3 /* ammotype */ ATTRIB(HLAC, ammo_field, .int, ammo_cells)
4 /* impulse */ ATTRIB(HLAC, impulse, int, 6)
5 /* flags */ ATTRIB(HLAC, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
6 /* rating */ ATTRIB(HLAC, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
7 /* color */ ATTRIB(HLAC, wpcolor, vector, '0 1 0');
8 /* modelname */ ATTRIB(HLAC, mdl, string, "hlac");
10 /* model */ ATTRIB(HLAC, m_model, Model, MDL_HLAC_ITEM);
12 /* crosshair */ ATTRIB(HLAC, w_crosshair, string, "gfx/crosshairhlac");
13 /* crosshair */ ATTRIB(HLAC, w_crosshair_size, float, 0.6);
14 /* wepimg */ ATTRIB(HLAC, model2, string, "weaponhlac");
15 /* refname */ ATTRIB(HLAC, netname, string, "hlac");
16 /* wepname */ ATTRIB(HLAC, m_name, string, _("Heavy Laser Assault Cannon"));
18 #define X(BEGIN, P, END, class, prefix) \
20 P(class, prefix, ammo, float, BOTH) \
21 P(class, prefix, animtime, float, BOTH) \
22 P(class, prefix, damage, float, BOTH) \
23 P(class, prefix, edgedamage, float, BOTH) \
24 P(class, prefix, force, float, BOTH) \
25 P(class, prefix, lifetime, float, BOTH) \
26 P(class, prefix, radius, float, BOTH) \
27 P(class, prefix, refire, float, BOTH) \
28 P(class, prefix, reload_ammo, float, NONE) \
29 P(class, prefix, reload_time, float, NONE) \
30 P(class, prefix, secondary, float, NONE) \
31 P(class, prefix, shots, float, SEC) \
32 P(class, prefix, speed, float, BOTH) \
33 P(class, prefix, spread, float, SEC) \
34 P(class, prefix, spread_add, float, PRI) \
35 P(class, prefix, spread_crouchmod, float, BOTH) \
36 P(class, prefix, spread_max, float, PRI) \
37 P(class, prefix, spread_min, float, PRI) \
38 P(class, prefix, switchdelay_drop, float, NONE) \
39 P(class, prefix, switchdelay_raise, float, NONE) \
40 P(class, prefix, weaponreplace, string,NONE) \
41 P(class, prefix, weaponstartoverride, float, NONE) \
42 P(class, prefix, weaponstart, float, NONE) \
43 P(class, prefix, weaponthrowable, float, NONE) \
45 W_PROPS(X, HLAC, hlac)
49 REGISTER_WEAPON(HLAC, hlac, NEW(HLAC));
55 spawnfunc(weapon_hlac) { weapon_defaultspawnfunc(this, WEP_HLAC); }
57 void W_HLAC_Touch(entity this, entity toucher)
61 PROJECTILE_TOUCH(this, toucher);
63 this.event_damage = func_null;
65 isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY);
67 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);
72 void W_HLAC_Attack(Weapon thiswep, entity actor)
77 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hlac, ammo));
79 spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * actor.misc_bulletcounter);
80 spread = min(spread,WEP_CVAR_PRI(hlac, spread_max));
82 spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
84 W_SetupShot(actor, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
85 Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
86 if(!autocvar_g_norecoil)
88 actor.punchangle_x = random() - 0.5;
89 actor.punchangle_y = random() - 0.5;
92 missile = new(hlacbolt);
93 missile.owner = missile.realowner = actor;
94 missile.bot_dodge = true;
96 missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage);
98 missile.movetype = MOVETYPE_FLY;
99 PROJECTILE_MAKETRIGGER(missile);
101 setorigin(missile, w_shotorg);
102 setsize(missile, '0 0 0', '0 0 0');
104 W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(hlac, speed), spread);
105 //missile.angles = vectoangles(missile.velocity); // csqc
107 settouch(missile, W_HLAC_Touch);
108 setthink(missile, SUB_Remove);
110 missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime);
112 missile.flags = FL_PROJECTILE;
113 missile.projectiledeathtype = WEP_HLAC.m_id;
115 CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
117 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
120 void W_HLAC_Attack2(entity actor)
125 spread = WEP_CVAR_SEC(hlac, spread);
129 spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
131 W_SetupShot(actor, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
132 Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
134 missile = new(hlacbolt);
135 missile.owner = missile.realowner = actor;
136 missile.bot_dodge = true;
138 missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage);
140 missile.movetype = MOVETYPE_FLY;
141 PROJECTILE_MAKETRIGGER(missile);
143 setorigin(missile, w_shotorg);
144 setsize(missile, '0 0 0', '0 0 0');
146 W_SetupProjVelocity_Basic(missile, WEP_CVAR_SEC(hlac, speed), spread);
147 //missile.angles = vectoangles(missile.velocity); // csqc
149 settouch(missile, W_HLAC_Touch);
150 setthink(missile, SUB_Remove);
152 missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime);
154 missile.flags = FL_PROJECTILE;
155 missile.missile_flags = MIF_SPLASH;
156 missile.projectiledeathtype = WEP_HLAC.m_id | HITTYPE_SECONDARY;
158 CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
160 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
164 void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
166 if(PS(actor).m_weapon != PS(actor).m_switchweapon) // abort immediately if switching
168 w_ready(thiswep, actor, weaponentity, fire);
172 if(PHYS_INPUT_BUTTON_ATCK(actor))
174 if(!thiswep.wr_checkammo1(thiswep, actor))
175 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
177 W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
178 w_ready(thiswep, actor, weaponentity, fire);
182 int slot = weaponslot(weaponentity);
183 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(actor);
184 W_HLAC_Attack(WEP_HLAC, actor);
185 actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
186 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
190 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, animtime), w_ready);
194 void W_HLAC_Attack2_Frame(Weapon thiswep, entity actor)
198 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hlac, ammo));
200 for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
201 W_HLAC_Attack2(actor);
203 if(!autocvar_g_norecoil)
205 actor.punchangle_x = random() - 0.5;
206 actor.punchangle_y = random() - 0.5;
210 METHOD(HLAC, wr_aim, void(entity thiswep, entity actor))
212 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
214 METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
216 if(autocvar_g_balance_hlac_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload
217 thiswep.wr_reload(thiswep, actor, weaponentity);
220 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire)))
222 actor.misc_bulletcounter = 0;
223 W_HLAC_Attack(thiswep, actor);
224 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
228 else if((fire & 2) && WEP_CVAR(hlac, secondary))
230 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hlac, refire)))
232 W_HLAC_Attack2_Frame(thiswep, actor);
233 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
237 METHOD(HLAC, wr_checkammo1, bool(entity thiswep, entity actor))
239 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hlac, ammo);
240 ammo_amount += actor.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
243 METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor))
245 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hlac, ammo);
246 ammo_amount += actor.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
249 METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
251 W_Reload(actor, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND_RELOAD);
253 METHOD(HLAC, wr_suicidemessage, Notification(entity thiswep))
255 return WEAPON_HLAC_SUICIDE;
257 METHOD(HLAC, wr_killmessage, Notification(entity thiswep))
259 return WEAPON_HLAC_MURDER;
265 METHOD(HLAC, wr_impacteffect, void(entity thiswep, entity actor))
268 org2 = w_org + w_backoff * 6;
269 pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
271 sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM);