// NO bounce protection, as bounces are limited! void W_Hagar_Explode (void) { self.event_damage = SUB_Null; 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); remove (self); } void W_Hagar_Explode2 (void) { self.event_damage = SUB_Null; 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); remove (self); } void W_Hagar_Touch (void) { PROJECTILE_TOUCH; self.use (); } void W_Hagar_Touch2 (void) { PROJECTILE_TOUCH; if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) { self.use(); } else { self.cnt++; pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1); self.angles = vectoangles (self.velocity); self.owner = world; self.projectiledeathtype |= HITTYPE_BOUNCE; } } void W_Hagar_Attack (void) { local entity missile; if not(self.items & IT_UNLIMITED_WEAPON_AMMO) self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_primary_ammo"); W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", cvar("g_balance_hagar_primary_damage")); pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); missile = spawn (); missile.owner = missile.realowner = self; missile.classname = "missile"; missile.bot_dodge = TRUE; missile.bot_dodgerating = cvar("g_balance_hagar_primary_damage"); missile.touch = W_Hagar_Touch; missile.use = W_Hagar_Explode; missile.think = adaptor_think2use; missile.nextthink = time + cvar("g_balance_hagar_primary_lifetime"); PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_HAGAR; setorigin (missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); missile.movetype = MOVETYPE_FLY; W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_primary); missile.angles = vectoangles (missile.velocity); missile.flags = FL_PROJECTILE; CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE); } void W_Hagar_Attack2 (void) { local entity missile; if not(self.items & IT_UNLIMITED_WEAPON_AMMO) self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_secondary_ammo"); W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", cvar("g_balance_hagar_secondary_damage")); //W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav"); // TODO: move model a little to the right pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); missile = spawn (); missile.owner = missile.realowner = 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.use = W_Hagar_Explode; missile.think = adaptor_think2use; missile.nextthink = time + cvar("g_balance_hagar_secondary_lifetime_min") + random() * cvar("g_balance_hagar_secondary_lifetime_rand"); PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY; setorigin (missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); missile.movetype = MOVETYPE_BOUNCEMISSILE; W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_secondary); missile.angles = vectoangles (missile.velocity); missile.flags = FL_PROJECTILE; CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE); } void spawnfunc_weapon_hagar (void) { weapon_defaultspawnfunc(WEP_HAGAR); } float w_hagar(float req) { if (req == WR_AIM) if (random()>0.15) self.BUTTON_ATCK = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE); else { // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE); } else if (req == WR_THINK) { if (self.BUTTON_ATCK) 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.BUTTON_ATCK2) if (weapon_prepareattack(1, cvar("g_balance_hagar_secondary_refire"))) { W_Hagar_Attack2(); weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_hagar_secondary_refire"), w_ready); } } else if (req == WR_PRECACHE) { precache_model ("models/weapons/g_hagar.md3"); precache_model ("models/weapons/v_hagar.md3"); precache_model ("models/weapons/h_hagar.dpm"); precache_sound ("weapons/hagar_fire.wav"); } else if (req == WR_SETUP) weapon_setup(WEP_HAGAR); 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"); else if (req == WR_SUICIDEMESSAGE) w_deathtypestring = "played with tiny rockets"; else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH w_deathtypestring = "hoped #'s missiles wouldn't bounce"; else // unchecked: SPLASH, SECONDARY w_deathtypestring = "was pummeled by"; } return TRUE; };