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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(HAGAR, w_hagar, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hagar", "hagar", _("Hagar"))
3 #else
4 #ifdef SVQC
5 // NO bounce protection, as bounces are limited!
6
7 void W_Hagar_Explode (void)
8 {
9         self.event_damage = func_null;
10         RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_primary_damage, autocvar_g_balance_hagar_primary_edgedamage, autocvar_g_balance_hagar_primary_radius, world, autocvar_g_balance_hagar_primary_force, self.projectiledeathtype, other);
11
12         remove (self);
13 }
14
15 void W_Hagar_Explode2 (void)
16 {
17         self.event_damage = func_null;
18         RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_secondary_damage, autocvar_g_balance_hagar_secondary_edgedamage, autocvar_g_balance_hagar_secondary_radius, world, autocvar_g_balance_hagar_secondary_force, self.projectiledeathtype, other);
19
20         remove (self);
21 }
22
23 void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
24 {
25         if (self.health <= 0)
26                 return;
27                 
28         float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : TRUE)
29                 && (inflictor.projectiledeathtype & HITTYPE_SECONDARY) 
30                 && (self.projectiledeathtype & HITTYPE_SECONDARY));
31         
32         if(is_linkexplode)
33                 is_linkexplode = (is_linkexplode && autocvar_g_balance_hagar_secondary_load_linkexplode);
34         else
35                 is_linkexplode = -1; // not secondary load, so continue as normal without exception.
36
37         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode))
38                 return; // g_projectiles_damage says to halt
39
40         self.health = self.health - damage;
41         self.angles = vectoangles(self.velocity);
42         
43         if (self.health <= 0)
44                 W_PrepareExplosionByDamage(attacker, self.think);
45 }
46
47 void W_Hagar_Touch (void)
48 {
49         PROJECTILE_TOUCH;
50         self.use ();
51 }
52
53 void W_Hagar_Touch2 (void)
54 {
55         PROJECTILE_TOUCH;
56
57         if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
58                 self.use();
59         } else {
60                 self.cnt++;
61                 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
62                 self.angles = vectoangles (self.velocity);
63                 self.owner = world;
64                 self.projectiledeathtype |= HITTYPE_BOUNCE;
65         }
66 }
67
68 void W_Hagar_Attack (void)
69 {
70         entity missile;
71
72         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo);
73
74         W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_primary_damage);
75
76         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
77
78         missile = spawn ();
79         missile.owner = missile.realowner = self;
80         missile.classname = "missile";
81         missile.bot_dodge = TRUE;
82         missile.bot_dodgerating = autocvar_g_balance_hagar_primary_damage;
83         
84         missile.takedamage = DAMAGE_YES;
85         missile.health = autocvar_g_balance_hagar_primary_health;
86         missile.damageforcescale = autocvar_g_balance_hagar_primary_damageforcescale;
87         missile.event_damage = W_Hagar_Damage;
88         missile.damagedbycontents = TRUE;
89         
90         missile.touch = W_Hagar_Touch;
91         missile.use = W_Hagar_Explode;
92         missile.think = adaptor_think2use_hittype_splash;
93         missile.nextthink = time + autocvar_g_balance_hagar_primary_lifetime;
94         PROJECTILE_MAKETRIGGER(missile);
95         missile.projectiledeathtype = WEP_HAGAR;
96         setorigin (missile, w_shotorg);
97         setsize(missile, '0 0 0', '0 0 0');
98
99         missile.movetype = MOVETYPE_FLY;
100         W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_primary);
101
102         missile.angles = vectoangles (missile.velocity);
103         missile.flags = FL_PROJECTILE;
104         missile.missile_flags = MIF_SPLASH; 
105
106         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
107
108         other = missile; MUTATOR_CALLHOOK(EditProjectile);
109 }
110
111 void W_Hagar_Attack2 (void)
112 {
113         entity missile;
114
115         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
116
117         W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage);
118
119         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
120
121         missile = spawn ();
122         missile.owner = missile.realowner = self;
123         missile.classname = "missile";
124         missile.bot_dodge = TRUE;
125         missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
126         
127         missile.takedamage = DAMAGE_YES;
128         missile.health = autocvar_g_balance_hagar_secondary_health;
129         missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale;
130         missile.event_damage = W_Hagar_Damage;
131         missile.damagedbycontents = TRUE;
132
133         missile.touch = W_Hagar_Touch2;
134         missile.cnt = 0;
135         missile.use = W_Hagar_Explode2;
136         missile.think = adaptor_think2use_hittype_splash;
137         missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
138         PROJECTILE_MAKETRIGGER(missile);
139         missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
140         setorigin (missile, w_shotorg);
141         setsize(missile, '0 0 0', '0 0 0');
142
143         missile.movetype = MOVETYPE_BOUNCEMISSILE;
144         W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_secondary);
145
146         missile.angles = vectoangles (missile.velocity);
147         missile.flags = FL_PROJECTILE;
148         missile.missile_flags = MIF_SPLASH; 
149
150         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
151
152         other = missile; MUTATOR_CALLHOOK(EditProjectile);
153 }
154
155 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
156 void W_Hagar_Attack2_Load_Release (void)
157 {
158         // time to release the rockets we've loaded
159
160         entity missile;
161         float counter, shots, spread_pershot;
162         vector s;
163         vector forward, right, up;
164
165         if(!self.hagar_load)
166                 return;
167
168         weapon_prepareattack_do(1, autocvar_g_balance_hagar_secondary_refire);
169
170         W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage);
171         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
172
173         forward = v_forward;
174         right = v_right;
175         up = v_up;
176
177         shots = self.hagar_load;
178         missile = world;
179         for(counter = 0; counter < shots; ++counter)
180         {
181                 missile = spawn ();
182                 missile.owner = missile.realowner = self;
183                 missile.classname = "missile";
184                 missile.bot_dodge = TRUE;
185                 missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
186                 
187                 missile.takedamage = DAMAGE_YES;
188                 missile.health = autocvar_g_balance_hagar_secondary_health;
189                 missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale;
190                 missile.event_damage = W_Hagar_Damage;
191                 missile.damagedbycontents = TRUE;
192
193                 missile.touch = W_Hagar_Touch; // not bouncy
194                 missile.use = W_Hagar_Explode2;
195                 missile.think = adaptor_think2use_hittype_splash;
196                 missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
197                 PROJECTILE_MAKETRIGGER(missile);
198                 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
199                 setorigin (missile, w_shotorg);
200                 setsize(missile, '0 0 0', '0 0 0');
201                 missile.movetype = MOVETYPE_FLY;
202                 missile.missile_flags = MIF_SPLASH; 
203                 
204                 // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
205                 spread_pershot = ((shots - 1) / (autocvar_g_balance_hagar_secondary_load_max - 1)); 
206                 spread_pershot = (1 - (spread_pershot * autocvar_g_balance_hagar_secondary_load_spread_bias));
207                 spread_pershot = (autocvar_g_balance_hagar_secondary_spread * spread_pershot * g_weaponspreadfactor);
208                 
209                 // pattern spread calculation
210                 s = '0 0 0';
211                 if (counter == 0)
212                         s = '0 0 0';
213                 else
214                 {
215                         makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
216                         s_y = v_forward_x;
217                         s_z = v_forward_y;
218                 }
219                 s = s * autocvar_g_balance_hagar_secondary_load_spread * g_weaponspreadfactor;
220                 
221                 W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_hagar_secondary_speed, 0, 0, spread_pershot, FALSE);
222
223                 missile.angles = vectoangles (missile.velocity);
224                 missile.flags = FL_PROJECTILE;
225
226                 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
227
228                 other = missile; MUTATOR_CALLHOOK(EditProjectile);
229         }
230
231         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_load_animtime, w_ready);
232         self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire * W_WeaponRateFactor();
233         self.hagar_load = 0;
234 }
235
236 void W_Hagar_Attack2_Load (void)
237 {
238         // loadable hagar secondary attack, must always run each frame
239         
240         if(time < game_starttime)
241                 return;
242
243         float loaded, enough_ammo;
244         loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
245
246         // this is different than WR_CHECKAMMO when it comes to reloading
247         if(autocvar_g_balance_hagar_reload_ammo)
248                 enough_ammo = self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo;
249         else
250                 enough_ammo = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
251
252         if(self.BUTTON_ATCK2)
253         {
254                 if(self.BUTTON_ATCK && autocvar_g_balance_hagar_secondary_load_abort)
255                 {
256                         if(self.hagar_load)
257                         {
258                                 // if we pressed primary fire while loading, unload all rockets and abort
259                                 self.weaponentity.state = WS_READY;
260                                 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo
261                                 self.hagar_load = 0;
262                                 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
263
264                                 // pause until we can load rockets again, once we re-press the alt fire button
265                                 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
266
267                                 // require letting go of the alt fire button before we can load again
268                                 self.hagar_loadblock = TRUE;
269                         }
270                 }
271                 else
272                 {
273                         // check if we can attempt to load another rocket
274                         if(!loaded && enough_ammo)
275                         {
276                                 if(!self.hagar_loadblock && self.hagar_loadstep < time)
277                                 {
278                                         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
279                                         self.weaponentity.state = WS_INUSE;
280                                         self.hagar_load += 1;
281                                         sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
282
283                                         if (self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max)
284                                                 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_hold * W_WeaponRateFactor();
285                                         else
286                                                 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
287                                 }
288                         }
289                         else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
290                         {
291                                 // if this is the last rocket we can load, play a beep sound to notify the player
292                                 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
293                                 self.hagar_loadbeep = TRUE;
294                         }
295                 }
296         }
297         else if(self.hagar_loadblock)
298         {
299                 // the alt fire button has been released, so re-enable loading if blocked
300                 self.hagar_loadblock = FALSE;
301         }
302
303         if(self.hagar_load)
304         {
305                 // play warning sound if we're about to release
306                 if((loaded || !enough_ammo) && self.hagar_loadstep - 0.5 < time && autocvar_g_balance_hagar_secondary_load_hold >= 0)
307                 {
308                         if(!self.hagar_warning && self.hagar_load) // prevents the beep from playing each frame
309                         {
310                                 // we're about to automatically release after holding time, play a beep sound to notify the player
311                                 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
312                                 self.hagar_warning = TRUE;
313                         }
314                 }
315                 
316                 // release if player let go of button or if they've held it in too long
317                 if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && autocvar_g_balance_hagar_secondary_load_hold >= 0))
318                 {
319                         self.weaponentity.state = WS_READY;
320                         W_Hagar_Attack2_Load_Release();
321                 }
322         }
323         else
324         {
325                 self.hagar_loadbeep = FALSE;
326                 self.hagar_warning = FALSE;
327         }
328
329         // we aren't checking ammo during an attack, so we must do it here
330         if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
331         {
332                 // note: this doesn't force the switch
333                 W_SwitchToOtherWeapon(self);
334                 return;
335         }
336 }
337
338 void spawnfunc_weapon_hagar (void)
339 {
340         weapon_defaultspawnfunc(WEP_HAGAR);
341 }
342
343 float w_hagar(float req)
344 {
345         float ammo_amount;
346         if (req == WR_AIM)
347                 if (random()>0.15)
348                         self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
349                 else
350                 {
351                         // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
352                         self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
353                 }
354         else if (req == WR_THINK)
355         {
356                 float loadable_secondary;
357                 loadable_secondary = (autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary);
358
359                 if (loadable_secondary)
360                         W_Hagar_Attack2_Load(); // must always run each frame
361                 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
362                         weapon_action(self.weapon, WR_RELOAD);
363                 else if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
364                 {
365                         if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
366                         {
367                                 W_Hagar_Attack();
368                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
369                         }
370                 }
371                 else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary)
372                 {
373                         if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
374                         {
375                                 W_Hagar_Attack2();
376                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
377                         }
378                 }
379         }
380         else if (req == WR_GONETHINK)
381         {
382                 // we lost the weapon and want to prepare switching away
383                 if(self.hagar_load)
384                 {
385                         self.weaponentity.state = WS_READY;
386                         W_Hagar_Attack2_Load_Release();
387                 }
388         }
389         else if (req == WR_PRECACHE)
390         {
391                 precache_model ("models/weapons/g_hagar.md3");
392                 precache_model ("models/weapons/v_hagar.md3");
393                 precache_model ("models/weapons/h_hagar.iqm");
394                 precache_sound ("weapons/hagar_fire.wav");
395                 precache_sound ("weapons/hagar_load.wav");
396                 precache_sound ("weapons/hagar_beep.wav");
397                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
398         }
399         else if (req == WR_SETUP)
400         {
401                 weapon_setup(WEP_HAGAR);
402                 self.current_ammo = ammo_rockets;
403                 self.hagar_loadblock = FALSE;
404
405                 if(self.hagar_load)
406                 {
407                         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
408                         self.hagar_load = 0;
409                 }
410         }
411         else if (req == WR_CHECKAMMO1)
412         {
413                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
414                 ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_primary_ammo;
415                 return ammo_amount;
416         }
417         else if (req == WR_CHECKAMMO2)
418         {
419                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
420                 ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo;
421                 return ammo_amount;
422         }
423         else if (req == WR_RESETPLAYER)
424         {
425                 self.hagar_load = 0;
426         }
427         else if (req == WR_PLAYERDEATH)
428         {
429                 // if we have any rockets loaded when we die, release them
430                 if(self.hagar_load && autocvar_g_balance_hagar_secondary_load_releasedeath)
431                         W_Hagar_Attack2_Load_Release();
432         }
433         else if (req == WR_RELOAD)
434         {
435                 if not(self.hagar_load) // require releasing loaded rockets first
436                         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");
437         }
438         else if (req == WR_SUICIDEMESSAGE)
439         {
440                 return WEAPON_HAGAR_SUICIDE;
441         }
442         else if (req == WR_KILLMESSAGE)
443         {
444                 if(w_deathtype & HITTYPE_SECONDARY)
445                         return WEAPON_HAGAR_MURDER_BURST;
446                 else
447                         return WEAPON_HAGAR_MURDER_SPRAY;
448         }
449         return TRUE;
450 }
451 #endif
452 #ifdef CSQC
453 float w_hagar(float req)
454 {
455         if(req == WR_IMPACTEFFECT)
456         {
457                 vector org2;
458                 org2 = w_org + w_backoff * 6;
459                 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
460                 if(!w_issilent)
461                 {
462                         if (w_random<0.15)
463                                 sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
464                         else if (w_random<0.7)
465                                 sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
466                         else
467                                 sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
468                 }
469         }
470         else if(req == WR_PRECACHE)
471         {
472                 precache_sound("weapons/hagexp1.wav");
473                 precache_sound("weapons/hagexp2.wav");
474                 precache_sound("weapons/hagexp3.wav");
475         }
476         return TRUE;
477 }
478 #endif
479 #endif