#ifdef REGISTER_WEAPON
REGISTER_WEAPON(HAGAR, w_hagar, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hagar", "hagar", "Hagar");
#else
+#ifdef SVQC
// NO bounce protection, as bounces are limited!
void W_Hagar_Explode (void)
{
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");
+ return TRUE;
+};
+#endif
+#ifdef CSQC
+float w_hagar(float req)
+{
+ if(req == WR_IMPACTEFFECT)
+ {
+ vector org2;
+ org2 = w_org + w_backoff * 6;
+ pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
+ if(!w_issilent)
+ {
+ if (w_random<0.15)
+ sound(self, CHAN_PROJECTILE, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
+ else if (w_random<0.7)
+ sound(self, CHAN_PROJECTILE, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
+ else
+ sound(self, CHAN_PROJECTILE, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
+ }
+ }
+ else if(req == WR_PRECACHE)
+ {
+ precache_sound("weapons/hagexp1.wav");
+ precache_sound("weapons/hagexp2.wav");
+ precache_sound("weapons/hagexp3.wav");
+ }
else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = "played with tiny rockets";
+ w_deathtypestring = "%s 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";
+ w_deathtypestring = "%s hoped %s's missiles wouldn't bounce";
else // unchecked: SPLASH, SECONDARY
- w_deathtypestring = "was pummeled by";
+ w_deathtypestring = "%s was pummeled by %s";
}
return TRUE;
-};
+}
+#endif
#endif