1 void W_Hagar_Explode (void)
3 self.event_damage = SUB_Null;
4 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);
9 void W_Hagar_Explode2 (void)
11 self.event_damage = SUB_Null;
12 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);
17 void W_Hagar_Touch (void)
23 void W_Hagar_Touch2 (void)
27 if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
31 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
32 self.angles = vectoangles (self.velocity);
34 self.projectiledeathtype |= HITTYPE_BOUNCE;
37 if(trace_ent && trace_ent.solid > SOLID_TRIGGER) // CSQC doesn't know about these entities well enough
38 UpdateCSQCProjectile(self);
41 void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
43 self.health = self.health - damage;
45 W_PrepareExplosionByDamage(attacker, self.think);
48 void W_Hagar_Attack (void)
52 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
53 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_primary_ammo");
54 W_SetupShot (self, '25 5 -8', FALSE, 2, "weapons/hagar_fire.wav");
55 //W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/hagar_fire.wav"); // TODO: move model a little to the right
57 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
60 missile.owner = missile.realowner = self;
61 missile.classname = "missile";
62 missile.bot_dodge = TRUE;
63 missile.bot_dodgerating = cvar("g_balance_hagar_primary_damage");
64 missile.touch = W_Hagar_Touch;
65 missile.use = W_Hagar_Explode;
66 missile.think = adaptor_think2use;
67 missile.nextthink = time + cvar("g_balance_hagar_primary_lifetime");
68 missile.solid = SOLID_BBOX;
69 missile.scale = 0.4; // BUG: the model is too big
70 missile.projectiledeathtype = WEP_HAGAR;
71 setorigin (missile, w_shotorg);
72 setmodel (missile, "null"); // precision set below
73 setsize (missile, '0 0 0', '0 0 0');
74 //missile.takedamage = DAMAGE_YES;
75 //missile.damageforcescale = 4;
76 //missile.health = 10;
77 //missile.event_damage = W_Hagar_Damage;
79 missile.movetype = MOVETYPE_FLY;
80 missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_hagar_primary_spread")) * cvar("g_balance_hagar_primary_speed");
81 W_SetupProjectileVelocity(missile);
83 missile.angles = vectoangles (missile.velocity);
84 missile.flags = FL_PROJECTILE;
86 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR);
89 void W_Hagar_Attack2 (void)
93 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
94 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_secondary_ammo");
95 W_SetupShot (self, '25 5 -8', FALSE, 2, "weapons/hagar_fire.wav");
96 //W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/hagar_fire.wav"); // TODO: move model a little to the right
98 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
101 missile.owner = missile.realowner = self;
102 missile.classname = "missile";
103 missile.bot_dodge = TRUE;
104 missile.bot_dodgerating = cvar("g_balance_hagar_secondary_damage");
105 missile.touch = W_Hagar_Touch2;
107 missile.use = W_Hagar_Explode;
108 missile.think = adaptor_think2use;
109 missile.nextthink = time + cvar("g_balance_hagar_secondary_lifetime");
110 missile.solid = SOLID_BBOX;
111 missile.scale = 0.4; // BUG: the model is too big
112 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
113 setorigin (missile, w_shotorg);
114 setmodel (missile, "null"); // precision set below
115 setsize (missile, '0 0 0', '0 0 0');
116 //missile.takedamage = DAMAGE_YES;
117 //missile.damageforcescale = 4;
118 //missile.health = 10;
119 //missile.event_damage = W_Hagar_Damage;
121 missile.movetype = MOVETYPE_BOUNCEMISSILE;
122 missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_hagar_secondary_spread")) * cvar("g_balance_hagar_secondary_speed");
123 W_SetupProjectileVelocity(missile);
124 missile.avelocity = '100 10 10';
126 missile.angles = vectoangles (missile.velocity);
127 missile.flags = FL_PROJECTILE;
129 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING);
132 void spawnfunc_weapon_hagar (void)
134 weapon_defaultspawnfunc(WEP_HAGAR);
137 float w_hagar(float req)
141 self.BUTTON_ATCK = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
144 // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
145 self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
147 else if (req == WR_THINK)
149 if (self.BUTTON_ATCK)
150 if (weapon_prepareattack(0, cvar("g_balance_hagar_primary_refire")))
153 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_primary_refire"), w_ready);
155 if (self.BUTTON_ATCK2)
156 if (weapon_prepareattack(1, cvar("g_balance_hagar_secondary_refire")))
159 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_secondary_refire"), w_ready);
162 else if (req == WR_PRECACHE)
164 precache_model ("models/weapons/g_hagar.md3");
165 precache_model ("models/weapons/v_hagar.md3");
166 precache_model ("models/weapons/w_hagar.zym");
167 precache_sound ("weapons/hagar_fire.wav");
169 else if (req == WR_SETUP)
170 weapon_setup(WEP_HAGAR);
171 else if (req == WR_CHECKAMMO1)
172 return self.ammo_rockets >= cvar("g_balance_hagar_primary_ammo");
173 else if (req == WR_CHECKAMMO2)
174 return self.ammo_rockets >= cvar("g_balance_hagar_secondary_ammo");
175 else if (req == WR_SUICIDEMESSAGE)
176 w_deathtypestring = "played with tiny rockets";
177 else if (req == WR_KILLMESSAGE)
179 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
180 w_deathtypestring = "hoped #'s missiles wouldn't bounce";
181 else // unchecked: SPLASH, SECONDARY
182 w_deathtypestring = "was pummeled by";