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unlimited ammo revisited: distinguish between superweapons and normal weapons
[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_PROJECTILE, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
10         else if (b<0.4)
11                 sound (self, CHAN_PROJECTILE, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
12         else if (b<1)
13                 sound (self, CHAN_PROJECTILE, "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"), self.projectiledeathtype, other);
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_PROJECTILE, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
30         else if (b<0.4)
31                 sound (self, CHAN_PROJECTILE, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
32         else if (b<1)
33                 sound (self, CHAN_PROJECTILE, "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"), self.projectiledeathtype, other);
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.use ();
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.use();
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                 self.projectiledeathtype |= HITTYPE_BOUNCE;
70         }
71 }
72
73 void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
74 {
75         self.health = self.health - damage;
76         if (self.health <= 0)
77                 self.think ();
78 }
79
80 void W_Hagar_Attack (void)
81 {
82         local entity missile;
83
84         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
85                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_primary_ammo");
86         W_SetupShot (self, '25 5 -8', FALSE, 2, "weapons/hagar_fire.wav");
87         //W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/hagar_fire.wav"); // TODO: move model a little to the right
88
89         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
90
91         missile = spawn ();
92         missile.owner = missile.realowner = self;
93         missile.classname = "missile";
94         missile.bot_dodge = TRUE;
95         missile.bot_dodgerating = cvar("g_balance_hagar_primary_damage");
96         missile.touch = W_Hagar_Touch;
97         missile.use = W_Hagar_Explode;
98         missile.think = adaptor_think2use;
99         missile.nextthink = time + cvar("g_balance_hagar_primary_lifetime");
100         missile.solid = SOLID_BBOX;
101         missile.scale = 0.4; // BUG: the model is too big
102         missile.projectiledeathtype = WEP_HAGAR;
103         setorigin (missile, w_shotorg);
104         setmodel (missile, "models/hagarmissile.mdl"); // precision set below
105         setsize (missile, '0 0 0', '0 0 0');
106         //missile.takedamage = DAMAGE_YES;
107         //missile.damageforcescale = 4;
108         //missile.health = 10;
109         //missile.event_damage = W_Hagar_Damage;
110         missile.effects = EF_LOWPRECISION;
111         missile.modelflags = MF_GRENADE;
112
113         missile.movetype = MOVETYPE_FLY;
114         missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_hagar_primary_spread")) * cvar("g_balance_hagar_primary_speed");
115         W_SetupProjectileVelocity(missile);
116
117         missile.angles = vectoangles (missile.velocity);
118         missile.flags = FL_PROJECTILE;
119 }
120
121 void W_Hagar_Attack2 (void)
122 {
123         local entity missile;
124
125         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
126                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_secondary_ammo");
127         W_SetupShot (self, '25 5 -8', FALSE, 2, "weapons/hagar_fire.wav");
128         //W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/hagar_fire.wav"); // TODO: move model a little to the right
129
130         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
131
132         missile = spawn ();
133         missile.owner = missile.realowner = self;
134         missile.classname = "missile";
135         missile.bot_dodge = TRUE;
136         missile.bot_dodgerating = cvar("g_balance_hagar_secondary_damage");
137         missile.touch = W_Hagar_Touch2;
138         missile.cnt = 0;
139         missile.use = W_Hagar_Explode;
140         missile.think = adaptor_think2use;
141         missile.nextthink = time + cvar("g_balance_hagar_secondary_lifetime");
142         missile.solid = SOLID_BBOX;
143         missile.scale = 0.4; // BUG: the model is too big
144         missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
145         setorigin (missile, w_shotorg);
146         setmodel (missile, "models/hagarmissile.mdl"); // precision set below
147         setsize (missile, '0 0 0', '0 0 0');
148         //missile.takedamage = DAMAGE_YES;
149         //missile.damageforcescale = 4;
150         //missile.health = 10;
151         //missile.event_damage = W_Hagar_Damage;
152         missile.effects = EF_LOWPRECISION;
153         missile.modelflags = MF_GRENADE;
154
155         missile.movetype = MOVETYPE_BOUNCEMISSILE;
156         missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_hagar_secondary_spread")) * cvar("g_balance_hagar_secondary_speed");
157         W_SetupProjectileVelocity(missile);
158         missile.avelocity = '100 10 10';
159
160         missile.angles = vectoangles (missile.velocity);
161         missile.flags = FL_PROJECTILE;
162 }
163
164 void spawnfunc_weapon_hagar (void)
165 {
166         weapon_defaultspawnfunc(WEP_HAGAR);
167 }
168
169 float w_hagar(float req)
170 {
171         if (req == WR_AIM)
172                 if (random()>0.15)
173                         self.BUTTON_ATCK = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
174                 else
175                 {
176                         // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
177                         self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
178                 }
179         else if (req == WR_THINK)
180         {
181                 if (self.BUTTON_ATCK)
182                 if (weapon_prepareattack(0, cvar("g_balance_hagar_primary_refire")))
183                 {
184                         W_Hagar_Attack();
185                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_primary_refire"), w_ready);
186                 }
187                 if (self.BUTTON_ATCK2)
188                 if (weapon_prepareattack(1, cvar("g_balance_hagar_secondary_refire")))
189                 {
190                         W_Hagar_Attack2();
191                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_secondary_refire"), w_ready);
192                 }
193         }
194         else if (req == WR_PRECACHE)
195         {
196                 precache_model ("models/hagarmissile.mdl");
197                 precache_model ("models/weapons/g_hagar.md3");
198                 precache_model ("models/weapons/v_hagar.md3");
199                 precache_model ("models/weapons/w_hagar.zym");
200                 precache_sound ("weapons/hagar_fire.wav");
201                 precache_sound ("weapons/hagexp1.wav");
202                 precache_sound ("weapons/hagexp2.wav");
203                 precache_sound ("weapons/hagexp3.wav");
204         }
205         else if (req == WR_SETUP)
206                 weapon_setup(WEP_HAGAR);
207         else if (req == WR_CHECKAMMO1)
208                 return self.ammo_rockets >= cvar("g_balance_hagar_primary_ammo");
209         else if (req == WR_CHECKAMMO2)
210                 return self.ammo_rockets >= cvar("g_balance_hagar_secondary_ammo");
211         else if (req == WR_SUICIDEMESSAGE)
212                 w_deathtypestring = "played with tiny rockets";
213         else if (req == WR_KILLMESSAGE)
214         {
215                 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
216                         w_deathtypestring = "hoped #'s missiles wouldn't bounce";
217                 else // unchecked: SPLASH, SECONDARY
218                         w_deathtypestring = "was pummeled by";
219         }
220         return TRUE;
221 };