]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_hagar.qc
Some balance fixes for arc
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_hagar.qc
index 18a14fb99b2fbf5d449709aa15dd35e2b042e580..fe3abf0a9a6d9f550c7cadcc2a37dced29f90274 100644 (file)
@@ -1,39 +1,83 @@
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
 /* WEP_##id  */ HAGAR,
-/* function  */ w_hagar,
-/* ammotype  */ IT_ROCKETS,
+/* 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,
-/* model     */ "hagar",
-/* shortname */ "hagar",
-/* fullname  */ _("Hagar")
+/* 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)
+#define HAGAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+       w_cvar(id, sn, BOTH, ammo) \
+       w_cvar(id, sn, BOTH, damage) \
+       w_cvar(id, sn, BOTH, edgedamage) \
+       w_cvar(id, sn, BOTH, force) \
+       w_cvar(id, sn, BOTH, radius) \
+       w_cvar(id, sn, BOTH, refire) \
+       w_cvar(id, sn, BOTH, speed) \
+       w_cvar(id, sn, BOTH, spread) \
+       w_cvar(id, sn, BOTH, damageforcescale) \
+       w_cvar(id, sn, BOTH, health) \
+       w_cvar(id, sn, PRI,  lifetime) \
+       w_cvar(id, sn, SEC,  load) \
+       w_cvar(id, sn, SEC,  load_max) \
+       w_cvar(id, sn, SEC,  load_abort) \
+       w_cvar(id, sn, SEC,  load_animtime) \
+       w_cvar(id, sn, SEC,  load_hold) \
+       w_cvar(id, sn, SEC,  load_speed) \
+       w_cvar(id, sn, SEC,  load_releasedeath) \
+       w_cvar(id, sn, SEC,  load_spread) \
+       w_cvar(id, sn, SEC,  load_spread_bias) \
+       w_cvar(id, sn, SEC,  load_linkexplode) \
+       w_cvar(id, sn, SEC,  lifetime_min) \
+       w_cvar(id, sn, SEC,  lifetime_rand) \
+       w_cvar(id, sn, NONE, secondary) \
+       w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
+       w_prop(id, sn, float,  reloading_time, reload_time) \
+       w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
+       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,  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, autocvar_g_balance_hagar_primary_damage, autocvar_g_balance_hagar_primary_edgedamage, autocvar_g_balance_hagar_primary_radius, world, world, autocvar_g_balance_hagar_primary_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, autocvar_g_balance_hagar_secondary_damage, autocvar_g_balance_hagar_secondary_edgedamage, autocvar_g_balance_hagar_secondary_radius, world, world, autocvar_g_balance_hagar_secondary_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)
@@ -41,27 +85,27 @@ void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deat
                && (self.projectiledeathtype & HITTYPE_SECONDARY));
        
        if(is_linkexplode)
-               is_linkexplode = (is_linkexplode && autocvar_g_balance_hagar_secondary_load_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;
 
@@ -70,47 +114,47 @@ 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(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo);
+       W_DecreaseAmmo(WEP_CVAR_PRI(hagar, ammo));
 
-       W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_primary_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_dodgerating = autocvar_g_balance_hagar_primary_damage;
+       missile.bot_dodgerating = WEP_CVAR_PRI(hagar, damage);
        
        missile.takedamage = DAMAGE_YES;
-       missile.health = autocvar_g_balance_hagar_primary_health;
-       missile.damageforcescale = autocvar_g_balance_hagar_primary_damageforcescale;
+       missile.health = WEP_CVAR_PRI(hagar, health);
+       missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale);
        missile.event_damage = W_Hagar_Damage;
        missile.damagedbycontents = TRUE;
        
        missile.touch = W_Hagar_Touch;
        missile.use = W_Hagar_Explode;
        missile.think = adaptor_think2use_hittype_splash;
-       missile.nextthink = time + autocvar_g_balance_hagar_primary_lifetime;
+       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;
-       W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_primary);
+       W_SetupProjVelocity_PRI(missile, hagar);
 
-       missile.angles = vectoangles (missile.velocity);
+       missile.angles = vectoangles(missile.velocity);
        missile.flags = FL_PROJECTILE;
        missile.missile_flags = MIF_SPLASH; 
 
@@ -119,25 +163,25 @@ void W_Hagar_Attack (void)
        other = missile; MUTATOR_CALLHOOK(EditProjectile);
 }
 
-void W_Hagar_Attack2 (void)
+void W_Hagar_Attack2(void)
 {
        entity missile;
 
-       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
+       W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo));
 
-       W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_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_dodgerating = autocvar_g_balance_hagar_secondary_damage;
+       missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
        
        missile.takedamage = DAMAGE_YES;
-       missile.health = autocvar_g_balance_hagar_secondary_health;
-       missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale;
+       missile.health = WEP_CVAR_SEC(hagar, health);
+       missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
        missile.event_damage = W_Hagar_Damage;
        missile.damagedbycontents = TRUE;
 
@@ -145,16 +189,16 @@ void W_Hagar_Attack2 (void)
        missile.cnt = 0;
        missile.use = W_Hagar_Explode2;
        missile.think = adaptor_think2use_hittype_splash;
-       missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
+       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;
-       W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_secondary);
+       W_SetupProjVelocity_SEC(missile, hagar);
 
-       missile.angles = vectoangles (missile.velocity);
+       missile.angles = vectoangles(missile.velocity);
        missile.flags = FL_PROJECTILE;
        missile.missile_flags = MIF_SPLASH; 
 
@@ -164,7 +208,7 @@ void W_Hagar_Attack2 (void)
 }
 
 .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
 
@@ -176,9 +220,9 @@ void W_Hagar_Attack2_Load_Release (void)
        if(!self.hagar_load)
                return;
 
-       weapon_prepareattack_do(1, autocvar_g_balance_hagar_secondary_refire);
+       weapon_prepareattack_do(1, WEP_CVAR_SEC(hagar, refire));
 
-       W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_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;
@@ -189,37 +233,37 @@ 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_dodgerating = autocvar_g_balance_hagar_secondary_damage;
+               missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
                
                missile.takedamage = DAMAGE_YES;
-               missile.health = autocvar_g_balance_hagar_secondary_health;
-               missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale;
+               missile.health = WEP_CVAR_SEC(hagar, health);
+               missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
                missile.event_damage = W_Hagar_Damage;
                missile.damagedbycontents = TRUE;
 
                missile.touch = W_Hagar_Touch; // not bouncy
                missile.use = W_Hagar_Explode2;
                missile.think = adaptor_think2use_hittype_splash;
-               missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
+               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; 
                
                // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
-               spread_pershot = ((shots - 1) / (autocvar_g_balance_hagar_secondary_load_max - 1)); 
-               spread_pershot = (1 - (spread_pershot * autocvar_g_balance_hagar_secondary_load_spread_bias));
-               spread_pershot = (autocvar_g_balance_hagar_secondary_spread * spread_pershot * g_weaponspreadfactor);
+               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
                {
@@ -227,11 +271,11 @@ void W_Hagar_Attack2_Load_Release (void)
                        s_y = v_forward_x;
                        s_z = v_forward_y;
                }
-               s = s * autocvar_g_balance_hagar_secondary_load_spread * g_weaponspreadfactor;
+               s = s * WEP_CVAR_SEC(hagar, load_spread) * g_weaponspreadfactor;
                
-               W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_hagar_secondary_speed, 0, 0, spread_pershot, FALSE);
+               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.angles = vectoangles(missile.velocity);
                missile.flags = FL_PROJECTILE;
 
                CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
@@ -239,12 +283,12 @@ void W_Hagar_Attack2_Load_Release (void)
                other = missile; MUTATOR_CALLHOOK(EditProjectile);
        }
 
-       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_load_animtime, w_ready);
-       self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire * W_WeaponRateFactor();
+       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
+       self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor();
        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
        
@@ -252,28 +296,28 @@ void W_Hagar_Attack2_Load (void)
                return;
 
        float loaded, enough_ammo;
-       loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
+       loaded = self.hagar_load >= WEP_CVAR_SEC(hagar, load_max);
 
        // this is different than WR_CHECKAMMO when it comes to reloading
        if(autocvar_g_balance_hagar_reload_ammo)
-               enough_ammo = self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo;
+               enough_ammo = self.(weapon_load[WEP_HAGAR]) >= WEP_CVAR_SEC(hagar, ammo);
        else
-               enough_ammo = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
+               enough_ammo = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo);
 
        if(self.BUTTON_ATCK2)
        {
-               if(self.BUTTON_ATCK && autocvar_g_balance_hagar_secondary_load_abort)
+               if(self.BUTTON_ATCK && WEP_CVAR_SEC(hagar, load_abort))
                {
                        if(self.hagar_load)
                        {
                                // if we pressed primary fire while loading, unload all rockets and abort
                                self.weaponentity.state = WS_READY;
-                               W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo
+                               W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo
                                self.hagar_load = 0;
                                sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
 
                                // pause until we can load rockets again, once we re-press the alt fire button
-                               self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
+                               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;
@@ -286,15 +330,15 @@ void W_Hagar_Attack2_Load (void)
                        {
                                if(!self.hagar_loadblock && self.hagar_loadstep < time)
                                {
-                                       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
+                                       W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo));
                                        self.weaponentity.state = WS_INUSE;
                                        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 >= autocvar_g_balance_hagar_secondary_load_max)
-                                               self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_hold * W_WeaponRateFactor();
+                                       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 + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
+                                               self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor();
                                }
                        }
                        else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
@@ -314,7 +358,7 @@ void W_Hagar_Attack2_Load (void)
        if(self.hagar_load)
        {
                // play warning sound if we're about to release
-               if((loaded || !enough_ammo) && self.hagar_loadstep - 0.5 < time && autocvar_g_balance_hagar_secondary_load_hold >= 0)
+               if((loaded || !enough_ammo) && self.hagar_loadstep - 0.5 < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)
                {
                        if(!self.hagar_warning && self.hagar_load) // prevents the beep from playing each frame
                        {
@@ -325,7 +369,7 @@ void W_Hagar_Attack2_Load (void)
                }
                
                // 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 && autocvar_g_balance_hagar_secondary_load_hold >= 0))
+               if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
                {
                        self.weaponentity.state = WS_READY;
                        W_Hagar_Attack2_Load_Release();
@@ -338,7 +382,7 @@ void W_Hagar_Attack2_Load (void)
        }
 
        // we aren't checking ammo during an attack, so we must do it here
-       if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
+       if(!(WEP_ACTION(self.weapon, WR_CHECKAMMO1) + WEP_ACTION(self.weapon, WR_CHECKAMMO2)))
        {
                // note: this doesn't force the switch
                W_SwitchToOtherWeapon(self);
@@ -346,43 +390,43 @@ void W_Hagar_Attack2_Load (void)
        }
 }
 
-float w_hagar(float req)
+float W_Hagar(float req)
 {
        float ammo_amount;
        switch(req)
        {
                case WR_AIM:
                {
-                       if (random()>0.15)
-                               self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_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(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
+                               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 = (autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_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(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo)) // forced reload
-                               weapon_action(self.weapon, WR_RELOAD);
-                       else if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
+                       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
                        {
-                               if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
+                               if(weapon_prepareattack(0, WEP_CVAR_PRI(hagar, refire)))
                                {
                                        W_Hagar_Attack();
-                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
+                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready);
                                }
                        }
-                       else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary)
+                       else if(self.BUTTON_ATCK2 && !loadable_secondary && WEP_CVAR(hagar, secondary))
                        {
-                               if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
+                               if(weapon_prepareattack(1, WEP_CVAR_SEC(hagar, refire)))
                                {
                                        W_Hagar_Attack2();
-                                       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
+                                       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
                                }
                        }
                        
@@ -399,25 +443,24 @@ float w_hagar(float req)
                        
                        return TRUE;
                }
-               case WR_PRECACHE:
+               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");
+                       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:
                {
-                       weapon_setup(WEP_HAGAR);
-                       self.current_ammo = ammo_rockets;
                        self.hagar_loadblock = FALSE;
 
                        if(self.hagar_load)
                        {
-                               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
+                               W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary
                                self.hagar_load = 0;
                        }
                        
@@ -425,16 +468,21 @@ float w_hagar(float req)
                }
                case WR_CHECKAMMO1:
                {
-                       ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
-                       ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_primary_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_rockets >= autocvar_g_balance_hagar_secondary_ammo;
-                       ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_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;
+               }
                case WR_RESETPLAYER:
                {
                        self.hagar_load = 0;
@@ -443,15 +491,15 @@ float w_hagar(float req)
                case WR_PLAYERDEATH:
                {
                        // if we have any rockets loaded when we die, release them
-                       if(self.hagar_load && autocvar_g_balance_hagar_secondary_load_releasedeath)
+                       if(self.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
                                W_Hagar_Attack2_Load_Release();
                                
                        return TRUE;
                }
                case WR_RELOAD:
                {
-                       if not(self.hagar_load) // require releasing loaded rockets first
-                               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");
+                       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;
                }
@@ -467,11 +515,11 @@ float w_hagar(float req)
                                return WEAPON_HAGAR_MURDER_SPRAY;
                }
        }
-       return TRUE;
+       return FALSE;
 }
 #endif
 #ifdef CSQC
-float w_hagar(float req)
+float W_Hagar(float req)
 {
        switch(req)
        {
@@ -482,9 +530,9 @@ 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);
@@ -492,15 +540,20 @@ float w_hagar(float req)
                        
                        return TRUE;
                }
-               case WR_PRECACHE:
+               case WR_INIT:
                {
                        precache_sound("weapons/hagexp1.wav");
                        precache_sound("weapons/hagexp2.wav");
                        precache_sound("weapons/hagexp3.wav");
                        return TRUE;
                }
+               case WR_ZOOMRETICLE:
+               {
+                       // no weapon specific image for this weapon
+                       return FALSE;
+               }
        }
-       return TRUE;
+       return FALSE;
 }
 #endif
 #endif