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, 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)
+
+ 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
self.health = self.health - damage;
self.angles = vectoangles(self.velocity);
-
+
if(self.health <= 0)
W_PrepareExplosionByDamage(attacker, self.think);
}
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.owner = missile.realowner = self;
missile.classname = "missile";
- missile.bot_dodge = TRUE;
+ 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.damagedbycontents = true;
+
missile.touch = W_Hagar_Touch;
missile.use = W_Hagar_Explode;
missile.think = adaptor_think2use_hittype_splash;
missile.angles = vectoangles(missile.velocity);
missile.flags = FL_PROJECTILE;
- missile.missile_flags = MIF_SPLASH;
+ missile.missile_flags = MIF_SPLASH;
- CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
+ CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
- other = missile; MUTATOR_CALLHOOK(EditProjectile);
+ MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
void W_Hagar_Attack2(void)
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.owner = missile.realowner = self;
missile.classname = "missile";
- missile.bot_dodge = TRUE;
+ 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.damagedbycontents = true;
missile.touch = W_Hagar_Touch2;
missile.cnt = 0;
missile.angles = vectoangles(missile.velocity);
missile.flags = FL_PROJECTILE;
- missile.missile_flags = MIF_SPLASH;
+ missile.missile_flags = MIF_SPLASH;
- CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
+ CSQCProjectile(missile, true, PROJECTILE_HAGAR_BOUNCING, true);
- other = missile; MUTATOR_CALLHOOK(EditProjectile);
+ MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
.float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
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 = spawn();
missile.owner = missile.realowner = self;
missile.classname = "missile";
- missile.bot_dodge = TRUE;
+ 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.damagedbycontents = true;
missile.touch = W_Hagar_Touch; // not bouncy
missile.use = W_Hagar_Explode2;
setorigin(missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
missile.movetype = MOVETYPE_FLY;
- missile.missile_flags = MIF_SPLASH;
-
+ 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 = ((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)
else
{
makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
- s_y = v_forward_x;
- s_z = v_forward_y;
+ 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);
+
+ 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);
+ CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
- other = missile; MUTATOR_CALLHOOK(EditProjectile);
+ MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
void W_Hagar_Attack2_Load(void)
{
// loadable hagar secondary attack, must always run each frame
-
+
if(time < game_starttime)
return;
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)
+ 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]) >= WEP_CVAR_SEC(hagar, ammo);
else
enough_ammo = self.WEP_AMMO(HAGAR) >= 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_loadblock = TRUE;
+ self.hagar_loadblock = true;
}
}
else
{
// 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;
+ 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;
+ self.hagar_loadblock = false;
}
if(self.hagar_load)
{
// 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;
+ 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))
{
}
else
{
- self.hagar_loadbeep = FALSE;
- self.hagar_warning = FALSE;
+ 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);
}
}
-float W_Hagar(float req)
+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);
+ 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;
+ self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
+
+ return true;
}
case WR_THINK:
{
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
}
}
-
- return TRUE;
+
+ return true;
}
case WR_GONETHINK:
{
self.weaponentity.state = WS_READY;
W_Hagar_Attack2_Load_Release();
}
-
- return TRUE;
+
+ return true;
}
case WR_INIT:
{
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;
+ HAGAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+ return true;
}
case WR_SETUP:
{
- self.hagar_loadblock = FALSE;
+ 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;
+
+ return true;
}
case WR_CHECKAMMO1:
{
}
case WR_CONFIG:
{
- HAGAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
- return TRUE;
+ HAGAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+ return true;
}
case WR_RESETPLAYER:
{
self.hagar_load = 0;
- return TRUE;
+ 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;
+
+ 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;
+
+ return true;
}
case WR_SUICIDEMESSAGE:
{
return WEAPON_HAGAR_MURDER_SPRAY;
}
}
- return FALSE;
+ return false;
}
#endif
#ifdef CSQC
-float W_Hagar(float req)
+bool W_Hagar(int req)
{
switch(req)
{
else
sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
}
-
- return TRUE;
+
+ return true;
}
case WR_INIT:
{
precache_sound("weapons/hagexp1.wav");
precache_sound("weapons/hagexp2.wav");
precache_sound("weapons/hagexp3.wav");
- return TRUE;
+ return true;
}
case WR_ZOOMRETICLE:
{
// no weapon specific image for this weapon
- return FALSE;
+ return false;
}
}
- return FALSE;
+ return false;
}
#endif
#endif