#endif
#else
#ifdef SVQC
-void spawnfunc_weapon_hagar() { weapon_defaultspawnfunc(WEP_HAGAR); }
+void spawnfunc_weapon_hagar(void) { weapon_defaultspawnfunc(WEP_HAGAR); }
// NO bounce protection, as bounces are limited!
-void W_Hagar_Explode (void)
+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);
+ 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);
+ remove(self);
}
-void W_Hagar_Explode2 (void)
+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);
+ 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);
+ remove(self);
}
-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, float deathtype, vector hitloc, vector force)
{
- if (self.health <= 0)
+ if(self.health <= 0)
return;
float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : TRUE)
else
is_linkexplode = -1; // not secondary load, so continue as normal without exception.
- if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode))
+ 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)
+ if(self.health <= 0)
W_PrepareExplosionByDamage(attacker, self.think);
}
-void W_Hagar_Touch (void)
+void W_Hagar_Touch(void)
{
PROJECTILE_TOUCH;
- self.use ();
+ self.use();
}
-void W_Hagar_Touch2 (void)
+void W_Hagar_Touch2(void)
{
PROJECTILE_TOUCH;
} else {
self.cnt++;
pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
- self.angles = vectoangles (self.velocity);
+ self.angles = vectoangles(self.velocity);
self.owner = world;
self.projectiledeathtype |= HITTYPE_BOUNCE;
}
}
-void W_Hagar_Attack (void)
+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));
+ 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 = spawn();
missile.owner = missile.realowner = self;
missile.classname = "missile";
missile.bot_dodge = TRUE;
missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime);
PROJECTILE_MAKETRIGGER(missile);
missile.projectiledeathtype = WEP_HAGAR;
- setorigin (missile, w_shotorg);
+ 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.angles = vectoangles(missile.velocity);
missile.flags = FL_PROJECTILE;
missile.missile_flags = MIF_SPLASH;
other = missile; MUTATOR_CALLHOOK(EditProjectile);
}
-void W_Hagar_Attack2 (void)
+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));
+ 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 = spawn();
missile.owner = missile.realowner = self;
missile.classname = "missile";
missile.bot_dodge = TRUE;
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);
+ 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.angles = vectoangles(missile.velocity);
missile.flags = FL_PROJECTILE;
missile.missile_flags = MIF_SPLASH;
}
.float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
-void W_Hagar_Attack2_Load_Release (void)
+void W_Hagar_Attack2_Load_Release(void)
{
// time to release the rockets we've loaded
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));
+ 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;
missile = world;
for(counter = 0; counter < shots; ++counter)
{
- missile = spawn ();
+ missile = spawn();
missile.owner = missile.realowner = self;
missile.classname = "missile";
missile.bot_dodge = TRUE;
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);
+ setorigin(missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
missile.movetype = MOVETYPE_FLY;
missile.missile_flags = MIF_SPLASH;
// pattern spread calculation
s = '0 0 0';
- if (counter == 0)
+ if(counter == 0)
s = '0 0 0';
else
{
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.angles = vectoangles(missile.velocity);
missile.flags = FL_PROJECTILE;
CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
self.hagar_load = 0;
}
-void W_Hagar_Attack2_Load (void)
+void W_Hagar_Attack2_Load(void)
{
// loadable hagar secondary attack, must always run each frame
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))
+ 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();
{
case WR_AIM:
{
- if (random()>0.15)
+ 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);
float loadable_secondary;
loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
- if (loadable_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
+ 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)))
+ 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))
+ else if(self.BUTTON_ATCK2 && !loadable_secondary && WEP_CVAR(hagar, secondary))
{
- if (weapon_prepareattack(1, WEP_CVAR_SEC(hagar, refire)))
+ if(weapon_prepareattack(1, WEP_CVAR_SEC(hagar, refire)))
{
W_Hagar_Attack2();
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
}
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");
+ 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;
}
pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
if(!w_issilent)
{
- if (w_random<0.15)
+ if(w_random<0.15)
sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
- else if (w_random<0.7)
+ 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);