void W_Hagar_Explode (void)
{
self.event_damage = SUB_Null;
- RadiusDamage (self, self.realowner, 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"), self.projectiledeathtype, other);
+ 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);
remove (self);
}
void W_Hagar_Explode2 (void)
{
self.event_damage = SUB_Null;
- RadiusDamage (self, self.realowner, 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"), self.projectiledeathtype, other);
+ 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);
remove (self);
}
local entity missile;
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"));
+ self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_hagar_primary_ammo;
+ W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_primary_damage);
pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile.owner = missile.realowner = self;
missile.classname = "missile";
missile.bot_dodge = TRUE;
- missile.bot_dodgerating = cvar("g_balance_hagar_primary_damage");
+ missile.bot_dodgerating = autocvar_g_balance_hagar_primary_damage;
missile.touch = W_Hagar_Touch;
missile.use = W_Hagar_Explode;
missile.think = adaptor_think2use_hittype_splash;
- missile.nextthink = time + cvar("g_balance_hagar_primary_lifetime");
+ missile.nextthink = time + autocvar_g_balance_hagar_primary_lifetime;
PROJECTILE_MAKETRIGGER(missile);
missile.projectiledeathtype = WEP_HAGAR;
setorigin (missile, w_shotorg);
missile.flags = FL_PROJECTILE;
CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
+
+ other = missile; MUTATOR_CALLHOOK(EditProjectile);
}
void W_Hagar_Attack2 (void)
local entity missile;
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
+ self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_hagar_secondary_ammo;
+ W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile.owner = missile.realowner = self;
missile.classname = "missile";
missile.bot_dodge = TRUE;
- missile.bot_dodgerating = cvar("g_balance_hagar_secondary_damage");
+ missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
missile.touch = W_Hagar_Touch2;
missile.cnt = 0;
missile.use = W_Hagar_Explode2;
missile.think = adaptor_think2use_hittype_splash;
- missile.nextthink = time + cvar("g_balance_hagar_secondary_lifetime_min") + random() * cvar("g_balance_hagar_secondary_lifetime_rand");
+ missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
PROJECTILE_MAKETRIGGER(missile);
missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
setorigin (missile, w_shotorg);
missile.flags = FL_PROJECTILE;
CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
+
+ other = missile; MUTATOR_CALLHOOK(EditProjectile);
}
void spawnfunc_weapon_hagar (void)
{
if (req == WR_AIM)
if (random()>0.15)
- self.BUTTON_ATCK = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
+ self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
else
{
// not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
- self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE);
+ self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
}
else if (req == WR_THINK)
{
if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, cvar("g_balance_hagar_primary_refire")))
+ if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
{
W_Hagar_Attack();
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hagar_primary_refire"), w_ready);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
}
- if (self.BUTTON_ATCK2 && cvar("g_balance_hagar_secondary"))
- if (weapon_prepareattack(1, cvar("g_balance_hagar_secondary_refire")))
+ if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary)
+ if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
{
W_Hagar_Attack2();
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_hagar_secondary_refire"), w_ready);
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
}
}
else if (req == WR_PRECACHE)
else if (req == WR_SETUP)
weapon_setup(WEP_HAGAR);
else if (req == WR_CHECKAMMO1)
- return self.ammo_rockets >= cvar("g_balance_hagar_primary_ammo");
+ return self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
else if (req == WR_CHECKAMMO2)
- return self.ammo_rockets >= cvar("g_balance_hagar_secondary_ammo");
+ return self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
return TRUE;
};
#endif
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;
}