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 = func_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 = func_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.owner != world) ? (inflictor.owner == self.owner) : TRUE)
29 && (inflictor.projectiledeathtype & HITTYPE_SECONDARY)
30 && (self.projectiledeathtype & HITTYPE_SECONDARY));
33 is_linkexplode = (is_linkexplode && autocvar_g_balance_hagar_secondary_load_linkexplode);
35 is_linkexplode = -1; // not secondary load, so continue as normal without exception.
37 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode))
38 return; // g_projectiles_damage says to halt
40 self.health = self.health - damage;
41 self.angles = vectoangles(self.velocity);
44 W_PrepareExplosionByDamage(attacker, self.think);
47 void W_Hagar_Touch (void)
53 void W_Hagar_Touch2 (void)
57 if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
61 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
62 self.angles = vectoangles (self.velocity);
64 self.projectiledeathtype |= HITTYPE_BOUNCE;
68 void W_Hagar_Attack (void)
72 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo);
74 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_primary_damage);
76 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
79 missile.owner = missile.realowner = self;
80 missile.classname = "missile";
81 missile.bot_dodge = TRUE;
82 missile.bot_dodgerating = autocvar_g_balance_hagar_primary_damage;
84 missile.takedamage = DAMAGE_YES;
85 missile.health = autocvar_g_balance_hagar_primary_health;
86 missile.damageforcescale = autocvar_g_balance_hagar_primary_damageforcescale;
87 missile.event_damage = W_Hagar_Damage;
88 missile.damagedbycontents = TRUE;
90 missile.touch = W_Hagar_Touch;
91 missile.use = W_Hagar_Explode;
92 missile.think = adaptor_think2use_hittype_splash;
93 missile.nextthink = time + autocvar_g_balance_hagar_primary_lifetime;
94 PROJECTILE_MAKETRIGGER(missile);
95 missile.projectiledeathtype = WEP_HAGAR;
96 setorigin (missile, w_shotorg);
97 setsize(missile, '0 0 0', '0 0 0');
99 missile.movetype = MOVETYPE_FLY;
100 W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_primary);
102 missile.angles = vectoangles (missile.velocity);
103 missile.flags = FL_PROJECTILE;
104 missile.missile_flags = MIF_SPLASH;
106 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
108 other = missile; MUTATOR_CALLHOOK(EditProjectile);
111 void W_Hagar_Attack2 (void)
115 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
117 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage);
119 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
122 missile.owner = missile.realowner = self;
123 missile.classname = "missile";
124 missile.bot_dodge = TRUE;
125 missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
127 missile.takedamage = DAMAGE_YES;
128 missile.health = autocvar_g_balance_hagar_secondary_health;
129 missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale;
130 missile.event_damage = W_Hagar_Damage;
131 missile.damagedbycontents = TRUE;
133 missile.touch = W_Hagar_Touch2;
135 missile.use = W_Hagar_Explode2;
136 missile.think = adaptor_think2use_hittype_splash;
137 missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
138 PROJECTILE_MAKETRIGGER(missile);
139 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
140 setorigin (missile, w_shotorg);
141 setsize(missile, '0 0 0', '0 0 0');
143 missile.movetype = MOVETYPE_BOUNCEMISSILE;
144 W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_secondary);
146 missile.angles = vectoangles (missile.velocity);
147 missile.flags = FL_PROJECTILE;
148 missile.missile_flags = MIF_SPLASH;
150 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
152 other = missile; MUTATOR_CALLHOOK(EditProjectile);
155 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
156 void W_Hagar_Attack2_Load_Release (void)
158 // time to release the rockets we've loaded
161 float counter, shots, spread_pershot;
163 vector forward, right, up;
168 weapon_prepareattack_do(1, autocvar_g_balance_hagar_secondary_refire);
170 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage);
171 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
177 shots = self.hagar_load;
179 for(counter = 0; counter < shots; ++counter)
182 missile.owner = missile.realowner = self;
183 missile.classname = "missile";
184 missile.bot_dodge = TRUE;
185 missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
187 missile.takedamage = DAMAGE_YES;
188 missile.health = autocvar_g_balance_hagar_secondary_health;
189 missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale;
190 missile.event_damage = W_Hagar_Damage;
191 missile.damagedbycontents = TRUE;
193 missile.touch = W_Hagar_Touch; // not bouncy
194 missile.use = W_Hagar_Explode2;
195 missile.think = adaptor_think2use_hittype_splash;
196 missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
197 PROJECTILE_MAKETRIGGER(missile);
198 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
199 setorigin (missile, w_shotorg);
200 setsize(missile, '0 0 0', '0 0 0');
201 missile.movetype = MOVETYPE_FLY;
202 missile.missile_flags = MIF_SPLASH;
204 // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
205 spread_pershot = ((shots - 1) / (autocvar_g_balance_hagar_secondary_load_max - 1));
206 spread_pershot = (1 - (spread_pershot * autocvar_g_balance_hagar_secondary_load_spread_bias));
207 spread_pershot = (autocvar_g_balance_hagar_secondary_spread * spread_pershot * g_weaponspreadfactor);
209 // pattern spread calculation
215 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
219 s = s * autocvar_g_balance_hagar_secondary_load_spread * g_weaponspreadfactor;
221 W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_hagar_secondary_speed, 0, 0, spread_pershot, FALSE);
223 missile.angles = vectoangles (missile.velocity);
224 missile.flags = FL_PROJECTILE;
226 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
228 other = missile; MUTATOR_CALLHOOK(EditProjectile);
231 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_load_animtime, w_ready);
232 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire * W_WeaponRateFactor();
236 void W_Hagar_Attack2_Load (void)
238 // loadable hagar secondary attack, must always run each frame
240 if(time < game_starttime)
243 float loaded, enough_ammo;
244 loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
246 // this is different than WR_CHECKAMMO when it comes to reloading
247 if(autocvar_g_balance_hagar_reload_ammo)
248 enough_ammo = self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo;
250 enough_ammo = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
252 if(self.BUTTON_ATCK2)
254 if(self.BUTTON_ATCK && autocvar_g_balance_hagar_secondary_load_abort)
258 // if we pressed primary fire while loading, unload all rockets and abort
259 self.weaponentity.state = WS_READY;
260 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo
262 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
264 // pause until we can load rockets again, once we re-press the alt fire button
265 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
267 // require letting go of the alt fire button before we can load again
268 self.hagar_loadblock = TRUE;
273 // check if we can attempt to load another rocket
274 if(!loaded && enough_ammo)
276 if(!self.hagar_loadblock && self.hagar_loadstep < time)
278 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
279 self.weaponentity.state = WS_INUSE;
280 self.hagar_load += 1;
281 sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
283 if (self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max)
284 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_hold * W_WeaponRateFactor();
286 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
289 else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
291 // if this is the last rocket we can load, play a beep sound to notify the player
292 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
293 self.hagar_loadbeep = TRUE;
297 else if(self.hagar_loadblock)
299 // the alt fire button has been released, so re-enable loading if blocked
300 self.hagar_loadblock = FALSE;
305 // play warning sound if we're about to release
306 if((loaded || !enough_ammo) && self.hagar_loadstep - 0.5 < time && autocvar_g_balance_hagar_secondary_load_hold >= 0)
308 if(!self.hagar_warning && self.hagar_load) // prevents the beep from playing each frame
310 // we're about to automatically release after holding time, play a beep sound to notify the player
311 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
312 self.hagar_warning = TRUE;
316 // release if player let go of button or if they've held it in too long
317 if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && autocvar_g_balance_hagar_secondary_load_hold >= 0))
319 self.weaponentity.state = WS_READY;
320 W_Hagar_Attack2_Load_Release();
325 self.hagar_loadbeep = FALSE;
326 self.hagar_warning = FALSE;
329 // we aren't checking ammo during an attack, so we must do it here
330 if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
332 // note: this doesn't force the switch
333 W_SwitchToOtherWeapon(self);
338 void spawnfunc_weapon_hagar (void)
340 weapon_defaultspawnfunc(WEP_HAGAR);
343 float w_hagar(float req)
348 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
351 // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
352 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
354 else if (req == WR_THINK)
356 float loadable_secondary;
357 loadable_secondary = (autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary);
359 if (loadable_secondary)
360 W_Hagar_Attack2_Load(); // must always run each frame
361 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
362 weapon_action(self.weapon, WR_RELOAD);
363 else if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
365 if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
368 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
371 else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary)
373 if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
376 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
380 else if (req == WR_GONETHINK)
382 // we lost the weapon and want to prepare switching away
385 self.weaponentity.state = WS_READY;
386 W_Hagar_Attack2_Load_Release();
389 else if (req == WR_PRECACHE)
391 precache_model ("models/weapons/g_hagar.md3");
392 precache_model ("models/weapons/v_hagar.md3");
393 precache_model ("models/weapons/h_hagar.iqm");
394 precache_sound ("weapons/hagar_fire.wav");
395 precache_sound ("weapons/hagar_load.wav");
396 precache_sound ("weapons/hagar_beep.wav");
397 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
399 else if (req == WR_SETUP)
401 weapon_setup(WEP_HAGAR);
402 self.current_ammo = ammo_rockets;
403 self.hagar_loadblock = FALSE;
407 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
411 else if (req == WR_CHECKAMMO1)
413 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
414 ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_primary_ammo;
417 else if (req == WR_CHECKAMMO2)
419 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
420 ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo;
423 else if (req == WR_RESETPLAYER)
427 else if (req == WR_PLAYERDEATH)
429 // if we have any rockets loaded when we die, release them
430 if(self.hagar_load && autocvar_g_balance_hagar_secondary_load_releasedeath)
431 W_Hagar_Attack2_Load_Release();
433 else if (req == WR_RELOAD)
435 if not(self.hagar_load) // require releasing loaded rockets first
436 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");
438 else if (req == WR_SUICIDEMESSAGE)
440 return WEAPON_HAGAR_SUICIDE;
442 else if (req == WR_KILLMESSAGE)
444 if(w_deathtype & HITTYPE_SECONDARY)
445 return WEAPON_HAGAR_MURDER_BURST;
447 return WEAPON_HAGAR_MURDER_SPRAY;
453 float w_hagar(float req)
455 if(req == WR_IMPACTEFFECT)
458 org2 = w_org + w_backoff * 6;
459 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
463 sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
464 else if (w_random<0.7)
465 sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
467 sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
470 else if(req == WR_PRECACHE)
472 precache_sound("weapons/hagexp1.wav");
473 precache_sound("weapons/hagexp2.wav");
474 precache_sound("weapons/hagexp3.wav");