#ifdef REGISTER_WEAPON
-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"))
+REGISTER_WEAPON(
+/* WEP_##id */ HAGAR,
+/* function */ w_hagar,
+/* ammotype */ IT_ROCKETS,
+/* impulse */ 8,
+/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
+/* rating */ BOT_PICKUP_RATING_MID,
+/* model */ "hagar",
+/* shortname */ "hagar",
+/* fullname */ _("Hagar")
+);
#else
#ifdef SVQC
// NO bounce protection, as bounces are limited!
void W_Hagar_Explode (void)
{
- self.event_damage = SUB_Null;
+ self.event_damage = func_null;
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;
+ self.event_damage = func_null;
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);
if (self.health <= 0)
return;
- float is_linkexplode = ((inflictor.owner == self.owner)
+ float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : TRUE)
&& (inflictor.projectiledeathtype & HITTYPE_SECONDARY)
&& (self.projectiledeathtype & HITTYPE_SECONDARY));
-
- /*
- float is_linkexplode = ( ( ((inflictor.realowner == self.realowner)
- && (inflictor.projectiledeathtype & HITTYPE_SECONDARY))
- || (deathtype == DEATH_SLIME || deathtype == DEATH_LAVA) )
- && (self.projectiledeathtype & HITTYPE_SECONDARY) );
- */
if(is_linkexplode)
is_linkexplode = (is_linkexplode && autocvar_g_balance_hagar_secondary_load_linkexplode);
else
is_linkexplode = -1; // not secondary load, so continue as normal without exception.
-
- print(strcat("is_linkexplode: ", ftos(is_linkexplode), ", inflict_owner_classname: ", inflictor.owner.classname, ", self_owner_classname: ", self.owner.classname, ". \n"));
-
+
if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode))
return; // g_projectiles_damage says to halt
missile.angles = vectoangles (missile.velocity);
missile.flags = FL_PROJECTILE;
+ missile.missile_flags = MIF_SPLASH;
CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
missile.angles = vectoangles (missile.velocity);
missile.flags = FL_PROJECTILE;
+ missile.missile_flags = MIF_SPLASH;
CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
shots = self.hagar_load;
missile = world;
- while (counter < shots)
+ for(counter = 0; counter < shots; ++counter)
{
missile = spawn ();
missile.owner = missile.realowner = self;
setorigin (missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
missile.movetype = MOVETYPE_FLY;
+ missile.missile_flags = MIF_SPLASH;
// per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
spread_pershot = ((shots - 1) / (autocvar_g_balance_hagar_secondary_load_max - 1));
CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
other = missile; MUTATOR_CALLHOOK(EditProjectile);
-
- counter = counter + 1;
}
weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_load_animtime, w_ready);
void W_Hagar_Attack2_Load (void)
{
// loadable hagar secondary attack, must always run each frame
+
+ if(time < game_starttime)
+ return;
float loaded, enough_ammo;
loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
else if (req == WR_THINK)
{
float loadable_secondary;
- loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary;
+ loadable_secondary = (autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary);
if (loadable_secondary)
W_Hagar_Attack2_Load(); // must always run each frame
if not(self.hagar_load) // require releasing loaded rockets first
W_Reload(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");
}
+ else if (req == WR_SUICIDEMESSAGE)
+ {
+ return WEAPON_HAGAR_SUICIDE;
+ }
+ else if (req == WR_KILLMESSAGE)
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_HAGAR_MURDER_BURST;
+ else
+ return WEAPON_HAGAR_MURDER_SPRAY;
+ }
return TRUE;
}
#endif
precache_sound("weapons/hagexp2.wav");
precache_sound("weapons/hagexp3.wav");
}
- else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = _("%s played with tiny hagar rockets");
- else if (req == WR_KILLMESSAGE)
- {
- if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
- w_deathtypestring = _("%s was pummeled with a burst of hagar rockets by %s");
- else // unchecked: SPLASH, SECONDARY
- w_deathtypestring = _("%s was pummeled with hagar rockets by %s");
- }
return TRUE;
}
#endif