, NONE, missile_radius) \
50 w_cvar(id, sn, NONE, missile_refire) \
51 w_cvar(id, sn, NONE, missile_smart) \
52 w_cvar(id, sn, NONE, missile_smart_mindist) \
53 w_cvar(id, sn, NONE, missile_smart_trace_max) \
54 w_cvar(id, sn, NONE, missile_smart_trace_min) \
55 w_cvar(id, sn, NONE, missile_speed) \
56 w_cvar(id, sn, NONE, missile_speed_max) \
57 w_cvar(id, sn, NONE, missile_speed_up) \
58 w_cvar(id, sn, NONE, missile_speed_z) \
59 w_cvar(id, sn, NONE, missile_spread) \
60 w_cvar(id, sn, NONE, missile_turnrate) \
61 w_cvar(id, sn, NONE, tag_ammo) \
62 w_cvar(id, sn, NONE, tag_animtime) \
63 w_cvar(id, sn, NONE, tag_damageforcescale) \
64 w_cvar(id, sn, NONE, tag_health) \
65 w_cvar(id, sn, NONE, tag_lifetime) \
66 w_cvar(id, sn, NONE, tag_refire) \
67 w_cvar(id, sn, NONE, tag_speed) \
68 w_cvar(id, sn, NONE, tag_spread) \
69 w_cvar(id, sn, NONE, tag_tracker_lifetime) \
70 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
71 w_prop(id, sn, float, reloading_time, reload_time) \
72 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
73 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
74 w_prop(id, sn, string, weaponreplace, weaponreplace) \
75 w_prop(id, sn, float, weaponstart, weaponstart) \
76 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
77 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
80 SEEKER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
81 .entity tag_target, wps_tag_tracker;
86 void spawnfunc_weapon_seeker(void) { weapon_defaultspawnfunc(WEP_SEEKER); }
88 // ============================
89 // Begin: Missile functions, these are general functions to be manipulated by other code
90 // ============================
91 void W_Seeker_Missile_Explode(void)
93 self.event_damage = func_null;
94 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);
99 void W_Seeker_Missile_Touch(void)
103 W_Seeker_Missile_Explode();
106 void W_Seeker_Missile_Think(void)
109 vector desireddir, olddir, newdir, eorg;
116 self.projectiledeathtype |= HITTYPE_SPLASH;
117 W_Seeker_Missile_Explode();
120 spd = vlen(self.velocity);
122 spd - WEP_CVAR(seeker, missile_decel) * frametime,
123 WEP_CVAR(seeker, missile_speed_max),
124 spd + WEP_CVAR(seeker, missile_accel) * frametime
127 if(self.enemy != world)
128 if(self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
131 if(self.enemy != world)
134 eorg = 0.5 * (e.absmin + e.absmax);
135 turnrate = WEP_CVAR(seeker, missile_turnrate); // how fast to turn
136 desireddir = normalize(eorg - self.origin);
137 olddir = normalize(self.velocity); // get my current direction
138 dist = vlen(eorg - self.origin);
140 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
141 if(WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
143 // Is it a better idea (shorter distance) to trace to the target itself?
144 if( vlen(self.origin + olddir * self.wait) < dist)
145 traceline(self.origin, self.origin + olddir * self.wait, false, self);
147 traceline(self.origin, eorg, false, self);
149 // Setup adaptive tracelength
150 self.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = WEP_CVAR(seeker, missile_smart_trace_max));
152 // Calc how important it is that we turn and add this to the desierd (enemy) dir.
153 desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
156 newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
157 self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
163 if(WEP_CVAR(seeker, missile_proxy))
165 if(dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
167 if(self.autoswitch == 0)
169 self.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
173 if(self.autoswitch <= time)
175 W_Seeker_Missile_Explode();
182 if(self.autoswitch != 0)
188 if(self.enemy.deadflag != DEAD_NO)
191 self.cnt = time + 1 + (random() * 4);
192 self.nextthink = self.cnt;
196 //self.angles = vectoangles(self.velocity); // turn model in the new flight direction
197 self.nextthink = time;// + 0.05; // csqc projectiles
198 UpdateCSQCProjectile(self);
203 void W_Seeker_Missile_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
208 if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
209 return; // g_projectiles_damage says to halt
211 if(self.realowner == attacker)
212 self.health = self.health - (damage * 0.25);
214 self.health = self.health - damage;
217 W_PrepareExplosionByDamage(attacker, W_Seeker_Missile_Explode);
221 void W_Seeker_Missile_Animate(void)
223 self.frame = self.frame +1;
224 self.nextthink = time + 0.05;
226 if(self.enemy != world)
227 if(self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
232 self.think = W_Seeker_Missile_Think;
233 self.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
235 if(autocvar_g_balance_seeker_missile_proxy)
236 self.movetype = MOVETYPE_BOUNCEMISSILE;
238 self.movetype = MOVETYPE_FLYMISSILE;
241 UpdateCSQCProjectile(self);
245 void W_Seeker_Fire_Missile(vector f_diff, entity m_target)
249 W_DecreaseAmmo(WEP_CVAR(seeker, missile_ammo));
251 makevectors(self.v_angle);
252 W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0);
254 pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
256 //self.detornator = false;
259 missile.owner = missile.realowner = self;
260 missile.classname = "seeker_missile";
261 missile.bot_dodge = true;
262 missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
264 missile.think = W_Seeker_Missile_Think;
265 missile.touch = W_Seeker_Missile_Touch;
266 missile.event_damage = W_Seeker_Missile_Damage;
267 missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
268 missile.cnt = time + WEP_CVAR(seeker, missile_lifetime);
269 missile.enemy = m_target;
270 missile.solid = SOLID_BBOX;
272 missile.takedamage = DAMAGE_YES;
273 missile.health = WEP_CVAR(seeker, missile_health);
274 missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
275 missile.damagedbycontents = true;
276 //missile.think = W_Seeker_Missile_Animate; // csqc projectiles.
278 if(missile.enemy != world)
279 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
281 missile.projectiledeathtype = WEP_SEEKER;
284 setorigin(missile, w_shotorg);
285 setsize(missile, '-4 -4 -4', '4 4 4');
286 missile.movetype = MOVETYPE_FLYMISSILE;
287 missile.flags = FL_PROJECTILE;
288 missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
290 W_SetupProjVelocity_UP_PRE(missile, seeker, missile_);
292 missile.angles = vectoangles(missile.velocity);
294 CSQCProjectile(missile, false, PROJECTILE_SEEKER, true);
296 other = missile; MUTATOR_CALLHOOK(EditProjectile);
299 // ============================
300 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
301 // ============================
302 void W_Seeker_Flac_Explode(void)
304 self.event_damage = func_null;
306 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);
311 void W_Seeker_Flac_Touch(void)
315 W_Seeker_Flac_Explode();
318 void W_Seeker_Fire_Flac(void)
324 W_DecreaseAmmo(WEP_CVAR(seeker, flac_ammo));
326 c = self.bulletcounter % 4;
330 f_diff = '-1.25 -3.75 0';
333 f_diff = '+1.25 -3.75 0';
336 f_diff = '-1.25 +3.75 0';
340 f_diff = '+1.25 +3.75 0';
343 W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, "weapons/flac_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
346 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
349 missile.owner = missile.realowner = self;
350 missile.classname = "missile";
351 missile.bot_dodge = true;
352 missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
353 missile.touch = W_Seeker_Flac_Explode;
354 missile.use = W_Seeker_Flac_Explode;
355 missile.think = adaptor_think2use_hittype_splash;
356 missile.nextthink = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
357 missile.solid = SOLID_BBOX;
358 missile.movetype = MOVETYPE_FLY;
359 missile.projectiledeathtype = WEP_SEEKER;
360 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
361 missile.flags = FL_PROJECTILE;
362 missile.missile_flags = MIF_SPLASH;
365 //missile.angles = vectoangles(missile.velocity);
366 //missile.scale = 0.4; // BUG: the model is too big
368 setorigin(missile, w_shotorg);
369 setsize(missile, '-2 -2 -2', '2 2 2');
371 W_SetupProjVelocity_UP_PRE(missile, seeker, flac_);
372 CSQCProjectile(missile, true, PROJECTILE_FLAC, true);
374 other = missile; MUTATOR_CALLHOOK(EditProjectile);
377 // ============================
378 // Begin: Tag and rocket controllers
379 // ============================
380 entity W_Seeker_Tagged_Info(entity isowner, entity istarget)
383 for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
384 if((tag.realowner == isowner) && (tag.tag_target == istarget))
390 void W_Seeker_Attack(void)
392 entity tracker, closest_target;
394 closest_target = world;
395 for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
399 if(vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
400 closest_target = tracker.tag_target;
403 closest_target = tracker.tag_target;
406 traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
407 if((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
408 closest_target = world;
410 W_Seeker_Fire_Missile('0 0 0', closest_target);
413 void W_Seeker_Vollycontroller_Think(void) // TODO: Merge this with W_Seeker_Attack
416 entity oldself,oldenemy;
417 self.cnt = self.cnt - 1;
419 if((!(self.realowner.items & IT_UNLIMITED_AMMO) && self.realowner.WEP_AMMO(SEEKER) < WEP_CVAR(seeker, missile_ammo)) || (self.cnt <= -1) || (self.realowner.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER))
425 self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor();
428 self = self.realowner;
430 oldenemy = self.enemy;
431 self.enemy = oldself.enemy;
437 W_Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
440 W_Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
443 W_Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
447 W_Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
451 self.enemy = oldenemy;
455 void W_Seeker_Tracker_Think(void)
457 // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
458 if((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER)
459 || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
463 WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
469 // Update the think method information
470 self.nextthink = time;
473 // ============================
474 // Begin: Tag projectile
475 // ============================
476 void W_Seeker_Tag_Explode(void)
478 //if(other==self.realowner)
480 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, other.species, self);
485 void W_Seeker_Tag_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
489 self.health = self.health - damage;
491 W_Seeker_Tag_Explode();
494 void W_Seeker_Tag_Touch(void)
502 dir = normalize(self.realowner.origin - self.origin);
503 org2 = findbetterlocation(self.origin, 8);
505 te_knightspike(org2);
507 self.event_damage = func_null;
508 Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
510 if(other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
512 // check to see if this person is already tagged by me
513 entity tag = W_Seeker_Tagged_Info(self.realowner, other);
517 if(other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
518 WaypointSprite_Kill(other.wps_tag_tracker);
524 //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
526 e.cnt = WEP_CVAR(seeker, missile_count);
527 e.classname = "tag_tracker";
528 e.owner = self.owner;
529 e.realowner = self.realowner;
531 if(WEP_CVAR(seeker, type) == 1)
533 e.tag_target = other;
535 e.think = W_Seeker_Tracker_Think;
540 e.think = W_Seeker_Vollycontroller_Think;
546 if(WEP_CVAR(seeker, type) == 1)
548 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');
549 WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
557 void W_Seeker_Fire_Tag(void)
560 W_DecreaseAmmo(WEP_CVAR(seeker, tag_ammo));
562 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));
565 missile.owner = missile.realowner = self;
566 missile.classname = "seeker_tag";
567 missile.bot_dodge = true;
568 missile.bot_dodgerating = 50;
569 missile.touch = W_Seeker_Tag_Touch;
570 missile.think = SUB_Remove;
571 missile.nextthink = time + WEP_CVAR(seeker, tag_lifetime);
572 missile.movetype = MOVETYPE_FLY;
573 missile.solid = SOLID_BBOX;
575 missile.takedamage = DAMAGE_YES;
576 missile.event_damage = W_Seeker_Tag_Damage;
577 missile.health = WEP_CVAR(seeker, tag_health);
578 missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
580 setorigin(missile, w_shotorg);
581 setsize(missile, '-2 -2 -2', '2 2 2');
583 missile.flags = FL_PROJECTILE;
584 //missile.missile_flags = MIF_..?;
586 missile.movetype = MOVETYPE_FLY;
587 W_SetupProjVelocity_PRE(missile, seeker, tag_);
588 missile.angles = vectoangles(missile.velocity);
590 CSQCProjectile(missile, true, PROJECTILE_TAG, false); // has sound
592 other = missile; MUTATOR_CALLHOOK(EditProjectile);
595 // ============================
596 // Begin: Genereal weapon functions
597 // ============================
599 float W_Seeker(float req)
607 if(WEP_CVAR(seeker, type) == 1)
608 if(W_Seeker_Tagged_Info(self, self.enemy) != world)
609 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
611 self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
613 self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
618 if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) // forced reload
619 WEP_ACTION(self.weapon, WR_RELOAD);
621 else if(self.BUTTON_ATCK)
623 if(WEP_CVAR(seeker, type) == 1)
625 if(weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire)))
628 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
633 if(weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
636 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
641 else if(self.BUTTON_ATCK2)
643 if(WEP_CVAR(seeker, type) == 1)
645 if(weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
648 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
653 if(weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire)))
655 W_Seeker_Fire_Flac();
656 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
665 precache_model("models/weapons/g_seeker.md3");
666 precache_model("models/weapons/v_seeker.md3");
667 precache_model("models/weapons/h_seeker.iqm");
668 precache_sound("weapons/tag_fire.wav");
669 precache_sound("weapons/flac_fire.wav");
670 precache_sound("weapons/seeker_fire.wav");
671 SEEKER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
676 if(WEP_CVAR(seeker, type) == 1)
678 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, missile_ammo);
679 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, missile_ammo);
683 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
684 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
690 if(WEP_CVAR(seeker, type) == 1)
692 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
693 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
697 ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, flac_ammo);
698 ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, flac_ammo);
704 SEEKER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
709 W_Reload(min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), "weapons/reload.wav");
712 case WR_SUICIDEMESSAGE:
714 return WEAPON_SEEKER_SUICIDE;
718 if(w_deathtype & HITTYPE_SECONDARY)
719 return WEAPON_SEEKER_MURDER_TAG;
721 return WEAPON_SEEKER_MURDER_SPRAY;
728 float W_Seeker(float req)
732 case WR_IMPACTEFFECT:
735 org2 = w_org + w_backoff * 6;
736 if(w_deathtype & HITTYPE_BOUNCE)
738 if(w_deathtype & HITTYPE_SECONDARY)
741 sound(self, CH_SHOTS, "weapons/tag_impact.wav", 1, ATTEN_NORM);
745 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
749 sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTEN_NORM);
750 else if(w_random<0.7)
751 sound(self, CH_SHOTS, "weapons/tagexp2.wav", 1, ATTEN_NORM);
753 sound(self, CH_SHOTS, "weapons/tagexp3.wav", 1, ATTEN_NORM);
759 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
763 sound(self, CH_SHOTS, "weapons/seekerexp1.wav", 1, ATTEN_NORM);
764 else if(w_random<0.7)
765 sound(self, CH_SHOTS, "weapons/seekerexp2.wav", 1, ATTEN_NORM);
767 sound(self, CH_SHOTS, "weapons/seekerexp3.wav", 1, ATTEN_NORM);
774 precache_sound("weapons/seekerexp1.wav");
775 precache_sound("weapons/seekerexp2.wav");
776 precache_sound("weapons/seekerexp3.wav");
777 precache_sound("weapons/tagexp1.wav");
778 precache_sound("weapons/tagexp2.wav");
779 precache_sound("weapons/tagexp3.wav");
780 precache_sound("weapons/tag_impact.wav");
785 // no weapon specific image for this weapon