-void W_Hagar_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_Hagar_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-
- float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : TRUE)
- && (inflictor.projectiledeathtype & HITTYPE_SECONDARY)
+
+ float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : true)
+ && (inflictor.projectiledeathtype & HITTYPE_SECONDARY)
- W_SetupShot(self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
+ W_SetupShot(self, false, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile = spawn();
missile.owner = missile.realowner = self;
missile.classname = "missile";
pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile = spawn();
missile.owner = missile.realowner = self;
missile.classname = "missile";
missile.takedamage = DAMAGE_YES;
missile.health = WEP_CVAR_PRI(hagar, health);
missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale);
missile.event_damage = W_Hagar_Damage;
missile.takedamage = DAMAGE_YES;
missile.health = WEP_CVAR_PRI(hagar, health);
missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale);
missile.event_damage = W_Hagar_Damage;
missile.touch = W_Hagar_Touch;
missile.use = W_Hagar_Explode;
missile.think = adaptor_think2use_hittype_splash;
missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime);
PROJECTILE_MAKETRIGGER(missile);
missile.touch = W_Hagar_Touch;
missile.use = W_Hagar_Explode;
missile.think = adaptor_think2use_hittype_splash;
missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime);
PROJECTILE_MAKETRIGGER(missile);
setorigin(missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
setorigin(missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
- CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
+ CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
- W_SetupShot(self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+ W_SetupShot(self, false, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile = spawn();
missile.owner = missile.realowner = self;
missile.classname = "missile";
pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile = spawn();
missile.owner = missile.realowner = self;
missile.classname = "missile";
missile.takedamage = DAMAGE_YES;
missile.health = WEP_CVAR_SEC(hagar, health);
missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
missile.event_damage = W_Hagar_Damage;
missile.takedamage = DAMAGE_YES;
missile.health = WEP_CVAR_SEC(hagar, health);
missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
missile.event_damage = W_Hagar_Damage;
missile.think = adaptor_think2use_hittype_splash;
missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
PROJECTILE_MAKETRIGGER(missile);
missile.think = adaptor_think2use_hittype_splash;
missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
PROJECTILE_MAKETRIGGER(missile);
setorigin(missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
setorigin(missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
- CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
+ CSQCProjectile(missile, true, PROJECTILE_HAGAR_BOUNCING, true);
- W_SetupShot(self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+ W_SetupShot(self, false, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
forward = v_forward;
pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
forward = v_forward;
missile.takedamage = DAMAGE_YES;
missile.health = WEP_CVAR_SEC(hagar, health);
missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
missile.event_damage = W_Hagar_Damage;
missile.takedamage = DAMAGE_YES;
missile.health = WEP_CVAR_SEC(hagar, health);
missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
missile.event_damage = W_Hagar_Damage;
missile.touch = W_Hagar_Touch; // not bouncy
missile.use = W_Hagar_Explode2;
missile.think = adaptor_think2use_hittype_splash;
missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
PROJECTILE_MAKETRIGGER(missile);
missile.touch = W_Hagar_Touch; // not bouncy
missile.use = W_Hagar_Explode2;
missile.think = adaptor_think2use_hittype_splash;
missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
PROJECTILE_MAKETRIGGER(missile);
setorigin(missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
missile.movetype = MOVETYPE_FLY;
setorigin(missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
missile.movetype = MOVETYPE_FLY;
spread_pershot = (1 - (spread_pershot * WEP_CVAR_SEC(hagar, load_spread_bias)));
spread_pershot = (WEP_CVAR_SEC(hagar, spread) * spread_pershot * g_weaponspreadfactor);
spread_pershot = (1 - (spread_pershot * WEP_CVAR_SEC(hagar, load_spread_bias)));
spread_pershot = (WEP_CVAR_SEC(hagar, spread) * spread_pershot * g_weaponspreadfactor);
-
- W_SetupProjVelocity_Explicit(missile, w_shotdir + right * s_y + up * s_z, v_up, WEP_CVAR_SEC(hagar, speed), 0, 0, spread_pershot, FALSE);
+
+ W_SetupProjVelocity_Explicit(missile, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_SEC(hagar, speed), 0, 0, spread_pershot, false);
- CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
+ CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
void W_Hagar_Attack2_Load(void)
{
// loadable hagar secondary attack, must always run each frame
void W_Hagar_Attack2_Load(void)
{
// loadable hagar secondary attack, must always run each frame
loaded = self.hagar_load >= WEP_CVAR_SEC(hagar, load_max);
// this is different than WR_CHECKAMMO when it comes to reloading
loaded = self.hagar_load >= WEP_CVAR_SEC(hagar, load_max);
// this is different than WR_CHECKAMMO when it comes to reloading
- if(autocvar_g_balance_hagar_reload_ammo)
- enough_ammo = self.(weapon_load[WEP_HAGAR]) >= WEP_CVAR_SEC(hagar, ammo);
+ if(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ enough_ammo = true;
+ else if(autocvar_g_balance_hagar_reload_ammo)
+ enough_ammo = self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor();
// require letting go of the alt fire button before we can load again
self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor();
// require letting go of the alt fire button before we can load again
{
// if this is the last rocket we can load, play a beep sound to notify the player
sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
{
// if this is the last rocket we can load, play a beep sound to notify the player
sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
}
}
}
else if(self.hagar_loadblock)
{
// the alt fire button has been released, so re-enable loading if blocked
}
}
}
else if(self.hagar_loadblock)
{
// the alt fire button has been released, so re-enable loading if blocked
{
// we're about to automatically release after holding time, play a beep sound to notify the player
sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
{
// we're about to automatically release after holding time, play a beep sound to notify the player
sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
// release if player let go of button or if they've held it in too long
if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
{
// release if player let go of button or if they've held it in too long
if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
{
}
// 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)))
}
// 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)))
- self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), FALSE);
+ self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
- self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), FALSE);
-
- return TRUE;
+ self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
+
+ return true;
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
}
}
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
}
}
precache_sound("weapons/hagar_fire.wav");
precache_sound("weapons/hagar_load.wav");
precache_sound("weapons/hagar_beep.wav");
precache_sound("weapons/hagar_fire.wav");
precache_sound("weapons/hagar_load.wav");
precache_sound("weapons/hagar_beep.wav");
}
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();
}
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();
}
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)), "weapons/reload.wav");
}
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)), "weapons/reload.wav");
else
sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
}
else
sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
}
}
case WR_INIT:
{
precache_sound("weapons/hagexp1.wav");
precache_sound("weapons/hagexp2.wav");
precache_sound("weapons/hagexp3.wav");
}
case WR_INIT:
{
precache_sound("weapons/hagexp1.wav");
precache_sound("weapons/hagexp2.wav");
precache_sound("weapons/hagexp3.wav");