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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(HLAC, w_hlac, IT_CELLS, 6, WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hlac", "hlac", _("Heavy Laser Assault Cannon"))
3 #else
4 #ifdef SVQC
5
6 void W_HLAC_Touch (void)
7 {
8         PROJECTILE_TOUCH;
9
10         self.event_damage = SUB_Null;
11         
12         if(self.projectiledeathtype & HITTYPE_SECONDARY)
13                 RadiusDamage (self, self.realowner, autocvar_g_balance_hlac_secondary_damage, autocvar_g_balance_hlac_secondary_edgedamage, autocvar_g_balance_hlac_secondary_radius, world, autocvar_g_balance_hlac_secondary_force, self.projectiledeathtype, other);
14         else
15                 RadiusDamage (self, self.realowner, autocvar_g_balance_hlac_primary_damage, autocvar_g_balance_hlac_primary_edgedamage, autocvar_g_balance_hlac_primary_radius, world, autocvar_g_balance_hlac_primary_force, self.projectiledeathtype, other);
16
17         remove (self);
18 }
19
20 void W_HLAC_Attack (void)
21 {
22         entity missile;
23     float spread;
24
25         W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_reload_ammo);
26
27     spread = autocvar_g_balance_hlac_primary_spread_min + (autocvar_g_balance_hlac_primary_spread_add * self.misc_bulletcounter);
28     spread = min(spread,autocvar_g_balance_hlac_primary_spread_max);
29     if(self.crouch)
30         spread = spread * autocvar_g_balance_hlac_primary_spread_crouchmod;
31
32         W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, autocvar_g_balance_hlac_primary_damage);
33         pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
34         if (!g_norecoil)
35         {
36                 self.punchangle_x = random () - 0.5;
37                 self.punchangle_y = random () - 0.5;
38         }
39
40         missile = spawn ();
41         missile.owner = missile.realowner = self;
42         missile.classname = "hlacbolt";
43         missile.bot_dodge = TRUE;
44
45     missile.bot_dodgerating = autocvar_g_balance_hlac_primary_damage;
46
47         missile.movetype = MOVETYPE_FLY;
48         PROJECTILE_MAKETRIGGER(missile);
49
50         setorigin (missile, w_shotorg);
51         setsize(missile, '0 0 0', '0 0 0');
52
53         W_SetupProjectileVelocity(missile, autocvar_g_balance_hlac_primary_speed, spread);
54         //missile.angles = vectoangles (missile.velocity); // csqc
55
56         missile.touch = W_HLAC_Touch;
57         missile.think = SUB_Remove;
58
59     missile.nextthink = time + autocvar_g_balance_hlac_primary_lifetime;
60
61         missile.flags = FL_PROJECTILE;
62         missile.projectiledeathtype = WEP_HLAC;
63
64         CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE);
65
66         other = missile; MUTATOR_CALLHOOK(EditProjectile);
67 }
68
69 void W_HLAC_Attack2f (void)
70 {
71         entity missile;
72     float spread;
73
74     spread = autocvar_g_balance_hlac_secondary_spread;
75
76
77     if(self.crouch)
78         spread = spread * autocvar_g_balance_hlac_secondary_spread_crouchmod;
79
80         W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, autocvar_g_balance_hlac_secondary_damage);
81         pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
82
83         missile = spawn ();
84         missile.owner = missile.realowner = self;
85         missile.classname = "hlacbolt";
86         missile.bot_dodge = TRUE;
87
88     missile.bot_dodgerating = autocvar_g_balance_hlac_secondary_damage;
89
90         missile.movetype = MOVETYPE_FLY;
91         PROJECTILE_MAKETRIGGER(missile);
92
93         setorigin (missile, w_shotorg);
94         setsize(missile, '0 0 0', '0 0 0');
95
96         W_SetupProjectileVelocity(missile, autocvar_g_balance_hlac_secondary_speed, spread);
97         //missile.angles = vectoangles (missile.velocity); // csqc
98
99         missile.touch = W_HLAC_Touch;
100         missile.think = SUB_Remove;
101
102     missile.nextthink = time + autocvar_g_balance_hlac_secondary_lifetime;
103
104         missile.flags = FL_PROJECTILE;
105         missile.projectiledeathtype = WEP_HLAC | HITTYPE_SECONDARY;
106
107         CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE);
108
109         other = missile; MUTATOR_CALLHOOK(EditProjectile);
110 }
111
112 void W_HLAC_Attack2 (void)
113 {
114     float i;
115
116         W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_secondary_ammo, autocvar_g_balance_hlac_reload_ammo);
117
118     for(i=autocvar_g_balance_hlac_secondary_shots;i>0;--i)
119         W_HLAC_Attack2f();
120
121         if (!g_norecoil)
122         {
123                 self.punchangle_x = random () - 0.5;
124                 self.punchangle_y = random () - 0.5;
125         }
126 }
127
128 // weapon frames
129 void HLAC_fire1_02()
130 {
131         if(self.weapon != self.switchweapon) // abort immediately if switching
132         {
133                 w_ready();
134                 return;
135         }
136
137         if (self.BUTTON_ATCK)
138         {
139                 if (!weapon_action(self.weapon, WR_CHECKAMMO1))
140                 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
141                 {
142                         W_SwitchWeapon_Force(self, w_getbestweapon(self));
143                         w_ready();
144                         return;
145                 }
146
147                 ATTACK_FINISHED(self) = time + autocvar_g_balance_hlac_primary_refire * W_WeaponRateFactor();
148                 W_HLAC_Attack();
149                 self.misc_bulletcounter = self.misc_bulletcounter + 1;
150         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
151         }
152         else
153         {
154                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_animtime, w_ready);
155         }
156 }
157
158 void spawnfunc_weapon_hlac (void)
159 {
160         weapon_defaultspawnfunc(WEP_HLAC);
161 }
162
163 float w_hlac(float req)
164 {
165         float ammo_amount;
166         if (req == WR_AIM)
167         self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hlac_primary_speed, 0, autocvar_g_balance_hlac_primary_lifetime, FALSE);
168         else if (req == WR_THINK)
169         {
170                 if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo)) // forced reload
171                         weapon_action(self.weapon, WR_RELOAD);
172                 else if (self.BUTTON_ATCK)
173                 {
174                         if (weapon_prepareattack(0, autocvar_g_balance_hlac_primary_refire))
175                         {
176                                 self.misc_bulletcounter = 0;
177                                 W_HLAC_Attack();
178                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
179                         }
180                 }
181
182                 else if (self.BUTTON_ATCK2 && autocvar_g_balance_hlac_secondary)
183                 {
184                         if (weapon_prepareattack(1, autocvar_g_balance_hlac_secondary_refire))
185                         {
186                                 W_HLAC_Attack2();
187                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hlac_secondary_animtime, w_ready);
188                         }
189                 }
190         }
191         else if (req == WR_PRECACHE)
192         {
193         precache_model ("models/weapons/g_hlac.md3");
194                 precache_model ("models/weapons/v_hlac.md3");
195                 precache_model ("models/weapons/h_hlac.iqm");
196                 precache_sound ("weapons/lasergun_fire.wav");
197                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
198
199         }
200         else if (req == WR_SETUP)
201         {
202                 weapon_setup(WEP_HLAC);
203                 self.current_ammo = ammo_cells;
204         }
205         else if (req == WR_CHECKAMMO1)
206         {
207                 ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_primary_ammo;
208                 ammo_amount += self.(weapon_load[WEP_HLAC]) >= autocvar_g_balance_hlac_primary_ammo;
209                 return ammo_amount;
210         }
211         else if (req == WR_CHECKAMMO2)
212         {
213                 ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_secondary_ammo;
214                 ammo_amount += self.(weapon_load[WEP_HLAC]) >= autocvar_g_balance_hlac_secondary_ammo;
215                 return ammo_amount;
216         }
217         else if (req == WR_RELOAD)
218         {
219                 W_Reload(min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo), autocvar_g_balance_hlac_reload_ammo, autocvar_g_balance_hlac_reload_time, "weapons/reload.wav");
220         }
221         return TRUE;
222 }
223 #endif
224 #ifdef CSQC
225 float w_hlac(float req)
226 {
227         if(req == WR_IMPACTEFFECT)
228         {
229                 vector org2;
230                 org2 = w_org + w_backoff * 6;
231                 pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
232                 if(!w_issilent)
233                         sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
234         }
235         else if(req == WR_PRECACHE)
236         {
237                 precache_sound("weapons/laserimpact.wav");
238         }
239         else if (req == WR_SUICIDEMESSAGE)
240                 w_deathtypestring = _("%s should have used a smaller gun");
241         else if (req == WR_KILLMESSAGE)
242                 w_deathtypestring = _("%s was cut down with a HLAC by %s");
243         return TRUE;
244 }
245 #endif
246 #endif