3 /* ammotype */ ATTRIB(Hagar, ammo_field, .int, ammo_rockets)
4 /* impulse */ ATTRIB(Hagar, impulse, int, 8)
5 /* flags */ ATTRIB(Hagar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
6 /* rating */ ATTRIB(Hagar, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
7 /* color */ ATTRIB(Hagar, wpcolor, vector, '1 1 0.5');
8 /* modelname */ ATTRIB(Hagar, mdl, string, "hagar");
10 /* model */ ATTRIB(Hagar, m_model, Model, MDL_HAGAR_ITEM);
12 /* crosshair */ ATTRIB(Hagar, w_crosshair, string, "gfx/crosshairhagar");
13 /* crosshair */ ATTRIB(Hagar, w_crosshair_size, float, 0.8);
14 /* wepimg */ ATTRIB(Hagar, model2, string, "weaponhagar");
15 /* refname */ ATTRIB(Hagar, netname, string, "hagar");
16 /* wepname */ ATTRIB(Hagar, m_name, string, _("Hagar"));
18 #define X(BEGIN, P, END, class, prefix) \
20 P(class, prefix, ammo, float, BOTH) \
21 P(class, prefix, damageforcescale, float, BOTH) \
22 P(class, prefix, damage, float, BOTH) \
23 P(class, prefix, edgedamage, float, BOTH) \
24 P(class, prefix, force, float, BOTH) \
25 P(class, prefix, health, float, BOTH) \
26 P(class, prefix, lifetime, float, PRI) \
27 P(class, prefix, lifetime_min, float, SEC) \
28 P(class, prefix, lifetime_rand, float, SEC) \
29 P(class, prefix, load, float, SEC) \
30 P(class, prefix, load_abort, float, SEC) \
31 P(class, prefix, load_animtime, float, SEC) \
32 P(class, prefix, load_hold, float, SEC) \
33 P(class, prefix, load_linkexplode, float, SEC) \
34 P(class, prefix, load_max, float, SEC) \
35 P(class, prefix, load_releasedeath, float, SEC) \
36 P(class, prefix, load_speed, float, SEC) \
37 P(class, prefix, load_spread, float, SEC) \
38 P(class, prefix, load_spread_bias, float, SEC) \
39 P(class, prefix, radius, float, BOTH) \
40 P(class, prefix, refire, float, BOTH) \
41 P(class, prefix, reload_ammo, float, NONE) \
42 P(class, prefix, reload_time, float, NONE) \
43 P(class, prefix, secondary, float, NONE) \
44 P(class, prefix, speed, float, BOTH) \
45 P(class, prefix, spread, float, BOTH) \
46 P(class, prefix, switchdelay_drop, float, NONE) \
47 P(class, prefix, switchdelay_raise, float, NONE) \
48 P(class, prefix, weaponreplace, string,NONE) \
49 P(class, prefix, weaponstartoverride, float, NONE) \
50 P(class, prefix, weaponstart, float, NONE) \
51 P(class, prefix, weaponthrowable, float, NONE) \
53 W_PROPS(X, Hagar, hagar)
57 REGISTER_WEAPON(HAGAR, hagar, NEW(Hagar));
62 spawnfunc(weapon_hagar) { weapon_defaultspawnfunc(this, WEP_HAGAR); }
64 // NO bounce protection, as bounces are limited!
66 void W_Hagar_Explode()
68 self.event_damage = func_null;
69 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);
74 void W_Hagar_Explode2()
76 self.event_damage = func_null;
77 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);
82 void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
87 float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == this.owner) : true)
88 && (inflictor.projectiledeathtype & HITTYPE_SECONDARY)
89 && (this.projectiledeathtype & HITTYPE_SECONDARY));
92 is_linkexplode = (is_linkexplode && WEP_CVAR_SEC(hagar, load_linkexplode));
94 is_linkexplode = -1; // not secondary load, so continue as normal without exception.
96 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, is_linkexplode))
97 return; // g_projectiles_damage says to halt
99 this.health = this.health - damage;
100 this.angles = vectoangles(this.velocity);
103 WITH(entity, self, this, W_PrepareExplosionByDamage(attacker, this.think));
112 void W_Hagar_Touch2()
116 if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
120 Send_Effect(EFFECT_HAGAR_BOUNCE, self.origin, self.velocity, 1);
121 self.angles = vectoangles(self.velocity);
123 self.projectiledeathtype |= HITTYPE_BOUNCE;
127 void W_Hagar_Attack(Weapon thiswep)
131 W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(hagar, ammo));
133 W_SetupShot(self, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
135 Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
137 missile = new(missile);
138 missile.owner = missile.realowner = self;
139 missile.bot_dodge = true;
140 missile.bot_dodgerating = WEP_CVAR_PRI(hagar, damage);
142 missile.takedamage = DAMAGE_YES;
143 missile.health = WEP_CVAR_PRI(hagar, health);
144 missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale);
145 missile.event_damage = W_Hagar_Damage;
146 missile.damagedbycontents = true;
148 missile.touch = W_Hagar_Touch;
149 missile.use = W_Hagar_Explode;
150 missile.think = adaptor_think2use_hittype_splash;
151 missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime);
152 PROJECTILE_MAKETRIGGER(missile);
153 missile.projectiledeathtype = WEP_HAGAR.m_id;
154 setorigin(missile, w_shotorg);
155 setsize(missile, '0 0 0', '0 0 0');
157 missile.movetype = MOVETYPE_FLY;
158 W_SetupProjVelocity_PRI(missile, hagar);
160 missile.angles = vectoangles(missile.velocity);
161 missile.flags = FL_PROJECTILE;
162 missile.missile_flags = MIF_SPLASH;
164 CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
166 MUTATOR_CALLHOOK(EditProjectile, self, missile);
169 void W_Hagar_Attack2(Weapon thiswep)
173 W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo));
175 W_SetupShot(self, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
177 Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
179 missile = new(missile);
180 missile.owner = missile.realowner = self;
181 missile.bot_dodge = true;
182 missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
184 missile.takedamage = DAMAGE_YES;
185 missile.health = WEP_CVAR_SEC(hagar, health);
186 missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
187 missile.event_damage = W_Hagar_Damage;
188 missile.damagedbycontents = true;
190 missile.touch = W_Hagar_Touch2;
192 missile.use = W_Hagar_Explode2;
193 missile.think = adaptor_think2use_hittype_splash;
194 missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
195 PROJECTILE_MAKETRIGGER(missile);
196 missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
197 setorigin(missile, w_shotorg);
198 setsize(missile, '0 0 0', '0 0 0');
200 missile.movetype = MOVETYPE_BOUNCEMISSILE;
201 W_SetupProjVelocity_SEC(missile, hagar);
203 missile.angles = vectoangles(missile.velocity);
204 missile.flags = FL_PROJECTILE;
205 missile.missile_flags = MIF_SPLASH;
207 CSQCProjectile(missile, true, PROJECTILE_HAGAR_BOUNCING, true);
209 MUTATOR_CALLHOOK(EditProjectile, self, missile);
212 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
213 void W_Hagar_Attack2_Load_Release(.entity weaponentity)
215 // time to release the rockets we've loaded
218 float counter, shots, spread_pershot;
220 vector forward, right, up;
225 weapon_prepareattack_do(self, weaponentity, true, WEP_CVAR_SEC(hagar, refire));
227 W_SetupShot(self, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
228 Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
234 shots = self.hagar_load;
236 for(counter = 0; counter < shots; ++counter)
238 missile = new(missile);
239 missile.owner = missile.realowner = self;
240 missile.bot_dodge = true;
241 missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
243 missile.takedamage = DAMAGE_YES;
244 missile.health = WEP_CVAR_SEC(hagar, health);
245 missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
246 missile.event_damage = W_Hagar_Damage;
247 missile.damagedbycontents = true;
249 missile.touch = W_Hagar_Touch; // not bouncy
250 missile.use = W_Hagar_Explode2;
251 missile.think = adaptor_think2use_hittype_splash;
252 missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
253 PROJECTILE_MAKETRIGGER(missile);
254 missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
255 setorigin(missile, w_shotorg);
256 setsize(missile, '0 0 0', '0 0 0');
257 missile.movetype = MOVETYPE_FLY;
258 missile.missile_flags = MIF_SPLASH;
260 // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
261 spread_pershot = ((shots - 1) / (WEP_CVAR_SEC(hagar, load_max) - 1));
262 spread_pershot = (1 - (spread_pershot * WEP_CVAR_SEC(hagar, load_spread_bias)));
263 spread_pershot = (WEP_CVAR_SEC(hagar, spread) * spread_pershot * g_weaponspreadfactor);
265 // pattern spread calculation
271 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
275 s = s * WEP_CVAR_SEC(hagar, load_spread) * g_weaponspreadfactor;
277 W_SetupProjVelocity_Explicit(missile, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_SEC(hagar, speed), 0, 0, spread_pershot, false);
279 missile.angles = vectoangles(missile.velocity);
280 missile.flags = FL_PROJECTILE;
282 CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
284 MUTATOR_CALLHOOK(EditProjectile, self, missile);
287 weapon_thinkf(self, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
288 self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor();
292 void W_Hagar_Attack2_Load(Weapon thiswep, .entity weaponentity)
294 // loadable hagar secondary attack, must always run each frame
296 if(time < game_starttime)
299 bool loaded = self.hagar_load >= WEP_CVAR_SEC(hagar, load_max);
301 // this is different than WR_CHECKAMMO when it comes to reloading
303 if(self.items & IT_UNLIMITED_WEAPON_AMMO)
305 else if(autocvar_g_balance_hagar_reload_ammo)
306 enough_ammo = self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
308 enough_ammo = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
310 bool stopped = loaded || !enough_ammo;
312 if(PHYS_INPUT_BUTTON_ATCK2(self))
314 if(PHYS_INPUT_BUTTON_ATCK(self) && WEP_CVAR_SEC(hagar, load_abort))
318 // if we pressed primary fire while loading, unload all rockets and abort
319 self.(weaponentity).state = WS_READY;
320 W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo
322 sound(self, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
324 // pause until we can load rockets again, once we re-press the alt fire button
325 self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor();
327 // require letting go of the alt fire button before we can load again
328 self.hagar_loadblock = true;
333 // check if we can attempt to load another rocket
336 if(!self.hagar_loadblock && self.hagar_loadstep < time)
338 W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo));
339 self.(weaponentity).state = WS_INUSE;
340 self.hagar_load += 1;
341 sound(self, CH_WEAPON_B, SND_HAGAR_LOAD, VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
343 if(self.hagar_load >= WEP_CVAR_SEC(hagar, load_max))
346 self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor();
349 if(stopped && !self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
351 // if this is the last rocket we can load, play a beep sound to notify the player
352 sound(self, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
353 self.hagar_loadbeep = true;
354 self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor();
358 else if(self.hagar_loadblock)
360 // the alt fire button has been released, so re-enable loading if blocked
361 self.hagar_loadblock = false;
366 // play warning sound if we're about to release
367 if(stopped && self.hagar_loadstep - 0.5 < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)
369 if(!self.hagar_warning) // prevents the beep from playing each frame
371 // we're about to automatically release after holding time, play a beep sound to notify the player
372 sound(self, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
373 self.hagar_warning = true;
377 // release if player let go of button or if they've held it in too long
378 if(!PHYS_INPUT_BUTTON_ATCK2(self) || (stopped && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
380 self.(weaponentity).state = WS_READY;
381 W_Hagar_Attack2_Load_Release(weaponentity);
386 self.hagar_loadbeep = false;
387 self.hagar_warning = false;
389 // we aren't checking ammo during an attack, so we must do it here
390 if(!(thiswep.wr_checkammo1(thiswep) + thiswep.wr_checkammo2(thiswep)))
391 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
393 // note: this doesn't force the switch
394 W_SwitchToOtherWeapon(self);
400 METHOD(Hagar, wr_aim, void(entity thiswep))
403 PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
404 else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
405 PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
407 METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
409 float loadable_secondary;
410 loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
412 if(loadable_secondary)
413 W_Hagar_Attack2_Load(thiswep, weaponentity); // must always run each frame
414 if(autocvar_g_balance_hagar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload
415 thiswep.wr_reload(thiswep, actor, weaponentity);
416 } else if((fire & 1) && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset
418 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hagar, refire)))
420 W_Hagar_Attack(thiswep);
421 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready);
424 else if((fire & 2) && !loadable_secondary && WEP_CVAR(hagar, secondary))
426 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)))
428 W_Hagar_Attack2(thiswep);
429 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
433 METHOD(Hagar, wr_gonethink, void(entity thiswep))
435 // we lost the weapon and want to prepare switching away
438 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
439 self.(weaponentity).state = WS_READY;
440 W_Hagar_Attack2_Load_Release(weaponentity);
443 METHOD(Hagar, wr_setup, void(entity thiswep))
445 self.hagar_loadblock = false;
449 W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary
453 METHOD(Hagar, wr_checkammo1, bool(entity thiswep))
455 float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo);
456 ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
459 METHOD(Hagar, wr_checkammo2, bool(entity thiswep))
461 float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
462 ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
465 METHOD(Hagar, wr_resetplayer, void(entity thiswep))
469 METHOD(Hagar, wr_playerdeath, void(entity thiswep))
471 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
472 // if we have any rockets loaded when we die, release them
473 if(self.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
474 W_Hagar_Attack2_Load_Release(weaponentity);
476 METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
478 if(!self.hagar_load) // require releasing loaded rockets first
479 W_Reload(self, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND_RELOAD);
481 METHOD(Hagar, wr_suicidemessage, Notification(entity thiswep))
483 return WEAPON_HAGAR_SUICIDE;
485 METHOD(Hagar, wr_killmessage, Notification(entity thiswep))
487 if(w_deathtype & HITTYPE_SECONDARY)
488 return WEAPON_HAGAR_MURDER_BURST;
490 return WEAPON_HAGAR_MURDER_SPRAY;
496 METHOD(Hagar, wr_impacteffect, void(entity thiswep))
499 org2 = w_org + w_backoff * 6;
500 pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
504 sound(self, CH_SHOTS, SND_HAGEXP1, VOL_BASE, ATTN_NORM);
505 else if(w_random<0.7)
506 sound(self, CH_SHOTS, SND_HAGEXP2, VOL_BASE, ATTN_NORM);
508 sound(self, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM);