#include "hagar.qh" #ifdef SVQC // NO bounce protection, as bounces are limited! void W_Hagar_Explode(entity this, entity directhitentity) { this.event_damage = func_null; RadiusDamage(this, this.realowner, WEP_CVAR_PRI(WEP_HAGAR, damage), WEP_CVAR_PRI(WEP_HAGAR, edgedamage), WEP_CVAR_PRI(WEP_HAGAR, radius), NULL, NULL, WEP_CVAR_PRI(WEP_HAGAR, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity ); delete(this); } void W_Hagar_Explode_use(entity this, entity actor, entity trigger) { W_Hagar_Explode(this, trigger); } void W_Hagar_Explode2(entity this, entity directhitentity) { this.event_damage = func_null; RadiusDamage(this, this.realowner, WEP_CVAR_SEC(WEP_HAGAR, damage), WEP_CVAR_SEC(WEP_HAGAR, edgedamage), WEP_CVAR_SEC(WEP_HAGAR, radius), NULL, NULL, WEP_CVAR_SEC(WEP_HAGAR, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity ); delete(this); } void W_Hagar_Explode2_use(entity this, entity actor, entity trigger) { W_Hagar_Explode2(this, trigger); } void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { if (GetResource(this, RES_HEALTH) <= 0) return; bool is_linkexplode = (inflictor.owner != NULL ? inflictor.owner == this.owner : true) && (HITTYPE_SECONDARY & inflictor.projectiledeathtype & this.projectiledeathtype); if (is_linkexplode) is_linkexplode = WEP_CVAR_SEC(WEP_HAGAR, load_linkexplode); else is_linkexplode = -1; // not secondary load, so continue as normal without exception. if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, is_linkexplode)) return; // g_projectiles_damage says to halt TakeResource(this, RES_HEALTH, damage); this.angles = vectoangles(this.velocity); if (GetResource(this, RES_HEALTH) <= 0) W_PrepareExplosionByDamage(this, attacker, getthink(this)); } void W_Hagar_Touch(entity this, entity toucher) { PROJECTILE_TOUCH(this, toucher); this.use(this, NULL, toucher); } void W_Hagar_Touch2(entity this, entity toucher) { PROJECTILE_TOUCH(this, toucher); if (this.cnt > 0 || toucher.takedamage == DAMAGE_AIM) this.use(this, NULL, toucher); else { ++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, entity actor, .entity weaponentity) { W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(WEP_HAGAR, ammo), weaponentity); W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(WEP_HAGAR, damage), thiswep.m_id); W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir); entity missile; missile = new(missile); missile.owner = missile.realowner = actor; missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR_PRI(WEP_HAGAR, damage); missile.takedamage = DAMAGE_YES; SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR_PRI(WEP_HAGAR, health)); missile.damageforcescale = WEP_CVAR_PRI(WEP_HAGAR, damageforcescale); missile.event_damage = W_Hagar_Damage; missile.damagedbycontents = true; IL_PUSH(g_damagedbycontents, missile); settouch(missile, W_Hagar_Touch); missile.use = W_Hagar_Explode_use; setthink(missile, adaptor_think2use_hittype_splash); missile.nextthink = time + WEP_CVAR_PRI(WEP_HAGAR, lifetime); PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = thiswep.m_id; missile.weaponentity_fld = weaponentity; setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); set_movetype(missile, MOVETYPE_FLY); W_SetupProjVelocity_PRI(missile, WEP_HAGAR); missile.angles = vectoangles(missile.velocity); missile.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, missile); IL_PUSH(g_bot_dodge, missile); missile.missile_flags = MIF_SPLASH; CSQCProjectile(missile, true, PROJECTILE_HAGAR, true); MUTATOR_CALLHOOK(EditProjectile, actor, missile); } void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity) { W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(WEP_HAGAR, ammo), weaponentity); W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(WEP_HAGAR, damage), thiswep.m_id | HITTYPE_SECONDARY); W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir); entity missile; missile = new(missile); missile.owner = missile.realowner = actor; missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR_SEC(WEP_HAGAR, damage); missile.takedamage = DAMAGE_YES; SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR_SEC(WEP_HAGAR, health)); missile.damageforcescale = WEP_CVAR_SEC(WEP_HAGAR, damageforcescale); missile.event_damage = W_Hagar_Damage; missile.damagedbycontents = true; IL_PUSH(g_damagedbycontents, missile); settouch(missile, W_Hagar_Touch2); missile.cnt = 0; missile.use = W_Hagar_Explode2_use; setthink(missile, adaptor_think2use_hittype_splash); missile.nextthink = time + WEP_CVAR_SEC(WEP_HAGAR, lifetime_min) + random() * WEP_CVAR_SEC(WEP_HAGAR, lifetime_rand); PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY; missile.weaponentity_fld = weaponentity; setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); set_movetype(missile, MOVETYPE_BOUNCEMISSILE); W_SetupProjVelocity_SEC(missile, WEP_HAGAR); missile.angles = vectoangles(missile.velocity); missile.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, missile); IL_PUSH(g_bot_dodge, missile); missile.missile_flags = MIF_SPLASH; CSQCProjectile(missile, true, PROJECTILE_HAGAR_BOUNCING, true); MUTATOR_CALLHOOK(EditProjectile, actor, missile); } .float hagar_loadstep; .float hagar_loadblock; .float hagar_loadbeep; .float hagar_warning; void W_Hagar_Attack2_Load_Release(Weapon thiswep, entity actor, .entity weaponentity) { if (!actor.(weaponentity).hagar_load) return; // time to release the rockets we've loaded weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(WEP_HAGAR, refire)); float shots = actor.(weaponentity).hagar_load; W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(WEP_HAGAR, damage) * shots, thiswep.m_id | HITTYPE_SECONDARY); vector right = v_right; vector up = v_up; W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir); entity missile = NULL; vector s; float spread_pershot; for (int counter = 0; counter < shots; ++counter) { missile = new(missile); missile.owner = missile.realowner = actor; missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR_SEC(WEP_HAGAR, damage); missile.takedamage = DAMAGE_YES; SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR_SEC(WEP_HAGAR, health)); missile.damageforcescale = WEP_CVAR_SEC(WEP_HAGAR, damageforcescale); missile.event_damage = W_Hagar_Damage; missile.damagedbycontents = true; IL_PUSH(g_damagedbycontents, missile); 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(WEP_HAGAR, lifetime_min) + random() * WEP_CVAR_SEC(WEP_HAGAR, lifetime_rand); PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY; missile.weaponentity_fld = weaponentity; setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); set_movetype(missile, MOVETYPE_FLY); missile.missile_flags = MIF_SPLASH; // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar) spread_pershot = ((shots - 1) / (WEP_CVAR_SEC(WEP_HAGAR, load_max) - 1)); spread_pershot = (1 - (spread_pershot * WEP_CVAR_SEC(WEP_HAGAR, load_spread_bias))); spread_pershot = (WEP_CVAR_SEC(WEP_HAGAR, spread) * spread_pershot * autocvar_g_weaponspreadfactor); s = W_CalculateSpreadPattern(1, 0, counter, shots); s *= WEP_CVAR_SEC(WEP_HAGAR, load_spread) * autocvar_g_weaponspreadfactor; W_SetupProjVelocity_Explicit(missile, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_SEC(WEP_HAGAR, speed), 0, 0, spread_pershot, false); missile.angles = vectoangles(missile.velocity); missile.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, missile); IL_PUSH(g_bot_dodge, missile); CSQCProjectile(missile, true, PROJECTILE_HAGAR, true); MUTATOR_CALLHOOK(EditProjectile, actor, missile); } weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(WEP_HAGAR, load_animtime), w_ready); actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(WEP_HAGAR, refire) * W_WeaponRateFactor(actor); actor.(weaponentity).hagar_load = 0; } void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity) { // loadable hagar secondary attack, must always run each frame if (time < game_starttime || time < actor.race_penalty || timeout_status == TIMEOUT_ACTIVE) return; if (weaponUseForbidden(actor)) return; bool loaded = actor.(weaponentity).hagar_load >= WEP_CVAR_SEC(WEP_HAGAR, load_max); // this is different than WR_CHECKAMMO when it comes to reloading bool enough_ammo; if (actor.items & IT_UNLIMITED_AMMO) enough_ammo = true; else if (autocvar_g_balance_hagar_reload_ammo) enough_ammo = actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(WEP_HAGAR, ammo); else enough_ammo = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(WEP_HAGAR, ammo); bool stopped = loaded || !enough_ammo; if (PHYS_INPUT_BUTTON_ATCK2(actor)) { if (PHYS_INPUT_BUTTON_ATCK(actor) && WEP_CVAR_SEC(WEP_HAGAR, load_abort)) { if (actor.(weaponentity).hagar_load) { // if we pressed primary fire while loading, unload all rockets and abort actor.(weaponentity).state = WS_READY; W_DecreaseAmmo(thiswep, actor, -WEP_CVAR_SEC(WEP_HAGAR, ammo) * actor.(weaponentity).hagar_load, weaponentity); // give back ammo actor.(weaponentity).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 actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(WEP_HAGAR, load_speed) * W_WeaponRateFactor(actor); // require letting go of the alt fire button before we can load again actor.(weaponentity).hagar_loadblock = true; } } else { // check if we can attempt to load another rocket if (!stopped && !actor.(weaponentity).hagar_loadblock && actor.(weaponentity).hagar_loadstep < time) { W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(WEP_HAGAR, ammo), weaponentity); actor.(weaponentity).state = WS_INUSE; ++actor.(weaponentity).hagar_load; sound(actor, CH_WEAPON_B, SND_HAGAR_LOAD, VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most if (actor.(weaponentity).hagar_load >= WEP_CVAR_SEC(WEP_HAGAR, load_max)) stopped = true; else actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(WEP_HAGAR, load_speed) * W_WeaponRateFactor(actor); } if (stopped && !actor.(weaponentity).hagar_loadbeep && actor.(weaponentity).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(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM); actor.(weaponentity).hagar_loadbeep = true; actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(WEP_HAGAR, load_hold) * W_WeaponRateFactor(actor); } } } else if (actor.(weaponentity).hagar_loadblock) { // the alt fire button has been released, so re-enable loading if blocked actor.(weaponentity).hagar_loadblock = false; } if (actor.(weaponentity).hagar_load) { // play warning sound if we're about to release if (stopped && actor.(weaponentity).hagar_loadstep - 0.5 < time && WEP_CVAR_SEC(WEP_HAGAR, load_hold) >= 0 && !actor.(weaponentity).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(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM); actor.(weaponentity).hagar_warning = true; } // release if player let go of button or if they've held it in too long if (!PHYS_INPUT_BUTTON_ATCK2(actor) || (stopped && actor.(weaponentity).hagar_loadstep < time && WEP_CVAR_SEC(WEP_HAGAR, load_hold) >= 0)) { actor.(weaponentity).state = WS_READY; W_Hagar_Attack2_Load_Release(thiswep, actor, weaponentity); } } else { actor.(weaponentity).hagar_loadbeep = false; actor.(weaponentity).hagar_warning = false; // we aren't checking ammo during an attack, so we must do it here if (!(thiswep.wr_checkammo1(thiswep, actor, weaponentity) + thiswep.wr_checkammo2(thiswep, actor, weaponentity)) && !(actor.items & IT_UNLIMITED_AMMO)) { // note: this doesn't force the switch W_SwitchToOtherWeapon(actor, weaponentity); return; } } } void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire) { if (!(fire & 1) || actor.(weaponentity).hagar_load || actor.(weaponentity).hagar_loadblock || actor.(weaponentity).m_switchweapon != thiswep || !weapon_prepareattack_check(thiswep, actor, weaponentity, false, -1)) { w_ready(thiswep, actor, weaponentity, fire); return; } if (!thiswep.wr_checkammo1(thiswep, actor, weaponentity) && !(actor.items & IT_UNLIMITED_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); w_ready(thiswep, actor, weaponentity, fire); return; } W_Hagar_Attack(thiswep, actor, weaponentity); ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(WEP_HAGAR, refire) * W_WeaponRateFactor(actor); actor.(weaponentity).wframe = WFRAME_FIRE1; weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR_PRI(WEP_HAGAR, refire), W_Hagar_Attack_Auto); } METHOD(Hagar, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { if (random() > 0.15) PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(WEP_HAGAR, speed), 0, WEP_CVAR_PRI(WEP_HAGAR, lifetime), false, true); 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, weaponentity, WEP_CVAR_PRI(WEP_HAGAR, speed), 0, WEP_CVAR_PRI(WEP_HAGAR, lifetime), false, true); } METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { bool loadable_secondary = (WEP_CVAR_SEC(WEP_HAGAR, load) && WEP_CVAR(WEP_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.(weaponentity).clip_load < min(WEP_CVAR_PRI(WEP_HAGAR, ammo), WEP_CVAR_SEC(WEP_HAGAR, ammo))) // forced reload thiswep.wr_reload(thiswep, actor, weaponentity); else if ((fire & 1) && !actor.(weaponentity).hagar_load && !actor.(weaponentity).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(WEP_HAGAR, secondary)) { if (weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(WEP_HAGAR, refire))) { W_Hagar_Attack2(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(WEP_HAGAR, refire), w_ready); } } } METHOD(Hagar, wr_gonethink, void(entity thiswep, entity actor, .entity weaponentity)) { // we lost the weapon and want to prepare switching away if (actor.(weaponentity).hagar_load) { actor.(weaponentity).state = WS_READY; W_Hagar_Attack2_Load_Release(thiswep, actor, weaponentity); } } METHOD(Hagar, wr_setup, void(entity thiswep, entity actor, .entity weaponentity)) { actor.(weaponentity).hagar_loadblock = false; if (actor.(weaponentity).hagar_load) { W_DecreaseAmmo(thiswep, actor, -WEP_CVAR_SEC(WEP_HAGAR, ammo) * actor.(weaponentity).hagar_load, weaponentity); // give back ammo if necessary actor.(weaponentity).hagar_load = 0; } } METHOD(Hagar, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(WEP_HAGAR, ammo); ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(WEP_HAGAR, ammo); return ammo_amount; } METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(WEP_HAGAR, ammo); ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(WEP_HAGAR, ammo); return ammo_amount; } METHOD(Hagar, wr_resetplayer, void(entity thiswep, entity actor)) { for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; actor.(weaponentity).hagar_load = 0; } } METHOD(Hagar, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity)) { // if we have any rockets loaded when we die, release them if (actor.(weaponentity).hagar_load && WEP_CVAR_SEC(WEP_HAGAR, load_releasedeath)) W_Hagar_Attack2_Load_Release(thiswep, actor, weaponentity); } METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { if (!actor.(weaponentity).hagar_load) // require releasing loaded rockets first W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(WEP_HAGAR, ammo), WEP_CVAR_SEC(WEP_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 // SVQC #ifdef CSQC METHOD(Hagar, wr_impacteffect, void(entity thiswep, entity actor)) { vector org2 = w_org + w_backoff * 2; pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1); if (!w_issilent) sound(actor, CH_SHOTS, SND_HAGEXP_RANDOM(w_random), VOL_BASE, ATTN_NORM); } #endif // CSQC #ifdef MENUQC #include METHOD(Hagar, describe, string(Hagar this)) { TC(Hagar, this); PAGE_TEXT_INIT(); PAR(_("The %s rapidly fires small propelled rockets forwards, dealing some splash damage on impact."), COLORED_NAME(this)); PAR(_("When the secondary fire is held, multiple rockets are loaded up, and they're shot at the same time when released. " "These rockets can't be held forever, so it will fire itself after some time (after a warning beep) if the secondary fire isn't released.")); PAR(_("It consumes %s ammo for each rocket."), COLORED_NAME(ITEM_Rockets)); PAR(_("The %s works best over close to medium ranges, since it's hard to land hits at a long distance. " "A common usage is fully loading the secondary fire before turning a corner, so you can surprise any enemies around the corner with a bunch of rockets to the face."), COLORED_NAME(this)); PAR(W_Guide_Keybinds(this)); PAR(W_Guide_DPS_secondaryMultishot(this.netname, "primary", "secondary", "secondary_load_max", "secondary_load_speed", true)); return PAGE_TEXT; } #endif // MENUQC