]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/weapons/weapon/hagar.qc
Merge branch 'Mario/weapon_fields'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hagar.qc
1 #include "hagar.qh"
2
3 #ifdef SVQC
4
5 // NO bounce protection, as bounces are limited!
6
7 void W_Hagar_Explode(entity this, entity directhitentity)
8 {
9         this.event_damage = func_null;
10         RadiusDamage(this, this.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), NULL, NULL, WEP_CVAR_PRI(hagar, force), this.projectiledeathtype, directhitentity);
11
12         delete(this);
13 }
14
15 void W_Hagar_Explode_use(entity this, entity actor, entity trigger)
16 {
17         W_Hagar_Explode(this, trigger);
18 }
19
20 void W_Hagar_Explode2(entity this, entity directhitentity)
21 {
22         this.event_damage = func_null;
23         RadiusDamage(this, this.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), NULL, NULL, WEP_CVAR_SEC(hagar, force), this.projectiledeathtype, directhitentity);
24
25         delete(this);
26 }
27
28 void W_Hagar_Explode2_use(entity this, entity actor, entity trigger)
29 {
30         W_Hagar_Explode2(this, trigger);
31 }
32
33 void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
34 {
35         if(this.health <= 0)
36                 return;
37
38         float is_linkexplode = ( ((inflictor.owner != NULL) ? (inflictor.owner == this.owner) : true)
39                 && (inflictor.projectiledeathtype & HITTYPE_SECONDARY)
40                 && (this.projectiledeathtype & HITTYPE_SECONDARY));
41
42         if(is_linkexplode)
43                 is_linkexplode = (is_linkexplode && WEP_CVAR_SEC(hagar, load_linkexplode));
44         else
45                 is_linkexplode = -1; // not secondary load, so continue as normal without exception.
46
47         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, is_linkexplode))
48                 return; // g_projectiles_damage says to halt
49
50         this.health = this.health - damage;
51         this.angles = vectoangles(this.velocity);
52
53         if(this.health <= 0)
54                 W_PrepareExplosionByDamage(this, attacker, getthink(this));
55 }
56
57 void W_Hagar_Touch(entity this, entity toucher)
58 {
59         PROJECTILE_TOUCH(this, toucher);
60         this.use(this, NULL, toucher);
61 }
62
63 void W_Hagar_Touch2(entity this, entity toucher)
64 {
65         PROJECTILE_TOUCH(this, toucher);
66
67         if(this.cnt > 0 || toucher.takedamage == DAMAGE_AIM) {
68                 this.use(this, NULL, toucher);
69         } else {
70                 this.cnt++;
71                 Send_Effect(EFFECT_HAGAR_BOUNCE, this.origin, this.velocity, 1);
72                 this.angles = vectoangles(this.velocity);
73                 this.owner = NULL;
74                 this.projectiledeathtype |= HITTYPE_BOUNCE;
75         }
76 }
77
78 void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity)
79 {
80         entity missile;
81
82         W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hagar, ammo), weaponentity);
83
84         W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
85
86         Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
87
88         missile = new(missile);
89         missile.owner = missile.realowner = actor;
90         missile.bot_dodge = true;
91         missile.bot_dodgerating = WEP_CVAR_PRI(hagar, damage);
92
93         missile.takedamage = DAMAGE_YES;
94         missile.health = WEP_CVAR_PRI(hagar, health);
95         missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale);
96         missile.event_damage = W_Hagar_Damage;
97         missile.damagedbycontents = true;
98         IL_PUSH(g_damagedbycontents, missile);
99
100         settouch(missile, W_Hagar_Touch);
101         missile.use = W_Hagar_Explode_use;
102         setthink(missile, adaptor_think2use_hittype_splash);
103         missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime);
104         PROJECTILE_MAKETRIGGER(missile);
105         missile.projectiledeathtype = WEP_HAGAR.m_id;
106         setorigin(missile, w_shotorg);
107         setsize(missile, '0 0 0', '0 0 0');
108
109         set_movetype(missile, MOVETYPE_FLY);
110         W_SetupProjVelocity_PRI(missile, hagar);
111
112         missile.angles = vectoangles(missile.velocity);
113         missile.flags = FL_PROJECTILE;
114         IL_PUSH(g_projectiles, missile);
115         IL_PUSH(g_bot_dodge, missile);
116         missile.missile_flags = MIF_SPLASH;
117
118         CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
119
120         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
121 }
122
123 void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
124 {
125         entity missile;
126
127         W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo), weaponentity);
128
129         W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
130
131         Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
132
133         missile = new(missile);
134         missile.owner = missile.realowner = actor;
135         missile.bot_dodge = true;
136         missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
137
138         missile.takedamage = DAMAGE_YES;
139         missile.health = WEP_CVAR_SEC(hagar, health);
140         missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
141         missile.event_damage = W_Hagar_Damage;
142         missile.damagedbycontents = true;
143         IL_PUSH(g_damagedbycontents, missile);
144
145         settouch(missile, W_Hagar_Touch2);
146         missile.cnt = 0;
147         missile.use = W_Hagar_Explode2_use;
148         setthink(missile, adaptor_think2use_hittype_splash);
149         missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
150         PROJECTILE_MAKETRIGGER(missile);
151         missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
152         setorigin(missile, w_shotorg);
153         setsize(missile, '0 0 0', '0 0 0');
154
155         set_movetype(missile, MOVETYPE_BOUNCEMISSILE);
156         W_SetupProjVelocity_SEC(missile, hagar);
157
158         missile.angles = vectoangles(missile.velocity);
159         missile.flags = FL_PROJECTILE;
160         IL_PUSH(g_projectiles, missile);
161         IL_PUSH(g_bot_dodge, missile);
162         missile.missile_flags = MIF_SPLASH;
163
164         CSQCProjectile(missile, true, PROJECTILE_HAGAR_BOUNCING, true);
165
166         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
167 }
168
169 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
170 void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
171 {
172         // time to release the rockets we've loaded
173
174         entity missile;
175         float counter, shots, spread_pershot;
176         vector s;
177         vector forward, right, up;
178
179         if(!actor.(weaponentity).hagar_load)
180                 return;
181
182         weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire));
183
184         W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
185         Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
186
187         forward = v_forward;
188         right = v_right;
189         up = v_up;
190
191         shots = actor.(weaponentity).hagar_load;
192         missile = NULL;
193         for(counter = 0; counter < shots; ++counter)
194         {
195                 missile = new(missile);
196                 missile.owner = missile.realowner = actor;
197                 missile.bot_dodge = true;
198                 missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
199
200                 missile.takedamage = DAMAGE_YES;
201                 missile.health = WEP_CVAR_SEC(hagar, health);
202                 missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
203                 missile.event_damage = W_Hagar_Damage;
204                 missile.damagedbycontents = true;
205                 IL_PUSH(g_damagedbycontents, missile);
206
207                 settouch(missile, W_Hagar_Touch); // not bouncy
208                 missile.use = W_Hagar_Explode2_use;
209                 setthink(missile, adaptor_think2use_hittype_splash);
210                 missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
211                 PROJECTILE_MAKETRIGGER(missile);
212                 missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
213                 setorigin(missile, w_shotorg);
214                 setsize(missile, '0 0 0', '0 0 0');
215                 set_movetype(missile, MOVETYPE_FLY);
216                 missile.missile_flags = MIF_SPLASH;
217
218                 // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
219                 spread_pershot = ((shots - 1) / (WEP_CVAR_SEC(hagar, load_max) - 1));
220                 spread_pershot = (1 - (spread_pershot * WEP_CVAR_SEC(hagar, load_spread_bias)));
221                 spread_pershot = (WEP_CVAR_SEC(hagar, spread) * spread_pershot * g_weaponspreadfactor);
222
223                 // pattern spread calculation
224                 s = '0 0 0';
225                 if(counter == 0)
226                         s = '0 0 0';
227                 else
228                 {
229                         makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
230                         s.y = v_forward.x;
231                         s.z = v_forward.y;
232                 }
233                 s = s * WEP_CVAR_SEC(hagar, load_spread) * g_weaponspreadfactor;
234
235                 W_SetupProjVelocity_Explicit(missile, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_SEC(hagar, speed), 0, 0, spread_pershot, false);
236
237                 missile.angles = vectoangles(missile.velocity);
238                 missile.flags = FL_PROJECTILE;
239                 IL_PUSH(g_projectiles, missile);
240                 IL_PUSH(g_bot_dodge, missile);
241
242                 CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
243
244                 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
245         }
246
247         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
248         actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor(actor);
249         actor.(weaponentity).hagar_load = 0;
250 }
251
252 void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
253 {
254         // loadable hagar secondary attack, must always run each frame
255         if(round_handler_IsActive() && !round_handler_IsRoundStarted())
256                 return;
257         if(time < game_starttime)
258                 return;
259
260         bool loaded = actor.(weaponentity).hagar_load >= WEP_CVAR_SEC(hagar, load_max);
261
262         // this is different than WR_CHECKAMMO when it comes to reloading
263         bool enough_ammo;
264         if(actor.items & IT_UNLIMITED_WEAPON_AMMO)
265                 enough_ammo = true;
266         else if(autocvar_g_balance_hagar_reload_ammo)
267                 enough_ammo = actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
268         else
269                 enough_ammo = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hagar, ammo);
270
271         bool stopped = loaded || !enough_ammo;
272
273         if(PHYS_INPUT_BUTTON_ATCK2(actor))
274         {
275                 if(PHYS_INPUT_BUTTON_ATCK(actor) && WEP_CVAR_SEC(hagar, load_abort))
276                 {
277                         if(actor.(weaponentity).hagar_load)
278                         {
279                                 // if we pressed primary fire while loading, unload all rockets and abort
280                                 actor.(weaponentity).state = WS_READY;
281                                 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.(weaponentity).hagar_load * -1, weaponentity); // give back ammo
282                                 actor.(weaponentity).hagar_load = 0;
283                                 sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
284
285                                 // pause until we can load rockets again, once we re-press the alt fire button
286                                 actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(actor);
287
288                                 // require letting go of the alt fire button before we can load again
289                                 actor.(weaponentity).hagar_loadblock = true;
290                         }
291                 }
292                 else
293                 {
294                         // check if we can attempt to load another rocket
295                         if(!stopped)
296                         {
297                                 if(!actor.(weaponentity).hagar_loadblock && actor.(weaponentity).hagar_loadstep < time)
298                                 {
299                                         W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo), weaponentity);
300                                         actor.(weaponentity).state = WS_INUSE;
301                                         actor.(weaponentity).hagar_load += 1;
302                                         sound(actor, CH_WEAPON_B, SND_HAGAR_LOAD, VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
303
304                                         if(actor.(weaponentity).hagar_load >= WEP_CVAR_SEC(hagar, load_max))
305                                                 stopped = true;
306                                         else
307                                                 actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(actor);
308                                 }
309                         }
310                         if(stopped && !actor.(weaponentity).hagar_loadbeep && actor.(weaponentity).hagar_load) // prevents the beep from playing each frame
311                         {
312                                 // if this is the last rocket we can load, play a beep sound to notify the player
313                                 sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
314                                 actor.(weaponentity).hagar_loadbeep = true;
315                                 actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor(actor);
316                         }
317                 }
318         }
319         else if(actor.(weaponentity).hagar_loadblock)
320         {
321                 // the alt fire button has been released, so re-enable loading if blocked
322                 actor.(weaponentity).hagar_loadblock = false;
323         }
324
325         if(actor.(weaponentity).hagar_load)
326         {
327                 // play warning sound if we're about to release
328                 if(stopped && actor.(weaponentity).hagar_loadstep - 0.5 < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)
329                 {
330                         if(!actor.(weaponentity).hagar_warning) // prevents the beep from playing each frame
331                         {
332                                 // we're about to automatically release after holding time, play a beep sound to notify the player
333                                 sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
334                                 actor.(weaponentity).hagar_warning = true;
335                         }
336                 }
337
338                 // release if player let go of button or if they've held it in too long
339                 if(!PHYS_INPUT_BUTTON_ATCK2(actor) || (stopped && actor.(weaponentity).hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
340                 {
341                         actor.(weaponentity).state = WS_READY;
342                         W_Hagar_Attack2_Load_Release(actor, weaponentity);
343                 }
344         }
345         else
346         {
347                 actor.(weaponentity).hagar_loadbeep = false;
348                 actor.(weaponentity).hagar_warning = false;
349
350                 // we aren't checking ammo during an attack, so we must do it here
351                 if(!(thiswep.wr_checkammo1(thiswep, actor, weaponentity) + thiswep.wr_checkammo2(thiswep, actor, weaponentity)))
352                 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
353                 {
354                         // note: this doesn't force the switch
355                         W_SwitchToOtherWeapon(actor, weaponentity);
356                         return;
357                 }
358         }
359 }
360
361 void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
362 {
363         if(!(fire & 1) || actor.(weaponentity).hagar_load || actor.(weaponentity).hagar_loadblock || actor.(weaponentity).m_switchweapon != WEP_HAGAR)
364         {
365                 w_ready(thiswep, actor, weaponentity, fire);
366                 return;
367         }
368
369         if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
370         if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
371         {
372                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
373                 w_ready(thiswep, actor, weaponentity, fire);
374                 return;
375         }
376
377         W_Hagar_Attack(thiswep, actor, weaponentity);
378
379         int slot = weaponslot(weaponentity);
380         ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hagar, refire) * W_WeaponRateFactor(actor);
381         int theframe = WFRAME_FIRE1;
382         entity this = actor.(weaponentity);
383         if(this)
384         {
385                 if(this.wframe == WFRAME_FIRE1)
386                         theframe = WFRAME_DONTCHANGE;
387         }
388         weapon_thinkf(actor, weaponentity, theframe, WEP_CVAR_PRI(hagar, refire), W_Hagar_Attack_Auto);
389 }
390
391 METHOD(Hagar, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
392 {
393     if(random()>0.15)
394         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
395     else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
396         PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
397 }
398 METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
399 {
400     float loadable_secondary;
401     loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
402
403     if(loadable_secondary)
404         W_Hagar_Attack2_Load(thiswep, actor, weaponentity); // must always run each frame
405     if(autocvar_g_balance_hagar_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload
406         thiswep.wr_reload(thiswep, actor, weaponentity);
407     }
408     else if((fire & 1) && !actor.(weaponentity).hagar_load && !actor.(weaponentity).hagar_loadblock) // not while secondary is loaded or awaiting reset
409         {
410                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
411                         W_Hagar_Attack_Auto(thiswep, actor, weaponentity, fire);
412         }
413     else if((fire & 2) && !loadable_secondary && WEP_CVAR(hagar, secondary))
414     {
415         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)))
416         {
417             W_Hagar_Attack2(thiswep, actor, weaponentity);
418             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
419         }
420     }
421 }
422 METHOD(Hagar, wr_gonethink, void(entity thiswep, entity actor, .entity weaponentity))
423 {
424     // we lost the weapon and want to prepare switching away
425     if(actor.(weaponentity).hagar_load)
426     {
427         actor.(weaponentity).state = WS_READY;
428         W_Hagar_Attack2_Load_Release(actor, weaponentity);
429     }
430 }
431 METHOD(Hagar, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
432 {
433     actor.(weaponentity).hagar_loadblock = false;
434     if(actor.(weaponentity).hagar_load)
435     {
436         W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.(weaponentity).hagar_load * -1, weaponentity); // give back ammo if necessary
437         actor.(weaponentity).hagar_load = 0;
438     }
439 }
440 METHOD(Hagar, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
441 {
442     float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(hagar, ammo);
443     ammo_amount += actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
444     return ammo_amount;
445 }
446 METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
447 {
448     float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hagar, ammo);
449     ammo_amount += actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
450     return ammo_amount;
451 }
452 METHOD(Hagar, wr_resetplayer, void(entity thiswep, entity actor))
453 {
454     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
455     {
456         .entity weaponentity = weaponentities[slot];
457         actor.(weaponentity).hagar_load = 0;
458     }
459 }
460 METHOD(Hagar, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
461 {
462     // if we have any rockets loaded when we die, release them
463     if(actor.(weaponentity).hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
464         W_Hagar_Attack2_Load_Release(actor, weaponentity);
465 }
466 METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
467 {
468     if(!actor.(weaponentity).hagar_load) // require releasing loaded rockets first
469         W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND_RELOAD);
470 }
471 METHOD(Hagar, wr_suicidemessage, Notification(entity thiswep))
472 {
473     return WEAPON_HAGAR_SUICIDE;
474 }
475 METHOD(Hagar, wr_killmessage, Notification(entity thiswep))
476 {
477     if(w_deathtype & HITTYPE_SECONDARY)
478         return WEAPON_HAGAR_MURDER_BURST;
479     else
480         return WEAPON_HAGAR_MURDER_SPRAY;
481 }
482
483 #endif
484 #ifdef CSQC
485
486 METHOD(Hagar, wr_impacteffect, void(entity thiswep, entity actor))
487 {
488     vector org2;
489     org2 = w_org + w_backoff * 6;
490     pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
491     if(!w_issilent)
492     {
493         if(w_random<0.15)
494             sound(actor, CH_SHOTS, SND_HAGEXP1, VOL_BASE, ATTN_NORM);
495         else if(w_random<0.7)
496             sound(actor, CH_SHOTS, SND_HAGEXP2, VOL_BASE, ATTN_NORM);
497         else
498             sound(actor, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM);
499     }
500 }
501
502 #endif