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handle self/oself CORRECTLY this time
[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         te_explosion (org2);
7         //effect (org2, "models/sprites/hagar.spr", 0, 12, 35);
8         b = crandom();
9         if (b<-0.7)
10                 sound (self, CHAN_BODY, "weapons/hagexp1.wav", 1, ATTN_NORM);
11         else if (b<0.4)
12                 sound (self, CHAN_BODY, "weapons/hagexp2.wav", 1, ATTN_NORM);
13         else if (b<1)
14                 sound (self, CHAN_BODY, "weapons/hagexp3.wav", 1, ATTN_NORM);
15
16         self.event_damage = SUB_Null;
17         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);
18
19         remove (self);
20 }
21
22 void W_Hagar_Explode2 (void)
23 {
24         vector  org2;
25         float b;
26         org2 = findbetterlocation (self.origin, 12);
27         te_explosion (org2);
28         //effect (org2, "models/sprites/hagar.spr", 0, 12, 35);
29         b = crandom();
30         if (b<-0.7)
31                 sound (self, CHAN_BODY, "weapons/hagexp1.wav", 1, ATTN_NORM);
32         else if (b<0.4)
33                 sound (self, CHAN_BODY, "weapons/hagexp2.wav", 1, ATTN_NORM);
34         else if (b<1)
35                 sound (self, CHAN_BODY, "weapons/hagexp3.wav", 1, ATTN_NORM);
36
37         self.event_damage = SUB_Null;
38         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);
39
40         remove (self);
41 }
42
43 void W_Hagar_Touch (void)
44 {
45         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
46         {
47                 remove(self);
48                 return;
49         }
50         if (other == self.owner)
51                 return;
52
53         self.think ();
54 }
55
56 void W_Hagar_Touch2 (void)
57 {
58         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
59         {
60                 remove(self);
61                 return;
62         }
63
64         if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
65                 self.think();
66         } else {
67                 self.cnt++;
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, '11 5 -8', FALSE, 2, "weapons/hagar_fire.wav");
85
86         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg + v_forward * 8, v_forward * 1000, 1);
87
88         missile = spawn ();
89         missile.owner = self;
90         missile.classname = "missile";
91         missile.bot_dodge = TRUE;
92         missile.bot_dodgerating = cvar("g_balance_hagar_primary_damage");
93         missile.touch = W_Hagar_Touch;
94         missile.think = W_Hagar_Explode;
95         missile.nextthink = time + cvar("g_balance_hagar_primary_lifetime");
96         missile.solid = SOLID_BBOX;
97         missile.scale = 0.4; // BUG: the model is too big
98         setorigin (missile, w_shotorg);
99         setmodel (missile, "models/hagarmissile.mdl"); // precision set below
100         setsize (missile, '0 0 0', '0 0 0');
101         //missile.takedamage = DAMAGE_YES;
102         //missile.damageforcescale = 4;
103         //missile.health = 10;
104         //missile.event_damage = W_Hagar_Damage;
105         missile.effects = EF_LOWPRECISION;
106         missile.modelflags = MF_GRENADE;
107
108         missile.movetype = MOVETYPE_FLY;
109         missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_hagar_primary_spread")) * cvar("g_balance_hagar_primary_speed");
110         W_SetupProjectileVelocity(missile);
111
112         missile.angles = vectoangles (missile.velocity);
113         missile.flags = FL_PROJECTILE;
114 }
115
116 void W_Hagar_Attack2 (void)
117 {
118         local entity missile;
119
120         if (cvar("g_use_ammunition"))
121                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_secondary_ammo");
122         W_SetupShot (self, '11 5 -8', FALSE, 2, "weapons/hagar_fire.wav");
123
124         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg + v_forward * 8, v_forward * 1000, 1);
125
126         missile = spawn ();
127         missile.owner = self;
128         missile.classname = "missile";
129         missile.bot_dodge = TRUE;
130         missile.bot_dodgerating = cvar("g_balance_hagar_secondary_damage");
131         missile.touch = W_Hagar_Touch2;
132         missile.cnt = 0;
133         missile.think = W_Hagar_Explode;
134         missile.nextthink = time + cvar("g_balance_hagar_secondary_lifetime");
135         missile.solid = SOLID_BBOX;
136         missile.scale = 0.4; // BUG: the model is too big
137         setorigin (missile, w_shotorg);
138         setmodel (missile, "models/hagarmissile.mdl"); // precision set below
139         setsize (missile, '0 0 0', '0 0 0');
140         //missile.takedamage = DAMAGE_YES;
141         //missile.damageforcescale = 4;
142         //missile.health = 10;
143         //missile.event_damage = W_Hagar_Damage;
144         missile.effects = EF_LOWPRECISION;
145         missile.modelflags = MF_GRENADE;
146
147         missile.movetype = MOVETYPE_BOUNCEMISSILE;
148         missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_hagar_secondary_spread")) * cvar("g_balance_hagar_secondary_speed");
149         W_SetupProjectileVelocity(missile);
150         missile.avelocity = '100 10 10';
151
152         missile.angles = vectoangles (missile.velocity);
153         missile.flags = FL_PROJECTILE;
154 }
155
156 float(float req) w_hagar =
157 {
158         if (req == WR_AIM)
159                 if (random()>0.15)
160                         self.button0 = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
161                 else
162                 {
163                         // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
164                         self.button3 = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
165                 }
166         else if (req == WR_THINK)
167         {
168                 if (self.button0)
169                 if (weapon_prepareattack(0, cvar("g_balance_hagar_primary_refire")))
170                 {
171                         W_Hagar_Attack();
172                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_primary_refire"), w_ready);
173                 }
174                 if (self.button3)
175                 if (weapon_prepareattack(1, cvar("g_balance_hagar_secondary_refire")))
176                 {
177                         W_Hagar_Attack2();
178                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_secondary_refire"), w_ready);
179                 }
180         }
181         else if (req == WR_PRECACHE)
182         {
183                 precache_model ("models/hagarmissile.mdl");
184                 precache_model ("models/weapons/g_hagar.md3");
185                 precache_model ("models/weapons/v_hagar.md3");
186                 precache_model ("models/weapons/w_hagar.zym");
187                 precache_sound ("weapons/hagar_fire.wav");
188                 precache_sound ("weapons/hagexp1.wav");
189                 precache_sound ("weapons/hagexp2.wav");
190                 precache_sound ("weapons/hagexp3.wav");
191         }
192         else if (req == WR_SETUP)
193                 weapon_setup(WEP_HAGAR, "hagar", IT_ROCKETS);
194         else if (req == WR_CHECKAMMO1)
195                 return self.ammo_rockets >= cvar("g_balance_hagar_primary_ammo");
196         else if (req == WR_CHECKAMMO2)
197                 return self.ammo_rockets >= cvar("g_balance_hagar_secondary_ammo");
198         else if (req == WR_REGISTER)
199                 weapon_register(WEP_HAGAR, min(cvar("g_balance_hagar_primary_ammo"), cvar("g_balance_hagar_secondary_ammo")));
200         return TRUE;
201 };