bool stopped = loaded || !enough_ammo;
- if(self.BUTTON_ATCK2)
+ if(PHYS_INPUT_BUTTON_ATCK2(self))
{
- if(self.BUTTON_ATCK && WEP_CVAR_SEC(hagar, load_abort))
+ if(PHYS_INPUT_BUTTON_ATCK(self) && WEP_CVAR_SEC(hagar, load_abort))
{
if(self.hagar_load)
{
}
// release if player let go of button or if they've held it in too long
- if(!self.BUTTON_ATCK2 || (stopped && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
+ if(!PHYS_INPUT_BUTTON_ATCK2(self) || (stopped && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
{
self.(weaponentity).state = WS_READY;
W_Hagar_Attack2_Load_Release(weaponentity);
}
}
- METHOD(Hagar, wr_aim, void(entity thiswep))
- {
- if(random()>0.15)
- self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
- else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
- self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
- }
- METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- float loadable_secondary;
- loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
-
- if(loadable_secondary)
- W_Hagar_Attack2_Load(thiswep, weaponentity); // must always run each frame
- if(autocvar_g_balance_hagar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload
- thiswep.wr_reload(thiswep, actor, weaponentity);
- } else if((fire & 1) && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hagar, refire)))
- {
- W_Hagar_Attack(thiswep);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready);
- }
- }
- else if((fire & 2) && !loadable_secondary && WEP_CVAR(hagar, secondary))
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)))
- {
- W_Hagar_Attack2(thiswep);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
- }
- }
- }
- METHOD(Hagar, wr_gonethink, void(entity thiswep))
- {
- // we lost the weapon and want to prepare switching away
- if(self.hagar_load)
- {
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
- self.(weaponentity).state = WS_READY;
- W_Hagar_Attack2_Load_Release(weaponentity);
- }
- }
- METHOD(Hagar, wr_setup, void(entity thiswep))
- {
- self.hagar_loadblock = false;
+METHOD(Hagar, wr_aim, void(entity thiswep))
+{
+ if(random()>0.15)
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
+ else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
+ PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
+}
+METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ float loadable_secondary;
+ loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
+
+ if(loadable_secondary)
+ W_Hagar_Attack2_Load(thiswep, weaponentity); // must always run each frame
+ if(autocvar_g_balance_hagar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ } else if((fire & 1) && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hagar, refire)))
+ {
+ W_Hagar_Attack(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready);
+ }
+ }
+ else if((fire & 2) && !loadable_secondary && WEP_CVAR(hagar, secondary))
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)))
+ {
+ W_Hagar_Attack2(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
+ }
+ }
+}
+METHOD(Hagar, wr_gonethink, void(entity thiswep))
+{
+ // we lost the weapon and want to prepare switching away
+ if(self.hagar_load)
+ {
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+ self.(weaponentity).state = WS_READY;
+ W_Hagar_Attack2_Load_Release(weaponentity);
+ }
+}
+METHOD(Hagar, wr_setup, void(entity thiswep))
+{
+ self.hagar_loadblock = false;
- if(self.hagar_load)
- {
- W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary
- self.hagar_load = 0;
- }
- }
- METHOD(Hagar, wr_checkammo1, bool(entity thiswep))
- {
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo);
- ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
- return ammo_amount;
- }
- METHOD(Hagar, wr_checkammo2, bool(entity thiswep))
- {
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
- ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
- return ammo_amount;
- }
- METHOD(Hagar, wr_resetplayer, void(entity thiswep))
- {
- self.hagar_load = 0;
- }
- METHOD(Hagar, wr_playerdeath, void(entity thiswep))
- {
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
- // if we have any rockets loaded when we die, release them
- if(self.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
- W_Hagar_Attack2_Load_Release(weaponentity);
- }
- METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
- {
- if(!self.hagar_load) // require releasing loaded rockets first
- W_Reload(self, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND(RELOAD));
- }
- METHOD(Hagar, wr_suicidemessage, Notification(entity thiswep))
- {
- return WEAPON_HAGAR_SUICIDE;
- }
- METHOD(Hagar, wr_killmessage, Notification(entity thiswep))
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_HAGAR_MURDER_BURST;
- else
- return WEAPON_HAGAR_MURDER_SPRAY;
- }
+ if(self.hagar_load)
+ {
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary
+ self.hagar_load = 0;
+ }
+}
+METHOD(Hagar, wr_checkammo1, bool(entity thiswep))
+{
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo);
+ ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
+ return ammo_amount;
+}
+METHOD(Hagar, wr_checkammo2, bool(entity thiswep))
+{
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
+ ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
+ return ammo_amount;
+}
+METHOD(Hagar, wr_resetplayer, void(entity thiswep))
+{
+ self.hagar_load = 0;
+}
+METHOD(Hagar, wr_playerdeath, void(entity thiswep))
+{
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+ // if we have any rockets loaded when we die, release them
+ if(self.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
+ W_Hagar_Attack2_Load_Release(weaponentity);
+}
+METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ if(!self.hagar_load) // require releasing loaded rockets first
+ W_Reload(self, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND(RELOAD));
+}
+METHOD(Hagar, wr_suicidemessage, Notification(entity thiswep))
+{
+ return WEAPON_HAGAR_SUICIDE;
+}
+METHOD(Hagar, wr_killmessage, Notification(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_HAGAR_MURDER_BURST;
+ else
+ return WEAPON_HAGAR_MURDER_SPRAY;
+}
#endif
#ifdef CSQC
- METHOD(Hagar, wr_impacteffect, void(entity thiswep))
- {
- vector org2;
- org2 = w_org + w_backoff * 6;
- pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
- if(!w_issilent)
- {
- if(w_random<0.15)
- sound(self, CH_SHOTS, SND_HAGEXP1, VOL_BASE, ATTN_NORM);
- else if(w_random<0.7)
- sound(self, CH_SHOTS, SND_HAGEXP2, VOL_BASE, ATTN_NORM);
- else
- sound(self, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM);
- }
- }
+METHOD(Hagar, wr_impacteffect, void(entity thiswep))
+{
+ vector org2;
+ org2 = w_org + w_backoff * 6;
+ pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
+ if(!w_issilent)
+ {
+ if(w_random<0.15)
+ sound(self, CH_SHOTS, SND_HAGEXP1, VOL_BASE, ATTN_NORM);
+ else if(w_random<0.7)
+ sound(self, CH_SHOTS, SND_HAGEXP2, VOL_BASE, ATTN_NORM);
+ else
+ sound(self, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM);
+ }
+}
#endif
#endif