]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/w_hagar.qc
two big changes:
[divverent/nexuiz.git] / data / qcsrc / server / w_hagar.qc
1 void W_Hagar_Explode (void)
2 {
3         vector  org2;
4         float b;
5         org2 = findbetterlocation (self.origin, 12);
6         pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
7         b = crandom();
8         if (b<-0.7)
9                 sound (self, CHAN_BODY, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
10         else if (b<0.4)
11                 sound (self, CHAN_BODY, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
12         else if (b<1)
13                 sound (self, CHAN_BODY, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
14
15         self.event_damage = SUB_Null;
16         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"), IT_HAGAR);
17
18         remove (self);
19 }
20
21 void W_Hagar_Explode2 (void)
22 {
23         vector  org2;
24         float b;
25         org2 = findbetterlocation (self.origin, 12);
26         pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
27         b = crandom();
28         if (b<-0.7)
29                 sound (self, CHAN_BODY, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
30         else if (b<0.4)
31                 sound (self, CHAN_BODY, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
32         else if (b<1)
33                 sound (self, CHAN_BODY, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
34
35         self.event_damage = SUB_Null;
36         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"), IT_HAGAR);
37
38         remove (self);
39 }
40
41 void W_Hagar_Touch (void)
42 {
43         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
44         {
45                 remove(self);
46                 return;
47         }
48         if (other == self.owner)
49                 return;
50
51         self.think ();
52 }
53
54 void W_Hagar_Touch2 (void)
55 {
56         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
57         {
58                 remove(self);
59                 return;
60         }
61
62         if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
63                 self.think();
64         } else {
65                 self.cnt++;
66                 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
67                 self.angles = vectoangles (self.velocity);
68                 self.owner = world;
69         }
70 }
71
72 void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
73 {
74         self.health = self.health - damage;
75         if (self.health <= 0)
76                 self.think ();
77 }
78
79 void W_Hagar_Attack (void)
80 {
81         local entity missile;
82
83         if (cvar("g_use_ammunition"))
84                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_primary_ammo");
85         W_SetupShot (self, '25 5 -8', FALSE, 2, "weapons/hagar_fire.wav");
86         //W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/hagar_fire.wav"); // TODO: move model a little to the right
87
88         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
89
90         missile = spawn ();
91         missile.owner = missile.realowner = self;
92         missile.classname = "missile";
93         missile.bot_dodge = TRUE;
94         missile.bot_dodgerating = cvar("g_balance_hagar_primary_damage");
95         missile.touch = W_Hagar_Touch;
96         missile.think = W_Hagar_Explode;
97         missile.nextthink = time + cvar("g_balance_hagar_primary_lifetime");
98         missile.solid = SOLID_BBOX;
99         missile.scale = 0.4; // BUG: the model is too big
100         setorigin (missile, w_shotorg);
101         setmodel (missile, "models/hagarmissile.mdl"); // precision set below
102         setsize (missile, '0 0 0', '0 0 0');
103         //missile.takedamage = DAMAGE_YES;
104         //missile.damageforcescale = 4;
105         //missile.health = 10;
106         //missile.event_damage = W_Hagar_Damage;
107         missile.effects = EF_LOWPRECISION;
108         missile.modelflags = MF_GRENADE;
109
110         missile.movetype = MOVETYPE_FLY;
111         missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_hagar_primary_spread")) * cvar("g_balance_hagar_primary_speed");
112         W_SetupProjectileVelocity(missile);
113
114         missile.angles = vectoangles (missile.velocity);
115         missile.flags = FL_PROJECTILE;
116 }
117
118 void W_Hagar_Attack2 (void)
119 {
120         local entity missile;
121
122         if (cvar("g_use_ammunition"))
123                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_secondary_ammo");
124         W_SetupShot (self, '25 5 -8', FALSE, 2, "weapons/hagar_fire.wav");
125         //W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/hagar_fire.wav"); // TODO: move model a little to the right
126
127         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
128
129         missile = spawn ();
130         missile.owner = missile.realowner = self;
131         missile.classname = "missile";
132         missile.bot_dodge = TRUE;
133         missile.bot_dodgerating = cvar("g_balance_hagar_secondary_damage");
134         missile.touch = W_Hagar_Touch2;
135         missile.cnt = 0;
136         missile.think = W_Hagar_Explode;
137         missile.nextthink = time + cvar("g_balance_hagar_secondary_lifetime");
138         missile.solid = SOLID_BBOX;
139         missile.scale = 0.4; // BUG: the model is too big
140         setorigin (missile, w_shotorg);
141         setmodel (missile, "models/hagarmissile.mdl"); // precision set below
142         setsize (missile, '0 0 0', '0 0 0');
143         //missile.takedamage = DAMAGE_YES;
144         //missile.damageforcescale = 4;
145         //missile.health = 10;
146         //missile.event_damage = W_Hagar_Damage;
147         missile.effects = EF_LOWPRECISION;
148         missile.modelflags = MF_GRENADE;
149
150         missile.movetype = MOVETYPE_BOUNCEMISSILE;
151         missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_hagar_secondary_spread")) * cvar("g_balance_hagar_secondary_speed");
152         W_SetupProjectileVelocity(missile);
153         missile.avelocity = '100 10 10';
154
155         missile.angles = vectoangles (missile.velocity);
156         missile.flags = FL_PROJECTILE;
157 }
158
159 float w_hagar(float req)
160 {
161         if (req == WR_AIM)
162                 if (random()>0.15)
163                         self.BUTTON_ATCK = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
164                 else
165                 {
166                         // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
167                         self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
168                 }
169         else if (req == WR_THINK)
170         {
171                 if (self.BUTTON_ATCK)
172                 if (weapon_prepareattack(0, cvar("g_balance_hagar_primary_refire")))
173                 {
174                         W_Hagar_Attack();
175                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_primary_refire"), w_ready);
176                 }
177                 if (self.BUTTON_ATCK2)
178                 if (weapon_prepareattack(1, cvar("g_balance_hagar_secondary_refire")))
179                 {
180                         W_Hagar_Attack2();
181                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_secondary_refire"), w_ready);
182                 }
183         }
184         else if (req == WR_PRECACHE)
185         {
186                 precache_model ("models/hagarmissile.mdl");
187                 precache_model ("models/weapons/g_hagar.md3");
188                 precache_model ("models/weapons/v_hagar.md3");
189                 precache_model ("models/weapons/w_hagar.zym");
190                 precache_sound ("weapons/hagar_fire.wav");
191                 precache_sound ("weapons/hagexp1.wav");
192                 precache_sound ("weapons/hagexp2.wav");
193                 precache_sound ("weapons/hagexp3.wav");
194         }
195         else if (req == WR_SETUP)
196                 weapon_setup(WEP_HAGAR, "hagar", IT_ROCKETS);
197         else if (req == WR_CHECKAMMO1)
198                 return self.ammo_rockets >= cvar("g_balance_hagar_primary_ammo");
199         else if (req == WR_CHECKAMMO2)
200                 return self.ammo_rockets >= cvar("g_balance_hagar_secondary_ammo");
201         else if (req == WR_REGISTER)
202                 weapon_register(WEP_HAGAR, min(cvar("g_balance_hagar_primary_ammo"), cvar("g_balance_hagar_secondary_ammo")));
203         return TRUE;
204 };