1 void W_Hagar_Explode (void)
5 org2 = findbetterlocation (self.origin, 12);
7 //effect (org2, "models/sprites/hagar.spr", 0, 12, 35);
10 sound (self, CHAN_BODY, "weapons/hagexp1.wav", 1, ATTN_NORM);
12 sound (self, CHAN_BODY, "weapons/hagexp2.wav", 1, ATTN_NORM);
14 sound (self, CHAN_BODY, "weapons/hagexp3.wav", 1, ATTN_NORM);
16 self.event_damage = SUB_Null;
17 RadiusDamage (self, self.owner, 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"), IT_HAGAR);
22 void W_Hagar_Explode2 (void)
26 org2 = findbetterlocation (self.origin, 12);
28 //effect (org2, "models/sprites/hagar.spr", 0, 12, 35);
31 sound (self, CHAN_BODY, "weapons/hagexp1.wav", 1, ATTN_NORM);
33 sound (self, CHAN_BODY, "weapons/hagexp2.wav", 1, ATTN_NORM);
35 sound (self, CHAN_BODY, "weapons/hagexp3.wav", 1, ATTN_NORM);
37 self.event_damage = SUB_Null;
38 RadiusDamage (self, self.owner, 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"), IT_HAGAR);
43 void W_Hagar_Touch (void)
45 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
50 if (other == self.owner)
56 void W_Hagar_Touch2 (void)
58 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
64 if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
71 void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
73 self.health = self.health - damage;
78 void W_Hagar_Attack (void)
82 if (cvar("g_use_ammunition"))
83 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_primary_ammo");
84 W_SetupShot (self, '11 5 -8', FALSE, 2, "weapons/hagar_fire.wav");
88 missile.classname = "missile";
89 missile.bot_dodge = TRUE;
90 missile.bot_dodgerating = cvar("g_balance_hagar_primary_damage");
91 missile.touch = W_Hagar_Touch;
92 missile.think = W_Hagar_Explode;
93 missile.nextthink = time + cvar("g_balance_hagar_primary_lifetime");
94 missile.solid = SOLID_BBOX;
95 missile.scale = 0.4; // BUG: the model is too big
96 setorigin (missile, w_shotorg);
97 setmodel (missile, "models/hagarmissile.mdl"); // precision set below
98 setsize (missile, '0 0 0', '0 0 0');
99 //missile.takedamage = DAMAGE_YES;
100 //missile.damageforcescale = 4;
101 //missile.health = 10;
102 //missile.event_damage = W_Hagar_Damage;
103 missile.effects = EF_LOWPRECISION;
105 missile.movetype = MOVETYPE_FLY;
106 missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_hagar_primary_spread")) * cvar("g_balance_hagar_primary_speed");
107 W_SetupProjectileVelocity(missile);
109 missile.angles = vectoangles (missile.velocity);
110 missile.flags = FL_PROJECTILE;
113 void W_Hagar_Attack2 (void)
115 local entity missile;
117 if (cvar("g_use_ammunition"))
118 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_secondary_ammo");
119 W_SetupShot (self, '11 5 -8', FALSE, 2, "weapons/hagar_fire.wav");
122 missile.owner = self;
123 missile.classname = "missile";
124 missile.bot_dodge = TRUE;
125 missile.bot_dodgerating = cvar("g_balance_hagar_secondary_damage");
126 missile.touch = W_Hagar_Touch2;
128 missile.think = W_Hagar_Explode;
129 missile.nextthink = time + cvar("g_balance_hagar_secondary_lifetime");
130 missile.solid = SOLID_BBOX;
131 missile.scale = 0.4; // BUG: the model is too big
132 setorigin (missile, w_shotorg);
133 setmodel (missile, "models/hagarmissile.mdl"); // precision set below
134 setsize (missile, '0 0 0', '0 0 0');
135 //missile.takedamage = DAMAGE_YES;
136 //missile.damageforcescale = 4;
137 //missile.health = 10;
138 //missile.event_damage = W_Hagar_Damage;
139 missile.effects = EF_LOWPRECISION;
141 missile.movetype = MOVETYPE_BOUNCEMISSILE;
142 missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_hagar_secondary_spread")) * cvar("g_balance_hagar_secondary_speed");
143 W_SetupProjectileVelocity(missile);
144 missile.avelocity = '100 10 10';
146 missile.angles = vectoangles (missile.velocity);
147 missile.flags = FL_PROJECTILE;
150 float(float req) w_hagar =
154 self.button0 = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
157 // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
158 self.button3 = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
160 else if (req == WR_THINK)
163 if (weapon_prepareattack(0, cvar("g_balance_hagar_primary_refire")))
166 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_primary_refire"), w_ready);
169 if (weapon_prepareattack(1, cvar("g_balance_hagar_secondary_refire")))
172 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_secondary_refire"), w_ready);
175 else if (req == WR_PRECACHE)
177 precache_model ("models/hagarmissile.mdl");
178 precache_model ("models/weapons/g_hagar.md3");
179 precache_model ("models/weapons/v_hagar.md3");
180 precache_model ("models/weapons/w_hagar.zym");
181 precache_sound ("weapons/hagar_fire.wav");
182 precache_sound ("weapons/hagexp1.wav");
183 precache_sound ("weapons/hagexp2.wav");
184 precache_sound ("weapons/hagexp3.wav");
186 else if (req == WR_SETUP)
187 weapon_setup(WEP_HAGAR, "hagar", IT_ROCKETS);
188 else if (req == WR_CHECKAMMO1)
189 return self.ammo_rockets >= cvar("g_balance_hagar_primary_ammo");
190 else if (req == WR_CHECKAMMO2)
191 return self.ammo_rockets >= cvar("g_balance_hagar_secondary_ammo");
192 else if (req == WR_REGISTER)
193 weapon_register(WEP_HAGAR, min(cvar("g_balance_hagar_primary_ammo"), cvar("g_balance_hagar_secondary_ammo")));