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Give Damage a weaponentity parameter (fixes some dual wielding related issues)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hagar.qc
1 #include "hagar.qh"
2
3 #ifdef SVQC
4
5 // NO bounce protection, as bounces are limited!
6
7 void W_Hagar_Explode(entity this, entity directhitentity)
8 {
9         this.event_damage = func_null;
10         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, this.weaponentity_fld, directhitentity);
11
12         delete(this);
13 }
14
15 void W_Hagar_Explode_use(entity this, entity actor, entity trigger)
16 {
17         W_Hagar_Explode(this, trigger);
18 }
19
20 void W_Hagar_Explode2(entity this, entity directhitentity)
21 {
22         this.event_damage = func_null;
23         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, this.weaponentity_fld, directhitentity);
24
25         delete(this);
26 }
27
28 void W_Hagar_Explode2_use(entity this, entity actor, entity trigger)
29 {
30         W_Hagar_Explode2(this, trigger);
31 }
32
33 void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
34 {
35         if(this.health <= 0)
36                 return;
37
38         float is_linkexplode = ( ((inflictor.owner != NULL) ? (inflictor.owner == this.owner) : true)
39                 && (inflictor.projectiledeathtype & HITTYPE_SECONDARY)
40                 && (this.projectiledeathtype & HITTYPE_SECONDARY));
41
42         if(is_linkexplode)
43                 is_linkexplode = (is_linkexplode && WEP_CVAR_SEC(hagar, load_linkexplode));
44         else
45                 is_linkexplode = -1; // not secondary load, so continue as normal without exception.
46
47         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, is_linkexplode))
48                 return; // g_projectiles_damage says to halt
49
50         this.health = this.health - damage;
51         this.angles = vectoangles(this.velocity);
52
53         if(this.health <= 0)
54                 W_PrepareExplosionByDamage(this, attacker, getthink(this));
55 }
56
57 void W_Hagar_Touch(entity this, entity toucher)
58 {
59         PROJECTILE_TOUCH(this, toucher);
60         this.use(this, NULL, toucher);
61 }
62
63 void W_Hagar_Touch2(entity this, entity toucher)
64 {
65         PROJECTILE_TOUCH(this, toucher);
66
67         if(this.cnt > 0 || toucher.takedamage == DAMAGE_AIM) {
68                 this.use(this, NULL, toucher);
69         } else {
70                 this.cnt++;
71                 Send_Effect(EFFECT_HAGAR_BOUNCE, this.origin, this.velocity, 1);
72                 this.angles = vectoangles(this.velocity);
73                 this.owner = NULL;
74                 this.projectiledeathtype |= HITTYPE_BOUNCE;
75         }
76 }
77
78 void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity)
79 {
80         entity missile;
81
82         W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hagar, ammo), weaponentity);
83
84         W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
85
86         Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
87
88         missile = new(missile);
89         missile.owner = missile.realowner = actor;
90         missile.bot_dodge = true;
91         missile.bot_dodgerating = WEP_CVAR_PRI(hagar, damage);
92
93         missile.takedamage = DAMAGE_YES;
94         missile.health = WEP_CVAR_PRI(hagar, health);
95         missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale);
96         missile.event_damage = W_Hagar_Damage;
97         missile.damagedbycontents = true;
98         IL_PUSH(g_damagedbycontents, missile);
99
100         settouch(missile, W_Hagar_Touch);
101         missile.use = W_Hagar_Explode_use;
102         setthink(missile, adaptor_think2use_hittype_splash);
103         missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime);
104         PROJECTILE_MAKETRIGGER(missile);
105         missile.projectiledeathtype = WEP_HAGAR.m_id;
106         missile.weaponentity_fld = weaponentity;
107         setorigin(missile, w_shotorg);
108         setsize(missile, '0 0 0', '0 0 0');
109
110         set_movetype(missile, MOVETYPE_FLY);
111         W_SetupProjVelocity_PRI(missile, hagar);
112
113         missile.angles = vectoangles(missile.velocity);
114         missile.flags = FL_PROJECTILE;
115         IL_PUSH(g_projectiles, missile);
116         IL_PUSH(g_bot_dodge, missile);
117         missile.missile_flags = MIF_SPLASH;
118
119         CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
120
121         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
122 }
123
124 void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
125 {
126         entity missile;
127
128         W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo), weaponentity);
129
130         W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
131
132         Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
133
134         missile = new(missile);
135         missile.owner = missile.realowner = actor;
136         missile.bot_dodge = true;
137         missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
138
139         missile.takedamage = DAMAGE_YES;
140         missile.health = WEP_CVAR_SEC(hagar, health);
141         missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
142         missile.event_damage = W_Hagar_Damage;
143         missile.damagedbycontents = true;
144         IL_PUSH(g_damagedbycontents, missile);
145
146         settouch(missile, W_Hagar_Touch2);
147         missile.cnt = 0;
148         missile.use = W_Hagar_Explode2_use;
149         setthink(missile, adaptor_think2use_hittype_splash);
150         missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
151         PROJECTILE_MAKETRIGGER(missile);
152         missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
153         missile.weaponentity_fld = weaponentity;
154         setorigin(missile, w_shotorg);
155         setsize(missile, '0 0 0', '0 0 0');
156
157         set_movetype(missile, MOVETYPE_BOUNCEMISSILE);
158         W_SetupProjVelocity_SEC(missile, hagar);
159
160         missile.angles = vectoangles(missile.velocity);
161         missile.flags = FL_PROJECTILE;
162         IL_PUSH(g_projectiles, missile);
163         IL_PUSH(g_bot_dodge, missile);
164         missile.missile_flags = MIF_SPLASH;
165
166         CSQCProjectile(missile, true, PROJECTILE_HAGAR_BOUNCING, true);
167
168         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
169 }
170
171 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
172 void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
173 {
174         // time to release the rockets we've loaded
175
176         entity missile;
177         float counter, shots, spread_pershot;
178         vector s;
179         vector forward, right, up;
180
181         if(!actor.(weaponentity).hagar_load)
182                 return;
183
184         weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire));
185
186         W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
187         Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
188
189         forward = v_forward;
190         right = v_right;
191         up = v_up;
192
193         shots = actor.(weaponentity).hagar_load;
194         missile = NULL;
195         for(counter = 0; counter < shots; ++counter)
196         {
197                 missile = new(missile);
198                 missile.owner = missile.realowner = actor;
199                 missile.bot_dodge = true;
200                 missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
201
202                 missile.takedamage = DAMAGE_YES;
203                 missile.health = WEP_CVAR_SEC(hagar, health);
204                 missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
205                 missile.event_damage = W_Hagar_Damage;
206                 missile.damagedbycontents = true;
207                 IL_PUSH(g_damagedbycontents, missile);
208
209                 settouch(missile, W_Hagar_Touch); // not bouncy
210                 missile.use = W_Hagar_Explode2_use;
211                 setthink(missile, adaptor_think2use_hittype_splash);
212                 missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
213                 PROJECTILE_MAKETRIGGER(missile);
214                 missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
215                 setorigin(missile, w_shotorg);
216                 setsize(missile, '0 0 0', '0 0 0');
217                 set_movetype(missile, MOVETYPE_FLY);
218                 missile.missile_flags = MIF_SPLASH;
219
220                 // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
221                 spread_pershot = ((shots - 1) / (WEP_CVAR_SEC(hagar, load_max) - 1));
222                 spread_pershot = (1 - (spread_pershot * WEP_CVAR_SEC(hagar, load_spread_bias)));
223                 spread_pershot = (WEP_CVAR_SEC(hagar, spread) * spread_pershot * g_weaponspreadfactor);
224
225                 // pattern spread calculation
226                 s = '0 0 0';
227                 if(counter == 0)
228                         s = '0 0 0';
229                 else
230                 {
231                         makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
232                         s.y = v_forward.x;
233                         s.z = v_forward.y;
234                 }
235                 s = s * WEP_CVAR_SEC(hagar, load_spread) * g_weaponspreadfactor;
236
237                 W_SetupProjVelocity_Explicit(missile, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_SEC(hagar, speed), 0, 0, spread_pershot, false);
238
239                 missile.angles = vectoangles(missile.velocity);
240                 missile.flags = FL_PROJECTILE;
241                 IL_PUSH(g_projectiles, missile);
242                 IL_PUSH(g_bot_dodge, missile);
243
244                 CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
245
246                 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
247         }
248
249         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
250         actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor(actor);
251         actor.(weaponentity).hagar_load = 0;
252 }
253
254 void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
255 {
256         // loadable hagar secondary attack, must always run each frame
257         if(round_handler_IsActive() && !round_handler_IsRoundStarted())
258                 return;
259         if(time < game_starttime)
260                 return;
261
262         bool loaded = actor.(weaponentity).hagar_load >= WEP_CVAR_SEC(hagar, load_max);
263
264         // this is different than WR_CHECKAMMO when it comes to reloading
265         bool enough_ammo;
266         if(actor.items & IT_UNLIMITED_WEAPON_AMMO)
267                 enough_ammo = true;
268         else if(autocvar_g_balance_hagar_reload_ammo)
269                 enough_ammo = actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
270         else
271                 enough_ammo = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hagar, ammo);
272
273         bool stopped = loaded || !enough_ammo;
274
275         if(PHYS_INPUT_BUTTON_ATCK2(actor))
276         {
277                 if(PHYS_INPUT_BUTTON_ATCK(actor) && WEP_CVAR_SEC(hagar, load_abort))
278                 {
279                         if(actor.(weaponentity).hagar_load)
280                         {
281                                 // if we pressed primary fire while loading, unload all rockets and abort
282                                 actor.(weaponentity).state = WS_READY;
283                                 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.(weaponentity).hagar_load * -1, weaponentity); // give back ammo
284                                 actor.(weaponentity).hagar_load = 0;
285                                 sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
286
287                                 // pause until we can load rockets again, once we re-press the alt fire button
288                                 actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(actor);
289
290                                 // require letting go of the alt fire button before we can load again
291                                 actor.(weaponentity).hagar_loadblock = true;
292                         }
293                 }
294                 else
295                 {
296                         // check if we can attempt to load another rocket
297                         if(!stopped)
298                         {
299                                 if(!actor.(weaponentity).hagar_loadblock && actor.(weaponentity).hagar_loadstep < time)
300                                 {
301                                         W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo), weaponentity);
302                                         actor.(weaponentity).state = WS_INUSE;
303                                         actor.(weaponentity).hagar_load += 1;
304                                         sound(actor, CH_WEAPON_B, SND_HAGAR_LOAD, VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
305
306                                         if(actor.(weaponentity).hagar_load >= WEP_CVAR_SEC(hagar, load_max))
307                                                 stopped = true;
308                                         else
309                                                 actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(actor);
310                                 }
311                         }
312                         if(stopped && !actor.(weaponentity).hagar_loadbeep && actor.(weaponentity).hagar_load) // prevents the beep from playing each frame
313                         {
314                                 // if this is the last rocket we can load, play a beep sound to notify the player
315                                 sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
316                                 actor.(weaponentity).hagar_loadbeep = true;
317                                 actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor(actor);
318                         }
319                 }
320         }
321         else if(actor.(weaponentity).hagar_loadblock)
322         {
323                 // the alt fire button has been released, so re-enable loading if blocked
324                 actor.(weaponentity).hagar_loadblock = false;
325         }
326
327         if(actor.(weaponentity).hagar_load)
328         {
329                 // play warning sound if we're about to release
330                 if(stopped && actor.(weaponentity).hagar_loadstep - 0.5 < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)
331                 {
332                         if(!actor.(weaponentity).hagar_warning) // prevents the beep from playing each frame
333                         {
334                                 // we're about to automatically release after holding time, play a beep sound to notify the player
335                                 sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
336                                 actor.(weaponentity).hagar_warning = true;
337                         }
338                 }
339
340                 // release if player let go of button or if they've held it in too long
341                 if(!PHYS_INPUT_BUTTON_ATCK2(actor) || (stopped && actor.(weaponentity).hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
342                 {
343                         actor.(weaponentity).state = WS_READY;
344                         W_Hagar_Attack2_Load_Release(actor, weaponentity);
345                 }
346         }
347         else
348         {
349                 actor.(weaponentity).hagar_loadbeep = false;
350                 actor.(weaponentity).hagar_warning = false;
351
352                 // we aren't checking ammo during an attack, so we must do it here
353                 if(!(thiswep.wr_checkammo1(thiswep, actor, weaponentity) + thiswep.wr_checkammo2(thiswep, actor, weaponentity)))
354                 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
355                 {
356                         // note: this doesn't force the switch
357                         W_SwitchToOtherWeapon(actor, weaponentity);
358                         return;
359                 }
360         }
361 }
362
363 void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
364 {
365         if(!(fire & 1) || actor.(weaponentity).hagar_load || actor.(weaponentity).hagar_loadblock || actor.(weaponentity).m_switchweapon != WEP_HAGAR)
366         {
367                 w_ready(thiswep, actor, weaponentity, fire);
368                 return;
369         }
370
371         if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
372         if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
373         {
374                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
375                 w_ready(thiswep, actor, weaponentity, fire);
376                 return;
377         }
378
379         W_Hagar_Attack(thiswep, actor, weaponentity);
380
381         int slot = weaponslot(weaponentity);
382         ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hagar, refire) * W_WeaponRateFactor(actor);
383         int theframe = WFRAME_FIRE1;
384         entity this = actor.(weaponentity);
385         if(this)
386         {
387                 if(this.wframe == WFRAME_FIRE1)
388                         theframe = WFRAME_DONTCHANGE;
389         }
390         weapon_thinkf(actor, weaponentity, theframe, WEP_CVAR_PRI(hagar, refire), W_Hagar_Attack_Auto);
391 }
392
393 METHOD(Hagar, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
394 {
395     if(random()>0.15)
396         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
397     else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
398         PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
399 }
400 METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
401 {
402     float loadable_secondary;
403     loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
404
405     if(loadable_secondary)
406         W_Hagar_Attack2_Load(thiswep, actor, weaponentity); // must always run each frame
407     if(autocvar_g_balance_hagar_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload
408         thiswep.wr_reload(thiswep, actor, weaponentity);
409     }
410     else if((fire & 1) && !actor.(weaponentity).hagar_load && !actor.(weaponentity).hagar_loadblock) // not while secondary is loaded or awaiting reset
411         {
412                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
413                         W_Hagar_Attack_Auto(thiswep, actor, weaponentity, fire);
414         }
415     else if((fire & 2) && !loadable_secondary && WEP_CVAR(hagar, secondary))
416     {
417         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)))
418         {
419             W_Hagar_Attack2(thiswep, actor, weaponentity);
420             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
421         }
422     }
423 }
424 METHOD(Hagar, wr_gonethink, void(entity thiswep, entity actor, .entity weaponentity))
425 {
426     // we lost the weapon and want to prepare switching away
427     if(actor.(weaponentity).hagar_load)
428     {
429         actor.(weaponentity).state = WS_READY;
430         W_Hagar_Attack2_Load_Release(actor, weaponentity);
431     }
432 }
433 METHOD(Hagar, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
434 {
435     actor.(weaponentity).hagar_loadblock = false;
436     if(actor.(weaponentity).hagar_load)
437     {
438         W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.(weaponentity).hagar_load * -1, weaponentity); // give back ammo if necessary
439         actor.(weaponentity).hagar_load = 0;
440     }
441 }
442 METHOD(Hagar, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
443 {
444     float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(hagar, ammo);
445     ammo_amount += actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
446     return ammo_amount;
447 }
448 METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
449 {
450     float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hagar, ammo);
451     ammo_amount += actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
452     return ammo_amount;
453 }
454 METHOD(Hagar, wr_resetplayer, void(entity thiswep, entity actor))
455 {
456     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
457     {
458         .entity weaponentity = weaponentities[slot];
459         actor.(weaponentity).hagar_load = 0;
460     }
461 }
462 METHOD(Hagar, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
463 {
464     // if we have any rockets loaded when we die, release them
465     if(actor.(weaponentity).hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
466         W_Hagar_Attack2_Load_Release(actor, weaponentity);
467 }
468 METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
469 {
470     if(!actor.(weaponentity).hagar_load) // require releasing loaded rockets first
471         W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND_RELOAD);
472 }
473 METHOD(Hagar, wr_suicidemessage, Notification(entity thiswep))
474 {
475     return WEAPON_HAGAR_SUICIDE;
476 }
477 METHOD(Hagar, wr_killmessage, Notification(entity thiswep))
478 {
479     if(w_deathtype & HITTYPE_SECONDARY)
480         return WEAPON_HAGAR_MURDER_BURST;
481     else
482         return WEAPON_HAGAR_MURDER_SPRAY;
483 }
484
485 #endif
486 #ifdef CSQC
487
488 METHOD(Hagar, wr_impacteffect, void(entity thiswep, entity actor))
489 {
490     vector org2;
491     org2 = w_org + w_backoff * 6;
492     pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
493     if(!w_issilent)
494     {
495         if(w_random<0.15)
496             sound(actor, CH_SHOTS, SND_HAGEXP1, VOL_BASE, ATTN_NORM);
497         else if(w_random<0.7)
498             sound(actor, CH_SHOTS, SND_HAGEXP2, VOL_BASE, ATTN_NORM);
499         else
500             sound(actor, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM);
501     }
502 }
503
504 #endif