#ifdef REGISTER_WEAPON REGISTER_WEAPON( /* WEP_##id */ HAGAR, /* function */ W_Hagar, /* ammotype */ ammo_rockets, /* impulse */ 8, /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, /* rating */ BOT_PICKUP_RATING_MID, /* color */ '1 1 0.5', /* modelname */ "hagar", /* simplemdl */ "foobar", /* crosshair */ "gfx/crosshairhagar 0.8", /* wepimg */ "weaponhagar", /* refname */ "hagar", /* wepname */ _("Hagar") ); #define HAGAR_SETTINGS(w_cvar,w_prop) HAGAR_SETTINGS_LIST(w_cvar, w_prop, HAGAR, hagar) #define HAGAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ w_cvar(id, sn, BOTH, ammo) \ w_cvar(id, sn, BOTH, damage) \ w_cvar(id, sn, BOTH, edgedamage) \ w_cvar(id, sn, BOTH, force) \ w_cvar(id, sn, BOTH, radius) \ w_cvar(id, sn, BOTH, refire) \ w_cvar(id, sn, BOTH, speed) \ w_cvar(id, sn, BOTH, spread) \ w_cvar(id, sn, BOTH, damageforcescale) \ w_cvar(id, sn, BOTH, health) \ w_cvar(id, sn, PRI, lifetime) \ w_cvar(id, sn, SEC, load) \ w_cvar(id, sn, SEC, load_max) \ w_cvar(id, sn, SEC, load_abort) \ w_cvar(id, sn, SEC, load_animtime) \ w_cvar(id, sn, SEC, load_hold) \ w_cvar(id, sn, SEC, load_speed) \ w_cvar(id, sn, SEC, load_releasedeath) \ w_cvar(id, sn, SEC, load_spread) \ w_cvar(id, sn, SEC, load_spread_bias) \ w_cvar(id, sn, SEC, load_linkexplode) \ w_cvar(id, sn, SEC, lifetime_min) \ w_cvar(id, sn, SEC, lifetime_rand) \ w_cvar(id, sn, NONE, secondary) \ w_prop(id, sn, float, reloading_ammo, reload_ammo) \ w_prop(id, sn, float, reloading_time, reload_time) \ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ w_prop(id, sn, string, weaponreplace, weaponreplace) \ w_prop(id, sn, float, weaponstart, weaponstart) \ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ w_prop(id, sn, float, weaponthrowable, weaponthrowable) #ifdef SVQC HAGAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif #else #ifdef SVQC void spawnfunc_weapon_hagar(void) { weapon_defaultspawnfunc(WEP_HAGAR); } // NO bounce protection, as bounces are limited! void W_Hagar_Explode(void) { self.event_damage = func_null; RadiusDamage(self, self.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), world, world, WEP_CVAR_PRI(hagar, force), self.projectiledeathtype, other); remove(self); } void W_Hagar_Explode2(void) { self.event_damage = func_null; RadiusDamage(self, self.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), world, world, WEP_CVAR_SEC(hagar, force), self.projectiledeathtype, other); remove(self); } void W_Hagar_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { if(self.health <= 0) return; float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : TRUE) && (inflictor.projectiledeathtype & HITTYPE_SECONDARY) && (self.projectiledeathtype & HITTYPE_SECONDARY)); if(is_linkexplode) is_linkexplode = (is_linkexplode && WEP_CVAR_SEC(hagar, load_linkexplode)); else is_linkexplode = -1; // not secondary load, so continue as normal without exception. if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode)) return; // g_projectiles_damage says to halt self.health = self.health - damage; self.angles = vectoangles(self.velocity); if(self.health <= 0) W_PrepareExplosionByDamage(attacker, self.think); } void W_Hagar_Touch(void) { PROJECTILE_TOUCH; self.use(); } void W_Hagar_Touch2(void) { PROJECTILE_TOUCH; if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) { self.use(); } else { self.cnt++; pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1); self.angles = vectoangles(self.velocity); self.owner = world; self.projectiledeathtype |= HITTYPE_BOUNCE; } } void W_Hagar_Attack(void) { entity missile; W_DecreaseAmmo(WEP_CVAR_PRI(hagar, ammo)); W_SetupShot(self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage)); pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); missile = spawn(); missile.owner = missile.realowner = self; missile.classname = "missile"; missile.bot_dodge = TRUE; missile.bot_dodgerating = WEP_CVAR_PRI(hagar, damage); missile.takedamage = DAMAGE_YES; missile.health = WEP_CVAR_PRI(hagar, health); missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale); missile.event_damage = W_Hagar_Damage; missile.damagedbycontents = TRUE; missile.touch = W_Hagar_Touch; missile.use = W_Hagar_Explode; missile.think = adaptor_think2use_hittype_splash; missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime); PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_HAGAR; setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); missile.movetype = MOVETYPE_FLY; W_SetupProjVelocity_PRI(missile, hagar); missile.angles = vectoangles(missile.velocity); missile.flags = FL_PROJECTILE; missile.missile_flags = MIF_SPLASH; CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE); other = missile; MUTATOR_CALLHOOK(EditProjectile); } void W_Hagar_Attack2(void) { entity missile; W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo)); W_SetupShot(self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); missile = spawn(); missile.owner = missile.realowner = self; missile.classname = "missile"; missile.bot_dodge = TRUE; missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage); missile.takedamage = DAMAGE_YES; missile.health = WEP_CVAR_SEC(hagar, health); missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale); missile.event_damage = W_Hagar_Damage; missile.damagedbycontents = TRUE; missile.touch = W_Hagar_Touch2; missile.cnt = 0; missile.use = W_Hagar_Explode2; missile.think = adaptor_think2use_hittype_splash; missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand); PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY; setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); missile.movetype = MOVETYPE_BOUNCEMISSILE; W_SetupProjVelocity_SEC(missile, hagar); missile.angles = vectoangles(missile.velocity); missile.flags = FL_PROJECTILE; missile.missile_flags = MIF_SPLASH; CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE); other = missile; MUTATOR_CALLHOOK(EditProjectile); } .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning; void W_Hagar_Attack2_Load_Release(void) { // time to release the rockets we've loaded entity missile; float counter, shots, spread_pershot; vector s; vector forward, right, up; if(!self.hagar_load) return; weapon_prepareattack_do(1, WEP_CVAR_SEC(hagar, refire)); W_SetupShot(self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); forward = v_forward; right = v_right; up = v_up; shots = self.hagar_load; missile = world; for(counter = 0; counter < shots; ++counter) { missile = spawn(); missile.owner = missile.realowner = self; missile.classname = "missile"; missile.bot_dodge = TRUE; missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage); missile.takedamage = DAMAGE_YES; missile.health = WEP_CVAR_SEC(hagar, health); missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale); missile.event_damage = W_Hagar_Damage; missile.damagedbycontents = TRUE; missile.touch = W_Hagar_Touch; // not bouncy missile.use = W_Hagar_Explode2; missile.think = adaptor_think2use_hittype_splash; missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand); PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY; setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); missile.movetype = MOVETYPE_FLY; missile.missile_flags = MIF_SPLASH; // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar) spread_pershot = ((shots - 1) / (WEP_CVAR_SEC(hagar, load_max) - 1)); spread_pershot = (1 - (spread_pershot * WEP_CVAR_SEC(hagar, load_spread_bias))); spread_pershot = (WEP_CVAR_SEC(hagar, spread) * spread_pershot * g_weaponspreadfactor); // pattern spread calculation s = '0 0 0'; if(counter == 0) s = '0 0 0'; else { makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1))); s_y = v_forward_x; s_z = v_forward_y; } s = s * WEP_CVAR_SEC(hagar, load_spread) * g_weaponspreadfactor; W_SetupProjVelocity_Explicit(missile, w_shotdir + right * s_y + up * s_z, v_up, WEP_CVAR_SEC(hagar, speed), 0, 0, spread_pershot, FALSE); missile.angles = vectoangles(missile.velocity); missile.flags = FL_PROJECTILE; CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE); other = missile; MUTATOR_CALLHOOK(EditProjectile); } weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready); self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor(); self.hagar_load = 0; } void W_Hagar_Attack2_Load(void) { // loadable hagar secondary attack, must always run each frame if(time < game_starttime) return; float loaded, enough_ammo; loaded = self.hagar_load >= WEP_CVAR_SEC(hagar, load_max); // this is different than WR_CHECKAMMO when it comes to reloading if(autocvar_g_balance_hagar_reload_ammo) enough_ammo = self.(weapon_load[WEP_HAGAR]) >= WEP_CVAR_SEC(hagar, ammo); else enough_ammo = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo); if(self.BUTTON_ATCK2) { if(self.BUTTON_ATCK && WEP_CVAR_SEC(hagar, load_abort)) { if(self.hagar_load) { // if we pressed primary fire while loading, unload all rockets and abort self.weaponentity.state = WS_READY; W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo self.hagar_load = 0; sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM); // pause until we can load rockets again, once we re-press the alt fire button self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(); // require letting go of the alt fire button before we can load again self.hagar_loadblock = TRUE; } } else { // check if we can attempt to load another rocket if(!loaded && enough_ammo) { if(!self.hagar_loadblock && self.hagar_loadstep < time) { W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo)); self.weaponentity.state = WS_INUSE; self.hagar_load += 1; sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most if(self.hagar_load >= WEP_CVAR_SEC(hagar, load_max)) self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor(); else self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(); } } else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame { // if this is the last rocket we can load, play a beep sound to notify the player sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM); self.hagar_loadbeep = TRUE; } } } else if(self.hagar_loadblock) { // the alt fire button has been released, so re-enable loading if blocked self.hagar_loadblock = FALSE; } if(self.hagar_load) { // play warning sound if we're about to release if((loaded || !enough_ammo) && self.hagar_loadstep - 0.5 < time && WEP_CVAR_SEC(hagar, load_hold) >= 0) { if(!self.hagar_warning && self.hagar_load) // prevents the beep from playing each frame { // we're about to automatically release after holding time, play a beep sound to notify the player sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM); self.hagar_warning = TRUE; } } // release if player let go of button or if they've held it in too long if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)) { self.weaponentity.state = WS_READY; W_Hagar_Attack2_Load_Release(); } } else { self.hagar_loadbeep = FALSE; self.hagar_warning = FALSE; } // we aren't checking ammo during an attack, so we must do it here if(!(WEP_ACTION(self.weapon, WR_CHECKAMMO1) + WEP_ACTION(self.weapon, WR_CHECKAMMO2))) { // note: this doesn't force the switch W_SwitchToOtherWeapon(self); return; } } float W_Hagar(float req) { float ammo_amount; switch(req) { case WR_AIM: { if(random()>0.15) self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), FALSE); else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), FALSE); return TRUE; } case WR_THINK: { float loadable_secondary; loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary)); if(loadable_secondary) W_Hagar_Attack2_Load(); // must always run each frame if(autocvar_g_balance_hagar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) // forced reload WEP_ACTION(self.weapon, WR_RELOAD); else if(self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset { if(weapon_prepareattack(0, WEP_CVAR_PRI(hagar, refire))) { W_Hagar_Attack(); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready); } } else if(self.BUTTON_ATCK2 && !loadable_secondary && WEP_CVAR(hagar, secondary)) { if(weapon_prepareattack(1, WEP_CVAR_SEC(hagar, refire))) { W_Hagar_Attack2(); weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready); } } return TRUE; } case WR_GONETHINK: { // we lost the weapon and want to prepare switching away if(self.hagar_load) { self.weaponentity.state = WS_READY; W_Hagar_Attack2_Load_Release(); } return TRUE; } case WR_INIT: { precache_model("models/weapons/g_hagar.md3"); precache_model("models/weapons/v_hagar.md3"); precache_model("models/weapons/h_hagar.iqm"); precache_sound("weapons/hagar_fire.wav"); precache_sound("weapons/hagar_load.wav"); precache_sound("weapons/hagar_beep.wav"); HAGAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP) return TRUE; } case WR_SETUP: { self.hagar_loadblock = FALSE; if(self.hagar_load) { W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary self.hagar_load = 0; } return TRUE; } case WR_CHECKAMMO1: { ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_PRI(hagar, ammo); ammo_amount += self.(weapon_load[WEP_HAGAR]) >= WEP_CVAR_PRI(hagar, ammo); return ammo_amount; } case WR_CHECKAMMO2: { ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo); ammo_amount += self.(weapon_load[WEP_HAGAR]) >= WEP_CVAR_SEC(hagar, ammo); return ammo_amount; } case WR_CONFIG: { HAGAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS) return TRUE; } case WR_RESETPLAYER: { self.hagar_load = 0; return TRUE; } case WR_PLAYERDEATH: { // if we have any rockets loaded when we die, release them if(self.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath)) W_Hagar_Attack2_Load_Release(); return TRUE; } case WR_RELOAD: { if(!self.hagar_load) // require releasing loaded rockets first W_Reload(min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), "weapons/reload.wav"); return TRUE; } case WR_SUICIDEMESSAGE: { return WEAPON_HAGAR_SUICIDE; } case WR_KILLMESSAGE: { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_HAGAR_MURDER_BURST; else return WEAPON_HAGAR_MURDER_SPRAY; } } return FALSE; } #endif #ifdef CSQC float W_Hagar(float req) { switch(req) { case WR_IMPACTEFFECT: { vector org2; org2 = w_org + w_backoff * 6; pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1); if(!w_issilent) { if(w_random<0.15) sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM); else if(w_random<0.7) sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM); else sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM); } return TRUE; } case WR_INIT: { precache_sound("weapons/hagexp1.wav"); precache_sound("weapons/hagexp2.wav"); precache_sound("weapons/hagexp3.wav"); return TRUE; } case WR_ZOOMRETICLE: { // no weapon specific image for this weapon return FALSE; } } return FALSE; } #endif #endif