]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/w_hagar.qc
factor out noimpact checks, make ALL projectiles use the anti-skygrapple workaround...
[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         PROJECTILE_TOUCH;
44         self.use ();
45 }
46
47 void W_Hagar_Touch2 (void)
48 {
49         PROJECTILE_TOUCH;
50
51         if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
52                 self.use();
53         } else {
54                 self.cnt++;
55                 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
56                 self.angles = vectoangles (self.velocity);
57                 self.owner = world;
58                 self.projectiledeathtype |= HITTYPE_BOUNCE;
59         }
60 }
61
62 void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
63 {
64         self.health = self.health - damage;
65         if (self.health <= 0)
66                 W_PrepareExplosionByDamage(attacker, self.think);
67 }
68
69 void W_Hagar_Attack (void)
70 {
71         local entity missile;
72
73         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
74                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_primary_ammo");
75         W_SetupShot (self, '25 5 -8', FALSE, 2, "weapons/hagar_fire.wav");
76         //W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/hagar_fire.wav"); // TODO: move model a little to the right
77
78         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
79
80         missile = spawn ();
81         missile.owner = missile.realowner = self;
82         missile.classname = "missile";
83         missile.bot_dodge = TRUE;
84         missile.bot_dodgerating = cvar("g_balance_hagar_primary_damage");
85         missile.touch = W_Hagar_Touch;
86         missile.use = W_Hagar_Explode;
87         missile.think = adaptor_think2use;
88         missile.nextthink = time + cvar("g_balance_hagar_primary_lifetime");
89         missile.solid = SOLID_BBOX;
90         missile.scale = 0.4; // BUG: the model is too big
91         missile.projectiledeathtype = WEP_HAGAR;
92         setorigin (missile, w_shotorg);
93         setmodel (missile, "models/hagarmissile.mdl"); // precision set below
94         setsize (missile, '0 0 0', '0 0 0');
95         //missile.takedamage = DAMAGE_YES;
96         //missile.damageforcescale = 4;
97         //missile.health = 10;
98         //missile.event_damage = W_Hagar_Damage;
99         missile.effects = EF_LOWPRECISION;
100         missile.modelflags = MF_GRENADE;
101
102         missile.movetype = MOVETYPE_FLY;
103         missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_hagar_primary_spread")) * cvar("g_balance_hagar_primary_speed");
104         W_SetupProjectileVelocity(missile);
105
106         missile.angles = vectoangles (missile.velocity);
107         missile.flags = FL_PROJECTILE;
108 }
109
110 void W_Hagar_Attack2 (void)
111 {
112         local entity missile;
113
114         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
115                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_secondary_ammo");
116         W_SetupShot (self, '25 5 -8', FALSE, 2, "weapons/hagar_fire.wav");
117         //W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/hagar_fire.wav"); // TODO: move model a little to the right
118
119         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
120
121         missile = spawn ();
122         missile.owner = missile.realowner = self;
123         missile.classname = "missile";
124         missile.bot_dodge = TRUE;
125         missile.bot_dodgerating = cvar("g_balance_hagar_secondary_damage");
126         missile.touch = W_Hagar_Touch2;
127         missile.cnt = 0;
128         missile.use = W_Hagar_Explode;
129         missile.think = adaptor_think2use;
130         missile.nextthink = time + cvar("g_balance_hagar_secondary_lifetime");
131         missile.solid = SOLID_BBOX;
132         missile.scale = 0.4; // BUG: the model is too big
133         missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
134         setorigin (missile, w_shotorg);
135         setmodel (missile, "models/hagarmissile.mdl"); // precision set below
136         setsize (missile, '0 0 0', '0 0 0');
137         //missile.takedamage = DAMAGE_YES;
138         //missile.damageforcescale = 4;
139         //missile.health = 10;
140         //missile.event_damage = W_Hagar_Damage;
141         missile.effects = EF_LOWPRECISION;
142         missile.modelflags = MF_GRENADE;
143
144         missile.movetype = MOVETYPE_BOUNCEMISSILE;
145         missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_hagar_secondary_spread")) * cvar("g_balance_hagar_secondary_speed");
146         W_SetupProjectileVelocity(missile);
147         missile.avelocity = '100 10 10';
148
149         missile.angles = vectoangles (missile.velocity);
150         missile.flags = FL_PROJECTILE;
151 }
152
153 void spawnfunc_weapon_hagar (void)
154 {
155         weapon_defaultspawnfunc(WEP_HAGAR);
156 }
157
158 float w_hagar(float req)
159 {
160         if (req == WR_AIM)
161                 if (random()>0.15)
162                         self.BUTTON_ATCK = 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.BUTTON_ATCK2 = 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.BUTTON_ATCK)
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.BUTTON_ATCK2)
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);
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_SUICIDEMESSAGE)
201                 w_deathtypestring = "played with tiny rockets";
202         else if (req == WR_KILLMESSAGE)
203         {
204                 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
205                         w_deathtypestring = "hoped #'s missiles wouldn't bounce";
206                 else // unchecked: SPLASH, SECONDARY
207                         w_deathtypestring = "was pummeled by";
208         }
209         return TRUE;
210 };