4 /* ammotype */ ATTRIB(HLAC, ammo_field, .int, ammo_cells);
5 /* impulse */ ATTRIB(HLAC, impulse, int, 6);
6 /* flags */ ATTRIB(HLAC, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
7 /* rating */ ATTRIB(HLAC, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
8 /* color */ ATTRIB(HLAC, wpcolor, vector, '0 1 0');
9 /* modelname */ ATTRIB(HLAC, mdl, string, "hlac");
11 /* model */ ATTRIB(HLAC, m_model, Model, MDL_HLAC_ITEM);
13 /* crosshair */ ATTRIB(HLAC, w_crosshair, string, "gfx/crosshairhlac");
14 /* crosshair */ ATTRIB(HLAC, w_crosshair_size, float, 0.6);
15 /* wepimg */ ATTRIB(HLAC, model2, string, "weaponhlac");
16 /* refname */ ATTRIB(HLAC, netname, string, "hlac");
17 /* wepname */ ATTRIB(HLAC, m_name, string, _("Heavy Laser Assault Cannon"));
19 #define X(BEGIN, P, END, class, prefix) \
21 P(class, prefix, ammo, float, BOTH) \
22 P(class, prefix, animtime, float, BOTH) \
23 P(class, prefix, damage, float, BOTH) \
24 P(class, prefix, edgedamage, float, BOTH) \
25 P(class, prefix, force, float, BOTH) \
26 P(class, prefix, lifetime, float, BOTH) \
27 P(class, prefix, radius, float, BOTH) \
28 P(class, prefix, refire, float, BOTH) \
29 P(class, prefix, reload_ammo, float, NONE) \
30 P(class, prefix, reload_time, float, NONE) \
31 P(class, prefix, secondary, float, NONE) \
32 P(class, prefix, shots, float, SEC) \
33 P(class, prefix, speed, float, BOTH) \
34 P(class, prefix, spread, float, SEC) \
35 P(class, prefix, spread_add, float, PRI) \
36 P(class, prefix, spread_crouchmod, float, BOTH) \
37 P(class, prefix, spread_max, float, PRI) \
38 P(class, prefix, spread_min, float, PRI) \
39 P(class, prefix, switchdelay_drop, float, NONE) \
40 P(class, prefix, switchdelay_raise, float, NONE) \
41 P(class, prefix, weaponreplace, string,NONE) \
42 P(class, prefix, weaponstartoverride, float, NONE) \
43 P(class, prefix, weaponstart, float, NONE) \
44 P(class, prefix, weaponthrowable, float, NONE) \
46 W_PROPS(X, HLAC, hlac)
50 REGISTER_WEAPON(HLAC, hlac, NEW(HLAC));
56 spawnfunc(weapon_hlac) { weapon_defaultspawnfunc(this, WEP_HLAC); }
58 void W_HLAC_Touch(entity this, entity toucher)
62 PROJECTILE_TOUCH(this, toucher);
64 this.event_damage = func_null;
66 isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY);
68 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);
73 void W_HLAC_Attack(Weapon thiswep, entity actor, .entity weaponentity)
78 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hlac, ammo), weaponentity);
80 spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * actor.(weaponentity).misc_bulletcounter);
81 spread = min(spread,WEP_CVAR_PRI(hlac, spread_max));
83 spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
85 W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
86 Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
87 if(!autocvar_g_norecoil)
89 actor.punchangle_x = random() - 0.5;
90 actor.punchangle_y = random() - 0.5;
93 missile = new(hlacbolt);
94 missile.owner = missile.realowner = actor;
95 missile.bot_dodge = true;
97 missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage);
99 set_movetype(missile, MOVETYPE_FLY);
100 PROJECTILE_MAKETRIGGER(missile);
102 setorigin(missile, w_shotorg);
103 setsize(missile, '0 0 0', '0 0 0');
105 W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(hlac, speed), spread);
106 //missile.angles = vectoangles(missile.velocity); // csqc
108 settouch(missile, W_HLAC_Touch);
109 setthink(missile, SUB_Remove);
111 missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime);
113 missile.flags = FL_PROJECTILE;
114 IL_PUSH(g_projectiles, missile);
115 IL_PUSH(g_bot_dodge, missile);
116 missile.projectiledeathtype = WEP_HLAC.m_id;
118 CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
120 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
123 void W_HLAC_Attack2(entity actor, .entity weaponentity)
128 spread = WEP_CVAR_SEC(hlac, spread);
132 spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
134 W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
135 Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
137 missile = new(hlacbolt);
138 missile.owner = missile.realowner = actor;
139 missile.bot_dodge = true;
141 missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage);
143 set_movetype(missile, MOVETYPE_FLY);
144 PROJECTILE_MAKETRIGGER(missile);
146 setorigin(missile, w_shotorg);
147 setsize(missile, '0 0 0', '0 0 0');
149 W_SetupProjVelocity_Basic(missile, WEP_CVAR_SEC(hlac, speed), spread);
150 //missile.angles = vectoangles(missile.velocity); // csqc
152 settouch(missile, W_HLAC_Touch);
153 setthink(missile, SUB_Remove);
155 missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime);
157 missile.flags = FL_PROJECTILE;
158 IL_PUSH(g_projectiles, missile);
159 IL_PUSH(g_bot_dodge, missile);
160 missile.missile_flags = MIF_SPLASH;
161 missile.projectiledeathtype = WEP_HLAC.m_id | HITTYPE_SECONDARY;
163 CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
165 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
169 void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
171 if(actor.(weaponentity).m_weapon != actor.(weaponentity).m_switchweapon) // abort immediately if switching
173 w_ready(thiswep, actor, weaponentity, fire);
177 if(PHYS_INPUT_BUTTON_ATCK(actor))
179 if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
180 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
182 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
183 w_ready(thiswep, actor, weaponentity, fire);
187 int slot = weaponslot(weaponentity);
188 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(actor);
189 W_HLAC_Attack(WEP_HLAC, actor, weaponentity);
190 actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
191 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
195 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, animtime), w_ready);
199 void W_HLAC_Attack2_Frame(Weapon thiswep, entity actor, .entity weaponentity)
203 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hlac, ammo), weaponentity);
205 for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
206 W_HLAC_Attack2(actor, weaponentity);
208 if(!autocvar_g_norecoil)
210 actor.punchangle_x = random() - 0.5;
211 actor.punchangle_y = random() - 0.5;
215 METHOD(HLAC, wr_aim, void(entity thiswep, entity actor))
217 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
219 METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
221 if(autocvar_g_balance_hlac_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload
222 thiswep.wr_reload(thiswep, actor, weaponentity);
225 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire)))
227 actor.(weaponentity).misc_bulletcounter = 0;
228 W_HLAC_Attack(thiswep, actor, weaponentity);
229 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
233 else if((fire & 2) && WEP_CVAR(hlac, secondary))
235 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hlac, refire)))
237 W_HLAC_Attack2_Frame(thiswep, actor, weaponentity);
238 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
242 METHOD(HLAC, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
244 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hlac, ammo);
245 ammo_amount += actor.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
248 METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
250 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hlac, ammo);
251 ammo_amount += actor.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
254 METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
256 W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND_RELOAD);
258 METHOD(HLAC, wr_suicidemessage, Notification(entity thiswep))
260 return WEAPON_HLAC_SUICIDE;
262 METHOD(HLAC, wr_killmessage, Notification(entity thiswep))
264 return WEAPON_HLAC_MURDER;
270 METHOD(HLAC, wr_impacteffect, void(entity thiswep, entity actor))
273 org2 = w_org + w_backoff * 6;
274 pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
276 sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM);