#ifdef REGISTER_WEAPON REGISTER_WEAPON( /* WEP_##id */ HLAC, /* function */ W_HLAC, /* ammotype */ ammo_cells, /* impulse */ 6, /* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, /* rating */ BOT_PICKUP_RATING_MID, /* color */ '0 1 0', /* modelname */ "hlac", /* simplemdl */ "foobar", /* crosshair */ "gfx/crosshairhlac 0.6", /* wepimg */ "weaponhlac", /* refname */ "hlac", /* wepname */ _("Heavy Laser Assault Cannon") ); #define HLAC_SETTINGS(w_cvar,w_prop) HLAC_SETTINGS_LIST(w_cvar, w_prop, HLAC, hlac) #define HLAC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ w_cvar(id, sn, BOTH, ammo) \ w_cvar(id, sn, BOTH, animtime) \ w_cvar(id, sn, BOTH, damage) \ w_cvar(id, sn, BOTH, edgedamage) \ w_cvar(id, sn, BOTH, force) \ w_cvar(id, sn, BOTH, lifetime) \ w_cvar(id, sn, BOTH, radius) \ w_cvar(id, sn, BOTH, refire) \ w_cvar(id, sn, BOTH, speed) \ w_cvar(id, sn, BOTH, spread_crouchmod) \ w_cvar(id, sn, PRI, spread_add) \ w_cvar(id, sn, PRI, spread_max) \ w_cvar(id, sn, PRI, spread_min) \ w_cvar(id, sn, NONE, secondary) \ w_cvar(id, sn, SEC, shots) \ w_cvar(id, sn, SEC, spread) \ w_prop(id, sn, float, reloading_ammo, reload_ammo) \ w_prop(id, sn, float, reloading_time, reload_time) \ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ w_prop(id, sn, string, weaponreplace, weaponreplace) \ w_prop(id, sn, float, weaponstart, weaponstart) \ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) #ifdef SVQC HLAC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif #else #ifdef SVQC void spawnfunc_weapon_hlac() { weapon_defaultspawnfunc(WEP_HLAC); } void W_HLAC_Touch (void) { float isprimary; PROJECTILE_TOUCH; self.event_damage = func_null; isprimary = !(self.projectiledeathtype & HITTYPE_SECONDARY); RadiusDamage(self, self.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), world, world, WEP_CVAR_BOTH(hlac, isprimary, force), self.projectiledeathtype, other); remove (self); } void W_HLAC_Attack (void) { entity missile; float spread; W_DecreaseAmmo(WEP_CVAR_PRI(hlac, ammo)); spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * self.misc_bulletcounter); spread = min(spread,WEP_CVAR_PRI(hlac, spread_max)); if(self.crouch) spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod); W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage)); pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); if (!autocvar_g_norecoil) { self.punchangle_x = random () - 0.5; self.punchangle_y = random () - 0.5; } missile = spawn (); missile.owner = missile.realowner = self; missile.classname = "hlacbolt"; missile.bot_dodge = TRUE; missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage); missile.movetype = MOVETYPE_FLY; PROJECTILE_MAKETRIGGER(missile); setorigin (missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(hlac, speed), spread); //missile.angles = vectoangles (missile.velocity); // csqc missile.touch = W_HLAC_Touch; missile.think = SUB_Remove; missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime); missile.flags = FL_PROJECTILE; missile.projectiledeathtype = WEP_HLAC; CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE); other = missile; MUTATOR_CALLHOOK(EditProjectile); } void W_HLAC_Attack2() { entity missile; float spread; spread = WEP_CVAR_SEC(hlac, spread); if(self.crouch) spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod); W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage)); pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); missile = spawn (); missile.owner = missile.realowner = self; missile.classname = "hlacbolt"; missile.bot_dodge = TRUE; missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage); missile.movetype = MOVETYPE_FLY; PROJECTILE_MAKETRIGGER(missile); setorigin (missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); W_SetupProjVelocity_Basic(missile, WEP_CVAR_SEC(hlac, speed), spread); //missile.angles = vectoangles (missile.velocity); // csqc missile.touch = W_HLAC_Touch; missile.think = SUB_Remove; missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime); missile.flags = FL_PROJECTILE; missile.missile_flags = MIF_SPLASH; missile.projectiledeathtype = WEP_HLAC | HITTYPE_SECONDARY; CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE); other = missile; MUTATOR_CALLHOOK(EditProjectile); } // weapon frames void W_HLAC_Attack_Frame() { if(self.weapon != self.switchweapon) // abort immediately if switching { w_ready(); return; } if (self.BUTTON_ATCK) { if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1)) if(!(self.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(self, w_getbestweapon(self)); w_ready(); return; } ATTACK_FINISHED(self) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(); W_HLAC_Attack(); self.misc_bulletcounter = self.misc_bulletcounter + 1; weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame); } else { weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, animtime), w_ready); } } void W_HLAC_Attack2_Frame() { float i; W_DecreaseAmmo(WEP_CVAR_SEC(hlac, ammo)); for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i) W_HLAC_Attack2(); if (!autocvar_g_norecoil) { self.punchangle_x = random () - 0.5; self.punchangle_y = random () - 0.5; } } float W_HLAC(float req) { float ammo_amount; switch(req) { case WR_AIM: { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), FALSE); return TRUE; } case WR_THINK: { if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) // forced reload WEP_ACTION(self.weapon, WR_RELOAD); else if (self.BUTTON_ATCK) { if (weapon_prepareattack(0, WEP_CVAR_PRI(hlac, refire))) { self.misc_bulletcounter = 0; W_HLAC_Attack(); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame); } } else if (self.BUTTON_ATCK2 && WEP_CVAR(hlac, secondary)) { if (weapon_prepareattack(1, WEP_CVAR_SEC(hlac, refire))) { W_HLAC_Attack2_Frame(); weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready); } } return TRUE; } case WR_INIT: { precache_model ("models/weapons/g_hlac.md3"); precache_model ("models/weapons/v_hlac.md3"); precache_model ("models/weapons/h_hlac.iqm"); precache_sound ("weapons/lasergun_fire.wav"); HLAC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP) return TRUE; } case WR_CHECKAMMO1: { ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_PRI(hlac, ammo); ammo_amount += self.(weapon_load[WEP_HLAC]) >= WEP_CVAR_PRI(hlac, ammo); return ammo_amount; } case WR_CHECKAMMO2: { ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_SEC(hlac, ammo); ammo_amount += self.(weapon_load[WEP_HLAC]) >= WEP_CVAR_SEC(hlac, ammo); return ammo_amount; } case WR_CONFIG: { HLAC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS) return TRUE; } case WR_RELOAD: { W_Reload(min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), "weapons/reload.wav"); return TRUE; } case WR_SUICIDEMESSAGE: { return WEAPON_HLAC_SUICIDE; } case WR_KILLMESSAGE: { return WEAPON_HLAC_MURDER; } } return TRUE; } #endif #ifdef CSQC float W_HLAC(float req) { switch(req) { case WR_IMPACTEFFECT: { vector org2; org2 = w_org + w_backoff * 6; pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1); if(!w_issilent) sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); return TRUE; } case WR_INIT: { precache_sound("weapons/laserimpact.wav"); return TRUE; } case WR_ZOOMRETICLE: { // no weapon specific image for this weapon return FALSE; } } return TRUE; } #endif #endif