]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/hagar.qc
Merge branch 'master' into Mario/hagar_notfixed
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hagar.qc
index cc01af7db194b9dd8b8e95241c58de2d7dfa097c..d1ce0578bd91e2db18eaa520b8ce2065ad917987 100644 (file)
@@ -1,66 +1,69 @@
 #ifndef IMPLEMENTATION
-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)
+CLASS(Hagar, Weapon)
+/* ammotype  */ ATTRIB(Hagar, ammo_field, .int, ammo_rockets)
+/* impulse   */ ATTRIB(Hagar, impulse, int, 8)
+/* flags     */ ATTRIB(Hagar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
+/* rating    */ ATTRIB(Hagar, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
+/* color     */ ATTRIB(Hagar, wpcolor, vector, '1 1 0.5');
+/* modelname */ ATTRIB(Hagar, mdl, string, "hagar");
+#ifndef MENUQC
+/* model     */ ATTRIB(Hagar, m_model, Model, MDL_HAGAR_ITEM);
 #endif
+/* crosshair */ ATTRIB(Hagar, w_crosshair, string, "gfx/crosshairhagar");
+/* crosshair */ ATTRIB(Hagar, w_crosshair_size, float, 0.8);
+/* wepimg    */ ATTRIB(Hagar, model2, string, "weaponhagar");
+/* refname   */ ATTRIB(Hagar, netname, string, "hagar");
+/* wepname   */ ATTRIB(Hagar, m_name, string, _("Hagar"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, ammo, float, BOTH) \
+        P(class, prefix, damageforcescale, float, BOTH) \
+        P(class, prefix, damage, float, BOTH) \
+        P(class, prefix, edgedamage, float, BOTH) \
+        P(class, prefix, force, float, BOTH) \
+        P(class, prefix, health, float, BOTH) \
+        P(class, prefix, lifetime, float, PRI) \
+        P(class, prefix, lifetime_min, float, SEC) \
+        P(class, prefix, lifetime_rand, float, SEC) \
+        P(class, prefix, load, float, SEC) \
+        P(class, prefix, load_abort, float, SEC) \
+        P(class, prefix, load_animtime, float, SEC) \
+        P(class, prefix, load_hold, float, SEC) \
+        P(class, prefix, load_linkexplode, float, SEC) \
+        P(class, prefix, load_max, float, SEC) \
+        P(class, prefix, load_releasedeath, float, SEC) \
+        P(class, prefix, load_speed, float, SEC) \
+        P(class, prefix, load_spread, float, SEC) \
+        P(class, prefix, load_spread_bias, float, SEC) \
+        P(class, prefix, radius, float, BOTH) \
+        P(class, prefix, refire, float, BOTH) \
+        P(class, prefix, reload_ammo, float, NONE) \
+        P(class, prefix, reload_time, float, NONE) \
+        P(class, prefix, secondary, float, NONE) \
+        P(class, prefix, speed, float, BOTH) \
+        P(class, prefix, spread, float, BOTH) \
+        P(class, prefix, switchdelay_drop, float, NONE) \
+        P(class, prefix, switchdelay_raise, float, NONE) \
+        P(class, prefix, weaponreplace, string,NONE) \
+        P(class, prefix, weaponstartoverride, float, NONE) \
+        P(class, prefix, weaponstart, float, NONE) \
+        P(class, prefix, weaponthrowable, float, NONE) \
+       END()
+    W_PROPS(X, Hagar, hagar)
+#undef X
+
+ENDCLASS(Hagar)
+REGISTER_WEAPON(HAGAR, hagar, NEW(Hagar));
+
 #endif
 #ifdef IMPLEMENTATION
 #ifdef SVQC
-void spawnfunc_weapon_hagar(void) { weapon_defaultspawnfunc(WEP_HAGAR.m_id); }
+spawnfunc(weapon_hagar) { weapon_defaultspawnfunc(this, WEP_HAGAR); }
 
 // NO bounce protection, as bounces are limited!
 
-void W_Hagar_Explode(void)
+void W_Hagar_Explode()
 {SELFPARAM();
        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);
@@ -68,7 +71,7 @@ void W_Hagar_Explode(void)
        remove(self);
 }
 
-void W_Hagar_Explode2(void)
+void W_Hagar_Explode2()
 {SELFPARAM();
        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);
@@ -76,37 +79,37 @@ void W_Hagar_Explode2(void)
        remove(self);
 }
 
-void W_Hagar_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
-       if(self.health <= 0)
+void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+       if(this.health <= 0)
                return;
 
-       float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : true)
+       float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == this.owner) : true)
                && (inflictor.projectiledeathtype & HITTYPE_SECONDARY)
-               && (self.projectiledeathtype & HITTYPE_SECONDARY));
+               && (this.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))
+       if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, is_linkexplode))
                return; // g_projectiles_damage says to halt
 
-       self.health = self.health - damage;
-       self.angles = vectoangles(self.velocity);
+       this.health = this.health - damage;
+       this.angles = vectoangles(this.velocity);
 
-       if(self.health <= 0)
-               W_PrepareExplosionByDamage(attacker, self.think);
+       if(this.health <= 0)
+               WITHSELF(this, W_PrepareExplosionByDamage(attacker, this.think));
 }
 
-void W_Hagar_Touch(void)
+void W_Hagar_Touch()
 {SELFPARAM();
        PROJECTILE_TOUCH;
        self.use();
 }
 
-void W_Hagar_Touch2(void)
+void W_Hagar_Touch2()
 {SELFPARAM();
        PROJECTILE_TOUCH;
 
@@ -121,19 +124,18 @@ void W_Hagar_Touch2(void)
        }
 }
 
-void W_Hagar_Attack(void)
+void W_Hagar_Attack(Weapon thiswep)
 {SELFPARAM();
        entity missile;
 
-       W_DecreaseAmmo(WEP_CVAR_PRI(hagar, ammo));
+       W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(hagar, ammo));
 
-       W_SetupShot(self, false, 2, W_Sound("hagar_fire"), CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
+       W_SetupShot(self, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
 
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
-       missile = spawn();
+       missile = new(missile);
        missile.owner = missile.realowner = self;
-       missile.classname = "missile";
        missile.bot_dodge = true;
        missile.bot_dodgerating = WEP_CVAR_PRI(hagar, damage);
 
@@ -164,19 +166,18 @@ void W_Hagar_Attack(void)
        MUTATOR_CALLHOOK(EditProjectile, self, missile);
 }
 
-void W_Hagar_Attack2(void)
+void W_Hagar_Attack2(Weapon thiswep)
 {SELFPARAM();
        entity missile;
 
-       W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo));
+       W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo));
 
-       W_SetupShot(self, false, 2, W_Sound("hagar_fire"), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+       W_SetupShot(self, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
 
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
-       missile = spawn();
+       missile = new(missile);
        missile.owner = missile.realowner = self;
-       missile.classname = "missile";
        missile.bot_dodge = true;
        missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
 
@@ -209,7 +210,7 @@ void W_Hagar_Attack2(void)
 }
 
 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
-void W_Hagar_Attack2_Load_Release(void)
+void W_Hagar_Attack2_Load_Release(.entity weaponentity)
 {SELFPARAM();
        // time to release the rockets we've loaded
 
@@ -221,9 +222,9 @@ void W_Hagar_Attack2_Load_Release(void)
        if(!self.hagar_load)
                return;
 
-       weapon_prepareattack_do(1, WEP_CVAR_SEC(hagar, refire));
+       weapon_prepareattack_do(self, weaponentity, true, WEP_CVAR_SEC(hagar, refire));
 
-       W_SetupShot(self, false, 2, W_Sound("hagar_fire"), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+       W_SetupShot(self, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        forward = v_forward;
@@ -234,9 +235,8 @@ void W_Hagar_Attack2_Load_Release(void)
        missile = world;
        for(counter = 0; counter < shots; ++counter)
        {
-               missile = spawn();
+               missile = new(missile);
                missile.owner = missile.realowner = self;
-               missile.classname = "missile";
                missile.bot_dodge = true;
                missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
 
@@ -284,12 +284,12 @@ void W_Hagar_Attack2_Load_Release(void)
                MUTATOR_CALLHOOK(EditProjectile, self, missile);
        }
 
-       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
+       weapon_thinkf(self, weaponentity, 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)
+void W_Hagar_Attack2_Load(Weapon thiswep, .entity weaponentity)
 {SELFPARAM();
        // loadable hagar secondary attack, must always run each frame
 
@@ -305,21 +305,21 @@ void W_Hagar_Attack2_Load(void)
        else if(autocvar_g_balance_hagar_reload_ammo)
                enough_ammo = self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
        else
-               enough_ammo = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo);
+               enough_ammo = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
 
        bool stopped = loaded || !enough_ammo;
 
-       if(self.BUTTON_ATCK2)
+       if(PHYS_INPUT_BUTTON_ATCK2(self))
        {
-               if(self.BUTTON_ATCK && WEP_CVAR_SEC(hagar, load_abort))
+               if(PHYS_INPUT_BUTTON_ATCK(self) && 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.(weaponentity).state = WS_READY;
+                               W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo
                                self.hagar_load = 0;
-                               sound(self, CH_WEAPON_A, W_Sound("hagar_beep"), VOL_BASE, ATTN_NORM);
+                               sound(self, CH_WEAPON_A, SND_HAGAR_BEEP, 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();
@@ -335,10 +335,10 @@ void W_Hagar_Attack2_Load(void)
                        {
                                if(!self.hagar_loadblock && self.hagar_loadstep < time)
                                {
-                                       W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo));
-                                       self.weaponentity.state = WS_INUSE;
+                                       W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo));
+                                       self.(weaponentity).state = WS_INUSE;
                                        self.hagar_load += 1;
-                                       sound(self, CH_WEAPON_B, W_Sound("hagar_load"), VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
+                                       sound(self, CH_WEAPON_B, SND_HAGAR_LOAD, VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
 
                                        if(self.hagar_load >= WEP_CVAR_SEC(hagar, load_max))
                                                stopped = true;
@@ -349,7 +349,7 @@ void W_Hagar_Attack2_Load(void)
                        if(stopped && !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, W_Sound("hagar_beep"), VOL_BASE, ATTN_NORM);
+                               sound(self, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
                                self.hagar_loadbeep = true;
                                self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor();
                        }
@@ -369,16 +369,16 @@ void W_Hagar_Attack2_Load(void)
                        if(!self.hagar_warning) // 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, W_Sound("hagar_beep"), VOL_BASE, ATTN_NORM);
+                               sound(self, CH_WEAPON_A, SND_HAGAR_BEEP, 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 || (stopped && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
+               if(!PHYS_INPUT_BUTTON_ATCK2(self) || (stopped && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
                {
-                       self.weaponentity.state = WS_READY;
-                       W_Hagar_Attack2_Load_Release();
+                       self.(weaponentity).state = WS_READY;
+                       W_Hagar_Attack2_Load_Release(weaponentity);
                }
        }
        else
@@ -387,7 +387,7 @@ void W_Hagar_Attack2_Load(void)
                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)))
+               if(!(thiswep.wr_checkammo1(thiswep) + thiswep.wr_checkammo2(thiswep)))
                if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        // note: this doesn't force the switch
@@ -397,169 +397,154 @@ void W_Hagar_Attack2_Load(void)
        }
 }
 
-bool W_Hagar(int req)
-{SELFPARAM();
-       float ammo_amount;
-       switch(req)
+void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{
+       if(!(fire & 1) || actor.hagar_load || actor.hagar_loadblock)
        {
-               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(W_Model("g_hagar.md3"));
-                       precache_model(W_Model("v_hagar.md3"));
-                       precache_model(W_Model("h_hagar.iqm"));
-                       precache_sound(W_Sound("hagar_fire"));
-                       precache_sound(W_Sound("hagar_load"));
-                       precache_sound(W_Sound("hagar_beep"));
-                       HAGAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-                       return true;
-               }
-               case WR_SETUP:
-               {
-                       self.hagar_loadblock = false;
+               w_ready(thiswep, actor, weaponentity, fire);
+               return;
+       }
 
-                       if(self.hagar_load)
-                       {
-                               W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary
-                               self.hagar_load = 0;
-                       }
+       if(!thiswep.wr_checkammo1(thiswep))
+       if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+       {
+               W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+               w_ready(thiswep, actor, weaponentity, fire);
+               return;
+       }
 
-                       return true;
-               }
-               case WR_CHECKAMMO1:
-               {
-                       ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_PRI(hagar, ammo);
-                       ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= 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.m_id]) >= 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();
+       W_Hagar_Attack(thiswep);
 
-                       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)), W_Sound("reload"));
+       int slot = weaponslot(weaponentity);
+       ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hagar, refire) * W_WeaponRateFactor();
+       int theframe = WFRAME_FIRE1;
+       entity this = actor.(weaponentity);
+       if(this)
+       {
+               if(this.wframe == WFRAME_FIRE1)
+                       theframe = WFRAME_DONTCHANGE;
+       }
+       weapon_thinkf(actor, weaponentity, theframe, WEP_CVAR_PRI(hagar, refire), W_Hagar_Attack_Auto);
+}
 
-                       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;
-               }
+METHOD(Hagar, wr_aim, void(entity thiswep))
+{
+    SELFPARAM();
+    if(random()>0.15)
+        PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, 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
+        PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
+}
+METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+    float loadable_secondary;
+    loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
+
+    if(loadable_secondary)
+        W_Hagar_Attack2_Load(thiswep, weaponentity); // must always run each frame
+    if(autocvar_g_balance_hagar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload
+        thiswep.wr_reload(thiswep, actor, weaponentity);
+    }
+    else if((fire & 1) && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset
+       {
+               if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
+                       W_Hagar_Attack_Auto(thiswep, actor, weaponentity, fire);
        }
-       return false;
+    else if((fire & 2) && !loadable_secondary && WEP_CVAR(hagar, secondary))
+    {
+        if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)))
+        {
+            W_Hagar_Attack2(thiswep);
+            weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
+        }
+    }
+}
+METHOD(Hagar, wr_gonethink, void(entity thiswep))
+{
+    SELFPARAM();
+    // we lost the weapon and want to prepare switching away
+    if(self.hagar_load)
+    {
+        .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+        self.(weaponentity).state = WS_READY;
+        W_Hagar_Attack2_Load_Release(weaponentity);
+    }
+}
+METHOD(Hagar, wr_setup, void(entity thiswep))
+{
+    SELFPARAM();
+    self.hagar_loadblock = false;
+
+    if(self.hagar_load)
+    {
+        W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary
+        self.hagar_load = 0;
+    }
 }
+METHOD(Hagar, wr_checkammo1, bool(entity thiswep))
+{
+    SELFPARAM();
+    float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo);
+    ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
+    return ammo_amount;
+}
+METHOD(Hagar, wr_checkammo2, bool(entity thiswep))
+{
+    SELFPARAM();
+    float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
+    ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
+    return ammo_amount;
+}
+METHOD(Hagar, wr_resetplayer, void(entity thiswep))
+{
+    SELFPARAM();
+    self.hagar_load = 0;
+}
+METHOD(Hagar, wr_playerdeath, void(entity thiswep))
+{
+    SELFPARAM();
+    .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+    // 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(weaponentity);
+}
+METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+    SELFPARAM();
+    if(!self.hagar_load) // require releasing loaded rockets first
+        W_Reload(self, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND_RELOAD);
+}
+METHOD(Hagar, wr_suicidemessage, Notification(entity thiswep))
+{
+    return WEAPON_HAGAR_SUICIDE;
+}
+METHOD(Hagar, wr_killmessage, Notification(entity thiswep))
+{
+    if(w_deathtype & HITTYPE_SECONDARY)
+        return WEAPON_HAGAR_MURDER_BURST;
+    else
+        return WEAPON_HAGAR_MURDER_SPRAY;
+}
+
 #endif
 #ifdef CSQC
-bool W_Hagar(int req)
-{SELFPARAM();
-       switch(req)
-       {
-               case WR_IMPACTEFFECT:
-               {
-                       vector org2;
-                       org2 = w_org + w_backoff * 6;
-                       pointparticles(particleeffectnum(EFFECT_HAGAR_EXPLODE), org2, '0 0 0', 1);
-                       if(!w_issilent)
-                       {
-                               if(w_random<0.15)
-                                       sound(self, CH_SHOTS, W_Sound("hagexp1"), VOL_BASE, ATTN_NORM);
-                               else if(w_random<0.7)
-                                       sound(self, CH_SHOTS, W_Sound("hagexp2"), VOL_BASE, ATTN_NORM);
-                               else
-                                       sound(self, CH_SHOTS, W_Sound("hagexp3"), VOL_BASE, ATTN_NORM);
-                       }
 
-                       return true;
-               }
-               case WR_INIT:
-               {
-                       precache_sound(W_Sound("hagexp1"));
-                       precache_sound(W_Sound("hagexp2"));
-                       precache_sound(W_Sound("hagexp3"));
-                       return true;
-               }
-               case WR_ZOOMRETICLE:
-               {
-                       // no weapon specific image for this weapon
-                       return false;
-               }
-       }
-       return false;
+METHOD(Hagar, wr_impacteffect, void(entity thiswep))
+{
+    SELFPARAM();
+    vector org2;
+    org2 = w_org + w_backoff * 6;
+    pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
+    if(!w_issilent)
+    {
+        if(w_random<0.15)
+            sound(self, CH_SHOTS, SND_HAGEXP1, VOL_BASE, ATTN_NORM);
+        else if(w_random<0.7)
+            sound(self, CH_SHOTS, SND_HAGEXP2, VOL_BASE, ATTN_NORM);
+        else
+            sound(self, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM);
+    }
 }
+
 #endif
 #endif