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New Hagar secondary - corrected aiming, made it explode at DAMAGE_AIM instead of...
[divverent/nexuiz.git] / data / qcsrc / server / gamec / w_hagar.c
1 void() hagar_ready_01;
2 void() hagar_fire1_01;
3 void() hagar_fire2_01;
4 void() hagar_deselect_01;
5 void() hagar_select_01;
6
7 float() hagar_check =
8 {
9         if (self.ammo_rockets >= cvar("g_balance_hagar_primary_ammo"))
10                 return TRUE;
11         return FALSE;
12 };
13
14 float() hagar_check2 =
15 {
16         if (self.ammo_rockets >= cvar("g_balance_hagar_secondary_ammo"))
17                 return TRUE;
18         return FALSE;
19 };
20
21 void(float req) w_hagar =
22 {
23         if (req == WR_IDLE)
24                 hagar_ready_01();
25         else if (req == WR_FIRE1)
26                 weapon_prepareattack(hagar_check, hagar_check, hagar_fire1_01, cvar("g_balance_hagar_primary_refire"));
27         else if (req == WR_FIRE2)
28                 weapon_prepareattack(hagar_check, hagar_check, hagar_fire2_01, cvar("g_balance_hagar_secondary_refire"));
29         else if (req == WR_RAISE)
30                 hagar_select_01();
31         else if (req == WR_UPDATECOUNTS)
32                 self.currentammo = self.ammo_rockets;
33         else if (req == WR_DROP)
34                 hagar_deselect_01();
35         else if (req == WR_SETUP)
36                 weapon_setup(WEP_HAGAR, "w_hagar.zym", IT_ROCKETS);
37         else if (req == WR_CHECKAMMO)
38                 weapon_hasammo = hagar_check() + hagar_check2();
39 };
40
41 void W_Hagar_Explode (void)
42 {
43         vector  org2;
44         float b;
45         org2 = findbetterlocation (self.origin, 12);
46         te_explosion (org2);
47         //effect (org2, "models/sprites/hagar.spr", 0, 12, 35);
48         b = crandom();
49         if (b<-0.7)
50                 sound (self, CHAN_BODY, "weapons/hagexp1.ogg", 1, ATTN_NORM);
51         else if (b<0.4)
52                 sound (self, CHAN_BODY, "weapons/hagexp2.ogg", 1, ATTN_NORM);
53         else if (b<1)
54                 sound (self, CHAN_BODY, "weapons/hagexp3.ogg", 1, ATTN_NORM);
55
56         self.event_damage = SUB_Null;
57         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);
58
59         remove (self);
60 }
61
62 void W_Hagar_Explode2 (void)
63 {
64         vector  org2;
65         float b;
66         org2 = findbetterlocation (self.origin, 12);
67         te_explosion (org2);
68         //effect (org2, "models/sprites/hagar.spr", 0, 12, 35);
69         b = crandom();
70         if (b<-0.7)
71                 sound (self, CHAN_BODY, "weapons/hagexp1.ogg", 1, ATTN_NORM);
72         else if (b<0.4)
73                 sound (self, CHAN_BODY, "weapons/hagexp2.ogg", 1, ATTN_NORM);
74         else if (b<1)
75                 sound (self, CHAN_BODY, "weapons/hagexp3.ogg", 1, ATTN_NORM);
76
77         self.event_damage = SUB_Null;
78         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);
79
80         remove (self);
81 }
82
83 void W_Hagar_Touch (void)
84 {
85         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
86         {
87                 remove(self);
88                 return;
89         }
90         if (other == self.owner)
91                 return;
92
93         self.think ();
94 }
95
96 void W_Hagar_Touch2 (void)
97 {
98         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
99         {
100                 remove(self);
101                 return;
102         }
103
104         if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
105                 self.think();
106         } else {
107                 self.cnt++;
108         }
109 }
110
111 void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
112 {
113         self.health = self.health - damage;
114         if (self.health <= 0)
115                 self.think ();
116 }
117
118 void W_Hagar_Attack (void)
119 {
120         local entity missile;
121         local vector org;
122
123         local vector trueaim;
124         trueaim = W_TrueAim();
125
126         sound (self, CHAN_WEAPON, "weapons/hagar_fire.ogg", 1, ATTN_NORM);
127         if (self.items & IT_STRENGTH)
128                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
129
130         if (cvar("g_use_ammunition"))
131                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_primary_ammo");
132         self.punchangle_x = -2;
133         org = W_MuzzleOrigin (self, '18 5 -8');
134
135         missile = spawn ();
136         missile.owner = self;
137         missile.classname = "missile";
138         missile.touch = W_Hagar_Touch;
139         missile.think = W_Hagar_Explode;
140         missile.nextthink = time + cvar("g_balance_hagar_primary_lifetime");
141         missile.solid = SOLID_BBOX;
142         missile.scale = 0.4; // BUG: the model is too big
143         setorigin (missile, org);
144         setmodel (missile, "models/hagarmissile.mdl");
145         setsize (missile, '0 0 0', '0 0 0');
146         //missile.takedamage = DAMAGE_YES;
147         //missile.damageforcescale = 4;
148         //missile.health = 10;
149         //missile.event_damage = W_Hagar_Damage;
150         missile.effects = EF_LOWPRECISION | EF_NOSHADOW | EF_FULLBRIGHT;
151
152         missile.movetype = MOVETYPE_FLY;
153         missile.velocity = (normalize(trueaim - org) + randomvec() * cvar("g_balance_hagar_primary_spread")) * cvar("g_balance_hagar_primary_speed");
154
155         missile.angles = vectoangles (missile.velocity);
156         missile.flags = FL_PROJECTILE;
157 }
158
159 void W_Hagar_Attack2 (void)
160 {
161         local entity missile;
162         local vector org;
163
164         local vector trueaim;
165         trueaim = W_TrueAim();
166
167         sound (self, CHAN_WEAPON, "weapons/hagar_fire.ogg", 1, ATTN_NORM);
168         if (self.items & IT_STRENGTH)
169                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
170
171         if (cvar("g_use_ammunition"))
172                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_secondary_ammo");
173         self.punchangle_x = -2;
174         org = W_MuzzleOrigin (self, '18 5 -8');
175
176         missile = spawn ();
177         missile.owner = self;
178         missile.classname = "missile";
179         missile.touch = W_Hagar_Touch2;
180         missile.cnt = 0;
181         missile.think = W_Hagar_Explode;
182         missile.nextthink = time + cvar("g_balance_hagar_secondary_lifetime");
183         missile.solid = SOLID_BBOX;
184         missile.scale = 0.4; // BUG: the model is too big
185         setorigin (missile, org);
186         setmodel (missile, "models/hagarmissile.mdl");
187         setsize (missile, '0 0 0', '0 0 0');
188         //missile.takedamage = DAMAGE_YES;
189         //missile.damageforcescale = 4;
190         //missile.health = 10;
191         //missile.event_damage = W_Hagar_Damage;
192         missile.effects = EF_LOWPRECISION | EF_NOSHADOW | EF_FULLBRIGHT;
193
194         missile.movetype = MOVETYPE_BOUNCEMISSILE;
195         missile.velocity = (normalize(trueaim - org) + randomvec() * cvar("g_balance_hagar_secondary_spread")) * cvar("g_balance_hagar_secondary_speed");
196         missile.avelocity = '100 10 10';
197
198         missile.angles = vectoangles (missile.velocity);
199         missile.flags = FL_PROJECTILE;
200 }
201
202 // weapon frames
203 void()  hagar_ready_01 =        {weapon_thinkf(WFRAME_IDLE, 0.1, hagar_ready_01); self.weaponentity.state = WS_READY;};
204 void()  hagar_select_01 =       {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
205 void()  hagar_deselect_01 =     {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
206 void()  hagar_fire1_01 =
207 {
208         self.attack_finished = time + cvar("g_balance_hagar_primary_refire");
209         weapon_doattack(hagar_check, hagar_check, W_Hagar_Attack);
210         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_primary_refire"), hagar_ready_01);
211 };
212 void()  hagar_fire2_01 =
213 {
214         self.attack_finished = time + cvar("g_balance_hagar_secondary_refire");
215         weapon_doattack(hagar_check2, hagar_check2, W_Hagar_Attack2);
216         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_secondary_refire"), hagar_ready_01);
217 };
218