4 /* function */ w_hagar,
5 /* ammotype */ IT_ROCKETS,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_MID,
10 /* shortname */ "hagar",
11 /* fullname */ _("Hagar")
15 // NO bounce protection, as bounces are limited!
17 void W_Hagar_Explode (void)
19 self.event_damage = func_null;
20 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);
25 void W_Hagar_Explode2 (void)
27 self.event_damage = func_null;
28 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);
33 void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
38 float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : TRUE)
39 && (inflictor.projectiledeathtype & HITTYPE_SECONDARY)
40 && (self.projectiledeathtype & HITTYPE_SECONDARY));
43 is_linkexplode = (is_linkexplode && autocvar_g_balance_hagar_secondary_load_linkexplode);
45 is_linkexplode = -1; // not secondary load, so continue as normal without exception.
47 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode))
48 return; // g_projectiles_damage says to halt
50 self.health = self.health - damage;
51 self.angles = vectoangles(self.velocity);
54 W_PrepareExplosionByDamage(attacker, self.think);
57 void W_Hagar_Touch (void)
63 void W_Hagar_Touch2 (void)
67 if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
71 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
72 self.angles = vectoangles (self.velocity);
74 self.projectiledeathtype |= HITTYPE_BOUNCE;
78 void W_Hagar_Attack (void)
82 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo);
84 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_primary_damage);
86 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
89 missile.owner = missile.realowner = self;
90 missile.classname = "missile";
91 missile.bot_dodge = TRUE;
92 missile.bot_dodgerating = autocvar_g_balance_hagar_primary_damage;
94 missile.takedamage = DAMAGE_YES;
95 missile.health = autocvar_g_balance_hagar_primary_health;
96 missile.damageforcescale = autocvar_g_balance_hagar_primary_damageforcescale;
97 missile.event_damage = W_Hagar_Damage;
98 missile.damagedbycontents = TRUE;
100 missile.touch = W_Hagar_Touch;
101 missile.use = W_Hagar_Explode;
102 missile.think = adaptor_think2use_hittype_splash;
103 missile.nextthink = time + autocvar_g_balance_hagar_primary_lifetime;
104 PROJECTILE_MAKETRIGGER(missile);
105 missile.projectiledeathtype = WEP_HAGAR;
106 setorigin (missile, w_shotorg);
107 setsize(missile, '0 0 0', '0 0 0');
109 missile.movetype = MOVETYPE_FLY;
110 W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_primary);
112 missile.angles = vectoangles (missile.velocity);
113 missile.flags = FL_PROJECTILE;
114 missile.missile_flags = MIF_SPLASH;
116 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
118 other = missile; MUTATOR_CALLHOOK(EditProjectile);
121 void W_Hagar_Attack2 (void)
125 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
127 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage);
129 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
132 missile.owner = missile.realowner = self;
133 missile.classname = "missile";
134 missile.bot_dodge = TRUE;
135 missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
137 missile.takedamage = DAMAGE_YES;
138 missile.health = autocvar_g_balance_hagar_secondary_health;
139 missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale;
140 missile.event_damage = W_Hagar_Damage;
141 missile.damagedbycontents = TRUE;
143 missile.touch = W_Hagar_Touch2;
145 missile.use = W_Hagar_Explode2;
146 missile.think = adaptor_think2use_hittype_splash;
147 missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
148 PROJECTILE_MAKETRIGGER(missile);
149 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
150 setorigin (missile, w_shotorg);
151 setsize(missile, '0 0 0', '0 0 0');
153 missile.movetype = MOVETYPE_BOUNCEMISSILE;
154 W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_secondary);
156 missile.angles = vectoangles (missile.velocity);
157 missile.flags = FL_PROJECTILE;
158 missile.missile_flags = MIF_SPLASH;
160 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
162 other = missile; MUTATOR_CALLHOOK(EditProjectile);
165 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
166 void W_Hagar_Attack2_Load_Release (void)
168 // time to release the rockets we've loaded
171 float counter, shots, spread_pershot;
173 vector forward, right, up;
178 weapon_prepareattack_do(1, autocvar_g_balance_hagar_secondary_refire);
180 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage);
181 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
187 shots = self.hagar_load;
189 for(counter = 0; counter < shots; ++counter)
192 missile.owner = missile.realowner = self;
193 missile.classname = "missile";
194 missile.bot_dodge = TRUE;
195 missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
197 missile.takedamage = DAMAGE_YES;
198 missile.health = autocvar_g_balance_hagar_secondary_health;
199 missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale;
200 missile.event_damage = W_Hagar_Damage;
201 missile.damagedbycontents = TRUE;
203 missile.touch = W_Hagar_Touch; // not bouncy
204 missile.use = W_Hagar_Explode2;
205 missile.think = adaptor_think2use_hittype_splash;
206 missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
207 PROJECTILE_MAKETRIGGER(missile);
208 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
209 setorigin (missile, w_shotorg);
210 setsize(missile, '0 0 0', '0 0 0');
211 missile.movetype = MOVETYPE_FLY;
212 missile.missile_flags = MIF_SPLASH;
214 // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
215 spread_pershot = ((shots - 1) / (autocvar_g_balance_hagar_secondary_load_max - 1));
216 spread_pershot = (1 - (spread_pershot * autocvar_g_balance_hagar_secondary_load_spread_bias));
217 spread_pershot = (autocvar_g_balance_hagar_secondary_spread * spread_pershot * g_weaponspreadfactor);
219 // pattern spread calculation
225 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
229 s = s * autocvar_g_balance_hagar_secondary_load_spread * g_weaponspreadfactor;
231 W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_hagar_secondary_speed, 0, 0, spread_pershot, FALSE);
233 missile.angles = vectoangles (missile.velocity);
234 missile.flags = FL_PROJECTILE;
236 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
238 other = missile; MUTATOR_CALLHOOK(EditProjectile);
241 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_load_animtime, w_ready);
242 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire * W_WeaponRateFactor();
246 void W_Hagar_Attack2_Load (void)
248 // loadable hagar secondary attack, must always run each frame
250 if(time < game_starttime)
253 float loaded, enough_ammo;
254 loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
256 // this is different than WR_CHECKAMMO when it comes to reloading
257 if(autocvar_g_balance_hagar_reload_ammo)
258 enough_ammo = self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo;
260 enough_ammo = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
262 if(self.BUTTON_ATCK2)
264 if(self.BUTTON_ATCK && autocvar_g_balance_hagar_secondary_load_abort)
268 // if we pressed primary fire while loading, unload all rockets and abort
269 self.weaponentity.state = WS_READY;
270 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo
272 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
274 // pause until we can load rockets again, once we re-press the alt fire button
275 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
277 // require letting go of the alt fire button before we can load again
278 self.hagar_loadblock = TRUE;
283 // check if we can attempt to load another rocket
284 if(!loaded && enough_ammo)
286 if(!self.hagar_loadblock && self.hagar_loadstep < time)
288 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
289 self.weaponentity.state = WS_INUSE;
290 self.hagar_load += 1;
291 sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
293 if (self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max)
294 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_hold * W_WeaponRateFactor();
296 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
299 else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
301 // if this is the last rocket we can load, play a beep sound to notify the player
302 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
303 self.hagar_loadbeep = TRUE;
307 else if(self.hagar_loadblock)
309 // the alt fire button has been released, so re-enable loading if blocked
310 self.hagar_loadblock = FALSE;
315 // play warning sound if we're about to release
316 if((loaded || !enough_ammo) && self.hagar_loadstep - 0.5 < time && autocvar_g_balance_hagar_secondary_load_hold >= 0)
318 if(!self.hagar_warning && self.hagar_load) // prevents the beep from playing each frame
320 // we're about to automatically release after holding time, play a beep sound to notify the player
321 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
322 self.hagar_warning = TRUE;
326 // release if player let go of button or if they've held it in too long
327 if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && autocvar_g_balance_hagar_secondary_load_hold >= 0))
329 self.weaponentity.state = WS_READY;
330 W_Hagar_Attack2_Load_Release();
335 self.hagar_loadbeep = FALSE;
336 self.hagar_warning = FALSE;
339 // we aren't checking ammo during an attack, so we must do it here
340 if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
342 // note: this doesn't force the switch
343 W_SwitchToOtherWeapon(self);
348 void spawnfunc_weapon_hagar (void)
350 weapon_defaultspawnfunc(WEP_HAGAR);
353 float w_hagar(float req)
358 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
361 // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
362 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
364 else if (req == WR_THINK)
366 float loadable_secondary;
367 loadable_secondary = (autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary);
369 if (loadable_secondary)
370 W_Hagar_Attack2_Load(); // must always run each frame
371 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
372 weapon_action(self.weapon, WR_RELOAD);
373 else if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
375 if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
378 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
381 else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary)
383 if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
386 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
390 else if (req == WR_GONETHINK)
392 // we lost the weapon and want to prepare switching away
395 self.weaponentity.state = WS_READY;
396 W_Hagar_Attack2_Load_Release();
399 else if (req == WR_PRECACHE)
401 precache_model ("models/weapons/g_hagar.md3");
402 precache_model ("models/weapons/v_hagar.md3");
403 precache_model ("models/weapons/h_hagar.iqm");
404 precache_sound ("weapons/hagar_fire.wav");
405 precache_sound ("weapons/hagar_load.wav");
406 precache_sound ("weapons/hagar_beep.wav");
407 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
409 else if (req == WR_SETUP)
411 weapon_setup(WEP_HAGAR);
412 self.current_ammo = ammo_rockets;
413 self.hagar_loadblock = FALSE;
417 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
421 else if (req == WR_CHECKAMMO1)
423 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
424 ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_primary_ammo;
427 else if (req == WR_CHECKAMMO2)
429 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
430 ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo;
433 else if (req == WR_RESETPLAYER)
437 else if (req == WR_PLAYERDEATH)
439 // if we have any rockets loaded when we die, release them
440 if(self.hagar_load && autocvar_g_balance_hagar_secondary_load_releasedeath)
441 W_Hagar_Attack2_Load_Release();
443 else if (req == WR_RELOAD)
445 if not(self.hagar_load) // require releasing loaded rockets first
446 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");
448 else if (req == WR_SUICIDEMESSAGE)
450 return WEAPON_HAGAR_SUICIDE;
452 else if (req == WR_KILLMESSAGE)
454 if(w_deathtype & HITTYPE_SECONDARY)
455 return WEAPON_HAGAR_MURDER_BURST;
457 return WEAPON_HAGAR_MURDER_SPRAY;
463 float w_hagar(float req)
465 if(req == WR_IMPACTEFFECT)
468 org2 = w_org + w_backoff * 6;
469 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
473 sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
474 else if (w_random<0.7)
475 sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
477 sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
480 else if(req == WR_PRECACHE)
482 precache_sound("weapons/hagexp1.wav");
483 precache_sound("weapons/hagexp2.wav");
484 precache_sound("weapons/hagexp3.wav");