4 /* function */ w_hagar,
5 /* ammotype */ IT_ROCKETS,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_MID,
10 /* netname */ "hagar",
11 /* fullname */ _("Hagar")
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, refire) \
21 WEP_ADD_CVAR(weapon, MO_BOTH, speed) \
22 WEP_ADD_CVAR(weapon, MO_BOTH, damageforcescale) \
23 WEP_ADD_CVAR(weapon, MO_BOTH, health) \
24 WEP_ADD_CVAR(weapon, MO_PRI, lifetime) \
25 WEP_ADD_CVAR(weapon, MO_NONE, secondary) \
26 WEP_ADD_CVAR(weapon, MO_SEC, spread) \
27 WEP_ADD_CVAR(weapon, MO_SEC, load) \
28 WEP_ADD_CVAR(weapon, MO_SEC, load_max) \
29 WEP_ADD_CVAR(weapon, MO_SEC, load_abort) \
30 WEP_ADD_CVAR(weapon, MO_SEC, load_animtime) \
31 WEP_ADD_CVAR(weapon, MO_SEC, load_hold) \
32 WEP_ADD_CVAR(weapon, MO_SEC, load_speed) \
33 WEP_ADD_CVAR(weapon, MO_SEC, load_releasedeath) \
34 WEP_ADD_CVAR(weapon, MO_SEC, load_spread) \
35 WEP_ADD_CVAR(weapon, MO_SEC, load_spread_bias) \
36 WEP_ADD_CVAR(weapon, MO_SEC, load_linkexplode) \
37 WEP_ADD_CVAR(weapon, MO_SEC, lifetime_min) \
38 WEP_ADD_CVAR(weapon, MO_SEC, lifetime_rand) \
39 WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
40 WEP_ADD_PROP(weapon, reloading_time, reload_time) \
41 WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
42 WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
49 void spawnfunc_weapon_hagar() { weapon_defaultspawnfunc(WEP_HAGAR); }
51 // NO bounce protection, as bounces are limited!
53 void W_Hagar_Explode (void)
55 self.event_damage = func_null;
56 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);
61 void W_Hagar_Explode2 (void)
63 self.event_damage = func_null;
64 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);
69 void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
74 float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : TRUE)
75 && (inflictor.projectiledeathtype & HITTYPE_SECONDARY)
76 && (self.projectiledeathtype & HITTYPE_SECONDARY));
79 is_linkexplode = (is_linkexplode && WEP_CVAR_SEC(hagar, load_linkexplode));
81 is_linkexplode = -1; // not secondary load, so continue as normal without exception.
83 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode))
84 return; // g_projectiles_damage says to halt
86 self.health = self.health - damage;
87 self.angles = vectoangles(self.velocity);
90 W_PrepareExplosionByDamage(attacker, self.think);
93 void W_Hagar_Touch (void)
99 void W_Hagar_Touch2 (void)
103 if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
107 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
108 self.angles = vectoangles (self.velocity);
110 self.projectiledeathtype |= HITTYPE_BOUNCE;
114 void W_Hagar_Attack (void)
118 W_DecreaseAmmo(ammo_rockets, WEP_CVAR_PRI(hagar, ammo), autocvar_g_balance_hagar_reload_ammo);
120 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
122 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
125 missile.owner = missile.realowner = self;
126 missile.classname = "missile";
127 missile.bot_dodge = TRUE;
128 missile.bot_dodgerating = WEP_CVAR_PRI(hagar, damage);
130 missile.takedamage = DAMAGE_YES;
131 missile.health = WEP_CVAR_PRI(hagar, health);
132 missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale);
133 missile.event_damage = W_Hagar_Damage;
134 missile.damagedbycontents = TRUE;
136 missile.touch = W_Hagar_Touch;
137 missile.use = W_Hagar_Explode;
138 missile.think = adaptor_think2use_hittype_splash;
139 missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime);
140 PROJECTILE_MAKETRIGGER(missile);
141 missile.projectiledeathtype = WEP_HAGAR;
142 setorigin (missile, w_shotorg);
143 setsize(missile, '0 0 0', '0 0 0');
145 missile.movetype = MOVETYPE_FLY;
146 W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_primary);
148 missile.angles = vectoangles (missile.velocity);
149 missile.flags = FL_PROJECTILE;
150 missile.missile_flags = MIF_SPLASH;
152 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
154 other = missile; MUTATOR_CALLHOOK(EditProjectile);
157 void W_Hagar_Attack2 (void)
161 W_DecreaseAmmo(ammo_rockets, WEP_CVAR_SEC(hagar, ammo), autocvar_g_balance_hagar_reload_ammo);
163 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
165 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
168 missile.owner = missile.realowner = self;
169 missile.classname = "missile";
170 missile.bot_dodge = TRUE;
171 missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
173 missile.takedamage = DAMAGE_YES;
174 missile.health = WEP_CVAR_SEC(hagar, health);
175 missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
176 missile.event_damage = W_Hagar_Damage;
177 missile.damagedbycontents = TRUE;
179 missile.touch = W_Hagar_Touch2;
181 missile.use = W_Hagar_Explode2;
182 missile.think = adaptor_think2use_hittype_splash;
183 missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
184 PROJECTILE_MAKETRIGGER(missile);
185 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
186 setorigin (missile, w_shotorg);
187 setsize(missile, '0 0 0', '0 0 0');
189 missile.movetype = MOVETYPE_BOUNCEMISSILE;
190 W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_secondary);
192 missile.angles = vectoangles (missile.velocity);
193 missile.flags = FL_PROJECTILE;
194 missile.missile_flags = MIF_SPLASH;
196 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
198 other = missile; MUTATOR_CALLHOOK(EditProjectile);
201 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
202 void W_Hagar_Attack2_Load_Release (void)
204 // time to release the rockets we've loaded
207 float counter, shots, spread_pershot;
209 vector forward, right, up;
214 weapon_prepareattack_do(1, WEP_CVAR_SEC(hagar, refire));
216 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
217 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
223 shots = self.hagar_load;
225 for(counter = 0; counter < shots; ++counter)
228 missile.owner = missile.realowner = self;
229 missile.classname = "missile";
230 missile.bot_dodge = TRUE;
231 missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
233 missile.takedamage = DAMAGE_YES;
234 missile.health = WEP_CVAR_SEC(hagar, health);
235 missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
236 missile.event_damage = W_Hagar_Damage;
237 missile.damagedbycontents = TRUE;
239 missile.touch = W_Hagar_Touch; // not bouncy
240 missile.use = W_Hagar_Explode2;
241 missile.think = adaptor_think2use_hittype_splash;
242 missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
243 PROJECTILE_MAKETRIGGER(missile);
244 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
245 setorigin (missile, w_shotorg);
246 setsize(missile, '0 0 0', '0 0 0');
247 missile.movetype = MOVETYPE_FLY;
248 missile.missile_flags = MIF_SPLASH;
250 // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
251 spread_pershot = ((shots - 1) / (WEP_CVAR_SEC(hagar, load_max) - 1));
252 spread_pershot = (1 - (spread_pershot * WEP_CVAR_SEC(hagar, load_spread_bias)));
253 spread_pershot = (WEP_CVAR_SEC(hagar, spread) * spread_pershot * g_weaponspreadfactor);
255 // pattern spread calculation
261 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
265 s = s * WEP_CVAR_SEC(hagar, load_spread) * g_weaponspreadfactor;
267 W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, WEP_CVAR_SEC(hagar, speed), 0, 0, spread_pershot, FALSE);
269 missile.angles = vectoangles (missile.velocity);
270 missile.flags = FL_PROJECTILE;
272 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
274 other = missile; MUTATOR_CALLHOOK(EditProjectile);
277 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
278 self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor();
282 void W_Hagar_Attack2_Load (void)
284 // loadable hagar secondary attack, must always run each frame
286 if(time < game_starttime)
289 float loaded, enough_ammo;
290 loaded = self.hagar_load >= WEP_CVAR_SEC(hagar, load_max);
292 // this is different than WR_CHECKAMMO when it comes to reloading
293 if(autocvar_g_balance_hagar_reload_ammo)
294 enough_ammo = self.(weapon_load[WEP_HAGAR]) >= WEP_CVAR_SEC(hagar, ammo);
296 enough_ammo = self.ammo_rockets >= WEP_CVAR_SEC(hagar, ammo);
298 if(self.BUTTON_ATCK2)
300 if(self.BUTTON_ATCK && WEP_CVAR_SEC(hagar, load_abort))
304 // if we pressed primary fire while loading, unload all rockets and abort
305 self.weaponentity.state = WS_READY;
306 W_DecreaseAmmo(ammo_rockets, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo
308 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
310 // pause until we can load rockets again, once we re-press the alt fire button
311 self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor();
313 // require letting go of the alt fire button before we can load again
314 self.hagar_loadblock = TRUE;
319 // check if we can attempt to load another rocket
320 if(!loaded && enough_ammo)
322 if(!self.hagar_loadblock && self.hagar_loadstep < time)
324 W_DecreaseAmmo(ammo_rockets, WEP_CVAR_SEC(hagar, ammo), autocvar_g_balance_hagar_reload_ammo);
325 self.weaponentity.state = WS_INUSE;
326 self.hagar_load += 1;
327 sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
329 if (self.hagar_load >= WEP_CVAR_SEC(hagar, load_max))
330 self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor();
332 self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor();
335 else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
337 // if this is the last rocket we can load, play a beep sound to notify the player
338 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
339 self.hagar_loadbeep = TRUE;
343 else if(self.hagar_loadblock)
345 // the alt fire button has been released, so re-enable loading if blocked
346 self.hagar_loadblock = FALSE;
351 // play warning sound if we're about to release
352 if((loaded || !enough_ammo) && self.hagar_loadstep - 0.5 < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)
354 if(!self.hagar_warning && self.hagar_load) // prevents the beep from playing each frame
356 // we're about to automatically release after holding time, play a beep sound to notify the player
357 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
358 self.hagar_warning = TRUE;
362 // release if player let go of button or if they've held it in too long
363 if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
365 self.weaponentity.state = WS_READY;
366 W_Hagar_Attack2_Load_Release();
371 self.hagar_loadbeep = FALSE;
372 self.hagar_warning = FALSE;
375 // we aren't checking ammo during an attack, so we must do it here
376 if not(WEP_ACTION(self.weapon, WR_CHECKAMMO1) + WEP_ACTION(self.weapon, WR_CHECKAMMO2))
378 // note: this doesn't force the switch
379 W_SwitchToOtherWeapon(self);
384 float w_hagar(float req)
392 self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), FALSE);
393 else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
394 self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), FALSE);
400 float loadable_secondary;
401 loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
403 if (loadable_secondary)
404 W_Hagar_Attack2_Load(); // must always run each frame
405 if(autocvar_g_balance_hagar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) // forced reload
406 WEP_ACTION(self.weapon, WR_RELOAD);
407 else if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
409 if (weapon_prepareattack(0, WEP_CVAR_PRI(hagar, refire)))
412 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready);
415 else if (self.BUTTON_ATCK2 && !loadable_secondary && WEP_CVAR(hagar, secondary))
417 if (weapon_prepareattack(1, WEP_CVAR_SEC(hagar, refire)))
420 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
428 // we lost the weapon and want to prepare switching away
431 self.weaponentity.state = WS_READY;
432 W_Hagar_Attack2_Load_Release();
439 precache_model ("models/weapons/g_hagar.md3");
440 precache_model ("models/weapons/v_hagar.md3");
441 precache_model ("models/weapons/h_hagar.iqm");
442 precache_sound ("weapons/hagar_fire.wav");
443 precache_sound ("weapons/hagar_load.wav");
444 precache_sound ("weapons/hagar_beep.wav");
445 WEP_SET_PROPS(HAGAR_SETTINGS(hagar), WEP_HAGAR)
450 self.current_ammo = ammo_rockets;
451 self.hagar_loadblock = FALSE;
455 W_DecreaseAmmo(ammo_rockets, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo if necessary
463 ammo_amount = self.ammo_rockets >= WEP_CVAR_PRI(hagar, ammo);
464 ammo_amount += self.(weapon_load[WEP_HAGAR]) >= WEP_CVAR_PRI(hagar, ammo);
469 ammo_amount = self.ammo_rockets >= WEP_CVAR_SEC(hagar, ammo);
470 ammo_amount += self.(weapon_load[WEP_HAGAR]) >= WEP_CVAR_SEC(hagar, ammo);
475 WEP_CONFIG_SETTINGS(HAGAR_SETTINGS(hagar))
485 // if we have any rockets loaded when we die, release them
486 if(self.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
487 W_Hagar_Attack2_Load_Release();
493 if not(self.hagar_load) // require releasing loaded rockets first
494 W_Reload(min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), "weapons/reload.wav");
498 case WR_SUICIDEMESSAGE:
500 return WEAPON_HAGAR_SUICIDE;
504 if(w_deathtype & HITTYPE_SECONDARY)
505 return WEAPON_HAGAR_MURDER_BURST;
507 return WEAPON_HAGAR_MURDER_SPRAY;
514 float w_hagar(float req)
518 case WR_IMPACTEFFECT:
521 org2 = w_org + w_backoff * 6;
522 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
526 sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
527 else if (w_random<0.7)
528 sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
530 sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
537 precache_sound("weapons/hagexp1.wav");
538 precache_sound("weapons/hagexp2.wav");
539 precache_sound("weapons/hagexp3.wav");