4 /* ammotype */ ATTRIB(Hagar, ammo_field, .int, ammo_rockets);
5 /* impulse */ ATTRIB(Hagar, impulse, int, 8);
6 /* flags */ ATTRIB(Hagar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
7 /* rating */ ATTRIB(Hagar, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
8 /* color */ ATTRIB(Hagar, wpcolor, vector, '1 1 0.5');
9 /* modelname */ ATTRIB(Hagar, mdl, string, "hagar");
11 /* model */ ATTRIB(Hagar, m_model, Model, MDL_HAGAR_ITEM);
13 /* crosshair */ ATTRIB(Hagar, w_crosshair, string, "gfx/crosshairhagar");
14 /* crosshair */ ATTRIB(Hagar, w_crosshair_size, float, 0.8);
15 /* wepimg */ ATTRIB(Hagar, model2, string, "weaponhagar");
16 /* refname */ ATTRIB(Hagar, netname, string, "hagar");
17 /* wepname */ ATTRIB(Hagar, m_name, string, _("Hagar"));
19 #define X(BEGIN, P, END, class, prefix) \
21 P(class, prefix, ammo, float, BOTH) \
22 P(class, prefix, damageforcescale, float, BOTH) \
23 P(class, prefix, damage, float, BOTH) \
24 P(class, prefix, edgedamage, float, BOTH) \
25 P(class, prefix, force, float, BOTH) \
26 P(class, prefix, health, float, BOTH) \
27 P(class, prefix, lifetime, float, PRI) \
28 P(class, prefix, lifetime_min, float, SEC) \
29 P(class, prefix, lifetime_rand, float, SEC) \
30 P(class, prefix, load, float, SEC) \
31 P(class, prefix, load_abort, float, SEC) \
32 P(class, prefix, load_animtime, float, SEC) \
33 P(class, prefix, load_hold, float, SEC) \
34 P(class, prefix, load_linkexplode, float, SEC) \
35 P(class, prefix, load_max, float, SEC) \
36 P(class, prefix, load_releasedeath, float, SEC) \
37 P(class, prefix, load_speed, float, SEC) \
38 P(class, prefix, load_spread, float, SEC) \
39 P(class, prefix, load_spread_bias, float, SEC) \
40 P(class, prefix, radius, float, BOTH) \
41 P(class, prefix, refire, float, BOTH) \
42 P(class, prefix, reload_ammo, float, NONE) \
43 P(class, prefix, reload_time, float, NONE) \
44 P(class, prefix, secondary, float, NONE) \
45 P(class, prefix, speed, float, BOTH) \
46 P(class, prefix, spread, float, BOTH) \
47 P(class, prefix, switchdelay_drop, float, NONE) \
48 P(class, prefix, switchdelay_raise, float, NONE) \
49 P(class, prefix, weaponreplace, string,NONE) \
50 P(class, prefix, weaponstartoverride, float, NONE) \
51 P(class, prefix, weaponstart, float, NONE) \
52 P(class, prefix, weaponthrowable, float, NONE) \
54 W_PROPS(X, Hagar, hagar)
58 REGISTER_WEAPON(HAGAR, hagar, NEW(Hagar));
63 spawnfunc(weapon_hagar) { weapon_defaultspawnfunc(this, WEP_HAGAR); }
65 // NO bounce protection, as bounces are limited!
67 void W_Hagar_Explode(entity this, entity directhitentity)
69 this.event_damage = func_null;
70 RadiusDamage(this, this.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), NULL, NULL, WEP_CVAR_PRI(hagar, force), this.projectiledeathtype, directhitentity);
75 void W_Hagar_Explode_use(entity this, entity actor, entity trigger)
77 W_Hagar_Explode(this, trigger);
80 void W_Hagar_Explode2(entity this, entity directhitentity)
82 this.event_damage = func_null;
83 RadiusDamage(this, this.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), NULL, NULL, WEP_CVAR_SEC(hagar, force), this.projectiledeathtype, directhitentity);
88 void W_Hagar_Explode2_use(entity this, entity actor, entity trigger)
90 W_Hagar_Explode2(this, trigger);
93 void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
98 float is_linkexplode = ( ((inflictor.owner != NULL) ? (inflictor.owner == this.owner) : true)
99 && (inflictor.projectiledeathtype & HITTYPE_SECONDARY)
100 && (this.projectiledeathtype & HITTYPE_SECONDARY));
103 is_linkexplode = (is_linkexplode && WEP_CVAR_SEC(hagar, load_linkexplode));
105 is_linkexplode = -1; // not secondary load, so continue as normal without exception.
107 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, is_linkexplode))
108 return; // g_projectiles_damage says to halt
110 this.health = this.health - damage;
111 this.angles = vectoangles(this.velocity);
114 W_PrepareExplosionByDamage(this, attacker, getthink(this));
117 void W_Hagar_Touch(entity this, entity toucher)
119 PROJECTILE_TOUCH(this, toucher);
120 this.use(this, NULL, toucher);
123 void W_Hagar_Touch2(entity this, entity toucher)
125 PROJECTILE_TOUCH(this, toucher);
127 if(this.cnt > 0 || toucher.takedamage == DAMAGE_AIM) {
128 this.use(this, NULL, toucher);
131 Send_Effect(EFFECT_HAGAR_BOUNCE, this.origin, this.velocity, 1);
132 this.angles = vectoangles(this.velocity);
134 this.projectiledeathtype |= HITTYPE_BOUNCE;
138 void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity)
142 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hagar, ammo), weaponentity);
144 W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
146 Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
148 missile = new(missile);
149 missile.owner = missile.realowner = actor;
150 missile.bot_dodge = true;
151 missile.bot_dodgerating = WEP_CVAR_PRI(hagar, damage);
153 missile.takedamage = DAMAGE_YES;
154 missile.health = WEP_CVAR_PRI(hagar, health);
155 missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale);
156 missile.event_damage = W_Hagar_Damage;
157 missile.damagedbycontents = true;
159 settouch(missile, W_Hagar_Touch);
160 missile.use = W_Hagar_Explode_use;
161 setthink(missile, adaptor_think2use_hittype_splash);
162 missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime);
163 PROJECTILE_MAKETRIGGER(missile);
164 missile.projectiledeathtype = WEP_HAGAR.m_id;
165 setorigin(missile, w_shotorg);
166 setsize(missile, '0 0 0', '0 0 0');
168 set_movetype(missile, MOVETYPE_FLY);
169 W_SetupProjVelocity_PRI(missile, hagar);
171 missile.angles = vectoangles(missile.velocity);
172 missile.flags = FL_PROJECTILE;
173 IL_PUSH(g_projectiles, missile);
174 IL_PUSH(g_bot_dodge, missile);
175 missile.missile_flags = MIF_SPLASH;
177 CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
179 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
182 void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
186 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo), weaponentity);
188 W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
190 Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
192 missile = new(missile);
193 missile.owner = missile.realowner = actor;
194 missile.bot_dodge = true;
195 missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
197 missile.takedamage = DAMAGE_YES;
198 missile.health = WEP_CVAR_SEC(hagar, health);
199 missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
200 missile.event_damage = W_Hagar_Damage;
201 missile.damagedbycontents = true;
203 settouch(missile, W_Hagar_Touch2);
205 missile.use = W_Hagar_Explode2_use;
206 setthink(missile, adaptor_think2use_hittype_splash);
207 missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
208 PROJECTILE_MAKETRIGGER(missile);
209 missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
210 setorigin(missile, w_shotorg);
211 setsize(missile, '0 0 0', '0 0 0');
213 set_movetype(missile, MOVETYPE_BOUNCEMISSILE);
214 W_SetupProjVelocity_SEC(missile, hagar);
216 missile.angles = vectoangles(missile.velocity);
217 missile.flags = FL_PROJECTILE;
218 IL_PUSH(g_projectiles, missile);
219 IL_PUSH(g_bot_dodge, missile);
220 missile.missile_flags = MIF_SPLASH;
222 CSQCProjectile(missile, true, PROJECTILE_HAGAR_BOUNCING, true);
224 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
227 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
228 void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
230 // time to release the rockets we've loaded
233 float counter, shots, spread_pershot;
235 vector forward, right, up;
237 if(!actor.hagar_load)
240 weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire));
242 W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
243 Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
249 shots = actor.hagar_load;
251 for(counter = 0; counter < shots; ++counter)
253 missile = new(missile);
254 missile.owner = missile.realowner = actor;
255 missile.bot_dodge = true;
256 missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
258 missile.takedamage = DAMAGE_YES;
259 missile.health = WEP_CVAR_SEC(hagar, health);
260 missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
261 missile.event_damage = W_Hagar_Damage;
262 missile.damagedbycontents = true;
264 settouch(missile, W_Hagar_Touch); // not bouncy
265 missile.use = W_Hagar_Explode2_use;
266 setthink(missile, adaptor_think2use_hittype_splash);
267 missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
268 PROJECTILE_MAKETRIGGER(missile);
269 missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
270 setorigin(missile, w_shotorg);
271 setsize(missile, '0 0 0', '0 0 0');
272 set_movetype(missile, MOVETYPE_FLY);
273 missile.missile_flags = MIF_SPLASH;
275 // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
276 spread_pershot = ((shots - 1) / (WEP_CVAR_SEC(hagar, load_max) - 1));
277 spread_pershot = (1 - (spread_pershot * WEP_CVAR_SEC(hagar, load_spread_bias)));
278 spread_pershot = (WEP_CVAR_SEC(hagar, spread) * spread_pershot * g_weaponspreadfactor);
280 // pattern spread calculation
286 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
290 s = s * WEP_CVAR_SEC(hagar, load_spread) * g_weaponspreadfactor;
292 W_SetupProjVelocity_Explicit(missile, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_SEC(hagar, speed), 0, 0, spread_pershot, false);
294 missile.angles = vectoangles(missile.velocity);
295 missile.flags = FL_PROJECTILE;
296 IL_PUSH(g_projectiles, missile);
297 IL_PUSH(g_bot_dodge, missile);
299 CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
301 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
304 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
305 actor.hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor(actor);
306 actor.hagar_load = 0;
309 void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
311 // loadable hagar secondary attack, must always run each frame
313 if(time < game_starttime)
316 bool loaded = actor.hagar_load >= WEP_CVAR_SEC(hagar, load_max);
318 // this is different than WR_CHECKAMMO when it comes to reloading
320 if(actor.items & IT_UNLIMITED_WEAPON_AMMO)
322 else if(autocvar_g_balance_hagar_reload_ammo)
323 enough_ammo = actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
325 enough_ammo = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
327 bool stopped = loaded || !enough_ammo;
329 if(PHYS_INPUT_BUTTON_ATCK2(actor))
331 if(PHYS_INPUT_BUTTON_ATCK(actor) && WEP_CVAR_SEC(hagar, load_abort))
335 // if we pressed primary fire while loading, unload all rockets and abort
336 actor.(weaponentity).state = WS_READY;
337 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.hagar_load * -1, weaponentity); // give back ammo
338 actor.hagar_load = 0;
339 sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
341 // pause until we can load rockets again, once we re-press the alt fire button
342 actor.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(actor);
344 // require letting go of the alt fire button before we can load again
345 actor.hagar_loadblock = true;
350 // check if we can attempt to load another rocket
353 if(!actor.hagar_loadblock && actor.hagar_loadstep < time)
355 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo), weaponentity);
356 actor.(weaponentity).state = WS_INUSE;
357 actor.hagar_load += 1;
358 sound(actor, CH_WEAPON_B, SND_HAGAR_LOAD, VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
360 if(actor.hagar_load >= WEP_CVAR_SEC(hagar, load_max))
363 actor.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(actor);
366 if(stopped && !actor.hagar_loadbeep && actor.hagar_load) // prevents the beep from playing each frame
368 // if this is the last rocket we can load, play a beep sound to notify the player
369 sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
370 actor.hagar_loadbeep = true;
371 actor.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor(actor);
375 else if(actor.hagar_loadblock)
377 // the alt fire button has been released, so re-enable loading if blocked
378 actor.hagar_loadblock = false;
383 // play warning sound if we're about to release
384 if(stopped && actor.hagar_loadstep - 0.5 < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)
386 if(!actor.hagar_warning) // prevents the beep from playing each frame
388 // we're about to automatically release after holding time, play a beep sound to notify the player
389 sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
390 actor.hagar_warning = true;
394 // release if player let go of button or if they've held it in too long
395 if(!PHYS_INPUT_BUTTON_ATCK2(actor) || (stopped && actor.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
397 actor.(weaponentity).state = WS_READY;
398 W_Hagar_Attack2_Load_Release(actor, weaponentity);
403 actor.hagar_loadbeep = false;
404 actor.hagar_warning = false;
406 // we aren't checking ammo during an attack, so we must do it here
407 if(!(thiswep.wr_checkammo1(thiswep, actor) + thiswep.wr_checkammo2(thiswep, actor)))
408 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
410 // note: this doesn't force the switch
411 W_SwitchToOtherWeapon(actor, weaponentity);
417 void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
419 if(!(fire & 1) || actor.hagar_load || actor.hagar_loadblock)
421 w_ready(thiswep, actor, weaponentity, fire);
425 if(!thiswep.wr_checkammo1(thiswep, actor))
426 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
428 W_SwitchWeapon_Force(actor, w_getbestweapon(actor), weaponentity);
429 w_ready(thiswep, actor, weaponentity, fire);
433 W_Hagar_Attack(thiswep, actor, weaponentity);
435 int slot = weaponslot(weaponentity);
436 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hagar, refire) * W_WeaponRateFactor(actor);
437 int theframe = WFRAME_FIRE1;
438 entity this = actor.(weaponentity);
441 if(this.wframe == WFRAME_FIRE1)
442 theframe = WFRAME_DONTCHANGE;
444 weapon_thinkf(actor, weaponentity, theframe, WEP_CVAR_PRI(hagar, refire), W_Hagar_Attack_Auto);
447 METHOD(Hagar, wr_aim, void(entity thiswep, entity actor))
450 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
451 else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
452 PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
454 METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
456 float loadable_secondary;
457 loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
459 if(loadable_secondary)
460 W_Hagar_Attack2_Load(thiswep, actor, weaponentity); // must always run each frame
461 if(autocvar_g_balance_hagar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload
462 thiswep.wr_reload(thiswep, actor, weaponentity);
464 else if((fire & 1) && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset
466 if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
467 W_Hagar_Attack_Auto(thiswep, actor, weaponentity, fire);
469 else if((fire & 2) && !loadable_secondary && WEP_CVAR(hagar, secondary))
471 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)))
473 W_Hagar_Attack2(thiswep, actor, weaponentity);
474 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
478 METHOD(Hagar, wr_gonethink, void(entity thiswep, entity actor, .entity weaponentity))
480 // we lost the weapon and want to prepare switching away
483 actor.(weaponentity).state = WS_READY;
484 W_Hagar_Attack2_Load_Release(actor, weaponentity);
487 METHOD(Hagar, wr_setup, void(entity thiswep, entity actor))
489 actor.hagar_loadblock = false;
493 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
494 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.hagar_load * -1, weaponentity); // give back ammo if necessary
495 actor.hagar_load = 0;
498 METHOD(Hagar, wr_checkammo1, bool(entity thiswep, entity actor))
500 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo);
501 ammo_amount += actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
504 METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor))
506 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
507 ammo_amount += actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
510 METHOD(Hagar, wr_resetplayer, void(entity thiswep, entity actor))
512 actor.hagar_load = 0;
514 METHOD(Hagar, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
516 // if we have any rockets loaded when we die, release them
517 if(actor.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
518 W_Hagar_Attack2_Load_Release(actor, weaponentity);
520 METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
522 if(!actor.hagar_load) // require releasing loaded rockets first
523 W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND_RELOAD);
525 METHOD(Hagar, wr_suicidemessage, Notification(entity thiswep))
527 return WEAPON_HAGAR_SUICIDE;
529 METHOD(Hagar, wr_killmessage, Notification(entity thiswep))
531 if(w_deathtype & HITTYPE_SECONDARY)
532 return WEAPON_HAGAR_MURDER_BURST;
534 return WEAPON_HAGAR_MURDER_SPRAY;
540 METHOD(Hagar, wr_impacteffect, void(entity thiswep, entity actor))
543 org2 = w_org + w_backoff * 6;
544 pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
548 sound(actor, CH_SHOTS, SND_HAGEXP1, VOL_BASE, ATTN_NORM);
549 else if(w_random<0.7)
550 sound(actor, CH_SHOTS, SND_HAGEXP2, VOL_BASE, ATTN_NORM);
552 sound(actor, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM);