#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, m_name, string, _("Heavy Laser Assault Cannon")); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ P(class, prefix, ammo, float, BOTH) \ P(class, prefix, animtime, float, BOTH) \ P(class, prefix, damage, float, BOTH) \ P(class, prefix, edgedamage, float, BOTH) \ P(class, prefix, force, float, BOTH) \ P(class, prefix, lifetime, float, BOTH) \ P(class, prefix, radius, float, BOTH) \ P(class, prefix, refire, float, BOTH) \ P(class, prefix, reload_ammo, float, NONE) \ P(class, prefix, reload_time, float, NONE) \ P(class, prefix, secondary, float, NONE) \ P(class, prefix, shots, float, SEC) \ P(class, prefix, speed, float, BOTH) \ P(class, prefix, spread, float, SEC) \ P(class, prefix, spread_add, float, PRI) \ P(class, prefix, spread_crouchmod, float, BOTH) \ P(class, prefix, spread_max, float, PRI) \ P(class, prefix, spread_min, float, PRI) \ P(class, prefix, switchdelay_drop, float, NONE) \ P(class, prefix, switchdelay_raise, float, NONE) \ P(class, prefix, weaponreplace, string,NONE) \ P(class, prefix, weaponstartoverride, float, NONE) \ P(class, prefix, weaponstart, float, NONE) \ P(class, prefix, weaponthrowable, float, NONE) \ END() W_PROPS(X, HLAC, hlac) #undef X ENDCLASS(HLAC) REGISTER_WEAPON(HLAC, hlac, NEW(HLAC)); #endif #ifdef IMPLEMENTATION #ifdef SVQC spawnfunc(weapon_hlac) { weapon_defaultspawnfunc(this, WEP_HLAC); } void W_HLAC_Touch(entity this, entity toucher) { float isprimary; PROJECTILE_TOUCH(this, toucher); this.event_damage = func_null; isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY); RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), NULL, NULL, WEP_CVAR_BOTH(hlac, isprimary, force), this.projectiledeathtype, toucher); remove(this); } void W_HLAC_Attack(Weapon thiswep, entity actor) { entity missile; float spread; W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hlac, ammo)); spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * actor.misc_bulletcounter); spread = min(spread,WEP_CVAR_PRI(hlac, spread_max)); if(actor.crouch) spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod); W_SetupShot(actor, 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) { actor.punchangle_x = random() - 0.5; actor.punchangle_y = random() - 0.5; } missile = new(hlacbolt); missile.owner = missile.realowner = actor; 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 settouch(missile, W_HLAC_Touch); setthink(missile, 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, actor, missile); } void W_HLAC_Attack2(entity actor) { entity missile; float spread; spread = WEP_CVAR_SEC(hlac, spread); if(actor.crouch) spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod); W_SetupShot(actor, 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 = new(hlacbolt); missile.owner = missile.realowner = actor; 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 settouch(missile, W_HLAC_Touch); setthink(missile, 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, actor, missile); } // weapon frames void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire) { if(PS(actor).m_weapon != PS(actor).m_switchweapon) // abort immediately if switching { w_ready(thiswep, actor, weaponentity, fire); return; } if(PHYS_INPUT_BUTTON_ATCK(actor)) { if(!thiswep.wr_checkammo1(thiswep, actor)) if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); w_ready(thiswep, actor, weaponentity, fire); return; } int slot = weaponslot(weaponentity); ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(actor); W_HLAC_Attack(WEP_HLAC, actor); actor.misc_bulletcounter = actor.misc_bulletcounter + 1; weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame); } else { weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, animtime), w_ready); } } void W_HLAC_Attack2_Frame(Weapon thiswep, entity actor) { float i; W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hlac, ammo)); for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i) W_HLAC_Attack2(actor); if(!autocvar_g_norecoil) { actor.punchangle_x = random() - 0.5; actor.punchangle_y = random() - 0.5; } } METHOD(HLAC, wr_aim, void(entity thiswep, entity actor)) { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false); } METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { if(autocvar_g_balance_hlac_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload thiswep.wr_reload(thiswep, actor, weaponentity); } else if(fire & 1) { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire))) { actor.misc_bulletcounter = 0; W_HLAC_Attack(thiswep, actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame); } } else if((fire & 2) && WEP_CVAR(hlac, secondary)) { if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hlac, refire))) { W_HLAC_Attack2_Frame(thiswep, actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready); } } } METHOD(HLAC, wr_checkammo1, bool(entity thiswep, entity actor)) { float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hlac, ammo); ammo_amount += actor.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo); return ammo_amount; } METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor)) { float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hlac, ammo); ammo_amount += actor.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo); return ammo_amount; } METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { W_Reload(actor, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND_RELOAD); } METHOD(HLAC, wr_suicidemessage, Notification(entity thiswep)) { return WEAPON_HLAC_SUICIDE; } METHOD(HLAC, wr_killmessage, Notification(entity thiswep)) { return WEAPON_HLAC_MURDER; } #endif #ifdef CSQC METHOD(HLAC, wr_impacteffect, void(entity thiswep, entity actor)) { vector org2; org2 = w_org + w_backoff * 6; pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1); if(!w_issilent) sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); } #endif #endif