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Merge branch 'Mario/morphed_explosivesmodel' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hagar.qc
1 #include "hagar.qh"
2
3 #ifdef SVQC
4
5 // NO bounce protection, as bounces are limited!
6
7 void W_Hagar_Explode(entity this, entity directhitentity)
8 {
9         this.event_damage = func_null;
10         RadiusDamage(this, this.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), NULL, NULL, WEP_CVAR_PRI(hagar, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
11
12         delete(this);
13 }
14
15 void W_Hagar_Explode_use(entity this, entity actor, entity trigger)
16 {
17         W_Hagar_Explode(this, trigger);
18 }
19
20 void W_Hagar_Explode2(entity this, entity directhitentity)
21 {
22         this.event_damage = func_null;
23         RadiusDamage(this, this.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), NULL, NULL, WEP_CVAR_SEC(hagar, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
24
25         delete(this);
26 }
27
28 void W_Hagar_Explode2_use(entity this, entity actor, entity trigger)
29 {
30         W_Hagar_Explode2(this, trigger);
31 }
32
33 void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
34 {
35         if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
36                 return;
37
38         float is_linkexplode = ( ((inflictor.owner != NULL) ? (inflictor.owner == this.owner) : true)
39                 && (inflictor.projectiledeathtype & HITTYPE_SECONDARY)
40                 && (this.projectiledeathtype & HITTYPE_SECONDARY));
41
42         if(is_linkexplode)
43                 is_linkexplode = (is_linkexplode && WEP_CVAR_SEC(hagar, load_linkexplode));
44         else
45                 is_linkexplode = -1; // not secondary load, so continue as normal without exception.
46
47         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, is_linkexplode))
48                 return; // g_projectiles_damage says to halt
49
50         TakeResource(this, RESOURCE_HEALTH, damage);
51         this.angles = vectoangles(this.velocity);
52
53         if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
54                 W_PrepareExplosionByDamage(this, attacker, getthink(this));
55 }
56
57 void W_Hagar_Touch(entity this, entity toucher)
58 {
59         PROJECTILE_TOUCH(this, toucher);
60         this.use(this, NULL, toucher);
61 }
62
63 void W_Hagar_Touch2(entity this, entity toucher)
64 {
65         PROJECTILE_TOUCH(this, toucher);
66
67         if(this.cnt > 0 || toucher.takedamage == DAMAGE_AIM) {
68                 this.use(this, NULL, toucher);
69         } else {
70                 this.cnt++;
71                 Send_Effect(EFFECT_HAGAR_BOUNCE, this.origin, this.velocity, 1);
72                 this.angles = vectoangles(this.velocity);
73                 this.owner = NULL;
74                 this.projectiledeathtype |= HITTYPE_BOUNCE;
75         }
76 }
77
78 void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity)
79 {
80         entity missile;
81
82         W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hagar, ammo), weaponentity);
83
84         W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage), WEP_HAGAR.m_id);
85
86         Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
87
88         missile = new(missile);
89         missile.owner = missile.realowner = actor;
90         missile.bot_dodge = true;
91         missile.bot_dodgerating = WEP_CVAR_PRI(hagar, damage);
92
93         missile.takedamage = DAMAGE_YES;
94         SetResourceAmountExplicit(missile, RESOURCE_HEALTH, WEP_CVAR_PRI(hagar, health));
95         missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale);
96         missile.event_damage = W_Hagar_Damage;
97         missile.damagedbycontents = true;
98         IL_PUSH(g_damagedbycontents, missile);
99
100         settouch(missile, W_Hagar_Touch);
101         missile.use = W_Hagar_Explode_use;
102         setthink(missile, adaptor_think2use_hittype_splash);
103         missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime);
104         PROJECTILE_MAKETRIGGER(missile);
105         missile.projectiledeathtype = WEP_HAGAR.m_id;
106         missile.weaponentity_fld = weaponentity;
107         setorigin(missile, w_shotorg);
108         setsize(missile, '0 0 0', '0 0 0');
109
110         set_movetype(missile, MOVETYPE_FLY);
111         W_SetupProjVelocity_PRI(missile, hagar);
112
113         missile.angles = vectoangles(missile.velocity);
114         missile.flags = FL_PROJECTILE;
115         IL_PUSH(g_projectiles, missile);
116         IL_PUSH(g_bot_dodge, missile);
117         missile.missile_flags = MIF_SPLASH;
118
119         CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
120
121         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
122 }
123
124 void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
125 {
126         entity missile;
127
128         W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo), weaponentity);
129
130         W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage), WEP_HAGAR.m_id | HITTYPE_SECONDARY);
131
132         Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
133
134         missile = new(missile);
135         missile.owner = missile.realowner = actor;
136         missile.bot_dodge = true;
137         missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
138
139         missile.takedamage = DAMAGE_YES;
140         SetResourceAmountExplicit(missile, RESOURCE_HEALTH, WEP_CVAR_SEC(hagar, health));
141         missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
142         missile.event_damage = W_Hagar_Damage;
143         missile.damagedbycontents = true;
144         IL_PUSH(g_damagedbycontents, missile);
145
146         settouch(missile, W_Hagar_Touch2);
147         missile.cnt = 0;
148         missile.use = W_Hagar_Explode2_use;
149         setthink(missile, adaptor_think2use_hittype_splash);
150         missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
151         PROJECTILE_MAKETRIGGER(missile);
152         missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
153         missile.weaponentity_fld = weaponentity;
154         setorigin(missile, w_shotorg);
155         setsize(missile, '0 0 0', '0 0 0');
156
157         set_movetype(missile, MOVETYPE_BOUNCEMISSILE);
158         W_SetupProjVelocity_SEC(missile, hagar);
159
160         missile.angles = vectoangles(missile.velocity);
161         missile.flags = FL_PROJECTILE;
162         IL_PUSH(g_projectiles, missile);
163         IL_PUSH(g_bot_dodge, missile);
164         missile.missile_flags = MIF_SPLASH;
165
166         CSQCProjectile(missile, true, PROJECTILE_HAGAR_BOUNCING, true);
167
168         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
169 }
170
171 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
172 void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
173 {
174         // time to release the rockets we've loaded
175
176         entity missile;
177         float counter, shots, spread_pershot;
178         vector s;
179         vector forward, right, up;
180
181         if(!actor.(weaponentity).hagar_load)
182                 return;
183
184         weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire));
185
186         shots = actor.(weaponentity).hagar_load;
187         W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage) * shots, WEP_HAGAR.m_id | HITTYPE_SECONDARY);
188         Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
189
190         forward = v_forward;
191         right = v_right;
192         up = v_up;
193
194         missile = NULL;
195         for(counter = 0; counter < shots; ++counter)
196         {
197                 missile = new(missile);
198                 missile.owner = missile.realowner = actor;
199                 missile.bot_dodge = true;
200                 missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
201
202                 missile.takedamage = DAMAGE_YES;
203                 SetResourceAmountExplicit(missile, RESOURCE_HEALTH, WEP_CVAR_SEC(hagar, health));
204                 missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
205                 missile.event_damage = W_Hagar_Damage;
206                 missile.damagedbycontents = true;
207                 IL_PUSH(g_damagedbycontents, missile);
208
209                 settouch(missile, W_Hagar_Touch); // not bouncy
210                 missile.use = W_Hagar_Explode2_use;
211                 setthink(missile, adaptor_think2use_hittype_splash);
212                 missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
213                 PROJECTILE_MAKETRIGGER(missile);
214                 missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
215                 missile.weaponentity_fld = weaponentity;
216                 setorigin(missile, w_shotorg);
217                 setsize(missile, '0 0 0', '0 0 0');
218                 set_movetype(missile, MOVETYPE_FLY);
219                 missile.missile_flags = MIF_SPLASH;
220
221                 // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
222                 spread_pershot = ((shots - 1) / (WEP_CVAR_SEC(hagar, load_max) - 1));
223                 spread_pershot = (1 - (spread_pershot * WEP_CVAR_SEC(hagar, load_spread_bias)));
224                 spread_pershot = (WEP_CVAR_SEC(hagar, spread) * spread_pershot * g_weaponspreadfactor);
225
226                 // pattern spread calculation
227                 s = '0 0 0';
228                 if(counter == 0)
229                         s = '0 0 0';
230                 else
231                 {
232                         makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
233                         s.y = v_forward.x;
234                         s.z = v_forward.y;
235                 }
236                 s = s * WEP_CVAR_SEC(hagar, load_spread) * g_weaponspreadfactor;
237
238                 W_SetupProjVelocity_Explicit(missile, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_SEC(hagar, speed), 0, 0, spread_pershot, false);
239
240                 missile.angles = vectoangles(missile.velocity);
241                 missile.flags = FL_PROJECTILE;
242                 IL_PUSH(g_projectiles, missile);
243                 IL_PUSH(g_bot_dodge, missile);
244
245                 CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
246
247                 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
248         }
249
250         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
251         actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor(actor);
252         actor.(weaponentity).hagar_load = 0;
253 }
254
255 void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
256 {
257         // loadable hagar secondary attack, must always run each frame
258         if(time < game_starttime || time < actor.race_penalty || timeout_status == TIMEOUT_ACTIVE)
259                 return;
260
261         bool loaded = actor.(weaponentity).hagar_load >= WEP_CVAR_SEC(hagar, load_max);
262
263         // this is different than WR_CHECKAMMO when it comes to reloading
264         bool enough_ammo;
265         if(actor.items & IT_UNLIMITED_WEAPON_AMMO)
266                 enough_ammo = true;
267         else if(autocvar_g_balance_hagar_reload_ammo)
268                 enough_ammo = actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
269         else
270                 enough_ammo = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hagar, ammo);
271
272         bool stopped = loaded || !enough_ammo;
273
274         if(PHYS_INPUT_BUTTON_ATCK2(actor))
275         {
276                 if(PHYS_INPUT_BUTTON_ATCK(actor) && WEP_CVAR_SEC(hagar, load_abort))
277                 {
278                         if(actor.(weaponentity).hagar_load)
279                         {
280                                 // if we pressed primary fire while loading, unload all rockets and abort
281                                 actor.(weaponentity).state = WS_READY;
282                                 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.(weaponentity).hagar_load * -1, weaponentity); // give back ammo
283                                 actor.(weaponentity).hagar_load = 0;
284                                 sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
285
286                                 // pause until we can load rockets again, once we re-press the alt fire button
287                                 actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(actor);
288
289                                 // require letting go of the alt fire button before we can load again
290                                 actor.(weaponentity).hagar_loadblock = true;
291                         }
292                 }
293                 else
294                 {
295                         // check if we can attempt to load another rocket
296                         if(!stopped)
297                         {
298                                 if(!actor.(weaponentity).hagar_loadblock && actor.(weaponentity).hagar_loadstep < time)
299                                 {
300                                         W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo), weaponentity);
301                                         actor.(weaponentity).state = WS_INUSE;
302                                         actor.(weaponentity).hagar_load += 1;
303                                         sound(actor, CH_WEAPON_B, SND_HAGAR_LOAD, VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
304
305                                         if(actor.(weaponentity).hagar_load >= WEP_CVAR_SEC(hagar, load_max))
306                                                 stopped = true;
307                                         else
308                                                 actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(actor);
309                                 }
310                         }
311                         if(stopped && !actor.(weaponentity).hagar_loadbeep && actor.(weaponentity).hagar_load) // prevents the beep from playing each frame
312                         {
313                                 // if this is the last rocket we can load, play a beep sound to notify the player
314                                 sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
315                                 actor.(weaponentity).hagar_loadbeep = true;
316                                 actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor(actor);
317                         }
318                 }
319         }
320         else if(actor.(weaponentity).hagar_loadblock)
321         {
322                 // the alt fire button has been released, so re-enable loading if blocked
323                 actor.(weaponentity).hagar_loadblock = false;
324         }
325
326         if(actor.(weaponentity).hagar_load)
327         {
328                 // play warning sound if we're about to release
329                 if(stopped && actor.(weaponentity).hagar_loadstep - 0.5 < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)
330                 {
331                         if(!actor.(weaponentity).hagar_warning) // prevents the beep from playing each frame
332                         {
333                                 // we're about to automatically release after holding time, play a beep sound to notify the player
334                                 sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
335                                 actor.(weaponentity).hagar_warning = true;
336                         }
337                 }
338
339                 // release if player let go of button or if they've held it in too long
340                 if(!PHYS_INPUT_BUTTON_ATCK2(actor) || (stopped && actor.(weaponentity).hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
341                 {
342                         actor.(weaponentity).state = WS_READY;
343                         W_Hagar_Attack2_Load_Release(actor, weaponentity);
344                 }
345         }
346         else
347         {
348                 actor.(weaponentity).hagar_loadbeep = false;
349                 actor.(weaponentity).hagar_warning = false;
350
351                 // we aren't checking ammo during an attack, so we must do it here
352                 if(!(thiswep.wr_checkammo1(thiswep, actor, weaponentity) + thiswep.wr_checkammo2(thiswep, actor, weaponentity)))
353                 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
354                 {
355                         // note: this doesn't force the switch
356                         W_SwitchToOtherWeapon(actor, weaponentity);
357                         return;
358                 }
359         }
360 }
361
362 void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
363 {
364         if(!(fire & 1) || actor.(weaponentity).hagar_load || actor.(weaponentity).hagar_loadblock || actor.(weaponentity).m_switchweapon != WEP_HAGAR || !weapon_prepareattack_check(thiswep, actor, weaponentity, false, -1))
365         {
366                 w_ready(thiswep, actor, weaponentity, fire);
367                 return;
368         }
369
370         if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
371         if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
372         {
373                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
374                 w_ready(thiswep, actor, weaponentity, fire);
375                 return;
376         }
377
378         W_Hagar_Attack(thiswep, actor, weaponentity);
379
380         int slot = weaponslot(weaponentity);
381         ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hagar, refire) * W_WeaponRateFactor(actor);
382         int theframe = WFRAME_FIRE1;
383         entity this = actor.(weaponentity);
384         if(this)
385         {
386                 if(this.wframe == WFRAME_FIRE1)
387                         theframe = WFRAME_DONTCHANGE;
388         }
389         weapon_thinkf(actor, weaponentity, theframe, WEP_CVAR_PRI(hagar, refire), W_Hagar_Attack_Auto);
390 }
391
392 METHOD(Hagar, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
393 {
394     if(random()>0.15)
395         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
396     else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
397         PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
398 }
399 METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
400 {
401     float loadable_secondary;
402     loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
403
404     if(loadable_secondary)
405         W_Hagar_Attack2_Load(thiswep, actor, weaponentity); // must always run each frame
406     if(autocvar_g_balance_hagar_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload
407         thiswep.wr_reload(thiswep, actor, weaponentity);
408     }
409     else if((fire & 1) && !actor.(weaponentity).hagar_load && !actor.(weaponentity).hagar_loadblock) // not while secondary is loaded or awaiting reset
410         {
411                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
412                         W_Hagar_Attack_Auto(thiswep, actor, weaponentity, fire);
413         }
414     else if((fire & 2) && !loadable_secondary && WEP_CVAR(hagar, secondary))
415     {
416         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)))
417         {
418             W_Hagar_Attack2(thiswep, actor, weaponentity);
419             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
420         }
421     }
422 }
423 METHOD(Hagar, wr_gonethink, void(entity thiswep, entity actor, .entity weaponentity))
424 {
425     // we lost the weapon and want to prepare switching away
426     if(actor.(weaponentity).hagar_load)
427     {
428         actor.(weaponentity).state = WS_READY;
429         W_Hagar_Attack2_Load_Release(actor, weaponentity);
430     }
431 }
432 METHOD(Hagar, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
433 {
434     actor.(weaponentity).hagar_loadblock = false;
435     if(actor.(weaponentity).hagar_load)
436     {
437         W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.(weaponentity).hagar_load * -1, weaponentity); // give back ammo if necessary
438         actor.(weaponentity).hagar_load = 0;
439     }
440 }
441 METHOD(Hagar, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
442 {
443     float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(hagar, ammo);
444     ammo_amount += actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
445     return ammo_amount;
446 }
447 METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
448 {
449     float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hagar, ammo);
450     ammo_amount += actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
451     return ammo_amount;
452 }
453 METHOD(Hagar, wr_resetplayer, void(entity thiswep, entity actor))
454 {
455     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
456     {
457         .entity weaponentity = weaponentities[slot];
458         actor.(weaponentity).hagar_load = 0;
459     }
460 }
461 METHOD(Hagar, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
462 {
463     // if we have any rockets loaded when we die, release them
464     if(actor.(weaponentity).hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
465         W_Hagar_Attack2_Load_Release(actor, weaponentity);
466 }
467 METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
468 {
469     if(!actor.(weaponentity).hagar_load) // require releasing loaded rockets first
470         W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND_RELOAD);
471 }
472 METHOD(Hagar, wr_suicidemessage, Notification(entity thiswep))
473 {
474     return WEAPON_HAGAR_SUICIDE;
475 }
476 METHOD(Hagar, wr_killmessage, Notification(entity thiswep))
477 {
478     if(w_deathtype & HITTYPE_SECONDARY)
479         return WEAPON_HAGAR_MURDER_BURST;
480     else
481         return WEAPON_HAGAR_MURDER_SPRAY;
482 }
483
484 #endif
485 #ifdef CSQC
486
487 METHOD(Hagar, wr_impacteffect, void(entity thiswep, entity actor))
488 {
489     vector org2;
490     org2 = w_org + w_backoff * 6;
491     pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
492     if(!w_issilent)
493     {
494         if(w_random<0.15)
495             sound(actor, CH_SHOTS, SND_HAGEXP1, VOL_BASE, ATTN_NORM);
496         else if(w_random<0.7)
497             sound(actor, CH_SHOTS, SND_HAGEXP2, VOL_BASE, ATTN_NORM);
498         else
499             sound(actor, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM);
500     }
501 }
502
503 #endif