1 void W_Hagar_Explode (void)
5 org2 = findbetterlocation (self.origin, 12);
7 //effect (org2, "models/sprites/hagar.spr", 0, 12, 35);
10 sound (self, CHAN_BODY, "weapons/hagexp1.ogg", 1, ATTN_NORM);
12 sound (self, CHAN_BODY, "weapons/hagexp2.ogg", 1, ATTN_NORM);
14 sound (self, CHAN_BODY, "weapons/hagexp3.ogg", 1, ATTN_NORM);
16 self.event_damage = SUB_Null;
17 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);
22 void W_Hagar_Explode2 (void)
26 org2 = findbetterlocation (self.origin, 12);
28 //effect (org2, "models/sprites/hagar.spr", 0, 12, 35);
31 sound (self, CHAN_BODY, "weapons/hagexp1.ogg", 1, ATTN_NORM);
33 sound (self, CHAN_BODY, "weapons/hagexp2.ogg", 1, ATTN_NORM);
35 sound (self, CHAN_BODY, "weapons/hagexp3.ogg", 1, ATTN_NORM);
37 self.event_damage = SUB_Null;
38 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);
43 void W_Hagar_Touch (void)
45 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
50 if (other == self.owner)
56 void W_Hagar_Touch2 (void)
58 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
64 if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
71 void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
73 self.health = self.health - damage;
78 void W_Hagar_Attack (void)
82 if (cvar("g_use_ammunition"))
83 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_primary_ammo");
84 W_SetupShot (self, '15 5 -8', FALSE, 2, "weapons/hagar_fire.ogg");
88 missile.classname = "missile";
89 missile.bot_dodge = TRUE;
90 missile.bot_dodgerating = cvar("g_balance_hagar_primary_damage");
91 missile.touch = W_Hagar_Touch;
92 missile.think = W_Hagar_Explode;
93 missile.nextthink = time + cvar("g_balance_hagar_primary_lifetime");
94 missile.solid = SOLID_BBOX;
95 missile.scale = 0.4; // BUG: the model is too big
96 setorigin (missile, w_shotorg);
97 setmodel (missile, "models/hagarmissile.mdl");
98 setsize (missile, '0 0 0', '0 0 0');
99 //missile.takedamage = DAMAGE_YES;
100 //missile.damageforcescale = 4;
101 //missile.health = 10;
102 //missile.event_damage = W_Hagar_Damage;
103 missile.effects = EF_LOWPRECISION | EF_NOSHADOW | EF_FULLBRIGHT;
105 missile.movetype = MOVETYPE_FLY;
106 missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_hagar_primary_spread")) * cvar("g_balance_hagar_primary_speed");
108 missile.angles = vectoangles (missile.velocity);
109 missile.flags = FL_PROJECTILE;
112 void W_Hagar_Attack2 (void)
114 local entity missile;
116 if (cvar("g_use_ammunition"))
117 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_secondary_ammo");
118 W_SetupShot (self, '15 5 -8', FALSE, 2, "weapons/hagar_fire.ogg");
121 missile.owner = self;
122 missile.classname = "missile";
123 missile.bot_dodge = TRUE;
124 missile.bot_dodgerating = cvar("g_balance_hagar_secondary_damage");
125 missile.touch = W_Hagar_Touch2;
127 missile.think = W_Hagar_Explode;
128 missile.nextthink = time + cvar("g_balance_hagar_secondary_lifetime");
129 missile.solid = SOLID_BBOX;
130 missile.scale = 0.4; // BUG: the model is too big
131 setorigin (missile, w_shotorg);
132 setmodel (missile, "models/hagarmissile.mdl");
133 setsize (missile, '0 0 0', '0 0 0');
134 //missile.takedamage = DAMAGE_YES;
135 //missile.damageforcescale = 4;
136 //missile.health = 10;
137 //missile.event_damage = W_Hagar_Damage;
138 missile.effects = EF_LOWPRECISION | EF_NOSHADOW | EF_FULLBRIGHT;
140 missile.movetype = MOVETYPE_BOUNCEMISSILE;
141 missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_hagar_secondary_spread")) * cvar("g_balance_hagar_secondary_speed");
142 missile.avelocity = '100 10 10';
144 missile.angles = vectoangles (missile.velocity);
145 missile.flags = FL_PROJECTILE;
148 float(float req) w_hagar =
152 self.button0 = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
155 // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
156 self.button3 = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
158 else if (req == WR_THINK)
161 if (weapon_prepareattack(0, cvar("g_balance_hagar_primary_refire")))
164 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_primary_refire"), w_ready);
167 if (weapon_prepareattack(1, cvar("g_balance_hagar_secondary_refire")))
170 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_secondary_refire"), w_ready);
173 else if (req == WR_SETUP)
174 weapon_setup(WEP_HAGAR, "hagar", IT_ROCKETS);
175 else if (req == WR_CHECKAMMO1)
176 return self.ammo_rockets >= cvar("g_balance_hagar_primary_ammo");
177 else if (req == WR_CHECKAMMO2)
178 return self.ammo_rockets >= cvar("g_balance_hagar_secondary_ammo");