void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
- if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+ if(GetResource(this, RES_HEALTH) <= 0)
return;
float is_linkexplode = ( ((inflictor.owner != NULL) ? (inflictor.owner == this.owner) : true)
if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, is_linkexplode))
return; // g_projectiles_damage says to halt
- TakeResource(this, RESOURCE_HEALTH, damage);
+ TakeResource(this, RES_HEALTH, damage);
this.angles = vectoangles(this.velocity);
- if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+ if(GetResource(this, RES_HEALTH) <= 0)
W_PrepareExplosionByDamage(this, attacker, getthink(this));
}
W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hagar, ammo), weaponentity);
- W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage), WEP_HAGAR.m_id);
+ W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage), thiswep.m_id);
- Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+ W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
missile = new(missile);
missile.owner = missile.realowner = actor;
missile.bot_dodgerating = WEP_CVAR_PRI(hagar, damage);
missile.takedamage = DAMAGE_YES;
- SetResourceAmountExplicit(missile, RESOURCE_HEALTH, WEP_CVAR_PRI(hagar, health));
+ SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR_PRI(hagar, health));
missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale);
missile.event_damage = W_Hagar_Damage;
missile.damagedbycontents = true;
setthink(missile, adaptor_think2use_hittype_splash);
missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime);
PROJECTILE_MAKETRIGGER(missile);
- missile.projectiledeathtype = WEP_HAGAR.m_id;
+ missile.projectiledeathtype = thiswep.m_id;
missile.weaponentity_fld = weaponentity;
setorigin(missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo), weaponentity);
- W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage), WEP_HAGAR.m_id | HITTYPE_SECONDARY);
+ W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage), thiswep.m_id | HITTYPE_SECONDARY);
- Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+ W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
missile = new(missile);
missile.owner = missile.realowner = actor;
missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
missile.takedamage = DAMAGE_YES;
- SetResourceAmountExplicit(missile, RESOURCE_HEALTH, WEP_CVAR_SEC(hagar, health));
+ SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR_SEC(hagar, health));
missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
missile.event_damage = W_Hagar_Damage;
missile.damagedbycontents = true;
setthink(missile, adaptor_think2use_hittype_splash);
missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
PROJECTILE_MAKETRIGGER(missile);
- missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
+ missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
missile.weaponentity_fld = weaponentity;
setorigin(missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
}
.float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
-void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
+void W_Hagar_Attack2_Load_Release(Weapon thiswep, entity actor, .entity weaponentity)
{
// time to release the rockets we've loaded
weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire));
shots = actor.(weaponentity).hagar_load;
- W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage) * shots, WEP_HAGAR.m_id | HITTYPE_SECONDARY);
- Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+ W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage) * shots, thiswep.m_id | HITTYPE_SECONDARY);
+ W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
forward = v_forward;
right = v_right;
missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
missile.takedamage = DAMAGE_YES;
- SetResourceAmountExplicit(missile, RESOURCE_HEALTH, WEP_CVAR_SEC(hagar, health));
+ SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR_SEC(hagar, health));
missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
missile.event_damage = W_Hagar_Damage;
missile.damagedbycontents = true;
setthink(missile, adaptor_think2use_hittype_splash);
missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
PROJECTILE_MAKETRIGGER(missile);
- missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
+ missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
missile.weaponentity_fld = weaponentity;
setorigin(missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
// per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
spread_pershot = ((shots - 1) / (WEP_CVAR_SEC(hagar, load_max) - 1));
spread_pershot = (1 - (spread_pershot * WEP_CVAR_SEC(hagar, load_spread_bias)));
- spread_pershot = (WEP_CVAR_SEC(hagar, spread) * spread_pershot * g_weaponspreadfactor);
+ spread_pershot = (WEP_CVAR_SEC(hagar, spread) * spread_pershot * autocvar_g_weaponspreadfactor);
// pattern spread calculation
s = '0 0 0';
s.y = v_forward.x;
s.z = v_forward.y;
}
- s = s * WEP_CVAR_SEC(hagar, load_spread) * g_weaponspreadfactor;
+ s = s * WEP_CVAR_SEC(hagar, load_spread) * autocvar_g_weaponspreadfactor;
W_SetupProjVelocity_Explicit(missile, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_SEC(hagar, speed), 0, 0, spread_pershot, false);
void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
{
// loadable hagar secondary attack, must always run each frame
- if(round_handler_IsActive() && !round_handler_IsRoundStarted())
+ if(time < game_starttime || time < actor.race_penalty || timeout_status == TIMEOUT_ACTIVE)
return;
- if(time < game_starttime)
+ if (weaponUseForbidden(actor))
return;
bool loaded = actor.(weaponentity).hagar_load >= WEP_CVAR_SEC(hagar, load_max);
// this is different than WR_CHECKAMMO when it comes to reloading
bool enough_ammo;
- if(actor.items & IT_UNLIMITED_WEAPON_AMMO)
+ if(actor.items & IT_UNLIMITED_AMMO)
enough_ammo = true;
else if(autocvar_g_balance_hagar_reload_ammo)
- enough_ammo = actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
+ enough_ammo = actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
else
- enough_ammo = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hagar, ammo);
+ enough_ammo = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hagar, ammo);
bool stopped = loaded || !enough_ammo;
if(!PHYS_INPUT_BUTTON_ATCK2(actor) || (stopped && actor.(weaponentity).hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
{
actor.(weaponentity).state = WS_READY;
- W_Hagar_Attack2_Load_Release(actor, weaponentity);
+ W_Hagar_Attack2_Load_Release(thiswep, actor, weaponentity);
}
}
else
// we aren't checking ammo during an attack, so we must do it here
if(!(thiswep.wr_checkammo1(thiswep, actor, weaponentity) + thiswep.wr_checkammo2(thiswep, actor, weaponentity)))
- if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(actor.items & IT_UNLIMITED_AMMO))
{
// note: this doesn't force the switch
W_SwitchToOtherWeapon(actor, weaponentity);
void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
- if(!(fire & 1) || actor.(weaponentity).hagar_load || actor.(weaponentity).hagar_loadblock || actor.(weaponentity).m_switchweapon != WEP_HAGAR)
+ if(!(fire & 1) || actor.(weaponentity).hagar_load || actor.(weaponentity).hagar_loadblock || actor.(weaponentity).m_switchweapon != thiswep || !weapon_prepareattack_check(thiswep, actor, weaponentity, false, -1))
{
w_ready(thiswep, actor, weaponentity, fire);
return;
}
if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
- if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(actor.items & IT_UNLIMITED_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
w_ready(thiswep, actor, weaponentity, fire);
W_Hagar_Attack(thiswep, actor, weaponentity);
- int slot = weaponslot(weaponentity);
- ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hagar, refire) * W_WeaponRateFactor(actor);
- int theframe = WFRAME_FIRE1;
- entity this = actor.(weaponentity);
- if(this)
- {
- if(this.wframe == WFRAME_FIRE1)
- theframe = WFRAME_DONTCHANGE;
- }
- weapon_thinkf(actor, weaponentity, theframe, WEP_CVAR_PRI(hagar, refire), W_Hagar_Attack_Auto);
+ ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(hagar, refire) * W_WeaponRateFactor(actor);
+ actor.(weaponentity).wframe = WFRAME_FIRE1;
+ weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR_PRI(hagar, refire), W_Hagar_Attack_Auto);
}
METHOD(Hagar, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
if(actor.(weaponentity).hagar_load)
{
actor.(weaponentity).state = WS_READY;
- W_Hagar_Attack2_Load_Release(actor, weaponentity);
+ W_Hagar_Attack2_Load_Release(thiswep, actor, weaponentity);
}
}
METHOD(Hagar, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
}
METHOD(Hagar, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
- float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(hagar, ammo);
- ammo_amount += actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
+ float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(hagar, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
return ammo_amount;
}
METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
- float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hagar, ammo);
- ammo_amount += actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
+ float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hagar, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
return ammo_amount;
}
METHOD(Hagar, wr_resetplayer, void(entity thiswep, entity actor))
{
// if we have any rockets loaded when we die, release them
if(actor.(weaponentity).hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
- W_Hagar_Attack2_Load_Release(actor, weaponentity);
+ W_Hagar_Attack2_Load_Release(thiswep, actor, weaponentity);
}
METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{