2 REGISTER_WEAPON(HAGAR, w_hagar, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hagar", "hagar", _("Hagar"))
5 // NO bounce protection, as bounces are limited!
7 // weapon load persistence, for weapons that support reloading
10 void W_Hagar_SetAmmoCounter()
12 // set clip_load to the weapon we have switched to, if the gun uses reloading
13 if(!autocvar_g_balance_hagar_reload_ammo)
14 self.clip_load = 0; // also keeps crosshair ammo from displaying
17 self.clip_load = self.hagar_load;
18 self.clip_size = autocvar_g_balance_hagar_reload_ammo; // for the crosshair ammo display
24 self.reload_ammo_player = ammo_rockets;
25 self.reload_ammo_min = min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo);
26 self.reload_ammo_amount = autocvar_g_balance_hagar_reload_ammo;
27 self.reload_time = autocvar_g_balance_hagar_reload_time;
28 self.reload_sound = "weapons/reload.wav";
33 void W_Hagar_Explode (void)
35 self.event_damage = SUB_Null;
36 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);
41 void W_Hagar_Explode2 (void)
43 self.event_damage = SUB_Null;
44 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);
49 void W_Hagar_Touch (void)
55 void W_Hagar_Touch2 (void)
59 if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
63 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
64 self.angles = vectoangles (self.velocity);
66 self.projectiledeathtype |= HITTYPE_BOUNCE;
70 void W_Hagar_Attack (void)
74 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
75 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
77 if(autocvar_g_balance_hagar_reload_ammo)
79 self.clip_load -= autocvar_g_balance_hagar_primary_ammo;
80 self.hagar_load = self.clip_load;
83 self.ammo_rockets -= autocvar_g_balance_hagar_primary_ammo;
86 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_primary_damage);
88 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
91 missile.owner = missile.realowner = self;
92 missile.classname = "missile";
93 missile.bot_dodge = TRUE;
94 missile.bot_dodgerating = autocvar_g_balance_hagar_primary_damage;
95 missile.touch = W_Hagar_Touch;
96 missile.use = W_Hagar_Explode;
97 missile.think = adaptor_think2use_hittype_splash;
98 missile.nextthink = time + autocvar_g_balance_hagar_primary_lifetime;
99 PROJECTILE_MAKETRIGGER(missile);
100 missile.projectiledeathtype = WEP_HAGAR;
101 setorigin (missile, w_shotorg);
102 setsize(missile, '0 0 0', '0 0 0');
104 missile.movetype = MOVETYPE_FLY;
105 W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_primary);
107 missile.angles = vectoangles (missile.velocity);
108 missile.flags = FL_PROJECTILE;
110 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
112 other = missile; MUTATOR_CALLHOOK(EditProjectile);
115 void W_Hagar_Attack2 (void)
117 local entity missile;
119 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
120 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
122 if(autocvar_g_balance_hagar_reload_ammo)
124 self.clip_load -= autocvar_g_balance_hagar_secondary_ammo;
125 self.hagar_load = self.clip_load;
128 self.ammo_rockets -= autocvar_g_balance_hagar_secondary_ammo;
131 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
133 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
136 missile.owner = missile.realowner = self;
137 missile.classname = "missile";
138 missile.bot_dodge = TRUE;
139 missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
140 missile.touch = W_Hagar_Touch2;
142 missile.use = W_Hagar_Explode2;
143 missile.think = adaptor_think2use_hittype_splash;
144 missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
145 PROJECTILE_MAKETRIGGER(missile);
146 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
147 setorigin (missile, w_shotorg);
148 setsize(missile, '0 0 0', '0 0 0');
150 missile.movetype = MOVETYPE_BOUNCEMISSILE;
151 W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_secondary);
153 missile.angles = vectoangles (missile.velocity);
154 missile.flags = FL_PROJECTILE;
156 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
158 other = missile; MUTATOR_CALLHOOK(EditProjectile);
161 void spawnfunc_weapon_hagar (void)
163 weapon_defaultspawnfunc(WEP_HAGAR);
166 float w_hagar(float req)
171 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
174 // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
175 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
177 else if (req == WR_THINK)
179 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
181 else if (self.BUTTON_ATCK)
183 if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
186 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
189 else if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary)
191 if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
194 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
198 else if (req == WR_PRECACHE)
200 precache_model ("models/weapons/g_hagar.md3");
201 precache_model ("models/weapons/v_hagar.md3");
202 precache_model ("models/weapons/h_hagar.iqm");
203 precache_sound ("weapons/hagar_fire.wav");
204 precache_sound ("weapons/reload.wav");
206 else if (req == WR_SETUP)
208 weapon_setup(WEP_HAGAR);
209 W_Hagar_SetAmmoCounter();
211 else if (req == WR_CHECKAMMO1)
213 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
214 ammo_amount += self.hagar_load >= autocvar_g_balance_hagar_primary_ammo;
217 else if (req == WR_CHECKAMMO2)
219 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
220 ammo_amount += self.hagar_load >= autocvar_g_balance_hagar_secondary_ammo;
223 else if (req == WR_RESETPLAYER)
225 // all weapons must be fully loaded when we spawn
226 self.hagar_load = autocvar_g_balance_hagar_reload_ammo;
228 else if (req == WR_RELOAD)
236 float w_hagar(float req)
238 if(req == WR_IMPACTEFFECT)
241 org2 = w_org + w_backoff * 6;
242 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
246 sound(self, CHAN_PROJECTILE, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
247 else if (w_random<0.7)
248 sound(self, CHAN_PROJECTILE, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
250 sound(self, CHAN_PROJECTILE, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
253 else if(req == WR_PRECACHE)
255 precache_sound("weapons/hagexp1.wav");
256 precache_sound("weapons/hagexp2.wav");
257 precache_sound("weapons/hagexp3.wav");
259 else if (req == WR_SUICIDEMESSAGE)
260 w_deathtypestring = _("%s played with tiny rockets");
261 else if (req == WR_KILLMESSAGE)
263 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
264 w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce");
265 else // unchecked: SPLASH, SECONDARY
266 w_deathtypestring = _("%s was pummeled by %s");