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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(HLAC, w_hlac, IT_CELLS, 6, WEP_FLAG_NORMAL | 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.owner, 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.owner, 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         local entity missile;
23     float spread;
24
25         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
26         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
27         {
28                 if(autocvar_g_balance_hlac_reload_ammo)
29                 {
30                         self.clip_load -= autocvar_g_balance_hlac_primary_ammo;
31                         self.weapon_load[WEP_HLAC] = self.clip_load;
32                 }
33                 else
34                         self.ammo_cells -= autocvar_g_balance_hlac_primary_ammo;
35         }
36
37     spread = autocvar_g_balance_hlac_primary_spread_min + (autocvar_g_balance_hlac_primary_spread_add * self.misc_bulletcounter);
38     spread = min(spread,autocvar_g_balance_hlac_primary_spread_max);
39     if(self.crouch)
40         spread = spread * autocvar_g_balance_hlac_primary_spread_crouchmod;
41
42         W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON, autocvar_g_balance_hlac_primary_damage);
43         pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
44         if (!g_norecoil)
45         {
46                 self.punchangle_x = random () - 0.5;
47                 self.punchangle_y = random () - 0.5;
48         }
49
50         missile = spawn ();
51         missile.owner = self;
52         missile.classname = "hlacbolt";
53         missile.bot_dodge = TRUE;
54
55     missile.bot_dodgerating = autocvar_g_balance_hlac_primary_damage;
56
57         missile.movetype = MOVETYPE_FLY;
58         PROJECTILE_MAKETRIGGER(missile);
59
60         setorigin (missile, w_shotorg);
61         setsize(missile, '0 0 0', '0 0 0');
62
63         W_SetupProjectileVelocity(missile, autocvar_g_balance_hlac_primary_speed, spread);
64         //missile.angles = vectoangles (missile.velocity); // csqc
65
66         missile.touch = W_HLAC_Touch;
67         missile.think = SUB_Remove;
68
69     missile.nextthink = time + autocvar_g_balance_hlac_primary_lifetime;
70
71         missile.flags = FL_PROJECTILE;
72         missile.projectiledeathtype = WEP_HLAC;
73
74         CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE);
75
76         other = missile; MUTATOR_CALLHOOK(EditProjectile);
77 }
78
79 void W_HLAC_Attack2f (void)
80 {
81         local entity missile;
82     float spread;
83
84     spread = autocvar_g_balance_hlac_secondary_spread;
85
86
87     if(self.crouch)
88         spread = spread * autocvar_g_balance_hlac_secondary_spread_crouchmod;
89
90         W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON, autocvar_g_balance_hlac_secondary_damage);
91         pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
92
93         missile = spawn ();
94         missile.owner = self;
95         missile.classname = "hlacbolt";
96         missile.bot_dodge = TRUE;
97
98     missile.bot_dodgerating = autocvar_g_balance_hlac_secondary_damage;
99
100         missile.movetype = MOVETYPE_FLY;
101         PROJECTILE_MAKETRIGGER(missile);
102
103         setorigin (missile, w_shotorg);
104         setsize(missile, '0 0 0', '0 0 0');
105
106         W_SetupProjectileVelocity(missile, autocvar_g_balance_hlac_secondary_speed, spread);
107         //missile.angles = vectoangles (missile.velocity); // csqc
108
109         missile.touch = W_HLAC_Touch;
110         missile.think = SUB_Remove;
111
112     missile.nextthink = time + autocvar_g_balance_hlac_secondary_lifetime;
113
114         missile.flags = FL_PROJECTILE;
115         missile.projectiledeathtype = WEP_HLAC | HITTYPE_SECONDARY;
116
117         CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE);
118
119         other = missile; MUTATOR_CALLHOOK(EditProjectile);
120 }
121
122 void W_HLAC_Attack2 (void)
123 {
124     float i;
125
126         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
127         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
128         {
129                 if(autocvar_g_balance_hlac_reload_ammo)
130                 {
131                         self.clip_load -= autocvar_g_balance_hlac_secondary_ammo;
132                         self.weapon_load[WEP_HLAC] = self.clip_load;
133                 }
134                 else
135                         self.ammo_cells -= autocvar_g_balance_hlac_secondary_ammo;
136         }
137
138     for(i=autocvar_g_balance_hlac_secondary_shots;i>0;--i)
139         W_HLAC_Attack2f();
140
141         if (!g_norecoil)
142         {
143                 self.punchangle_x = random () - 0.5;
144                 self.punchangle_y = random () - 0.5;
145         }
146 }
147
148 // weapon frames
149 void HLAC_fire1_02()
150 {
151         if(self.weapon != self.switchweapon) // abort immediately if switching
152         {
153                 w_ready();
154                 return;
155         }
156
157         if (self.BUTTON_ATCK)
158         {
159                 if (!weapon_action(self.weapon, WR_CHECKAMMO1))
160                 {
161                         W_SwitchWeapon_Force(self, w_getbestweapon(self));
162                         w_ready();
163                         return;
164                 }
165
166                 ATTACK_FINISHED(self) = time + autocvar_g_balance_hlac_primary_refire * W_WeaponRateFactor();
167                 W_HLAC_Attack();
168                 self.misc_bulletcounter = self.misc_bulletcounter + 1;
169         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
170         }
171         else
172         {
173                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_animtime, w_ready);
174         }
175 };
176
177 void spawnfunc_weapon_hlac (void)
178 {
179         weapon_defaultspawnfunc(WEP_HLAC);
180 }
181
182 float w_hlac(float req)
183 {
184         float ammo_amount;
185         if (req == WR_AIM)
186         self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hlac_primary_speed, 0, autocvar_g_balance_hlac_primary_lifetime, FALSE);
187         else if (req == WR_THINK)
188         {
189                 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
190                         weapon_action(self.weapon, WR_RELOAD);
191                 else if (self.BUTTON_ATCK)
192                 {
193                         if (weapon_prepareattack(0, autocvar_g_balance_hlac_primary_refire))
194                         {
195                                 self.misc_bulletcounter = 0;
196                                 W_HLAC_Attack();
197                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
198                         }
199                 }
200
201                 else if (self.BUTTON_ATCK2 && autocvar_g_balance_hlac_secondary)
202                 {
203                         if (weapon_prepareattack(1, autocvar_g_balance_hlac_secondary_refire))
204                         {
205                                 W_HLAC_Attack2();
206                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hlac_secondary_animtime, w_ready);
207                         }
208                 }
209         }
210         else if (req == WR_PRECACHE)
211         {
212         precache_model ("models/weapons/g_hlac.md3");
213                 precache_model ("models/weapons/v_hlac.md3");
214                 precache_model ("models/weapons/h_hlac.iqm");
215                 precache_sound ("weapons/lasergun_fire.wav");
216                 precache_sound ("weapons/reload.wav");
217
218         }
219         else if (req == WR_SETUP)
220         {
221                 weapon_setup(WEP_HLAC);
222         }
223         else if (req == WR_CHECKAMMO1)
224         {
225                 ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_primary_ammo;
226                 ammo_amount += self.weapon_load[WEP_HLAC] >= autocvar_g_balance_hlac_primary_ammo;
227                 return ammo_amount;
228         }
229         else if (req == WR_CHECKAMMO2)
230         {
231                 ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_secondary_ammo;
232                 ammo_amount += self.weapon_load[WEP_HLAC] >= autocvar_g_balance_hlac_secondary_ammo;
233                 return ammo_amount;
234         }
235         else if (req == WR_RELOAD)
236         {
237                 W_Reload(ammo_cells, 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");
238         }
239         return TRUE;
240 };
241 #endif
242 #ifdef CSQC
243 float w_hlac(float req)
244 {
245         if(req == WR_IMPACTEFFECT)
246         {
247                 vector org2;
248                 org2 = w_org + w_backoff * 6;
249                 pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
250                 if(!w_issilent)
251                         sound(self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
252         }
253         else if(req == WR_PRECACHE)
254         {
255                 precache_sound("weapons/laserimpact.wav");
256         }
257         else if (req == WR_SUICIDEMESSAGE)
258                 w_deathtypestring = _("%s should have used a smaller gun");
259         else if (req == WR_KILLMESSAGE)
260                 w_deathtypestring = _("%s was cut down by %s");
261         return TRUE;
262 }
263 #endif
264 #endif