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1 #ifdef REGISTER_WEAPON
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"))
3 #else
4 #ifdef SVQC
5 // NO bounce protection, as bounces are limited!
6
7 void W_Hagar_Explode (void)
8 {
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);
11
12         remove (self);
13 }
14
15 void W_Hagar_Explode2 (void)
16 {
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);
19
20         remove (self);
21 }
22
23 void W_Hagar_Touch (void)
24 {
25         PROJECTILE_TOUCH;
26         self.use ();
27 }
28
29 void W_Hagar_Touch2 (void)
30 {
31         PROJECTILE_TOUCH;
32
33         if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
34                 self.use();
35         } else {
36                 self.cnt++;
37                 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
38                 self.angles = vectoangles (self.velocity);
39                 self.owner = world;
40                 self.projectiledeathtype |= HITTYPE_BOUNCE;
41         }
42 }
43
44 void W_Hagar_Attack (void)
45 {
46         local entity missile;
47
48         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo);
49
50         W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_primary_damage);
51
52         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
53
54         missile = spawn ();
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');
67
68         missile.movetype = MOVETYPE_FLY;
69         W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_primary);
70
71         missile.angles = vectoangles (missile.velocity);
72         missile.flags = FL_PROJECTILE;
73
74         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
75
76         other = missile; MUTATOR_CALLHOOK(EditProjectile);
77 }
78
79 void W_Hagar_Attack2 (void)
80 {
81         local entity missile;
82
83         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
84
85         W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
86
87         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
88
89         missile = spawn ();
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;
95         missile.cnt = 0;
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');
103
104         missile.movetype = MOVETYPE_BOUNCEMISSILE;
105         W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_secondary);
106
107         missile.angles = vectoangles (missile.velocity);
108         missile.flags = FL_PROJECTILE;
109
110         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
111
112         other = missile; MUTATOR_CALLHOOK(EditProjectile);
113 }
114
115 .float hagar_loadstep, hagar_loadblock;
116 void W_Hagar_Attack2_Load (void)
117 {
118         // loadable hagar secondary attack, must always run each frame
119
120         if not(weapon_action(self.weapon, WR_CHECKAMMO2))
121         {
122                 W_SwitchToOtherWeapon(self);
123                 return;
124         }
125
126         local entity missile;
127         local float counter, shots, loaded;
128         local float used_ammo, enough_ammo;
129         local vector s;
130         vector forward, right, up;
131
132         loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
133
134         // check if we have enough ammo for another rocket
135         used_ammo = autocvar_g_balance_hagar_secondary_ammo;
136         if(autocvar_g_balance_hagar_reload_ammo)
137                 enough_ammo = self.weapon_load[WEP_HAGAR] >= used_ammo + (used_ammo * self.hagar_load);
138         else
139                 enough_ammo = self.ammo_rockets >= used_ammo + (used_ammo * self.hagar_load);
140
141         if(self.BUTTON_ATCK2)
142         {
143                 if(self.BUTTON_ATCK)
144                 {
145                         if(self.hagar_load)
146                         {
147                                 // if we pressed primary fire while loading, unload all rockets and abort
148                                 self.hagar_load = 0;
149                                 sound(self, CHAN_WEAPON2, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
150
151                                 // require letting go of the alt fire button before we can load again
152                                 self.hagar_loadblock = TRUE;
153                         }
154                 }
155                 else
156                 {
157                         // check if we can attempt to load another rocket
158                         if(!self.hagar_loadblock && !loaded && enough_ammo)
159                         if(self.hagar_loadstep < time)
160                         {
161                                 self.hagar_load += 1;
162                                 sound(self, CHAN_WEAPON2, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
163
164                                 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed;
165                         }
166                 }
167         }
168         else if(self.hagar_loadblock)
169         {
170                 // the alt fire button was released, so re-enable loading if blocked
171                 self.hagar_loadblock = FALSE;
172         }
173
174         if(self.hagar_load)
175         if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && !autocvar_g_balance_hagar_secondary_load_hold))
176         if(weapon_prepareattack(0, autocvar_g_balance_hagar_secondary_refire))
177         {
178                 // time to release the rockets we've loaded
179
180                 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load, autocvar_g_balance_hagar_reload_ammo);
181
182                 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
183                 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
184
185                 forward = v_forward;
186                 right = v_right;
187                 up = v_up;
188
189                 shots = self.hagar_load;
190                 missile = world;
191                 while (counter < shots)
192                 {
193                         missile = spawn ();
194                         missile.owner = missile.realowner = self;
195                         missile.classname = "missile";
196                         missile.bot_dodge = TRUE;
197                         missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
198
199                         missile.touch = W_Hagar_Touch; // not bouncy
200                         missile.use = W_Hagar_Explode2;
201                         missile.think = adaptor_think2use_hittype_splash;
202                         missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
203                         PROJECTILE_MAKETRIGGER(missile);
204                         missile.projectiledeathtype = WEP_HAGAR;
205                         setorigin (missile, w_shotorg);
206                         setsize(missile, '0 0 0', '0 0 0');
207                         missile.movetype = MOVETYPE_FLY;
208
209                         s = '0 0 0';
210                         if (counter == 0)
211                                 s = '0 0 0';
212                         else
213                         {
214                                 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
215                                 s_y = v_forward_x;
216                                 s_z = v_forward_y;
217                         }
218                         s = s * cvar("g_balance_hagar_secondary_spread") * g_weaponspreadfactor;
219                         W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_hagar_secondary_speed"), 0, 0, 0, FALSE);
220
221                         missile.angles = vectoangles (missile.velocity);
222                         missile.flags = FL_PROJECTILE;
223
224                         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
225
226                         other = missile; MUTATOR_CALLHOOK(EditProjectile);
227
228                         counter = counter + 1;
229                 }
230
231                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
232                 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire;
233                 self.hagar_load = 0;
234         }
235 }
236
237 void spawnfunc_weapon_hagar (void)
238 {
239         weapon_defaultspawnfunc(WEP_HAGAR);
240 }
241
242 float w_hagar(float req)
243 {
244         float ammo_amount;
245         if (req == WR_AIM)
246                 if (random()>0.15)
247                         self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
248                 else
249                 {
250                         // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
251                         self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
252                 }
253         else if (req == WR_THINK)
254         {
255                 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
256                         weapon_action(self.weapon, WR_RELOAD);
257                 else
258                 {
259                         local float loadable_secondary;
260                         loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary;
261
262                         if (loadable_secondary)
263                                 W_Hagar_Attack2_Load(); // must run each frame, even when no firing buttons are pressed
264                         if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
265                         {
266                                 if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
267                                 {
268                                         W_Hagar_Attack();
269                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
270                                 }
271                         }
272                         else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary)
273                         {
274                                 if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
275                                 {
276                                         W_Hagar_Attack2();
277                                         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
278                                 }
279                         }
280                 }
281         }
282         else if (req == WR_PRECACHE)
283         {
284                 precache_model ("models/weapons/g_hagar.md3");
285                 precache_model ("models/weapons/v_hagar.md3");
286                 precache_model ("models/weapons/h_hagar.iqm");
287                 precache_sound ("weapons/hagar_fire.wav");
288                 precache_sound ("weapons/hagar_load.wav");
289                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
290         }
291         else if (req == WR_SETUP)
292         {
293                 weapon_setup(WEP_HAGAR);
294                 self.current_ammo = ammo_rockets;
295                 self.hagar_load = 0;
296         }
297         else if (req == WR_CHECKAMMO1)
298         {
299                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
300                 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_primary_ammo;
301                 return ammo_amount;
302         }
303         else if (req == WR_CHECKAMMO2)
304         {
305                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
306                 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
307                 return ammo_amount;
308         }
309         else if (req == WR_RELOAD)
310         {
311                 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");
312         }
313         return TRUE;
314 };
315 #endif
316 #ifdef CSQC
317 float w_hagar(float req)
318 {
319         if(req == WR_IMPACTEFFECT)
320         {
321                 vector org2;
322                 org2 = w_org + w_backoff * 6;
323                 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
324                 if(!w_issilent)
325                 {
326                         if (w_random<0.15)
327                                 sound(self, CHAN_PROJECTILE, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
328                         else if (w_random<0.7)
329                                 sound(self, CHAN_PROJECTILE, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
330                         else
331                                 sound(self, CHAN_PROJECTILE, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
332                 }
333         }
334         else if(req == WR_PRECACHE)
335         {
336                 precache_sound("weapons/hagexp1.wav");
337                 precache_sound("weapons/hagexp2.wav");
338                 precache_sound("weapons/hagexp3.wav");
339         }
340         else if (req == WR_SUICIDEMESSAGE)
341                 w_deathtypestring = _("%s played with tiny rockets");
342         else if (req == WR_KILLMESSAGE)
343         {
344                 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
345                         w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce");
346                 else // unchecked: SPLASH, SECONDARY
347                         w_deathtypestring = _("%s was pummeled by %s");
348         }
349         return TRUE;
350 }
351 #endif
352 #endif