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"));
+ W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, cvar("g_balance_hagar_primary_damage"));
pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile.flags = FL_PROJECTILE;
CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
+
+ other = missile; MUTATOR_CALLHOOK(EditProjectile);
}
void W_Hagar_Attack2 (void)
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
+ W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, cvar("g_balance_hagar_secondary_damage"));
pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile.flags = FL_PROJECTILE;
CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
+
+ other = missile; MUTATOR_CALLHOOK(EditProjectile);
}
void spawnfunc_weapon_hagar (void)
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;
};
#endif
precache_sound("weapons/hagexp2.wav");
precache_sound("weapons/hagexp3.wav");
}
+ else if (req == WR_SUICIDEMESSAGE)
+ w_deathtypestring = "%s played with tiny rockets";
+ else if (req == WR_KILLMESSAGE)
+ {
+ if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
+ w_deathtypestring = "%s hoped %s's missiles wouldn't bounce";
+ else // unchecked: SPLASH, SECONDARY
+ w_deathtypestring = "%s was pummeled by %s";
+ }
return TRUE;
}
#endif