1 // NO bounce protection, as bounces are limited!
2 void W_Hagar_Explode (void)
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);
10 void W_Hagar_Explode2 (void)
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);
18 void W_Hagar_Touch (void)
24 void W_Hagar_Touch2 (void)
28 if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
32 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
33 self.angles = vectoangles (self.velocity);
35 self.projectiledeathtype |= HITTYPE_BOUNCE;
39 void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
41 self.health = self.health - damage;
43 W_PrepareExplosionByDamage(attacker, self.think);
46 void W_Hagar_Attack (void)
50 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
51 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_primary_ammo");
52 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav");
54 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
57 missile.owner = missile.realowner = self;
58 missile.classname = "missile";
59 missile.bot_dodge = TRUE;
60 missile.bot_dodgerating = cvar("g_balance_hagar_primary_damage");
61 missile.touch = W_Hagar_Touch;
62 missile.use = W_Hagar_Explode;
63 missile.think = adaptor_think2use;
64 missile.nextthink = time + cvar("g_balance_hagar_primary_lifetime");
65 missile.solid = SOLID_BBOX;
66 missile.projectiledeathtype = WEP_HAGAR;
67 setorigin (missile, w_shotorg);
68 setsize(missile, '0 0 0', '0 0 0');
69 //missile.takedamage = DAMAGE_YES;
70 //missile.damageforcescale = 4;
71 //missile.health = 10;
72 //missile.event_damage = W_Hagar_Damage;
74 missile.movetype = MOVETYPE_FLY;
75 missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_hagar_primary_spread")) * cvar("g_balance_hagar_primary_speed");
76 W_SetupProjectileVelocity(missile);
78 missile.angles = vectoangles (missile.velocity);
79 missile.flags = FL_PROJECTILE;
81 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
84 void W_Hagar_Attack2 (void)
88 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
89 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_secondary_ammo");
90 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav");
91 //W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav"); // TODO: move model a little to the right
93 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
96 missile.owner = missile.realowner = self;
97 missile.classname = "missile";
98 missile.bot_dodge = TRUE;
99 missile.bot_dodgerating = cvar("g_balance_hagar_secondary_damage");
100 missile.touch = W_Hagar_Touch2;
102 missile.use = W_Hagar_Explode;
103 missile.think = adaptor_think2use;
104 missile.nextthink = time + cvar("g_balance_hagar_secondary_lifetime");
105 missile.solid = SOLID_BBOX;
106 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
107 setorigin (missile, w_shotorg);
108 setsize(missile, '0 0 0', '0 0 0');
109 //missile.takedamage = DAMAGE_YES;
110 //missile.damageforcescale = 4;
111 //missile.health = 10;
112 //missile.event_damage = W_Hagar_Damage;
114 missile.movetype = MOVETYPE_BOUNCEMISSILE;
115 missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_hagar_secondary_spread")) * cvar("g_balance_hagar_secondary_speed");
116 W_SetupProjectileVelocity(missile);
117 missile.avelocity = '100 10 10';
119 missile.angles = vectoangles (missile.velocity);
120 missile.flags = FL_PROJECTILE;
122 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
125 void spawnfunc_weapon_hagar (void)
127 weapon_defaultspawnfunc(WEP_HAGAR);
130 float w_hagar(float req)
134 self.BUTTON_ATCK = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
137 // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
138 self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
140 else if (req == WR_THINK)
142 if (self.BUTTON_ATCK)
143 if (weapon_prepareattack(0, cvar("g_balance_hagar_primary_refire")))
146 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_primary_refire"), w_ready);
148 if (self.BUTTON_ATCK2)
149 if (weapon_prepareattack(1, cvar("g_balance_hagar_secondary_refire")))
152 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_hagar_secondary_refire"), w_ready);
155 else if (req == WR_PRECACHE)
157 precache_model ("models/weapons/g_hagar.md3");
158 precache_model ("models/weapons/v_hagar.md3");
159 precache_model ("models/weapons/h_hagar.dpm");
160 precache_sound ("weapons/hagar_fire.wav");
162 else if (req == WR_SETUP)
163 weapon_setup(WEP_HAGAR);
164 else if (req == WR_CHECKAMMO1)
165 return self.ammo_rockets >= cvar("g_balance_hagar_primary_ammo");
166 else if (req == WR_CHECKAMMO2)
167 return self.ammo_rockets >= cvar("g_balance_hagar_secondary_ammo");
168 else if (req == WR_SUICIDEMESSAGE)
169 w_deathtypestring = "played with tiny rockets";
170 else if (req == WR_KILLMESSAGE)
172 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
173 w_deathtypestring = "hoped #'s missiles wouldn't bounce";
174 else // unchecked: SPLASH, SECONDARY
175 w_deathtypestring = "was pummeled by";