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make all assignments to SendEntity go through Net_LinkEntity; this makes fteqcc detec...
[divverent/nexuiz.git] / data / qcsrc / server / w_hagar.qc
1 void W_Hagar_Explode (void)
2 {
3         self.event_damage = SUB_Null;
4         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);
5
6         remove (self);
7 }
8
9 void W_Hagar_Explode2 (void)
10 {
11         self.event_damage = SUB_Null;
12         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);
13
14         remove (self);
15 }
16
17 void W_Hagar_Touch (void)
18 {
19         PROJECTILE_TOUCH;
20         self.use ();
21 }
22
23 void W_Hagar_Touch2 (void)
24 {
25         PROJECTILE_TOUCH;
26
27         if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
28                 self.use();
29         } else {
30                 self.cnt++;
31                 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
32                 self.angles = vectoangles (self.velocity);
33                 self.owner = world;
34                 self.projectiledeathtype |= HITTYPE_BOUNCE;
35         }
36
37         if(trace_ent && trace_ent.solid > SOLID_TRIGGER) // CSQC doesn't know about these entities well enough
38                 UpdateCSQCProjectile(self);
39 }
40
41 void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
42 {
43         self.health = self.health - damage;
44         if (self.health <= 0)
45                 W_PrepareExplosionByDamage(attacker, self.think);
46 }
47
48 void W_Hagar_Attack (void)
49 {
50         local entity missile;
51
52         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
53                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_primary_ammo");
54         W_SetupShot (self, '25 5 -8', FALSE, 2, "weapons/hagar_fire.wav");
55         //W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/hagar_fire.wav"); // TODO: move model a little to the right
56
57         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
58
59         missile = spawn ();
60         missile.owner = missile.realowner = self;
61         missile.classname = "missile";
62         missile.bot_dodge = TRUE;
63         missile.bot_dodgerating = cvar("g_balance_hagar_primary_damage");
64         missile.touch = W_Hagar_Touch;
65         missile.use = W_Hagar_Explode;
66         missile.think = adaptor_think2use;
67         missile.nextthink = time + cvar("g_balance_hagar_primary_lifetime");
68         missile.solid = SOLID_BBOX;
69         missile.projectiledeathtype = WEP_HAGAR;
70         setorigin (missile, w_shotorg);
71         //missile.takedamage = DAMAGE_YES;
72         //missile.damageforcescale = 4;
73         //missile.health = 10;
74         //missile.event_damage = W_Hagar_Damage;
75
76         missile.movetype = MOVETYPE_FLY;
77         missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_hagar_primary_spread")) * cvar("g_balance_hagar_primary_speed");
78         W_SetupProjectileVelocity(missile);
79
80         missile.angles = vectoangles (missile.velocity);
81         missile.flags = FL_PROJECTILE;
82
83         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
84 }
85
86 void W_Hagar_Attack2 (void)
87 {
88         local entity missile;
89
90         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
91                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_secondary_ammo");
92         W_SetupShot (self, '25 5 -8', FALSE, 2, "weapons/hagar_fire.wav");
93         //W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/hagar_fire.wav"); // TODO: move model a little to the right
94
95         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
96
97         missile = spawn ();
98         missile.owner = missile.realowner = self;
99         missile.classname = "missile";
100         missile.bot_dodge = TRUE;
101         missile.bot_dodgerating = cvar("g_balance_hagar_secondary_damage");
102         missile.touch = W_Hagar_Touch2;
103         missile.cnt = 0;
104         missile.use = W_Hagar_Explode;
105         missile.think = adaptor_think2use;
106         missile.nextthink = time + cvar("g_balance_hagar_secondary_lifetime");
107         missile.solid = SOLID_BBOX;
108         missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
109         setorigin (missile, w_shotorg);
110         //missile.takedamage = DAMAGE_YES;
111         //missile.damageforcescale = 4;
112         //missile.health = 10;
113         //missile.event_damage = W_Hagar_Damage;
114
115         missile.movetype = MOVETYPE_BOUNCEMISSILE;
116         missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_hagar_secondary_spread")) * cvar("g_balance_hagar_secondary_speed");
117         W_SetupProjectileVelocity(missile);
118         missile.avelocity = '100 10 10';
119
120         missile.angles = vectoangles (missile.velocity);
121         missile.flags = FL_PROJECTILE;
122
123         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
124 }
125
126 void spawnfunc_weapon_hagar (void)
127 {
128         weapon_defaultspawnfunc(WEP_HAGAR);
129 }
130
131 float w_hagar(float req)
132 {
133         if (req == WR_AIM)
134                 if (random()>0.15)
135                         self.BUTTON_ATCK = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
136                 else
137                 {
138                         // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
139                         self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
140                 }
141         else if (req == WR_THINK)
142         {
143                 if (self.BUTTON_ATCK)
144                 if (weapon_prepareattack(0, cvar("g_balance_hagar_primary_refire")))
145                 {
146                         W_Hagar_Attack();
147                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_primary_refire"), w_ready);
148                 }
149                 if (self.BUTTON_ATCK2)
150                 if (weapon_prepareattack(1, cvar("g_balance_hagar_secondary_refire")))
151                 {
152                         W_Hagar_Attack2();
153                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_secondary_refire"), w_ready);
154                 }
155         }
156         else if (req == WR_PRECACHE)
157         {
158                 precache_model ("models/weapons/g_hagar.md3");
159                 precache_model ("models/weapons/v_hagar.md3");
160                 precache_model ("models/weapons/w_hagar.zym");
161                 precache_sound ("weapons/hagar_fire.wav");
162         }
163         else if (req == WR_SETUP)
164                 weapon_setup(WEP_HAGAR);
165         else if (req == WR_CHECKAMMO1)
166                 return self.ammo_rockets >= cvar("g_balance_hagar_primary_ammo");
167         else if (req == WR_CHECKAMMO2)
168                 return self.ammo_rockets >= cvar("g_balance_hagar_secondary_ammo");
169         else if (req == WR_SUICIDEMESSAGE)
170                 w_deathtypestring = "played with tiny rockets";
171         else if (req == WR_KILLMESSAGE)
172         {
173                 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
174                         w_deathtypestring = "hoped #'s missiles wouldn't bounce";
175                 else // unchecked: SPLASH, SECONDARY
176                         w_deathtypestring = "was pummeled by";
177         }
178         return TRUE;
179 };