#ifdef SVQC
// NO bounce protection, as bounces are limited!
-void W_Hagar_Reload()
-{
- self.reload_ammo_player = ammo_rockets;
- self.reload_ammo_min = min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo);
- self.reload_ammo_amount = autocvar_g_balance_hagar_reload_ammo;
- self.reload_time = autocvar_g_balance_hagar_reload_time;
- self.reload_sound = "weapons/reload.wav";
-
- W_Reload();
-}
+.entity queuenext;
+.entity queueprev;
void W_Hagar_Explode (void)
{
{
local entity missile;
- // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- {
- if(autocvar_g_balance_hagar_reload_ammo)
- {
- self.clip_load -= autocvar_g_balance_hagar_primary_ammo;
- self.weapon_load[WEP_HAGAR] = self.clip_load;
- }
- else
- self.ammo_rockets -= autocvar_g_balance_hagar_primary_ammo;
- }
+ 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);
{
local entity missile;
- // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- {
- if(autocvar_g_balance_hagar_reload_ammo)
- {
- self.clip_load -= autocvar_g_balance_hagar_secondary_ammo;
- self.weapon_load[WEP_HAGAR] = self.clip_load;
- }
- else
- self.ammo_rockets -= autocvar_g_balance_hagar_secondary_ammo;
- }
+ 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);
other = missile; MUTATOR_CALLHOOK(EditProjectile);
}
+.float hagarload_refire;
+void W_Hagar_Attack2_Load (void)
+{
+ if not(weapon_action(self.weapon, WR_CHECKAMMO2))
+ {
+ W_SwitchToOtherWeapon(self);
+ return;
+ }
+
+ local entity missile, prevmissile, firstmissile;
+ local float counter, shots, loaded;
+ local float used_ammo, enough_ammo;
+ local vector s;
+ vector forward, right, up;
+
+ loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
+
+ // check if we have enough ammo for another rocket
+ used_ammo = autocvar_g_balance_hagar_secondary_ammo;
+ if(autocvar_g_balance_hagar_reload_ammo)
+ enough_ammo = self.weapon_load[WEP_HAGAR] >= used_ammo + (used_ammo * self.hagar_load);
+ else
+ enough_ammo = self.ammo_rockets >= used_ammo + (used_ammo * self.hagar_load);
+
+ if(self.BUTTON_ATCK2 && !loaded && enough_ammo)
+ {
+ // we can attempt to load another rocket
+ if(self.hagarload_refire < time)
+ {
+ self.hagar_load += 1;
+ sound(self, CHAN_WEAPON2, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
+
+ self.hagarload_refire = time + autocvar_g_balance_hagar_secondary_refire;
+ }
+ }
+ else if(self.hagar_load && (!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && !autocvar_g_balance_hagar_secondary_load_hold)))
+ if(weapon_prepareattack(0, autocvar_g_balance_hagar_secondary_refire))
+ {
+ // time to release the rockets we've loaded
+
+ W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load, autocvar_g_balance_hagar_reload_ammo);
+
+ W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, 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;
+
+ if(shots == 1) {
+ missile.queuenext = missile;
+ missile.queueprev = missile;
+ }
+ else if(counter == 0) { // first projectile, store in firstmissile for now
+ firstmissile = missile;
+ }
+ else if(counter == shots - 1) { // last projectile, link up with first projectile
+ prevmissile.queuenext = missile;
+ firstmissile.queueprev = missile;
+ missile.queuenext = firstmissile;
+ missile.queueprev = prevmissile;
+ }
+ else { // else link up with previous projectile
+ prevmissile.queuenext = missile;
+ missile.queueprev = prevmissile;
+ }
+ prevmissile = missile;
+
+ 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_DONTCHANGE, autocvar_g_balance_hagar_secondary_refire, w_ready);
+ self.hagarload_refire = time + autocvar_g_balance_hagar_secondary_refire;
+ self.hagar_load = 0;
+ }
+}
+
void spawnfunc_weapon_hagar (void)
{
weapon_defaultspawnfunc(WEP_HAGAR);
else if (req == WR_THINK)
{
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
- W_Hagar_Reload();
- else if (self.BUTTON_ATCK)
+ weapon_action(self.weapon, WR_RELOAD);
+ else if (self.BUTTON_ATCK && !self.hagar_load) // not while loading the secondary fire
{
if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
{
weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
}
}
+ else if(autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary)
+ W_Hagar_Attack2_Load(); // must run each frame
else if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary)
{
if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
precache_model ("models/weapons/v_hagar.md3");
precache_model ("models/weapons/h_hagar.iqm");
precache_sound ("weapons/hagar_fire.wav");
- precache_sound ("weapons/reload.wav");
+ precache_sound ("weapons/hagar_load.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_load = 0;
}
else if (req == WR_CHECKAMMO1)
{
}
else if (req == WR_RELOAD)
{
- W_Hagar_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");
}
return TRUE;
};