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", CHAN_WEAPON, autocvar_g_balance_hagar_primary_damage);
+ 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);
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", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
+ 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);
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, spread_pershot;
+ 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;
+
+ // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
+ spread_pershot = ((shots - 1) / (autocvar_g_balance_hagar_secondary_load_max - 1));
+ spread_pershot = (1 - (spread_pershot * autocvar_g_balance_hagar_secondary_load_spread_bias));
+ spread_pershot = (autocvar_g_balance_hagar_secondary_spread * spread_pershot * g_weaponspreadfactor);
+
+ // pattern spread calculation
+ 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 * autocvar_g_balance_hagar_secondary_load_spread * g_weaponspreadfactor;
+
+ W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_hagar_secondary_speed, 0, 0, spread_pershot, 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 * W_WeaponRateFactor();
+ 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 * W_WeaponRateFactor();
+
+ // 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 * 0.8, ATTN_NORM); // sound is too loud according to most
+
+ if (self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max)
+ self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_hold * W_WeaponRateFactor();
+ else
+ self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
+ }
+ }
+ 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 >= 0))
+ {
+ 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);
}
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)
+ 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))
{
weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
}
}
- else if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary)
+ else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary)
{
if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
{
}
}
}
+ 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.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)
{
- 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");
+ 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;
};
if(!w_issilent)
{
if (w_random<0.15)
- sound(self, CHAN_PROJECTILE, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
else if (w_random<0.7)
- sound(self, CHAN_PROJECTILE, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
else
- sound(self, CHAN_PROJECTILE, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
}
}
else if(req == WR_PRECACHE)