2 REGISTER_WEAPON(HAGAR, w_hagar, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hagar", "hagar", _("Hagar"))
5 // NO bounce protection, as bounces are limited!
10 void W_Hagar_Explode (void)
12 self.event_damage = SUB_Null;
13 RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_primary_damage, autocvar_g_balance_hagar_primary_edgedamage, autocvar_g_balance_hagar_primary_radius, world, autocvar_g_balance_hagar_primary_force, self.projectiledeathtype, other);
18 void W_Hagar_Explode2 (void)
20 self.event_damage = SUB_Null;
21 RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_secondary_damage, autocvar_g_balance_hagar_secondary_edgedamage, autocvar_g_balance_hagar_secondary_radius, world, autocvar_g_balance_hagar_secondary_force, self.projectiledeathtype, other);
26 void W_Hagar_Touch (void)
32 void W_Hagar_Touch2 (void)
36 if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
40 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
41 self.angles = vectoangles (self.velocity);
43 self.projectiledeathtype |= HITTYPE_BOUNCE;
47 void W_Hagar_Attack (void)
51 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo);
53 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_primary_damage);
55 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
58 missile.owner = missile.realowner = self;
59 missile.classname = "missile";
60 missile.bot_dodge = TRUE;
61 missile.bot_dodgerating = autocvar_g_balance_hagar_primary_damage;
62 missile.touch = W_Hagar_Touch;
63 missile.use = W_Hagar_Explode;
64 missile.think = adaptor_think2use_hittype_splash;
65 missile.nextthink = time + autocvar_g_balance_hagar_primary_lifetime;
66 PROJECTILE_MAKETRIGGER(missile);
67 missile.projectiledeathtype = WEP_HAGAR;
68 setorigin (missile, w_shotorg);
69 setsize(missile, '0 0 0', '0 0 0');
71 missile.movetype = MOVETYPE_FLY;
72 W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_primary);
74 missile.angles = vectoangles (missile.velocity);
75 missile.flags = FL_PROJECTILE;
77 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
79 other = missile; MUTATOR_CALLHOOK(EditProjectile);
82 void W_Hagar_Attack2 (void)
86 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
88 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
90 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
93 missile.owner = missile.realowner = self;
94 missile.classname = "missile";
95 missile.bot_dodge = TRUE;
96 missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
97 missile.touch = W_Hagar_Touch2;
99 missile.use = W_Hagar_Explode2;
100 missile.think = adaptor_think2use_hittype_splash;
101 missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
102 PROJECTILE_MAKETRIGGER(missile);
103 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
104 setorigin (missile, w_shotorg);
105 setsize(missile, '0 0 0', '0 0 0');
107 missile.movetype = MOVETYPE_BOUNCEMISSILE;
108 W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_secondary);
110 missile.angles = vectoangles (missile.velocity);
111 missile.flags = FL_PROJECTILE;
113 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
115 other = missile; MUTATOR_CALLHOOK(EditProjectile);
118 .float hagarload_refire;
120 void W_Hagar_Attack2_Load (void)
122 if not(autocvar_g_balance_hagar_secondary)
125 local entity missile, prevmissile, firstmissile;
126 local float counter, shots, loaded;
128 vector forward, right, up;
130 loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_maxload;
132 if(self.BUTTON_ATCK2 && !loaded)
134 if(self.hagarload_refire < time)
136 self.hagar_load += 1;
137 sound(self, CHAN_WEAPON2, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
139 self.hagarload_refire = time + autocvar_g_balance_hagar_secondary_refire;
143 if(self.hagar_load && (!self.BUTTON_ATCK2 || (loaded && !autocvar_g_balance_hagar_secondary_load_canhold)))
145 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
146 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
148 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load, autocvar_g_balance_hagar_reload_ammo);
154 shots = self.hagar_load;
156 while (counter < shots)
160 missile.owner = missile.realowner = self;
161 missile.classname = "missile";
162 missile.bot_dodge = TRUE;
163 missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
165 missile.queuenext = missile;
166 missile.queueprev = missile;
168 else if(counter == 0) { // first projectile, store in firstmissile for now
169 firstmissile = missile;
171 else if(counter == shots - 1) { // last projectile, link up with first projectile
172 prevmissile.queuenext = missile;
173 firstmissile.queueprev = missile;
174 missile.queuenext = firstmissile;
175 missile.queueprev = prevmissile;
177 else { // else link up with previous projectile
178 prevmissile.queuenext = missile;
179 missile.queueprev = prevmissile;
182 prevmissile = missile;
184 missile.touch = W_Hagar_Touch;
185 missile.use = W_Hagar_Explode;
186 missile.think = adaptor_think2use_hittype_splash;
187 missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
188 PROJECTILE_MAKETRIGGER(missile);
189 missile.projectiledeathtype = WEP_HAGAR;
190 setorigin (missile, w_shotorg);
191 setsize(missile, '0 0 0', '0 0 0');
193 missile.movetype = MOVETYPE_FLY;
200 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
204 s = s * autocvar_g_balance_hagar_secondary_load_spread * g_weaponspreadfactor;
205 W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_hagar_secondary_speed"), 0, 0, 0, FALSE);
207 missile.angles = vectoangles (missile.velocity);
208 missile.flags = FL_PROJECTILE;
210 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
212 other = missile; MUTATOR_CALLHOOK(EditProjectile);
214 counter = counter + 1;
221 void spawnfunc_weapon_hagar (void)
223 weapon_defaultspawnfunc(WEP_HAGAR);
226 float w_hagar(float req)
231 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
234 // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
235 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
237 else if (req == WR_THINK)
239 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
240 weapon_action(self.weapon, WR_RELOAD);
241 else if (self.BUTTON_ATCK && !self.hagar_load) // not while loading secondary fire
243 if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
246 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
249 else if(autocvar_g_balance_hagar_secondary_load)
250 W_Hagar_Attack2_Load(); // must run each frame
251 else if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary)
253 if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
256 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
260 else if (req == WR_PRECACHE)
262 precache_model ("models/weapons/g_hagar.md3");
263 precache_model ("models/weapons/v_hagar.md3");
264 precache_model ("models/weapons/h_hagar.iqm");
265 precache_sound ("weapons/hagar_fire.wav");
266 precache_sound ("weapons/hagar_load.wav");
267 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
269 else if (req == WR_SETUP)
271 weapon_setup(WEP_HAGAR);
272 self.current_ammo = ammo_rockets;
276 else if (req == WR_CHECKAMMO1)
278 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
279 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_primary_ammo;
282 else if (req == WR_CHECKAMMO2)
284 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
285 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
288 else if (req == WR_RELOAD)
290 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");
296 float w_hagar(float req)
298 if(req == WR_IMPACTEFFECT)
301 org2 = w_org + w_backoff * 6;
302 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
306 sound(self, CHAN_PROJECTILE, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
307 else if (w_random<0.7)
308 sound(self, CHAN_PROJECTILE, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
310 sound(self, CHAN_PROJECTILE, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
313 else if(req == WR_PRECACHE)
315 precache_sound("weapons/hagexp1.wav");
316 precache_sound("weapons/hagexp2.wav");
317 precache_sound("weapons/hagexp3.wav");
319 else if (req == WR_SUICIDEMESSAGE)
320 w_deathtypestring = _("%s played with tiny rockets");
321 else if (req == WR_KILLMESSAGE)
323 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
324 w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce");
325 else // unchecked: SPLASH, SECONDARY
326 w_deathtypestring = _("%s was pummeled by %s");