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)
28 if ((inflictor.realowner == self.realowner) && !autocvar_g_balance_hagar_secondary_load_linkexplode)
31 self.health = self.health - damage;
32 self.angles = vectoangles(self.velocity);
34 print(strcat("hagar rocket health ", ftos(self.health), " after ", ftos(damage), " damage... (at time: ", ftos(time), ")\n"));
37 W_PrepareExplosionByDamage(attacker, self.think);
40 void W_Hagar_Touch (void)
46 void W_Hagar_Touch2 (void)
50 if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
54 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
55 self.angles = vectoangles (self.velocity);
57 self.projectiledeathtype |= HITTYPE_BOUNCE;
61 void W_Hagar_Attack (void)
65 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo);
67 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_primary_damage);
69 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
72 missile.owner = missile.realowner = self;
73 missile.classname = "missile";
74 missile.bot_dodge = TRUE;
75 missile.bot_dodgerating = autocvar_g_balance_hagar_primary_damage;
77 missile.takedamage = DAMAGE_YES;
78 missile.health = autocvar_g_balance_hagar_primary_health;
79 missile.damageforcescale = autocvar_g_balance_hagar_primary_damageforcescale;
80 missile.event_damage = W_Hagar_Damage;
81 missile.damagedbycontents = TRUE;
83 missile.touch = W_Hagar_Touch;
84 missile.use = W_Hagar_Explode;
85 missile.think = adaptor_think2use_hittype_splash;
86 missile.nextthink = time + autocvar_g_balance_hagar_primary_lifetime;
87 PROJECTILE_MAKETRIGGER(missile);
88 missile.projectiledeathtype = WEP_HAGAR;
89 setorigin (missile, w_shotorg);
90 setsize(missile, '0 0 0', '0 0 0');
92 missile.movetype = MOVETYPE_FLY;
93 W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_primary);
95 missile.angles = vectoangles (missile.velocity);
96 missile.flags = FL_PROJECTILE;
98 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
100 other = missile; MUTATOR_CALLHOOK(EditProjectile);
103 void W_Hagar_Attack2 (void)
105 local entity missile;
107 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
109 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage);
111 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
114 missile.owner = missile.realowner = self;
115 missile.classname = "missile";
116 missile.bot_dodge = TRUE;
117 missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
119 missile.takedamage = DAMAGE_YES;
120 missile.health = autocvar_g_balance_hagar_secondary_health;
121 missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale;
122 missile.event_damage = W_Hagar_Damage;
123 missile.damagedbycontents = TRUE;
125 missile.touch = W_Hagar_Touch2;
127 missile.use = W_Hagar_Explode2;
128 missile.think = adaptor_think2use_hittype_splash;
129 missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
130 PROJECTILE_MAKETRIGGER(missile);
131 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
132 setorigin (missile, w_shotorg);
133 setsize(missile, '0 0 0', '0 0 0');
135 missile.movetype = MOVETYPE_BOUNCEMISSILE;
136 W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_secondary);
138 missile.angles = vectoangles (missile.velocity);
139 missile.flags = FL_PROJECTILE;
141 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
143 other = missile; MUTATOR_CALLHOOK(EditProjectile);
146 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep;
147 void W_Hagar_Attack2_Load_Release (void)
149 // time to release the rockets we've loaded
151 local entity missile;
152 local float counter, shots, spread_pershot;
154 vector forward, right, up;
159 weapon_prepareattack_do(1, autocvar_g_balance_hagar_secondary_refire);
161 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage);
162 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
168 shots = self.hagar_load;
170 while (counter < shots)
173 missile.owner = missile.realowner = self;
174 missile.classname = "missile";
175 missile.bot_dodge = TRUE;
176 missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
178 missile.takedamage = DAMAGE_YES;
179 missile.health = autocvar_g_balance_hagar_secondary_health;
180 missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale;
181 missile.event_damage = W_Hagar_Damage;
182 missile.damagedbycontents = TRUE;
184 missile.touch = W_Hagar_Touch; // not bouncy
185 missile.use = W_Hagar_Explode2;
186 missile.think = adaptor_think2use_hittype_splash;
187 missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
188 PROJECTILE_MAKETRIGGER(missile);
189 missile.projectiledeathtype = WEP_HAGAR;
190 setorigin (missile, w_shotorg);
191 setsize(missile, '0 0 0', '0 0 0');
192 missile.movetype = MOVETYPE_FLY;
194 // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
195 spread_pershot = ((shots - 1) / (autocvar_g_balance_hagar_secondary_load_max - 1));
196 spread_pershot = (1 - (spread_pershot * autocvar_g_balance_hagar_secondary_load_spread_bias));
197 spread_pershot = (autocvar_g_balance_hagar_secondary_spread * spread_pershot * g_weaponspreadfactor);
199 // pattern spread calculation
205 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
209 s = s * autocvar_g_balance_hagar_secondary_load_spread * g_weaponspreadfactor;
211 W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_hagar_secondary_speed, 0, 0, spread_pershot, FALSE);
213 missile.angles = vectoangles (missile.velocity);
214 missile.flags = FL_PROJECTILE;
216 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
218 other = missile; MUTATOR_CALLHOOK(EditProjectile);
220 counter = counter + 1;
223 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
224 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire * W_WeaponRateFactor();
228 void W_Hagar_Attack2_Load (void)
230 // loadable hagar secondary attack, must always run each frame
232 local float loaded, enough_ammo;
233 loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
235 // this is different than WR_CHECKAMMO when it comes to reloading
236 if(autocvar_g_balance_hagar_reload_ammo)
237 enough_ammo = self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
239 enough_ammo = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
241 if(self.BUTTON_ATCK2)
243 if(self.BUTTON_ATCK && autocvar_g_balance_hagar_secondary_load_abort)
247 // if we pressed primary fire while loading, unload all rockets and abort
248 self.weaponentity.state = WS_READY;
249 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo
251 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
253 // pause until we can load rockets again, once we re-press the alt fire button
254 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
256 // require letting go of the alt fire button before we can load again
257 self.hagar_loadblock = TRUE;
262 // check if we can attempt to load another rocket
263 if(!loaded && enough_ammo)
265 if(!self.hagar_loadblock && self.hagar_loadstep < time)
267 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
268 self.weaponentity.state = WS_INUSE;
269 self.hagar_load += 1;
270 sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
272 if (self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max)
273 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_hold * W_WeaponRateFactor();
275 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
278 else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
280 // if this is the last rocket we can load, play a beep sound to notify the player
281 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
282 self.hagar_loadbeep = TRUE;
286 else if(self.hagar_loadblock)
288 // the alt fire button has been released, so re-enable loading if blocked
289 self.hagar_loadblock = FALSE;
294 if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && autocvar_g_balance_hagar_secondary_load_hold >= 0))
296 self.weaponentity.state = WS_READY;
297 W_Hagar_Attack2_Load_Release();
302 self.hagar_loadbeep = FALSE;
305 // we aren't checking ammo during an attack, so we must do it here
306 if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
308 // note: this doesn't force the switch
309 W_SwitchToOtherWeapon(self);
314 void spawnfunc_weapon_hagar (void)
316 weapon_defaultspawnfunc(WEP_HAGAR);
319 float w_hagar(float req)
324 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
327 // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
328 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
330 else if (req == WR_THINK)
332 local float loadable_secondary;
333 loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary;
335 if (loadable_secondary)
336 W_Hagar_Attack2_Load(); // must always run each frame
337 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
338 weapon_action(self.weapon, WR_RELOAD);
339 else if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
341 if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
344 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
347 else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary)
349 if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
352 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
356 else if (req == WR_GONETHINK)
358 // we lost the weapon and want to prepare switching away
361 self.weaponentity.state = WS_READY;
362 W_Hagar_Attack2_Load_Release();
365 else if (req == WR_PRECACHE)
367 precache_model ("models/weapons/g_hagar.md3");
368 precache_model ("models/weapons/v_hagar.md3");
369 precache_model ("models/weapons/h_hagar.iqm");
370 precache_sound ("weapons/hagar_fire.wav");
371 precache_sound ("weapons/hagar_load.wav");
372 precache_sound ("weapons/hagar_beep.wav");
373 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
375 else if (req == WR_SETUP)
377 weapon_setup(WEP_HAGAR);
378 self.current_ammo = ammo_rockets;
379 self.hagar_loadblock = FALSE;
383 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
387 else if (req == WR_CHECKAMMO1)
389 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
390 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_primary_ammo;
393 else if (req == WR_CHECKAMMO2)
395 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
396 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
399 else if (req == WR_RESETPLAYER)
403 else if (req == WR_PLAYERDEATH)
405 // if we have any rockets loaded when we die, release them
406 if(self.hagar_load && autocvar_g_balance_hagar_secondary_load_releasedeath)
407 W_Hagar_Attack2_Load_Release();
409 else if (req == WR_RELOAD)
411 if not(self.hagar_load) // require releasing loaded rockets first
412 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");
418 float w_hagar(float req)
420 if(req == WR_IMPACTEFFECT)
423 org2 = w_org + w_backoff * 6;
424 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
428 sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
429 else if (w_random<0.7)
430 sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
432 sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
435 else if(req == WR_PRECACHE)
437 precache_sound("weapons/hagexp1.wav");
438 precache_sound("weapons/hagexp2.wav");
439 precache_sound("weapons/hagexp3.wav");
441 else if (req == WR_SUICIDEMESSAGE)
442 w_deathtypestring = _("%s played with tiny rockets");
443 else if (req == WR_KILLMESSAGE)
445 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
446 w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce");
447 else // unchecked: SPLASH, SECONDARY
448 w_deathtypestring = _("%s was pummeled by %s");