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1 #ifdef REGISTER_WEAPON
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"))
3 #else
4 #ifdef SVQC
5 // NO bounce protection, as bounces are limited!
6
7 void W_Hagar_Explode (void)
8 {
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);
11
12         remove (self);
13 }
14
15 void W_Hagar_Explode2 (void)
16 {
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);
19
20         remove (self);
21 }
22
23 void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
24 {
25         if (self.health <= 0)
26                 return;
27                 
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);
31                 
32         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode))
33                 return; // g_projectiles_damage says to halt
34
35         self.health = self.health - damage;
36         self.angles = vectoangles(self.velocity);
37         
38         if (self.health <= 0)
39                 W_PrepareExplosionByDamage(attacker, self.think);
40 }
41
42 void W_Hagar_Touch (void)
43 {
44         PROJECTILE_TOUCH;
45         self.use ();
46 }
47
48 void W_Hagar_Touch2 (void)
49 {
50         PROJECTILE_TOUCH;
51
52         if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
53                 self.use();
54         } else {
55                 self.cnt++;
56                 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
57                 self.angles = vectoangles (self.velocity);
58                 self.owner = world;
59                 self.projectiledeathtype |= HITTYPE_BOUNCE;
60         }
61 }
62
63 void W_Hagar_Attack (void)
64 {
65         local entity missile;
66
67         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo);
68
69         W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_primary_damage);
70
71         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
72
73         missile = spawn ();
74         missile.owner = missile.realowner = self;
75         missile.classname = "missile";
76         missile.bot_dodge = TRUE;
77         missile.bot_dodgerating = autocvar_g_balance_hagar_primary_damage;
78         
79         missile.takedamage = DAMAGE_YES;
80         missile.health = autocvar_g_balance_hagar_primary_health;
81         missile.damageforcescale = autocvar_g_balance_hagar_primary_damageforcescale;
82         missile.event_damage = W_Hagar_Damage;
83         missile.damagedbycontents = TRUE;
84         
85         missile.touch = W_Hagar_Touch;
86         missile.use = W_Hagar_Explode;
87         missile.think = adaptor_think2use_hittype_splash;
88         missile.nextthink = time + autocvar_g_balance_hagar_primary_lifetime;
89         PROJECTILE_MAKETRIGGER(missile);
90         missile.projectiledeathtype = WEP_HAGAR;
91         setorigin (missile, w_shotorg);
92         setsize(missile, '0 0 0', '0 0 0');
93
94         missile.movetype = MOVETYPE_FLY;
95         W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_primary);
96
97         missile.angles = vectoangles (missile.velocity);
98         missile.flags = FL_PROJECTILE;
99
100         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
101
102         other = missile; MUTATOR_CALLHOOK(EditProjectile);
103 }
104
105 void W_Hagar_Attack2 (void)
106 {
107         local entity missile;
108
109         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
110
111         W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage);
112
113         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
114
115         missile = spawn ();
116         missile.owner = missile.realowner = self;
117         missile.classname = "missile";
118         missile.bot_dodge = TRUE;
119         missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
120         
121         missile.takedamage = DAMAGE_YES;
122         missile.health = autocvar_g_balance_hagar_secondary_health;
123         missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale;
124         missile.event_damage = W_Hagar_Damage;
125         missile.damagedbycontents = TRUE;
126
127         missile.touch = W_Hagar_Touch2;
128         missile.cnt = 0;
129         missile.use = W_Hagar_Explode2;
130         missile.think = adaptor_think2use_hittype_splash;
131         missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
132         PROJECTILE_MAKETRIGGER(missile);
133         missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
134         setorigin (missile, w_shotorg);
135         setsize(missile, '0 0 0', '0 0 0');
136
137         missile.movetype = MOVETYPE_BOUNCEMISSILE;
138         W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_secondary);
139
140         missile.angles = vectoangles (missile.velocity);
141         missile.flags = FL_PROJECTILE;
142
143         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
144
145         other = missile; MUTATOR_CALLHOOK(EditProjectile);
146 }
147
148 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
149 void W_Hagar_Attack2_Load_Release (void)
150 {
151         // time to release the rockets we've loaded
152
153         local entity missile;
154         local float counter, shots, spread_pershot;
155         local vector s;
156         vector forward, right, up;
157
158         if(!self.hagar_load)
159                 return;
160
161         weapon_prepareattack_do(1, autocvar_g_balance_hagar_secondary_refire);
162
163         W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage);
164         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
165
166         forward = v_forward;
167         right = v_right;
168         up = v_up;
169
170         shots = self.hagar_load;
171         missile = world;
172         while (counter < shots)
173         {
174                 missile = spawn ();
175                 missile.owner = missile.realowner = self;
176                 missile.classname = "missile";
177                 missile.bot_dodge = TRUE;
178                 missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
179                 
180                 missile.takedamage = DAMAGE_YES;
181                 missile.health = autocvar_g_balance_hagar_secondary_health;
182                 missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale;
183                 missile.event_damage = W_Hagar_Damage;
184                 missile.damagedbycontents = TRUE;
185
186                 missile.touch = W_Hagar_Touch; // not bouncy
187                 missile.use = W_Hagar_Explode2;
188                 missile.think = adaptor_think2use_hittype_splash;
189                 missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
190                 PROJECTILE_MAKETRIGGER(missile);
191                 missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
192                 setorigin (missile, w_shotorg);
193                 setsize(missile, '0 0 0', '0 0 0');
194                 missile.movetype = MOVETYPE_FLY;
195                 
196                 // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
197                 spread_pershot = ((shots - 1) / (autocvar_g_balance_hagar_secondary_load_max - 1)); 
198                 spread_pershot = (1 - (spread_pershot * autocvar_g_balance_hagar_secondary_load_spread_bias));
199                 spread_pershot = (autocvar_g_balance_hagar_secondary_spread * spread_pershot * g_weaponspreadfactor);
200                 
201                 // pattern spread calculation
202                 s = '0 0 0';
203                 if (counter == 0)
204                         s = '0 0 0';
205                 else
206                 {
207                         makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
208                         s_y = v_forward_x;
209                         s_z = v_forward_y;
210                 }
211                 s = s * autocvar_g_balance_hagar_secondary_load_spread * g_weaponspreadfactor;
212                 
213                 W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_hagar_secondary_speed, 0, 0, spread_pershot, FALSE);
214
215                 missile.angles = vectoangles (missile.velocity);
216                 missile.flags = FL_PROJECTILE;
217
218                 CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
219
220                 other = missile; MUTATOR_CALLHOOK(EditProjectile);
221
222                 counter = counter + 1;
223         }
224
225         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_load_animtime, w_ready);
226         self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire * W_WeaponRateFactor();
227         self.hagar_load = 0;
228 }
229
230 void W_Hagar_Attack2_Load (void)
231 {
232         // loadable hagar secondary attack, must always run each frame
233
234         local float loaded, enough_ammo;
235         loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
236
237         // this is different than WR_CHECKAMMO when it comes to reloading
238         if(autocvar_g_balance_hagar_reload_ammo)
239                 enough_ammo = self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo;
240         else
241                 enough_ammo = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
242
243         if(self.BUTTON_ATCK2)
244         {
245                 if(self.BUTTON_ATCK && autocvar_g_balance_hagar_secondary_load_abort)
246                 {
247                         if(self.hagar_load)
248                         {
249                                 // if we pressed primary fire while loading, unload all rockets and abort
250                                 self.weaponentity.state = WS_READY;
251                                 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo
252                                 self.hagar_load = 0;
253                                 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
254
255                                 // pause until we can load rockets again, once we re-press the alt fire button
256                                 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
257
258                                 // require letting go of the alt fire button before we can load again
259                                 self.hagar_loadblock = TRUE;
260                         }
261                 }
262                 else
263                 {
264                         // check if we can attempt to load another rocket
265                         if(!loaded && enough_ammo)
266                         {
267                                 if(!self.hagar_loadblock && self.hagar_loadstep < time)
268                                 {
269                                         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
270                                         self.weaponentity.state = WS_INUSE;
271                                         self.hagar_load += 1;
272                                         sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
273
274                                         if (self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max)
275                                                 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_hold * W_WeaponRateFactor();
276                                         else
277                                                 self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
278                                 }
279                         }
280                         else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
281                         {
282                                 // if this is the last rocket we can load, play a beep sound to notify the player
283                                 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
284                                 self.hagar_loadbeep = TRUE;
285                         }
286                 }
287         }
288         else if(self.hagar_loadblock)
289         {
290                 // the alt fire button has been released, so re-enable loading if blocked
291                 self.hagar_loadblock = FALSE;
292         }
293
294         if(self.hagar_load)
295         {
296                 // play warning sound if we're about to release
297                 if((loaded || !enough_ammo) && self.hagar_loadstep - 0.5 < time && autocvar_g_balance_hagar_secondary_load_hold >= 0)
298                 {
299                         if(!self.hagar_warning && self.hagar_load) // prevents the beep from playing each frame
300                         {
301                                 // we're about to automatically release after holding time, play a beep sound to notify the player
302                                 sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
303                                 self.hagar_warning = TRUE;
304                         }
305                 }
306                 
307                 // release if player let go of button or if they've held it in too long
308                 if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && autocvar_g_balance_hagar_secondary_load_hold >= 0))
309                 {
310                         self.weaponentity.state = WS_READY;
311                         W_Hagar_Attack2_Load_Release();
312                 }
313         }
314         else
315         {
316                 self.hagar_loadbeep = FALSE;
317                 self.hagar_warning = FALSE;
318         }
319
320         // we aren't checking ammo during an attack, so we must do it here
321         if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
322         {
323                 // note: this doesn't force the switch
324                 W_SwitchToOtherWeapon(self);
325                 return;
326         }
327 }
328
329 void spawnfunc_weapon_hagar (void)
330 {
331         weapon_defaultspawnfunc(WEP_HAGAR);
332 }
333
334 float w_hagar(float req)
335 {
336         float ammo_amount;
337         if (req == WR_AIM)
338                 if (random()>0.15)
339                         self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
340                 else
341                 {
342                         // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
343                         self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
344                 }
345         else if (req == WR_THINK)
346         {
347                 local float loadable_secondary;
348                 loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary;
349
350                 if (loadable_secondary)
351                         W_Hagar_Attack2_Load(); // must always run each frame
352                 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
353                         weapon_action(self.weapon, WR_RELOAD);
354                 else if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
355                 {
356                         if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
357                         {
358                                 W_Hagar_Attack();
359                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
360                         }
361                 }
362                 else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary)
363                 {
364                         if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
365                         {
366                                 W_Hagar_Attack2();
367                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
368                         }
369                 }
370         }
371         else if (req == WR_GONETHINK)
372         {
373                 // we lost the weapon and want to prepare switching away
374                 if(self.hagar_load)
375                 {
376                         self.weaponentity.state = WS_READY;
377                         W_Hagar_Attack2_Load_Release();
378                 }
379         }
380         else if (req == WR_PRECACHE)
381         {
382                 precache_model ("models/weapons/g_hagar.md3");
383                 precache_model ("models/weapons/v_hagar.md3");
384                 precache_model ("models/weapons/h_hagar.iqm");
385                 precache_sound ("weapons/hagar_fire.wav");
386                 precache_sound ("weapons/hagar_load.wav");
387                 precache_sound ("weapons/hagar_beep.wav");
388                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
389         }
390         else if (req == WR_SETUP)
391         {
392                 weapon_setup(WEP_HAGAR);
393                 self.current_ammo = ammo_rockets;
394                 self.hagar_loadblock = FALSE;
395
396                 if(self.hagar_load)
397                 {
398                         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
399                         self.hagar_load = 0;
400                 }
401         }
402         else if (req == WR_CHECKAMMO1)
403         {
404                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
405                 ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_primary_ammo;
406                 return ammo_amount;
407         }
408         else if (req == WR_CHECKAMMO2)
409         {
410                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
411                 ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo;
412                 return ammo_amount;
413         }
414         else if (req == WR_RESETPLAYER)
415         {
416                 self.hagar_load = 0;
417         }
418         else if (req == WR_PLAYERDEATH)
419         {
420                 // if we have any rockets loaded when we die, release them
421                 if(self.hagar_load && autocvar_g_balance_hagar_secondary_load_releasedeath)
422                         W_Hagar_Attack2_Load_Release();
423         }
424         else if (req == WR_RELOAD)
425         {
426                 if not(self.hagar_load) // require releasing loaded rockets first
427                         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");
428         }
429         return TRUE;
430 };
431 #endif
432 #ifdef CSQC
433 float w_hagar(float req)
434 {
435         if(req == WR_IMPACTEFFECT)
436         {
437                 vector org2;
438                 org2 = w_org + w_backoff * 6;
439                 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
440                 if(!w_issilent)
441                 {
442                         if (w_random<0.15)
443                                 sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
444                         else if (w_random<0.7)
445                                 sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
446                         else
447                                 sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
448                 }
449         }
450         else if(req == WR_PRECACHE)
451         {
452                 precache_sound("weapons/hagexp1.wav");
453                 precache_sound("weapons/hagexp2.wav");
454                 precache_sound("weapons/hagexp3.wav");
455         }
456         else if (req == WR_SUICIDEMESSAGE)
457                 w_deathtypestring = _("%s played with tiny rockets");
458         else if (req == WR_KILLMESSAGE)
459         {
460                 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
461                         w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce");
462                 else // unchecked: SPLASH, SECONDARY
463                         w_deathtypestring = _("%s was pummeled by %s");
464         }
465         return TRUE;
466 }
467 #endif
468 #endif