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1 void() hagar_ready_01;\r
2 void() hagar_fire1_01;\r
3 void() hagar_deselect_01;\r
4 void() hagar_select_01;\r
5 \r
6 float() hagar_check =\r
7 {\r
8         if (self.ammo_rockets >= 1)\r
9                 return TRUE;\r
10         return FALSE;\r
11 };\r
12 \r
13 void(float req) w_hagar =\r
14 {\r
15         if (req == WR_IDLE)\r
16                 hagar_ready_01();\r
17         else if (req == WR_FIRE1 || req == WR_FIRE2)\r
18                 weapon_prepareattack(hagar_check, hagar_check, hagar_fire1_01, cvar("g_balance_hagar_refire"));\r
19         else if (req == WR_RAISE)\r
20                 hagar_select_01();\r
21         else if (req == WR_UPDATECOUNTS)\r
22                 self.currentammo = self.ammo_rockets;\r
23         else if (req == WR_DROP)\r
24                 hagar_deselect_01();\r
25         else if (req == WR_SETUP)\r
26                 weapon_setup(WEP_HAGAR, "w_hagar.zym", IT_ROCKETS);\r
27         else if (req == WR_CHECKAMMO)\r
28                 weapon_hasammo = hagar_check();\r
29 };\r
30 \r
31 void W_Hagar_Explode (void)\r
32 {\r
33         vector  org2;\r
34         float b;\r
35         org2 = findbetterlocation (self.origin);\r
36         effect (org2, "models/sprites/hagarexplosion.spr32", 0, 20, 30);\r
37         b = crandom();\r
38         if (b<-0.7)\r
39                 sound (self, CHAN_BODY, "weapons/hagexp1.wav", 1, ATTN_NORM);\r
40         else if (b<0.4)\r
41                 sound (self, CHAN_BODY, "weapons/hagexp2.wav", 1, ATTN_NORM);\r
42         else if (b<1)\r
43                 sound (self, CHAN_BODY, "weapons/hagexp3.wav", 1, ATTN_NORM);\r
44 \r
45         self.event_damage = SUB_Null;\r
46         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"), WEP_HAGAR);\r
47 \r
48         remove (self);\r
49 }\r
50 \r
51 void W_Hagar_Touch (void)\r
52 {\r
53         if (other == self.owner)\r
54                 return;\r
55         else if (pointcontents (self.origin) == CONTENT_SKY)\r
56         {\r
57                 remove (self);\r
58                 return;\r
59         }\r
60 \r
61         W_Hagar_Explode ();\r
62 }\r
63 \r
64 void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)\r
65 {\r
66         self.health = self.health - damage;\r
67         if (self.health <= 0)\r
68                 W_Hagar_Explode();\r
69 }\r
70 \r
71 void W_Hagar_Attack (void)\r
72 {\r
73         local entity missile;\r
74         local vector org;\r
75 \r
76         sound (self, CHAN_WEAPON, "weapons/hagar_fire.wav", 1, ATTN_NORM);\r
77         self.ammo_rockets = self.ammo_rockets - 1;\r
78         self.punchangle_x = -2;\r
79         org = self.origin + self.view_ofs + v_forward * 25 + v_right * 5 + v_up * -8;\r
80 \r
81         missile = spawn ();\r
82         missile.owner = self;\r
83         missile.classname = "missile";\r
84         missile.touch = W_Hagar_Touch;\r
85         missile.think = W_Hagar_Explode;\r
86         missile.nextthink = time + 10;\r
87         missile.solid = SOLID_BBOX;\r
88         missile.scale = 0.4; // BUG: the model is too big\r
89         setorigin (missile, org);\r
90         setmodel (missile, "models/hagarmissile.mdl");\r
91         setsize (missile, '0 0 0', '0 0 0');\r
92         //missile.takedamage = DAMAGE_YES;\r
93         //missile.damageforcescale = 4;\r
94         //missile.health = 10;\r
95         //missile.event_damage = W_Hagar_Damage;\r
96         missile.effects = EF_LOWPRECISION;\r
97 \r
98         if (self.button3)\r
99         {\r
100                 missile.movetype = MOVETYPE_TOSS;\r
101                 missile.velocity = v_forward * cvar("g_balance_hagar_speed2") + v_up * cvar("g_balance_hagar_speed2_up");\r
102                 missile.avelocity = '100 10 10';\r
103         }\r
104         else\r
105         {\r
106                 missile.movetype = MOVETYPE_FLY;\r
107                 missile.velocity = (v_forward + v_right * crandom() * 0.035 + v_up * crandom() * 0.015) * cvar("g_balance_hagar_speed");\r
108         }\r
109 \r
110         missile.angles = vectoangles (missile.velocity);\r
111 }\r
112 \r
113 // weapon frames\r
114 void()  hagar_ready_01 =        {weapon_thinkf(WFRAME_IDLE, 0.1, hagar_ready_01); self.weaponentity.state = WS_READY;};\r
115 void()  hagar_select_01 =       {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};\r
116 void()  hagar_deselect_01 =     {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};\r
117 void()  hagar_fire1_01 =\r
118 {\r
119         weapon_doattack(hagar_check, hagar_check, W_Hagar_Attack);\r
120         weapon_thinkf(WFRAME_FIRE1, 0.15, hagar_ready_01);\r
121 };\r
122 \r