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allow weapon files to define functions in csqc too
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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(HLAC, w_hlac, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hlac", "hlac", "Heavy Laser Assault Cannon");
3 #else
4 #ifdef SVQC
5 .float HLAC_bulletcounter;
6 void W_HLAC_Touch (void)
7 {
8         PROJECTILE_TOUCH;
9
10         self.event_damage = SUB_Null;
11
12     RadiusDamage (self, self.owner, cvar("g_balance_hlac_primary_damage"), cvar("g_balance_hlac_primary_edgedamage"), cvar("g_balance_hlac_primary_radius"), world, cvar("g_balance_hlac_primary_force"), self.projectiledeathtype, other);
13
14         remove (self);
15 }
16
17 void W_HLAC_Touch2 (void)
18 {
19         PROJECTILE_TOUCH;
20
21         self.event_damage = SUB_Null;
22
23     RadiusDamage (self, self.owner, cvar("g_balance_hlac_secondary_damage"), cvar("g_balance_hlac_secondary_edgedamage"), cvar("g_balance_hlac_secondary_radius"), world, cvar("g_balance_hlac_secondary_force"), self.projectiledeathtype, other);
24
25         remove (self);
26 }
27
28 void W_HLAC_Attack (void)
29 {
30         local entity missile;
31     float spread;
32
33     if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
34     {
35         self.ammo_cells = self.ammo_cells - cvar("g_balance_hlac_primary_ammo");
36     }
37
38     spread = cvar("g_balance_hlac_primary_spread_min") + (cvar("g_balance_hlac_primary_spread_add") * self.HLAC_bulletcounter);
39     spread = min(spread,cvar("g_balance_hlac_primary_spread_max"));
40     if(self.crouch)
41         spread = spread * cvar("g_balance_hlac_primary_spread_crouchmod");
42
43         W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", cvar("g_balance_hlac_primary_damage"));
44         pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
45         if (!g_norecoil)
46         {
47                 self.punchangle_x = random () - 0.5;
48                 self.punchangle_y = random () - 0.5;
49         }
50
51         missile = spawn ();
52         missile.owner = self;
53         missile.classname = "hlacbolt";
54         // missile.dmg = issecondary;
55         missile.bot_dodge = TRUE;
56
57     missile.bot_dodgerating = cvar("g_balance_hlac_primary_damage");
58
59         missile.movetype = MOVETYPE_FLY;
60         PROJECTILE_MAKETRIGGER(missile);
61
62         setorigin (missile, w_shotorg);
63         setsize(missile, '0 0 0', '0 0 0');
64
65         W_SetupProjectileVelocity(missile, cvar("g_balance_hlac_primary_speed"), spread);
66         missile.angles = vectoangles (missile.velocity);
67
68         missile.touch = W_HLAC_Touch;
69         missile.think = SUB_Remove;
70
71     missile.nextthink = time + cvar("g_balance_hlac_primary_lifetime");
72
73         missile.flags = FL_PROJECTILE;
74         missile.projectiledeathtype = WEP_HLAC;
75
76         CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE);
77 }
78
79 void W_HLAC_Attack2f (void)
80 {
81         local entity missile;
82     float spread;
83
84     spread = cvar("g_balance_hlac_secondary_spread");
85
86
87     if(self.crouch)
88         spread = spread * cvar("g_balance_hlac_secondary_spread_crouchmod");
89
90         W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", cvar("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.dmg = issecondary;
97         missile.bot_dodge = TRUE;
98
99     missile.bot_dodgerating = cvar("g_balance_hlac_secondary_damage");
100
101         missile.movetype = MOVETYPE_FLY;
102         PROJECTILE_MAKETRIGGER(missile);
103
104         setorigin (missile, w_shotorg);
105         setsize(missile, '0 0 0', '0 0 0');
106
107         W_SetupProjectileVelocity(missile, cvar("g_balance_hlac_secondary_speed"), spread);
108         missile.angles = vectoangles (missile.velocity);
109
110         missile.touch = W_HLAC_Touch2;
111         missile.think = SUB_Remove;
112
113     missile.nextthink = time + cvar("g_balance_hlac_secondary_lifetime");
114
115         missile.flags = FL_PROJECTILE;
116         missile.projectiledeathtype = WEP_HLAC | HITTYPE_SECONDARY;
117
118         CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE);
119 }
120
121 void W_HLAC_Attack2 (void)
122 {
123     float i;
124
125     if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
126     {
127         self.ammo_cells = self.ammo_cells - cvar("g_balance_hlac_secondary_ammo");
128     }
129
130     for(i=cvar("g_balance_hlac_secondary_shots");i>0;--i)
131         W_HLAC_Attack2f();
132
133         if (!g_norecoil)
134         {
135                 self.punchangle_x = random () - 0.5;
136                 self.punchangle_y = random () - 0.5;
137         }
138 }
139
140 // weapon frames
141 void HLAC_fire1_02()
142 {
143         if(self.weapon != self.switchweapon) // abort immediately if switching
144         {
145                 w_ready();
146                 return;
147         }
148
149         if (self.BUTTON_ATCK)
150         {
151                 if (!weapon_action(self.weapon, WR_CHECKAMMO1))
152                 {
153                         W_SwitchWeapon_Force(self, w_getbestweapon(self));
154                         w_ready();
155                         return;
156                 }
157
158                 ATTACK_FINISHED(self) = time + cvar("g_balance_hlac_primary_refire") * W_WeaponRateFactor();
159                 W_HLAC_Attack();
160                 self.HLAC_bulletcounter = self.HLAC_bulletcounter + 1;
161         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hlac_primary_refire"), HLAC_fire1_02);
162         }
163         else
164         {
165                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hlac_primary_animtime"), w_ready);
166         }
167 };
168
169 void spawnfunc_weapon_hlac (void)
170 {
171         weapon_defaultspawnfunc(WEP_HLAC);
172 }
173
174 float w_hlac(float req)
175 {
176         if (req == WR_AIM)
177         self.BUTTON_ATCK = bot_aim(cvar("g_balance_hlac_primary_speed"), 0, cvar("g_balance_hlac_primary_lifetime"), FALSE);
178         else if (req == WR_THINK)
179         {
180                 if (self.BUTTON_ATCK)
181                 if (weapon_prepareattack(0, cvar("g_balance_hlac_primary_refire")))
182                 {
183                         self.HLAC_bulletcounter = 0;
184                         W_HLAC_Attack();
185                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hlac_primary_refire"), HLAC_fire1_02);
186                 }
187
188                 if (self.BUTTON_ATCK2 && cvar("g_balance_hlac_secondary"))
189                 if (weapon_prepareattack(1, cvar("g_balance_hlac_secondary_refire")))
190                 {
191                         W_HLAC_Attack2();
192                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_hlac_secondary_animtime"), w_ready);
193                 }
194
195         }
196         else if (req == WR_PRECACHE)
197         {
198         precache_model ("models/weapons/g_hlac.md3");
199                 precache_model ("models/weapons/v_hlac.md3");
200                 precache_model ("models/weapons/h_hlac.iqm");
201                 precache_sound ("weapons/lasergun_fire.wav");
202
203         }
204         else if (req == WR_SETUP)
205                 weapon_setup(WEP_HLAC);
206         else if (req == WR_CHECKAMMO1)
207                 return self.ammo_cells >= cvar("g_balance_hlac_primary_ammo");
208         else if (req == WR_CHECKAMMO2)
209                 return self.ammo_cells >= cvar("g_balance_hlac_secondary_ammo");
210         else if (req == WR_SUICIDEMESSAGE)
211                 w_deathtypestring = "should have used a smaller gun";
212         else if (req == WR_KILLMESSAGE)
213                 w_deathtypestring = "was cut down by";
214         return TRUE;
215 };
216 #endif
217 #ifdef CSQC
218 #endif
219 #endif