2 REGISTER_WEAPON(HAGAR, w_hagar, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hagar", "hagar", "Hagar");
4 // NO bounce protection, as bounces are limited!
5 void W_Hagar_Explode (void)
7 self.event_damage = SUB_Null;
8 RadiusDamage (self, self.realowner, cvar("g_balance_hagar_primary_damage"), cvar("g_balance_hagar_primary_edgedamage"), cvar("g_balance_hagar_primary_radius"), world, cvar("g_balance_hagar_primary_force"), self.projectiledeathtype, other);
13 void W_Hagar_Explode2 (void)
15 self.event_damage = SUB_Null;
16 RadiusDamage (self, self.realowner, cvar("g_balance_hagar_secondary_damage"), cvar("g_balance_hagar_secondary_edgedamage"), cvar("g_balance_hagar_secondary_radius"), world, cvar("g_balance_hagar_secondary_force"), self.projectiledeathtype, other);
21 void W_Hagar_Touch (void)
27 void W_Hagar_Touch2 (void)
31 if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
35 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
36 self.angles = vectoangles (self.velocity);
38 self.projectiledeathtype |= HITTYPE_BOUNCE;
42 void W_Hagar_Attack (void)
46 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
47 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_primary_ammo");
48 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", cvar("g_balance_hagar_primary_damage"));
50 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
53 missile.owner = missile.realowner = self;
54 missile.classname = "missile";
55 missile.bot_dodge = TRUE;
56 missile.bot_dodgerating = cvar("g_balance_hagar_primary_damage");
57 missile.touch = W_Hagar_Touch;
58 missile.use = W_Hagar_Explode;
59 missile.think = adaptor_think2use;
60 missile.nextthink = time + cvar("g_balance_hagar_primary_lifetime");
61 PROJECTILE_MAKETRIGGER(missile);
62 missile.projectiledeathtype = WEP_HAGAR;
63 setorigin (missile, w_shotorg);
64 setsize(missile, '0 0 0', '0 0 0');
66 missile.movetype = MOVETYPE_FLY;
67 W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_primary);
69 missile.angles = vectoangles (missile.velocity);
70 missile.flags = FL_PROJECTILE;
72 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
75 void W_Hagar_Attack2 (void)
79 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
80 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_secondary_ammo");
81 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", cvar("g_balance_hagar_secondary_damage"));
82 //W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav"); // TODO: move model a little to the right
84 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
87 missile.owner = missile.realowner = self;
88 missile.classname = "missile";
89 missile.bot_dodge = TRUE;
90 missile.bot_dodgerating = cvar("g_balance_hagar_secondary_damage");
91 missile.touch = W_Hagar_Touch2;
93 missile.use = W_Hagar_Explode2;
94 missile.think = adaptor_think2use;
95 missile.nextthink = time + cvar("g_balance_hagar_secondary_lifetime_min") + random() * cvar("g_balance_hagar_secondary_lifetime_rand");
96 PROJECTILE_MAKETRIGGER(missile);
97 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
98 setorigin (missile, w_shotorg);
99 setsize(missile, '0 0 0', '0 0 0');
101 missile.movetype = MOVETYPE_BOUNCEMISSILE;
102 W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_secondary);
104 missile.angles = vectoangles (missile.velocity);
105 missile.flags = FL_PROJECTILE;
107 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
110 void spawnfunc_weapon_hagar (void)
112 weapon_defaultspawnfunc(WEP_HAGAR);
115 float w_hagar(float req)
119 self.BUTTON_ATCK = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
122 // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
123 self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
125 else if (req == WR_THINK)
127 if (self.BUTTON_ATCK)
128 if (weapon_prepareattack(0, cvar("g_balance_hagar_primary_refire")))
131 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_primary_refire"), w_ready);
133 if (self.BUTTON_ATCK2)
134 if (weapon_prepareattack(1, cvar("g_balance_hagar_secondary_refire")))
137 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_hagar_secondary_refire"), w_ready);
140 else if (req == WR_PRECACHE)
142 precache_model ("models/weapons/g_hagar.md3");
143 precache_model ("models/weapons/v_hagar.md3");
144 precache_model ("models/weapons/h_hagar.dpm");
145 precache_sound ("weapons/hagar_fire.wav");
147 else if (req == WR_SETUP)
148 weapon_setup(WEP_HAGAR);
149 else if (req == WR_CHECKAMMO1)
150 return self.ammo_rockets >= cvar("g_balance_hagar_primary_ammo");
151 else if (req == WR_CHECKAMMO2)
152 return self.ammo_rockets >= cvar("g_balance_hagar_secondary_ammo");
153 else if (req == WR_SUICIDEMESSAGE)
154 w_deathtypestring = "played with tiny rockets";
155 else if (req == WR_KILLMESSAGE)
157 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
158 w_deathtypestring = "hoped #'s missiles wouldn't bounce";
159 else // unchecked: SPLASH, SECONDARY
160 w_deathtypestring = "was pummeled by";