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"))
5 // NO bounce protection, as bounces are limited!
7 void W_Hagar_Explode (void)
9 self.event_damage = SUB_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);
15 void W_Hagar_Explode2 (void)
17 self.event_damage = SUB_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);
23 void W_Hagar_Touch (void)
29 void W_Hagar_Touch2 (void)
33 if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
37 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
38 self.angles = vectoangles (self.velocity);
40 self.projectiledeathtype |= HITTYPE_BOUNCE;
44 void W_Hagar_Attack (void)
48 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo);
50 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_primary_damage);
52 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
55 missile.owner = missile.realowner = self;
56 missile.classname = "missile";
57 missile.bot_dodge = TRUE;
58 missile.bot_dodgerating = autocvar_g_balance_hagar_primary_damage;
59 missile.touch = W_Hagar_Touch;
60 missile.use = W_Hagar_Explode;
61 missile.think = adaptor_think2use_hittype_splash;
62 missile.nextthink = time + autocvar_g_balance_hagar_primary_lifetime;
63 PROJECTILE_MAKETRIGGER(missile);
64 missile.projectiledeathtype = WEP_HAGAR;
65 setorigin (missile, w_shotorg);
66 setsize(missile, '0 0 0', '0 0 0');
68 missile.movetype = MOVETYPE_FLY;
69 W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_primary);
71 missile.angles = vectoangles (missile.velocity);
72 missile.flags = FL_PROJECTILE;
74 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
76 other = missile; MUTATOR_CALLHOOK(EditProjectile);
79 void W_Hagar_Attack2 (void)
83 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
85 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage);
87 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
90 missile.owner = missile.realowner = self;
91 missile.classname = "missile";
92 missile.bot_dodge = TRUE;
93 missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
94 missile.touch = W_Hagar_Touch2;
96 missile.use = W_Hagar_Explode2;
97 missile.think = adaptor_think2use_hittype_splash;
98 missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
99 PROJECTILE_MAKETRIGGER(missile);
100 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
101 setorigin (missile, w_shotorg);
102 setsize(missile, '0 0 0', '0 0 0');
104 missile.movetype = MOVETYPE_BOUNCEMISSILE;
105 W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_secondary);
107 missile.angles = vectoangles (missile.velocity);
108 missile.flags = FL_PROJECTILE;
110 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
112 other = missile; MUTATOR_CALLHOOK(EditProjectile);
115 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep;
116 void W_Hagar_Attack2_Load_Release (void)
118 // time to release the rockets we've loaded
120 local entity missile;
121 local float counter, shots, spread_pershot;
123 vector forward, right, up;
128 weapon_prepareattack_do(1, autocvar_g_balance_hagar_secondary_refire);
130 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage);
131 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
137 shots = self.hagar_load;
139 while (counter < shots)
142 missile.owner = missile.realowner = self;
143 missile.classname = "missile";
144 missile.bot_dodge = TRUE;
145 missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
147 missile.touch = W_Hagar_Touch; // not bouncy
148 missile.use = W_Hagar_Explode2;
149 missile.think = adaptor_think2use_hittype_splash;
150 missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
151 PROJECTILE_MAKETRIGGER(missile);
152 missile.projectiledeathtype = WEP_HAGAR;
153 setorigin (missile, w_shotorg);
154 setsize(missile, '0 0 0', '0 0 0');
155 missile.movetype = MOVETYPE_FLY;
157 // handle the calculation for the shot pattern and its spread
158 spread_pershot = (autocvar_g_balance_hagar_secondary_spread * ((counter + 1) / shots));
165 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
169 s = s * autocvar_g_balance_hagar_secondary_load_spread * g_weaponspreadfactor;
171 W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_hagar_secondary_speed, 0, 0, spread_pershot, FALSE);
173 missile.angles = vectoangles (missile.velocity);
174 missile.flags = FL_PROJECTILE;
176 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
178 other = missile; MUTATOR_CALLHOOK(EditProjectile);
180 counter = counter + 1;
183 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
184 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire * W_WeaponRateFactor();
188 void W_Hagar_Attack2_Load (void)
190 // loadable hagar secondary attack, must always run each frame
192 local float loaded, enough_ammo;
193 loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
195 // this is different than WR_CHECKAMMO when it comes to reloading
196 if(autocvar_g_balance_hagar_reload_ammo)
197 enough_ammo = self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
199 enough_ammo = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
201 if(self.BUTTON_ATCK2)
203 if(self.BUTTON_ATCK && autocvar_g_balance_hagar_secondary_load_abort)
207 // if we pressed primary fire while loading, unload all rockets and abort
208 self.weaponentity.state = WS_READY;
209 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo
211 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
213 // pause until we can load rockets again, once we re-press the alt fire button
214 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
216 // require letting go of the alt fire button before we can load again
217 self.hagar_loadblock = TRUE;
222 // check if we can attempt to load another rocket
223 if(!loaded && enough_ammo)
225 if(!self.hagar_loadblock && self.hagar_loadstep < time)
227 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
228 self.weaponentity.state = WS_INUSE;
229 self.hagar_load += 1;
230 sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
232 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
235 else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
237 // if this is the last rocket we can load, play a beep sound to notify the player
238 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
239 self.hagar_loadbeep = TRUE;
243 else if(self.hagar_loadblock)
245 // the alt fire button has been released, so re-enable loading if blocked
246 self.hagar_loadblock = FALSE;
251 if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && !autocvar_g_balance_hagar_secondary_load_hold))
253 self.weaponentity.state = WS_READY;
254 W_Hagar_Attack2_Load_Release();
259 self.hagar_loadbeep = FALSE;
262 // we aren't checking ammo during an attack, so we must do it here
263 if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
265 // note: this doesn't force the switch
266 W_SwitchToOtherWeapon(self);
271 void spawnfunc_weapon_hagar (void)
273 weapon_defaultspawnfunc(WEP_HAGAR);
276 float w_hagar(float req)
281 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
284 // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
285 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
287 else if (req == WR_THINK)
289 local float loadable_secondary;
290 loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary;
292 if (loadable_secondary)
293 W_Hagar_Attack2_Load(); // must always run each frame
294 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
295 weapon_action(self.weapon, WR_RELOAD);
296 else if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
298 if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
301 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
304 else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary)
306 if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
309 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
313 else if (req == WR_GONETHINK)
315 // we lost the weapon and want to prepare switching away
318 self.weaponentity.state = WS_READY;
319 W_Hagar_Attack2_Load_Release();
322 else if (req == WR_PRECACHE)
324 precache_model ("models/weapons/g_hagar.md3");
325 precache_model ("models/weapons/v_hagar.md3");
326 precache_model ("models/weapons/h_hagar.iqm");
327 precache_sound ("weapons/hagar_fire.wav");
328 precache_sound ("weapons/hagar_load.wav");
329 precache_sound ("weapons/hagar_beep.wav");
330 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
332 else if (req == WR_SETUP)
334 weapon_setup(WEP_HAGAR);
335 self.current_ammo = ammo_rockets;
336 self.hagar_loadblock = FALSE;
340 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
344 else if (req == WR_CHECKAMMO1)
346 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
347 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_primary_ammo;
350 else if (req == WR_CHECKAMMO2)
352 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
353 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
356 else if (req == WR_RESETPLAYER)
360 else if (req == WR_PLAYERDEATH)
362 // if we have any rockets loaded when we die, release them
363 if(self.hagar_load && autocvar_g_balance_hagar_secondary_load_releasedeath)
364 W_Hagar_Attack2_Load_Release();
366 else if (req == WR_RELOAD)
368 if not(self.hagar_load) // require releasing loaded rockets first
369 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");
375 float w_hagar(float req)
377 if(req == WR_IMPACTEFFECT)
380 org2 = w_org + w_backoff * 6;
381 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
385 sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
386 else if (w_random<0.7)
387 sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
389 sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
392 else if(req == WR_PRECACHE)
394 precache_sound("weapons/hagexp1.wav");
395 precache_sound("weapons/hagexp2.wav");
396 precache_sound("weapons/hagexp3.wav");
398 else if (req == WR_SUICIDEMESSAGE)
399 w_deathtypestring = _("%s played with tiny rockets");
400 else if (req == WR_KILLMESSAGE)
402 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
403 w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce");
404 else // unchecked: SPLASH, SECONDARY
405 w_deathtypestring = _("%s was pummeled by %s");