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slightly improved tuba note handling
[divverent/nexuiz.git] / data / qcsrc / server / w_hagar.qc
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         W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_primary);
65
66         missile.angles = vectoangles (missile.velocity);
67         missile.flags = FL_PROJECTILE;
68
69         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
70 }
71
72 void W_Hagar_Attack2 (void)
73 {
74         local entity missile;
75
76         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
77                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_secondary_ammo");
78         W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", cvar("g_balance_hagar_secondary_damage"));
79         //W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav"); // TODO: move model a little to the right
80
81         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
82
83         missile = spawn ();
84         missile.owner = missile.realowner = self;
85         missile.classname = "missile";
86         missile.bot_dodge = TRUE;
87         missile.bot_dodgerating = cvar("g_balance_hagar_secondary_damage");
88         missile.touch = W_Hagar_Touch2;
89         missile.cnt = 0;
90         missile.use = W_Hagar_Explode;
91         missile.think = adaptor_think2use;
92         missile.nextthink = time + cvar("g_balance_hagar_secondary_lifetime_min") + random() * cvar("g_balance_hagar_secondary_lifetime_rand");
93         PROJECTILE_MAKETRIGGER(missile);
94         missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
95         setorigin (missile, w_shotorg);
96         setsize(missile, '0 0 0', '0 0 0');
97
98         missile.movetype = MOVETYPE_BOUNCEMISSILE;
99         W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_secondary);
100
101         missile.angles = vectoangles (missile.velocity);
102         missile.flags = FL_PROJECTILE;
103
104         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
105 }
106
107 void spawnfunc_weapon_hagar (void)
108 {
109         weapon_defaultspawnfunc(WEP_HAGAR);
110 }
111
112 float w_hagar(float req)
113 {
114         if (req == WR_AIM)
115                 if (random()>0.15)
116                         self.BUTTON_ATCK = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
117                 else
118                 {
119                         // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
120                         self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
121                 }
122         else if (req == WR_THINK)
123         {
124                 if (self.BUTTON_ATCK)
125                 if (weapon_prepareattack(0, cvar("g_balance_hagar_primary_refire")))
126                 {
127                         W_Hagar_Attack();
128                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_primary_refire"), w_ready);
129                 }
130                 if (self.BUTTON_ATCK2)
131                 if (weapon_prepareattack(1, cvar("g_balance_hagar_secondary_refire")))
132                 {
133                         W_Hagar_Attack2();
134                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_hagar_secondary_refire"), w_ready);
135                 }
136         }
137         else if (req == WR_PRECACHE)
138         {
139                 precache_model ("models/weapons/g_hagar.md3");
140                 precache_model ("models/weapons/v_hagar.md3");
141                 precache_model ("models/weapons/h_hagar.dpm");
142                 precache_sound ("weapons/hagar_fire.wav");
143         }
144         else if (req == WR_SETUP)
145                 weapon_setup(WEP_HAGAR);
146         else if (req == WR_CHECKAMMO1)
147                 return self.ammo_rockets >= cvar("g_balance_hagar_primary_ammo");
148         else if (req == WR_CHECKAMMO2)
149                 return self.ammo_rockets >= cvar("g_balance_hagar_secondary_ammo");
150         else if (req == WR_SUICIDEMESSAGE)
151                 w_deathtypestring = "played with tiny rockets";
152         else if (req == WR_KILLMESSAGE)
153         {
154                 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
155                         w_deathtypestring = "hoped #'s missiles wouldn't bounce";
156                 else // unchecked: SPLASH, SECONDARY
157                         w_deathtypestring = "was pummeled by";
158         }
159         return TRUE;
160 };