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 void spawnfunc_weapon_hagar() { weapon_defaultspawnfunc(WEP_HAGAR); }
16 // NO bounce protection, as bounces are limited!
18 void W_Hagar_Explode (void)
20 self.event_damage = func_null;
21 RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_primary_damage, autocvar_g_balance_hagar_primary_edgedamage, autocvar_g_balance_hagar_primary_radius, world, world, autocvar_g_balance_hagar_primary_force, self.projectiledeathtype, other);
26 void W_Hagar_Explode2 (void)
28 self.event_damage = func_null;
29 RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_secondary_damage, autocvar_g_balance_hagar_secondary_edgedamage, autocvar_g_balance_hagar_secondary_radius, world, world, autocvar_g_balance_hagar_secondary_force, self.projectiledeathtype, other);
34 void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
39 float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : TRUE)
40 && (inflictor.projectiledeathtype & HITTYPE_SECONDARY)
41 && (self.projectiledeathtype & HITTYPE_SECONDARY));
44 is_linkexplode = (is_linkexplode && autocvar_g_balance_hagar_secondary_load_linkexplode);
46 is_linkexplode = -1; // not secondary load, so continue as normal without exception.
48 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode))
49 return; // g_projectiles_damage says to halt
51 self.health = self.health - damage;
52 self.angles = vectoangles(self.velocity);
55 W_PrepareExplosionByDamage(attacker, self.think);
58 void W_Hagar_Touch (void)
64 void W_Hagar_Touch2 (void)
68 if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
72 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
73 self.angles = vectoangles (self.velocity);
75 self.projectiledeathtype |= HITTYPE_BOUNCE;
79 void W_Hagar_Attack (void)
83 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo);
85 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_primary_damage);
87 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
90 missile.owner = missile.realowner = self;
91 missile.classname = "missile";
92 missile.bot_dodge = TRUE;
93 missile.bot_dodgerating = autocvar_g_balance_hagar_primary_damage;
95 missile.takedamage = DAMAGE_YES;
96 missile.health = autocvar_g_balance_hagar_primary_health;
97 missile.damageforcescale = autocvar_g_balance_hagar_primary_damageforcescale;
98 missile.event_damage = W_Hagar_Damage;
99 missile.damagedbycontents = TRUE;
101 missile.touch = W_Hagar_Touch;
102 missile.use = W_Hagar_Explode;
103 missile.think = adaptor_think2use_hittype_splash;
104 missile.nextthink = time + autocvar_g_balance_hagar_primary_lifetime;
105 PROJECTILE_MAKETRIGGER(missile);
106 missile.projectiledeathtype = WEP_HAGAR;
107 setorigin (missile, w_shotorg);
108 setsize(missile, '0 0 0', '0 0 0');
110 missile.movetype = MOVETYPE_FLY;
111 W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_primary);
113 missile.angles = vectoangles (missile.velocity);
114 missile.flags = FL_PROJECTILE;
115 missile.missile_flags = MIF_SPLASH;
117 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
119 other = missile; MUTATOR_CALLHOOK(EditProjectile);
122 void W_Hagar_Attack2 (void)
126 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
128 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage);
130 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
133 missile.owner = missile.realowner = self;
134 missile.classname = "missile";
135 missile.bot_dodge = TRUE;
136 missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
138 missile.takedamage = DAMAGE_YES;
139 missile.health = autocvar_g_balance_hagar_secondary_health;
140 missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale;
141 missile.event_damage = W_Hagar_Damage;
142 missile.damagedbycontents = TRUE;
144 missile.touch = W_Hagar_Touch2;
146 missile.use = W_Hagar_Explode2;
147 missile.think = adaptor_think2use_hittype_splash;
148 missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
149 PROJECTILE_MAKETRIGGER(missile);
150 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
151 setorigin (missile, w_shotorg);
152 setsize(missile, '0 0 0', '0 0 0');
154 missile.movetype = MOVETYPE_BOUNCEMISSILE;
155 W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_secondary);
157 missile.angles = vectoangles (missile.velocity);
158 missile.flags = FL_PROJECTILE;
159 missile.missile_flags = MIF_SPLASH;
161 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
163 other = missile; MUTATOR_CALLHOOK(EditProjectile);
166 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
167 void W_Hagar_Attack2_Load_Release (void)
169 // time to release the rockets we've loaded
172 float counter, shots, spread_pershot;
174 vector forward, right, up;
179 weapon_prepareattack_do(1, autocvar_g_balance_hagar_secondary_refire);
181 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage);
182 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
188 shots = self.hagar_load;
190 for(counter = 0; counter < shots; ++counter)
193 missile.owner = missile.realowner = self;
194 missile.classname = "missile";
195 missile.bot_dodge = TRUE;
196 missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
198 missile.takedamage = DAMAGE_YES;
199 missile.health = autocvar_g_balance_hagar_secondary_health;
200 missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale;
201 missile.event_damage = W_Hagar_Damage;
202 missile.damagedbycontents = TRUE;
204 missile.touch = W_Hagar_Touch; // not bouncy
205 missile.use = W_Hagar_Explode2;
206 missile.think = adaptor_think2use_hittype_splash;
207 missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
208 PROJECTILE_MAKETRIGGER(missile);
209 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
210 setorigin (missile, w_shotorg);
211 setsize(missile, '0 0 0', '0 0 0');
212 missile.movetype = MOVETYPE_FLY;
213 missile.missile_flags = MIF_SPLASH;
215 // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
216 spread_pershot = ((shots - 1) / (autocvar_g_balance_hagar_secondary_load_max - 1));
217 spread_pershot = (1 - (spread_pershot * autocvar_g_balance_hagar_secondary_load_spread_bias));
218 spread_pershot = (autocvar_g_balance_hagar_secondary_spread * spread_pershot * g_weaponspreadfactor);
220 // pattern spread calculation
226 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
230 s = s * autocvar_g_balance_hagar_secondary_load_spread * g_weaponspreadfactor;
232 W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_hagar_secondary_speed, 0, 0, spread_pershot, FALSE);
234 missile.angles = vectoangles (missile.velocity);
235 missile.flags = FL_PROJECTILE;
237 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
239 other = missile; MUTATOR_CALLHOOK(EditProjectile);
242 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_load_animtime, w_ready);
243 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire * W_WeaponRateFactor();
247 void W_Hagar_Attack2_Load (void)
249 // loadable hagar secondary attack, must always run each frame
251 if(time < game_starttime)
254 float loaded, enough_ammo;
255 loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
257 // this is different than WR_CHECKAMMO when it comes to reloading
258 if(autocvar_g_balance_hagar_reload_ammo)
259 enough_ammo = self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo;
261 enough_ammo = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
263 if(self.BUTTON_ATCK2)
265 if(self.BUTTON_ATCK && autocvar_g_balance_hagar_secondary_load_abort)
269 // if we pressed primary fire while loading, unload all rockets and abort
270 self.weaponentity.state = WS_READY;
271 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo
273 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
275 // pause until we can load rockets again, once we re-press the alt fire button
276 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
278 // require letting go of the alt fire button before we can load again
279 self.hagar_loadblock = TRUE;
284 // check if we can attempt to load another rocket
285 if(!loaded && enough_ammo)
287 if(!self.hagar_loadblock && self.hagar_loadstep < time)
289 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
290 self.weaponentity.state = WS_INUSE;
291 self.hagar_load += 1;
292 sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
294 if (self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max)
295 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_hold * W_WeaponRateFactor();
297 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
300 else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
302 // if this is the last rocket we can load, play a beep sound to notify the player
303 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
304 self.hagar_loadbeep = TRUE;
308 else if(self.hagar_loadblock)
310 // the alt fire button has been released, so re-enable loading if blocked
311 self.hagar_loadblock = FALSE;
316 // play warning sound if we're about to release
317 if((loaded || !enough_ammo) && self.hagar_loadstep - 0.5 < time && autocvar_g_balance_hagar_secondary_load_hold >= 0)
319 if(!self.hagar_warning && self.hagar_load) // prevents the beep from playing each frame
321 // we're about to automatically release after holding time, play a beep sound to notify the player
322 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
323 self.hagar_warning = TRUE;
327 // release if player let go of button or if they've held it in too long
328 if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && autocvar_g_balance_hagar_secondary_load_hold >= 0))
330 self.weaponentity.state = WS_READY;
331 W_Hagar_Attack2_Load_Release();
336 self.hagar_loadbeep = FALSE;
337 self.hagar_warning = FALSE;
340 // we aren't checking ammo during an attack, so we must do it here
341 if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
343 // note: this doesn't force the switch
344 W_SwitchToOtherWeapon(self);
349 float w_hagar(float req)
357 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
358 else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
359 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
365 float loadable_secondary;
366 loadable_secondary = (autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary);
368 if (loadable_secondary)
369 W_Hagar_Attack2_Load(); // must always run each frame
370 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
371 weapon_action(self.weapon, WR_RELOAD);
372 else if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
374 if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
377 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
380 else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary)
382 if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
385 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
393 // we lost the weapon and want to prepare switching away
396 self.weaponentity.state = WS_READY;
397 W_Hagar_Attack2_Load_Release();
404 precache_model ("models/weapons/g_hagar.md3");
405 precache_model ("models/weapons/v_hagar.md3");
406 precache_model ("models/weapons/h_hagar.iqm");
407 precache_sound ("weapons/hagar_fire.wav");
408 precache_sound ("weapons/hagar_load.wav");
409 precache_sound ("weapons/hagar_beep.wav");
414 weapon_setup(WEP_HAGAR);
415 self.current_ammo = ammo_rockets;
416 self.hagar_loadblock = FALSE;
420 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
428 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
429 ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_primary_ammo;
434 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
435 ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo;
445 // if we have any rockets loaded when we die, release them
446 if(self.hagar_load && autocvar_g_balance_hagar_secondary_load_releasedeath)
447 W_Hagar_Attack2_Load_Release();
453 if not(self.hagar_load) // require releasing loaded rockets first
454 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");
458 case WR_SUICIDEMESSAGE:
460 return WEAPON_HAGAR_SUICIDE;
464 if(w_deathtype & HITTYPE_SECONDARY)
465 return WEAPON_HAGAR_MURDER_BURST;
467 return WEAPON_HAGAR_MURDER_SPRAY;
474 float w_hagar(float req)
478 case WR_IMPACTEFFECT:
481 org2 = w_org + w_backoff * 6;
482 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
486 sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
487 else if (w_random<0.7)
488 sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
490 sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
497 precache_sound("weapons/hagexp1.wav");
498 precache_sound("weapons/hagexp2.wav");
499 precache_sound("weapons/hagexp3.wav");