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_BODY, "weapons/hagexp1.wav", 1, ATTN_NORM);
11 sound (self, CHAN_BODY, "weapons/hagexp2.wav", 1, ATTN_NORM);
13 sound (self, CHAN_BODY, "weapons/hagexp3.wav", 1, ATTN_NORM);
15 self.event_damage = SUB_Null;
16 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);
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_BODY, "weapons/hagexp1.wav", 1, ATTN_NORM);
31 sound (self, CHAN_BODY, "weapons/hagexp2.wav", 1, ATTN_NORM);
33 sound (self, CHAN_BODY, "weapons/hagexp3.wav", 1, ATTN_NORM);
35 self.event_damage = SUB_Null;
36 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);
41 void W_Hagar_Touch (void)
43 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
48 if (other == self.owner)
54 void W_Hagar_Touch2 (void)
56 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
62 if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
66 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
70 void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
72 self.health = self.health - damage;
77 void W_Hagar_Attack (void)
81 if (cvar("g_use_ammunition"))
82 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_primary_ammo");
83 W_SetupShot (self, '25 5 -8', FALSE, 2, "weapons/hagar_fire.wav");
84 //W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/hagar_fire.wav"); // TODO: move model a little to the right
86 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
90 missile.classname = "missile";
91 missile.bot_dodge = TRUE;
92 missile.bot_dodgerating = cvar("g_balance_hagar_primary_damage");
93 missile.touch = W_Hagar_Touch;
94 missile.think = W_Hagar_Explode;
95 missile.nextthink = time + cvar("g_balance_hagar_primary_lifetime");
96 missile.solid = SOLID_BBOX;
97 missile.scale = 0.4; // BUG: the model is too big
98 setorigin (missile, w_shotorg);
99 setmodel (missile, "models/hagarmissile.mdl"); // precision set below
100 setsize (missile, '0 0 0', '0 0 0');
101 //missile.takedamage = DAMAGE_YES;
102 //missile.damageforcescale = 4;
103 //missile.health = 10;
104 //missile.event_damage = W_Hagar_Damage;
105 missile.effects = EF_LOWPRECISION;
106 missile.modelflags = MF_GRENADE;
108 missile.movetype = MOVETYPE_FLY;
109 missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_hagar_primary_spread")) * cvar("g_balance_hagar_primary_speed");
110 W_SetupProjectileVelocity(missile);
112 missile.angles = vectoangles (missile.velocity);
113 missile.flags = FL_PROJECTILE;
116 void W_Hagar_Attack2 (void)
118 local entity missile;
120 if (cvar("g_use_ammunition"))
121 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_secondary_ammo");
122 W_SetupShot (self, '25 5 -8', FALSE, 2, "weapons/hagar_fire.wav");
123 //W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/hagar_fire.wav"); // TODO: move model a little to the right
125 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
128 missile.owner = self;
129 missile.classname = "missile";
130 missile.bot_dodge = TRUE;
131 missile.bot_dodgerating = cvar("g_balance_hagar_secondary_damage");
132 missile.touch = W_Hagar_Touch2;
134 missile.think = W_Hagar_Explode;
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 setorigin (missile, w_shotorg);
139 setmodel (missile, "models/hagarmissile.mdl"); // precision set below
140 setsize (missile, '0 0 0', '0 0 0');
141 //missile.takedamage = DAMAGE_YES;
142 //missile.damageforcescale = 4;
143 //missile.health = 10;
144 //missile.event_damage = W_Hagar_Damage;
145 missile.effects = EF_LOWPRECISION;
146 missile.modelflags = MF_GRENADE;
148 missile.movetype = MOVETYPE_BOUNCEMISSILE;
149 missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_hagar_secondary_spread")) * cvar("g_balance_hagar_secondary_speed");
150 W_SetupProjectileVelocity(missile);
151 missile.avelocity = '100 10 10';
153 missile.angles = vectoangles (missile.velocity);
154 missile.flags = FL_PROJECTILE;
157 float(float req) w_hagar =
161 self.button0 = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
164 // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
165 self.button3 = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
167 else if (req == WR_THINK)
170 if (weapon_prepareattack(0, cvar("g_balance_hagar_primary_refire")))
173 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_primary_refire"), w_ready);
176 if (weapon_prepareattack(1, cvar("g_balance_hagar_secondary_refire")))
179 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_secondary_refire"), w_ready);
182 else if (req == WR_PRECACHE)
184 precache_model ("models/hagarmissile.mdl");
185 precache_model ("models/weapons/g_hagar.md3");
186 precache_model ("models/weapons/v_hagar.md3");
187 precache_model ("models/weapons/w_hagar.zym");
188 precache_sound ("weapons/hagar_fire.wav");
189 precache_sound ("weapons/hagexp1.wav");
190 precache_sound ("weapons/hagexp2.wav");
191 precache_sound ("weapons/hagexp3.wav");
193 else if (req == WR_SETUP)
194 weapon_setup(WEP_HAGAR, "hagar", IT_ROCKETS);
195 else if (req == WR_CHECKAMMO1)
196 return self.ammo_rockets >= cvar("g_balance_hagar_primary_ammo");
197 else if (req == WR_CHECKAMMO2)
198 return self.ammo_rockets >= cvar("g_balance_hagar_secondary_ammo");
199 else if (req == WR_REGISTER)
200 weapon_register(WEP_HAGAR, min(cvar("g_balance_hagar_primary_ammo"), cvar("g_balance_hagar_secondary_ammo")));