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1 // NO bounce protection, as bounces are limited!
2 void W_Hagar_Explode (void)
3 {
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);
6
7         remove (self);
8 }
9
10 void W_Hagar_Explode2 (void)
11 {
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);
14
15         remove (self);
16 }
17
18 void W_Hagar_Touch (void)
19 {
20         PROJECTILE_TOUCH;
21         self.use ();
22 }
23
24 void W_Hagar_Touch2 (void)
25 {
26         PROJECTILE_TOUCH;
27
28         if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
29                 self.use();
30         } else {
31                 self.cnt++;
32                 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
33                 self.angles = vectoangles (self.velocity);
34                 self.owner = world;
35                 self.projectiledeathtype |= HITTYPE_BOUNCE;
36         }
37 }
38
39 void W_Hagar_Attack (void)
40 {
41         local entity missile;
42
43         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
44                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_primary_ammo");
45         W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", cvar("g_balance_hagar_primary_damage"));
46
47         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
48
49         missile = spawn ();
50         missile.owner = missile.realowner = self;
51         missile.classname = "missile";
52         missile.bot_dodge = TRUE;
53         missile.bot_dodgerating = cvar("g_balance_hagar_primary_damage");
54         missile.touch = W_Hagar_Touch;
55         missile.use = W_Hagar_Explode;
56         missile.think = adaptor_think2use;
57         missile.nextthink = time + cvar("g_balance_hagar_primary_lifetime");
58         PROJECTILE_MAKETRIGGER(missile);
59         missile.projectiledeathtype = WEP_HAGAR;
60         setorigin (missile, w_shotorg);
61         setsize(missile, '0 0 0', '0 0 0');
62
63         missile.movetype = MOVETYPE_FLY;
64         missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_hagar_primary_spread")) * cvar("g_balance_hagar_primary_speed");
65         W_SetupProjectileVelocity(missile);
66
67         missile.angles = vectoangles (missile.velocity);
68         missile.flags = FL_PROJECTILE;
69
70         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
71 }
72
73 void W_Hagar_Attack2 (void)
74 {
75         local entity missile;
76
77         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
78                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_secondary_ammo");
79         W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", cvar("g_balance_hagar_secondary_damage"));
80         //W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav"); // TODO: move model a little to the right
81
82         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
83
84         missile = spawn ();
85         missile.owner = missile.realowner = self;
86         missile.classname = "missile";
87         missile.bot_dodge = TRUE;
88         missile.bot_dodgerating = cvar("g_balance_hagar_secondary_damage");
89         missile.touch = W_Hagar_Touch2;
90         missile.cnt = 0;
91         missile.use = W_Hagar_Explode;
92         missile.think = adaptor_think2use;
93         missile.nextthink = time + cvar("g_balance_hagar_secondary_lifetime_min") + random() * cvar("g_balance_hagar_secondary_lifetime_rand");
94         PROJECTILE_MAKETRIGGER(missile);
95         missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
96         setorigin (missile, w_shotorg);
97         setsize(missile, '0 0 0', '0 0 0');
98
99         missile.movetype = MOVETYPE_BOUNCEMISSILE;
100         missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_hagar_secondary_spread")) * cvar("g_balance_hagar_secondary_speed");
101         W_SetupProjectileVelocity(missile);
102         missile.avelocity = '100 10 10';
103
104         missile.angles = vectoangles (missile.velocity);
105         missile.flags = FL_PROJECTILE;
106
107         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
108 }
109
110 void spawnfunc_weapon_hagar (void)
111 {
112         weapon_defaultspawnfunc(WEP_HAGAR);
113 }
114
115 float w_hagar(float req)
116 {
117         if (req == WR_AIM)
118                 if (random()>0.15)
119                         self.BUTTON_ATCK = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
120                 else
121                 {
122                         // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
123                         self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
124                 }
125         else if (req == WR_THINK)
126         {
127                 if (self.BUTTON_ATCK)
128                 if (weapon_prepareattack(0, cvar("g_balance_hagar_primary_refire")))
129                 {
130                         W_Hagar_Attack();
131                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_primary_refire"), w_ready);
132                 }
133                 if (self.BUTTON_ATCK2)
134                 if (weapon_prepareattack(1, cvar("g_balance_hagar_secondary_refire")))
135                 {
136                         W_Hagar_Attack2();
137                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_hagar_secondary_refire"), w_ready);
138                 }
139         }
140         else if (req == WR_PRECACHE)
141         {
142                 precache_model ("models/weapons/g_hagar.md3");
143                 precache_model ("models/weapons/v_hagar.md3");
144                 precache_model ("models/weapons/h_hagar.dpm");
145                 precache_sound ("weapons/hagar_fire.wav");
146         }
147         else if (req == WR_SETUP)
148                 weapon_setup(WEP_HAGAR);
149         else if (req == WR_CHECKAMMO1)
150                 return self.ammo_rockets >= cvar("g_balance_hagar_primary_ammo");
151         else if (req == WR_CHECKAMMO2)
152                 return self.ammo_rockets >= cvar("g_balance_hagar_secondary_ammo");
153         else if (req == WR_SUICIDEMESSAGE)
154                 w_deathtypestring = "played with tiny rockets";
155         else if (req == WR_KILLMESSAGE)
156         {
157                 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
158                         w_deathtypestring = "hoped #'s missiles wouldn't bounce";
159                 else // unchecked: SPLASH, SECONDARY
160                         w_deathtypestring = "was pummeled by";
161         }
162         return TRUE;
163 };