2 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"))
5 // NO bounce protection, as bounces are limited!
7 void W_Hagar_Explode (void)
9 self.event_damage = SUB_Null;
10 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);
15 void W_Hagar_Explode2 (void)
17 self.event_damage = SUB_Null;
18 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);
23 void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
28 float is_linkexplode = ((inflictor.realowner == self.realowner)
29 && ((inflictor.projectiledeathtype & HITTYPE_SECONDARY) && (self.projectiledeathtype & HITTYPE_SECONDARY))
30 && autocvar_g_balance_hagar_secondary_load_linkexplode);
32 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode))
33 return; // g_projectiles_damage says to halt
35 self.health = self.health - damage;
36 self.angles = vectoangles(self.velocity);
39 W_PrepareExplosionByDamage(attacker, self.think);
42 void W_Hagar_Touch (void)
48 void W_Hagar_Touch2 (void)
52 if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
56 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
57 self.angles = vectoangles (self.velocity);
59 self.projectiledeathtype |= HITTYPE_BOUNCE;
63 void W_Hagar_Attack (void)
67 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo);
69 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_primary_damage);
71 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
74 missile.owner = missile.realowner = self;
75 missile.classname = "missile";
76 missile.bot_dodge = TRUE;
77 missile.bot_dodgerating = autocvar_g_balance_hagar_primary_damage;
79 missile.takedamage = DAMAGE_YES;
80 missile.health = autocvar_g_balance_hagar_primary_health;
81 missile.damageforcescale = autocvar_g_balance_hagar_primary_damageforcescale;
82 missile.event_damage = W_Hagar_Damage;
83 missile.damagedbycontents = TRUE;
85 missile.touch = W_Hagar_Touch;
86 missile.use = W_Hagar_Explode;
87 missile.think = adaptor_think2use_hittype_splash;
88 missile.nextthink = time + autocvar_g_balance_hagar_primary_lifetime;
89 PROJECTILE_MAKETRIGGER(missile);
90 missile.projectiledeathtype = WEP_HAGAR;
91 setorigin (missile, w_shotorg);
92 setsize(missile, '0 0 0', '0 0 0');
94 missile.movetype = MOVETYPE_FLY;
95 W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_primary);
97 missile.angles = vectoangles (missile.velocity);
98 missile.flags = FL_PROJECTILE;
100 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
102 other = missile; MUTATOR_CALLHOOK(EditProjectile);
105 void W_Hagar_Attack2 (void)
107 local entity missile;
109 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
111 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage);
113 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
116 missile.owner = missile.realowner = self;
117 missile.classname = "missile";
118 missile.bot_dodge = TRUE;
119 missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
121 missile.takedamage = DAMAGE_YES;
122 missile.health = autocvar_g_balance_hagar_secondary_health;
123 missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale;
124 missile.event_damage = W_Hagar_Damage;
125 missile.damagedbycontents = TRUE;
127 missile.touch = W_Hagar_Touch2;
129 missile.use = W_Hagar_Explode2;
130 missile.think = adaptor_think2use_hittype_splash;
131 missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
132 PROJECTILE_MAKETRIGGER(missile);
133 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
134 setorigin (missile, w_shotorg);
135 setsize(missile, '0 0 0', '0 0 0');
137 missile.movetype = MOVETYPE_BOUNCEMISSILE;
138 W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_secondary);
140 missile.angles = vectoangles (missile.velocity);
141 missile.flags = FL_PROJECTILE;
143 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
145 other = missile; MUTATOR_CALLHOOK(EditProjectile);
148 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
149 void W_Hagar_Attack2_Load_Release (void)
151 // time to release the rockets we've loaded
153 local entity missile;
154 local float counter, shots, spread_pershot;
156 vector forward, right, up;
161 weapon_prepareattack_do(1, autocvar_g_balance_hagar_secondary_refire);
163 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage);
164 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
170 shots = self.hagar_load;
172 while (counter < shots)
175 missile.owner = missile.realowner = self;
176 missile.classname = "missile";
177 missile.bot_dodge = TRUE;
178 missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
180 missile.takedamage = DAMAGE_YES;
181 missile.health = autocvar_g_balance_hagar_secondary_health;
182 missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale;
183 missile.event_damage = W_Hagar_Damage;
184 missile.damagedbycontents = TRUE;
186 missile.touch = W_Hagar_Touch; // not bouncy
187 missile.use = W_Hagar_Explode2;
188 missile.think = adaptor_think2use_hittype_splash;
189 missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
190 PROJECTILE_MAKETRIGGER(missile);
191 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
192 setorigin (missile, w_shotorg);
193 setsize(missile, '0 0 0', '0 0 0');
194 missile.movetype = MOVETYPE_FLY;
196 // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
197 spread_pershot = ((shots - 1) / (autocvar_g_balance_hagar_secondary_load_max - 1));
198 spread_pershot = (1 - (spread_pershot * autocvar_g_balance_hagar_secondary_load_spread_bias));
199 spread_pershot = (autocvar_g_balance_hagar_secondary_spread * spread_pershot * g_weaponspreadfactor);
201 // pattern spread calculation
207 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
211 s = s * autocvar_g_balance_hagar_secondary_load_spread * g_weaponspreadfactor;
213 W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_hagar_secondary_speed, 0, 0, spread_pershot, FALSE);
215 missile.angles = vectoangles (missile.velocity);
216 missile.flags = FL_PROJECTILE;
218 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
220 other = missile; MUTATOR_CALLHOOK(EditProjectile);
222 counter = counter + 1;
225 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_load_animtime, w_ready);
226 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire * W_WeaponRateFactor();
230 void W_Hagar_Attack2_Load (void)
232 // loadable hagar secondary attack, must always run each frame
234 local float loaded, enough_ammo;
235 loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
237 // this is different than WR_CHECKAMMO when it comes to reloading
238 if(autocvar_g_balance_hagar_reload_ammo)
239 enough_ammo = self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo;
241 enough_ammo = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
243 if(self.BUTTON_ATCK2)
245 if(self.BUTTON_ATCK && autocvar_g_balance_hagar_secondary_load_abort)
249 // if we pressed primary fire while loading, unload all rockets and abort
250 self.weaponentity.state = WS_READY;
251 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo
253 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
255 // pause until we can load rockets again, once we re-press the alt fire button
256 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
258 // require letting go of the alt fire button before we can load again
259 self.hagar_loadblock = TRUE;
264 // check if we can attempt to load another rocket
265 if(!loaded && enough_ammo)
267 if(!self.hagar_loadblock && self.hagar_loadstep < time)
269 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
270 self.weaponentity.state = WS_INUSE;
271 self.hagar_load += 1;
272 sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
274 if (self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max)
275 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_hold * W_WeaponRateFactor();
277 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
280 else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
282 // if this is the last rocket we can load, play a beep sound to notify the player
283 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
284 self.hagar_loadbeep = TRUE;
288 else if(self.hagar_loadblock)
290 // the alt fire button has been released, so re-enable loading if blocked
291 self.hagar_loadblock = FALSE;
296 // play warning sound if we're about to release
297 if((loaded || !enough_ammo) && self.hagar_loadstep - 0.5 < time && autocvar_g_balance_hagar_secondary_load_hold >= 0)
299 if(!self.hagar_warning && self.hagar_load) // prevents the beep from playing each frame
301 // we're about to automatically release after holding time, play a beep sound to notify the player
302 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
303 self.hagar_warning = TRUE;
307 // release if player let go of button or if they've held it in too long
308 if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && autocvar_g_balance_hagar_secondary_load_hold >= 0))
310 self.weaponentity.state = WS_READY;
311 W_Hagar_Attack2_Load_Release();
316 self.hagar_loadbeep = FALSE;
317 self.hagar_warning = FALSE;
320 // we aren't checking ammo during an attack, so we must do it here
321 if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
323 // note: this doesn't force the switch
324 W_SwitchToOtherWeapon(self);
329 void spawnfunc_weapon_hagar (void)
331 weapon_defaultspawnfunc(WEP_HAGAR);
334 float w_hagar(float req)
339 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
342 // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
343 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
345 else if (req == WR_THINK)
347 local float loadable_secondary;
348 loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary;
350 if (loadable_secondary)
351 W_Hagar_Attack2_Load(); // must always run each frame
352 if(autocvar_g_balance_hagar_reload_ammo && self.clip_load < min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo)) // forced reload
353 weapon_action(self.weapon, WR_RELOAD);
354 else if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
356 if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
359 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
362 else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary)
364 if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
367 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
371 else if (req == WR_GONETHINK)
373 // we lost the weapon and want to prepare switching away
376 self.weaponentity.state = WS_READY;
377 W_Hagar_Attack2_Load_Release();
380 else if (req == WR_PRECACHE)
382 precache_model ("models/weapons/g_hagar.md3");
383 precache_model ("models/weapons/v_hagar.md3");
384 precache_model ("models/weapons/h_hagar.iqm");
385 precache_sound ("weapons/hagar_fire.wav");
386 precache_sound ("weapons/hagar_load.wav");
387 precache_sound ("weapons/hagar_beep.wav");
388 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
390 else if (req == WR_SETUP)
392 weapon_setup(WEP_HAGAR);
393 self.current_ammo = ammo_rockets;
394 self.hagar_loadblock = FALSE;
398 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo if necessary
402 else if (req == WR_CHECKAMMO1)
404 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
405 ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_primary_ammo;
408 else if (req == WR_CHECKAMMO2)
410 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
411 ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo;
414 else if (req == WR_RESETPLAYER)
418 else if (req == WR_PLAYERDEATH)
420 // if we have any rockets loaded when we die, release them
421 if(self.hagar_load && autocvar_g_balance_hagar_secondary_load_releasedeath)
422 W_Hagar_Attack2_Load_Release();
424 else if (req == WR_RELOAD)
426 if not(self.hagar_load) // require releasing loaded rockets first
427 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");
433 float w_hagar(float req)
435 if(req == WR_IMPACTEFFECT)
438 org2 = w_org + w_backoff * 6;
439 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
443 sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
444 else if (w_random<0.7)
445 sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
447 sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
450 else if(req == WR_PRECACHE)
452 precache_sound("weapons/hagexp1.wav");
453 precache_sound("weapons/hagexp2.wav");
454 precache_sound("weapons/hagexp3.wav");
456 else if (req == WR_SUICIDEMESSAGE)
457 w_deathtypestring = _("%s played with tiny rockets");
458 else if (req == WR_KILLMESSAGE)
460 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
461 w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce");
462 else // unchecked: SPLASH, SECONDARY
463 w_deathtypestring = _("%s was pummeled by %s");