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!
10 void W_Hagar_Explode (void)
12 self.event_damage = SUB_Null;
13 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);
18 void W_Hagar_Explode2 (void)
20 self.event_damage = SUB_Null;
21 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);
26 void W_Hagar_Touch (void)
32 void W_Hagar_Touch2 (void)
36 if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
40 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
41 self.angles = vectoangles (self.velocity);
43 self.projectiledeathtype |= HITTYPE_BOUNCE;
47 void W_Hagar_Attack (void)
51 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo);
53 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_primary_damage);
55 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
58 missile.owner = missile.realowner = self;
59 missile.classname = "missile";
60 missile.bot_dodge = TRUE;
61 missile.bot_dodgerating = autocvar_g_balance_hagar_primary_damage;
62 missile.touch = W_Hagar_Touch;
63 missile.use = W_Hagar_Explode;
64 missile.think = adaptor_think2use_hittype_splash;
65 missile.nextthink = time + autocvar_g_balance_hagar_primary_lifetime;
66 PROJECTILE_MAKETRIGGER(missile);
67 missile.projectiledeathtype = WEP_HAGAR;
68 setorigin (missile, w_shotorg);
69 setsize(missile, '0 0 0', '0 0 0');
71 missile.movetype = MOVETYPE_FLY;
72 W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_primary);
74 missile.angles = vectoangles (missile.velocity);
75 missile.flags = FL_PROJECTILE;
77 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
79 other = missile; MUTATOR_CALLHOOK(EditProjectile);
82 void W_Hagar_Attack2 (void)
86 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
88 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
90 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
93 missile.owner = missile.realowner = self;
94 missile.classname = "missile";
95 missile.bot_dodge = TRUE;
96 missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
97 missile.touch = W_Hagar_Touch2;
99 missile.use = W_Hagar_Explode2;
100 missile.think = adaptor_think2use_hittype_splash;
101 missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
102 PROJECTILE_MAKETRIGGER(missile);
103 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
104 setorigin (missile, w_shotorg);
105 setsize(missile, '0 0 0', '0 0 0');
107 missile.movetype = MOVETYPE_BOUNCEMISSILE;
108 W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_secondary);
110 missile.angles = vectoangles (missile.velocity);
111 missile.flags = FL_PROJECTILE;
113 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
115 other = missile; MUTATOR_CALLHOOK(EditProjectile);
118 .float hagarload_refire;
119 void W_Hagar_Attack2_Load (void)
121 if not(weapon_action(self.weapon, WR_CHECKAMMO2))
123 W_SwitchToOtherWeapon(self);
127 local entity missile, prevmissile, firstmissile;
128 local float counter, shots, loaded;
129 local float used_ammo, enough_ammo;
131 vector forward, right, up;
133 loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
135 // check if we have enough ammo for another rocket
136 used_ammo = autocvar_g_balance_hagar_secondary_ammo;
137 if(autocvar_g_balance_hagar_reload_ammo)
138 enough_ammo = self.weapon_load[WEP_HAGAR] >= used_ammo + (used_ammo * self.hagar_load);
140 enough_ammo = self.ammo_rockets >= used_ammo + (used_ammo * self.hagar_load);
142 if(self.BUTTON_ATCK2 && !loaded && enough_ammo)
144 // we can attempt to load another rocket
145 if(self.hagarload_refire < time)
147 self.hagar_load += 1;
148 sound(self, CHAN_WEAPON2, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
150 self.hagarload_refire = time + autocvar_g_balance_hagar_secondary_refire;
153 else if(self.hagar_load && (!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && !autocvar_g_balance_hagar_secondary_load_hold)))
154 if(weapon_prepareattack(0, autocvar_g_balance_hagar_secondary_refire))
156 // time to release the rockets we've loaded
158 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load, autocvar_g_balance_hagar_reload_ammo);
160 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
161 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
167 shots = self.hagar_load;
169 while (counter < shots)
172 missile.owner = missile.realowner = self;
173 missile.classname = "missile";
174 missile.bot_dodge = TRUE;
175 missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
178 missile.queuenext = missile;
179 missile.queueprev = missile;
181 else if(counter == 0) { // first projectile, store in firstmissile for now
182 firstmissile = missile;
184 else if(counter == shots - 1) { // last projectile, link up with first projectile
185 prevmissile.queuenext = missile;
186 firstmissile.queueprev = missile;
187 missile.queuenext = firstmissile;
188 missile.queueprev = prevmissile;
190 else { // else link up with previous projectile
191 prevmissile.queuenext = missile;
192 missile.queueprev = prevmissile;
194 prevmissile = missile;
196 missile.touch = W_Hagar_Touch; // not bouncy
197 missile.use = W_Hagar_Explode2;
198 missile.think = adaptor_think2use_hittype_splash;
199 missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
200 PROJECTILE_MAKETRIGGER(missile);
201 missile.projectiledeathtype = WEP_HAGAR;
202 setorigin (missile, w_shotorg);
203 setsize(missile, '0 0 0', '0 0 0');
204 missile.movetype = MOVETYPE_FLY;
211 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
215 s = s * cvar("g_balance_hagar_secondary_spread") * g_weaponspreadfactor;
216 W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_hagar_secondary_speed"), 0, 0, 0, FALSE);
218 missile.angles = vectoangles (missile.velocity);
219 missile.flags = FL_PROJECTILE;
221 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
223 other = missile; MUTATOR_CALLHOOK(EditProjectile);
225 counter = counter + 1;
228 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
229 self.hagarload_refire = time + autocvar_g_balance_hagar_secondary_refire;
234 void spawnfunc_weapon_hagar (void)
236 weapon_defaultspawnfunc(WEP_HAGAR);
239 float w_hagar(float req)
244 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
247 // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
248 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
250 else if (req == WR_THINK)
252 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
253 weapon_action(self.weapon, WR_RELOAD);
254 else if (self.BUTTON_ATCK && !self.hagar_load) // not while loading the secondary fire
256 if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
259 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
262 else if(autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary)
263 W_Hagar_Attack2_Load(); // must run each frame
264 else if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary)
266 if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
269 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
273 else if (req == WR_PRECACHE)
275 precache_model ("models/weapons/g_hagar.md3");
276 precache_model ("models/weapons/v_hagar.md3");
277 precache_model ("models/weapons/h_hagar.iqm");
278 precache_sound ("weapons/hagar_fire.wav");
279 precache_sound ("weapons/hagar_load.wav");
280 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
282 else if (req == WR_SETUP)
284 weapon_setup(WEP_HAGAR);
285 self.current_ammo = ammo_rockets;
289 else if (req == WR_CHECKAMMO1)
291 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
292 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_primary_ammo;
295 else if (req == WR_CHECKAMMO2)
297 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
298 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
301 else if (req == WR_RELOAD)
303 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");
309 float w_hagar(float req)
311 if(req == WR_IMPACTEFFECT)
314 org2 = w_org + w_backoff * 6;
315 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
319 sound(self, CHAN_PROJECTILE, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
320 else if (w_random<0.7)
321 sound(self, CHAN_PROJECTILE, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
323 sound(self, CHAN_PROJECTILE, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
326 else if(req == WR_PRECACHE)
328 precache_sound("weapons/hagexp1.wav");
329 precache_sound("weapons/hagexp2.wav");
330 precache_sound("weapons/hagexp3.wav");
332 else if (req == WR_SUICIDEMESSAGE)
333 w_deathtypestring = _("%s played with tiny rockets");
334 else if (req == WR_KILLMESSAGE)
336 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
337 w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce");
338 else // unchecked: SPLASH, SECONDARY
339 w_deathtypestring = _("%s was pummeled by %s");