#ifdef REGISTER_WEAPON REGISTER_WEAPON(HAGAR, w_hagar, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hagar", "hagar", _("Hagar")) #else #ifdef SVQC // NO bounce protection, as bounces are limited! void W_Hagar_SetAmmoCounter() { // set clip_load to the weapon we have switched to, if the gun uses reloading if(!autocvar_g_balance_hagar_reload_ammo) self.clip_load = 0; // also keeps crosshair ammo from displaying else { self.clip_load = self.hagar_load; self.clip_size = autocvar_g_balance_hagar_reload_ammo; // for the crosshair ammo display } } void W_Hagar_ReloadedAndReady() { float t; // now do the ammo transfer self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading while(self.clip_load < autocvar_g_balance_hagar_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have { self.clip_load += 1; self.ammo_rockets -= 1; } self.hagar_load = self.clip_load; t = ATTACK_FINISHED(self) - autocvar_g_balance_hagar_reload_time - 1; ATTACK_FINISHED(self) = t; w_ready(); } void W_Hagar_Reload() { // return if reloading is disabled for this weapon if(!autocvar_g_balance_hagar_reload_ammo) return; if(!W_ReloadCheck(self.ammo_rockets, min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo))) return; float t; sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM); t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_hagar_reload_time + 1; ATTACK_FINISHED(self) = t; weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_hagar_reload_time, W_Hagar_ReloadedAndReady); self.old_clip_load = self.clip_load; self.clip_load = -1; } void W_Hagar_Explode (void) { self.event_damage = SUB_Null; 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); remove (self); } void W_Hagar_Explode2 (void) { self.event_damage = SUB_Null; 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); remove (self); } 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) { local entity missile; // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { if(autocvar_g_balance_hagar_reload_ammo) { self.clip_load -= autocvar_g_balance_hagar_primary_ammo; self.hagar_load = self.clip_load; } else self.ammo_rockets -= autocvar_g_balance_hagar_primary_ammo; } W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_primary_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 = autocvar_g_balance_hagar_primary_damage; missile.touch = W_Hagar_Touch; missile.use = W_Hagar_Explode; missile.think = adaptor_think2use_hittype_splash; missile.nextthink = time + autocvar_g_balance_hagar_primary_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_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_primary); missile.angles = vectoangles (missile.velocity); missile.flags = FL_PROJECTILE; CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE); other = missile; MUTATOR_CALLHOOK(EditProjectile); } void W_Hagar_Attack2 (void) { local entity missile; // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { if(autocvar_g_balance_hagar_reload_ammo) { self.clip_load -= autocvar_g_balance_hagar_secondary_ammo; self.hagar_load = self.clip_load; } else self.ammo_rockets -= autocvar_g_balance_hagar_secondary_ammo; } W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_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 = autocvar_g_balance_hagar_secondary_damage; missile.touch = W_Hagar_Touch2; missile.cnt = 0; missile.use = W_Hagar_Explode2; missile.think = adaptor_think2use_hittype_splash; missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_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_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_secondary); missile.angles = vectoangles (missile.velocity); missile.flags = FL_PROJECTILE; CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE); other = missile; MUTATOR_CALLHOOK(EditProjectile); } void spawnfunc_weapon_hagar (void) { weapon_defaultspawnfunc(WEP_HAGAR); } float w_hagar(float req) { float ammo_amount; if (req == WR_AIM) if (random()>0.15) self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_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(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE); } else if (req == WR_THINK) { 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 W_Hagar_Reload(); else if (self.BUTTON_ATCK) { if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire)) { W_Hagar_Attack(); weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready); } } else if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary) { if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire)) { W_Hagar_Attack2(); weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready); } } if(self.wish_reload) { if(self.switchweapon == self.weapon) { if(self.weaponentity.state == WS_READY) { self.wish_reload = 0; W_Hagar_Reload(); } } } } else if (req == WR_PRECACHE) { 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/reload.wav"); } else if (req == WR_SETUP) { weapon_setup(WEP_HAGAR); W_Hagar_SetAmmoCounter(); } else if (req == WR_CHECKAMMO1) { ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo; ammo_amount += (autocvar_g_balance_hagar_reload_ammo && self.hagar_load >= autocvar_g_balance_hagar_primary_ammo); return ammo_amount; } else if (req == WR_CHECKAMMO2) { ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo; ammo_amount += (autocvar_g_balance_hagar_reload_ammo && self.hagar_load >= autocvar_g_balance_hagar_secondary_ammo); return ammo_amount; } else if (req == WR_RELOAD) { W_Hagar_Reload(); } return TRUE; }; #endif #ifdef CSQC float w_hagar(float req) { if(req == 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, CHAN_PROJECTILE, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM); else if (w_random<0.7) sound(self, CHAN_PROJECTILE, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM); else sound(self, CHAN_PROJECTILE, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM); } } else if(req == WR_PRECACHE) { precache_sound("weapons/hagexp1.wav"); precache_sound("weapons/hagexp2.wav"); precache_sound("weapons/hagexp3.wav"); } else if (req == WR_SUICIDEMESSAGE) w_deathtypestring = "%s played with tiny rockets"; else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH w_deathtypestring = "%s hoped %s's missiles wouldn't bounce"; else // unchecked: SPLASH, SECONDARY w_deathtypestring = "%s was pummeled by %s"; } return TRUE; } #endif #endif