+++ /dev/null
-#ifndef IMPLEMENTATION
-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
-#endif
-#ifdef IMPLEMENTATION
-#ifdef SVQC
-void spawnfunc_weapon_hagar(void) { weapon_defaultspawnfunc(WEP_HAGAR.m_id); }
-
-// 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, int 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++;
- Send_Effect(EFFECT_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, W_Sound("hagar_fire"), CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
-
- Send_Effect(EFFECT_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.m_id;
- 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);
-
- MUTATOR_CALLHOOK(EditProjectile, self, missile);
-}
-
-void W_Hagar_Attack2(void)
-{
- entity missile;
-
- W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo));
-
- W_SetupShot(self, false, 2, W_Sound("hagar_fire"), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
-
- Send_Effect(EFFECT_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.m_id | 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);
-
- MUTATOR_CALLHOOK(EditProjectile, self, missile);
-}
-
-.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, W_Sound("hagar_fire"), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
- Send_Effect(EFFECT_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.m_id | 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);
-
- MUTATOR_CALLHOOK(EditProjectile, self, missile);
- }
-
- 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;
-
- bool loaded = self.hagar_load >= WEP_CVAR_SEC(hagar, load_max);
-
- // this is different than WR_CHECKAMMO when it comes to reloading
- bool enough_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);
- else
- enough_ammo = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo);
-
- bool stopped = loaded || !enough_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, W_Sound("hagar_beep"), 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(!stopped)
- {
- 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, W_Sound("hagar_load"), VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
-
- if(self.hagar_load >= WEP_CVAR_SEC(hagar, load_max))
- stopped = true;
- else
- self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor();
- }
- }
- if(stopped && !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, W_Sound("hagar_beep"), VOL_BASE, ATTN_NORM);
- self.hagar_loadbeep = true;
- self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor();
- }
- }
- }
- 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(stopped && self.hagar_loadstep - 0.5 < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)
- {
- if(!self.hagar_warning) // 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, W_Sound("hagar_beep"), 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 || (stopped && 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)))
- if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
- {
- // note: this doesn't force the switch
- W_SwitchToOtherWeapon(self);
- return;
- }
- }
-}
-
-bool W_Hagar(int 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(W_Model("g_hagar.md3"));
- precache_model(W_Model("v_hagar.md3"));
- precache_model(W_Model("h_hagar.iqm"));
- precache_sound(W_Sound("hagar_fire"));
- precache_sound(W_Sound("hagar_load"));
- precache_sound(W_Sound("hagar_beep"));
- 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.m_id]) >= 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.m_id]) >= 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)), W_Sound("reload"));
-
- 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
-bool W_Hagar(int req)
-{
- switch(req)
- {
- case WR_IMPACTEFFECT:
- {
- vector org2;
- org2 = w_org + w_backoff * 6;
- pointparticles(particleeffectnum(EFFECT_HAGAR_EXPLODE), org2, '0 0 0', 1);
- if(!w_issilent)
- {
- if(w_random<0.15)
- sound(self, CH_SHOTS, W_Sound("hagexp1"), VOL_BASE, ATTN_NORM);
- else if(w_random<0.7)
- sound(self, CH_SHOTS, W_Sound("hagexp2"), VOL_BASE, ATTN_NORM);
- else
- sound(self, CH_SHOTS, W_Sound("hagexp3"), VOL_BASE, ATTN_NORM);
- }
-
- return true;
- }
- case WR_INIT:
- {
- precache_sound(W_Sound("hagexp1"));
- precache_sound(W_Sound("hagexp2"));
- precache_sound(W_Sound("hagexp3"));
- return true;
- }
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
-}
-#endif
-#endif