2 REGISTER_WEAPON(HAGAR, w_hagar, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hagar", "hagar", _("Hagar"))
5 // NO bounce protection, as bounces are limited!
7 void W_Hagar_Explode (void)
9 self.event_damage = SUB_Null;
10 RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_primary_damage, autocvar_g_balance_hagar_primary_edgedamage, autocvar_g_balance_hagar_primary_radius, world, autocvar_g_balance_hagar_primary_force, self.projectiledeathtype, other);
15 void W_Hagar_Explode2 (void)
17 self.event_damage = SUB_Null;
18 RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_secondary_damage, autocvar_g_balance_hagar_secondary_edgedamage, autocvar_g_balance_hagar_secondary_radius, world, autocvar_g_balance_hagar_secondary_force, self.projectiledeathtype, other);
23 void W_Hagar_Touch (void)
29 void W_Hagar_Touch2 (void)
33 if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
37 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
38 self.angles = vectoangles (self.velocity);
40 self.projectiledeathtype |= HITTYPE_BOUNCE;
44 void W_Hagar_Attack (void)
48 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo);
50 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_primary_damage);
52 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
55 missile.owner = missile.realowner = self;
56 missile.classname = "missile";
57 missile.bot_dodge = TRUE;
58 missile.bot_dodgerating = autocvar_g_balance_hagar_primary_damage;
59 missile.touch = W_Hagar_Touch;
60 missile.use = W_Hagar_Explode;
61 missile.think = adaptor_think2use_hittype_splash;
62 missile.nextthink = time + autocvar_g_balance_hagar_primary_lifetime;
63 PROJECTILE_MAKETRIGGER(missile);
64 missile.projectiledeathtype = WEP_HAGAR;
65 setorigin (missile, w_shotorg);
66 setsize(missile, '0 0 0', '0 0 0');
68 missile.movetype = MOVETYPE_FLY;
69 W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_primary);
71 missile.angles = vectoangles (missile.velocity);
72 missile.flags = FL_PROJECTILE;
74 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
76 other = missile; MUTATOR_CALLHOOK(EditProjectile);
79 void W_Hagar_Attack2 (void)
83 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
85 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
87 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
90 missile.owner = missile.realowner = self;
91 missile.classname = "missile";
92 missile.bot_dodge = TRUE;
93 missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
94 missile.touch = W_Hagar_Touch2;
96 missile.use = W_Hagar_Explode2;
97 missile.think = adaptor_think2use_hittype_splash;
98 missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
99 PROJECTILE_MAKETRIGGER(missile);
100 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
101 setorigin (missile, w_shotorg);
102 setsize(missile, '0 0 0', '0 0 0');
104 missile.movetype = MOVETYPE_BOUNCEMISSILE;
105 W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_secondary);
107 missile.angles = vectoangles (missile.velocity);
108 missile.flags = FL_PROJECTILE;
110 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
112 other = missile; MUTATOR_CALLHOOK(EditProjectile);
115 void spawnfunc_weapon_hagar (void)
117 weapon_defaultspawnfunc(WEP_HAGAR);
120 float w_hagar(float req)
125 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
128 // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
129 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
131 else if (req == WR_THINK)
133 if(autocvar_g_balance_hagar_reload_ammo && self.clip_load < min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo)) // forced reload
134 weapon_action(self.weapon, WR_RELOAD);
135 else if (self.BUTTON_ATCK)
137 if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
140 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
143 else if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary)
145 if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
148 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
152 else if (req == WR_PRECACHE)
154 precache_model ("models/weapons/g_hagar.md3");
155 precache_model ("models/weapons/v_hagar.md3");
156 precache_model ("models/weapons/h_hagar.iqm");
157 precache_sound ("weapons/hagar_fire.wav");
158 precache_sound ("weapons/reload.wav");
160 else if (req == WR_SETUP)
162 weapon_setup(WEP_HAGAR);
164 else if (req == WR_CHECKAMMO1)
166 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
167 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_primary_ammo;
170 else if (req == WR_CHECKAMMO2)
172 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
173 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
176 else if (req == WR_RELOAD)
178 W_Reload(ammo_rockets, min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo), autocvar_g_balance_hagar_reload_ammo, autocvar_g_balance_hagar_reload_time, "weapons/reload.wav");
184 float w_hagar(float req)
186 if(req == WR_IMPACTEFFECT)
189 org2 = w_org + w_backoff * 6;
190 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
194 sound(self, CHAN_PROJECTILE, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
195 else if (w_random<0.7)
196 sound(self, CHAN_PROJECTILE, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
198 sound(self, CHAN_PROJECTILE, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
201 else if(req == WR_PRECACHE)
203 precache_sound("weapons/hagexp1.wav");
204 precache_sound("weapons/hagexp2.wav");
205 precache_sound("weapons/hagexp3.wav");
207 else if (req == WR_SUICIDEMESSAGE)
208 w_deathtypestring = _("%s played with tiny rockets");
209 else if (req == WR_KILLMESSAGE)
211 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
212 w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce");
213 else // unchecked: SPLASH, SECONDARY
214 w_deathtypestring = _("%s was pummeled by %s");