set g_balance_hagar_primary_refire 0.15
set g_balance_hagar_primary_ammo 1
set g_balance_hagar_secondary 1
+set g_balance_hagar_secondary_load 0
+set g_balance_hagar_secondary_load_speed 0.6
+set g_balance_hagar_secondary_load_max 4
+set g_balance_hagar_secondary_load_hold 0
+set g_balance_hagar_secondary_load_releasedeath 1
+set g_balance_hagar_secondary_load_abort 1
set g_balance_hagar_secondary_damage 37
set g_balance_hagar_secondary_edgedamage 15
set g_balance_hagar_secondary_force 100
set g_balance_hagar_primary_refire 0.15
set g_balance_hagar_primary_ammo 2
set g_balance_hagar_secondary 1
+set g_balance_hagar_secondary_load 0
+set g_balance_hagar_secondary_load_speed 0.6
+set g_balance_hagar_secondary_load_max 4
+set g_balance_hagar_secondary_load_hold 0
+set g_balance_hagar_secondary_load_releasedeath 1
+set g_balance_hagar_secondary_load_abort 1
set g_balance_hagar_secondary_damage 43
set g_balance_hagar_secondary_edgedamage 15
set g_balance_hagar_secondary_force 100
set g_balance_hagar_primary_refire 0.15
set g_balance_hagar_primary_ammo 1
set g_balance_hagar_secondary 1
+set g_balance_hagar_secondary_load 0
+set g_balance_hagar_secondary_load_speed 0.6
+set g_balance_hagar_secondary_load_max 4
+set g_balance_hagar_secondary_load_hold 0
+set g_balance_hagar_secondary_load_releasedeath 1
+set g_balance_hagar_secondary_load_abort 1
set g_balance_hagar_secondary_damage 35
set g_balance_hagar_secondary_edgedamage 17.5
set g_balance_hagar_secondary_force 100
set g_balance_hagar_primary_refire 0.12
set g_balance_hagar_primary_ammo 1
set g_balance_hagar_secondary 1
-set g_balance_hagar_secondary_damage 14
+set g_balance_hagar_secondary_load 1
+set g_balance_hagar_secondary_load_speed 0.6
+set g_balance_hagar_secondary_load_max 4
+set g_balance_hagar_secondary_load_hold 0
+set g_balance_hagar_secondary_load_releasedeath 1
+set g_balance_hagar_secondary_load_abort 1
+set g_balance_hagar_secondary_damage 32
set g_balance_hagar_secondary_edgedamage 6
-set g_balance_hagar_secondary_force 70
+set g_balance_hagar_secondary_force 160
set g_balance_hagar_secondary_radius 125
-set g_balance_hagar_secondary_spread 0.15
+set g_balance_hagar_secondary_spread 0.08
set g_balance_hagar_secondary_speed 1800
set g_balance_hagar_secondary_lifetime_min 5
set g_balance_hagar_secondary_lifetime_rand 0
-set g_balance_hagar_secondary_refire 0.12
+set g_balance_hagar_secondary_refire 0.8
set g_balance_hagar_secondary_ammo 1
set g_balance_hagar_reload_ammo 0 //default: 25
set g_balance_hagar_reload_time 2
set g_balance_hagar_primary_refire 0.2
set g_balance_hagar_primary_ammo 1
set g_balance_hagar_secondary 1
+set g_balance_hagar_secondary_load 0
+set g_balance_hagar_secondary_load_speed 0.6
+set g_balance_hagar_secondary_load_max 4
+set g_balance_hagar_secondary_load_hold 0
+set g_balance_hagar_secondary_load_releasedeath 1
+set g_balance_hagar_secondary_load_abort 1
set g_balance_hagar_secondary_damage 30
set g_balance_hagar_secondary_edgedamage 15
set g_balance_hagar_secondary_force 50
seta crosshair_ring_minelayer 1
seta crosshair_ring_minelayer_alpha 0.15
+seta crosshair_ring_hagar 1
+seta crosshair_ring_hagar_alpha 0.15
+
seta crosshair_ring_reload 1 "main cvar to enable or disable ammo crosshair rings"
seta crosshair_ring_reload_size 2.5 "reload ring size"
seta crosshair_ring_reload_alpha 0.2 "reload ring alpha"
float minelayer_maxmines;
+float hagar_maxrockets;
+
float bgmtime;
string weaponorder_byimpulse;
minelayer_maxmines = ReadByte();
+ hagar_maxrockets = ReadByte();
+
g_trueaim_minrange = ReadCoord();
if(!postinit)
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring.tga";
}
+ else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
+ {
+ ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
+ ring_alpha = autocvar_crosshair_ring_hagar_alpha;
+ ring_rgb = wcross_color;
+ ring_image = "gfx/crosshair_ring.tga";
+ }
if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
{
float autocvar_crosshair_ring_inner;
float autocvar_crosshair_ring_minelayer;
float autocvar_crosshair_ring_minelayer_alpha;
+float autocvar_crosshair_ring_hagar;
+float autocvar_crosshair_ring_hagar_alpha;
float autocvar_crosshair_ring_nex;
float autocvar_crosshair_ring_nex_alpha;
float autocvar_crosshair_ring_nex_currentcharge_movingavg_rate;
const float TE_CSQC_WEAPONCOMPLAIN = 113;
const float TE_CSQC_NEX_SCOPE = 116;
const float TE_CSQC_MINELAYER_MAXMINES = 117;
+const float TE_CSQC_HAGAR_MAXROCKETS = 118;
const float RACE_NET_CHECKPOINT_HIT_QUALIFYING = 0; // byte checkpoint, short time, short recordtime, string recordholder
const float RACE_NET_CHECKPOINT_CLEAR = 1;
const float STAT_HIT_TIME = 54;
const float STAT_TYPEHIT_TIME = 55;
const float STAT_LAYED_MINES = 56;
+const float STAT_HAGAR_LOAD = 57;
// see DP source, quakedef.h
const float STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW = 222;
float WR_RESETPLAYER = 10; // (SVQC) does not need to do anything
float WR_IMPACTEFFECT = 11; // (CSQC) impact effect
float WR_SWITCHABLE = 12; // (CSQC) impact effect
+float WR_PLAYERDEATH = 13; // (SVQC) does not need to do anything
float HUD_PANEL_WEAPONS = 0;
float autocvar_g_balance_hagar_primary_refire;
float autocvar_g_balance_hagar_primary_speed;
float autocvar_g_balance_hagar_secondary;
+float autocvar_g_balance_hagar_secondary_load;
+float autocvar_g_balance_hagar_secondary_load_speed;
+float autocvar_g_balance_hagar_secondary_load_max;
+float autocvar_g_balance_hagar_secondary_load_hold;
+float autocvar_g_balance_hagar_secondary_load_releasedeath;
+float autocvar_g_balance_hagar_secondary_load_abort;
float autocvar_g_balance_hagar_secondary_ammo;
float autocvar_g_balance_hagar_secondary_damage;
float autocvar_g_balance_hagar_secondary_edgedamage;
if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
}
+ self.weapon_forbidchange = FALSE;
oldself = self;
self = spot;
WriteByte(MSG_ENTITY, autocvar_g_balance_sniperrifle_secondary); // client has to know if it should zoom or not
WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
+ WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
return TRUE;
}
self.weapon = spectatee.weapon;
self.nex_charge = spectatee.nex_charge;
self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
+ self.hagar_load = spectatee.hagar_load;
self.minelayer_mines = spectatee.minelayer_mines;
self.punchangle = spectatee.punchangle;
self.view_ofs = spectatee.view_ofs;
frag_inflictor = inflictor;
frag_target = self;
MUTATOR_CALLHOOK(PlayerDies);
+ weapon_action(self.weapon, WR_PLAYERDEATH);
if(self.flagcarried)
{
w = self.weapon;
if (w == 0)
return; // just in case
+ if(self.weapon_forbidchange)
+ return;
if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon))
return;
if(!autocvar_g_weapon_throwable)
void W_SwitchWeapon_Force(entity e, float w)
{
+ // don't switch to another weapon if we're not allowed to
+ if(e.weapon_forbidchange)
+ return;
+
e.cnt = e.switchweapon;
e.switchweapon = w;
e.selectweapon = w;
void w_ready();
// VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
.float weapon_nextthink;
+.float weapon_forbidchange;
.void() weapon_think;
//float PLAYER_WEAPONSELECTION_DELAY = );
.float nex_charge_rottime;
.float nex_chargepool_ammo;
+.float hagar_load;
+
float allowed_to_spawn; // boolean variable used by the clan arena code to determine if a player can spawn (after the round has ended)
float serverflags;
addstat(STAT_NEX_CHARGE, AS_FLOAT, nex_charge);
addstat(STAT_NEX_CHARGEPOOL, AS_FLOAT, nex_chargepool_ammo);
+ addstat(STAT_HAGAR_LOAD, AS_INT, hagar_load);
+
if(g_ca || g_freezetag)
{
addstat(STAT_REDALIVE, AS_INT, redalive_stat);
other = missile; MUTATOR_CALLHOOK(EditProjectile);
}
+.float hagar_loadstep, hagar_loadblock;
+void W_Hagar_Attack2_Load_Release (void)
+{
+ // time to release the rockets we've loaded
+
+ local entity missile;
+ local float counter, shots;
+ local vector s;
+ vector forward, right, up;
+
+ if(!self.hagar_load)
+ return;
+
+ weapon_prepareattack_do(1, autocvar_g_balance_hagar_secondary_refire);
+
+ W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
+ pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+ forward = v_forward;
+ right = v_right;
+ up = v_up;
+
+ shots = self.hagar_load;
+ missile = world;
+ while (counter < shots)
+ {
+ missile = spawn ();
+ missile.owner = missile.realowner = self;
+ missile.classname = "missile";
+ missile.bot_dodge = TRUE;
+ missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
+
+ missile.touch = W_Hagar_Touch; // not bouncy
+ missile.use = W_Hagar_Explode2;
+ missile.think = adaptor_think2use_hittype_splash;
+ missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
+ PROJECTILE_MAKETRIGGER(missile);
+ missile.projectiledeathtype = WEP_HAGAR;
+ setorigin (missile, w_shotorg);
+ setsize(missile, '0 0 0', '0 0 0');
+ missile.movetype = MOVETYPE_FLY;
+
+ s = '0 0 0';
+ if (counter == 0)
+ s = '0 0 0';
+ else
+ {
+ makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
+ s_y = v_forward_x;
+ s_z = v_forward_y;
+ }
+ s = s * cvar("g_balance_hagar_secondary_spread") * g_weaponspreadfactor;
+ W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_hagar_secondary_speed"), 0, 0, 0, FALSE);
+
+ missile.angles = vectoangles (missile.velocity);
+ missile.flags = FL_PROJECTILE;
+
+ CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
+
+ other = missile; MUTATOR_CALLHOOK(EditProjectile);
+
+ counter = counter + 1;
+ }
+
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
+ self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire;
+ self.hagar_load = 0;
+}
+
+void W_Hagar_Attack2_Load (void)
+{
+ // loadable hagar secondary attack, must always run each frame
+
+ local float loaded;
+ loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
+
+ if(self.BUTTON_ATCK2)
+ {
+ if(self.BUTTON_ATCK && autocvar_g_balance_hagar_secondary_load_abort)
+ {
+ if(self.hagar_load)
+ {
+ // if we pressed primary fire while loading, unload all rockets and abort
+ W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo
+ self.hagar_load = 0;
+ sound(self, CHAN_WEAPON, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
+
+ // pause until we can load rockets again, once we re-press the alt fire button
+ self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed;
+
+ // require letting go of the alt fire button before we can load again
+ self.hagar_loadblock = TRUE;
+ }
+ }
+ else
+ {
+ // check if we can attempt to load another rocket
+ if(!self.hagar_loadblock && !loaded && weapon_action(self.weapon, WR_CHECKAMMO2))
+ if(self.hagar_loadstep < time)
+ {
+ W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
+ self.hagar_load += 1;
+ sound(self, CHAN_WEAPON2, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
+
+ // if this is the last rocket we can load, play the beep sound to notify the player of that
+ if(self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max)
+ sound(self, CHAN_WEAPON, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
+
+ self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed;
+ }
+ }
+ }
+ else if(self.hagar_loadblock)
+ {
+ // the alt fire button was released, so re-enable loading if blocked
+ self.hagar_loadblock = FALSE;
+ }
+
+ if(self.hagar_load)
+ {
+ self.weapon_forbidchange = TRUE;
+
+ if(!self.BUTTON_ATCK2 || ((loaded || !weapon_action(self.weapon, WR_CHECKAMMO2)) && self.hagar_loadstep < time && !autocvar_g_balance_hagar_secondary_load_hold))
+ W_Hagar_Attack2_Load_Release();
+ }
+ else
+ self.weapon_forbidchange = FALSE;
+
+ // we aren't checking ammo during an attack, so we must do it here
+ if not(weapon_action(self.weapon, WR_CHECKAMMO2))
+ {
+ W_SwitchToOtherWeapon(self);
+ return;
+ }
+}
+
void spawnfunc_weapon_hagar (void)
{
weapon_defaultspawnfunc(WEP_HAGAR);
{
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
weapon_action(self.weapon, WR_RELOAD);
- else if (self.BUTTON_ATCK)
+ else
{
- if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
+ local float loadable_secondary;
+ loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary;
+
+ if (loadable_secondary)
+ W_Hagar_Attack2_Load(); // must run each frame, even when no firing buttons are pressed
+ if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
{
- W_Hagar_Attack();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
+ if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
+ {
+ W_Hagar_Attack();
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
+ }
}
- }
- else if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary)
- {
- if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
+ else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary)
{
- W_Hagar_Attack2();
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
+ if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
+ {
+ W_Hagar_Attack2();
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
+ }
}
}
}
precache_model ("models/weapons/v_hagar.md3");
precache_model ("models/weapons/h_hagar.iqm");
precache_sound ("weapons/hagar_fire.wav");
+ precache_sound ("weapons/hagar_load.wav");
+ precache_sound ("weapons/hagar_beep.wav");
//precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
}
else if (req == WR_SETUP)
{
weapon_setup(WEP_HAGAR);
self.current_ammo = ammo_rockets;
+ self.hagar_loadblock = FALSE;
+
+ if(self.hagar_load)
+ {
+ 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
+ self.hagar_load = 0;
+ }
}
else if (req == WR_CHECKAMMO1)
{
ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
return ammo_amount;
}
+ else if (req == WR_RESETPLAYER)
+ {
+ self.hagar_load = 0;
+ }
+ else if (req == WR_PLAYERDEATH)
+ {
+ // if we have any rockets loaded when we die, release them
+ if(self.hagar_load && autocvar_g_balance_hagar_secondary_load_releasedeath)
+ W_Hagar_Attack2_Load_Release();
+ }
else if (req == WR_RELOAD)
{
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");
mand1nga
Merlijn Hofstra
remaxim
+Stephan
*Engine Code Additions & QA
Rudolf "divVerent" Polzer