1 // NO bounce protection, as bounces are limited!
2 void W_Hagar_Explode (void)
4 self.event_damage = SUB_Null;
5 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);
10 void W_Hagar_Explode2 (void)
12 self.event_damage = SUB_Null;
13 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);
18 void W_Hagar_Touch (void)
24 void W_Hagar_Touch2 (void)
28 if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
32 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
33 self.angles = vectoangles (self.velocity);
35 self.projectiledeathtype |= HITTYPE_BOUNCE;
39 void W_Hagar_Attack (void)
43 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
44 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_primary_ammo");
45 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", cvar("g_balance_hagar_primary_damage"));
47 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
50 missile.owner = missile.realowner = self;
51 missile.classname = "missile";
52 missile.bot_dodge = TRUE;
53 missile.bot_dodgerating = cvar("g_balance_hagar_primary_damage");
54 missile.touch = W_Hagar_Touch;
55 missile.use = W_Hagar_Explode;
56 missile.think = adaptor_think2use;
57 missile.nextthink = time + cvar("g_balance_hagar_primary_lifetime");
58 PROJECTILE_MAKETRIGGER(missile);
59 missile.projectiledeathtype = WEP_HAGAR;
60 setorigin (missile, w_shotorg);
61 setsize(missile, '0 0 0', '0 0 0');
63 missile.movetype = MOVETYPE_FLY;
64 missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_hagar_primary_spread")) * cvar("g_balance_hagar_primary_speed");
65 W_SetupProjectileVelocity(missile);
67 missile.angles = vectoangles (missile.velocity);
68 missile.flags = FL_PROJECTILE;
70 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
73 void W_Hagar_Attack2 (void)
77 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
78 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_secondary_ammo");
79 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", cvar("g_balance_hagar_secondary_damage"));
80 //W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav"); // TODO: move model a little to the right
82 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
85 missile.owner = missile.realowner = self;
86 missile.classname = "missile";
87 missile.bot_dodge = TRUE;
88 missile.bot_dodgerating = cvar("g_balance_hagar_secondary_damage");
89 missile.touch = W_Hagar_Touch2;
91 missile.use = W_Hagar_Explode;
92 missile.think = adaptor_think2use;
93 missile.nextthink = time + cvar("g_balance_hagar_secondary_lifetime");
94 PROJECTILE_MAKETRIGGER(missile);
95 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
96 setorigin (missile, w_shotorg);
97 setsize(missile, '0 0 0', '0 0 0');
99 missile.movetype = MOVETYPE_BOUNCEMISSILE;
100 missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_hagar_secondary_spread")) * cvar("g_balance_hagar_secondary_speed");
101 W_SetupProjectileVelocity(missile);
102 missile.avelocity = '100 10 10';
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";