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[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", 1, ATTN_NORM);
10         else if (b<0.4)
11                 sound (self, CHAN_BODY, "weapons/hagexp2.wav", 1, ATTN_NORM);
12         else if (b<1)
13                 sound (self, CHAN_BODY, "weapons/hagexp3.wav", 1, ATTN_NORM);
14
15         self.event_damage = SUB_Null;
16         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);
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", 1, ATTN_NORM);
30         else if (b<0.4)
31                 sound (self, CHAN_BODY, "weapons/hagexp2.wav", 1, ATTN_NORM);
32         else if (b<1)
33                 sound (self, CHAN_BODY, "weapons/hagexp3.wav", 1, ATTN_NORM);
34
35         self.event_damage = SUB_Null;
36         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);
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         }
69 }
70
71 void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
72 {
73         self.health = self.health - damage;
74         if (self.health <= 0)
75                 self.think ();
76 }
77
78 void W_Hagar_Attack (void)
79 {
80         local entity missile;
81
82         if (cvar("g_use_ammunition"))
83                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_primary_ammo");
84         W_SetupShot (self, '25 5 -8', FALSE, 2, "weapons/hagar_fire.wav");
85         //W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/hagar_fire.wav"); // TODO: move model a little to the right
86
87         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
88
89         missile = spawn ();
90         missile.owner = self;
91         missile.classname = "missile";
92         missile.bot_dodge = TRUE;
93         missile.bot_dodgerating = cvar("g_balance_hagar_primary_damage");
94         missile.touch = W_Hagar_Touch;
95         missile.think = W_Hagar_Explode;
96         missile.nextthink = time + cvar("g_balance_hagar_primary_lifetime");
97         missile.solid = SOLID_BBOX;
98         missile.scale = 0.4; // BUG: the model is too big
99         setorigin (missile, w_shotorg);
100         setmodel (missile, "models/hagarmissile.mdl"); // precision set below
101         setsize (missile, '0 0 0', '0 0 0');
102         //missile.takedamage = DAMAGE_YES;
103         //missile.damageforcescale = 4;
104         //missile.health = 10;
105         //missile.event_damage = W_Hagar_Damage;
106         missile.effects = EF_LOWPRECISION;
107         missile.modelflags = MF_GRENADE;
108
109         missile.movetype = MOVETYPE_FLY;
110         missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_hagar_primary_spread")) * cvar("g_balance_hagar_primary_speed");
111         W_SetupProjectileVelocity(missile);
112
113         missile.angles = vectoangles (missile.velocity);
114         missile.flags = FL_PROJECTILE;
115 }
116
117 void W_Hagar_Attack2 (void)
118 {
119         local entity missile;
120
121         if (cvar("g_use_ammunition"))
122                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_secondary_ammo");
123         W_SetupShot (self, '25 5 -8', FALSE, 2, "weapons/hagar_fire.wav");
124         //W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/hagar_fire.wav"); // TODO: move model a little to the right
125
126         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
127
128         missile = spawn ();
129         missile.owner = self;
130         missile.classname = "missile";
131         missile.bot_dodge = TRUE;
132         missile.bot_dodgerating = cvar("g_balance_hagar_secondary_damage");
133         missile.touch = W_Hagar_Touch2;
134         missile.cnt = 0;
135         missile.think = W_Hagar_Explode;
136         missile.nextthink = time + cvar("g_balance_hagar_secondary_lifetime");
137         missile.solid = SOLID_BBOX;
138         missile.scale = 0.4; // BUG: the model is too big
139         setorigin (missile, w_shotorg);
140         setmodel (missile, "models/hagarmissile.mdl"); // precision set below
141         setsize (missile, '0 0 0', '0 0 0');
142         //missile.takedamage = DAMAGE_YES;
143         //missile.damageforcescale = 4;
144         //missile.health = 10;
145         //missile.event_damage = W_Hagar_Damage;
146         missile.effects = EF_LOWPRECISION;
147         missile.modelflags = MF_GRENADE;
148
149         missile.movetype = MOVETYPE_BOUNCEMISSILE;
150         missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_hagar_secondary_spread")) * cvar("g_balance_hagar_secondary_speed");
151         W_SetupProjectileVelocity(missile);
152         missile.avelocity = '100 10 10';
153
154         missile.angles = vectoangles (missile.velocity);
155         missile.flags = FL_PROJECTILE;
156 }
157
158 float(float req) w_hagar =
159 {
160         if (req == WR_AIM)
161                 if (random()>0.15)
162                         self.button0 = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
163                 else
164                 {
165                         // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
166                         self.button3 = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
167                 }
168         else if (req == WR_THINK)
169         {
170                 if (self.button0)
171                 if (weapon_prepareattack(0, cvar("g_balance_hagar_primary_refire")))
172                 {
173                         W_Hagar_Attack();
174                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_primary_refire"), w_ready);
175                 }
176                 if (self.button3)
177                 if (weapon_prepareattack(1, cvar("g_balance_hagar_secondary_refire")))
178                 {
179                         W_Hagar_Attack2();
180                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_secondary_refire"), w_ready);
181                 }
182         }
183         else if (req == WR_PRECACHE)
184         {
185                 precache_model ("models/hagarmissile.mdl");
186                 precache_model ("models/weapons/g_hagar.md3");
187                 precache_model ("models/weapons/v_hagar.md3");
188                 precache_model ("models/weapons/w_hagar.zym");
189                 precache_sound ("weapons/hagar_fire.wav");
190                 precache_sound ("weapons/hagexp1.wav");
191                 precache_sound ("weapons/hagexp2.wav");
192                 precache_sound ("weapons/hagexp3.wav");
193         }
194         else if (req == WR_SETUP)
195                 weapon_setup(WEP_HAGAR, "hagar", IT_ROCKETS);
196         else if (req == WR_CHECKAMMO1)
197                 return self.ammo_rockets >= cvar("g_balance_hagar_primary_ammo");
198         else if (req == WR_CHECKAMMO2)
199                 return self.ammo_rockets >= cvar("g_balance_hagar_secondary_ammo");
200         else if (req == WR_REGISTER)
201                 weapon_register(WEP_HAGAR, min(cvar("g_balance_hagar_primary_ammo"), cvar("g_balance_hagar_secondary_ammo")));
202         return TRUE;
203 };