]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_hagar.qc
Revert "Merge branch 'Mario/despawn_effects'"
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_hagar.qc
diff --git a/qcsrc/common/weapons/w_hagar.qc b/qcsrc/common/weapons/w_hagar.qc
deleted file mode 100644 (file)
index fe3abf0..0000000
+++ /dev/null
@@ -1,559 +0,0 @@
-#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(
-/* WEP_##id  */ HAGAR,
-/* function  */ W_Hagar,
-/* ammotype  */ ammo_rockets,
-/* impulse   */ 8,
-/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
-/* rating    */ BOT_PICKUP_RATING_MID,
-/* color     */ '1 1 0.5',
-/* modelname */ "hagar",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairhagar 0.8",
-/* wepimg    */ "weaponhagar",
-/* refname   */ "hagar",
-/* wepname   */ _("Hagar")
-);
-
-#define HAGAR_SETTINGS(w_cvar,w_prop) HAGAR_SETTINGS_LIST(w_cvar, w_prop, HAGAR, hagar)
-#define HAGAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
-       w_cvar(id, sn, BOTH, ammo) \
-       w_cvar(id, sn, BOTH, damage) \
-       w_cvar(id, sn, BOTH, edgedamage) \
-       w_cvar(id, sn, BOTH, force) \
-       w_cvar(id, sn, BOTH, radius) \
-       w_cvar(id, sn, BOTH, refire) \
-       w_cvar(id, sn, BOTH, speed) \
-       w_cvar(id, sn, BOTH, spread) \
-       w_cvar(id, sn, BOTH, damageforcescale) \
-       w_cvar(id, sn, BOTH, health) \
-       w_cvar(id, sn, PRI,  lifetime) \
-       w_cvar(id, sn, SEC,  load) \
-       w_cvar(id, sn, SEC,  load_max) \
-       w_cvar(id, sn, SEC,  load_abort) \
-       w_cvar(id, sn, SEC,  load_animtime) \
-       w_cvar(id, sn, SEC,  load_hold) \
-       w_cvar(id, sn, SEC,  load_speed) \
-       w_cvar(id, sn, SEC,  load_releasedeath) \
-       w_cvar(id, sn, SEC,  load_spread) \
-       w_cvar(id, sn, SEC,  load_spread_bias) \
-       w_cvar(id, sn, SEC,  load_linkexplode) \
-       w_cvar(id, sn, SEC,  lifetime_min) \
-       w_cvar(id, sn, SEC,  lifetime_rand) \
-       w_cvar(id, sn, NONE, secondary) \
-       w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
-       w_prop(id, sn, float,  reloading_time, reload_time) \
-       w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
-       w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
-       w_prop(id, sn, string, weaponreplace, weaponreplace) \
-       w_prop(id, sn, float,  weaponstart, weaponstart) \
-       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
-       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
-
-#ifdef SVQC
-HAGAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-#endif
-#else
-#ifdef SVQC
-void spawnfunc_weapon_hagar(void) { weapon_defaultspawnfunc(WEP_HAGAR); }
-
-// NO bounce protection, as bounces are limited!
-
-void W_Hagar_Explode(void)
-{
-       self.event_damage = func_null;
-       RadiusDamage(self, self.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), world, world, WEP_CVAR_PRI(hagar, force), self.projectiledeathtype, other);
-
-       remove(self);
-}
-
-void W_Hagar_Explode2(void)
-{
-       self.event_damage = func_null;
-       RadiusDamage(self, self.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), world, world, WEP_CVAR_SEC(hagar, force), self.projectiledeathtype, other);
-
-       remove(self);
-}
-
-void W_Hagar_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
-{
-       if(self.health <= 0)
-               return;
-               
-       float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : TRUE)
-               && (inflictor.projectiledeathtype & HITTYPE_SECONDARY) 
-               && (self.projectiledeathtype & HITTYPE_SECONDARY));
-       
-       if(is_linkexplode)
-               is_linkexplode = (is_linkexplode && WEP_CVAR_SEC(hagar, load_linkexplode));
-       else
-               is_linkexplode = -1; // not secondary load, so continue as normal without exception.
-
-       if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode))
-               return; // g_projectiles_damage says to halt
-
-       self.health = self.health - damage;
-       self.angles = vectoangles(self.velocity);
-       
-       if(self.health <= 0)
-               W_PrepareExplosionByDamage(attacker, self.think);
-}
-
-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)
-{
-       entity missile;
-
-       W_DecreaseAmmo(WEP_CVAR_PRI(hagar, ammo));
-
-       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";
-       missile.bot_dodge = TRUE;
-       missile.bot_dodgerating = WEP_CVAR_PRI(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.damagedbycontents = TRUE;
-       
-       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.projectiledeathtype = WEP_HAGAR;
-       setorigin(missile, w_shotorg);
-       setsize(missile, '0 0 0', '0 0 0');
-
-       missile.movetype = MOVETYPE_FLY;
-       W_SetupProjVelocity_PRI(missile, hagar);
-
-       missile.angles = vectoangles(missile.velocity);
-       missile.flags = FL_PROJECTILE;
-       missile.missile_flags = MIF_SPLASH; 
-
-       CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
-
-       other = missile; MUTATOR_CALLHOOK(EditProjectile);
-}
-
-void W_Hagar_Attack2(void)
-{
-       entity missile;
-
-       W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo));
-
-       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";
-       missile.bot_dodge = TRUE;
-       missile.bot_dodgerating = WEP_CVAR_SEC(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.damagedbycontents = TRUE;
-
-       missile.touch = W_Hagar_Touch2;
-       missile.cnt = 0;
-       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.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
-       setorigin(missile, w_shotorg);
-       setsize(missile, '0 0 0', '0 0 0');
-
-       missile.movetype = MOVETYPE_BOUNCEMISSILE;
-       W_SetupProjVelocity_SEC(missile, hagar);
-
-       missile.angles = vectoangles(missile.velocity);
-       missile.flags = FL_PROJECTILE;
-       missile.missile_flags = MIF_SPLASH; 
-
-       CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
-
-       other = missile; MUTATOR_CALLHOOK(EditProjectile);
-}
-
-.float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
-void W_Hagar_Attack2_Load_Release(void)
-{
-       // time to release the rockets we've loaded
-
-       entity missile;
-       float counter, shots, spread_pershot;
-       vector s;
-       vector forward, right, up;
-
-       if(!self.hagar_load)
-               return;
-
-       weapon_prepareattack_do(1, WEP_CVAR_SEC(hagar, refire));
-
-       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;
-       right = v_right;
-       up = v_up;
-
-       shots = self.hagar_load;
-       missile = world;
-       for(counter = 0; counter < shots; ++counter)
-       {
-               missile = spawn();
-               missile.owner = missile.realowner = self;
-               missile.classname = "missile";
-               missile.bot_dodge = TRUE;
-               missile.bot_dodgerating = WEP_CVAR_SEC(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.damagedbycontents = TRUE;
-
-               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.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
-               setorigin(missile, w_shotorg);
-               setsize(missile, '0 0 0', '0 0 0');
-               missile.movetype = MOVETYPE_FLY;
-               missile.missile_flags = MIF_SPLASH; 
-               
-               // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
-               spread_pershot = ((shots - 1) / (WEP_CVAR_SEC(hagar, load_max) - 1)); 
-               spread_pershot = (1 - (spread_pershot * WEP_CVAR_SEC(hagar, load_spread_bias)));
-               spread_pershot = (WEP_CVAR_SEC(hagar, spread) * spread_pershot * g_weaponspreadfactor);
-               
-               // pattern spread calculation
-               s = '0 0 0';
-               if(counter == 0)
-                       s = '0 0 0';
-               else
-               {
-                       makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
-                       s_y = v_forward_x;
-                       s_z = v_forward_y;
-               }
-               s = s * WEP_CVAR_SEC(hagar, load_spread) * 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);
-
-               missile.angles = vectoangles(missile.velocity);
-               missile.flags = FL_PROJECTILE;
-
-               CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
-
-               other = missile; MUTATOR_CALLHOOK(EditProjectile);
-       }
-
-       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
-       self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor();
-       self.hagar_load = 0;
-}
-
-void W_Hagar_Attack2_Load(void)
-{
-       // loadable hagar secondary attack, must always run each frame
-       
-       if(time < game_starttime)
-               return;
-
-       float loaded, enough_ammo;
-       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);
-       else
-               enough_ammo = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo);
-
-       if(self.BUTTON_ATCK2)
-       {
-               if(self.BUTTON_ATCK && WEP_CVAR_SEC(hagar, load_abort))
-               {
-                       if(self.hagar_load)
-                       {
-                               // if we pressed primary fire while loading, unload all rockets and abort
-                               self.weaponentity.state = WS_READY;
-                               W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo
-                               self.hagar_load = 0;
-                               sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
-
-                               // pause until we can load rockets again, once we re-press the alt fire button
-                               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_loadblock = TRUE;
-                       }
-               }
-               else
-               {
-                       // check if we can attempt to load another rocket
-                       if(!loaded && enough_ammo)
-                       {
-                               if(!self.hagar_loadblock && self.hagar_loadstep < time)
-                               {
-                                       W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo));
-                                       self.weaponentity.state = WS_INUSE;
-                                       self.hagar_load += 1;
-                                       sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
-
-                                       if(self.hagar_load >= WEP_CVAR_SEC(hagar, load_max))
-                                               self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor();
-                                       else
-                                               self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor();
-                               }
-                       }
-                       else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
-                       {
-                               // 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);
-                               self.hagar_loadbeep = TRUE;
-                       }
-               }
-       }
-       else if(self.hagar_loadblock)
-       {
-               // the alt fire button has been released, so re-enable loading if blocked
-               self.hagar_loadblock = FALSE;
-       }
-
-       if(self.hagar_load)
-       {
-               // play warning sound if we're about to release
-               if((loaded || !enough_ammo) && self.hagar_loadstep - 0.5 < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)
-               {
-                       if(!self.hagar_warning && self.hagar_load) // prevents the beep from playing each frame
-                       {
-                               // 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);
-                               self.hagar_warning = TRUE;
-                       }
-               }
-               
-               // 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))
-               {
-                       self.weaponentity.state = WS_READY;
-                       W_Hagar_Attack2_Load_Release();
-               }
-       }
-       else
-       {
-               self.hagar_loadbeep = FALSE;
-               self.hagar_warning = FALSE;
-       }
-
-       // 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)))
-       {
-               // note: this doesn't force the switch
-               W_SwitchToOtherWeapon(self);
-               return;
-       }
-}
-
-float W_Hagar(float req)
-{
-       float ammo_amount;
-       switch(req)
-       {
-               case WR_AIM:
-               {
-                       if(random()>0.15)
-                               self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, 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(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), FALSE);
-                               
-                       return TRUE;
-               }
-               case WR_THINK:
-               {
-                       float loadable_secondary;
-                       loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
-
-                       if(loadable_secondary)
-                               W_Hagar_Attack2_Load(); // must always run each frame
-                       if(autocvar_g_balance_hagar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) // forced reload
-                               WEP_ACTION(self.weapon, WR_RELOAD);
-                       else if(self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
-                       {
-                               if(weapon_prepareattack(0, WEP_CVAR_PRI(hagar, refire)))
-                               {
-                                       W_Hagar_Attack();
-                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready);
-                               }
-                       }
-                       else if(self.BUTTON_ATCK2 && !loadable_secondary && WEP_CVAR(hagar, secondary))
-                       {
-                               if(weapon_prepareattack(1, WEP_CVAR_SEC(hagar, refire)))
-                               {
-                                       W_Hagar_Attack2();
-                                       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
-                               }
-                       }
-                       
-                       return TRUE;
-               }
-               case WR_GONETHINK:
-               {
-                       // we lost the weapon and want to prepare switching away
-                       if(self.hagar_load)
-                       {
-                               self.weaponentity.state = WS_READY;
-                               W_Hagar_Attack2_Load_Release();
-                       }
-                       
-                       return TRUE;
-               }
-               case WR_INIT:
-               {
-                       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/hagar_load.wav");
-                       precache_sound("weapons/hagar_beep.wav");
-                       HAGAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
-                       return TRUE;
-               }
-               case WR_SETUP:
-               {
-                       self.hagar_loadblock = FALSE;
-
-                       if(self.hagar_load)
-                       {
-                               W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary
-                               self.hagar_load = 0;
-                       }
-                       
-                       return TRUE;
-               }
-               case WR_CHECKAMMO1:
-               {
-                       ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_PRI(hagar, ammo);
-                       ammo_amount += self.(weapon_load[WEP_HAGAR]) >= WEP_CVAR_PRI(hagar, ammo);
-                       return ammo_amount;
-               }
-               case WR_CHECKAMMO2:
-               {
-                       ammo_amount = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo);
-                       ammo_amount += self.(weapon_load[WEP_HAGAR]) >= WEP_CVAR_SEC(hagar, ammo);
-                       return ammo_amount;
-               }
-               case WR_CONFIG:
-               {
-                       HAGAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
-                       return TRUE;
-               }
-               case WR_RESETPLAYER:
-               {
-                       self.hagar_load = 0;
-                       return TRUE;
-               }
-               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();
-                               
-                       return TRUE;
-               }
-               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");
-                               
-                       return TRUE;
-               }
-               case WR_SUICIDEMESSAGE:
-               {
-                       return WEAPON_HAGAR_SUICIDE;
-               }
-               case WR_KILLMESSAGE:
-               {
-                       if(w_deathtype & HITTYPE_SECONDARY)
-                               return WEAPON_HAGAR_MURDER_BURST;
-                       else
-                               return WEAPON_HAGAR_MURDER_SPRAY;
-               }
-       }
-       return FALSE;
-}
-#endif
-#ifdef CSQC
-float W_Hagar(float req)
-{
-       switch(req)
-       {
-               case 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, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
-                               else if(w_random<0.7)
-                                       sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
-                               else
-                                       sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
-                       }
-                       
-                       return TRUE;
-               }
-               case WR_INIT:
-               {
-                       precache_sound("weapons/hagexp1.wav");
-                       precache_sound("weapons/hagexp2.wav");
-                       precache_sound("weapons/hagexp3.wav");
-                       return TRUE;
-               }
-               case WR_ZOOMRETICLE:
-               {
-                       // no weapon specific image for this weapon
-                       return FALSE;
-               }
-       }
-       return FALSE;
-}
-#endif
-#endif