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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id  */ HLAC,
4 /* function  */ w_hlac,
5 /* ammotype  */ IT_CELLS,
6 /* impulse   */ 6,
7 /* flags     */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating    */ BOT_PICKUP_RATING_MID,
9 /* model     */ "hlac",
10 /* shortname */ "hlac",
11 /* fullname  */ _("Heavy Laser Assault Cannon")
12 );
13 #else
14 #ifdef SVQC
15
16 void W_HLAC_Touch (void)
17 {
18         PROJECTILE_TOUCH;
19
20         self.event_damage = func_null;
21         
22         if(self.projectiledeathtype & HITTYPE_SECONDARY)
23                 RadiusDamage (self, self.realowner, autocvar_g_balance_hlac_secondary_damage, autocvar_g_balance_hlac_secondary_edgedamage, autocvar_g_balance_hlac_secondary_radius, world, world, autocvar_g_balance_hlac_secondary_force, self.projectiledeathtype, other);
24         else
25                 RadiusDamage (self, self.realowner, autocvar_g_balance_hlac_primary_damage, autocvar_g_balance_hlac_primary_edgedamage, autocvar_g_balance_hlac_primary_radius, world, world, autocvar_g_balance_hlac_primary_force, self.projectiledeathtype, other);
26
27         remove (self);
28 }
29
30 void W_HLAC_Attack (void)
31 {
32         entity missile;
33     float spread;
34
35         W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_reload_ammo);
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", CH_WEAPON_A, 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 = missile.realowner = 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         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", CH_WEAPON_A, autocvar_g_balance_hlac_secondary_damage);
91         pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
92
93         missile = spawn ();
94         missile.owner = missile.realowner = 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.missile_flags = MIF_SPLASH; 
116         missile.projectiledeathtype = WEP_HLAC | HITTYPE_SECONDARY;
117
118         CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE);
119
120         other = missile; MUTATOR_CALLHOOK(EditProjectile);
121 }
122
123 void W_HLAC_Attack2 (void)
124 {
125     float i;
126
127         W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_secondary_ammo, autocvar_g_balance_hlac_reload_ammo);
128
129     for(i=autocvar_g_balance_hlac_secondary_shots;i>0;--i)
130         W_HLAC_Attack2f();
131
132         if (!g_norecoil)
133         {
134                 self.punchangle_x = random () - 0.5;
135                 self.punchangle_y = random () - 0.5;
136         }
137 }
138
139 // weapon frames
140 void HLAC_fire1_02()
141 {
142         if(self.weapon != self.switchweapon) // abort immediately if switching
143         {
144                 w_ready();
145                 return;
146         }
147
148         if (self.BUTTON_ATCK)
149         {
150                 if (!weapon_action(self.weapon, WR_CHECKAMMO1))
151                 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
152                 {
153                         W_SwitchWeapon_Force(self, w_getbestweapon(self));
154                         w_ready();
155                         return;
156                 }
157
158                 ATTACK_FINISHED(self) = time + autocvar_g_balance_hlac_primary_refire * W_WeaponRateFactor();
159                 W_HLAC_Attack();
160                 self.misc_bulletcounter = self.misc_bulletcounter + 1;
161         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
162         }
163         else
164         {
165                 weapon_thinkf(WFRAME_FIRE1, autocvar_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         float ammo_amount;
177         switch(req)
178         {
179                 case WR_AIM:
180                 {
181                         self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hlac_primary_speed, 0, autocvar_g_balance_hlac_primary_lifetime, FALSE);
182                         return TRUE;
183                 }
184                 case WR_THINK:
185                 {
186                         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
187                                 weapon_action(self.weapon, WR_RELOAD);
188                         else if (self.BUTTON_ATCK)
189                         {
190                                 if (weapon_prepareattack(0, autocvar_g_balance_hlac_primary_refire))
191                                 {
192                                         self.misc_bulletcounter = 0;
193                                         W_HLAC_Attack();
194                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
195                                 }
196                         }
197
198                         else if (self.BUTTON_ATCK2 && autocvar_g_balance_hlac_secondary)
199                         {
200                                 if (weapon_prepareattack(1, autocvar_g_balance_hlac_secondary_refire))
201                                 {
202                                         W_HLAC_Attack2();
203                                         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hlac_secondary_animtime, w_ready);
204                                 }
205                         }
206                         
207                         return TRUE;
208                 }
209                 case WR_PRECACHE:
210                 {
211                         precache_model ("models/weapons/g_hlac.md3");
212                         precache_model ("models/weapons/v_hlac.md3");
213                         precache_model ("models/weapons/h_hlac.iqm");
214                         precache_sound ("weapons/lasergun_fire.wav");
215                         return TRUE;
216                 }
217                 case WR_SETUP:
218                 {
219                         weapon_setup(WEP_HLAC);
220                         self.current_ammo = ammo_cells;
221                         return TRUE;
222                 }
223                 case 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                 case 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                 case WR_RELOAD:
236                 {
237                         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");
238                         return TRUE;
239                 }
240                 case WR_SUICIDEMESSAGE:
241                 {
242                         return WEAPON_HLAC_SUICIDE;
243                 }
244                 case WR_KILLMESSAGE:
245                 {
246                         return WEAPON_HLAC_MURDER;
247                 }
248         }
249         return TRUE;
250 }
251 #endif
252 #ifdef CSQC
253 float w_hlac(float req)
254 {
255         switch(req)
256         {
257                 case WR_IMPACTEFFECT:
258                 {
259                         vector org2;
260                         org2 = w_org + w_backoff * 6;
261                         pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
262                         if(!w_issilent)
263                                 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
264                                 
265                         return TRUE;
266                 }
267                 case WR_PRECACHE:
268                 {
269                         precache_sound("weapons/laserimpact.wav");
270                         return TRUE;
271                 }
272         }
273         return TRUE;
274 }
275 #endif
276 #endif