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fix the other precaches
[divverent/nexuiz.git] / data / qcsrc / server / w_hagar.qc
1 void W_Hagar_Explode (void)
2 {
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);
5
6         remove (self);
7 }
8
9 void W_Hagar_Explode2 (void)
10 {
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);
13
14         remove (self);
15 }
16
17 void W_Hagar_Touch (void)
18 {
19         PROJECTILE_TOUCH;
20         self.use ();
21 }
22
23 void W_Hagar_Touch2 (void)
24 {
25         PROJECTILE_TOUCH;
26
27         if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
28                 self.use();
29         } else {
30                 self.cnt++;
31                 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
32                 self.angles = vectoangles (self.velocity);
33                 self.owner = world;
34                 self.projectiledeathtype |= HITTYPE_BOUNCE;
35         }
36
37         if(trace_ent && trace_ent.solid > SOLID_TRIGGER) // CSQC doesn't know about these entities well enough
38                 UpdateCSQCProjectile(self);
39 }
40
41 void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
42 {
43         self.health = self.health - damage;
44         if (self.health <= 0)
45                 W_PrepareExplosionByDamage(attacker, self.think);
46 }
47
48 void W_Hagar_Attack (void)
49 {
50         local entity missile;
51
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
56
57         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
58
59         missile = spawn ();
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;
78
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);
82
83         missile.angles = vectoangles (missile.velocity);
84         missile.flags = FL_PROJECTILE;
85
86         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR);
87 }
88
89 void W_Hagar_Attack2 (void)
90 {
91         local entity missile;
92
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
97
98         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
99
100         missile = spawn ();
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;
106         missile.cnt = 0;
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;
120
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';
125
126         missile.angles = vectoangles (missile.velocity);
127         missile.flags = FL_PROJECTILE;
128
129         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING);
130 }
131
132 void spawnfunc_weapon_hagar (void)
133 {
134         weapon_defaultspawnfunc(WEP_HAGAR);
135 }
136
137 float w_hagar(float req)
138 {
139         if (req == WR_AIM)
140                 if (random()>0.15)
141                         self.BUTTON_ATCK = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
142                 else
143                 {
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);
146                 }
147         else if (req == WR_THINK)
148         {
149                 if (self.BUTTON_ATCK)
150                 if (weapon_prepareattack(0, cvar("g_balance_hagar_primary_refire")))
151                 {
152                         W_Hagar_Attack();
153                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_primary_refire"), w_ready);
154                 }
155                 if (self.BUTTON_ATCK2)
156                 if (weapon_prepareattack(1, cvar("g_balance_hagar_secondary_refire")))
157                 {
158                         W_Hagar_Attack2();
159                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_secondary_refire"), w_ready);
160                 }
161         }
162         else if (req == WR_PRECACHE)
163         {
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");
168         }
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)
178         {
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";
183         }
184         return TRUE;
185 };