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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id */ HAGAR,
4 /* function */ w_hagar,
5 /* ammotype */ IT_ROCKETS,
6 /* impulse  */ 8,
7 /* flags    */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating   */ BOT_PICKUP_RATING_MID,
9 /* model    */ "hagar",
10 /* netname  */ "hagar",
11 /* fullname */ _("Hagar")
12 );
13
14 #define HAGAR_SETTINGS(weapon) \
15         WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \
16         WEP_ADD_CVAR(weapon, MO_BOTH, damage) \
17         WEP_ADD_CVAR(weapon, MO_BOTH, edgedamage) \
18         WEP_ADD_CVAR(weapon, MO_BOTH, force) \
19         WEP_ADD_CVAR(weapon, MO_BOTH, radius) \
20         WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \
21         WEP_ADD_CVAR(weapon, MO_BOTH, refire) \
22         WEP_ADD_CVAR(weapon, MO_BOTH, speed) \
23         WEP_ADD_CVAR(weapon, MO_BOTH, damageforcescale) \
24         WEP_ADD_CVAR(weapon, MO_BOTH, health) \
25         WEP_ADD_CVAR(weapon, MO_PRI,  lifetime) \
26         WEP_ADD_CVAR(weapon, MO_NONE, secondary) \
27         WEP_ADD_CVAR(weapon, MO_SEC,  spread) \
28         WEP_ADD_CVAR(weapon, MO_SEC,  load) \
29         WEP_ADD_CVAR(weapon, MO_SEC,  load_max) \
30         WEP_ADD_CVAR(weapon, MO_SEC,  load_abort) \
31         WEP_ADD_CVAR(weapon, MO_SEC,  load_animtime) \
32         WEP_ADD_CVAR(weapon, MO_SEC,  load_hold) \
33         WEP_ADD_CVAR(weapon, MO_SEC,  load_speed) \
34         WEP_ADD_CVAR(weapon, MO_SEC,  load_releasedeath) \
35         WEP_ADD_CVAR(weapon, MO_SEC,  load_spread) \
36         WEP_ADD_CVAR(weapon, MO_SEC,  load_spread_bias) \
37         WEP_ADD_CVAR(weapon, MO_SEC,  load_linkexplode) \
38         WEP_ADD_CVAR(weapon, MO_SEC,  lifetime_min) \
39         WEP_ADD_CVAR(weapon, MO_SEC,  lifetime_rand) \
40         WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
41         WEP_ADD_PROP(weapon, reloading_time, reload_time) \
42         WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
43         WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
44
45 #ifdef SVQC
46 HAGAR_SETTINGS(hagar)
47 void spawnfunc_weapon_hagar() { weapon_defaultspawnfunc(WEP_HAGAR); }
48 #endif
49 #else
50 #ifdef SVQC
51
52 // NO bounce protection, as bounces are limited!
53
54 void W_Hagar_Explode (void)
55 {
56         self.event_damage = func_null;
57         RadiusDamage (self, self.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), world, world, WEP_CVAR_PRI(hagar, force), self.projectiledeathtype, other);
58
59         remove (self);
60 }
61
62 void W_Hagar_Explode2 (void)
63 {
64         self.event_damage = func_null;
65         RadiusDamage (self, self.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), world, world, WEP_CVAR_SEC(hagar, force), self.projectiledeathtype, other);
66
67         remove (self);
68 }
69
70 void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
71 {
72         if (self.health <= 0)
73                 return;
74                 
75         float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : TRUE)
76                 && (inflictor.projectiledeathtype & HITTYPE_SECONDARY) 
77                 && (self.projectiledeathtype & HITTYPE_SECONDARY));
78         
79         if(is_linkexplode)
80                 is_linkexplode = (is_linkexplode && WEP_CVAR_SEC(hagar, load_linkexplode));
81         else
82                 is_linkexplode = -1; // not secondary load, so continue as normal without exception.
83
84         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode))
85                 return; // g_projectiles_damage says to halt
86
87         self.health = self.health - damage;
88         self.angles = vectoangles(self.velocity);
89         
90         if (self.health <= 0)
91                 W_PrepareExplosionByDamage(attacker, self.think);
92 }
93
94 void W_Hagar_Touch (void)
95 {
96         PROJECTILE_TOUCH;
97         self.use ();
98 }
99
100 void W_Hagar_Touch2 (void)
101 {
102         PROJECTILE_TOUCH;
103
104         if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
105                 self.use();
106         } else {
107                 self.cnt++;
108                 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
109                 self.angles = vectoangles (self.velocity);
110                 self.owner = world;
111                 self.projectiledeathtype |= HITTYPE_BOUNCE;
112         }
113 }
114
115 void W_Hagar_Attack (void)
116 {
117         entity missile;
118
119         W_DecreaseAmmo(ammo_rockets, WEP_CVAR_PRI(hagar, ammo), autocvar_g_balance_hagar_reload_ammo);
120
121         W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
122
123         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
124
125         missile = spawn ();
126         missile.owner = missile.realowner = self;
127         missile.classname = "missile";
128         missile.bot_dodge = TRUE;
129         missile.bot_dodgerating = WEP_CVAR_PRI(hagar, damage);
130         
131         missile.takedamage = DAMAGE_YES;
132         missile.health = WEP_CVAR_PRI(hagar, health);
133         missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale);
134         missile.event_damage = W_Hagar_Damage;
135         missile.damagedbycontents = TRUE;
136         
137         missile.touch = W_Hagar_Touch;
138         missile.use = W_Hagar_Explode;
139         missile.think = adaptor_think2use_hittype_splash;
140         missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime);
141         PROJECTILE_MAKETRIGGER(missile);
142         missile.projectiledeathtype = WEP_HAGAR;
143         setorigin (missile, w_shotorg);
144         setsize(missile, '0 0 0', '0 0 0');
145
146         missile.movetype = MOVETYPE_FLY;
147         W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_primary);
148
149         missile.angles = vectoangles (missile.velocity);
150         missile.flags = FL_PROJECTILE;
151         missile.missile_flags = MIF_SPLASH; 
152
153         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
154
155         other = missile; MUTATOR_CALLHOOK(EditProjectile);
156 }
157
158 void W_Hagar_Attack2 (void)
159 {
160         entity missile;
161
162         W_DecreaseAmmo(ammo_rockets, WEP_CVAR_SEC(hagar, ammo), autocvar_g_balance_hagar_reload_ammo);
163
164         W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
165
166         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
167
168         missile = spawn ();
169         missile.owner = missile.realowner = self;
170         missile.classname = "missile";
171         missile.bot_dodge = TRUE;
172         missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
173         
174         missile.takedamage = DAMAGE_YES;
175         missile.health = WEP_CVAR_SEC(hagar, health);
176         missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
177         missile.event_damage = W_Hagar_Damage;
178         missile.damagedbycontents = TRUE;
179
180         missile.touch = W_Hagar_Touch2;
181         missile.cnt = 0;
182         missile.use = W_Hagar_Explode2;
183         missile.think = adaptor_think2use_hittype_splash;
184         missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
185         PROJECTILE_MAKETRIGGER(missile);
186         missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
187         setorigin (missile, w_shotorg);
188         setsize(missile, '0 0 0', '0 0 0');
189
190         missile.movetype = MOVETYPE_BOUNCEMISSILE;
191         W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_secondary);
192
193         missile.angles = vectoangles (missile.velocity);
194         missile.flags = FL_PROJECTILE;
195         missile.missile_flags = MIF_SPLASH; 
196
197         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
198
199         other = missile; MUTATOR_CALLHOOK(EditProjectile);
200 }
201
202 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
203 void W_Hagar_Attack2_Load_Release (void)
204 {
205         // time to release the rockets we've loaded
206
207         entity missile;
208         float counter, shots, spread_pershot;
209         vector s;
210         vector forward, right, up;
211
212         if(!self.hagar_load)
213                 return;
214
215         weapon_prepareattack_do(1, WEP_CVAR_SEC(hagar, refire));
216
217         W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
218         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
219
220         forward = v_forward;
221         right = v_right;
222         up = v_up;
223
224         shots = self.hagar_load;
225         missile = world;
226         for(counter = 0; counter < shots; ++counter)
227         {
228                 missile = spawn ();
229                 missile.owner = missile.realowner = self;
230                 missile.classname = "missile";
231                 missile.bot_dodge = TRUE;
232                 missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
233                 
234                 missile.takedamage = DAMAGE_YES;
235                 missile.health = WEP_CVAR_SEC(hagar, health);
236                 missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
237                 missile.event_damage = W_Hagar_Damage;
238                 missile.damagedbycontents = TRUE;
239
240                 missile.touch = W_Hagar_Touch; // not bouncy
241                 missile.use = W_Hagar_Explode2;
242                 missile.think = adaptor_think2use_hittype_splash;
243                 missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
244                 PROJECTILE_MAKETRIGGER(missile);
245                 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
246                 setorigin (missile, w_shotorg);
247                 setsize(missile, '0 0 0', '0 0 0');
248                 missile.movetype = MOVETYPE_FLY;
249                 missile.missile_flags = MIF_SPLASH; 
250                 
251                 // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
252                 spread_pershot = ((shots - 1) / (WEP_CVAR_SEC(hagar, load_max) - 1)); 
253                 spread_pershot = (1 - (spread_pershot * WEP_CVAR_SEC(hagar, load_spread_bias)));
254                 spread_pershot = (WEP_CVAR_SEC(hagar, spread) * spread_pershot * g_weaponspreadfactor);
255                 
256                 // pattern spread calculation
257                 s = '0 0 0';
258                 if (counter == 0)
259                         s = '0 0 0';
260                 else
261                 {
262                         makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
263                         s_y = v_forward_x;
264                         s_z = v_forward_y;
265                 }
266                 s = s * WEP_CVAR_SEC(hagar, load_spread) * g_weaponspreadfactor;
267                 
268                 W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, WEP_CVAR_SEC(hagar, speed), 0, 0, spread_pershot, FALSE);
269
270                 missile.angles = vectoangles (missile.velocity);
271                 missile.flags = FL_PROJECTILE;
272
273                 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
274
275                 other = missile; MUTATOR_CALLHOOK(EditProjectile);
276         }
277
278         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
279         self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor();
280         self.hagar_load = 0;
281 }
282
283 void W_Hagar_Attack2_Load (void)
284 {
285         // loadable hagar secondary attack, must always run each frame
286         
287         if(time < game_starttime)
288                 return;
289
290         float loaded, enough_ammo;
291         loaded = self.hagar_load >= WEP_CVAR_SEC(hagar, load_max);
292
293         // this is different than WR_CHECKAMMO when it comes to reloading
294         if(autocvar_g_balance_hagar_reload_ammo)
295                 enough_ammo = self.(weapon_load[WEP_HAGAR]) >= WEP_CVAR_SEC(hagar, ammo);
296         else
297                 enough_ammo = self.ammo_rockets >= WEP_CVAR_SEC(hagar, ammo);
298
299         if(self.BUTTON_ATCK2)
300         {
301                 if(self.BUTTON_ATCK && WEP_CVAR_SEC(hagar, load_abort))
302                 {
303                         if(self.hagar_load)
304                         {
305                                 // if we pressed primary fire while loading, unload all rockets and abort
306                                 self.weaponentity.state = WS_READY;
307                                 W_DecreaseAmmo(ammo_rockets, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo
308                                 self.hagar_load = 0;
309                                 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
310
311                                 // pause until we can load rockets again, once we re-press the alt fire button
312                                 self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor();
313
314                                 // require letting go of the alt fire button before we can load again
315                                 self.hagar_loadblock = TRUE;
316                         }
317                 }
318                 else
319                 {
320                         // check if we can attempt to load another rocket
321                         if(!loaded && enough_ammo)
322                         {
323                                 if(!self.hagar_loadblock && self.hagar_loadstep < time)
324                                 {
325                                         W_DecreaseAmmo(ammo_rockets, WEP_CVAR_SEC(hagar, ammo), autocvar_g_balance_hagar_reload_ammo);
326                                         self.weaponentity.state = WS_INUSE;
327                                         self.hagar_load += 1;
328                                         sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
329
330                                         if (self.hagar_load >= WEP_CVAR_SEC(hagar, load_max))
331                                                 self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor();
332                                         else
333                                                 self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor();
334                                 }
335                         }
336                         else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
337                         {
338                                 // if this is the last rocket we can load, play a beep sound to notify the player
339                                 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
340                                 self.hagar_loadbeep = TRUE;
341                         }
342                 }
343         }
344         else if(self.hagar_loadblock)
345         {
346                 // the alt fire button has been released, so re-enable loading if blocked
347                 self.hagar_loadblock = FALSE;
348         }
349
350         if(self.hagar_load)
351         {
352                 // play warning sound if we're about to release
353                 if((loaded || !enough_ammo) && self.hagar_loadstep - 0.5 < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)
354                 {
355                         if(!self.hagar_warning && self.hagar_load) // prevents the beep from playing each frame
356                         {
357                                 // we're about to automatically release after holding time, play a beep sound to notify the player
358                                 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
359                                 self.hagar_warning = TRUE;
360                         }
361                 }
362                 
363                 // release if player let go of button or if they've held it in too long
364                 if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
365                 {
366                         self.weaponentity.state = WS_READY;
367                         W_Hagar_Attack2_Load_Release();
368                 }
369         }
370         else
371         {
372                 self.hagar_loadbeep = FALSE;
373                 self.hagar_warning = FALSE;
374         }
375
376         // we aren't checking ammo during an attack, so we must do it here
377         if not(WEP_ACTION(self.weapon, WR_CHECKAMMO1) + WEP_ACTION(self.weapon, WR_CHECKAMMO2))
378         {
379                 // note: this doesn't force the switch
380                 W_SwitchToOtherWeapon(self);
381                 return;
382         }
383 }
384
385 float w_hagar(float req)
386 {
387         float ammo_amount;
388         switch(req)
389         {
390                 case WR_AIM:
391                 {
392                         if (random()>0.15)
393                                 self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), FALSE);
394                         else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
395                                 self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), FALSE);
396                                 
397                         return TRUE;
398                 }
399                 case WR_THINK:
400                 {
401                         float loadable_secondary;
402                         loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
403
404                         if (loadable_secondary)
405                                 W_Hagar_Attack2_Load(); // must always run each frame
406                         if(autocvar_g_balance_hagar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) // forced reload
407                                 WEP_ACTION(self.weapon, WR_RELOAD);
408                         else if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
409                         {
410                                 if (weapon_prepareattack(0, WEP_CVAR_PRI(hagar, refire)))
411                                 {
412                                         W_Hagar_Attack();
413                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready);
414                                 }
415                         }
416                         else if (self.BUTTON_ATCK2 && !loadable_secondary && WEP_CVAR(hagar, secondary))
417                         {
418                                 if (weapon_prepareattack(1, WEP_CVAR_SEC(hagar, refire)))
419                                 {
420                                         W_Hagar_Attack2();
421                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
422                                 }
423                         }
424                         
425                         return TRUE;
426                 }
427                 case WR_GONETHINK:
428                 {
429                         // we lost the weapon and want to prepare switching away
430                         if(self.hagar_load)
431                         {
432                                 self.weaponentity.state = WS_READY;
433                                 W_Hagar_Attack2_Load_Release();
434                         }
435                         
436                         return TRUE;
437                 }
438                 case WR_INIT:
439                 {
440                         precache_model ("models/weapons/g_hagar.md3");
441                         precache_model ("models/weapons/v_hagar.md3");
442                         precache_model ("models/weapons/h_hagar.iqm");
443                         precache_sound ("weapons/hagar_fire.wav");
444                         precache_sound ("weapons/hagar_load.wav");
445                         precache_sound ("weapons/hagar_beep.wav");
446                         #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/
447                         #define WEP_ADD_PROP(weapon,prop,name) WEP_SET_PROP(WEP_HAGAR,weapon,prop,name)
448                         HAGAR_SETTINGS(hagar)
449                         #undef WEP_ADD_CVAR
450                         #undef WEP_ADD_PROP
451                         return TRUE;
452                 }
453                 case WR_SETUP:
454                 {
455                         weapon_setup(WEP_HAGAR);
456                         self.current_ammo = ammo_rockets;
457                         self.hagar_loadblock = FALSE;
458
459                         if(self.hagar_load)
460                         {
461                                 W_DecreaseAmmo(ammo_rockets, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo if necessary
462                                 self.hagar_load = 0;
463                         }
464                         
465                         return TRUE;
466                 }
467                 case WR_CHECKAMMO1:
468                 {
469                         ammo_amount = self.ammo_rockets >= WEP_CVAR_PRI(hagar, ammo);
470                         ammo_amount += self.(weapon_load[WEP_HAGAR]) >= WEP_CVAR_PRI(hagar, ammo);
471                         return ammo_amount;
472                 }
473                 case WR_CHECKAMMO2:
474                 {
475                         ammo_amount = self.ammo_rockets >= WEP_CVAR_SEC(hagar, ammo);
476                         ammo_amount += self.(weapon_load[WEP_HAGAR]) >= WEP_CVAR_SEC(hagar, ammo);
477                         return ammo_amount;
478                 }
479                 case WR_CONFIG:
480                 {
481                         #define WEP_ADD_CVAR(weapon,mode,name) WEP_CONFIG_WRITE_CVARS(weapon,mode,name)
482                         #define WEP_ADD_PROP(weapon,prop,name) WEP_CONFIG_WRITE_PROPS(weapon,prop,name)
483                         HAGAR_SETTINGS(hagar)
484                         #undef WEP_ADD_CVAR
485                         #undef WEP_ADD_PROP
486                         return TRUE;
487                 }
488                 case WR_RESETPLAYER:
489                 {
490                         self.hagar_load = 0;
491                         return TRUE;
492                 }
493                 case WR_PLAYERDEATH:
494                 {
495                         // if we have any rockets loaded when we die, release them
496                         if(self.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
497                                 W_Hagar_Attack2_Load_Release();
498                                 
499                         return TRUE;
500                 }
501                 case WR_RELOAD:
502                 {
503                         if not(self.hagar_load) // require releasing loaded rockets first
504                                 W_Reload(min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), autocvar_g_balance_hagar_reload_ammo, autocvar_g_balance_hagar_reload_time, "weapons/reload.wav");
505                                 
506                         return TRUE;
507                 }
508                 case WR_SUICIDEMESSAGE:
509                 {
510                         return WEAPON_HAGAR_SUICIDE;
511                 }
512                 case WR_KILLMESSAGE:
513                 {
514                         if(w_deathtype & HITTYPE_SECONDARY)
515                                 return WEAPON_HAGAR_MURDER_BURST;
516                         else
517                                 return WEAPON_HAGAR_MURDER_SPRAY;
518                 }
519         }
520         return TRUE;
521 }
522 #endif
523 #ifdef CSQC
524 float w_hagar(float req)
525 {
526         switch(req)
527         {
528                 case WR_IMPACTEFFECT:
529                 {
530                         vector org2;
531                         org2 = w_org + w_backoff * 6;
532                         pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
533                         if(!w_issilent)
534                         {
535                                 if (w_random<0.15)
536                                         sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
537                                 else if (w_random<0.7)
538                                         sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
539                                 else
540                                         sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
541                         }
542                         
543                         return TRUE;
544                 }
545                 case WR_INIT:
546                 {
547                         precache_sound("weapons/hagexp1.wav");
548                         precache_sound("weapons/hagexp2.wav");
549                         precache_sound("weapons/hagexp3.wav");
550                         return TRUE;
551                 }
552         }
553         return TRUE;
554 }
555 #endif
556 #endif