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1 #ifdef REGISTER_WEAPON
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"))
3 #else
4 #ifdef SVQC
5 // NO bounce protection, as bounces are limited!
6
7 void W_Hagar_Explode (void)
8 {
9         self.event_damage = SUB_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);
11
12         remove (self);
13 }
14
15 void W_Hagar_Explode2 (void)
16 {
17         self.event_damage = SUB_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);
19
20         remove (self);
21 }
22
23 void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
24 {
25         if (self.health <= 0)
26                 return;
27         self.health = self.health - damage;
28         self.angles = vectoangles(self.velocity);
29         if (self.health <= 0)
30                 W_PrepareExplosionByDamage(attacker, self.think);
31 }
32
33 void W_Hagar_Touch (void)
34 {
35         PROJECTILE_TOUCH;
36         self.use ();
37 }
38
39 void W_Hagar_Touch2 (void)
40 {
41         PROJECTILE_TOUCH;
42
43         if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
44                 self.use();
45         } else {
46                 self.cnt++;
47                 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
48                 self.angles = vectoangles (self.velocity);
49                 self.owner = world;
50                 self.projectiledeathtype |= HITTYPE_BOUNCE;
51         }
52 }
53
54 void W_Hagar_Attack (void)
55 {
56         local entity missile;
57
58         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo);
59
60         W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_primary_damage);
61
62         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
63
64         missile = spawn ();
65         missile.owner = missile.realowner = self;
66         missile.classname = "missile";
67         missile.bot_dodge = TRUE;
68         missile.bot_dodgerating = autocvar_g_balance_hagar_primary_damage;
69         
70         missile.takedamage = DAMAGE_YES;
71         missile.health = autocvar_g_balance_hagar_primary_health;
72         missile.damageforcescale = autocvar_g_balance_hagar_primary_damageforcescale;
73         missile.event_damage = W_Hagar_Damage;
74         missile.damagedbycontents = TRUE;
75         
76         missile.touch = W_Hagar_Touch;
77         missile.use = W_Hagar_Explode;
78         missile.think = adaptor_think2use_hittype_splash;
79         missile.nextthink = time + autocvar_g_balance_hagar_primary_lifetime;
80         PROJECTILE_MAKETRIGGER(missile);
81         missile.projectiledeathtype = WEP_HAGAR;
82         setorigin (missile, w_shotorg);
83         setsize(missile, '0 0 0', '0 0 0');
84
85         missile.movetype = MOVETYPE_FLY;
86         W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_primary);
87
88         missile.angles = vectoangles (missile.velocity);
89         missile.flags = FL_PROJECTILE;
90
91         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
92
93         other = missile; MUTATOR_CALLHOOK(EditProjectile);
94 }
95
96 void W_Hagar_Attack2 (void)
97 {
98         local entity missile;
99
100         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
101
102         W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage);
103
104         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
105
106         missile = spawn ();
107         missile.owner = missile.realowner = self;
108         missile.classname = "missile";
109         missile.bot_dodge = TRUE;
110         missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
111         
112         missile.takedamage = DAMAGE_YES;
113         missile.health = autocvar_g_balance_hagar_secondary_health;
114         missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale;
115         missile.event_damage = W_Hagar_Damage;
116         missile.damagedbycontents = TRUE;
117
118         missile.touch = W_Hagar_Touch2;
119         missile.cnt = 0;
120         missile.use = W_Hagar_Explode2;
121         missile.think = adaptor_think2use_hittype_splash;
122         missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
123         PROJECTILE_MAKETRIGGER(missile);
124         missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
125         setorigin (missile, w_shotorg);
126         setsize(missile, '0 0 0', '0 0 0');
127
128         missile.movetype = MOVETYPE_BOUNCEMISSILE;
129         W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_secondary);
130
131         missile.angles = vectoangles (missile.velocity);
132         missile.flags = FL_PROJECTILE;
133
134         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
135
136         other = missile; MUTATOR_CALLHOOK(EditProjectile);
137 }
138
139 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep;
140 void W_Hagar_Attack2_Load_Release (void)
141 {
142         // time to release the rockets we've loaded
143
144         local entity missile;
145         local float counter, shots, spread_pershot;
146         local vector s;
147         vector forward, right, up;
148
149         if(!self.hagar_load)
150                 return;
151
152         weapon_prepareattack_do(1, autocvar_g_balance_hagar_secondary_refire);
153
154         W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage);
155         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
156
157         forward = v_forward;
158         right = v_right;
159         up = v_up;
160
161         shots = self.hagar_load;
162         missile = world;
163         while (counter < shots)
164         {
165                 missile = spawn ();
166                 missile.owner = missile.realowner = self;
167                 missile.classname = "missile";
168                 missile.bot_dodge = TRUE;
169                 missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
170                 
171                 missile.takedamage = DAMAGE_YES;
172                 missile.health = autocvar_g_balance_hagar_secondary_health;
173                 missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale;
174                 missile.event_damage = W_Hagar_Damage;
175                 missile.damagedbycontents = TRUE;
176
177                 missile.touch = W_Hagar_Touch; // not bouncy
178                 missile.use = W_Hagar_Explode2;
179                 missile.think = adaptor_think2use_hittype_splash;
180                 missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
181                 PROJECTILE_MAKETRIGGER(missile);
182                 missile.projectiledeathtype = WEP_HAGAR;
183                 setorigin (missile, w_shotorg);
184                 setsize(missile, '0 0 0', '0 0 0');
185                 missile.movetype = MOVETYPE_FLY;
186                 
187                 // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
188                 spread_pershot = ((shots - 1) / (autocvar_g_balance_hagar_secondary_load_max - 1)); 
189                 spread_pershot = (1 - (spread_pershot * autocvar_g_balance_hagar_secondary_load_spread_bias));
190                 spread_pershot = (autocvar_g_balance_hagar_secondary_spread * spread_pershot * g_weaponspreadfactor);
191                 
192                 // pattern spread calculation
193                 s = '0 0 0';
194                 if (counter == 0)
195                         s = '0 0 0';
196                 else
197                 {
198                         makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
199                         s_y = v_forward_x;
200                         s_z = v_forward_y;
201                 }
202                 s = s * autocvar_g_balance_hagar_secondary_load_spread * g_weaponspreadfactor;
203                 
204                 W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_hagar_secondary_speed, 0, 0, spread_pershot, FALSE);
205
206                 missile.angles = vectoangles (missile.velocity);
207                 missile.flags = FL_PROJECTILE;
208
209                 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
210
211                 other = missile; MUTATOR_CALLHOOK(EditProjectile);
212
213                 counter = counter + 1;
214         }
215
216         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
217         self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire * W_WeaponRateFactor();
218         self.hagar_load = 0;
219 }
220
221 void W_Hagar_Attack2_Load (void)
222 {
223         // loadable hagar secondary attack, must always run each frame
224
225         local float loaded, enough_ammo;
226         loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
227
228         // this is different than WR_CHECKAMMO when it comes to reloading
229         if(autocvar_g_balance_hagar_reload_ammo)
230                 enough_ammo = self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
231         else
232                 enough_ammo = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
233
234         if(self.BUTTON_ATCK2)
235         {
236                 if(self.BUTTON_ATCK && autocvar_g_balance_hagar_secondary_load_abort)
237                 {
238                         if(self.hagar_load)
239                         {
240                                 // if we pressed primary fire while loading, unload all rockets and abort
241                                 self.weaponentity.state = WS_READY;
242                                 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo
243                                 self.hagar_load = 0;
244                                 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
245
246                                 // pause until we can load rockets again, once we re-press the alt fire button
247                                 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
248
249                                 // require letting go of the alt fire button before we can load again
250                                 self.hagar_loadblock = TRUE;
251                         }
252                 }
253                 else
254                 {
255                         // check if we can attempt to load another rocket
256                         if(!loaded && enough_ammo)
257                         {
258                                 if(!self.hagar_loadblock && self.hagar_loadstep < time)
259                                 {
260                                         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
261                                         self.weaponentity.state = WS_INUSE;
262                                         self.hagar_load += 1;
263                                         sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
264
265                                         if (self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max)
266                                                 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_hold * W_WeaponRateFactor();
267                                         else
268                                                 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
269                                 }
270                         }
271                         else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
272                         {
273                                 // if this is the last rocket we can load, play a beep sound to notify the player
274                                 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
275                                 self.hagar_loadbeep = TRUE;
276                         }
277                 }
278         }
279         else if(self.hagar_loadblock)
280         {
281                 // the alt fire button has been released, so re-enable loading if blocked
282                 self.hagar_loadblock = FALSE;
283         }
284
285         if(self.hagar_load)
286         {
287                 if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && autocvar_g_balance_hagar_secondary_load_hold >= 0))
288                 {
289                         self.weaponentity.state = WS_READY;
290                         W_Hagar_Attack2_Load_Release();
291                 }
292         }
293         else
294         {
295                 self.hagar_loadbeep = FALSE;
296         }
297
298         // we aren't checking ammo during an attack, so we must do it here
299         if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
300         {
301                 // note: this doesn't force the switch
302                 W_SwitchToOtherWeapon(self);
303                 return;
304         }
305 }
306
307 void spawnfunc_weapon_hagar (void)
308 {
309         weapon_defaultspawnfunc(WEP_HAGAR);
310 }
311
312 float w_hagar(float req)
313 {
314         float ammo_amount;
315         if (req == WR_AIM)
316                 if (random()>0.15)
317                         self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
318                 else
319                 {
320                         // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
321                         self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
322                 }
323         else if (req == WR_THINK)
324         {
325                 local float loadable_secondary;
326                 loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary;
327
328                 if (loadable_secondary)
329                         W_Hagar_Attack2_Load(); // must always run each frame
330                 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
331                         weapon_action(self.weapon, WR_RELOAD);
332                 else if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
333                 {
334                         if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
335                         {
336                                 W_Hagar_Attack();
337                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
338                         }
339                 }
340                 else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary)
341                 {
342                         if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
343                         {
344                                 W_Hagar_Attack2();
345                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
346                         }
347                 }
348         }
349         else if (req == WR_GONETHINK)
350         {
351                 // we lost the weapon and want to prepare switching away
352                 if(self.hagar_load)
353                 {
354                         self.weaponentity.state = WS_READY;
355                         W_Hagar_Attack2_Load_Release();
356                 }
357         }
358         else if (req == WR_PRECACHE)
359         {
360                 precache_model ("models/weapons/g_hagar.md3");
361                 precache_model ("models/weapons/v_hagar.md3");
362                 precache_model ("models/weapons/h_hagar.iqm");
363                 precache_sound ("weapons/hagar_fire.wav");
364                 precache_sound ("weapons/hagar_load.wav");
365                 precache_sound ("weapons/hagar_beep.wav");
366                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
367         }
368         else if (req == WR_SETUP)
369         {
370                 weapon_setup(WEP_HAGAR);
371                 self.current_ammo = ammo_rockets;
372                 self.hagar_loadblock = FALSE;
373
374                 if(self.hagar_load)
375                 {
376                         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
377                         self.hagar_load = 0;
378                 }
379         }
380         else if (req == WR_CHECKAMMO1)
381         {
382                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
383                 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_primary_ammo;
384                 return ammo_amount;
385         }
386         else if (req == WR_CHECKAMMO2)
387         {
388                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
389                 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
390                 return ammo_amount;
391         }
392         else if (req == WR_RESETPLAYER)
393         {
394                 self.hagar_load = 0;
395         }
396         else if (req == WR_PLAYERDEATH)
397         {
398                 // if we have any rockets loaded when we die, release them
399                 if(self.hagar_load && autocvar_g_balance_hagar_secondary_load_releasedeath)
400                         W_Hagar_Attack2_Load_Release();
401         }
402         else if (req == WR_RELOAD)
403         {
404                 if not(self.hagar_load) // require releasing loaded rockets first
405                         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");
406         }
407         return TRUE;
408 };
409 #endif
410 #ifdef CSQC
411 float w_hagar(float req)
412 {
413         if(req == WR_IMPACTEFFECT)
414         {
415                 vector org2;
416                 org2 = w_org + w_backoff * 6;
417                 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
418                 if(!w_issilent)
419                 {
420                         if (w_random<0.15)
421                                 sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
422                         else if (w_random<0.7)
423                                 sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
424                         else
425                                 sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
426                 }
427         }
428         else if(req == WR_PRECACHE)
429         {
430                 precache_sound("weapons/hagexp1.wav");
431                 precache_sound("weapons/hagexp2.wav");
432                 precache_sound("weapons/hagexp3.wav");
433         }
434         else if (req == WR_SUICIDEMESSAGE)
435                 w_deathtypestring = _("%s played with tiny rockets");
436         else if (req == WR_KILLMESSAGE)
437         {
438                 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
439                         w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce");
440                 else // unchecked: SPLASH, SECONDARY
441                         w_deathtypestring = _("%s was pummeled by %s");
442         }
443         return TRUE;
444 }
445 #endif
446 #endif