4 /* function */ W_Hagar,
5 /* ammotype */ ammo_rockets,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_MID,
10 /* modelname */ "hagar",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairhagar 0.8",
13 /* wepimg */ "weaponhagar",
14 /* refname */ "hagar",
15 /* wepname */ _("Hagar")
18 #define HAGAR_SETTINGS(w_cvar,w_prop) HAGAR_SETTINGS_LIST(w_cvar, w_prop, HAGAR, hagar)
19 #define HAGAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20 w_cvar(id, sn, BOTH, ammo) \
21 w_cvar(id, sn, BOTH, damage) \
22 w_cvar(id, sn, BOTH, edgedamage) \
23 w_cvar(id, sn, BOTH, force) \
24 w_cvar(id, sn, BOTH, radius) \
25 w_cvar(id, sn, BOTH, refire) \
26 w_cvar(id, sn, BOTH, speed) \
27 w_cvar(id, sn, BOTH, spread) \
28 w_cvar(id, sn, BOTH, damageforcescale) \
29 w_cvar(id, sn, BOTH, health) \
30 w_cvar(id, sn, PRI, lifetime) \
31 w_cvar(id, sn, SEC, load) \
32 w_cvar(id, sn, SEC, load_max) \
33 w_cvar(id, sn, SEC, load_abort) \
34 w_cvar(id, sn, SEC, load_animtime) \
35 w_cvar(id, sn, SEC, load_hold) \
36 w_cvar(id, sn, SEC, load_speed) \
37 w_cvar(id, sn, SEC, load_releasedeath) \
38 w_cvar(id, sn, SEC, load_spread) \
39 w_cvar(id, sn, SEC, load_spread_bias) \
40 w_cvar(id, sn, SEC, load_linkexplode) \
41 w_cvar(id, sn, SEC, lifetime_min) \
42 w_cvar(id, sn, SEC, lifetime_rand) \
43 w_cvar(id, sn, NONE, secondary) \
44 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
45 w_prop(id, sn, float, reloading_time, reload_time) \
46 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
47 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
48 w_prop(id, sn, string, weaponreplace, weaponreplace) \
49 w_prop(id, sn, float, weaponstart, weaponstart) \
50 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
51 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
54 HAGAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
58 void spawnfunc_weapon_hagar(void) { weapon_defaultspawnfunc(WEP_HAGAR); }
60 // NO bounce protection, as bounces are limited!
62 void W_Hagar_Explode(void)
64 self.event_damage = func_null;
65 RadiusDamage(self, self.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), world, world, WEP_CVAR_PRI(hagar, force), self.projectiledeathtype, other);
70 void W_Hagar_Explode2(void)
72 self.event_damage = func_null;
73 RadiusDamage(self, self.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), world, world, WEP_CVAR_SEC(hagar, force), self.projectiledeathtype, other);
78 void W_Hagar_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
83 float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : true)
84 && (inflictor.projectiledeathtype & HITTYPE_SECONDARY)
85 && (self.projectiledeathtype & HITTYPE_SECONDARY));
88 is_linkexplode = (is_linkexplode && WEP_CVAR_SEC(hagar, load_linkexplode));
90 is_linkexplode = -1; // not secondary load, so continue as normal without exception.
92 if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode))
93 return; // g_projectiles_damage says to halt
95 self.health = self.health - damage;
96 self.angles = vectoangles(self.velocity);
99 W_PrepareExplosionByDamage(attacker, self.think);
102 void W_Hagar_Touch(void)
108 void W_Hagar_Touch2(void)
112 if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
116 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
117 self.angles = vectoangles(self.velocity);
119 self.projectiledeathtype |= HITTYPE_BOUNCE;
123 void W_Hagar_Attack(void)
127 W_DecreaseAmmo(WEP_CVAR_PRI(hagar, ammo));
129 W_SetupShot(self, false, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
131 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
134 missile.owner = missile.realowner = self;
135 missile.classname = "missile";
136 missile.bot_dodge = true;
137 missile.bot_dodgerating = WEP_CVAR_PRI(hagar, damage);
139 missile.takedamage = DAMAGE_YES;
140 missile.health = WEP_CVAR_PRI(hagar, health);
141 missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale);
142 missile.event_damage = W_Hagar_Damage;
143 missile.damagedbycontents = true;
145 missile.touch = W_Hagar_Touch;
146 missile.use = W_Hagar_Explode;
147 missile.think = adaptor_think2use_hittype_splash;
148 missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime);
149 PROJECTILE_MAKETRIGGER(missile);
150 missile.projectiledeathtype = WEP_HAGAR;
151 setorigin(missile, w_shotorg);
152 setsize(missile, '0 0 0', '0 0 0');
154 missile.movetype = MOVETYPE_FLY;
155 W_SetupProjVelocity_PRI(missile, hagar);
157 missile.angles = vectoangles(missile.velocity);
158 missile.flags = FL_PROJECTILE;
159 missile.missile_flags = MIF_SPLASH;
161 CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
163 other = missile; MUTATOR_CALLHOOK(EditProjectile);
166 void W_Hagar_Attack2(void)
170 W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo));
172 W_SetupShot(self, false, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
174 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
177 missile.owner = missile.realowner = self;
178 missile.classname = "missile";
179 missile.bot_dodge = true;
180 missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
182 missile.takedamage = DAMAGE_YES;
183 missile.health = WEP_CVAR_SEC(hagar, health);
184 missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
185 missile.event_damage = W_Hagar_Damage;
186 missile.damagedbycontents = true;
188 missile.touch = W_Hagar_Touch2;
190 missile.use = W_Hagar_Explode2;
191 missile.think = adaptor_think2use_hittype_splash;
192 missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
193 PROJECTILE_MAKETRIGGER(missile);
194 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
195 setorigin(missile, w_shotorg);
196 setsize(missile, '0 0 0', '0 0 0');
198 missile.movetype = MOVETYPE_BOUNCEMISSILE;
199 W_SetupProjVelocity_SEC(missile, hagar);
201 missile.angles = vectoangles(missile.velocity);
202 missile.flags = FL_PROJECTILE;
203 missile.missile_flags = MIF_SPLASH;
205 CSQCProjectile(missile, true, PROJECTILE_HAGAR_BOUNCING, true);
207 other = missile; MUTATOR_CALLHOOK(EditProjectile);
210 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
211 void W_Hagar_Attack2_Load_Release(void)
213 // time to release the rockets we've loaded
216 float counter, shots, spread_pershot;
218 vector forward, right, up;
223 weapon_prepareattack_do(1, WEP_CVAR_SEC(hagar, refire));
225 W_SetupShot(self, false, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
226 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
232 shots = self.hagar_load;
234 for(counter = 0; counter < shots; ++counter)
237 missile.owner = missile.realowner = self;
238 missile.classname = "missile";
239 missile.bot_dodge = true;
240 missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
242 missile.takedamage = DAMAGE_YES;
243 missile.health = WEP_CVAR_SEC(hagar, health);
244 missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
245 missile.event_damage = W_Hagar_Damage;
246 missile.damagedbycontents = true;
248 missile.touch = W_Hagar_Touch; // not bouncy
249 missile.use = W_Hagar_Explode2;
250 missile.think = adaptor_think2use_hittype_splash;
251 missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
252 PROJECTILE_MAKETRIGGER(missile);
253 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
254 setorigin(missile, w_shotorg);
255 setsize(missile, '0 0 0', '0 0 0');
256 missile.movetype = MOVETYPE_FLY;
257 missile.missile_flags = MIF_SPLASH;
259 // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
260 spread_pershot = ((shots - 1) / (WEP_CVAR_SEC(hagar, load_max) - 1));
261 spread_pershot = (1 - (spread_pershot * WEP_CVAR_SEC(hagar, load_spread_bias)));
262 spread_pershot = (WEP_CVAR_SEC(hagar, spread) * spread_pershot * g_weaponspreadfactor);
264 // pattern spread calculation
270 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
274 s = s * WEP_CVAR_SEC(hagar, load_spread) * g_weaponspreadfactor;
276 W_SetupProjVelocity_Explicit(missile, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_SEC(hagar, speed), 0, 0, spread_pershot, false);
278 missile.angles = vectoangles(missile.velocity);
279 missile.flags = FL_PROJECTILE;
281 CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
283 other = missile; MUTATOR_CALLHOOK(EditProjectile);
286 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
287 self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor();
291 void W_Hagar_Attack2_Load(void)
293 // loadable hagar secondary attack, must always run each frame
295 if(time < game_starttime)
298 float loaded, enough_ammo;
299 loaded = self.hagar_load >= WEP_CVAR_SEC(hagar, load_max);
301 // this is different than WR_CHECKAMMO when it comes to reloading
302 if(self.items & IT_UNLIMITED_WEAPON_AMMO)
304 else if(autocvar_g_balance_hagar_reload_ammo)
305 enough_ammo = self.(weapon_load[WEP_HAGAR]) >= WEP_CVAR_SEC(hagar, ammo);
307 enough_ammo = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo);
309 if(self.BUTTON_ATCK2)
311 if(self.BUTTON_ATCK && WEP_CVAR_SEC(hagar, load_abort))
315 // if we pressed primary fire while loading, unload all rockets and abort
316 self.weaponentity.state = WS_READY;
317 W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo
319 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
321 // pause until we can load rockets again, once we re-press the alt fire button
322 self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor();
324 // require letting go of the alt fire button before we can load again
325 self.hagar_loadblock = true;
330 // check if we can attempt to load another rocket
331 if(!loaded && enough_ammo)
333 if(!self.hagar_loadblock && self.hagar_loadstep < time)
335 W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo));
336 self.weaponentity.state = WS_INUSE;
337 self.hagar_load += 1;
338 sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
340 if(self.hagar_load >= WEP_CVAR_SEC(hagar, load_max))
341 self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor();
343 self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor();
346 else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
348 // if this is the last rocket we can load, play a beep sound to notify the player
349 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
350 self.hagar_loadbeep = true;
354 else if(self.hagar_loadblock)
356 // the alt fire button has been released, so re-enable loading if blocked
357 self.hagar_loadblock = false;
362 // play warning sound if we're about to release
363 if((loaded || !enough_ammo) && self.hagar_loadstep - 0.5 < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)
365 if(!self.hagar_warning && self.hagar_load) // prevents the beep from playing each frame
367 // we're about to automatically release after holding time, play a beep sound to notify the player
368 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
369 self.hagar_warning = true;
373 // release if player let go of button or if they've held it in too long
374 if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
376 self.weaponentity.state = WS_READY;
377 W_Hagar_Attack2_Load_Release();
382 self.hagar_loadbeep = false;
383 self.hagar_warning = false;
386 // we aren't checking ammo during an attack, so we must do it here
387 if(!(WEP_ACTION(self.weapon, WR_CHECKAMMO1) + WEP_ACTION(self.weapon, WR_CHECKAMMO2)))
388 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
390 // note: this doesn't force the switch
391 W_SwitchToOtherWeapon(self);
396 bool W_Hagar(int req)
404 self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
405 else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
406 self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
412 float loadable_secondary;
413 loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
415 if(loadable_secondary)
416 W_Hagar_Attack2_Load(); // must always run each frame
417 if(autocvar_g_balance_hagar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) // forced reload
418 WEP_ACTION(self.weapon, WR_RELOAD);
419 else if(self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
421 if(weapon_prepareattack(0, WEP_CVAR_PRI(hagar, refire)))
424 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready);
427 else if(self.BUTTON_ATCK2 && !loadable_secondary && WEP_CVAR(hagar, secondary))
429 if(weapon_prepareattack(1, WEP_CVAR_SEC(hagar, refire)))
432 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
440 // we lost the weapon and want to prepare switching away
443 self.weaponentity.state = WS_READY;
444 W_Hagar_Attack2_Load_Release();
451 precache_model("models/weapons/g_hagar.md3");
452 precache_model("models/weapons/v_hagar.md3");
453 precache_model("models/weapons/h_hagar.iqm");
454 precache_sound("weapons/hagar_fire.wav");
455 precache_sound("weapons/hagar_load.wav");
456 precache_sound("weapons/hagar_beep.wav");
457 HAGAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
462 self.hagar_loadblock = false;
466 W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary
474 ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_PRI(hagar, ammo);
475 ammo_amount += self.(weapon_load[WEP_HAGAR]) >= WEP_CVAR_PRI(hagar, ammo);
480 ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo);
481 ammo_amount += self.(weapon_load[WEP_HAGAR]) >= WEP_CVAR_SEC(hagar, ammo);
486 HAGAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
496 // if we have any rockets loaded when we die, release them
497 if(self.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
498 W_Hagar_Attack2_Load_Release();
504 if(!self.hagar_load) // require releasing loaded rockets first
505 W_Reload(min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), "weapons/reload.wav");
509 case WR_SUICIDEMESSAGE:
511 return WEAPON_HAGAR_SUICIDE;
515 if(w_deathtype & HITTYPE_SECONDARY)
516 return WEAPON_HAGAR_MURDER_BURST;
518 return WEAPON_HAGAR_MURDER_SPRAY;
525 bool W_Hagar(int req)
529 case WR_IMPACTEFFECT:
532 org2 = w_org + w_backoff * 6;
533 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
537 sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
538 else if(w_random<0.7)
539 sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
541 sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
548 precache_sound("weapons/hagexp1.wav");
549 precache_sound("weapons/hagexp2.wav");
550 precache_sound("weapons/hagexp3.wav");
555 // no weapon specific image for this weapon