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 float is_linkexplode = ((inflictor.realowner == self.realowner)
29 && ((inflictor.projectiledeathtype & HITTYPE_SECONDARY) && (self.projectiledeathtype & HITTYPE_SECONDARY))
30 && autocvar_g_balance_hagar_secondary_load_linkexplode);
32 print("is_linkexplode: ", ftos(is_linkexplode), ". \n");
34 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode))
35 return; // g_projectiles_damage says to halt
37 self.health = self.health - damage;
38 self.angles = vectoangles(self.velocity);
40 print(strcat("hagar rocket health ", ftos(self.health), " after ", ftos(damage), " damage... (at time: ", ftos(time), ")\n"));
43 W_PrepareExplosionByDamage(attacker, self.think);
46 void W_Hagar_Touch (void)
52 void W_Hagar_Touch2 (void)
56 if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
60 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
61 self.angles = vectoangles (self.velocity);
63 self.projectiledeathtype |= HITTYPE_BOUNCE;
67 void W_Hagar_Attack (void)
71 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo);
73 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_primary_damage);
75 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
78 missile.owner = missile.realowner = self;
79 missile.classname = "missile";
80 missile.bot_dodge = TRUE;
81 missile.bot_dodgerating = autocvar_g_balance_hagar_primary_damage;
83 missile.takedamage = DAMAGE_YES;
84 missile.health = autocvar_g_balance_hagar_primary_health;
85 missile.damageforcescale = autocvar_g_balance_hagar_primary_damageforcescale;
86 missile.event_damage = W_Hagar_Damage;
87 missile.damagedbycontents = TRUE;
89 missile.touch = W_Hagar_Touch;
90 missile.use = W_Hagar_Explode;
91 missile.think = adaptor_think2use_hittype_splash;
92 missile.nextthink = time + autocvar_g_balance_hagar_primary_lifetime;
93 PROJECTILE_MAKETRIGGER(missile);
94 missile.projectiledeathtype = WEP_HAGAR;
95 setorigin (missile, w_shotorg);
96 setsize(missile, '0 0 0', '0 0 0');
98 missile.movetype = MOVETYPE_FLY;
99 W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_primary);
101 missile.angles = vectoangles (missile.velocity);
102 missile.flags = FL_PROJECTILE;
104 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
106 other = missile; MUTATOR_CALLHOOK(EditProjectile);
109 void W_Hagar_Attack2 (void)
111 local entity missile;
113 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
115 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage);
117 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
120 missile.owner = missile.realowner = self;
121 missile.classname = "missile";
122 missile.bot_dodge = TRUE;
123 missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
125 missile.takedamage = DAMAGE_YES;
126 missile.health = autocvar_g_balance_hagar_secondary_health;
127 missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale;
128 missile.event_damage = W_Hagar_Damage;
129 missile.damagedbycontents = TRUE;
131 missile.touch = W_Hagar_Touch2;
133 missile.use = W_Hagar_Explode2;
134 missile.think = adaptor_think2use_hittype_splash;
135 missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
136 PROJECTILE_MAKETRIGGER(missile);
137 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
138 setorigin (missile, w_shotorg);
139 setsize(missile, '0 0 0', '0 0 0');
141 missile.movetype = MOVETYPE_BOUNCEMISSILE;
142 W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_secondary);
144 missile.angles = vectoangles (missile.velocity);
145 missile.flags = FL_PROJECTILE;
147 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
149 other = missile; MUTATOR_CALLHOOK(EditProjectile);
152 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep;
153 void W_Hagar_Attack2_Load_Release (void)
155 // time to release the rockets we've loaded
157 local entity missile;
158 local float counter, shots, spread_pershot;
160 vector forward, right, up;
165 weapon_prepareattack_do(1, autocvar_g_balance_hagar_secondary_refire);
167 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage);
168 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
174 shots = self.hagar_load;
176 while (counter < shots)
179 missile.owner = missile.realowner = self;
180 missile.classname = "missile";
181 missile.bot_dodge = TRUE;
182 missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
184 missile.takedamage = DAMAGE_YES;
185 missile.health = autocvar_g_balance_hagar_secondary_health;
186 missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale;
187 missile.event_damage = W_Hagar_Damage;
188 missile.damagedbycontents = TRUE;
190 missile.touch = W_Hagar_Touch; // not bouncy
191 missile.use = W_Hagar_Explode2;
192 missile.think = adaptor_think2use_hittype_splash;
193 missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
194 PROJECTILE_MAKETRIGGER(missile);
195 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
196 setorigin (missile, w_shotorg);
197 setsize(missile, '0 0 0', '0 0 0');
198 missile.movetype = MOVETYPE_FLY;
200 // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
201 spread_pershot = ((shots - 1) / (autocvar_g_balance_hagar_secondary_load_max - 1));
202 spread_pershot = (1 - (spread_pershot * autocvar_g_balance_hagar_secondary_load_spread_bias));
203 spread_pershot = (autocvar_g_balance_hagar_secondary_spread * spread_pershot * g_weaponspreadfactor);
205 // pattern spread calculation
211 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
215 s = s * autocvar_g_balance_hagar_secondary_load_spread * g_weaponspreadfactor;
217 W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_hagar_secondary_speed, 0, 0, spread_pershot, FALSE);
219 missile.angles = vectoangles (missile.velocity);
220 missile.flags = FL_PROJECTILE;
222 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
224 other = missile; MUTATOR_CALLHOOK(EditProjectile);
226 counter = counter + 1;
229 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_load_animtime, w_ready);
230 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire * W_WeaponRateFactor();
234 void W_Hagar_Attack2_Load (void)
236 // loadable hagar secondary attack, must always run each frame
238 local float loaded, enough_ammo;
239 loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
241 // this is different than WR_CHECKAMMO when it comes to reloading
242 if(autocvar_g_balance_hagar_reload_ammo)
243 enough_ammo = self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
245 enough_ammo = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
247 if(self.BUTTON_ATCK2)
249 if(self.BUTTON_ATCK && autocvar_g_balance_hagar_secondary_load_abort)
253 // if we pressed primary fire while loading, unload all rockets and abort
254 self.weaponentity.state = WS_READY;
255 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo
257 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
259 // pause until we can load rockets again, once we re-press the alt fire button
260 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
262 // require letting go of the alt fire button before we can load again
263 self.hagar_loadblock = TRUE;
268 // check if we can attempt to load another rocket
269 if(!loaded && enough_ammo)
271 if(!self.hagar_loadblock && self.hagar_loadstep < time)
273 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
274 self.weaponentity.state = WS_INUSE;
275 self.hagar_load += 1;
276 sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
278 if (self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max)
279 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_hold * W_WeaponRateFactor();
281 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
284 else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
286 // if this is the last rocket we can load, play a beep sound to notify the player
287 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
288 self.hagar_loadbeep = TRUE;
292 else if(self.hagar_loadblock)
294 // the alt fire button has been released, so re-enable loading if blocked
295 self.hagar_loadblock = FALSE;
300 if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && autocvar_g_balance_hagar_secondary_load_hold >= 0))
302 self.weaponentity.state = WS_READY;
303 W_Hagar_Attack2_Load_Release();
308 self.hagar_loadbeep = FALSE;
311 // we aren't checking ammo during an attack, so we must do it here
312 if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
314 // note: this doesn't force the switch
315 W_SwitchToOtherWeapon(self);
320 void spawnfunc_weapon_hagar (void)
322 weapon_defaultspawnfunc(WEP_HAGAR);
325 float w_hagar(float req)
330 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
333 // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
334 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
336 else if (req == WR_THINK)
338 local float loadable_secondary;
339 loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary;
341 if (loadable_secondary)
342 W_Hagar_Attack2_Load(); // must always run each frame
343 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
344 weapon_action(self.weapon, WR_RELOAD);
345 else if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
347 if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
350 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
353 else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary)
355 if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
358 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
362 else if (req == WR_GONETHINK)
364 // we lost the weapon and want to prepare switching away
367 self.weaponentity.state = WS_READY;
368 W_Hagar_Attack2_Load_Release();
371 else if (req == WR_PRECACHE)
373 precache_model ("models/weapons/g_hagar.md3");
374 precache_model ("models/weapons/v_hagar.md3");
375 precache_model ("models/weapons/h_hagar.iqm");
376 precache_sound ("weapons/hagar_fire.wav");
377 precache_sound ("weapons/hagar_load.wav");
378 precache_sound ("weapons/hagar_beep.wav");
379 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
381 else if (req == WR_SETUP)
383 weapon_setup(WEP_HAGAR);
384 self.current_ammo = ammo_rockets;
385 self.hagar_loadblock = FALSE;
389 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
393 else if (req == WR_CHECKAMMO1)
395 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
396 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_primary_ammo;
399 else if (req == WR_CHECKAMMO2)
401 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
402 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
405 else if (req == WR_RESETPLAYER)
409 else if (req == WR_PLAYERDEATH)
411 // if we have any rockets loaded when we die, release them
412 if(self.hagar_load && autocvar_g_balance_hagar_secondary_load_releasedeath)
413 W_Hagar_Attack2_Load_Release();
415 else if (req == WR_RELOAD)
417 if not(self.hagar_load) // require releasing loaded rockets first
418 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");
424 float w_hagar(float req)
426 if(req == WR_IMPACTEFFECT)
429 org2 = w_org + w_backoff * 6;
430 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
434 sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
435 else if (w_random<0.7)
436 sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
438 sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
441 else if(req == WR_PRECACHE)
443 precache_sound("weapons/hagexp1.wav");
444 precache_sound("weapons/hagexp2.wav");
445 precache_sound("weapons/hagexp3.wav");
447 else if (req == WR_SUICIDEMESSAGE)
448 w_deathtypestring = _("%s played with tiny rockets");
449 else if (req == WR_KILLMESSAGE)
451 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
452 w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce");
453 else // unchecked: SPLASH, SECONDARY
454 w_deathtypestring = _("%s was pummeled by %s");