]> 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 8aea670d89f8d50ff811756dd1bc2809e0b92617..fe3abf0a9a6d9f550c7cadcc2a37dced29f90274 100644 (file)
@@ -7,8 +7,10 @@ REGISTER_WEAPON(
 /* 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",
+/* modelname */ "hagar",
+/* simplemdl */ "foobar",
 /* crosshair */ "gfx/crosshairhagar 0.8",
+/* wepimg    */ "weaponhagar",
 /* refname   */ "hagar",
 /* wepname   */ _("Hagar")
 );
@@ -45,36 +47,37 @@ 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)
@@ -86,23 +89,23 @@ void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deat
        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;
 
@@ -111,23 +114,23 @@ 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;
@@ -145,13 +148,13 @@ void W_Hagar_Attack (void)
        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_SetupProjVelocity_PRI(missile, hagar);
 
-       missile.angles = vectoangles (missile.velocity);
+       missile.angles = vectoangles(missile.velocity);
        missile.flags = FL_PROJECTILE;
        missile.missile_flags = MIF_SPLASH; 
 
@@ -160,17 +163,17 @@ void W_Hagar_Attack (void)
        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;
@@ -189,13 +192,13 @@ 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;
        W_SetupProjVelocity_SEC(missile, hagar);
 
-       missile.angles = vectoangles (missile.velocity);
+       missile.angles = vectoangles(missile.velocity);
        missile.flags = FL_PROJECTILE;
        missile.missile_flags = MIF_SPLASH; 
 
@@ -205,7 +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
 
@@ -219,7 +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;
@@ -230,7 +233,7 @@ 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;
@@ -248,7 +251,7 @@ 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; 
@@ -260,7 +263,7 @@ void W_Hagar_Attack2_Load_Release (void)
                
                // pattern spread calculation
                s = '0 0 0';
-               if (counter == 0)
+               if(counter == 0)
                        s = '0 0 0';
                else
                {
@@ -272,7 +275,7 @@ void W_Hagar_Attack2_Load_Release (void)
                
                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);
@@ -285,7 +288,7 @@ 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
        
@@ -332,7 +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();
@@ -394,7 +397,7 @@ float W_Hagar(float req)
        {
                case WR_AIM:
                {
-                       if (random()>0.15)
+                       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);
@@ -406,21 +409,21 @@ float W_Hagar(float req)
                        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);
@@ -442,13 +445,13 @@ float W_Hagar(float req)
                }
                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)
+                       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:
@@ -512,7 +515,7 @@ float W_Hagar(float req)
                                return WEAPON_HAGAR_MURDER_SPRAY;
                }
        }
-       return TRUE;
+       return FALSE;
 }
 #endif
 #ifdef CSQC
@@ -527,9 +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);
@@ -550,7 +553,7 @@ float W_Hagar(float req)
                        return FALSE;
                }
        }
-       return TRUE;
+       return FALSE;
 }
 #endif
 #endif