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1 #include "hagar.qh"
2 #ifndef IMPLEMENTATION
3 CLASS(Hagar, Weapon)
4 /* ammotype  */ ATTRIB(Hagar, ammo_field, .int, ammo_rockets);
5 /* impulse   */ ATTRIB(Hagar, impulse, int, 8);
6 /* flags     */ ATTRIB(Hagar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
7 /* rating    */ ATTRIB(Hagar, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
8 /* color     */ ATTRIB(Hagar, wpcolor, vector, '1 1 0.5');
9 /* modelname */ ATTRIB(Hagar, mdl, string, "hagar");
10 #ifdef GAMEQC
11 /* model     */ ATTRIB(Hagar, m_model, Model, MDL_HAGAR_ITEM);
12 #endif
13 /* crosshair */ ATTRIB(Hagar, w_crosshair, string, "gfx/crosshairhagar");
14 /* crosshair */ ATTRIB(Hagar, w_crosshair_size, float, 0.8);
15 /* wepimg    */ ATTRIB(Hagar, model2, string, "weaponhagar");
16 /* refname   */ ATTRIB(Hagar, netname, string, "hagar");
17 /* wepname   */ ATTRIB(Hagar, m_name, string, _("Hagar"));
18
19 #define X(BEGIN, P, END, class, prefix) \
20         BEGIN(class) \
21                 P(class, prefix, ammo, float, BOTH) \
22         P(class, prefix, damageforcescale, float, BOTH) \
23         P(class, prefix, damage, float, BOTH) \
24         P(class, prefix, edgedamage, float, BOTH) \
25         P(class, prefix, force, float, BOTH) \
26         P(class, prefix, health, float, BOTH) \
27         P(class, prefix, lifetime, float, PRI) \
28         P(class, prefix, lifetime_min, float, SEC) \
29         P(class, prefix, lifetime_rand, float, SEC) \
30         P(class, prefix, load, float, SEC) \
31         P(class, prefix, load_abort, float, SEC) \
32         P(class, prefix, load_animtime, float, SEC) \
33         P(class, prefix, load_hold, float, SEC) \
34         P(class, prefix, load_linkexplode, float, SEC) \
35         P(class, prefix, load_max, float, SEC) \
36         P(class, prefix, load_releasedeath, float, SEC) \
37         P(class, prefix, load_speed, float, SEC) \
38         P(class, prefix, load_spread, float, SEC) \
39         P(class, prefix, load_spread_bias, float, SEC) \
40         P(class, prefix, radius, float, BOTH) \
41         P(class, prefix, refire, float, BOTH) \
42         P(class, prefix, reload_ammo, float, NONE) \
43         P(class, prefix, reload_time, float, NONE) \
44         P(class, prefix, secondary, float, NONE) \
45         P(class, prefix, speed, float, BOTH) \
46         P(class, prefix, spread, float, BOTH) \
47         P(class, prefix, switchdelay_drop, float, NONE) \
48         P(class, prefix, switchdelay_raise, float, NONE) \
49         P(class, prefix, weaponreplace, string,NONE) \
50         P(class, prefix, weaponstartoverride, float, NONE) \
51         P(class, prefix, weaponstart, float, NONE) \
52         P(class, prefix, weaponthrowable, float, NONE) \
53         END()
54     W_PROPS(X, Hagar, hagar)
55 #undef X
56
57 ENDCLASS(Hagar)
58 REGISTER_WEAPON(HAGAR, hagar, NEW(Hagar));
59
60 #endif
61 #ifdef IMPLEMENTATION
62 #ifdef SVQC
63 spawnfunc(weapon_hagar) { weapon_defaultspawnfunc(this, WEP_HAGAR); }
64
65 // NO bounce protection, as bounces are limited!
66
67 void W_Hagar_Explode(entity this, entity directhitentity)
68 {
69         this.event_damage = func_null;
70         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);
71
72         delete(this);
73 }
74
75 void W_Hagar_Explode_use(entity this, entity actor, entity trigger)
76 {
77         W_Hagar_Explode(this, trigger);
78 }
79
80 void W_Hagar_Explode2(entity this, entity directhitentity)
81 {
82         this.event_damage = func_null;
83         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);
84
85         delete(this);
86 }
87
88 void W_Hagar_Explode2_use(entity this, entity actor, entity trigger)
89 {
90         W_Hagar_Explode2(this, trigger);
91 }
92
93 void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
94 {
95         if(this.health <= 0)
96                 return;
97
98         float is_linkexplode = ( ((inflictor.owner != NULL) ? (inflictor.owner == this.owner) : true)
99                 && (inflictor.projectiledeathtype & HITTYPE_SECONDARY)
100                 && (this.projectiledeathtype & HITTYPE_SECONDARY));
101
102         if(is_linkexplode)
103                 is_linkexplode = (is_linkexplode && WEP_CVAR_SEC(hagar, load_linkexplode));
104         else
105                 is_linkexplode = -1; // not secondary load, so continue as normal without exception.
106
107         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, is_linkexplode))
108                 return; // g_projectiles_damage says to halt
109
110         this.health = this.health - damage;
111         this.angles = vectoangles(this.velocity);
112
113         if(this.health <= 0)
114                 W_PrepareExplosionByDamage(this, attacker, getthink(this));
115 }
116
117 void W_Hagar_Touch(entity this, entity toucher)
118 {
119         PROJECTILE_TOUCH(this, toucher);
120         this.use(this, NULL, toucher);
121 }
122
123 void W_Hagar_Touch2(entity this, entity toucher)
124 {
125         PROJECTILE_TOUCH(this, toucher);
126
127         if(this.cnt > 0 || toucher.takedamage == DAMAGE_AIM) {
128                 this.use(this, NULL, toucher);
129         } else {
130                 this.cnt++;
131                 Send_Effect(EFFECT_HAGAR_BOUNCE, this.origin, this.velocity, 1);
132                 this.angles = vectoangles(this.velocity);
133                 this.owner = NULL;
134                 this.projectiledeathtype |= HITTYPE_BOUNCE;
135         }
136 }
137
138 void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity)
139 {
140         entity missile;
141
142         W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hagar, ammo), weaponentity);
143
144         W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
145
146         Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
147
148         missile = new(missile);
149         missile.owner = missile.realowner = actor;
150         missile.bot_dodge = true;
151         missile.bot_dodgerating = WEP_CVAR_PRI(hagar, damage);
152
153         missile.takedamage = DAMAGE_YES;
154         missile.health = WEP_CVAR_PRI(hagar, health);
155         missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale);
156         missile.event_damage = W_Hagar_Damage;
157         missile.damagedbycontents = true;
158         IL_PUSH(g_damagedbycontents, missile);
159
160         settouch(missile, W_Hagar_Touch);
161         missile.use = W_Hagar_Explode_use;
162         setthink(missile, adaptor_think2use_hittype_splash);
163         missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime);
164         PROJECTILE_MAKETRIGGER(missile);
165         missile.projectiledeathtype = WEP_HAGAR.m_id;
166         setorigin(missile, w_shotorg);
167         setsize(missile, '0 0 0', '0 0 0');
168
169         set_movetype(missile, MOVETYPE_FLY);
170         W_SetupProjVelocity_PRI(missile, hagar);
171
172         missile.angles = vectoangles(missile.velocity);
173         missile.flags = FL_PROJECTILE;
174         IL_PUSH(g_projectiles, missile);
175         IL_PUSH(g_bot_dodge, missile);
176         missile.missile_flags = MIF_SPLASH;
177
178         CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
179
180         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
181 }
182
183 void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
184 {
185         entity missile;
186
187         W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo), weaponentity);
188
189         W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
190
191         Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
192
193         missile = new(missile);
194         missile.owner = missile.realowner = actor;
195         missile.bot_dodge = true;
196         missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
197
198         missile.takedamage = DAMAGE_YES;
199         missile.health = WEP_CVAR_SEC(hagar, health);
200         missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
201         missile.event_damage = W_Hagar_Damage;
202         missile.damagedbycontents = true;
203         IL_PUSH(g_damagedbycontents, missile);
204
205         settouch(missile, W_Hagar_Touch2);
206         missile.cnt = 0;
207         missile.use = W_Hagar_Explode2_use;
208         setthink(missile, adaptor_think2use_hittype_splash);
209         missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
210         PROJECTILE_MAKETRIGGER(missile);
211         missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
212         setorigin(missile, w_shotorg);
213         setsize(missile, '0 0 0', '0 0 0');
214
215         set_movetype(missile, MOVETYPE_BOUNCEMISSILE);
216         W_SetupProjVelocity_SEC(missile, hagar);
217
218         missile.angles = vectoangles(missile.velocity);
219         missile.flags = FL_PROJECTILE;
220         IL_PUSH(g_projectiles, missile);
221         IL_PUSH(g_bot_dodge, missile);
222         missile.missile_flags = MIF_SPLASH;
223
224         CSQCProjectile(missile, true, PROJECTILE_HAGAR_BOUNCING, true);
225
226         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
227 }
228
229 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
230 void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
231 {
232         // time to release the rockets we've loaded
233
234         entity missile;
235         float counter, shots, spread_pershot;
236         vector s;
237         vector forward, right, up;
238
239         if(!actor.(weaponentity).hagar_load)
240                 return;
241
242         weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire));
243
244         W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
245         Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
246
247         forward = v_forward;
248         right = v_right;
249         up = v_up;
250
251         shots = actor.(weaponentity).hagar_load;
252         missile = NULL;
253         for(counter = 0; counter < shots; ++counter)
254         {
255                 missile = new(missile);
256                 missile.owner = missile.realowner = actor;
257                 missile.bot_dodge = true;
258                 missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
259
260                 missile.takedamage = DAMAGE_YES;
261                 missile.health = WEP_CVAR_SEC(hagar, health);
262                 missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
263                 missile.event_damage = W_Hagar_Damage;
264                 missile.damagedbycontents = true;
265                 IL_PUSH(g_damagedbycontents, missile);
266
267                 settouch(missile, W_Hagar_Touch); // not bouncy
268                 missile.use = W_Hagar_Explode2_use;
269                 setthink(missile, adaptor_think2use_hittype_splash);
270                 missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
271                 PROJECTILE_MAKETRIGGER(missile);
272                 missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
273                 setorigin(missile, w_shotorg);
274                 setsize(missile, '0 0 0', '0 0 0');
275                 set_movetype(missile, MOVETYPE_FLY);
276                 missile.missile_flags = MIF_SPLASH;
277
278                 // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
279                 spread_pershot = ((shots - 1) / (WEP_CVAR_SEC(hagar, load_max) - 1));
280                 spread_pershot = (1 - (spread_pershot * WEP_CVAR_SEC(hagar, load_spread_bias)));
281                 spread_pershot = (WEP_CVAR_SEC(hagar, spread) * spread_pershot * g_weaponspreadfactor);
282
283                 // pattern spread calculation
284                 s = '0 0 0';
285                 if(counter == 0)
286                         s = '0 0 0';
287                 else
288                 {
289                         makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
290                         s.y = v_forward.x;
291                         s.z = v_forward.y;
292                 }
293                 s = s * WEP_CVAR_SEC(hagar, load_spread) * g_weaponspreadfactor;
294
295                 W_SetupProjVelocity_Explicit(missile, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_SEC(hagar, speed), 0, 0, spread_pershot, false);
296
297                 missile.angles = vectoangles(missile.velocity);
298                 missile.flags = FL_PROJECTILE;
299                 IL_PUSH(g_projectiles, missile);
300                 IL_PUSH(g_bot_dodge, missile);
301
302                 CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
303
304                 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
305         }
306
307         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
308         actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor(actor);
309         actor.(weaponentity).hagar_load = 0;
310
311         if(weaponslot(weaponentity) == 0)
312                 actor.hagar_load = 0;
313 }
314
315 void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
316 {
317         // loadable hagar secondary attack, must always run each frame
318
319         if(time < game_starttime)
320                 return;
321
322         bool loaded = actor.(weaponentity).hagar_load >= WEP_CVAR_SEC(hagar, load_max);
323
324         // this is different than WR_CHECKAMMO when it comes to reloading
325         bool enough_ammo;
326         if(actor.items & IT_UNLIMITED_WEAPON_AMMO)
327                 enough_ammo = true;
328         else if(autocvar_g_balance_hagar_reload_ammo)
329                 enough_ammo = actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
330         else
331                 enough_ammo = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
332
333         bool stopped = loaded || !enough_ammo;
334
335         if(PHYS_INPUT_BUTTON_ATCK2(actor))
336         {
337                 if(PHYS_INPUT_BUTTON_ATCK(actor) && WEP_CVAR_SEC(hagar, load_abort))
338                 {
339                         if(actor.(weaponentity).hagar_load)
340                         {
341                                 // if we pressed primary fire while loading, unload all rockets and abort
342                                 actor.(weaponentity).state = WS_READY;
343                                 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.(weaponentity).hagar_load * -1, weaponentity); // give back ammo
344                                 actor.(weaponentity).hagar_load = 0;
345                                 if(weaponslot(weaponentity) == 0)
346                                         actor.hagar_load = 0;
347                                 sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
348
349                                 // pause until we can load rockets again, once we re-press the alt fire button
350                                 actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(actor);
351
352                                 // require letting go of the alt fire button before we can load again
353                                 actor.(weaponentity).hagar_loadblock = true;
354                         }
355                 }
356                 else
357                 {
358                         // check if we can attempt to load another rocket
359                         if(!stopped)
360                         {
361                                 if(!actor.(weaponentity).hagar_loadblock && actor.(weaponentity).hagar_loadstep < time)
362                                 {
363                                         W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo), weaponentity);
364                                         actor.(weaponentity).state = WS_INUSE;
365                                         actor.(weaponentity).hagar_load += 1;
366                                         sound(actor, CH_WEAPON_B, SND_HAGAR_LOAD, VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
367
368                                         if(actor.(weaponentity).hagar_load >= WEP_CVAR_SEC(hagar, load_max))
369                                                 stopped = true;
370                                         else
371                                                 actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(actor);
372                                 }
373                         }
374                         if(stopped && !actor.(weaponentity).hagar_loadbeep && actor.(weaponentity).hagar_load) // prevents the beep from playing each frame
375                         {
376                                 // if this is the last rocket we can load, play a beep sound to notify the player
377                                 sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
378                                 actor.(weaponentity).hagar_loadbeep = true;
379                                 actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor(actor);
380                         }
381                 }
382         }
383         else if(actor.(weaponentity).hagar_loadblock)
384         {
385                 // the alt fire button has been released, so re-enable loading if blocked
386                 actor.(weaponentity).hagar_loadblock = false;
387         }
388
389         if(actor.(weaponentity).hagar_load)
390         {
391                 // play warning sound if we're about to release
392                 if(stopped && actor.(weaponentity).hagar_loadstep - 0.5 < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)
393                 {
394                         if(!actor.(weaponentity).hagar_warning) // prevents the beep from playing each frame
395                         {
396                                 // we're about to automatically release after holding time, play a beep sound to notify the player
397                                 sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
398                                 actor.(weaponentity).hagar_warning = true;
399                         }
400                 }
401
402                 // release if player let go of button or if they've held it in too long
403                 if(!PHYS_INPUT_BUTTON_ATCK2(actor) || (stopped && actor.(weaponentity).hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
404                 {
405                         actor.(weaponentity).state = WS_READY;
406                         W_Hagar_Attack2_Load_Release(actor, weaponentity);
407                 }
408         }
409         else
410         {
411                 actor.(weaponentity).hagar_loadbeep = false;
412                 actor.(weaponentity).hagar_warning = false;
413
414                 // we aren't checking ammo during an attack, so we must do it here
415                 if(!(thiswep.wr_checkammo1(thiswep, actor, weaponentity) + thiswep.wr_checkammo2(thiswep, actor, weaponentity)))
416                 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
417                 {
418                         // note: this doesn't force the switch
419                         W_SwitchToOtherWeapon(actor, weaponentity);
420                         return;
421                 }
422         }
423 }
424
425 void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
426 {
427         if(!(fire & 1) || actor.(weaponentity).hagar_load || actor.(weaponentity).hagar_loadblock || actor.(weaponentity).m_switchweapon != WEP_HAGAR)
428         {
429                 w_ready(thiswep, actor, weaponentity, fire);
430                 return;
431         }
432
433         if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
434         if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
435         {
436                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
437                 w_ready(thiswep, actor, weaponentity, fire);
438                 return;
439         }
440
441         W_Hagar_Attack(thiswep, actor, weaponentity);
442
443         int slot = weaponslot(weaponentity);
444         ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hagar, refire) * W_WeaponRateFactor(actor);
445         int theframe = WFRAME_FIRE1;
446         entity this = actor.(weaponentity);
447         if(this)
448         {
449                 if(this.wframe == WFRAME_FIRE1)
450                         theframe = WFRAME_DONTCHANGE;
451         }
452         weapon_thinkf(actor, weaponentity, theframe, WEP_CVAR_PRI(hagar, refire), W_Hagar_Attack_Auto);
453 }
454
455 METHOD(Hagar, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
456 {
457     if(random()>0.15)
458         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
459     else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
460         PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
461 }
462 METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
463 {
464     float loadable_secondary;
465     loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
466     if(weaponslot(weaponentity) == 0)
467         actor.hagar_load = actor.(weaponentity).hagar_load;
468
469     if(loadable_secondary)
470         W_Hagar_Attack2_Load(thiswep, actor, weaponentity); // must always run each frame
471     if(autocvar_g_balance_hagar_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload
472         thiswep.wr_reload(thiswep, actor, weaponentity);
473     }
474     else if((fire & 1) && !actor.(weaponentity).hagar_load && !actor.(weaponentity).hagar_loadblock) // not while secondary is loaded or awaiting reset
475         {
476                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
477                         W_Hagar_Attack_Auto(thiswep, actor, weaponentity, fire);
478         }
479     else if((fire & 2) && !loadable_secondary && WEP_CVAR(hagar, secondary))
480     {
481         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)))
482         {
483             W_Hagar_Attack2(thiswep, actor, weaponentity);
484             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
485         }
486     }
487 }
488 METHOD(Hagar, wr_gonethink, void(entity thiswep, entity actor, .entity weaponentity))
489 {
490     // we lost the weapon and want to prepare switching away
491     if(actor.(weaponentity).hagar_load)
492     {
493         actor.(weaponentity).state = WS_READY;
494         W_Hagar_Attack2_Load_Release(actor, weaponentity);
495     }
496 }
497 METHOD(Hagar, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
498 {
499         actor.hagar_load = 0;
500     actor.(weaponentity).hagar_loadblock = false;
501     if(actor.(weaponentity).hagar_load)
502     {
503         W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.(weaponentity).hagar_load * -1, weaponentity); // give back ammo if necessary
504         actor.(weaponentity).hagar_load = 0;
505     }
506 }
507 METHOD(Hagar, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
508 {
509     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo);
510     ammo_amount += actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
511     return ammo_amount;
512 }
513 METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
514 {
515     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
516     ammo_amount += actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
517     return ammo_amount;
518 }
519 METHOD(Hagar, wr_resetplayer, void(entity thiswep, entity actor))
520 {
521     actor.hagar_load = 0;
522     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
523     {
524         .entity weaponentity = weaponentities[slot];
525         actor.(weaponentity).hagar_load = 0;
526     }
527 }
528 METHOD(Hagar, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
529 {
530     // if we have any rockets loaded when we die, release them
531     if(actor.(weaponentity).hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
532         W_Hagar_Attack2_Load_Release(actor, weaponentity);
533 }
534 METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
535 {
536     if(!actor.(weaponentity).hagar_load) // require releasing loaded rockets first
537         W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND_RELOAD);
538 }
539 METHOD(Hagar, wr_suicidemessage, Notification(entity thiswep))
540 {
541     return WEAPON_HAGAR_SUICIDE;
542 }
543 METHOD(Hagar, wr_killmessage, Notification(entity thiswep))
544 {
545     if(w_deathtype & HITTYPE_SECONDARY)
546         return WEAPON_HAGAR_MURDER_BURST;
547     else
548         return WEAPON_HAGAR_MURDER_SPRAY;
549 }
550
551 #endif
552 #ifdef CSQC
553
554 METHOD(Hagar, wr_impacteffect, void(entity thiswep, entity actor))
555 {
556     vector org2;
557     org2 = w_org + w_backoff * 6;
558     pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
559     if(!w_issilent)
560     {
561         if(w_random<0.15)
562             sound(actor, CH_SHOTS, SND_HAGEXP1, VOL_BASE, ATTN_NORM);
563         else if(w_random<0.7)
564             sound(actor, CH_SHOTS, SND_HAGEXP2, VOL_BASE, ATTN_NORM);
565         else
566             sound(actor, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM);
567     }
568 }
569
570 #endif
571 #endif