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"))
5 // NO bounce protection, as bounces are limited!
7 void W_Hagar_Explode (void)
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);
15 void W_Hagar_Explode2 (void)
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);
23 void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
27 self.health = self.health - damage;
28 self.angles = vectoangles(self.velocity);
30 W_PrepareExplosionByDamage(attacker, self.think);
33 void W_Hagar_Touch (void)
39 void W_Hagar_Touch2 (void)
43 if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
47 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
48 self.angles = vectoangles (self.velocity);
50 self.projectiledeathtype |= HITTYPE_BOUNCE;
54 void W_Hagar_Attack (void)
58 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo);
60 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_primary_damage);
62 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
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;
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;
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');
85 missile.movetype = MOVETYPE_FLY;
86 W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_primary);
88 missile.angles = vectoangles (missile.velocity);
89 missile.flags = FL_PROJECTILE;
91 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
93 other = missile; MUTATOR_CALLHOOK(EditProjectile);
96 void W_Hagar_Attack2 (void)
100 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
102 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage);
104 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
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;
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;
118 missile.touch = W_Hagar_Touch2;
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');
128 missile.movetype = MOVETYPE_BOUNCEMISSILE;
129 W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_secondary);
131 missile.angles = vectoangles (missile.velocity);
132 missile.flags = FL_PROJECTILE;
134 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
136 other = missile; MUTATOR_CALLHOOK(EditProjectile);
139 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep;
140 void W_Hagar_Attack2_Load_Release (void)
142 // time to release the rockets we've loaded
144 local entity missile;
145 local float counter, shots, spread_pershot;
147 vector forward, right, up;
152 weapon_prepareattack_do(1, autocvar_g_balance_hagar_secondary_refire);
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);
161 shots = self.hagar_load;
163 while (counter < shots)
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;
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;
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;
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);
192 // pattern spread calculation
198 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
202 s = s * autocvar_g_balance_hagar_secondary_load_spread * g_weaponspreadfactor;
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);
206 missile.angles = vectoangles (missile.velocity);
207 missile.flags = FL_PROJECTILE;
209 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
211 other = missile; MUTATOR_CALLHOOK(EditProjectile);
213 counter = counter + 1;
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();
221 void W_Hagar_Attack2_Load (void)
223 // loadable hagar secondary attack, must always run each frame
225 local float loaded, enough_ammo;
226 loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
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;
232 enough_ammo = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
234 if(self.BUTTON_ATCK2)
236 if(self.BUTTON_ATCK && autocvar_g_balance_hagar_secondary_load_abort)
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
244 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
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();
249 // require letting go of the alt fire button before we can load again
250 self.hagar_loadblock = TRUE;
255 // check if we can attempt to load another rocket
256 if(!loaded && enough_ammo)
258 if(!self.hagar_loadblock && self.hagar_loadstep < time)
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
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();
268 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
271 else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
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;
279 else if(self.hagar_loadblock)
281 // the alt fire button has been released, so re-enable loading if blocked
282 self.hagar_loadblock = FALSE;
287 if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && autocvar_g_balance_hagar_secondary_load_hold >= 0))
289 self.weaponentity.state = WS_READY;
290 W_Hagar_Attack2_Load_Release();
295 self.hagar_loadbeep = FALSE;
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))
301 // note: this doesn't force the switch
302 W_SwitchToOtherWeapon(self);
307 void spawnfunc_weapon_hagar (void)
309 weapon_defaultspawnfunc(WEP_HAGAR);
312 float w_hagar(float req)
317 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
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);
323 else if (req == WR_THINK)
325 local float loadable_secondary;
326 loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary;
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
334 if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
337 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
340 else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary)
342 if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
345 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
349 else if (req == WR_GONETHINK)
351 // we lost the weapon and want to prepare switching away
354 self.weaponentity.state = WS_READY;
355 W_Hagar_Attack2_Load_Release();
358 else if (req == WR_PRECACHE)
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
368 else if (req == WR_SETUP)
370 weapon_setup(WEP_HAGAR);
371 self.current_ammo = ammo_rockets;
372 self.hagar_loadblock = FALSE;
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
380 else if (req == WR_CHECKAMMO1)
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;
386 else if (req == WR_CHECKAMMO2)
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;
392 else if (req == WR_RESETPLAYER)
396 else if (req == WR_PLAYERDEATH)
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();
402 else if (req == WR_RELOAD)
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");
411 float w_hagar(float req)
413 if(req == WR_IMPACTEFFECT)
416 org2 = w_org + w_backoff * 6;
417 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
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);
425 sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
428 else if(req == WR_PRECACHE)
430 precache_sound("weapons/hagexp1.wav");
431 precache_sound("weapons/hagexp2.wav");
432 precache_sound("weapons/hagexp3.wav");
434 else if (req == WR_SUICIDEMESSAGE)
435 w_deathtypestring = _("%s played with tiny rockets");
436 else if (req == WR_KILLMESSAGE)
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");