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Merge remote branch 'origin/akari/freezetag-fixes'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_hagar.qc
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_Touch (void)
24 {
25         PROJECTILE_TOUCH;
26         self.use ();
27 }
28
29 void W_Hagar_Touch2 (void)
30 {
31         PROJECTILE_TOUCH;
32
33         if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
34                 self.use();
35         } else {
36                 self.cnt++;
37                 pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
38                 self.angles = vectoangles (self.velocity);
39                 self.owner = world;
40                 self.projectiledeathtype |= HITTYPE_BOUNCE;
41         }
42 }
43
44 void W_Hagar_Attack (void)
45 {
46         local entity missile;
47
48         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo);
49
50         W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_primary_damage);
51
52         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
53
54         missile = spawn ();
55         missile.owner = missile.realowner = self;
56         missile.classname = "missile";
57         missile.bot_dodge = TRUE;
58         missile.bot_dodgerating = autocvar_g_balance_hagar_primary_damage;
59         missile.touch = W_Hagar_Touch;
60         missile.use = W_Hagar_Explode;
61         missile.think = adaptor_think2use_hittype_splash;
62         missile.nextthink = time + autocvar_g_balance_hagar_primary_lifetime;
63         PROJECTILE_MAKETRIGGER(missile);
64         missile.projectiledeathtype = WEP_HAGAR;
65         setorigin (missile, w_shotorg);
66         setsize(missile, '0 0 0', '0 0 0');
67
68         missile.movetype = MOVETYPE_FLY;
69         W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_primary);
70
71         missile.angles = vectoangles (missile.velocity);
72         missile.flags = FL_PROJECTILE;
73
74         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
75
76         other = missile; MUTATOR_CALLHOOK(EditProjectile);
77 }
78
79 void W_Hagar_Attack2 (void)
80 {
81         local entity missile;
82
83         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
84
85         W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
86
87         pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
88
89         missile = spawn ();
90         missile.owner = missile.realowner = self;
91         missile.classname = "missile";
92         missile.bot_dodge = TRUE;
93         missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
94         missile.touch = W_Hagar_Touch2;
95         missile.cnt = 0;
96         missile.use = W_Hagar_Explode2;
97         missile.think = adaptor_think2use_hittype_splash;
98         missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
99         PROJECTILE_MAKETRIGGER(missile);
100         missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
101         setorigin (missile, w_shotorg);
102         setsize(missile, '0 0 0', '0 0 0');
103
104         missile.movetype = MOVETYPE_BOUNCEMISSILE;
105         W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_secondary);
106
107         missile.angles = vectoangles (missile.velocity);
108         missile.flags = FL_PROJECTILE;
109
110         CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
111
112         other = missile; MUTATOR_CALLHOOK(EditProjectile);
113 }
114
115 void spawnfunc_weapon_hagar (void)
116 {
117         weapon_defaultspawnfunc(WEP_HAGAR);
118 }
119
120 float w_hagar(float req)
121 {
122         float ammo_amount;
123         if (req == WR_AIM)
124                 if (random()>0.15)
125                         self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
126                 else
127                 {
128                         // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
129                         self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
130                 }
131         else if (req == WR_THINK)
132         {
133                 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
134                         weapon_action(self.weapon, WR_RELOAD);
135                 else if (self.BUTTON_ATCK)
136                 {
137                         if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
138                         {
139                                 W_Hagar_Attack();
140                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
141                         }
142                 }
143                 else if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary)
144                 {
145                         if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
146                         {
147                                 W_Hagar_Attack2();
148                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
149                         }
150                 }
151         }
152         else if (req == WR_PRECACHE)
153         {
154                 precache_model ("models/weapons/g_hagar.md3");
155                 precache_model ("models/weapons/v_hagar.md3");
156                 precache_model ("models/weapons/h_hagar.iqm");
157                 precache_sound ("weapons/hagar_fire.wav");
158                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
159         }
160         else if (req == WR_SETUP)
161         {
162                 weapon_setup(WEP_HAGAR);
163                 self.current_ammo = ammo_rockets;
164         }
165         else if (req == WR_CHECKAMMO1)
166         {
167                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
168                 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_primary_ammo;
169                 return ammo_amount;
170         }
171         else if (req == WR_CHECKAMMO2)
172         {
173                 ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
174                 ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
175                 return ammo_amount;
176         }
177         else if (req == WR_RELOAD)
178         {
179                 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");
180         }
181         return TRUE;
182 };
183 #endif
184 #ifdef CSQC
185 float w_hagar(float req)
186 {
187         if(req == WR_IMPACTEFFECT)
188         {
189                 vector org2;
190                 org2 = w_org + w_backoff * 6;
191                 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
192                 if(!w_issilent)
193                 {
194                         if (w_random<0.15)
195                                 sound(self, CHAN_PROJECTILE, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
196                         else if (w_random<0.7)
197                                 sound(self, CHAN_PROJECTILE, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
198                         else
199                                 sound(self, CHAN_PROJECTILE, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
200                 }
201         }
202         else if(req == WR_PRECACHE)
203         {
204                 precache_sound("weapons/hagexp1.wav");
205                 precache_sound("weapons/hagexp2.wav");
206                 precache_sound("weapons/hagexp3.wav");
207         }
208         else if (req == WR_SUICIDEMESSAGE)
209                 w_deathtypestring = _("%s played with tiny rockets");
210         else if (req == WR_KILLMESSAGE)
211         {
212                 if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
213                         w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce");
214                 else // unchecked: SPLASH, SECONDARY
215                         w_deathtypestring = _("%s was pummeled by %s");
216         }
217         return TRUE;
218 }
219 #endif
220 #endif