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Give W_SetupShot a deathtype parameter, fixes some ugly hacks
[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, this.weaponentity_fld, 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, this.weaponentity_fld, 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, .entity weaponentity, 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), WEP_HAGAR.m_id);
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         missile.weaponentity_fld = weaponentity;
107         setorigin(missile, w_shotorg);
108         setsize(missile, '0 0 0', '0 0 0');
109
110         set_movetype(missile, MOVETYPE_FLY);
111         W_SetupProjVelocity_PRI(missile, hagar);
112
113         missile.angles = vectoangles(missile.velocity);
114         missile.flags = FL_PROJECTILE;
115         IL_PUSH(g_projectiles, missile);
116         IL_PUSH(g_bot_dodge, missile);
117         missile.missile_flags = MIF_SPLASH;
118
119         CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
120
121         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
122 }
123
124 void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
125 {
126         entity missile;
127
128         W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo), weaponentity);
129
130         W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage), WEP_HAGAR.m_id | HITTYPE_SECONDARY);
131
132         Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
133
134         missile = new(missile);
135         missile.owner = missile.realowner = actor;
136         missile.bot_dodge = true;
137         missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
138
139         missile.takedamage = DAMAGE_YES;
140         missile.health = WEP_CVAR_SEC(hagar, health);
141         missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
142         missile.event_damage = W_Hagar_Damage;
143         missile.damagedbycontents = true;
144         IL_PUSH(g_damagedbycontents, missile);
145
146         settouch(missile, W_Hagar_Touch2);
147         missile.cnt = 0;
148         missile.use = W_Hagar_Explode2_use;
149         setthink(missile, adaptor_think2use_hittype_splash);
150         missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
151         PROJECTILE_MAKETRIGGER(missile);
152         missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
153         missile.weaponentity_fld = weaponentity;
154         setorigin(missile, w_shotorg);
155         setsize(missile, '0 0 0', '0 0 0');
156
157         set_movetype(missile, MOVETYPE_BOUNCEMISSILE);
158         W_SetupProjVelocity_SEC(missile, hagar);
159
160         missile.angles = vectoangles(missile.velocity);
161         missile.flags = FL_PROJECTILE;
162         IL_PUSH(g_projectiles, missile);
163         IL_PUSH(g_bot_dodge, missile);
164         missile.missile_flags = MIF_SPLASH;
165
166         CSQCProjectile(missile, true, PROJECTILE_HAGAR_BOUNCING, true);
167
168         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
169 }
170
171 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
172 void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
173 {
174         // time to release the rockets we've loaded
175
176         entity missile;
177         float counter, shots, spread_pershot;
178         vector s;
179         vector forward, right, up;
180
181         if(!actor.(weaponentity).hagar_load)
182                 return;
183
184         weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire));
185
186         W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage), WEP_HAGAR.m_id | HITTYPE_SECONDARY);
187         Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
188
189         forward = v_forward;
190         right = v_right;
191         up = v_up;
192
193         shots = actor.(weaponentity).hagar_load;
194         missile = NULL;
195         for(counter = 0; counter < shots; ++counter)
196         {
197                 missile = new(missile);
198                 missile.owner = missile.realowner = actor;
199                 missile.bot_dodge = true;
200                 missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
201
202                 missile.takedamage = DAMAGE_YES;
203                 missile.health = WEP_CVAR_SEC(hagar, health);
204                 missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
205                 missile.event_damage = W_Hagar_Damage;
206                 missile.damagedbycontents = true;
207                 IL_PUSH(g_damagedbycontents, missile);
208
209                 settouch(missile, W_Hagar_Touch); // not bouncy
210                 missile.use = W_Hagar_Explode2_use;
211                 setthink(missile, adaptor_think2use_hittype_splash);
212                 missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
213                 PROJECTILE_MAKETRIGGER(missile);
214                 missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
215                 missile.weaponentity_fld = weaponentity;
216                 setorigin(missile, w_shotorg);
217                 setsize(missile, '0 0 0', '0 0 0');
218                 set_movetype(missile, MOVETYPE_FLY);
219                 missile.missile_flags = MIF_SPLASH;
220
221                 // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
222                 spread_pershot = ((shots - 1) / (WEP_CVAR_SEC(hagar, load_max) - 1));
223                 spread_pershot = (1 - (spread_pershot * WEP_CVAR_SEC(hagar, load_spread_bias)));
224                 spread_pershot = (WEP_CVAR_SEC(hagar, spread) * spread_pershot * g_weaponspreadfactor);
225
226                 // pattern spread calculation
227                 s = '0 0 0';
228                 if(counter == 0)
229                         s = '0 0 0';
230                 else
231                 {
232                         makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
233                         s.y = v_forward.x;
234                         s.z = v_forward.y;
235                 }
236                 s = s * WEP_CVAR_SEC(hagar, load_spread) * g_weaponspreadfactor;
237
238                 W_SetupProjVelocity_Explicit(missile, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_SEC(hagar, speed), 0, 0, spread_pershot, false);
239
240                 missile.angles = vectoangles(missile.velocity);
241                 missile.flags = FL_PROJECTILE;
242                 IL_PUSH(g_projectiles, missile);
243                 IL_PUSH(g_bot_dodge, missile);
244
245                 CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
246
247                 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
248         }
249
250         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
251         actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor(actor);
252         actor.(weaponentity).hagar_load = 0;
253 }
254
255 void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
256 {
257         // loadable hagar secondary attack, must always run each frame
258         if(round_handler_IsActive() && !round_handler_IsRoundStarted())
259                 return;
260         if(time < game_starttime)
261                 return;
262
263         bool loaded = actor.(weaponentity).hagar_load >= WEP_CVAR_SEC(hagar, load_max);
264
265         // this is different than WR_CHECKAMMO when it comes to reloading
266         bool enough_ammo;
267         if(actor.items & IT_UNLIMITED_WEAPON_AMMO)
268                 enough_ammo = true;
269         else if(autocvar_g_balance_hagar_reload_ammo)
270                 enough_ammo = actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
271         else
272                 enough_ammo = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hagar, ammo);
273
274         bool stopped = loaded || !enough_ammo;
275
276         if(PHYS_INPUT_BUTTON_ATCK2(actor))
277         {
278                 if(PHYS_INPUT_BUTTON_ATCK(actor) && WEP_CVAR_SEC(hagar, load_abort))
279                 {
280                         if(actor.(weaponentity).hagar_load)
281                         {
282                                 // if we pressed primary fire while loading, unload all rockets and abort
283                                 actor.(weaponentity).state = WS_READY;
284                                 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.(weaponentity).hagar_load * -1, weaponentity); // give back ammo
285                                 actor.(weaponentity).hagar_load = 0;
286                                 sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
287
288                                 // pause until we can load rockets again, once we re-press the alt fire button
289                                 actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(actor);
290
291                                 // require letting go of the alt fire button before we can load again
292                                 actor.(weaponentity).hagar_loadblock = true;
293                         }
294                 }
295                 else
296                 {
297                         // check if we can attempt to load another rocket
298                         if(!stopped)
299                         {
300                                 if(!actor.(weaponentity).hagar_loadblock && actor.(weaponentity).hagar_loadstep < time)
301                                 {
302                                         W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo), weaponentity);
303                                         actor.(weaponentity).state = WS_INUSE;
304                                         actor.(weaponentity).hagar_load += 1;
305                                         sound(actor, CH_WEAPON_B, SND_HAGAR_LOAD, VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
306
307                                         if(actor.(weaponentity).hagar_load >= WEP_CVAR_SEC(hagar, load_max))
308                                                 stopped = true;
309                                         else
310                                                 actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(actor);
311                                 }
312                         }
313                         if(stopped && !actor.(weaponentity).hagar_loadbeep && actor.(weaponentity).hagar_load) // prevents the beep from playing each frame
314                         {
315                                 // if this is the last rocket we can load, play a beep sound to notify the player
316                                 sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
317                                 actor.(weaponentity).hagar_loadbeep = true;
318                                 actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor(actor);
319                         }
320                 }
321         }
322         else if(actor.(weaponentity).hagar_loadblock)
323         {
324                 // the alt fire button has been released, so re-enable loading if blocked
325                 actor.(weaponentity).hagar_loadblock = false;
326         }
327
328         if(actor.(weaponentity).hagar_load)
329         {
330                 // play warning sound if we're about to release
331                 if(stopped && actor.(weaponentity).hagar_loadstep - 0.5 < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)
332                 {
333                         if(!actor.(weaponentity).hagar_warning) // prevents the beep from playing each frame
334                         {
335                                 // we're about to automatically release after holding time, play a beep sound to notify the player
336                                 sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
337                                 actor.(weaponentity).hagar_warning = true;
338                         }
339                 }
340
341                 // release if player let go of button or if they've held it in too long
342                 if(!PHYS_INPUT_BUTTON_ATCK2(actor) || (stopped && actor.(weaponentity).hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
343                 {
344                         actor.(weaponentity).state = WS_READY;
345                         W_Hagar_Attack2_Load_Release(actor, weaponentity);
346                 }
347         }
348         else
349         {
350                 actor.(weaponentity).hagar_loadbeep = false;
351                 actor.(weaponentity).hagar_warning = false;
352
353                 // we aren't checking ammo during an attack, so we must do it here
354                 if(!(thiswep.wr_checkammo1(thiswep, actor, weaponentity) + thiswep.wr_checkammo2(thiswep, actor, weaponentity)))
355                 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
356                 {
357                         // note: this doesn't force the switch
358                         W_SwitchToOtherWeapon(actor, weaponentity);
359                         return;
360                 }
361         }
362 }
363
364 void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
365 {
366         if(!(fire & 1) || actor.(weaponentity).hagar_load || actor.(weaponentity).hagar_loadblock || actor.(weaponentity).m_switchweapon != WEP_HAGAR)
367         {
368                 w_ready(thiswep, actor, weaponentity, fire);
369                 return;
370         }
371
372         if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
373         if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
374         {
375                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
376                 w_ready(thiswep, actor, weaponentity, fire);
377                 return;
378         }
379
380         W_Hagar_Attack(thiswep, actor, weaponentity);
381
382         int slot = weaponslot(weaponentity);
383         ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hagar, refire) * W_WeaponRateFactor(actor);
384         int theframe = WFRAME_FIRE1;
385         entity this = actor.(weaponentity);
386         if(this)
387         {
388                 if(this.wframe == WFRAME_FIRE1)
389                         theframe = WFRAME_DONTCHANGE;
390         }
391         weapon_thinkf(actor, weaponentity, theframe, WEP_CVAR_PRI(hagar, refire), W_Hagar_Attack_Auto);
392 }
393
394 METHOD(Hagar, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
395 {
396     if(random()>0.15)
397         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
398     else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
399         PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
400 }
401 METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
402 {
403     float loadable_secondary;
404     loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
405
406     if(loadable_secondary)
407         W_Hagar_Attack2_Load(thiswep, actor, weaponentity); // must always run each frame
408     if(autocvar_g_balance_hagar_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload
409         thiswep.wr_reload(thiswep, actor, weaponentity);
410     }
411     else if((fire & 1) && !actor.(weaponentity).hagar_load && !actor.(weaponentity).hagar_loadblock) // not while secondary is loaded or awaiting reset
412         {
413                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
414                         W_Hagar_Attack_Auto(thiswep, actor, weaponentity, fire);
415         }
416     else if((fire & 2) && !loadable_secondary && WEP_CVAR(hagar, secondary))
417     {
418         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)))
419         {
420             W_Hagar_Attack2(thiswep, actor, weaponentity);
421             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
422         }
423     }
424 }
425 METHOD(Hagar, wr_gonethink, void(entity thiswep, entity actor, .entity weaponentity))
426 {
427     // we lost the weapon and want to prepare switching away
428     if(actor.(weaponentity).hagar_load)
429     {
430         actor.(weaponentity).state = WS_READY;
431         W_Hagar_Attack2_Load_Release(actor, weaponentity);
432     }
433 }
434 METHOD(Hagar, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
435 {
436     actor.(weaponentity).hagar_loadblock = false;
437     if(actor.(weaponentity).hagar_load)
438     {
439         W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.(weaponentity).hagar_load * -1, weaponentity); // give back ammo if necessary
440         actor.(weaponentity).hagar_load = 0;
441     }
442 }
443 METHOD(Hagar, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
444 {
445     float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(hagar, ammo);
446     ammo_amount += actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
447     return ammo_amount;
448 }
449 METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
450 {
451     float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hagar, ammo);
452     ammo_amount += actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
453     return ammo_amount;
454 }
455 METHOD(Hagar, wr_resetplayer, void(entity thiswep, entity actor))
456 {
457     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
458     {
459         .entity weaponentity = weaponentities[slot];
460         actor.(weaponentity).hagar_load = 0;
461     }
462 }
463 METHOD(Hagar, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
464 {
465     // if we have any rockets loaded when we die, release them
466     if(actor.(weaponentity).hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
467         W_Hagar_Attack2_Load_Release(actor, weaponentity);
468 }
469 METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
470 {
471     if(!actor.(weaponentity).hagar_load) // require releasing loaded rockets first
472         W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND_RELOAD);
473 }
474 METHOD(Hagar, wr_suicidemessage, Notification(entity thiswep))
475 {
476     return WEAPON_HAGAR_SUICIDE;
477 }
478 METHOD(Hagar, wr_killmessage, Notification(entity thiswep))
479 {
480     if(w_deathtype & HITTYPE_SECONDARY)
481         return WEAPON_HAGAR_MURDER_BURST;
482     else
483         return WEAPON_HAGAR_MURDER_SPRAY;
484 }
485
486 #endif
487 #ifdef CSQC
488
489 METHOD(Hagar, wr_impacteffect, void(entity thiswep, entity actor))
490 {
491     vector org2;
492     org2 = w_org + w_backoff * 6;
493     pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
494     if(!w_issilent)
495     {
496         if(w_random<0.15)
497             sound(actor, CH_SHOTS, SND_HAGEXP1, VOL_BASE, ATTN_NORM);
498         else if(w_random<0.7)
499             sound(actor, CH_SHOTS, SND_HAGEXP2, VOL_BASE, ATTN_NORM);
500         else
501             sound(actor, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM);
502     }
503 }
504
505 #endif