X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fw_hagar.qc;h=fe3abf0a9a6d9f550c7cadcc2a37dced29f90274;hb=df110eb632e3d04119c2d0771e0d54c1a1ea27b8;hp=18a14fb99b2fbf5d449709aa15dd35e2b042e580;hpb=ed4075570f716685cb3d5b721b8fc9c3f5b0921e;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/w_hagar.qc b/qcsrc/common/weapons/w_hagar.qc index 18a14fb99..fe3abf0a9 100644 --- a/qcsrc/common/weapons/w_hagar.qc +++ b/qcsrc/common/weapons/w_hagar.qc @@ -1,39 +1,83 @@ #ifdef REGISTER_WEAPON REGISTER_WEAPON( /* WEP_##id */ HAGAR, -/* function */ w_hagar, -/* ammotype */ IT_ROCKETS, +/* 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, -/* model */ "hagar", -/* shortname */ "hagar", -/* fullname */ _("Hagar") +/* 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() { 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, autocvar_g_balance_hagar_primary_damage, autocvar_g_balance_hagar_primary_edgedamage, autocvar_g_balance_hagar_primary_radius, world, world, autocvar_g_balance_hagar_primary_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, autocvar_g_balance_hagar_secondary_damage, autocvar_g_balance_hagar_secondary_edgedamage, autocvar_g_balance_hagar_secondary_radius, world, world, autocvar_g_balance_hagar_secondary_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) @@ -41,27 +85,27 @@ void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deat && (self.projectiledeathtype & HITTYPE_SECONDARY)); if(is_linkexplode) - is_linkexplode = (is_linkexplode && autocvar_g_balance_hagar_secondary_load_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)) + 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; @@ -70,47 +114,47 @@ void W_Hagar_Touch2 (void) } 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(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo); + W_DecreaseAmmo(WEP_CVAR_PRI(hagar, ammo)); - W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_primary_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.bot_dodgerating = autocvar_g_balance_hagar_primary_damage; + missile.bot_dodgerating = WEP_CVAR_PRI(hagar, damage); missile.takedamage = DAMAGE_YES; - missile.health = autocvar_g_balance_hagar_primary_health; - missile.damageforcescale = autocvar_g_balance_hagar_primary_damageforcescale; + 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 + autocvar_g_balance_hagar_primary_lifetime; + 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_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_primary); + W_SetupProjVelocity_PRI(missile, hagar); - missile.angles = vectoangles (missile.velocity); + missile.angles = vectoangles(missile.velocity); missile.flags = FL_PROJECTILE; missile.missile_flags = MIF_SPLASH; @@ -119,25 +163,25 @@ void W_Hagar_Attack (void) other = missile; MUTATOR_CALLHOOK(EditProjectile); } -void W_Hagar_Attack2 (void) +void W_Hagar_Attack2(void) { entity missile; - W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo); + W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo)); - W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_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.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage; + missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage); missile.takedamage = DAMAGE_YES; - missile.health = autocvar_g_balance_hagar_secondary_health; - missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale; + missile.health = WEP_CVAR_SEC(hagar, health); + missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale); missile.event_damage = W_Hagar_Damage; missile.damagedbycontents = TRUE; @@ -145,16 +189,16 @@ void W_Hagar_Attack2 (void) missile.cnt = 0; missile.use = W_Hagar_Explode2; missile.think = adaptor_think2use_hittype_splash; - missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand; + 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_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_secondary); + W_SetupProjVelocity_SEC(missile, hagar); - missile.angles = vectoangles (missile.velocity); + missile.angles = vectoangles(missile.velocity); missile.flags = FL_PROJECTILE; missile.missile_flags = MIF_SPLASH; @@ -164,7 +208,7 @@ void W_Hagar_Attack2 (void) } .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 @@ -176,9 +220,9 @@ void W_Hagar_Attack2_Load_Release (void) if(!self.hagar_load) return; - weapon_prepareattack_do(1, autocvar_g_balance_hagar_secondary_refire); + weapon_prepareattack_do(1, WEP_CVAR_SEC(hagar, refire)); - W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_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; @@ -189,37 +233,37 @@ void W_Hagar_Attack2_Load_Release (void) 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.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage; + missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage); missile.takedamage = DAMAGE_YES; - missile.health = autocvar_g_balance_hagar_secondary_health; - missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale; + 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 + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand; + 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; // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar) - spread_pershot = ((shots - 1) / (autocvar_g_balance_hagar_secondary_load_max - 1)); - spread_pershot = (1 - (spread_pershot * autocvar_g_balance_hagar_secondary_load_spread_bias)); - spread_pershot = (autocvar_g_balance_hagar_secondary_spread * spread_pershot * g_weaponspreadfactor); + 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) + if(counter == 0) s = '0 0 0'; else { @@ -227,11 +271,11 @@ void W_Hagar_Attack2_Load_Release (void) s_y = v_forward_x; s_z = v_forward_y; } - s = s * autocvar_g_balance_hagar_secondary_load_spread * g_weaponspreadfactor; + s = s * WEP_CVAR_SEC(hagar, load_spread) * g_weaponspreadfactor; - W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_hagar_secondary_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.angles = vectoangles(missile.velocity); missile.flags = FL_PROJECTILE; CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE); @@ -239,12 +283,12 @@ void W_Hagar_Attack2_Load_Release (void) other = missile; MUTATOR_CALLHOOK(EditProjectile); } - weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_load_animtime, w_ready); - self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire * W_WeaponRateFactor(); + 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) +void W_Hagar_Attack2_Load(void) { // loadable hagar secondary attack, must always run each frame @@ -252,28 +296,28 @@ void W_Hagar_Attack2_Load (void) return; float loaded, enough_ammo; - loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max; + 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]) >= autocvar_g_balance_hagar_secondary_ammo; + enough_ammo = self.(weapon_load[WEP_HAGAR]) >= WEP_CVAR_SEC(hagar, ammo); else - enough_ammo = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo; + enough_ammo = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo); if(self.BUTTON_ATCK2) { - if(self.BUTTON_ATCK && autocvar_g_balance_hagar_secondary_load_abort) + 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(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo + 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 + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor(); + 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; @@ -286,15 +330,15 @@ void W_Hagar_Attack2_Load (void) { if(!self.hagar_loadblock && self.hagar_loadstep < time) { - W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo); + 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 >= autocvar_g_balance_hagar_secondary_load_max) - self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_hold * W_WeaponRateFactor(); + 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 + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor(); + 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 @@ -314,7 +358,7 @@ void W_Hagar_Attack2_Load (void) if(self.hagar_load) { // play warning sound if we're about to release - if((loaded || !enough_ammo) && self.hagar_loadstep - 0.5 < time && autocvar_g_balance_hagar_secondary_load_hold >= 0) + 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 { @@ -325,7 +369,7 @@ void W_Hagar_Attack2_Load (void) } // 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 && autocvar_g_balance_hagar_secondary_load_hold >= 0)) + 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(); @@ -338,7 +382,7 @@ void W_Hagar_Attack2_Load (void) } // we aren't checking ammo during an attack, so we must do it here - if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2)) + if(!(WEP_ACTION(self.weapon, WR_CHECKAMMO1) + WEP_ACTION(self.weapon, WR_CHECKAMMO2))) { // note: this doesn't force the switch W_SwitchToOtherWeapon(self); @@ -346,43 +390,43 @@ void W_Hagar_Attack2_Load (void) } } -float w_hagar(float req) +float W_Hagar(float req) { float ammo_amount; switch(req) { case WR_AIM: { - if (random()>0.15) - self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE); + 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(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE); + 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 = (autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_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(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo)) // forced reload - weapon_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(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, autocvar_g_balance_hagar_primary_refire)) + if(weapon_prepareattack(0, WEP_CVAR_PRI(hagar, refire))) { W_Hagar_Attack(); - weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready); + weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready); } } - else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary) + else if(self.BUTTON_ATCK2 && !loadable_secondary && WEP_CVAR(hagar, secondary)) { - if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire)) + if(weapon_prepareattack(1, WEP_CVAR_SEC(hagar, refire))) { W_Hagar_Attack2(); - weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready); + weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready); } } @@ -399,25 +443,24 @@ float w_hagar(float req) return TRUE; } - case WR_PRECACHE: + 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; } case WR_SETUP: { - weapon_setup(WEP_HAGAR); - self.current_ammo = ammo_rockets; self.hagar_loadblock = FALSE; if(self.hagar_load) { - W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo if necessary + W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary self.hagar_load = 0; } @@ -425,16 +468,21 @@ float w_hagar(float req) } case WR_CHECKAMMO1: { - ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo; - ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_primary_ammo; + 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.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo; - ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo; + 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; @@ -443,15 +491,15 @@ float w_hagar(float req) case WR_PLAYERDEATH: { // if we have any rockets loaded when we die, release them - if(self.hagar_load && autocvar_g_balance_hagar_secondary_load_releasedeath) + if(self.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath)) W_Hagar_Attack2_Load_Release(); return TRUE; } case WR_RELOAD: { - if not(self.hagar_load) // require releasing loaded rockets first - W_Reload(min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo), autocvar_g_balance_hagar_reload_ammo, autocvar_g_balance_hagar_reload_time, "weapons/reload.wav"); + 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; } @@ -467,11 +515,11 @@ float w_hagar(float req) return WEAPON_HAGAR_MURDER_SPRAY; } } - return TRUE; + return FALSE; } #endif #ifdef CSQC -float w_hagar(float req) +float W_Hagar(float req) { switch(req) { @@ -482,9 +530,9 @@ float w_hagar(float req) 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); @@ -492,15 +540,20 @@ float w_hagar(float req) return TRUE; } - case WR_PRECACHE: + 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 TRUE; + return FALSE; } #endif #endif