4 spawnfunc(weapon_hlac) { weapon_defaultspawnfunc(this, WEP_HLAC); }
6 void W_HLAC_Touch(entity this, entity toucher)
10 PROJECTILE_TOUCH(this, toucher);
12 this.event_damage = func_null;
14 isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY);
16 RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), NULL, NULL, WEP_CVAR_BOTH(hlac, isprimary, force), this.projectiledeathtype, toucher);
21 void W_HLAC_Attack(Weapon thiswep, entity actor, .entity weaponentity)
26 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hlac, ammo), weaponentity);
28 spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * actor.(weaponentity).misc_bulletcounter);
29 spread = min(spread,WEP_CVAR_PRI(hlac, spread_max));
31 spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
33 W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
34 Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
35 if(!autocvar_g_norecoil)
37 actor.punchangle_x = random() - 0.5;
38 actor.punchangle_y = random() - 0.5;
41 missile = new(hlacbolt);
42 missile.owner = missile.realowner = actor;
43 missile.bot_dodge = true;
45 missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage);
47 set_movetype(missile, MOVETYPE_FLY);
48 PROJECTILE_MAKETRIGGER(missile);
50 setorigin(missile, w_shotorg);
51 setsize(missile, '0 0 0', '0 0 0');
53 W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(hlac, speed), spread);
54 //missile.angles = vectoangles(missile.velocity); // csqc
56 settouch(missile, W_HLAC_Touch);
57 setthink(missile, SUB_Remove);
59 missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime);
61 missile.flags = FL_PROJECTILE;
62 IL_PUSH(g_projectiles, missile);
63 IL_PUSH(g_bot_dodge, missile);
64 missile.projectiledeathtype = WEP_HLAC.m_id;
66 CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
68 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
71 void W_HLAC_Attack2(entity actor, .entity weaponentity)
76 spread = WEP_CVAR_SEC(hlac, spread);
80 spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
82 W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
83 Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
85 missile = new(hlacbolt);
86 missile.owner = missile.realowner = actor;
87 missile.bot_dodge = true;
89 missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage);
91 set_movetype(missile, MOVETYPE_FLY);
92 PROJECTILE_MAKETRIGGER(missile);
94 setorigin(missile, w_shotorg);
95 setsize(missile, '0 0 0', '0 0 0');
97 W_SetupProjVelocity_Basic(missile, WEP_CVAR_SEC(hlac, speed), spread);
98 //missile.angles = vectoangles(missile.velocity); // csqc
100 settouch(missile, W_HLAC_Touch);
101 setthink(missile, SUB_Remove);
103 missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime);
105 missile.flags = FL_PROJECTILE;
106 IL_PUSH(g_projectiles, missile);
107 IL_PUSH(g_bot_dodge, missile);
108 missile.missile_flags = MIF_SPLASH;
109 missile.projectiledeathtype = WEP_HLAC.m_id | HITTYPE_SECONDARY;
111 CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
113 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
117 void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
119 if(actor.(weaponentity).m_weapon != actor.(weaponentity).m_switchweapon) // abort immediately if switching
121 w_ready(thiswep, actor, weaponentity, fire);
125 if(PHYS_INPUT_BUTTON_ATCK(actor))
127 if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
128 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
130 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
131 w_ready(thiswep, actor, weaponentity, fire);
135 int slot = weaponslot(weaponentity);
136 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(actor);
137 W_HLAC_Attack(WEP_HLAC, actor, weaponentity);
138 actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
139 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
143 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, animtime), w_ready);
147 void W_HLAC_Attack2_Frame(Weapon thiswep, entity actor, .entity weaponentity)
151 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hlac, ammo), weaponentity);
153 for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
154 W_HLAC_Attack2(actor, weaponentity);
156 if(!autocvar_g_norecoil)
158 actor.punchangle_x = random() - 0.5;
159 actor.punchangle_y = random() - 0.5;
163 METHOD(HLAC, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
165 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
167 METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
169 if(autocvar_g_balance_hlac_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload
170 thiswep.wr_reload(thiswep, actor, weaponentity);
173 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire)))
175 actor.(weaponentity).misc_bulletcounter = 0;
176 W_HLAC_Attack(thiswep, actor, weaponentity);
177 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
181 else if((fire & 2) && WEP_CVAR(hlac, secondary))
183 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hlac, refire)))
185 W_HLAC_Attack2_Frame(thiswep, actor, weaponentity);
186 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
190 METHOD(HLAC, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
192 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hlac, ammo);
193 ammo_amount += actor.(weaponentity).(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
196 METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
198 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hlac, ammo);
199 ammo_amount += actor.(weaponentity).(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
202 METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
204 W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND_RELOAD);
206 METHOD(HLAC, wr_suicidemessage, Notification(entity thiswep))
208 return WEAPON_HLAC_SUICIDE;
210 METHOD(HLAC, wr_killmessage, Notification(entity thiswep))
212 return WEAPON_HLAC_MURDER;
218 METHOD(HLAC, wr_impacteffect, void(entity thiswep, entity actor))
221 org2 = w_org + w_backoff * 6;
222 pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
224 sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM);