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_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
41 self.health = self.health - damage;
43 W_PrepareExplosionByDamage(attacker, self.think);
46 void W_Hagar_Attack (void)
50 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
51 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_primary_ammo");
52 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav");
54 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
57 missile.owner = missile.realowner = self;
58 missile.classname = "missile";
59 missile.bot_dodge = TRUE;
60 missile.bot_dodgerating = cvar("g_balance_hagar_primary_damage");
61 missile.touch = W_Hagar_Touch;
62 missile.use = W_Hagar_Explode;
63 missile.think = adaptor_think2use;
64 missile.nextthink = time + cvar("g_balance_hagar_primary_lifetime");
65 missile.solid = SOLID_BBOX;
66 missile.projectiledeathtype = WEP_HAGAR;
67 setorigin (missile, w_shotorg);
68 //missile.takedamage = DAMAGE_YES;
69 //missile.damageforcescale = 4;
70 //missile.health = 10;
71 //missile.event_damage = W_Hagar_Damage;
73 missile.movetype = MOVETYPE_FLY;
74 missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_hagar_primary_spread")) * cvar("g_balance_hagar_primary_speed");
75 W_SetupProjectileVelocity(missile);
77 missile.angles = vectoangles (missile.velocity);
78 missile.flags = FL_PROJECTILE;
80 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
83 void W_Hagar_Attack2 (void)
87 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
88 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_secondary_ammo");
89 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav");
90 //W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav"); // TODO: move model a little to the right
92 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
95 missile.owner = missile.realowner = self;
96 missile.classname = "missile";
97 missile.bot_dodge = TRUE;
98 missile.bot_dodgerating = cvar("g_balance_hagar_secondary_damage");
99 missile.touch = W_Hagar_Touch2;
101 missile.use = W_Hagar_Explode;
102 missile.think = adaptor_think2use;
103 missile.nextthink = time + cvar("g_balance_hagar_secondary_lifetime");
104 missile.solid = SOLID_BBOX;
105 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
106 setorigin (missile, w_shotorg);
107 //missile.takedamage = DAMAGE_YES;
108 //missile.damageforcescale = 4;
109 //missile.health = 10;
110 //missile.event_damage = W_Hagar_Damage;
112 missile.movetype = MOVETYPE_BOUNCEMISSILE;
113 missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_hagar_secondary_spread")) * cvar("g_balance_hagar_secondary_speed");
114 W_SetupProjectileVelocity(missile);
115 missile.avelocity = '100 10 10';
117 missile.angles = vectoangles (missile.velocity);
118 missile.flags = FL_PROJECTILE;
120 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
123 void spawnfunc_weapon_hagar (void)
125 weapon_defaultspawnfunc(WEP_HAGAR);
128 float w_hagar(float req)
132 self.BUTTON_ATCK = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
135 // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
136 self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
138 else if (req == WR_THINK)
140 if (self.BUTTON_ATCK)
141 if (weapon_prepareattack(0, cvar("g_balance_hagar_primary_refire")))
144 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_primary_refire"), w_ready);
146 if (self.BUTTON_ATCK2)
147 if (weapon_prepareattack(1, cvar("g_balance_hagar_secondary_refire")))
150 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_hagar_secondary_refire"), w_ready);
153 else if (req == WR_PRECACHE)
155 precache_model ("models/weapons/g_hagar.md3");
156 precache_model ("models/weapons/v_hagar.md3");
157 precache_model ("models/weapons/h_hagar.dpm");
158 precache_sound ("weapons/hagar_fire.wav");
160 else if (req == WR_SETUP)
161 weapon_setup(WEP_HAGAR);
162 else if (req == WR_CHECKAMMO1)
163 return self.ammo_rockets >= cvar("g_balance_hagar_primary_ammo");
164 else if (req == WR_CHECKAMMO2)
165 return self.ammo_rockets >= cvar("g_balance_hagar_secondary_ammo");
166 else if (req == WR_SUICIDEMESSAGE)
167 w_deathtypestring = "played with tiny rockets";
168 else if (req == WR_KILLMESSAGE)
170 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
171 w_deathtypestring = "hoped #'s missiles wouldn't bounce";
172 else // unchecked: SPLASH, SECONDARY
173 w_deathtypestring = "was pummeled by";