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)
30 && (self.projectiledeathtype & HITTYPE_SECONDARY));
33 is_linkexplode = (is_linkexplode && autocvar_g_balance_hagar_secondary_load_linkexplode);
35 is_linkexplode = -1; // not secondary load, so continue as normal without exception.
37 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode))
38 return; // g_projectiles_damage says to halt
40 self.health = self.health - damage;
41 self.angles = vectoangles(self.velocity);
44 W_PrepareExplosionByDamage(attacker, self.think);
47 void W_Hagar_Touch (void)
53 void W_Hagar_Touch2 (void)
57 if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
61 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
62 self.angles = vectoangles (self.velocity);
64 self.projectiledeathtype |= HITTYPE_BOUNCE;
68 void W_Hagar_Attack (void)
72 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo);
74 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_primary_damage);
76 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
79 missile.owner = missile.realowner = self;
80 missile.classname = "missile";
81 missile.bot_dodge = TRUE;
82 missile.bot_dodgerating = autocvar_g_balance_hagar_primary_damage;
84 missile.takedamage = DAMAGE_YES;
85 missile.health = autocvar_g_balance_hagar_primary_health;
86 missile.damageforcescale = autocvar_g_balance_hagar_primary_damageforcescale;
87 missile.event_damage = W_Hagar_Damage;
88 missile.damagedbycontents = TRUE;
90 missile.touch = W_Hagar_Touch;
91 missile.use = W_Hagar_Explode;
92 missile.think = adaptor_think2use_hittype_splash;
93 missile.nextthink = time + autocvar_g_balance_hagar_primary_lifetime;
94 PROJECTILE_MAKETRIGGER(missile);
95 missile.projectiledeathtype = WEP_HAGAR;
96 setorigin (missile, w_shotorg);
97 setsize(missile, '0 0 0', '0 0 0');
99 missile.movetype = MOVETYPE_FLY;
100 W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_primary);
102 missile.angles = vectoangles (missile.velocity);
103 missile.flags = FL_PROJECTILE;
105 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
107 other = missile; MUTATOR_CALLHOOK(EditProjectile);
110 void W_Hagar_Attack2 (void)
114 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
116 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage);
118 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
121 missile.owner = missile.realowner = self;
122 missile.classname = "missile";
123 missile.bot_dodge = TRUE;
124 missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
126 missile.takedamage = DAMAGE_YES;
127 missile.health = autocvar_g_balance_hagar_secondary_health;
128 missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale;
129 missile.event_damage = W_Hagar_Damage;
130 missile.damagedbycontents = TRUE;
132 missile.touch = W_Hagar_Touch2;
134 missile.use = W_Hagar_Explode2;
135 missile.think = adaptor_think2use_hittype_splash;
136 missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
137 PROJECTILE_MAKETRIGGER(missile);
138 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
139 setorigin (missile, w_shotorg);
140 setsize(missile, '0 0 0', '0 0 0');
142 missile.movetype = MOVETYPE_BOUNCEMISSILE;
143 W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_secondary);
145 missile.angles = vectoangles (missile.velocity);
146 missile.flags = FL_PROJECTILE;
148 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
150 other = missile; MUTATOR_CALLHOOK(EditProjectile);
153 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
154 void W_Hagar_Attack2_Load_Release (void)
156 // time to release the rockets we've loaded
159 float counter, shots, spread_pershot;
161 vector forward, right, up;
166 weapon_prepareattack_do(1, autocvar_g_balance_hagar_secondary_refire);
168 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage);
169 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
175 shots = self.hagar_load;
177 while (counter < shots)
180 missile.owner = missile.realowner = self;
181 missile.classname = "missile";
182 missile.bot_dodge = TRUE;
183 missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
185 missile.takedamage = DAMAGE_YES;
186 missile.health = autocvar_g_balance_hagar_secondary_health;
187 missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale;
188 missile.event_damage = W_Hagar_Damage;
189 missile.damagedbycontents = TRUE;
191 missile.touch = W_Hagar_Touch; // not bouncy
192 missile.use = W_Hagar_Explode2;
193 missile.think = adaptor_think2use_hittype_splash;
194 missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
195 PROJECTILE_MAKETRIGGER(missile);
196 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
197 setorigin (missile, w_shotorg);
198 setsize(missile, '0 0 0', '0 0 0');
199 missile.movetype = MOVETYPE_FLY;
201 // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
202 spread_pershot = ((shots - 1) / (autocvar_g_balance_hagar_secondary_load_max - 1));
203 spread_pershot = (1 - (spread_pershot * autocvar_g_balance_hagar_secondary_load_spread_bias));
204 spread_pershot = (autocvar_g_balance_hagar_secondary_spread * spread_pershot * g_weaponspreadfactor);
206 // pattern spread calculation
212 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
216 s = s * autocvar_g_balance_hagar_secondary_load_spread * g_weaponspreadfactor;
218 W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_hagar_secondary_speed, 0, 0, spread_pershot, FALSE);
220 missile.angles = vectoangles (missile.velocity);
221 missile.flags = FL_PROJECTILE;
223 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
225 other = missile; MUTATOR_CALLHOOK(EditProjectile);
227 counter = counter + 1;
230 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_load_animtime, w_ready);
231 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire * W_WeaponRateFactor();
235 void W_Hagar_Attack2_Load (void)
237 // loadable hagar secondary attack, must always run each frame
239 float loaded, enough_ammo;
240 loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
242 // this is different than WR_CHECKAMMO when it comes to reloading
243 if(autocvar_g_balance_hagar_reload_ammo)
244 enough_ammo = self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo;
246 enough_ammo = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
248 if(self.BUTTON_ATCK2)
250 if(self.BUTTON_ATCK && autocvar_g_balance_hagar_secondary_load_abort)
254 // if we pressed primary fire while loading, unload all rockets and abort
255 self.weaponentity.state = WS_READY;
256 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo
258 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
260 // pause until we can load rockets again, once we re-press the alt fire button
261 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
263 // require letting go of the alt fire button before we can load again
264 self.hagar_loadblock = TRUE;
269 // check if we can attempt to load another rocket
270 if(!loaded && enough_ammo)
272 if(!self.hagar_loadblock && self.hagar_loadstep < time)
274 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
275 self.weaponentity.state = WS_INUSE;
276 self.hagar_load += 1;
277 sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
279 if (self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max)
280 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_hold * W_WeaponRateFactor();
282 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
285 else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
287 // if this is the last rocket we can load, play a beep sound to notify the player
288 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
289 self.hagar_loadbeep = TRUE;
293 else if(self.hagar_loadblock)
295 // the alt fire button has been released, so re-enable loading if blocked
296 self.hagar_loadblock = FALSE;
301 // play warning sound if we're about to release
302 if((loaded || !enough_ammo) && self.hagar_loadstep - 0.5 < time && autocvar_g_balance_hagar_secondary_load_hold >= 0)
304 if(!self.hagar_warning && self.hagar_load) // prevents the beep from playing each frame
306 // we're about to automatically release after holding time, play a beep sound to notify the player
307 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
308 self.hagar_warning = TRUE;
312 // release if player let go of button or if they've held it in too long
313 if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && autocvar_g_balance_hagar_secondary_load_hold >= 0))
315 self.weaponentity.state = WS_READY;
316 W_Hagar_Attack2_Load_Release();
321 self.hagar_loadbeep = FALSE;
322 self.hagar_warning = FALSE;
325 // we aren't checking ammo during an attack, so we must do it here
326 if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
328 // note: this doesn't force the switch
329 W_SwitchToOtherWeapon(self);
334 void spawnfunc_weapon_hagar (void)
336 weapon_defaultspawnfunc(WEP_HAGAR);
339 float w_hagar(float req)
344 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
347 // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
348 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
350 else if (req == WR_THINK)
352 float loadable_secondary;
353 loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary;
355 if (loadable_secondary)
356 W_Hagar_Attack2_Load(); // must always run each frame
357 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
358 weapon_action(self.weapon, WR_RELOAD);
359 else if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
361 if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
364 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
367 else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary)
369 if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
372 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
376 else if (req == WR_GONETHINK)
378 // we lost the weapon and want to prepare switching away
381 self.weaponentity.state = WS_READY;
382 W_Hagar_Attack2_Load_Release();
385 else if (req == WR_PRECACHE)
387 precache_model ("models/weapons/g_hagar.md3");
388 precache_model ("models/weapons/v_hagar.md3");
389 precache_model ("models/weapons/h_hagar.iqm");
390 precache_sound ("weapons/hagar_fire.wav");
391 precache_sound ("weapons/hagar_load.wav");
392 precache_sound ("weapons/hagar_beep.wav");
393 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
395 else if (req == WR_SETUP)
397 weapon_setup(WEP_HAGAR);
398 self.current_ammo = ammo_rockets;
399 self.hagar_loadblock = FALSE;
403 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
407 else if (req == WR_CHECKAMMO1)
409 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
410 ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_primary_ammo;
413 else if (req == WR_CHECKAMMO2)
415 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
416 ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo;
419 else if (req == WR_RESETPLAYER)
423 else if (req == WR_PLAYERDEATH)
425 // if we have any rockets loaded when we die, release them
426 if(self.hagar_load && autocvar_g_balance_hagar_secondary_load_releasedeath)
427 W_Hagar_Attack2_Load_Release();
429 else if (req == WR_RELOAD)
431 if not(self.hagar_load) // require releasing loaded rockets first
432 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");
438 float w_hagar(float req)
440 if(req == WR_IMPACTEFFECT)
443 org2 = w_org + w_backoff * 6;
444 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
448 sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
449 else if (w_random<0.7)
450 sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
452 sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
455 else if(req == WR_PRECACHE)
457 precache_sound("weapons/hagexp1.wav");
458 precache_sound("weapons/hagexp2.wav");
459 precache_sound("weapons/hagexp3.wav");
461 else if (req == WR_SUICIDEMESSAGE)
462 w_deathtypestring = _("%s played with tiny hagar rockets");
463 else if (req == WR_KILLMESSAGE)
465 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
466 w_deathtypestring = _("%s was pummeled with a burst of hagar rockets by %s");
467 else // unchecked: SPLASH, SECONDARY
468 w_deathtypestring = _("%s was pummeled with hagar rockets by %s");