]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/hagar.qc
Merge branch 'master' into terencehill/infomessages_panel_update
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hagar.qc
index 292e0361f32faafc86d92b0aa623cb121fd67686..d41ad95b9302cbee75425bfe38ffce8f331e414d 100644 (file)
@@ -63,79 +63,89 @@ spawnfunc(weapon_hagar) { weapon_defaultspawnfunc(this, WEP_HAGAR); }
 
 // NO bounce protection, as bounces are limited!
 
-void W_Hagar_Explode()
-{SELFPARAM();
-       self.event_damage = func_null;
-       RadiusDamage(self, self.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), world, world, WEP_CVAR_PRI(hagar, force), self.projectiledeathtype, other);
+void W_Hagar_Explode(entity this)
+{
+       this.event_damage = func_null;
+       RadiusDamage(this, this.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), NULL, NULL, WEP_CVAR_PRI(hagar, force), this.projectiledeathtype, other);
 
-       remove(self);
+       remove(this);
 }
 
-void W_Hagar_Explode2()
-{SELFPARAM();
-       self.event_damage = func_null;
-       RadiusDamage(self, self.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), world, world, WEP_CVAR_SEC(hagar, force), self.projectiledeathtype, other);
+void W_Hagar_Explode_use(entity this, entity actor, entity trigger)
+{
+       W_Hagar_Explode(this);
+}
+
+void W_Hagar_Explode2(entity this)
+{
+       this.event_damage = func_null;
+       RadiusDamage(this, this.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), NULL, NULL, WEP_CVAR_SEC(hagar, force), this.projectiledeathtype, other);
 
-       remove(self);
+       remove(this);
 }
 
-void W_Hagar_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
-       if(self.health <= 0)
+void W_Hagar_Explode2_use(entity this, entity actor, entity trigger)
+{
+       W_Hagar_Explode2(this);
+}
+
+void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+       if(this.health <= 0)
                return;
 
-       float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : true)
+       float is_linkexplode = ( ((inflictor.owner != NULL) ? (inflictor.owner == this.owner) : true)
                && (inflictor.projectiledeathtype & HITTYPE_SECONDARY)
-               && (self.projectiledeathtype & HITTYPE_SECONDARY));
+               && (this.projectiledeathtype & HITTYPE_SECONDARY));
 
        if(is_linkexplode)
                is_linkexplode = (is_linkexplode && WEP_CVAR_SEC(hagar, load_linkexplode));
        else
                is_linkexplode = -1; // not secondary load, so continue as normal without exception.
 
-       if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode))
+       if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, is_linkexplode))
                return; // g_projectiles_damage says to halt
 
-       self.health = self.health - damage;
-       self.angles = vectoangles(self.velocity);
+       this.health = this.health - damage;
+       this.angles = vectoangles(this.velocity);
 
-       if(self.health <= 0)
-               W_PrepareExplosionByDamage(attacker, self.think);
+       if(this.health <= 0)
+               W_PrepareExplosionByDamage(this, attacker, getthink(this));
 }
 
-void W_Hagar_Touch()
-{SELFPARAM();
-       PROJECTILE_TOUCH;
-       self.use();
+void W_Hagar_Touch(entity this)
+{
+       PROJECTILE_TOUCH(this);
+       this.use(this, NULL, NULL);
 }
 
-void W_Hagar_Touch2()
-{SELFPARAM();
-       PROJECTILE_TOUCH;
+void W_Hagar_Touch2(entity this)
+{
+       PROJECTILE_TOUCH(this);
 
-       if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
-               self.use();
+       if(this.cnt > 0 || other.takedamage == DAMAGE_AIM) {
+               this.use(this, NULL, NULL);
        } else {
-               self.cnt++;
-               Send_Effect(EFFECT_HAGAR_BOUNCE, self.origin, self.velocity, 1);
-               self.angles = vectoangles(self.velocity);
-               self.owner = world;
-               self.projectiledeathtype |= HITTYPE_BOUNCE;
+               this.cnt++;
+               Send_Effect(EFFECT_HAGAR_BOUNCE, this.origin, this.velocity, 1);
+               this.angles = vectoangles(this.velocity);
+               this.owner = NULL;
+               this.projectiledeathtype |= HITTYPE_BOUNCE;
        }
 }
 
-void W_Hagar_Attack(Weapon thiswep)
-{SELFPARAM();
+void W_Hagar_Attack(Weapon thiswep, entity actor)
+{
        entity missile;
 
-       W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(hagar, ammo));
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hagar, ammo));
 
-       W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
+       W_SetupShot(actor, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
 
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        missile = new(missile);
-       missile.owner = missile.realowner = self;
+       missile.owner = missile.realowner = actor;
        missile.bot_dodge = true;
        missile.bot_dodgerating = WEP_CVAR_PRI(hagar, damage);
 
@@ -145,9 +155,9 @@ void W_Hagar_Attack(Weapon thiswep)
        missile.event_damage = W_Hagar_Damage;
        missile.damagedbycontents = true;
 
-       missile.touch = W_Hagar_Touch;
-       missile.use = W_Hagar_Explode;
-       missile.think = adaptor_think2use_hittype_splash;
+       settouch(missile, W_Hagar_Touch);
+       missile.use = W_Hagar_Explode_use;
+       setthink(missile, adaptor_think2use_hittype_splash);
        missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime);
        PROJECTILE_MAKETRIGGER(missile);
        missile.projectiledeathtype = WEP_HAGAR.m_id;
@@ -163,21 +173,21 @@ void W_Hagar_Attack(Weapon thiswep)
 
        CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
 
-       MUTATOR_CALLHOOK(EditProjectile, self, missile);
+       MUTATOR_CALLHOOK(EditProjectile, actor, missile);
 }
 
-void W_Hagar_Attack2(Weapon thiswep)
-{SELFPARAM();
+void W_Hagar_Attack2(Weapon thiswep, entity actor)
+{
        entity missile;
 
-       W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo));
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo));
 
-       W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+       W_SetupShot(actor, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
 
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        missile = new(missile);
-       missile.owner = missile.realowner = self;
+       missile.owner = missile.realowner = actor;
        missile.bot_dodge = true;
        missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
 
@@ -187,10 +197,10 @@ void W_Hagar_Attack2(Weapon thiswep)
        missile.event_damage = W_Hagar_Damage;
        missile.damagedbycontents = true;
 
-       missile.touch = W_Hagar_Touch2;
+       settouch(missile, W_Hagar_Touch2);
        missile.cnt = 0;
-       missile.use = W_Hagar_Explode2;
-       missile.think = adaptor_think2use_hittype_splash;
+       missile.use = W_Hagar_Explode2_use;
+       setthink(missile, adaptor_think2use_hittype_splash);
        missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
        PROJECTILE_MAKETRIGGER(missile);
        missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
@@ -206,12 +216,12 @@ void W_Hagar_Attack2(Weapon thiswep)
 
        CSQCProjectile(missile, true, PROJECTILE_HAGAR_BOUNCING, true);
 
-       MUTATOR_CALLHOOK(EditProjectile, self, missile);
+       MUTATOR_CALLHOOK(EditProjectile, actor, missile);
 }
 
 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
-void W_Hagar_Attack2_Load_Release(.entity weaponentity)
-{SELFPARAM();
+void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
+{
        // time to release the rockets we've loaded
 
        entity missile;
@@ -219,24 +229,24 @@ void W_Hagar_Attack2_Load_Release(.entity weaponentity)
        vector s;
        vector forward, right, up;
 
-       if(!self.hagar_load)
+       if(!actor.hagar_load)
                return;
 
-       weapon_prepareattack_do(self, weaponentity, true, WEP_CVAR_SEC(hagar, refire));
+       weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire));
 
-       W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+       W_SetupShot(actor, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        forward = v_forward;
        right = v_right;
        up = v_up;
 
-       shots = self.hagar_load;
-       missile = world;
+       shots = actor.hagar_load;
+       missile = NULL;
        for(counter = 0; counter < shots; ++counter)
        {
                missile = new(missile);
-               missile.owner = missile.realowner = self;
+               missile.owner = missile.realowner = actor;
                missile.bot_dodge = true;
                missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
 
@@ -246,9 +256,9 @@ void W_Hagar_Attack2_Load_Release(.entity weaponentity)
                missile.event_damage = W_Hagar_Damage;
                missile.damagedbycontents = true;
 
-               missile.touch = W_Hagar_Touch; // not bouncy
-               missile.use = W_Hagar_Explode2;
-               missile.think = adaptor_think2use_hittype_splash;
+               settouch(missile, W_Hagar_Touch); // not bouncy
+               missile.use = W_Hagar_Explode2_use;
+               setthink(missile, adaptor_think2use_hittype_splash);
                missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
                PROJECTILE_MAKETRIGGER(missile);
                missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
@@ -281,51 +291,51 @@ void W_Hagar_Attack2_Load_Release(.entity weaponentity)
 
                CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
 
-               MUTATOR_CALLHOOK(EditProjectile, self, missile);
+               MUTATOR_CALLHOOK(EditProjectile, actor, missile);
        }
 
-       weapon_thinkf(self, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
-       self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor();
-       self.hagar_load = 0;
+       weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
+       actor.hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor(actor);
+       actor.hagar_load = 0;
 }
 
-void W_Hagar_Attack2_Load(Weapon thiswep, .entity weaponentity)
-{SELFPARAM();
+void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
+{
        // loadable hagar secondary attack, must always run each frame
 
        if(time < game_starttime)
                return;
 
-       bool loaded = self.hagar_load >= WEP_CVAR_SEC(hagar, load_max);
+       bool loaded = actor.hagar_load >= WEP_CVAR_SEC(hagar, load_max);
 
        // this is different than WR_CHECKAMMO when it comes to reloading
        bool enough_ammo;
-       if(self.items & IT_UNLIMITED_WEAPON_AMMO)
+       if(actor.items & IT_UNLIMITED_WEAPON_AMMO)
                enough_ammo = true;
        else if(autocvar_g_balance_hagar_reload_ammo)
-               enough_ammo = self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
+               enough_ammo = actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
        else
-               enough_ammo = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
+               enough_ammo = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
 
        bool stopped = loaded || !enough_ammo;
 
-       if(self.BUTTON_ATCK2)
+       if(PHYS_INPUT_BUTTON_ATCK2(actor))
        {
-               if(self.BUTTON_ATCK && WEP_CVAR_SEC(hagar, load_abort))
+               if(PHYS_INPUT_BUTTON_ATCK(actor) && WEP_CVAR_SEC(hagar, load_abort))
                {
-                       if(self.hagar_load)
+                       if(actor.hagar_load)
                        {
                                // if we pressed primary fire while loading, unload all rockets and abort
-                               self.(weaponentity).state = WS_READY;
-                               W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo
-                               self.hagar_load = 0;
-                               sound(self, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
+                               actor.(weaponentity).state = WS_READY;
+                               W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.hagar_load * -1); // give back ammo
+                               actor.hagar_load = 0;
+                               sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
 
                                // pause until we can load rockets again, once we re-press the alt fire button
-                               self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor();
+                               actor.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(actor);
 
                                // require letting go of the alt fire button before we can load again
-                               self.hagar_loadblock = true;
+                               actor.hagar_loadblock = true;
                        }
                }
                else
@@ -333,181 +343,209 @@ void W_Hagar_Attack2_Load(Weapon thiswep, .entity weaponentity)
                        // check if we can attempt to load another rocket
                        if(!stopped)
                        {
-                               if(!self.hagar_loadblock && self.hagar_loadstep < time)
+                               if(!actor.hagar_loadblock && actor.hagar_loadstep < time)
                                {
-                                       W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo));
-                                       self.(weaponentity).state = WS_INUSE;
-                                       self.hagar_load += 1;
-                                       sound(self, CH_WEAPON_B, SND_HAGAR_LOAD, VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
+                                       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo));
+                                       actor.(weaponentity).state = WS_INUSE;
+                                       actor.hagar_load += 1;
+                                       sound(actor, CH_WEAPON_B, SND_HAGAR_LOAD, VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
 
-                                       if(self.hagar_load >= WEP_CVAR_SEC(hagar, load_max))
+                                       if(actor.hagar_load >= WEP_CVAR_SEC(hagar, load_max))
                                                stopped = true;
                                        else
-                                               self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor();
+                                               actor.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(actor);
                                }
                        }
-                       if(stopped && !self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
+                       if(stopped && !actor.hagar_loadbeep && actor.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, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
-                               self.hagar_loadbeep = true;
-                               self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor();
+                               sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
+                               actor.hagar_loadbeep = true;
+                               actor.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor(actor);
                        }
                }
        }
-       else if(self.hagar_loadblock)
+       else if(actor.hagar_loadblock)
        {
                // the alt fire button has been released, so re-enable loading if blocked
-               self.hagar_loadblock = false;
+               actor.hagar_loadblock = false;
        }
 
-       if(self.hagar_load)
+       if(actor.hagar_load)
        {
                // play warning sound if we're about to release
-               if(stopped && self.hagar_loadstep - 0.5 < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)
+               if(stopped && actor.hagar_loadstep - 0.5 < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)
                {
-                       if(!self.hagar_warning) // prevents the beep from playing each frame
+                       if(!actor.hagar_warning) // prevents the beep from playing each frame
                        {
                                // we're about to automatically release after holding time, play a beep sound to notify the player
-                               sound(self, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
-                               self.hagar_warning = true;
+                               sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
+                               actor.hagar_warning = true;
                        }
                }
 
                // release if player let go of button or if they've held it in too long
-               if(!self.BUTTON_ATCK2 || (stopped && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
+               if(!PHYS_INPUT_BUTTON_ATCK2(actor) || (stopped && actor.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
                {
-                       self.(weaponentity).state = WS_READY;
-                       W_Hagar_Attack2_Load_Release(weaponentity);
+                       actor.(weaponentity).state = WS_READY;
+                       W_Hagar_Attack2_Load_Release(actor, weaponentity);
                }
        }
        else
        {
-               self.hagar_loadbeep = false;
-               self.hagar_warning = false;
+               actor.hagar_loadbeep = false;
+               actor.hagar_warning = false;
 
                // we aren't checking ammo during an attack, so we must do it here
-               if(!(thiswep.wr_checkammo1(thiswep) + thiswep.wr_checkammo2(thiswep)))
-               if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+               if(!(thiswep.wr_checkammo1(thiswep, actor) + thiswep.wr_checkammo2(thiswep, actor)))
+               if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        // note: this doesn't force the switch
-                       W_SwitchToOtherWeapon(self);
+                       W_SwitchToOtherWeapon(actor);
                        return;
                }
        }
 }
 
-               METHOD(Hagar, wr_aim, void(entity thiswep))
-               {
-                       if(random()>0.15)
-                               self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, 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(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
-               }
-               METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
-               {
-                       float loadable_secondary;
-                       loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
-
-                       if(loadable_secondary)
-                               W_Hagar_Attack2_Load(thiswep, weaponentity); // must always run each frame
-                       if(autocvar_g_balance_hagar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload
-                               thiswep.wr_reload(thiswep);
-                       } else if((fire & 1) && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset
-                       {
-                               if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hagar, refire)))
-                               {
-                                       W_Hagar_Attack(thiswep);
-                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready);
-                               }
-                       }
-                       else if((fire & 2) && !loadable_secondary && WEP_CVAR(hagar, secondary))
-                       {
-                               if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)))
-                               {
-                                       W_Hagar_Attack2(thiswep);
-                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
-                               }
-                       }
-               }
-               METHOD(Hagar, wr_gonethink, void(entity thiswep))
-               {
-                       // we lost the weapon and want to prepare switching away
-                       if(self.hagar_load)
-                       {
-                               .entity weaponentity = weaponentities[0]; // TODO: unhardcode
-                               self.(weaponentity).state = WS_READY;
-                               W_Hagar_Attack2_Load_Release(weaponentity);
-                       }
-               }
-               METHOD(Hagar, wr_setup, void(entity thiswep))
-               {
-                       self.hagar_loadblock = false;
+void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{
+       if(!(fire & 1) || actor.hagar_load || actor.hagar_loadblock)
+       {
+               w_ready(thiswep, actor, weaponentity, fire);
+               return;
+       }
 
-                       if(self.hagar_load)
-                       {
-                               W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary
-                               self.hagar_load = 0;
-                       }
-               }
-               METHOD(Hagar, wr_checkammo1, bool(entity thiswep))
-               {
-                       float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo);
-                       ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
-                       return ammo_amount;
-               }
-               METHOD(Hagar, wr_checkammo2, bool(entity thiswep))
-               {
-                       float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
-                       ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
-                       return ammo_amount;
-               }
-               METHOD(Hagar, wr_resetplayer, void(entity thiswep))
-               {
-                       self.hagar_load = 0;
-               }
-               METHOD(Hagar, wr_playerdeath, void(entity thiswep))
-               {
-                       .entity weaponentity = weaponentities[0]; // TODO: unhardcode
-                       // if we have any rockets loaded when we die, release them
-                       if(self.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
-                               W_Hagar_Attack2_Load_Release(weaponentity);
-               }
-               METHOD(Hagar, wr_reload, void(entity thiswep))
-               {
-                       if(!self.hagar_load) // require releasing loaded rockets first
-                               W_Reload(self, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND(RELOAD));
-               }
-               METHOD(Hagar, wr_suicidemessage, int(entity thiswep))
-               {
-                       return WEAPON_HAGAR_SUICIDE;
-               }
-               METHOD(Hagar, wr_killmessage, int(entity thiswep))
-               {
-                       if(w_deathtype & HITTYPE_SECONDARY)
-                               return WEAPON_HAGAR_MURDER_BURST;
-                       else
-                               return WEAPON_HAGAR_MURDER_SPRAY;
-               }
+       if(!thiswep.wr_checkammo1(thiswep, actor))
+       if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+       {
+               W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+               w_ready(thiswep, actor, weaponentity, fire);
+               return;
+       }
+
+       W_Hagar_Attack(thiswep, actor);
+
+       int slot = weaponslot(weaponentity);
+       ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hagar, refire) * W_WeaponRateFactor(actor);
+       int theframe = WFRAME_FIRE1;
+       entity this = actor.(weaponentity);
+       if(this)
+       {
+               if(this.wframe == WFRAME_FIRE1)
+                       theframe = WFRAME_DONTCHANGE;
+       }
+       weapon_thinkf(actor, weaponentity, theframe, WEP_CVAR_PRI(hagar, refire), W_Hagar_Attack_Auto);
+}
+
+METHOD(Hagar, wr_aim, void(entity thiswep, entity actor))
+{
+    if(random()>0.15)
+        PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
+    else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
+        PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
+}
+METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+    float loadable_secondary;
+    loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
+
+    if(loadable_secondary)
+        W_Hagar_Attack2_Load(thiswep, actor, weaponentity); // must always run each frame
+    if(autocvar_g_balance_hagar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload
+        thiswep.wr_reload(thiswep, actor, weaponentity);
+    }
+    else if((fire & 1) && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset
+       {
+               if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
+                       W_Hagar_Attack_Auto(thiswep, actor, weaponentity, fire);
+       }
+    else if((fire & 2) && !loadable_secondary && WEP_CVAR(hagar, secondary))
+    {
+        if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)))
+        {
+            W_Hagar_Attack2(thiswep, actor);
+            weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
+        }
+    }
+}
+METHOD(Hagar, wr_gonethink, void(entity thiswep, entity actor))
+{
+    // we lost the weapon and want to prepare switching away
+    if(actor.hagar_load)
+    {
+        .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+        actor.(weaponentity).state = WS_READY;
+        W_Hagar_Attack2_Load_Release(actor, weaponentity);
+    }
+}
+METHOD(Hagar, wr_setup, void(entity thiswep, entity actor))
+{
+    actor.hagar_loadblock = false;
+
+    if(actor.hagar_load)
+    {
+        W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.hagar_load * -1); // give back ammo if necessary
+        actor.hagar_load = 0;
+    }
+}
+METHOD(Hagar, wr_checkammo1, bool(entity thiswep, entity actor))
+{
+    float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo);
+    ammo_amount += actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
+    return ammo_amount;
+}
+METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor))
+{
+    float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
+    ammo_amount += actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
+    return ammo_amount;
+}
+METHOD(Hagar, wr_resetplayer, void(entity thiswep, entity actor))
+{
+    actor.hagar_load = 0;
+}
+METHOD(Hagar, wr_playerdeath, void(entity thiswep, entity actor))
+{
+    .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+    // if we have any rockets loaded when we die, release them
+    if(actor.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
+        W_Hagar_Attack2_Load_Release(actor, weaponentity);
+}
+METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+    if(!actor.hagar_load) // require releasing loaded rockets first
+        W_Reload(actor, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND_RELOAD);
+}
+METHOD(Hagar, wr_suicidemessage, Notification(entity thiswep))
+{
+    return WEAPON_HAGAR_SUICIDE;
+}
+METHOD(Hagar, wr_killmessage, Notification(entity thiswep))
+{
+    if(w_deathtype & HITTYPE_SECONDARY)
+        return WEAPON_HAGAR_MURDER_BURST;
+    else
+        return WEAPON_HAGAR_MURDER_SPRAY;
+}
 
 #endif
 #ifdef CSQC
 
-               METHOD(Hagar, wr_impacteffect, void(entity thiswep))
-               {
-                       vector org2;
-                       org2 = w_org + w_backoff * 6;
-                       pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
-                       if(!w_issilent)
-                       {
-                               if(w_random<0.15)
-                                       sound(self, CH_SHOTS, SND_HAGEXP1, VOL_BASE, ATTN_NORM);
-                               else if(w_random<0.7)
-                                       sound(self, CH_SHOTS, SND_HAGEXP2, VOL_BASE, ATTN_NORM);
-                               else
-                                       sound(self, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM);
-                       }
-               }
+METHOD(Hagar, wr_impacteffect, void(entity thiswep, entity actor))
+{
+    vector org2;
+    org2 = w_org + w_backoff * 6;
+    pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
+    if(!w_issilent)
+    {
+        if(w_random<0.15)
+            sound(actor, CH_SHOTS, SND_HAGEXP1, VOL_BASE, ATTN_NORM);
+        else if(w_random<0.7)
+            sound(actor, CH_SHOTS, SND_HAGEXP2, VOL_BASE, ATTN_NORM);
+        else
+            sound(actor, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM);
+    }
+}
 
 #endif
 #endif