void W_Hagar_Explode (void) { vector org2; float b; org2 = findbetterlocation (self.origin, 12); te_explosion (org2); //effect (org2, "models/sprites/hagar.spr", 0, 12, 35); b = crandom(); if (b<-0.7) sound (self, CHAN_BODY, "weapons/hagexp1.ogg", 1, ATTN_NORM); else if (b<0.4) sound (self, CHAN_BODY, "weapons/hagexp2.ogg", 1, ATTN_NORM); else if (b<1) sound (self, CHAN_BODY, "weapons/hagexp3.ogg", 1, ATTN_NORM); self.event_damage = SUB_Null; RadiusDamage (self, self.owner, 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"), IT_HAGAR); remove (self); } void W_Hagar_Explode2 (void) { vector org2; float b; org2 = findbetterlocation (self.origin, 12); te_explosion (org2); //effect (org2, "models/sprites/hagar.spr", 0, 12, 35); b = crandom(); if (b<-0.7) sound (self, CHAN_BODY, "weapons/hagexp1.ogg", 1, ATTN_NORM); else if (b<0.4) sound (self, CHAN_BODY, "weapons/hagexp2.ogg", 1, ATTN_NORM); else if (b<1) sound (self, CHAN_BODY, "weapons/hagexp3.ogg", 1, ATTN_NORM); self.event_damage = SUB_Null; RadiusDamage (self, self.owner, 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"), IT_HAGAR); remove (self); } void W_Hagar_Touch (void) { if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) { remove(self); return; } if (other == self.owner) return; self.think (); } void W_Hagar_Touch2 (void) { if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) { remove(self); return; } if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) { self.think(); } else { self.cnt++; } } void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { self.health = self.health - damage; if (self.health <= 0) self.think (); } void W_Hagar_Attack (void) { local entity missile; if (cvar("g_use_ammunition")) self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_primary_ammo"); W_SetupShot (self, '15 5 -8', FALSE, 2, "weapons/hagar_fire.ogg"); missile = spawn (); missile.owner = self; missile.classname = "missile"; missile.bot_dodge = TRUE; missile.bot_dodgerating = cvar("g_balance_hagar_primary_damage"); missile.touch = W_Hagar_Touch; missile.think = W_Hagar_Explode; missile.nextthink = time + cvar("g_balance_hagar_primary_lifetime"); missile.solid = SOLID_BBOX; missile.scale = 0.4; // BUG: the model is too big setorigin (missile, w_shotorg); setmodel (missile, "models/hagarmissile.mdl"); setsize (missile, '0 0 0', '0 0 0'); //missile.takedamage = DAMAGE_YES; //missile.damageforcescale = 4; //missile.health = 10; //missile.event_damage = W_Hagar_Damage; missile.effects = EF_LOWPRECISION | EF_NOSHADOW | EF_FULLBRIGHT; missile.movetype = MOVETYPE_FLY; missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_hagar_primary_spread")) * cvar("g_balance_hagar_primary_speed"); missile.angles = vectoangles (missile.velocity); missile.flags = FL_PROJECTILE; } void W_Hagar_Attack2 (void) { local entity missile; if (cvar("g_use_ammunition")) self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_secondary_ammo"); W_SetupShot (self, '15 5 -8', FALSE, 2, "weapons/hagar_fire.ogg"); missile = spawn (); missile.owner = self; missile.classname = "missile"; missile.bot_dodge = TRUE; missile.bot_dodgerating = cvar("g_balance_hagar_secondary_damage"); missile.touch = W_Hagar_Touch2; missile.cnt = 0; missile.think = W_Hagar_Explode; missile.nextthink = time + cvar("g_balance_hagar_secondary_lifetime"); missile.solid = SOLID_BBOX; missile.scale = 0.4; // BUG: the model is too big setorigin (missile, w_shotorg); setmodel (missile, "models/hagarmissile.mdl"); setsize (missile, '0 0 0', '0 0 0'); //missile.takedamage = DAMAGE_YES; //missile.damageforcescale = 4; //missile.health = 10; //missile.event_damage = W_Hagar_Damage; missile.effects = EF_LOWPRECISION | EF_NOSHADOW | EF_FULLBRIGHT; missile.movetype = MOVETYPE_BOUNCEMISSILE; missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_hagar_secondary_spread")) * cvar("g_balance_hagar_secondary_speed"); missile.avelocity = '100 10 10'; missile.angles = vectoangles (missile.velocity); missile.flags = FL_PROJECTILE; } float(float req) w_hagar = { if (req == WR_AIM) self.button0 = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE); else if (req == WR_THINK) { if (self.button0) if (weapon_prepareattack(0, cvar("g_balance_hagar_primary_refire"))) { W_Hagar_Attack(); weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_primary_refire"), w_ready); } if (self.button3) if (weapon_prepareattack(1, cvar("g_balance_hagar_secondary_refire"))) { W_Hagar_Attack2(); weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_secondary_refire"), w_ready); } } else if (req == WR_SETUP) weapon_setup(WEP_HAGAR, "hagar", IT_ROCKETS); else if (req == WR_CHECKAMMO1) return self.ammo_rockets >= cvar("g_balance_hagar_primary_ammo"); else if (req == WR_CHECKAMMO2) return self.ammo_rockets >= cvar("g_balance_hagar_secondary_ammo"); return TRUE; };