3 void() hagar_deselect_01;
4 void() hagar_select_01;
8 if (self.ammo_rockets >= 1)
13 void(float req) w_hagar =
17 else if (req == WR_FIRE1 || req == WR_FIRE2)
18 weapon_prepareattack(hagar_check, hagar_check, hagar_fire1_01, cvar("g_balance_hagar_refire"));
19 else if (req == WR_RAISE)
21 else if (req == WR_UPDATECOUNTS)
22 self.currentammo = self.ammo_rockets;
23 else if (req == WR_DROP)
25 else if (req == WR_SETUP)
26 weapon_setup(WEP_HAGAR, "w_hagar.zym", IT_ROCKETS);
27 else if (req == WR_CHECKAMMO)
28 weapon_hasammo = hagar_check();
31 void W_Hagar_Explode (void)
33 ImpactEffect (self, IT_HAGAR);
35 self.event_damage = nullfunction;
36 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"), IT_HAGAR);
41 void W_Hagar_Touch (void)
43 if (other == self.owner)
45 else if (pointcontents (self.origin) == CONTENT_SKY)
54 void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
56 self.health = self.health - damage;
61 void W_Hagar_Attack (void)
66 sound (self, CHAN_WEAPON, "weapons/hagar_fire.wav", 1, ATTN_NORM);
67 self.ammo_rockets = self.ammo_rockets - 1;
68 self.punchangle_x = -2;
69 org = self.origin + self.view_ofs + v_forward * 25 + v_right * 5 + v_up * -8;
73 missile.classname = "missile";
74 missile.touch = W_Hagar_Touch;
75 missile.think = W_Hagar_Explode;
76 missile.nextthink = time + 10;
77 missile.solid = SOLID_BBOX;
78 missile.scale = 0.4; // BUG: the model is too big
79 setorigin (missile, org);
80 setmodel (missile, "models/hagarmissile.mdl");
81 setsize (missile, '0 0 0', '0 0 0');
82 //missile.takedamage = DAMAGE_YES;
83 //missile.damageforcescale = 4;
84 //missile.health = 10;
85 //missile.event_damage = W_Hagar_Damage;
86 missile.effects = EF_LOWPRECISION;
90 missile.movetype = MOVETYPE_TOSS;
91 missile.velocity = v_forward * cvar("g_balance_hagar_speed2") + v_up * cvar("g_balance_hagar_speed2_up");
92 missile.avelocity = '100 10 10';
96 missile.movetype = MOVETYPE_FLY;
97 missile.velocity = (v_forward + v_right * crandom() * 0.035 + v_up * crandom() * 0.015) * cvar("g_balance_hagar_speed");
100 missile.angles = vectoangles (missile.velocity);
104 void() hagar_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, hagar_ready_01); self.weaponentity.state = WS_READY;};
105 void() hagar_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
106 void() hagar_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
107 void() hagar_fire1_01 =
109 weapon_doattack(hagar_check, hagar_check, W_Hagar_Attack);
110 weapon_thinkf(WFRAME_FIRE1, 0.15, hagar_ready_01);