]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_hagar.qc
Merge branch 'master' into Mario/ctf_updates
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_hagar.qc
index 99a55e3ed260302c0d5b3b28213dcb8ddf460d1b..1085c315afae03ef3992de648a29ad3c48344097 100644 (file)
@@ -1,15 +1,18 @@
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
-/* WEP_##id */ HAGAR,
-/* function */ W_Hagar,
-/* ammotype */ ammo_rockets,
-/* impulse  */ 8,
-/* flags    */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
-/* rating   */ BOT_PICKUP_RATING_MID,
-/* color       */ '1 1 0.5',
-/* model    */ "hagar",
-/* netname  */ "hagar",
-/* fullname */ _("Hagar")
+/* WEP_##id  */ HAGAR,
+/* function  */ W_Hagar,
+/* ammotype  */ ammo_rockets,
+/* impulse   */ 8,
+/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
+/* rating    */ BOT_PICKUP_RATING_MID,
+/* color     */ '1 1 0.5',
+/* modelname */ "hagar",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairhagar 0.8",
+/* wepimg    */ "weaponhagar",
+/* refname   */ "hagar",
+/* wepname   */ _("Hagar")
 );
 
 #define HAGAR_SETTINGS(w_cvar,w_prop) HAGAR_SETTINGS_LIST(w_cvar, w_prop, HAGAR, hagar)
@@ -44,64 +47,65 @@ REGISTER_WEAPON(
        w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
        w_prop(id, sn, string, weaponreplace, weaponreplace) \
        w_prop(id, sn, float,  weaponstart, weaponstart) \
-       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
+       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
+       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
 
 #ifdef SVQC
 HAGAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
 #else
 #ifdef SVQC
-void spawnfunc_weapon_hagar() { weapon_defaultspawnfunc(WEP_HAGAR); }
+void spawnfunc_weapon_hagar(void) { weapon_defaultspawnfunc(WEP_HAGAR); }
 
 // NO bounce protection, as bounces are limited!
 
-void W_Hagar_Explode (void)
+void W_Hagar_Explode(void)
 {
        self.event_damage = func_null;
-       RadiusDamage (self, self.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), world, world, WEP_CVAR_PRI(hagar, force), self.projectiledeathtype, other);
+       RadiusDamage(self, self.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), world, world, WEP_CVAR_PRI(hagar, force), self.projectiledeathtype, other);
 
-       remove (self);
+       remove(self);
 }
 
-void W_Hagar_Explode2 (void)
+void W_Hagar_Explode2(void)
 {
        self.event_damage = func_null;
-       RadiusDamage (self, self.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), world, world, WEP_CVAR_SEC(hagar, force), self.projectiledeathtype, other);
+       RadiusDamage(self, self.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), world, world, WEP_CVAR_SEC(hagar, force), self.projectiledeathtype, other);
 
-       remove (self);
+       remove(self);
 }
 
-void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_Hagar_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 {
-       if (self.health <= 0)
+       if(self.health <= 0)
                return;
-               
-       float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : TRUE)
-               && (inflictor.projectiledeathtype & HITTYPE_SECONDARY) 
+
+       float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : true)
+               && (inflictor.projectiledeathtype & HITTYPE_SECONDARY)
                && (self.projectiledeathtype & HITTYPE_SECONDARY));
-       
+
        if(is_linkexplode)
                is_linkexplode = (is_linkexplode && WEP_CVAR_SEC(hagar, load_linkexplode));
        else
                is_linkexplode = -1; // not secondary load, so continue as normal without exception.
 
-       if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode))
+       if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode))
                return; // g_projectiles_damage says to halt
 
        self.health = self.health - damage;
        self.angles = vectoangles(self.velocity);
-       
-       if (self.health <= 0)
+
+       if(self.health <= 0)
                W_PrepareExplosionByDamage(attacker, self.think);
 }
 
-void W_Hagar_Touch (void)
+void W_Hagar_Touch(void)
 {
        PROJECTILE_TOUCH;
-       self.use ();
+       self.use();
 }
 
-void W_Hagar_Touch2 (void)
+void W_Hagar_Touch2(void)
 {
        PROJECTILE_TOUCH;
 
@@ -110,76 +114,76 @@ void W_Hagar_Touch2 (void)
        } else {
                self.cnt++;
                pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
-               self.angles = vectoangles (self.velocity);
+               self.angles = vectoangles(self.velocity);
                self.owner = world;
                self.projectiledeathtype |= HITTYPE_BOUNCE;
        }
 }
 
-void W_Hagar_Attack (void)
+void W_Hagar_Attack(void)
 {
        entity missile;
 
        W_DecreaseAmmo(WEP_CVAR_PRI(hagar, ammo));
 
-       W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
+       W_SetupShot(self, false, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
 
        pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
-       missile = spawn ();
+       missile = spawn();
        missile.owner = missile.realowner = self;
        missile.classname = "missile";
-       missile.bot_dodge = TRUE;
+       missile.bot_dodge = true;
        missile.bot_dodgerating = WEP_CVAR_PRI(hagar, damage);
-       
+
        missile.takedamage = DAMAGE_YES;
        missile.health = WEP_CVAR_PRI(hagar, health);
        missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale);
        missile.event_damage = W_Hagar_Damage;
-       missile.damagedbycontents = TRUE;
-       
+       missile.damagedbycontents = true;
+
        missile.touch = W_Hagar_Touch;
        missile.use = W_Hagar_Explode;
        missile.think = adaptor_think2use_hittype_splash;
        missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime);
        PROJECTILE_MAKETRIGGER(missile);
        missile.projectiledeathtype = WEP_HAGAR;
-       setorigin (missile, w_shotorg);
+       setorigin(missile, w_shotorg);
        setsize(missile, '0 0 0', '0 0 0');
 
        missile.movetype = MOVETYPE_FLY;
-       WEP_SPV_PRI(missile, hagar);
+       W_SetupProjVelocity_PRI(missile, hagar);
 
-       missile.angles = vectoangles (missile.velocity);
+       missile.angles = vectoangles(missile.velocity);
        missile.flags = FL_PROJECTILE;
-       missile.missile_flags = MIF_SPLASH; 
+       missile.missile_flags = MIF_SPLASH;
 
-       CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
+       CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
 
        other = missile; MUTATOR_CALLHOOK(EditProjectile);
 }
 
-void W_Hagar_Attack2 (void)
+void W_Hagar_Attack2(void)
 {
        entity missile;
 
        W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo));
 
-       W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+       W_SetupShot(self, false, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
 
        pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
-       missile = spawn ();
+       missile = spawn();
        missile.owner = missile.realowner = self;
        missile.classname = "missile";
-       missile.bot_dodge = TRUE;
+       missile.bot_dodge = true;
        missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
-       
+
        missile.takedamage = DAMAGE_YES;
        missile.health = WEP_CVAR_SEC(hagar, health);
        missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
        missile.event_damage = W_Hagar_Damage;
-       missile.damagedbycontents = TRUE;
+       missile.damagedbycontents = true;
 
        missile.touch = W_Hagar_Touch2;
        missile.cnt = 0;
@@ -188,23 +192,23 @@ void W_Hagar_Attack2 (void)
        missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
        PROJECTILE_MAKETRIGGER(missile);
        missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
-       setorigin (missile, w_shotorg);
+       setorigin(missile, w_shotorg);
        setsize(missile, '0 0 0', '0 0 0');
 
        missile.movetype = MOVETYPE_BOUNCEMISSILE;
-       WEP_SPV_SEC(missile, hagar);
+       W_SetupProjVelocity_SEC(missile, hagar);
 
-       missile.angles = vectoangles (missile.velocity);
+       missile.angles = vectoangles(missile.velocity);
        missile.flags = FL_PROJECTILE;
-       missile.missile_flags = MIF_SPLASH; 
+       missile.missile_flags = MIF_SPLASH;
 
-       CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
+       CSQCProjectile(missile, true, PROJECTILE_HAGAR_BOUNCING, true);
 
        other = missile; MUTATOR_CALLHOOK(EditProjectile);
 }
 
 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
-void W_Hagar_Attack2_Load_Release (void)
+void W_Hagar_Attack2_Load_Release(void)
 {
        // time to release the rockets we've loaded
 
@@ -218,7 +222,7 @@ void W_Hagar_Attack2_Load_Release (void)
 
        weapon_prepareattack_do(1, WEP_CVAR_SEC(hagar, refire));
 
-       W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+       W_SetupShot(self, false, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
        pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
        forward = v_forward;
@@ -229,17 +233,17 @@ void W_Hagar_Attack2_Load_Release (void)
        missile = world;
        for(counter = 0; counter < shots; ++counter)
        {
-               missile = spawn ();
+               missile = spawn();
                missile.owner = missile.realowner = self;
                missile.classname = "missile";
-               missile.bot_dodge = TRUE;
+               missile.bot_dodge = true;
                missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
-               
+
                missile.takedamage = DAMAGE_YES;
                missile.health = WEP_CVAR_SEC(hagar, health);
                missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
                missile.event_damage = W_Hagar_Damage;
-               missile.damagedbycontents = TRUE;
+               missile.damagedbycontents = true;
 
                missile.touch = W_Hagar_Touch; // not bouncy
                missile.use = W_Hagar_Explode2;
@@ -247,34 +251,34 @@ void W_Hagar_Attack2_Load_Release (void)
                missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
                PROJECTILE_MAKETRIGGER(missile);
                missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
-               setorigin (missile, w_shotorg);
+               setorigin(missile, w_shotorg);
                setsize(missile, '0 0 0', '0 0 0');
                missile.movetype = MOVETYPE_FLY;
-               missile.missile_flags = MIF_SPLASH; 
-               
+               missile.missile_flags = MIF_SPLASH;
+
                // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
-               spread_pershot = ((shots - 1) / (WEP_CVAR_SEC(hagar, load_max) - 1)); 
+               spread_pershot = ((shots - 1) / (WEP_CVAR_SEC(hagar, load_max) - 1));
                spread_pershot = (1 - (spread_pershot * WEP_CVAR_SEC(hagar, load_spread_bias)));
                spread_pershot = (WEP_CVAR_SEC(hagar, spread) * spread_pershot * g_weaponspreadfactor);
-               
+
                // pattern spread calculation
                s = '0 0 0';
-               if (counter == 0)
+               if(counter == 0)
                        s = '0 0 0';
                else
                {
                        makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
-                       s_y = v_forward_x;
-                       s_z = v_forward_y;
+                       s.y = v_forward.x;
+                       s.z = v_forward.y;
                }
                s = s * WEP_CVAR_SEC(hagar, load_spread) * g_weaponspreadfactor;
-               
-               W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, WEP_CVAR_SEC(hagar, speed), 0, 0, spread_pershot, FALSE);
 
-               missile.angles = vectoangles (missile.velocity);
+               W_SetupProjVelocity_Explicit(missile, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_SEC(hagar, speed), 0, 0, spread_pershot, false);
+
+               missile.angles = vectoangles(missile.velocity);
                missile.flags = FL_PROJECTILE;
 
-               CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
+               CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
 
                other = missile; MUTATOR_CALLHOOK(EditProjectile);
        }
@@ -284,10 +288,10 @@ void W_Hagar_Attack2_Load_Release (void)
        self.hagar_load = 0;
 }
 
-void W_Hagar_Attack2_Load (void)
+void W_Hagar_Attack2_Load(void)
 {
        // loadable hagar secondary attack, must always run each frame
-       
+
        if(time < game_starttime)
                return;
 
@@ -298,7 +302,7 @@ void W_Hagar_Attack2_Load (void)
        if(autocvar_g_balance_hagar_reload_ammo)
                enough_ammo = self.(weapon_load[WEP_HAGAR]) >= WEP_CVAR_SEC(hagar, ammo);
        else
-               enough_ammo = self.AMMO_VAL(WEP_HAGAR) >= WEP_CVAR_SEC(hagar, ammo);
+               enough_ammo = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo);
 
        if(self.BUTTON_ATCK2)
        {
@@ -316,7 +320,7 @@ void W_Hagar_Attack2_Load (void)
                                self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor();
 
                                // require letting go of the alt fire button before we can load again
-                               self.hagar_loadblock = TRUE;
+                               self.hagar_loadblock = true;
                        }
                }
                else
@@ -331,7 +335,7 @@ void W_Hagar_Attack2_Load (void)
                                        self.hagar_load += 1;
                                        sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
 
-                                       if (self.hagar_load >= WEP_CVAR_SEC(hagar, load_max))
+                                       if(self.hagar_load >= WEP_CVAR_SEC(hagar, load_max))
                                                self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor();
                                        else
                                                self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor();
@@ -341,14 +345,14 @@ void W_Hagar_Attack2_Load (void)
                        {
                                // if this is the last rocket we can load, play a beep sound to notify the player
                                sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
-                               self.hagar_loadbeep = TRUE;
+                               self.hagar_loadbeep = true;
                        }
                }
        }
        else if(self.hagar_loadblock)
        {
                // the alt fire button has been released, so re-enable loading if blocked
-               self.hagar_loadblock = FALSE;
+               self.hagar_loadblock = false;
        }
 
        if(self.hagar_load)
@@ -360,10 +364,10 @@ void W_Hagar_Attack2_Load (void)
                        {
                                // we're about to automatically release after holding time, play a beep sound to notify the player
                                sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
-                               self.hagar_warning = TRUE;
+                               self.hagar_warning = true;
                        }
                }
-               
+
                // release if player let go of button or if they've held it in too long
                if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
                {
@@ -373,8 +377,8 @@ void W_Hagar_Attack2_Load (void)
        }
        else
        {
-               self.hagar_loadbeep = FALSE;
-               self.hagar_warning = FALSE;
+               self.hagar_loadbeep = false;
+               self.hagar_warning = false;
        }
 
        // we aren't checking ammo during an attack, so we must do it here
@@ -393,40 +397,40 @@ float W_Hagar(float req)
        {
                case WR_AIM:
                {
-                       if (random()>0.15)
-                               self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), FALSE);
+                       if(random()>0.15)
+                               self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
                        else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
-                               self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), FALSE);
-                               
-                       return TRUE;
+                               self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
+
+                       return true;
                }
                case WR_THINK:
                {
                        float loadable_secondary;
                        loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
 
-                       if (loadable_secondary)
+                       if(loadable_secondary)
                                W_Hagar_Attack2_Load(); // must always run each frame
                        if(autocvar_g_balance_hagar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) // forced reload
                                WEP_ACTION(self.weapon, WR_RELOAD);
-                       else if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
+                       else if(self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
                        {
-                               if (weapon_prepareattack(0, WEP_CVAR_PRI(hagar, refire)))
+                               if(weapon_prepareattack(0, WEP_CVAR_PRI(hagar, refire)))
                                {
                                        W_Hagar_Attack();
                                        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready);
                                }
                        }
-                       else if (self.BUTTON_ATCK2 && !loadable_secondary && WEP_CVAR(hagar, secondary))
+                       else if(self.BUTTON_ATCK2 && !loadable_secondary && WEP_CVAR(hagar, secondary))
                        {
-                               if (weapon_prepareattack(1, WEP_CVAR_SEC(hagar, refire)))
+                               if(weapon_prepareattack(1, WEP_CVAR_SEC(hagar, refire)))
                                {
                                        W_Hagar_Attack2();
                                        weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
                                }
                        }
-                       
-                       return TRUE;
+
+                       return true;
                }
                case WR_GONETHINK:
                {
@@ -436,68 +440,68 @@ float W_Hagar(float req)
                                self.weaponentity.state = WS_READY;
                                W_Hagar_Attack2_Load_Release();
                        }
-                       
-                       return TRUE;
+
+                       return true;
                }
                case WR_INIT:
                {
-                       precache_model ("models/weapons/g_hagar.md3");
-                       precache_model ("models/weapons/v_hagar.md3");
-                       precache_model ("models/weapons/h_hagar.iqm");
-                       precache_sound ("weapons/hagar_fire.wav");
-                       precache_sound ("weapons/hagar_load.wav");
-                       precache_sound ("weapons/hagar_beep.wav");
-                       HAGAR_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
-                       return TRUE;
+                       precache_model("models/weapons/g_hagar.md3");
+                       precache_model("models/weapons/v_hagar.md3");
+                       precache_model("models/weapons/h_hagar.iqm");
+                       precache_sound("weapons/hagar_fire.wav");
+                       precache_sound("weapons/hagar_load.wav");
+                       precache_sound("weapons/hagar_beep.wav");
+                       HAGAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+                       return true;
                }
                case WR_SETUP:
                {
-                       self.hagar_loadblock = FALSE;
+                       self.hagar_loadblock = false;
 
                        if(self.hagar_load)
                        {
                                W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary
                                self.hagar_load = 0;
                        }
-                       
-                       return TRUE;
+
+                       return true;
                }
                case WR_CHECKAMMO1:
                {
-                       ammo_amount = self.AMMO_VAL(WEP_HAGAR) >= WEP_CVAR_PRI(hagar, ammo);
+                       ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_PRI(hagar, ammo);
                        ammo_amount += self.(weapon_load[WEP_HAGAR]) >= WEP_CVAR_PRI(hagar, ammo);
                        return ammo_amount;
                }
                case WR_CHECKAMMO2:
                {
-                       ammo_amount = self.AMMO_VAL(WEP_HAGAR) >= WEP_CVAR_SEC(hagar, ammo);
+                       ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo);
                        ammo_amount += self.(weapon_load[WEP_HAGAR]) >= WEP_CVAR_SEC(hagar, ammo);
                        return ammo_amount;
                }
                case WR_CONFIG:
                {
-                       HAGAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
-                       return TRUE;
+                       HAGAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+                       return true;
                }
                case WR_RESETPLAYER:
                {
                        self.hagar_load = 0;
-                       return TRUE;
+                       return true;
                }
                case WR_PLAYERDEATH:
                {
                        // if we have any rockets loaded when we die, release them
                        if(self.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
                                W_Hagar_Attack2_Load_Release();
-                               
-                       return TRUE;
+
+                       return true;
                }
                case WR_RELOAD:
                {
                        if(!self.hagar_load) // require releasing loaded rockets first
                                W_Reload(min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), "weapons/reload.wav");
-                               
-                       return TRUE;
+
+                       return true;
                }
                case WR_SUICIDEMESSAGE:
                {
@@ -511,7 +515,7 @@ float W_Hagar(float req)
                                return WEAPON_HAGAR_MURDER_SPRAY;
                }
        }
-       return TRUE;
+       return false;
 }
 #endif
 #ifdef CSQC
@@ -526,25 +530,30 @@ float W_Hagar(float req)
                        pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
                        if(!w_issilent)
                        {
-                               if (w_random<0.15)
+                               if(w_random<0.15)
                                        sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
-                               else if (w_random<0.7)
+                               else if(w_random<0.7)
                                        sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
                                else
                                        sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
                        }
-                       
-                       return TRUE;
+
+                       return true;
                }
                case WR_INIT:
                {
                        precache_sound("weapons/hagexp1.wav");
                        precache_sound("weapons/hagexp2.wav");
                        precache_sound("weapons/hagexp3.wav");
-                       return TRUE;
+                       return true;
+               }
+               case WR_ZOOMRETICLE:
+               {
+                       // no weapon specific image for this weapon
+                       return false;
                }
        }
-       return TRUE;
+       return false;
 }
 #endif
 #endif