3 /* ammotype */ ATTRIB(Hagar, ammo_field, .int, ammo_rockets)
4 /* impulse */ ATTRIB(Hagar, impulse, int, 8)
5 /* flags */ ATTRIB(Hagar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
6 /* rating */ ATTRIB(Hagar, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
7 /* color */ ATTRIB(Hagar, wpcolor, vector, '1 1 0.5');
8 /* modelname */ ATTRIB(Hagar, mdl, string, "hagar");
10 /* model */ ATTRIB(Hagar, m_model, Model, MDL_HAGAR_ITEM);
12 /* crosshair */ ATTRIB(Hagar, w_crosshair, string, "gfx/crosshairhagar");
13 /* crosshair */ ATTRIB(Hagar, w_crosshair_size, float, 0.8);
14 /* wepimg */ ATTRIB(Hagar, model2, string, "weaponhagar");
15 /* refname */ ATTRIB(Hagar, netname, string, "hagar");
16 /* wepname */ ATTRIB(Hagar, m_name, string, _("Hagar"));
18 #define X(BEGIN, P, END, class, prefix) \
20 P(class, prefix, ammo, float, BOTH) \
21 P(class, prefix, damageforcescale, float, BOTH) \
22 P(class, prefix, damage, float, BOTH) \
23 P(class, prefix, edgedamage, float, BOTH) \
24 P(class, prefix, force, float, BOTH) \
25 P(class, prefix, health, float, BOTH) \
26 P(class, prefix, lifetime, float, PRI) \
27 P(class, prefix, lifetime_min, float, SEC) \
28 P(class, prefix, lifetime_rand, float, SEC) \
29 P(class, prefix, load, float, SEC) \
30 P(class, prefix, load_abort, float, SEC) \
31 P(class, prefix, load_animtime, float, SEC) \
32 P(class, prefix, load_hold, float, SEC) \
33 P(class, prefix, load_linkexplode, float, SEC) \
34 P(class, prefix, load_max, float, SEC) \
35 P(class, prefix, load_releasedeath, float, SEC) \
36 P(class, prefix, load_speed, float, SEC) \
37 P(class, prefix, load_spread, float, SEC) \
38 P(class, prefix, load_spread_bias, float, SEC) \
39 P(class, prefix, radius, float, BOTH) \
40 P(class, prefix, refire, float, BOTH) \
41 P(class, prefix, reload_ammo, float, NONE) \
42 P(class, prefix, reload_time, float, NONE) \
43 P(class, prefix, secondary, float, NONE) \
44 P(class, prefix, speed, float, BOTH) \
45 P(class, prefix, spread, float, BOTH) \
46 P(class, prefix, switchdelay_drop, float, NONE) \
47 P(class, prefix, switchdelay_raise, float, NONE) \
48 P(class, prefix, weaponreplace, string,NONE) \
49 P(class, prefix, weaponstartoverride, float, NONE) \
50 P(class, prefix, weaponstart, float, NONE) \
51 P(class, prefix, weaponthrowable, float, NONE) \
53 W_PROPS(X, Hagar, hagar)
57 REGISTER_WEAPON(HAGAR, hagar, NEW(Hagar));
62 spawnfunc(weapon_hagar) { weapon_defaultspawnfunc(this, WEP_HAGAR); }
64 // NO bounce protection, as bounces are limited!
66 void W_Hagar_Explode(entity this, entity directhitentity)
68 this.event_damage = func_null;
69 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, directhitentity);
74 void W_Hagar_Explode_use(entity this, entity actor, entity trigger)
76 W_Hagar_Explode(this, trigger);
79 void W_Hagar_Explode2(entity this, entity directhitentity)
81 this.event_damage = func_null;
82 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, directhitentity);
87 void W_Hagar_Explode2_use(entity this, entity actor, entity trigger)
89 W_Hagar_Explode2(this, trigger);
92 void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
97 float is_linkexplode = ( ((inflictor.owner != NULL) ? (inflictor.owner == this.owner) : true)
98 && (inflictor.projectiledeathtype & HITTYPE_SECONDARY)
99 && (this.projectiledeathtype & HITTYPE_SECONDARY));
102 is_linkexplode = (is_linkexplode && WEP_CVAR_SEC(hagar, load_linkexplode));
104 is_linkexplode = -1; // not secondary load, so continue as normal without exception.
106 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, is_linkexplode))
107 return; // g_projectiles_damage says to halt
109 this.health = this.health - damage;
110 this.angles = vectoangles(this.velocity);
113 W_PrepareExplosionByDamage(this, attacker, getthink(this));
116 void W_Hagar_Touch(entity this, entity toucher)
118 PROJECTILE_TOUCH(this, toucher);
119 this.use(this, NULL, toucher);
122 void W_Hagar_Touch2(entity this, entity toucher)
124 PROJECTILE_TOUCH(this, toucher);
126 if(this.cnt > 0 || toucher.takedamage == DAMAGE_AIM) {
127 this.use(this, NULL, toucher);
130 Send_Effect(EFFECT_HAGAR_BOUNCE, this.origin, this.velocity, 1);
131 this.angles = vectoangles(this.velocity);
133 this.projectiledeathtype |= HITTYPE_BOUNCE;
137 void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity)
141 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hagar, ammo));
143 W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
145 Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
147 missile = new(missile);
148 missile.owner = missile.realowner = actor;
149 missile.bot_dodge = true;
150 missile.bot_dodgerating = WEP_CVAR_PRI(hagar, damage);
152 missile.takedamage = DAMAGE_YES;
153 missile.health = WEP_CVAR_PRI(hagar, health);
154 missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale);
155 missile.event_damage = W_Hagar_Damage;
156 missile.damagedbycontents = true;
158 settouch(missile, W_Hagar_Touch);
159 missile.use = W_Hagar_Explode_use;
160 setthink(missile, adaptor_think2use_hittype_splash);
161 missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime);
162 PROJECTILE_MAKETRIGGER(missile);
163 missile.projectiledeathtype = WEP_HAGAR.m_id;
164 setorigin(missile, w_shotorg);
165 setsize(missile, '0 0 0', '0 0 0');
167 set_movetype(missile, MOVETYPE_FLY);
168 W_SetupProjVelocity_PRI(missile, hagar);
170 missile.angles = vectoangles(missile.velocity);
171 missile.flags = FL_PROJECTILE;
172 IL_PUSH(g_projectiles, missile);
173 missile.missile_flags = MIF_SPLASH;
175 CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
177 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
180 void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
184 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo));
186 W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
188 Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
190 missile = new(missile);
191 missile.owner = missile.realowner = actor;
192 missile.bot_dodge = true;
193 missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
195 missile.takedamage = DAMAGE_YES;
196 missile.health = WEP_CVAR_SEC(hagar, health);
197 missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
198 missile.event_damage = W_Hagar_Damage;
199 missile.damagedbycontents = true;
201 settouch(missile, W_Hagar_Touch2);
203 missile.use = W_Hagar_Explode2_use;
204 setthink(missile, adaptor_think2use_hittype_splash);
205 missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
206 PROJECTILE_MAKETRIGGER(missile);
207 missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
208 setorigin(missile, w_shotorg);
209 setsize(missile, '0 0 0', '0 0 0');
211 set_movetype(missile, MOVETYPE_BOUNCEMISSILE);
212 W_SetupProjVelocity_SEC(missile, hagar);
214 missile.angles = vectoangles(missile.velocity);
215 missile.flags = FL_PROJECTILE;
216 IL_PUSH(g_projectiles, missile);
217 missile.missile_flags = MIF_SPLASH;
219 CSQCProjectile(missile, true, PROJECTILE_HAGAR_BOUNCING, true);
221 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
224 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
225 void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
227 // time to release the rockets we've loaded
230 float counter, shots, spread_pershot;
232 vector forward, right, up;
234 if(!actor.hagar_load)
237 weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire));
239 W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
240 Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
246 shots = actor.hagar_load;
248 for(counter = 0; counter < shots; ++counter)
250 missile = new(missile);
251 missile.owner = missile.realowner = actor;
252 missile.bot_dodge = true;
253 missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
255 missile.takedamage = DAMAGE_YES;
256 missile.health = WEP_CVAR_SEC(hagar, health);
257 missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
258 missile.event_damage = W_Hagar_Damage;
259 missile.damagedbycontents = true;
261 settouch(missile, W_Hagar_Touch); // not bouncy
262 missile.use = W_Hagar_Explode2_use;
263 setthink(missile, adaptor_think2use_hittype_splash);
264 missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
265 PROJECTILE_MAKETRIGGER(missile);
266 missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
267 setorigin(missile, w_shotorg);
268 setsize(missile, '0 0 0', '0 0 0');
269 set_movetype(missile, MOVETYPE_FLY);
270 missile.missile_flags = MIF_SPLASH;
272 // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
273 spread_pershot = ((shots - 1) / (WEP_CVAR_SEC(hagar, load_max) - 1));
274 spread_pershot = (1 - (spread_pershot * WEP_CVAR_SEC(hagar, load_spread_bias)));
275 spread_pershot = (WEP_CVAR_SEC(hagar, spread) * spread_pershot * g_weaponspreadfactor);
277 // pattern spread calculation
283 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
287 s = s * WEP_CVAR_SEC(hagar, load_spread) * g_weaponspreadfactor;
289 W_SetupProjVelocity_Explicit(missile, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_SEC(hagar, speed), 0, 0, spread_pershot, false);
291 missile.angles = vectoangles(missile.velocity);
292 missile.flags = FL_PROJECTILE;
293 IL_PUSH(g_projectiles, missile);
295 CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
297 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
300 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
301 actor.hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor(actor);
302 actor.hagar_load = 0;
305 void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
307 // loadable hagar secondary attack, must always run each frame
309 if(time < game_starttime)
312 bool loaded = actor.hagar_load >= WEP_CVAR_SEC(hagar, load_max);
314 // this is different than WR_CHECKAMMO when it comes to reloading
316 if(actor.items & IT_UNLIMITED_WEAPON_AMMO)
318 else if(autocvar_g_balance_hagar_reload_ammo)
319 enough_ammo = actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
321 enough_ammo = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
323 bool stopped = loaded || !enough_ammo;
325 if(PHYS_INPUT_BUTTON_ATCK2(actor))
327 if(PHYS_INPUT_BUTTON_ATCK(actor) && WEP_CVAR_SEC(hagar, load_abort))
331 // if we pressed primary fire while loading, unload all rockets and abort
332 actor.(weaponentity).state = WS_READY;
333 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.hagar_load * -1); // give back ammo
334 actor.hagar_load = 0;
335 sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
337 // pause until we can load rockets again, once we re-press the alt fire button
338 actor.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(actor);
340 // require letting go of the alt fire button before we can load again
341 actor.hagar_loadblock = true;
346 // check if we can attempt to load another rocket
349 if(!actor.hagar_loadblock && actor.hagar_loadstep < time)
351 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo));
352 actor.(weaponentity).state = WS_INUSE;
353 actor.hagar_load += 1;
354 sound(actor, CH_WEAPON_B, SND_HAGAR_LOAD, VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
356 if(actor.hagar_load >= WEP_CVAR_SEC(hagar, load_max))
359 actor.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(actor);
362 if(stopped && !actor.hagar_loadbeep && actor.hagar_load) // prevents the beep from playing each frame
364 // if this is the last rocket we can load, play a beep sound to notify the player
365 sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
366 actor.hagar_loadbeep = true;
367 actor.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor(actor);
371 else if(actor.hagar_loadblock)
373 // the alt fire button has been released, so re-enable loading if blocked
374 actor.hagar_loadblock = false;
379 // play warning sound if we're about to release
380 if(stopped && actor.hagar_loadstep - 0.5 < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)
382 if(!actor.hagar_warning) // prevents the beep from playing each frame
384 // we're about to automatically release after holding time, play a beep sound to notify the player
385 sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
386 actor.hagar_warning = true;
390 // release if player let go of button or if they've held it in too long
391 if(!PHYS_INPUT_BUTTON_ATCK2(actor) || (stopped && actor.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
393 actor.(weaponentity).state = WS_READY;
394 W_Hagar_Attack2_Load_Release(actor, weaponentity);
399 actor.hagar_loadbeep = false;
400 actor.hagar_warning = false;
402 // we aren't checking ammo during an attack, so we must do it here
403 if(!(thiswep.wr_checkammo1(thiswep, actor) + thiswep.wr_checkammo2(thiswep, actor)))
404 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
406 // note: this doesn't force the switch
407 W_SwitchToOtherWeapon(actor);
413 void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
415 if(!(fire & 1) || actor.hagar_load || actor.hagar_loadblock)
417 w_ready(thiswep, actor, weaponentity, fire);
421 if(!thiswep.wr_checkammo1(thiswep, actor))
422 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
424 W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
425 w_ready(thiswep, actor, weaponentity, fire);
429 W_Hagar_Attack(thiswep, actor, weaponentity);
431 int slot = weaponslot(weaponentity);
432 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hagar, refire) * W_WeaponRateFactor(actor);
433 int theframe = WFRAME_FIRE1;
434 entity this = actor.(weaponentity);
437 if(this.wframe == WFRAME_FIRE1)
438 theframe = WFRAME_DONTCHANGE;
440 weapon_thinkf(actor, weaponentity, theframe, WEP_CVAR_PRI(hagar, refire), W_Hagar_Attack_Auto);
443 METHOD(Hagar, wr_aim, void(entity thiswep, entity actor))
446 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
447 else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
448 PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
450 METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
452 float loadable_secondary;
453 loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
455 if(loadable_secondary)
456 W_Hagar_Attack2_Load(thiswep, actor, weaponentity); // must always run each frame
457 if(autocvar_g_balance_hagar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload
458 thiswep.wr_reload(thiswep, actor, weaponentity);
460 else if((fire & 1) && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset
462 if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
463 W_Hagar_Attack_Auto(thiswep, actor, weaponentity, fire);
465 else if((fire & 2) && !loadable_secondary && WEP_CVAR(hagar, secondary))
467 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)))
469 W_Hagar_Attack2(thiswep, actor, weaponentity);
470 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
474 METHOD(Hagar, wr_gonethink, void(entity thiswep, entity actor, .entity weaponentity))
476 // we lost the weapon and want to prepare switching away
479 actor.(weaponentity).state = WS_READY;
480 W_Hagar_Attack2_Load_Release(actor, weaponentity);
483 METHOD(Hagar, wr_setup, void(entity thiswep, entity actor))
485 actor.hagar_loadblock = false;
489 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.hagar_load * -1); // give back ammo if necessary
490 actor.hagar_load = 0;
493 METHOD(Hagar, wr_checkammo1, bool(entity thiswep, entity actor))
495 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo);
496 ammo_amount += actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
499 METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor))
501 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
502 ammo_amount += actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
505 METHOD(Hagar, wr_resetplayer, void(entity thiswep, entity actor))
507 actor.hagar_load = 0;
509 METHOD(Hagar, wr_playerdeath, void(entity thiswep, entity actor))
511 // if we have any rockets loaded when we die, release them
512 if(actor.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
514 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
516 .entity weaponentity = weaponentities[slot];
517 if(actor.(weaponentity).weaponname != WEP_HAGAR.mdl)
518 continue; // only if it's a hagar (currently only way to detect)
519 W_Hagar_Attack2_Load_Release(actor, weaponentity);
523 METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
525 if(!actor.hagar_load) // require releasing loaded rockets first
526 W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND_RELOAD);
528 METHOD(Hagar, wr_suicidemessage, Notification(entity thiswep))
530 return WEAPON_HAGAR_SUICIDE;
532 METHOD(Hagar, wr_killmessage, Notification(entity thiswep))
534 if(w_deathtype & HITTYPE_SECONDARY)
535 return WEAPON_HAGAR_MURDER_BURST;
537 return WEAPON_HAGAR_MURDER_SPRAY;
543 METHOD(Hagar, wr_impacteffect, void(entity thiswep, entity actor))
546 org2 = w_org + w_backoff * 6;
547 pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
551 sound(actor, CH_SHOTS, SND_HAGEXP1, VOL_BASE, ATTN_NORM);
552 else if(w_random<0.7)
553 sound(actor, CH_SHOTS, SND_HAGEXP2, VOL_BASE, ATTN_NORM);
555 sound(actor, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM);