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!
7 void W_Hagar_Explode (void)
9 self.event_damage = SUB_Null;
10 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);
15 void W_Hagar_Explode2 (void)
17 self.event_damage = SUB_Null;
18 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);
23 void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
28 float is_linkexplode = ((inflictor.realowner == self.realowner)
29 && ((inflictor.projectiledeathtype & HITTYPE_SECONDARY) && (self.projectiledeathtype & HITTYPE_SECONDARY))
30 && !autocvar_g_balance_hagar_secondary_load_linkexplode);
32 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode))
33 return; // g_projectiles_damage says to halt
35 self.health = self.health - damage;
36 self.angles = vectoangles(self.velocity);
38 print(strcat("hagar rocket health ", ftos(self.health), " after ", ftos(damage), " damage... (at time: ", ftos(time), ")\n"));
41 W_PrepareExplosionByDamage(attacker, self.think);
44 void W_Hagar_Touch (void)
50 void W_Hagar_Touch2 (void)
54 if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
58 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
59 self.angles = vectoangles (self.velocity);
61 self.projectiledeathtype |= HITTYPE_BOUNCE;
65 void W_Hagar_Attack (void)
69 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo);
71 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_primary_damage);
73 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
76 missile.owner = missile.realowner = self;
77 missile.classname = "missile";
78 missile.bot_dodge = TRUE;
79 missile.bot_dodgerating = autocvar_g_balance_hagar_primary_damage;
81 missile.takedamage = DAMAGE_YES;
82 missile.health = autocvar_g_balance_hagar_primary_health;
83 missile.damageforcescale = autocvar_g_balance_hagar_primary_damageforcescale;
84 missile.event_damage = W_Hagar_Damage;
85 missile.damagedbycontents = TRUE;
87 missile.touch = W_Hagar_Touch;
88 missile.use = W_Hagar_Explode;
89 missile.think = adaptor_think2use_hittype_splash;
90 missile.nextthink = time + autocvar_g_balance_hagar_primary_lifetime;
91 PROJECTILE_MAKETRIGGER(missile);
92 missile.projectiledeathtype = WEP_HAGAR;
93 setorigin (missile, w_shotorg);
94 setsize(missile, '0 0 0', '0 0 0');
96 missile.movetype = MOVETYPE_FLY;
97 W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_primary);
99 missile.angles = vectoangles (missile.velocity);
100 missile.flags = FL_PROJECTILE;
102 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
104 other = missile; MUTATOR_CALLHOOK(EditProjectile);
107 void W_Hagar_Attack2 (void)
109 local entity missile;
111 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
113 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage);
115 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
118 missile.owner = missile.realowner = self;
119 missile.classname = "missile";
120 missile.bot_dodge = TRUE;
121 missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
123 missile.takedamage = DAMAGE_YES;
124 missile.health = autocvar_g_balance_hagar_secondary_health;
125 missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale;
126 missile.event_damage = W_Hagar_Damage;
127 missile.damagedbycontents = TRUE;
129 missile.touch = W_Hagar_Touch2;
131 missile.use = W_Hagar_Explode2;
132 missile.think = adaptor_think2use_hittype_splash;
133 missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
134 PROJECTILE_MAKETRIGGER(missile);
135 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
136 setorigin (missile, w_shotorg);
137 setsize(missile, '0 0 0', '0 0 0');
139 missile.movetype = MOVETYPE_BOUNCEMISSILE;
140 W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_secondary);
142 missile.angles = vectoangles (missile.velocity);
143 missile.flags = FL_PROJECTILE;
145 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
147 other = missile; MUTATOR_CALLHOOK(EditProjectile);
150 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep;
151 void W_Hagar_Attack2_Load_Release (void)
153 // time to release the rockets we've loaded
155 local entity missile;
156 local float counter, shots, spread_pershot;
158 vector forward, right, up;
163 weapon_prepareattack_do(1, autocvar_g_balance_hagar_secondary_refire);
165 W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage);
166 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
172 shots = self.hagar_load;
174 while (counter < shots)
177 missile.owner = missile.realowner = self;
178 missile.classname = "missile";
179 missile.bot_dodge = TRUE;
180 missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
182 missile.takedamage = DAMAGE_YES;
183 missile.health = autocvar_g_balance_hagar_secondary_health;
184 missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale;
185 missile.event_damage = W_Hagar_Damage;
186 missile.damagedbycontents = TRUE;
188 missile.touch = W_Hagar_Touch; // not bouncy
189 missile.use = W_Hagar_Explode2;
190 missile.think = adaptor_think2use_hittype_splash;
191 missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
192 PROJECTILE_MAKETRIGGER(missile);
193 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
194 setorigin (missile, w_shotorg);
195 setsize(missile, '0 0 0', '0 0 0');
196 missile.movetype = MOVETYPE_FLY;
198 // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
199 spread_pershot = ((shots - 1) / (autocvar_g_balance_hagar_secondary_load_max - 1));
200 spread_pershot = (1 - (spread_pershot * autocvar_g_balance_hagar_secondary_load_spread_bias));
201 spread_pershot = (autocvar_g_balance_hagar_secondary_spread * spread_pershot * g_weaponspreadfactor);
203 // pattern spread calculation
209 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
213 s = s * autocvar_g_balance_hagar_secondary_load_spread * g_weaponspreadfactor;
215 W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_hagar_secondary_speed, 0, 0, spread_pershot, FALSE);
217 missile.angles = vectoangles (missile.velocity);
218 missile.flags = FL_PROJECTILE;
220 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
222 other = missile; MUTATOR_CALLHOOK(EditProjectile);
224 counter = counter + 1;
227 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_load_animtime, w_ready);
228 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire * W_WeaponRateFactor();
232 void W_Hagar_Attack2_Load (void)
234 // loadable hagar secondary attack, must always run each frame
236 local float loaded, enough_ammo;
237 loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
239 // this is different than WR_CHECKAMMO when it comes to reloading
240 if(autocvar_g_balance_hagar_reload_ammo)
241 enough_ammo = self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
243 enough_ammo = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
245 if(self.BUTTON_ATCK2)
247 if(self.BUTTON_ATCK && autocvar_g_balance_hagar_secondary_load_abort)
251 // if we pressed primary fire while loading, unload all rockets and abort
252 self.weaponentity.state = WS_READY;
253 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo
255 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
257 // pause until we can load rockets again, once we re-press the alt fire button
258 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
260 // require letting go of the alt fire button before we can load again
261 self.hagar_loadblock = TRUE;
266 // check if we can attempt to load another rocket
267 if(!loaded && enough_ammo)
269 if(!self.hagar_loadblock && self.hagar_loadstep < time)
271 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
272 self.weaponentity.state = WS_INUSE;
273 self.hagar_load += 1;
274 sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
276 if (self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max)
277 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_hold * W_WeaponRateFactor();
279 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
282 else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
284 // if this is the last rocket we can load, play a beep sound to notify the player
285 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
286 self.hagar_loadbeep = TRUE;
290 else if(self.hagar_loadblock)
292 // the alt fire button has been released, so re-enable loading if blocked
293 self.hagar_loadblock = FALSE;
298 if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && autocvar_g_balance_hagar_secondary_load_hold >= 0))
300 self.weaponentity.state = WS_READY;
301 W_Hagar_Attack2_Load_Release();
306 self.hagar_loadbeep = FALSE;
309 // we aren't checking ammo during an attack, so we must do it here
310 if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
312 // note: this doesn't force the switch
313 W_SwitchToOtherWeapon(self);
318 void spawnfunc_weapon_hagar (void)
320 weapon_defaultspawnfunc(WEP_HAGAR);
323 float w_hagar(float req)
328 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
331 // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
332 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
334 else if (req == WR_THINK)
336 local float loadable_secondary;
337 loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary;
339 if (loadable_secondary)
340 W_Hagar_Attack2_Load(); // must always run each frame
341 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
342 weapon_action(self.weapon, WR_RELOAD);
343 else if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
345 if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
348 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
351 else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary)
353 if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
356 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
360 else if (req == WR_GONETHINK)
362 // we lost the weapon and want to prepare switching away
365 self.weaponentity.state = WS_READY;
366 W_Hagar_Attack2_Load_Release();
369 else if (req == WR_PRECACHE)
371 precache_model ("models/weapons/g_hagar.md3");
372 precache_model ("models/weapons/v_hagar.md3");
373 precache_model ("models/weapons/h_hagar.iqm");
374 precache_sound ("weapons/hagar_fire.wav");
375 precache_sound ("weapons/hagar_load.wav");
376 precache_sound ("weapons/hagar_beep.wav");
377 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
379 else if (req == WR_SETUP)
381 weapon_setup(WEP_HAGAR);
382 self.current_ammo = ammo_rockets;
383 self.hagar_loadblock = FALSE;
387 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
391 else if (req == WR_CHECKAMMO1)
393 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
394 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_primary_ammo;
397 else if (req == WR_CHECKAMMO2)
399 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
400 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
403 else if (req == WR_RESETPLAYER)
407 else if (req == WR_PLAYERDEATH)
409 // if we have any rockets loaded when we die, release them
410 if(self.hagar_load && autocvar_g_balance_hagar_secondary_load_releasedeath)
411 W_Hagar_Attack2_Load_Release();
413 else if (req == WR_RELOAD)
415 if not(self.hagar_load) // require releasing loaded rockets first
416 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");
422 float w_hagar(float req)
424 if(req == WR_IMPACTEFFECT)
427 org2 = w_org + w_backoff * 6;
428 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
432 sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
433 else if (w_random<0.7)
434 sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
436 sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
439 else if(req == WR_PRECACHE)
441 precache_sound("weapons/hagexp1.wav");
442 precache_sound("weapons/hagexp2.wav");
443 precache_sound("weapons/hagexp3.wav");
445 else if (req == WR_SUICIDEMESSAGE)
446 w_deathtypestring = _("%s played with tiny rockets");
447 else if (req == WR_KILLMESSAGE)
449 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
450 w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce");
451 else // unchecked: SPLASH, SECONDARY
452 w_deathtypestring = _("%s was pummeled by %s");