#ifndef IMPLEMENTATION CLASS(HLAC, Weapon) /* ammotype */ ATTRIB(HLAC, ammo_field, .int, ammo_cells) /* impulse */ ATTRIB(HLAC, impulse, int, 6) /* flags */ ATTRIB(HLAC, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH); /* rating */ ATTRIB(HLAC, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID); /* color */ ATTRIB(HLAC, wpcolor, vector, '0 1 0'); /* modelname */ ATTRIB(HLAC, mdl, string, "hlac"); #ifndef MENUQC /* model */ ATTRIB(HLAC, m_model, Model, MDL_HLAC_ITEM); #endif /* crosshair */ ATTRIB(HLAC, w_crosshair, string, "gfx/crosshairhlac"); /* crosshair */ ATTRIB(HLAC, w_crosshair_size, float, 0.6); /* wepimg */ ATTRIB(HLAC, model2, string, "weaponhlac"); /* refname */ ATTRIB(HLAC, netname, string, "hlac"); /* wepname */ ATTRIB(HLAC, message, string, _("Heavy Laser Assault Cannon")); ENDCLASS(HLAC) REGISTER_WEAPON(HLAC, NEW(HLAC)); #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) \ w_prop(id, sn, float, weaponthrowable, weaponthrowable) #ifdef SVQC HLAC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif #endif #ifdef IMPLEMENTATION #ifdef SVQC void spawnfunc_weapon_hlac(void) { weapon_defaultspawnfunc(WEP_HLAC.m_id); } void W_HLAC_Touch(void) {SELFPARAM(); 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(Weapon thiswep) {SELFPARAM(); entity missile; float spread; W_DecreaseAmmo(thiswep, 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, SND(LASERGUN_FIRE), CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage)); Send_Effect(EFFECT_BLASTER_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.m_id; CSQCProjectile(missile, true, PROJECTILE_HLAC, true); MUTATOR_CALLHOOK(EditProjectile, self, missile); } void W_HLAC_Attack2(void) {SELFPARAM(); 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, SND(LASERGUN_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage)); Send_Effect(EFFECT_BLASTER_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.m_id | HITTYPE_SECONDARY; CSQCProjectile(missile, true, PROJECTILE_HLAC, true); MUTATOR_CALLHOOK(EditProjectile, self, missile); } // weapon frames void W_HLAC_Attack_Frame(Weapon thiswep, bool fire1, bool fire2) {SELFPARAM(); if(self.weapon != self.switchweapon) // abort immediately if switching { w_ready(thiswep, fire1, fire2); 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(thiswep, fire1, fire2); return; } ATTACK_FINISHED(self) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(); W_HLAC_Attack(WEP_HLAC); 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(Weapon thiswep) {SELFPARAM(); float i; W_DecreaseAmmo(thiswep, 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; } } METHOD(HLAC, wr_aim, bool(entity thiswep)) { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false); return true; } METHOD(HLAC, wr_think, bool(entity thiswep, bool fire1, bool fire2)) { 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(fire1) { if(weapon_prepareattack(0, WEP_CVAR_PRI(hlac, refire))) { self.misc_bulletcounter = 0; W_HLAC_Attack(thiswep); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame); } } else if(fire2 && WEP_CVAR(hlac, secondary)) { if(weapon_prepareattack(1, WEP_CVAR_SEC(hlac, refire))) { W_HLAC_Attack2_Frame(thiswep); weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready); } } return true; } METHOD(HLAC, wr_init, bool(entity thiswep)) { HLAC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); return true; } METHOD(HLAC, wr_checkammo1, bool(entity thiswep)) { float ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_PRI(hlac, ammo); ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo); return ammo_amount; } METHOD(HLAC, wr_checkammo2, bool(entity thiswep)) { float ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_SEC(hlac, ammo); ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo); return ammo_amount; } METHOD(HLAC, wr_config, bool(entity thiswep)) { HLAC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); return true; } METHOD(HLAC, wr_reload, bool(entity thiswep)) { W_Reload(min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND(RELOAD)); return true; } METHOD(HLAC, wr_suicidemessage, bool(entity thiswep)) { return WEAPON_HLAC_SUICIDE; } METHOD(HLAC, wr_killmessage, bool(entity thiswep)) { return WEAPON_HLAC_MURDER; } #endif #ifdef CSQC METHOD(HLAC, wr_impacteffect, bool(entity thiswep)) { vector org2; org2 = w_org + w_backoff * 6; pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1); if(!w_issilent) sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); return true; } METHOD(HLAC, wr_init, bool(entity thiswep)) { return true; } METHOD(HLAC, wr_zoomreticle, bool(entity thiswep)) { // no weapon specific image for this weapon return false; } #endif #endif