1 void W_Hagar_Explode (void)
5 org2 = findbetterlocation (self.origin, 12);
6 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
9 sound (self, CHAN_PROJECTILE, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
11 sound (self, CHAN_PROJECTILE, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
13 sound (self, CHAN_PROJECTILE, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
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);
21 void W_Hagar_Explode2 (void)
25 org2 = findbetterlocation (self.origin, 12);
26 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
29 sound (self, CHAN_PROJECTILE, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
31 sound (self, CHAN_PROJECTILE, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
33 sound (self, CHAN_PROJECTILE, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
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);
41 void W_Hagar_Touch (void)
47 void W_Hagar_Touch2 (void)
51 if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
55 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
56 self.angles = vectoangles (self.velocity);
58 self.projectiledeathtype |= HITTYPE_BOUNCE;
61 if(trace_ent && trace_ent.solid > SOLID_TRIGGER) // CSQC doesn't know about these entities well enough
62 UpdateCSQCProjectile(self);
65 void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
67 self.health = self.health - damage;
69 W_PrepareExplosionByDamage(attacker, self.think);
72 void W_Hagar_Attack (void)
76 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
77 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_primary_ammo");
78 W_SetupShot (self, '25 5 -8', FALSE, 2, "weapons/hagar_fire.wav");
79 //W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/hagar_fire.wav"); // TODO: move model a little to the right
81 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
84 missile.owner = missile.realowner = self;
85 missile.classname = "missile";
86 missile.bot_dodge = TRUE;
87 missile.bot_dodgerating = cvar("g_balance_hagar_primary_damage");
88 missile.touch = W_Hagar_Touch;
89 missile.use = W_Hagar_Explode;
90 missile.think = adaptor_think2use;
91 missile.nextthink = time + cvar("g_balance_hagar_primary_lifetime");
92 missile.solid = SOLID_BBOX;
93 missile.scale = 0.4; // BUG: the model is too big
94 missile.projectiledeathtype = WEP_HAGAR;
95 setorigin (missile, w_shotorg);
96 setmodel (missile, "models/hagarmissile.mdl"); // precision set below
97 setsize (missile, '0 0 0', '0 0 0');
98 //missile.takedamage = DAMAGE_YES;
99 //missile.damageforcescale = 4;
100 //missile.health = 10;
101 //missile.event_damage = W_Hagar_Damage;
102 missile.effects = EF_LOWPRECISION;
103 missile.modelflags = MF_GRENADE;
105 missile.movetype = MOVETYPE_FLY;
106 missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_hagar_primary_spread")) * cvar("g_balance_hagar_primary_speed");
107 W_SetupProjectileVelocity(missile);
109 missile.angles = vectoangles (missile.velocity);
110 missile.flags = FL_PROJECTILE;
112 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR);
115 void W_Hagar_Attack2 (void)
117 local entity missile;
119 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
120 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_secondary_ammo");
121 W_SetupShot (self, '25 5 -8', FALSE, 2, "weapons/hagar_fire.wav");
122 //W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/hagar_fire.wav"); // TODO: move model a little to the right
124 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
127 missile.owner = missile.realowner = self;
128 missile.classname = "missile";
129 missile.bot_dodge = TRUE;
130 missile.bot_dodgerating = cvar("g_balance_hagar_secondary_damage");
131 missile.touch = W_Hagar_Touch2;
133 missile.use = W_Hagar_Explode;
134 missile.think = adaptor_think2use;
135 missile.nextthink = time + cvar("g_balance_hagar_secondary_lifetime");
136 missile.solid = SOLID_BBOX;
137 missile.scale = 0.4; // BUG: the model is too big
138 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
139 setorigin (missile, w_shotorg);
140 setmodel (missile, "models/hagarmissile.mdl"); // precision set below
141 setsize (missile, '0 0 0', '0 0 0');
142 //missile.takedamage = DAMAGE_YES;
143 //missile.damageforcescale = 4;
144 //missile.health = 10;
145 //missile.event_damage = W_Hagar_Damage;
146 missile.effects = EF_LOWPRECISION;
147 missile.modelflags = MF_GRENADE;
149 missile.movetype = MOVETYPE_BOUNCEMISSILE;
150 missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_hagar_secondary_spread")) * cvar("g_balance_hagar_secondary_speed");
151 W_SetupProjectileVelocity(missile);
152 missile.avelocity = '100 10 10';
154 missile.angles = vectoangles (missile.velocity);
155 missile.flags = FL_PROJECTILE;
157 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING);
160 void spawnfunc_weapon_hagar (void)
162 weapon_defaultspawnfunc(WEP_HAGAR);
165 float w_hagar(float req)
169 self.BUTTON_ATCK = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
172 // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
173 self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
175 else if (req == WR_THINK)
177 if (self.BUTTON_ATCK)
178 if (weapon_prepareattack(0, cvar("g_balance_hagar_primary_refire")))
181 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_primary_refire"), w_ready);
183 if (self.BUTTON_ATCK2)
184 if (weapon_prepareattack(1, cvar("g_balance_hagar_secondary_refire")))
187 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_secondary_refire"), w_ready);
190 else if (req == WR_PRECACHE)
192 precache_model ("models/hagarmissile.mdl");
193 precache_model ("models/weapons/g_hagar.md3");
194 precache_model ("models/weapons/v_hagar.md3");
195 precache_model ("models/weapons/w_hagar.zym");
196 precache_sound ("weapons/hagar_fire.wav");
197 precache_sound ("weapons/hagexp1.wav");
198 precache_sound ("weapons/hagexp2.wav");
199 precache_sound ("weapons/hagexp3.wav");
201 else if (req == WR_SETUP)
202 weapon_setup(WEP_HAGAR);
203 else if (req == WR_CHECKAMMO1)
204 return self.ammo_rockets >= cvar("g_balance_hagar_primary_ammo");
205 else if (req == WR_CHECKAMMO2)
206 return self.ammo_rockets >= cvar("g_balance_hagar_secondary_ammo");
207 else if (req == WR_SUICIDEMESSAGE)
208 w_deathtypestring = "played with tiny rockets";
209 else if (req == WR_KILLMESSAGE)
211 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
212 w_deathtypestring = "hoped #'s missiles wouldn't bounce";
213 else // unchecked: SPLASH, SECONDARY
214 w_deathtypestring = "was pummeled by";