#ifdef REGISTER_WEAPON 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")) #else #ifdef SVQC // NO bounce protection, as bounces are limited! void W_Hagar_Explode (void) { self.event_damage = SUB_Null; 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); remove (self); } void W_Hagar_Explode2 (void) { self.event_damage = SUB_Null; 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); remove (self); } void W_Hagar_Touch (void) { PROJECTILE_TOUCH; self.use (); } void W_Hagar_Touch2 (void) { PROJECTILE_TOUCH; if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) { self.use(); } else { self.cnt++; pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1); self.angles = vectoangles (self.velocity); self.owner = world; self.projectiledeathtype |= HITTYPE_BOUNCE; } } void W_Hagar_Attack (void) { local entity missile; W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo); W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_primary_damage); pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); missile = spawn (); missile.owner = missile.realowner = self; missile.classname = "missile"; missile.bot_dodge = TRUE; missile.bot_dodgerating = autocvar_g_balance_hagar_primary_damage; 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; PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_HAGAR; setorigin (missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); missile.movetype = MOVETYPE_FLY; W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_primary); missile.angles = vectoangles (missile.velocity); missile.flags = FL_PROJECTILE; CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE); other = missile; MUTATOR_CALLHOOK(EditProjectile); } void W_Hagar_Attack2 (void) { local entity missile; W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo); W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage); pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); missile = spawn (); missile.owner = missile.realowner = self; missile.classname = "missile"; missile.bot_dodge = TRUE; missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage; missile.touch = W_Hagar_Touch2; 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; PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY; setorigin (missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); missile.movetype = MOVETYPE_BOUNCEMISSILE; W_SETUPPROJECTILEVELOCITY(missile, g_balance_hagar_secondary); missile.angles = vectoangles (missile.velocity); missile.flags = FL_PROJECTILE; CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE); other = missile; MUTATOR_CALLHOOK(EditProjectile); } .float hagar_loadstep, hagar_loadblock, hagar_loadbeep; void W_Hagar_Attack2_Load_Release (void) { // time to release the rockets we've loaded local entity missile; local float counter, shots; local vector s; vector forward, right, up; if(!self.hagar_load) return; weapon_prepareattack_do(1, autocvar_g_balance_hagar_secondary_refire); W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage); pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); forward = v_forward; right = v_right; up = v_up; shots = self.hagar_load; missile = world; while (counter < shots) { missile = spawn (); missile.owner = missile.realowner = self; missile.classname = "missile"; missile.bot_dodge = TRUE; missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage; 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; PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_HAGAR; setorigin (missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); missile.movetype = MOVETYPE_FLY; s = '0 0 0'; if (counter == 0) s = '0 0 0'; else { makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1))); s_y = v_forward_x; s_z = v_forward_y; } s = s * cvar("g_balance_hagar_secondary_spread") * g_weaponspreadfactor; W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_hagar_secondary_speed"), 0, 0, 0, FALSE); missile.angles = vectoangles (missile.velocity); missile.flags = FL_PROJECTILE; CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE); other = missile; MUTATOR_CALLHOOK(EditProjectile); counter = counter + 1; } weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready); self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire; self.hagar_load = 0; } void W_Hagar_Attack2_Load (void) { // loadable hagar secondary attack, must always run each frame local float loaded, enough_ammo; loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_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; else enough_ammo = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo; if(self.BUTTON_ATCK2) { if(self.BUTTON_ATCK && autocvar_g_balance_hagar_secondary_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 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; // require letting go of the alt fire button before we can load again self.hagar_loadblock = TRUE; } } else { // check if we can attempt to load another rocket if(!loaded && enough_ammo) { if(!self.hagar_loadblock && self.hagar_loadstep < time) { W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo); self.weaponentity.state = WS_INUSE; self.hagar_load += 1; sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM); self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed; } } else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame { // if this is the last rocket we can load, play a beep sound to notify the player sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM); self.hagar_loadbeep = TRUE; } } } else if(self.hagar_loadblock) { // the alt fire button has been released, so re-enable loading if blocked self.hagar_loadblock = FALSE; } if(self.hagar_load) { if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && !autocvar_g_balance_hagar_secondary_load_hold)) { self.weaponentity.state = WS_READY; W_Hagar_Attack2_Load_Release(); } } else { self.hagar_loadbeep = FALSE; } // 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)) { // note: this doesn't force the switch W_SwitchToOtherWeapon(self); return; } } void spawnfunc_weapon_hagar (void) { weapon_defaultspawnfunc(WEP_HAGAR); } float w_hagar(float req) { float ammo_amount; if (req == 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); 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); } else if (req == WR_THINK) { local float loadable_secondary; loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_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 (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire)) { W_Hagar_Attack(); weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready); } } else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary) { if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire)) { W_Hagar_Attack2(); weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready); } } } else if (req == WR_GONETHINK) { // we lost the weapon and want to prepare switching away if(self.hagar_load) { self.weaponentity.state = WS_READY; W_Hagar_Attack2_Load_Release(); } } else if (req == WR_PRECACHE) { 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_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else } else if (req == 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 self.hagar_load = 0; } } else if (req == 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; return ammo_amount; } else if (req == 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; return ammo_amount; } else if (req == WR_RESETPLAYER) { self.hagar_load = 0; } else if (req == WR_PLAYERDEATH) { // if we have any rockets loaded when we die, release them if(self.hagar_load && autocvar_g_balance_hagar_secondary_load_releasedeath) W_Hagar_Attack2_Load_Release(); } else if (req == 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"); } return TRUE; }; #endif #ifdef CSQC float w_hagar(float req) { if(req == WR_IMPACTEFFECT) { vector org2; org2 = w_org + w_backoff * 6; pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1); if(!w_issilent) { if (w_random<0.15) sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM); 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); } } else if(req == WR_PRECACHE) { precache_sound("weapons/hagexp1.wav"); precache_sound("weapons/hagexp2.wav"); precache_sound("weapons/hagexp3.wav"); } else if (req == WR_SUICIDEMESSAGE) w_deathtypestring = _("%s played with tiny rockets"); else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce"); else // unchecked: SPLASH, SECONDARY w_deathtypestring = _("%s was pummeled by %s"); } return TRUE; } #endif #endif