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"))
6 void W_HLAC_Touch (void)
10 self.event_damage = SUB_Null;
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);
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);
20 void W_HLAC_Attack (void)
25 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
26 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
28 if(autocvar_g_balance_hlac_reload_ammo)
30 self.clip_load -= autocvar_g_balance_hlac_primary_ammo;
31 self.weapon_load[WEP_HLAC] = self.clip_load;
34 self.ammo_cells -= autocvar_g_balance_hlac_primary_ammo;
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);
40 spread = spread * autocvar_g_balance_hlac_primary_spread_crouchmod;
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);
46 self.punchangle_x = random () - 0.5;
47 self.punchangle_y = random () - 0.5;
52 missile.classname = "hlacbolt";
53 missile.bot_dodge = TRUE;
55 missile.bot_dodgerating = autocvar_g_balance_hlac_primary_damage;
57 missile.movetype = MOVETYPE_FLY;
58 PROJECTILE_MAKETRIGGER(missile);
60 setorigin (missile, w_shotorg);
61 setsize(missile, '0 0 0', '0 0 0');
63 W_SetupProjectileVelocity(missile, autocvar_g_balance_hlac_primary_speed, spread);
64 //missile.angles = vectoangles (missile.velocity); // csqc
66 missile.touch = W_HLAC_Touch;
67 missile.think = SUB_Remove;
69 missile.nextthink = time + autocvar_g_balance_hlac_primary_lifetime;
71 missile.flags = FL_PROJECTILE;
72 missile.projectiledeathtype = WEP_HLAC;
74 CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE);
76 other = missile; MUTATOR_CALLHOOK(EditProjectile);
79 void W_HLAC_Attack2f (void)
84 spread = autocvar_g_balance_hlac_secondary_spread;
88 spread = spread * autocvar_g_balance_hlac_secondary_spread_crouchmod;
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);
95 missile.classname = "hlacbolt";
96 missile.bot_dodge = TRUE;
98 missile.bot_dodgerating = autocvar_g_balance_hlac_secondary_damage;
100 missile.movetype = MOVETYPE_FLY;
101 PROJECTILE_MAKETRIGGER(missile);
103 setorigin (missile, w_shotorg);
104 setsize(missile, '0 0 0', '0 0 0');
106 W_SetupProjectileVelocity(missile, autocvar_g_balance_hlac_secondary_speed, spread);
107 //missile.angles = vectoangles (missile.velocity); // csqc
109 missile.touch = W_HLAC_Touch;
110 missile.think = SUB_Remove;
112 missile.nextthink = time + autocvar_g_balance_hlac_secondary_lifetime;
114 missile.flags = FL_PROJECTILE;
115 missile.projectiledeathtype = WEP_HLAC | HITTYPE_SECONDARY;
117 CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE);
119 other = missile; MUTATOR_CALLHOOK(EditProjectile);
122 void W_HLAC_Attack2 (void)
126 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
127 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
129 if(autocvar_g_balance_hlac_reload_ammo)
131 self.clip_load -= autocvar_g_balance_hlac_secondary_ammo;
132 self.weapon_load[WEP_HLAC] = self.clip_load;
135 self.ammo_cells -= autocvar_g_balance_hlac_secondary_ammo;
138 for(i=autocvar_g_balance_hlac_secondary_shots;i>0;--i)
143 self.punchangle_x = random () - 0.5;
144 self.punchangle_y = random () - 0.5;
151 if(self.weapon != self.switchweapon) // abort immediately if switching
157 if (self.BUTTON_ATCK)
159 if (!weapon_action(self.weapon, WR_CHECKAMMO1))
161 W_SwitchWeapon_Force(self, w_getbestweapon(self));
166 ATTACK_FINISHED(self) = time + autocvar_g_balance_hlac_primary_refire * W_WeaponRateFactor();
168 self.misc_bulletcounter = self.misc_bulletcounter + 1;
169 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
173 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_animtime, w_ready);
177 void spawnfunc_weapon_hlac (void)
179 weapon_defaultspawnfunc(WEP_HLAC);
182 float w_hlac(float req)
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)
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)
193 if (weapon_prepareattack(0, autocvar_g_balance_hlac_primary_refire))
195 self.misc_bulletcounter = 0;
197 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
201 else if (self.BUTTON_ATCK2 && autocvar_g_balance_hlac_secondary)
203 if (weapon_prepareattack(1, autocvar_g_balance_hlac_secondary_refire))
206 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hlac_secondary_animtime, w_ready);
210 else if (req == WR_PRECACHE)
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");
219 else if (req == WR_SETUP)
221 weapon_setup(WEP_HLAC);
223 else if (req == WR_CHECKAMMO1)
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;
229 else if (req == WR_CHECKAMMO2)
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;
235 else if (req == WR_RELOAD)
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");
243 float w_hlac(float req)
245 if(req == WR_IMPACTEFFECT)
248 org2 = w_org + w_backoff * 6;
249 pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
251 sound(self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
253 else if(req == WR_PRECACHE)
255 precache_sound("weapons/laserimpact.wav");
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");