1 void() hagar_ready_01;
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2 void() hagar_fire1_01;
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3 void() hagar_deselect_01;
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4 void() hagar_select_01;
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6 float() hagar_check =
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8 if (self.ammo_rockets >= 1)
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13 void(float req) w_hagar =
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17 else if (req == WR_FIRE1 || req == WR_FIRE2)
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18 weapon_prepareattack(hagar_check, hagar_check, hagar_fire1_01, cvar("g_balance_hagar_refire"));
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19 else if (req == WR_RAISE)
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21 else if (req == WR_UPDATECOUNTS)
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22 self.currentammo = self.ammo_rockets;
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23 else if (req == WR_DROP)
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24 hagar_deselect_01();
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25 else if (req == WR_SETUP)
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26 weapon_setup(WEP_HAGAR, "w_hagar.zym", IT_ROCKETS);
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27 else if (req == WR_CHECKAMMO)
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28 weapon_hasammo = hagar_check();
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31 void W_Hagar_Explode (void)
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35 org2 = findbetterlocation (self.origin);
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36 effect (org2, "models/sprites/hagarexplosion.spr32", 0, 20, 30);
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39 sound (self, CHAN_BODY, "weapons/hagexp1.wav", 1, ATTN_NORM);
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41 sound (self, CHAN_BODY, "weapons/hagexp2.wav", 1, ATTN_NORM);
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43 sound (self, CHAN_BODY, "weapons/hagexp3.wav", 1, ATTN_NORM);
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45 self.event_damage = SUB_Null;
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46 RadiusDamage (self, self.owner, cvar("g_balance_hagar_damage"), cvar("g_balance_hagar_edgedamage"), cvar("g_balance_hagar_radius"), world, cvar("g_balance_hagar_force"), WEP_HAGAR);
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51 void W_Hagar_Touch (void)
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53 if (other == self.owner)
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55 else if (pointcontents (self.origin) == CONTENT_SKY)
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64 void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
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66 self.health = self.health - damage;
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67 if (self.health <= 0)
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71 void W_Hagar_Attack (void)
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73 local entity missile;
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76 sound (self, CHAN_WEAPON, "weapons/hagar_fire.wav", 1, ATTN_NORM);
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77 self.ammo_rockets = self.ammo_rockets - 1;
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78 self.punchangle_x = -2;
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79 org = self.origin + self.view_ofs + v_forward * 25 + v_right * 5 + v_up * -8;
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82 missile.owner = self;
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83 missile.classname = "missile";
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84 missile.touch = W_Hagar_Touch;
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85 missile.think = W_Hagar_Explode;
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86 missile.nextthink = time + 10;
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87 missile.solid = SOLID_BBOX;
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88 missile.scale = 0.4; // BUG: the model is too big
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89 setorigin (missile, org);
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90 setmodel (missile, "models/hagarmissile.mdl");
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91 setsize (missile, '0 0 0', '0 0 0');
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92 //missile.takedamage = DAMAGE_YES;
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93 //missile.damageforcescale = 4;
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94 //missile.health = 10;
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95 //missile.event_damage = W_Hagar_Damage;
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96 missile.effects = EF_LOWPRECISION;
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100 missile.movetype = MOVETYPE_TOSS;
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101 missile.velocity = v_forward * cvar("g_balance_hagar_speed2") + v_up * cvar("g_balance_hagar_speed2_up");
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102 missile.avelocity = '100 10 10';
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106 missile.movetype = MOVETYPE_FLY;
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107 missile.velocity = (v_forward + v_right * crandom() * 0.035 + v_up * crandom() * 0.015) * cvar("g_balance_hagar_speed");
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110 missile.angles = vectoangles (missile.velocity);
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114 void() hagar_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, hagar_ready_01); self.weaponentity.state = WS_READY;};
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115 void() hagar_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
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116 void() hagar_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
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117 void() hagar_fire1_01 =
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119 weapon_doattack(hagar_check, hagar_check, W_Hagar_Attack);
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120 weapon_thinkf(WFRAME_FIRE1, 0.15, hagar_ready_01);
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