4 void() hagar_deselect_01;
5 void() hagar_select_01;
9 if (self.ammo_rockets >= cvar("g_balance_hagar_primary_ammo"))
14 float() hagar_check2 =
16 if (self.ammo_rockets >= cvar("g_balance_hagar_secondary_ammo"))
21 void(float req) w_hagar =
25 else if (req == WR_AIM)
26 self.button0 = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
27 else if (req == WR_FIRE1)
28 weapon_prepareattack(hagar_check, hagar_check, hagar_fire1_01, cvar("g_balance_hagar_primary_refire"));
29 else if (req == WR_FIRE2)
30 weapon_prepareattack(hagar_check, hagar_check, hagar_fire2_01, cvar("g_balance_hagar_secondary_refire"));
31 else if (req == WR_RAISE)
33 else if (req == WR_UPDATECOUNTS)
34 self.currentammo = self.ammo_rockets;
35 else if (req == WR_DROP)
37 else if (req == WR_SETUP)
38 weapon_setup(WEP_HAGAR, "w_hagar.zym", IT_ROCKETS);
39 else if (req == WR_CHECKAMMO)
40 weapon_hasammo = hagar_check() + hagar_check2();
43 void W_Hagar_Explode (void)
47 org2 = findbetterlocation (self.origin, 12);
49 //effect (org2, "models/sprites/hagar.spr", 0, 12, 35);
52 sound (self, CHAN_BODY, "weapons/hagexp1.ogg", 1, ATTN_NORM);
54 sound (self, CHAN_BODY, "weapons/hagexp2.ogg", 1, ATTN_NORM);
56 sound (self, CHAN_BODY, "weapons/hagexp3.ogg", 1, ATTN_NORM);
58 self.event_damage = SUB_Null;
59 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);
64 void W_Hagar_Explode2 (void)
68 org2 = findbetterlocation (self.origin, 12);
70 //effect (org2, "models/sprites/hagar.spr", 0, 12, 35);
73 sound (self, CHAN_BODY, "weapons/hagexp1.ogg", 1, ATTN_NORM);
75 sound (self, CHAN_BODY, "weapons/hagexp2.ogg", 1, ATTN_NORM);
77 sound (self, CHAN_BODY, "weapons/hagexp3.ogg", 1, ATTN_NORM);
79 self.event_damage = SUB_Null;
80 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);
85 void W_Hagar_Touch (void)
87 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
92 if (other == self.owner)
98 void W_Hagar_Touch2 (void)
100 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
106 if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
113 void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
115 self.health = self.health - damage;
116 if (self.health <= 0)
120 void W_Hagar_Attack (void)
122 local entity missile;
125 local vector trueaim;
126 trueaim = W_TrueAim();
128 sound (self, CHAN_WEAPON, "weapons/hagar_fire.ogg", 1, ATTN_NORM);
129 if (self.items & IT_STRENGTH)
130 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
132 if (cvar("g_use_ammunition"))
133 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_primary_ammo");
134 self.punchangle_x = -2;
135 org = W_MuzzleOrigin (self, '18 5 -8');
138 missile.owner = self;
139 missile.classname = "missile";
140 missile.bot_dodge = TRUE;
141 missile.bot_dodgerating = cvar("g_balance_hagar_primary_damage");
142 missile.touch = W_Hagar_Touch;
143 missile.think = W_Hagar_Explode;
144 missile.nextthink = time + cvar("g_balance_hagar_primary_lifetime");
145 missile.solid = SOLID_BBOX;
146 missile.scale = 0.4; // BUG: the model is too big
147 setorigin (missile, org);
148 setmodel (missile, "models/hagarmissile.mdl");
149 setsize (missile, '0 0 0', '0 0 0');
150 //missile.takedamage = DAMAGE_YES;
151 //missile.damageforcescale = 4;
152 //missile.health = 10;
153 //missile.event_damage = W_Hagar_Damage;
154 missile.effects = EF_LOWPRECISION | EF_NOSHADOW | EF_FULLBRIGHT;
156 missile.movetype = MOVETYPE_FLY;
157 missile.velocity = (normalize(trueaim - org) + randomvec() * cvar("g_balance_hagar_primary_spread")) * cvar("g_balance_hagar_primary_speed");
159 missile.angles = vectoangles (missile.velocity);
160 missile.flags = FL_PROJECTILE;
163 void W_Hagar_Attack2 (void)
165 local entity missile;
168 local vector trueaim;
169 trueaim = W_TrueAim();
171 sound (self, CHAN_WEAPON, "weapons/hagar_fire.ogg", 1, ATTN_NORM);
172 if (self.items & IT_STRENGTH)
173 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
175 if (cvar("g_use_ammunition"))
176 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_secondary_ammo");
177 self.punchangle_x = -2;
178 org = W_MuzzleOrigin (self, '18 5 -8');
181 missile.owner = self;
182 missile.classname = "missile";
183 missile.bot_dodge = TRUE;
184 missile.bot_dodgerating = cvar("g_balance_hagar_secondary_damage");
185 missile.touch = W_Hagar_Touch2;
187 missile.think = W_Hagar_Explode;
188 missile.nextthink = time + cvar("g_balance_hagar_secondary_lifetime");
189 missile.solid = SOLID_BBOX;
190 missile.scale = 0.4; // BUG: the model is too big
191 setorigin (missile, org);
192 setmodel (missile, "models/hagarmissile.mdl");
193 setsize (missile, '0 0 0', '0 0 0');
194 //missile.takedamage = DAMAGE_YES;
195 //missile.damageforcescale = 4;
196 //missile.health = 10;
197 //missile.event_damage = W_Hagar_Damage;
198 missile.effects = EF_LOWPRECISION | EF_NOSHADOW | EF_FULLBRIGHT;
200 missile.movetype = MOVETYPE_BOUNCEMISSILE;
201 missile.velocity = (normalize(trueaim - org) + randomvec() * cvar("g_balance_hagar_secondary_spread")) * cvar("g_balance_hagar_secondary_speed");
202 missile.avelocity = '100 10 10';
204 missile.angles = vectoangles (missile.velocity);
205 missile.flags = FL_PROJECTILE;
209 void() hagar_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, hagar_ready_01); self.weaponentity.state = WS_READY;};
210 void() hagar_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
211 void() hagar_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
212 void() hagar_fire1_01 =
214 self.attack_finished = time + cvar("g_balance_hagar_primary_refire");
215 weapon_doattack(hagar_check, hagar_check, W_Hagar_Attack);
216 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_primary_refire"), hagar_ready_01);
218 void() hagar_fire2_01 =
220 self.attack_finished = time + cvar("g_balance_hagar_secondary_refire");
221 weapon_doattack(hagar_check2, hagar_check2, W_Hagar_Attack2);
222 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_secondary_refire"), hagar_ready_01);