r4970 - in trunk/data: . qcsrc/server

DONOTREPLY at icculus.org DONOTREPLY at icculus.org
Sun Nov 2 14:52:39 EST 2008


Author: div0
Date: 2008-11-02 14:52:39 -0500 (Sun, 02 Nov 2008)
New Revision: 4970

Modified:
   trunk/data/qcsrc/server/cl_weaponsystem.qc
   trunk/data/qcsrc/server/defs.qh
   trunk/data/qcsrc/server/w_seeker.qc
   trunk/data/weapons.cfg
Log:
seeker: add back the fixed 4 weapon shot origins (was a stupid idea to use random vectors instead)
but keep support for >4 missiles


Modified: trunk/data/qcsrc/server/cl_weaponsystem.qc
===================================================================
--- trunk/data/qcsrc/server/cl_weaponsystem.qc	2008-11-02 19:14:18 UTC (rev 4969)
+++ trunk/data/qcsrc/server/cl_weaponsystem.qc	2008-11-02 19:52:39 UTC (rev 4970)
@@ -453,6 +453,7 @@
 	// the two weapon entities will notice this has changed and update their models
 	self.weapon = windex;
 	self.weaponname = e.mdl;
+	self.bulletcounter = 0;
 };
 
 // perform weapon to attack (weaponstate and attack_finished check is here)
@@ -494,6 +495,7 @@
 		//dprint("resetting attack finished to ", ftos(time), "\n");
 	}
 	ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime;
+	self.bulletcounter += 1;
 	//dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
 	return TRUE;
 };

Modified: trunk/data/qcsrc/server/defs.qh
===================================================================
--- trunk/data/qcsrc/server/defs.qh	2008-11-02 19:14:18 UTC (rev 4969)
+++ trunk/data/qcsrc/server/defs.qh	2008-11-02 19:52:39 UTC (rev 4970)
@@ -495,3 +495,7 @@
 .string message2;
 
 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
+
+// reset to 0 on weapon switch
+// may be useful to all weapons
+.float bulletcounter;

Modified: trunk/data/qcsrc/server/w_seeker.qc
===================================================================
--- trunk/data/qcsrc/server/w_seeker.qc	2008-11-02 19:14:18 UTC (rev 4969)
+++ trunk/data/qcsrc/server/w_seeker.qc	2008-11-02 19:52:39 UTC (rev 4970)
@@ -4,123 +4,123 @@
 
 void Seeker_Missile_Explode ()
 {
-    vector	org2;
-    float b;
-    org2 = findbetterlocation (self.origin, 12);
-    te_explosion (org2);
+	vector	org2;
+	float b;
+	org2 = findbetterlocation (self.origin, 12);
+	te_explosion (org2);
 
-    b = crandom();
-    if (b<-0.7)
-        sound (self, CHAN_PROJECTILE, "weapons/hagexp1.wav", 1, ATTN_NORM);
-    else if (b<0.4)
-        sound (self, CHAN_PROJECTILE, "weapons/hagexp2.wav", 1, ATTN_NORM);
-    else if (b<1)
-        sound (self, CHAN_PROJECTILE, "weapons/hagexp3.wav", 1, ATTN_NORM);
+	b = crandom();
+	if (b<-0.7)
+		sound (self, CHAN_PROJECTILE, "weapons/hagexp1.wav", 1, ATTN_NORM);
+	else if (b<0.4)
+		sound (self, CHAN_PROJECTILE, "weapons/hagexp2.wav", 1, ATTN_NORM);
+	else if (b<1)
+		sound (self, CHAN_PROJECTILE, "weapons/hagexp3.wav", 1, ATTN_NORM);
 
-    self.event_damage = SUB_Null;
-    RadiusDamage (self, self.owner, cvar("g_balance_seeker_missile_damage"), cvar("g_balance_seeker_missile_edgedamage"), cvar("g_balance_seeker_missile_radius"), world, cvar("g_balance_seeker_missile_force"), self.projectiledeathtype, other);
+	self.event_damage = SUB_Null;
+	RadiusDamage (self, self.owner, cvar("g_balance_seeker_missile_damage"), cvar("g_balance_seeker_missile_edgedamage"), cvar("g_balance_seeker_missile_radius"), world, cvar("g_balance_seeker_missile_force"), self.projectiledeathtype, other);
 
-    remove (self);
+	remove (self);
 }
 
 void Seeker_Missile_Touch()
 {
 	PROJECTILE_TOUCH;
 
-    Seeker_Missile_Explode();
+	Seeker_Missile_Explode();
 }
 
 void Seeker_Missile_Think()
 {
-    entity e;
-    vector desireddir, olddir, newdir;
-    float turnrate;
-    float dist;
+	entity e;
+	vector desireddir, olddir, newdir;
+	float turnrate;
+	float dist;
 
-    if (time > self.cnt)
-        Seeker_Missile_Explode();
+	if (time > self.cnt)
+		Seeker_Missile_Explode();
 
-    if (!self.switchweapon)
-        self.switchweapon = cvar("g_balance_seeker_missile_speed");
+	if (!self.switchweapon)
+		self.switchweapon = cvar("g_balance_seeker_missile_speed");
 
-    if ((self.switchweapon < cvar("g_balance_seeker_missile_speed_max")) && cvar("g_balance_seeker_missile_speed_accel"))
-        self.switchweapon = self.switchweapon * cvar("g_balance_seeker_missile_accel");
+	if ((self.switchweapon < cvar("g_balance_seeker_missile_speed_max")) && cvar("g_balance_seeker_missile_speed_accel"))
+		self.switchweapon = self.switchweapon * cvar("g_balance_seeker_missile_accel");
 
-    if (self.switchweapon > cvar("g_balance_seeker_missile_speed_max"))
-        self.switchweapon = self.switchweapon * cvar("g_balance_seeker_missile_decel");
+	if (self.switchweapon > cvar("g_balance_seeker_missile_speed_max"))
+		self.switchweapon = self.switchweapon * cvar("g_balance_seeker_missile_decel");
 
-    if (self.enemy != world)
+	if (self.enemy != world)
 		if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
 			self.enemy = world;
 
-    if (self.enemy != world)
-    {
-        e               = self.enemy;
-        turnrate        = cvar("g_balance_seeker_missile_turnrate");		    // how fast to turn
-        desireddir      = normalize(e.origin - self.origin);
-        olddir          = normalize(self.velocity);				            // get my current direction
-        dist            = vlen(e.origin - self.origin);
+	if (self.enemy != world)
+	{
+		e               = self.enemy;
+		turnrate        = cvar("g_balance_seeker_missile_turnrate");		    // how fast to turn
+		desireddir      = normalize(e.origin - self.origin);
+		olddir          = normalize(self.velocity);				            // get my current direction
+		dist            = vlen(e.origin - self.origin);
 
-        // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
-        if (cvar("g_balance_seeker_missile_smart") && (dist > cvar("g_balance_seeker_missile_smart_mindist")))
-        {
-            // Is it a better idea (shorter distance) to trace to the target itself?
-            if ( vlen(self.origin + olddir * self.wait) < dist)
-                traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
-            else
-                traceline(self.origin, self.enemy.origin, FALSE, self);
+		// Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
+		if (cvar("g_balance_seeker_missile_smart") && (dist > cvar("g_balance_seeker_missile_smart_mindist")))
+		{
+			// Is it a better idea (shorter distance) to trace to the target itself?
+			if ( vlen(self.origin + olddir * self.wait) < dist)
+				traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
+			else
+				traceline(self.origin, self.enemy.origin, FALSE, self);
 
-            // Setup adaptive tracelength
-            self.wait = vlen(self.origin - trace_endpos);
-            if (self.wait < cvar("g_balance_seeker_missile_smart_trace_min")) self.wait = cvar("g_balance_seeker_missile_smart_trace_min");
-            if (self.wait > cvar("g_balance_seeker_missile_smart_trace_max")) self.wait = cvar("g_balance_seeker_missile_smart_trace_max");
+			// Setup adaptive tracelength
+			self.wait = vlen(self.origin - trace_endpos);
+			if (self.wait < cvar("g_balance_seeker_missile_smart_trace_min")) self.wait = cvar("g_balance_seeker_missile_smart_trace_min");
+			if (self.wait > cvar("g_balance_seeker_missile_smart_trace_max")) self.wait = cvar("g_balance_seeker_missile_smart_trace_max");
 
-            // Calc how important it is that we turn and add this to the desierd (enemy) dir.
-            desireddir  = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
-        }
+			// Calc how important it is that we turn and add this to the desierd (enemy) dir.
+			desireddir  = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
+		}
 
-        //newdir = normalize((olddir + desireddir * turnrate) * 0.5);// take the average of the 2 directions; not the best method but simple & easy
-        newdir = normalize(olddir + desireddir * turnrate);// take the average of the 2 directions; not the best method but simple & easy
+		//newdir = normalize((olddir + desireddir * turnrate) * 0.5);// take the average of the 2 directions; not the best method but simple & easy
+		newdir = normalize(olddir + desireddir * turnrate);// take the average of the 2 directions; not the best method but simple & easy
 
-        self.velocity = newdir * self.switchweapon;			                    // make me fly in the new direction at my flight speed
-    }
+		self.velocity = newdir * self.switchweapon;			                    // make me fly in the new direction at my flight speed
+	}
 
-    // Proxy
-    if (cvar("g_balance_seeker_missile_proxy"))
-    {
-        if ( dist <= cvar("g_balance_seeker_missile_proxy_maxrange"))
-        {
-            if (self.autoswitch == 0)
-            {
-                self.autoswitch = time + cvar("g_balance_seeker_missile_proxy_delay");
-            }
-            else
-            {
-                if (self.autoswitch <= time)
-                {
-                    Seeker_Missile_Explode();
-                    self.autoswitch = 0;
-                }
-            }
-        }
-        else
-        {
-            if (self.autoswitch != 0)
-                self.autoswitch = 0;
-        }
-    }
-    ///////////////
+	// Proxy
+	if (cvar("g_balance_seeker_missile_proxy"))
+	{
+		if ( dist <= cvar("g_balance_seeker_missile_proxy_maxrange"))
+		{
+			if (self.autoswitch == 0)
+			{
+				self.autoswitch = time + cvar("g_balance_seeker_missile_proxy_delay");
+			}
+			else
+			{
+				if (self.autoswitch <= time)
+				{
+					Seeker_Missile_Explode();
+					self.autoswitch = 0;
+				}
+			}
+		}
+		else
+		{
+			if (self.autoswitch != 0)
+				self.autoswitch = 0;
+		}
+	}
+	///////////////
 
-    if (self.enemy.deadflag != DEAD_NO)
-    {
-        self.enemy = world;
-        self.cnt = time + 1 + (random() * 4);
-        self.nextthink = self.cnt;
-        return;
-    }
+	if (self.enemy.deadflag != DEAD_NO)
+	{
+		self.enemy = world;
+		self.cnt = time + 1 + (random() * 4);
+		self.nextthink = self.cnt;
+		return;
+	}
 
-    self.angles = vectoangles(self.velocity);			// turn model in the new flight direction
-    self.nextthink = time + 0.05;
+	self.angles = vectoangles(self.velocity);			// turn model in the new flight direction
+	self.nextthink = time + 0.05;
 
 }
 
@@ -128,273 +128,307 @@
 
 void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 {
-    float d;
-    d = damage;
+	float d;
+	d = damage;
 
-    if (self.owner == attacker)
-        d = d * 0.25;
+	if (self.owner == attacker)
+		d = d * 0.25;
 
-    self.health = self.health - d;
+	self.health = self.health - d;
 
-    if (self.health <= 0)
+	if (self.health <= 0)
 		W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
 }
 
 #define EF_ROCKET				16777216
 void Seeker_Missile_Animate()
 {
-    self.frame = self.frame +1;
-    self.nextthink = time + 0.05;
+	self.frame = self.frame +1;
+	self.nextthink = time + 0.05;
 
-    if (self.enemy != world)
+	if (self.enemy != world)
 		if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
 			self.enemy = world;
 
-    if(self.frame == 5)
-    {
+	if(self.frame == 5)
+	{
 		self.think           = Seeker_Missile_Think;
-        self.nextthink       = time + cvar("g_balance_seeker_missile_activate_delay");
-        self.effects         = EF_LOWPRECISION | EF_NOSHADOW | EF_ROCKET;
+		self.nextthink       = time + cvar("g_balance_seeker_missile_activate_delay");
+		self.effects         = EF_LOWPRECISION | EF_NOSHADOW | EF_ROCKET;
 
-        if (cvar("g_balance_seeker_guided_proxy"))
-            self.movetype    = MOVETYPE_BOUNCEMISSILE;
-        else
-            self.movetype    = MOVETYPE_FLYMISSILE;
-    }
+		if (cvar("g_balance_seeker_guided_proxy"))
+			self.movetype    = MOVETYPE_BOUNCEMISSILE;
+		else
+			self.movetype    = MOVETYPE_FLYMISSILE;
+	}
 }
 
 void Seeker_Fire_Missile(vector f_org)
 {
-    local entity missile;
+	local entity missile;
 
-    if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-        self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_missile_ammo");
+	if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+		self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_missile_ammo");
 
-    makevectors(self.v_angle);
-    W_SetupShot (self, f_org, FALSE, 2, "weapons/hagar_fire.wav");
-    pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+	makevectors(self.v_angle);
+	W_SetupShot (self, f_org, FALSE, 2, "weapons/hagar_fire.wav");
+	pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
-    //self.detornator         = FALSE;
+	//self.detornator         = FALSE;
 
-    missile                 = spawn();
-    missile.owner           = self;
-    missile.classname       = "seeker_missile";
-    missile.bot_dodge       = TRUE;
-    missile.bot_dodgerating = cvar("g_balance_seeker_missile_damage");
+	missile                 = spawn();
+	missile.owner           = self;
+	missile.classname       = "seeker_missile";
+	missile.bot_dodge       = TRUE;
+	missile.bot_dodgerating = cvar("g_balance_seeker_missile_damage");
 
-    missile.think           = Seeker_Missile_Animate;
+	missile.think           = Seeker_Missile_Animate;
 
-    //if (!cvar("g_balance_seeker_missile_proxy"))
-    missile.touch           = Seeker_Missile_Touch;
+	//if (!cvar("g_balance_seeker_missile_proxy"))
+	missile.touch           = Seeker_Missile_Touch;
 
-    missile.event_damage    = Seeker_Missile_Damage;
-    missile.nextthink       = time + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
-    missile.cnt             = time + cvar("g_balance_seeker_missile_lifetime");
-    missile.enemy           = self.enemy;
-    missile.switchweapon           = cvar("g_balance_seeker_missile_speed");
-    missile.effects         = EF_LOWPRECISION | EF_NOSHADOW;// | EF_ROCKET;
-    missile.solid           = SOLID_BBOX;
-    missile.scale           = 2;
-    missile.takedamage          = DAMAGE_YES;
-    missile.damageforcescale    = 4;
-    missile.health              = 5;
+	missile.event_damage    = Seeker_Missile_Damage;
+	missile.nextthink       = time + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
+	missile.cnt             = time + cvar("g_balance_seeker_missile_lifetime");
+	missile.enemy           = self.enemy;
+	missile.switchweapon           = cvar("g_balance_seeker_missile_speed");
+	missile.effects         = EF_LOWPRECISION | EF_NOSHADOW;// | EF_ROCKET;
+	missile.solid           = SOLID_BBOX;
+	missile.scale           = 2;
+	missile.takedamage          = DAMAGE_YES;
+	missile.damageforcescale    = 4;
+	missile.health              = 5;
 	missile.projectiledeathtype = WEP_SEEKER;
 
-    setorigin (missile, w_shotorg);
-    setmodel  (missile, "models/tagrocket.md3");
-    setsize (missile, '-2 -2 -2', '2 2 2');
+	setorigin (missile, w_shotorg);
+	setmodel  (missile, "models/tagrocket.md3");
+	setsize (missile, '-2 -2 -2', '2 2 2');
 
 
-    missile.movetype    = MOVETYPE_FLYMISSILE;// MOVETYPE_TOSS;
+	missile.movetype    = MOVETYPE_FLYMISSILE;// MOVETYPE_TOSS;
 
-    missile.flags       = FL_PROJECTILE;
+	missile.flags       = FL_PROJECTILE;
 
-    missile.velocity    = (w_shotdir + '0 0 0.45') * missile.switchweapon;
-    W_SetupProjectileVelocity(missile);
+	missile.velocity    = (w_shotdir + '0 0 0.45') * missile.switchweapon;
+	W_SetupProjectileVelocity(missile);
 
-    missile.switchweapon = vlen(missile.velocity);
-    missile.angles = vectoangles (missile.velocity);
+	missile.switchweapon = vlen(missile.velocity);
+	missile.angles = vectoangles (missile.velocity);
 
 }
 
 void Seeker_Vollycontroler_Think()
 {
-    entity oldself,oldenemy;
-    self.cnt = self.cnt - 1;
+	float c;
+	entity oldself,oldenemy;
+	self.cnt = self.cnt - 1;
 
-    if ((self.owner.ammo_rockets < cvar("g_balance_seeker_missile_ammo")) || (self.cnt <= -1) || (self.owner.deadflag != DEAD_NO))
-    {
-        remove(self);
-        return;
-    }
+	if ((self.owner.ammo_rockets < cvar("g_balance_seeker_missile_ammo")) || (self.cnt <= -1) || (self.owner.deadflag != DEAD_NO))
+	{
+		remove(self);
+		return;
+	}
 
-    self.nextthink = time + cvar("g_balance_seeker_missile_delay");
+	self.nextthink = time + cvar("g_balance_seeker_missile_delay");
 
-    oldself = self;
-    self = self.owner;
+	oldself = self;
+	self = self.owner;
 
-    oldenemy = self.enemy;
-    self.enemy = oldself.enemy;
+	oldenemy = self.enemy;
+	self.enemy = oldself.enemy;
 
-	Seeker_Fire_Missile('56 13 -15' + 7 * randomvec());
+	c = mod(oldself.cnt, 4);
+	switch(c)
+	{
+		case 0:
+			Seeker_Fire_Missile('37.5 17 -22');
+			break;
+		case 1:
+			Seeker_Fire_Missile('37.5 9.5 -22');
+			break;
+		case 2:
+			Seeker_Fire_Missile('40 17 -29');
+			break;
+		case 3:
+		default:
+			Seeker_Fire_Missile('40 9.5 -29');
+			break;
+	}
 
-
-
-    self.enemy = oldenemy;
-    self = oldself;
+	self.enemy = oldenemy;
+	self = oldself;
 }
 
 void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 {
-    self.health = self.health - damage;
-    if (self.health <= 0)
-        self.think ();
+	self.health = self.health - damage;
+	if (self.health <= 0)
+		self.think ();
 }
 
 void Seeker_Tag_Explode ()
 {
-    vector	org2;
-    float b;
+	vector	org2;
+	float b;
 
-    //if(other==self.owner)
-    //    return;
+	//if(other==self.owner)
+	//    return;
 
-    org2 = findbetterlocation (self.origin, 12);
-    te_explosion (org2);
+	org2 = findbetterlocation (self.origin, 12);
+	te_explosion (org2);
 
-    b = crandom();
-    if (b<-0.7)
-        sound (self, CHAN_PROJECTILE, "weapons/hagexp1.wav", 1, ATTN_NORM);
-    else if (b<0.4)
-        sound (self, CHAN_PROJECTILE, "weapons/hagexp2.wav", 1, ATTN_NORM);
-    else if (b<1)
-        sound (self, CHAN_PROJECTILE, "weapons/hagexp3.wav", 1, ATTN_NORM);
+	b = crandom();
+	if (b<-0.7)
+		sound (self, CHAN_PROJECTILE, "weapons/hagexp1.wav", 1, ATTN_NORM);
+	else if (b<0.4)
+		sound (self, CHAN_PROJECTILE, "weapons/hagexp2.wav", 1, ATTN_NORM);
+	else if (b<1)
+		sound (self, CHAN_PROJECTILE, "weapons/hagexp3.wav", 1, ATTN_NORM);
 
-    remove (self);
+	remove (self);
 }
 
 void Seeker_Tag_Think()
 {
-    remove(self);
-    return;
+	remove(self);
+	return;
 }
 
 void Seeker_Tag_Touch()
 {
-    vector dir;
-    vector org2;
+	vector dir;
+	vector org2;
 
 	PROJECTILE_TOUCH;
 
-    dir     = normalize (self.owner.origin - self.origin);
-    org2    = findbetterlocation (self.origin, 8);
+	dir     = normalize (self.owner.origin - self.origin);
+	org2    = findbetterlocation (self.origin, 8);
 
-    te_knightspike(org2);
+	te_knightspike(org2);
 
-    self.event_damage = SUB_Null;
-    sound (self, CHAN_PROJECTILE, "weapons/laserimpact.wav", 1, ATTN_NORM);
+	self.event_damage = SUB_Null;
+	sound (self, CHAN_PROJECTILE, "weapons/laserimpact.wav", 1, ATTN_NORM);
 
-    if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
-    {
-        entity e;
-        e           = spawn();
-        e.cnt       = cvar("g_balance_seeker_missile_count");
-        e.owner     = self.owner;
-        e.enemy     = other;
-        e.think     = Seeker_Vollycontroler_Think;
-        e.nextthink = time;
+	if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
+	{
+		entity e;
+		e           = spawn();
+		e.cnt       = cvar("g_balance_seeker_missile_count");
+		e.owner     = self.owner;
+		e.enemy     = other;
+		e.think     = Seeker_Vollycontroler_Think;
+		e.nextthink = time;
 
-        //sprint(self.owner, "^1Target lock ^3[^7 ",other.netname, " ^3]^1 acquired - autofire activated.\n");
-        //sprint(other,"^1You are targeted!\n");
+		//sprint(self.owner, "^1Target lock ^3[^7 ",other.netname, " ^3]^1 acquired - autofire activated.\n");
+		//sprint(other,"^1You are targeted!\n");
 
-        // stuffcmd(other,"play2 weapons/zany-alarm4.ogg\n");
-        // stuffcmd(self.owner, "play2 weapons/zany-lock4.ogg\n");
-    }
+		// stuffcmd(other,"play2 weapons/zany-alarm4.ogg\n");
+		// stuffcmd(self.owner, "play2 weapons/zany-lock4.ogg\n");
+	}
 
-    remove(self);
-    return;
+	remove(self);
+	return;
 }
 
 
 
 void Seeker_Fire_Tag()
 {
-    local entity missile;
-    if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-        self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_tag_ammo");
+	local entity missile;
+	if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+		self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_tag_ammo");
 
-    W_SetupShot (self, '56 13 -15', FALSE, 2, "weapons/hagar_fire.wav");
+	W_SetupShot (self, '56 13 -15', FALSE, 2, "weapons/hagar_fire.wav");
 
-    missile                 = spawn();
-    missile.owner           = self;
-    missile.classname       = "seeker_tag";
-    missile.bot_dodge       = TRUE;
-    missile.bot_dodgerating = 50;
-    missile.touch           = Seeker_Tag_Touch;
-    missile.think           = Seeker_Tag_Think;
-    missile.nextthink       = time + 15;
-    missile.movetype        = MOVETYPE_FLY;
-    missile.solid           = SOLID_BBOX;
-    missile.owner           = self;
+	missile                 = spawn();
+	missile.owner           = self;
+	missile.classname       = "seeker_tag";
+	missile.bot_dodge       = TRUE;
+	missile.bot_dodgerating = 50;
+	missile.touch           = Seeker_Tag_Touch;
+	missile.think           = Seeker_Tag_Think;
+	missile.nextthink       = time + 15;
+	missile.movetype        = MOVETYPE_FLY;
+	missile.solid           = SOLID_BBOX;
+	missile.owner           = self;
 
-    missile.takedamage       = DAMAGE_YES;
-    missile.event_damage    = Seeker_Tag_Explode;
-    missile.health          = 5;
+	missile.takedamage       = DAMAGE_YES;
+	missile.event_damage    = Seeker_Tag_Explode;
+	missile.health          = 5;
 
-    setmodel (missile, "models/laser.mdl"); // TODO make this seeker specific
-    setorigin (missile, w_shotorg);
-    setsize (missile, '0 0 0', '0 0 0');
+	setmodel (missile, "models/laser.mdl"); // TODO make this seeker specific
+	setorigin (missile, w_shotorg);
+	setsize (missile, '0 0 0', '0 0 0');
 
-    missile.effects     = EF_FULLBRIGHT | EF_NOSHADOW | EF_LOWPRECISION;
-    missile.modelflags  = MF_TRACER3;
-    missile.flags       = FL_PROJECTILE;
+	missile.effects     = EF_FULLBRIGHT | EF_NOSHADOW | EF_LOWPRECISION;
+	missile.modelflags  = MF_TRACER3;
+	missile.flags       = FL_PROJECTILE;
 
-    missile.velocity    = w_shotdir  * cvar("g_balance_seeker_tag_speed");
-    missile.movetype    = MOVETYPE_BOUNCEMISSILE;
-    W_SetupProjectileVelocity(missile);
-    missile.angles = vectoangles (missile.velocity);
+	missile.velocity    = w_shotdir  * cvar("g_balance_seeker_tag_speed");
+	missile.movetype    = MOVETYPE_BOUNCEMISSILE;
+	W_SetupProjectileVelocity(missile);
+	missile.angles = vectoangles (missile.velocity);
 }
 
 
 void Seeker_Flac_Explode ()
 {
-    vector	org2;
-    float b;
-    org2 = findbetterlocation (self.origin, 12);
-    te_explosion (org2);
+	vector	org2;
+	float b;
+	org2 = findbetterlocation (self.origin, 12);
+	te_explosion (org2);
 
-    b = crandom();
-    if (b<-0.7)
-        sound (self, CHAN_PROJECTILE, "weapons/hagexp1.wav", 1, ATTN_NORM);
-    else if (b<0.4)
-        sound (self, CHAN_PROJECTILE, "weapons/hagexp2.wav", 1, ATTN_NORM);
-    else if (b<1)
-        sound (self, CHAN_PROJECTILE, "weapons/hagexp3.wav", 1, ATTN_NORM);
+	b = crandom();
+	if (b<-0.7)
+		sound (self, CHAN_PROJECTILE, "weapons/hagexp1.wav", 1, ATTN_NORM);
+	else if (b<0.4)
+		sound (self, CHAN_PROJECTILE, "weapons/hagexp2.wav", 1, ATTN_NORM);
+	else if (b<1)
+		sound (self, CHAN_PROJECTILE, "weapons/hagexp3.wav", 1, ATTN_NORM);
 
-    self.event_damage = SUB_Null;
+	self.event_damage = SUB_Null;
 
-    RadiusDamage (self, self.owner, cvar("g_balance_seeker_flac_damage"), cvar("g_balance_seeker_flac_edgedamage"), cvar("g_balance_seeker_flac_radius"), world, cvar("g_balance_seeker_flac_force"), self.projectiledeathtype, other);
+	RadiusDamage (self, self.owner, cvar("g_balance_seeker_flac_damage"), cvar("g_balance_seeker_flac_edgedamage"), cvar("g_balance_seeker_flac_radius"), world, cvar("g_balance_seeker_flac_force"), self.projectiledeathtype, other);
 
-    remove (self);
+	remove (self);
 }
 
 void Seeker_Flac_Touch()
 {
 	PROJECTILE_TOUCH;
 
-    Seeker_Flac_Explode();
+	Seeker_Flac_Explode();
 }
 
 void Seeker_Fire_Flac()
 {
 	local entity missile;
+	vector f_org;
+	float c;
 
 	if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
 		self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_flac_ammo");
 
-    W_SetupShot (self, '56 13 -15', FALSE, 2, "weapons/hagar_fire.wav");
+	c = mod(self.bulletcounter, 4);
+	switch(c)
+	{
+		case 1:
+			f_org = '37.5 17 -22';
+			break;
+		case 2:
+			f_org = '37.5 9.5 -22';
+			break;
+		case 3:
+			f_org = '40 17 -29';
+			break;
+		case 0:
+		default:
+			f_org = '40 9.5 -29';
+			break;
+	}
+	W_SetupShot (self, f_org, FALSE, 2, "weapons/hagar_fire.wav");
 
-	pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+		pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
 	missile = spawn ();
 	missile.owner = missile.realowner = self;
@@ -433,54 +467,54 @@
 
 float w_seeker(float req)
 {
-    if (req == WR_AIM)
-        self.BUTTON_ATCK = bot_aim(cvar("g_balance_seeker_tag_speed"), 0, 20, FALSE);
+	if (req == WR_AIM)
+		self.BUTTON_ATCK = bot_aim(cvar("g_balance_seeker_tag_speed"), 0, 20, FALSE);
 
-    else if (req == WR_THINK)
-    {
-        if (self.BUTTON_ATCK)
-            if (weapon_prepareattack(0, cvar("g_balance_seeker_tag_refire")))
-            {
-                Seeker_Fire_Tag();
-                weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_seeker_tag_animtime"), w_ready);
-            }
+	else if (req == WR_THINK)
+	{
+		if (self.BUTTON_ATCK)
+			if (weapon_prepareattack(0, cvar("g_balance_seeker_tag_refire")))
+			{
+				Seeker_Fire_Tag();
+				weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_seeker_tag_animtime"), w_ready);
+			}
 
-        if (self.BUTTON_ATCK2)
-            if (weapon_prepareattack(1, cvar("g_balance_seeker_flac_refire")))
-            {
-                Seeker_Fire_Flac();
-                weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_seeker_flac_animtime"), w_ready);
-            }
+		if (self.BUTTON_ATCK2)
+			if (weapon_prepareattack(1, cvar("g_balance_seeker_flac_refire")))
+			{
+				Seeker_Fire_Flac();
+				weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_seeker_flac_animtime"), w_ready);
+			}
 
-    }
-    else if (req == WR_PRECACHE)
-    {
-        precache_model ("models/hagarmissile.mdl");
-        precache_model ("models/tagrocket.md3");
-        precache_model ("models/weapons/g_seeker.md3");
-        precache_model ("models/weapons/v_seeker.md3");
-        precache_model ("models/weapons/w_seeker.zym");
-        precache_sound ("weapons/hagar_fire.wav");
-        precache_sound ("weapons/hagexp1.wav");
-        precache_sound ("weapons/hagexp2.wav");
-        precache_sound ("weapons/hagexp3.wav");
-        precache_sound ("weapons/laserimpact.wav");
-    }
-    else if (req == WR_SETUP)
-        weapon_setup(WEP_SEEKER);
-    else if (req == WR_CHECKAMMO1)
-        return self.ammo_rockets >= cvar("g_balance_seeker_tag_ammo") + cvar("g_balance_seeker_missile_ammo");
-    else if (req == WR_CHECKAMMO2)
-        return self.ammo_rockets >= cvar("g_balance_seeker_flac_ammo");
-    else if (req == WR_SUICIDEMESSAGE)
-        w_deathtypestring = "played with tiny rockets";
-    else if (req == WR_KILLMESSAGE)
+	}
+	else if (req == WR_PRECACHE)
 	{
+		precache_model ("models/hagarmissile.mdl");
+		precache_model ("models/tagrocket.md3");
+		precache_model ("models/weapons/g_seeker.md3");
+		precache_model ("models/weapons/v_seeker.md3");
+		precache_model ("models/weapons/w_seeker.zym");
+		precache_sound ("weapons/hagar_fire.wav");
+		precache_sound ("weapons/hagexp1.wav");
+		precache_sound ("weapons/hagexp2.wav");
+		precache_sound ("weapons/hagexp3.wav");
+		precache_sound ("weapons/laserimpact.wav");
+	}
+	else if (req == WR_SETUP)
+		weapon_setup(WEP_SEEKER);
+	else if (req == WR_CHECKAMMO1)
+		return self.ammo_rockets >= cvar("g_balance_seeker_tag_ammo") + cvar("g_balance_seeker_missile_ammo");
+	else if (req == WR_CHECKAMMO2)
+		return self.ammo_rockets >= cvar("g_balance_seeker_flac_ammo");
+	else if (req == WR_SUICIDEMESSAGE)
+		w_deathtypestring = "played with tiny rockets";
+	else if (req == WR_KILLMESSAGE)
+	{
 		if(w_deathtype & HITTYPE_SECONDARY)
 			w_deathtypestring = "ran into #'s flac";
 		else
 			w_deathtypestring = "was tagged by";
 	}
-    return TRUE;
+	return TRUE;
 };
 

Modified: trunk/data/weapons.cfg
===================================================================
--- trunk/data/weapons.cfg	2008-11-02 19:14:18 UTC (rev 4969)
+++ trunk/data/weapons.cfg	2008-11-02 19:52:39 UTC (rev 4970)
@@ -319,7 +319,7 @@
 set g_balance_seeker_flac_lifetime      0.1
 set g_balance_seeker_flac_lifetime_rand 0.05
 set g_balance_seeker_flac_speed         3000
-set g_balance_seeker_flac_spread	    0.5
+set g_balance_seeker_flac_spread	    0.4
 
 set g_balance_seeker_flac_damage       15
 set g_balance_seeker_flac_edgedamage   10




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