#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
-/* WEP_##id */ HLAC,
-/* function */ w_hlac,
-/* ammotype */ IT_CELLS,
-/* impulse */ 6,
-/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* model */ "hlac",
-/* netname */ "hlac",
-/* fullname */ _("Heavy Laser Assault Cannon")
+/* 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(weapon) \
- WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \
- WEP_ADD_CVAR(weapon, MO_BOTH, animtime) \
- WEP_ADD_CVAR(weapon, MO_BOTH, damage) \
- WEP_ADD_CVAR(weapon, MO_BOTH, edgedamage) \
- WEP_ADD_CVAR(weapon, MO_BOTH, force) \
- WEP_ADD_CVAR(weapon, MO_BOTH, lifetime) \
- WEP_ADD_CVAR(weapon, MO_BOTH, radius) \
- WEP_ADD_CVAR(weapon, MO_BOTH, refire) \
- WEP_ADD_CVAR(weapon, MO_BOTH, speed) \
- WEP_ADD_CVAR(weapon, MO_BOTH, spread_crouchmod) \
- WEP_ADD_CVAR(weapon, MO_PRI, spread_add) \
- WEP_ADD_CVAR(weapon, MO_PRI, spread_max) \
- WEP_ADD_CVAR(weapon, MO_PRI, spread_min) \
- WEP_ADD_CVAR(weapon, MO_NONE, secondary) \
- WEP_ADD_CVAR(weapon, MO_SEC, shots) \
- WEP_ADD_CVAR(weapon, MO_SEC, spread) \
- WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
- WEP_ADD_PROP(weapon, reloading_time, reload_time) \
- WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
- WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
+#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(hlac)
+HLAC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
#endif
#else
#ifdef SVQC
-void spawnfunc_weapon_hlac() { weapon_defaultspawnfunc(WEP_HLAC); }
+void spawnfunc_weapon_hlac(void) { weapon_defaultspawnfunc(WEP_HLAC); }
-void W_HLAC_Touch (void)
+void W_HLAC_Touch(void)
{
float isprimary;
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);
+ remove(self);
}
-void W_HLAC_Attack (void)
+void W_HLAC_Attack(void)
{
entity missile;
float spread;
- W_DecreaseAmmo(ammo_cells, WEP_CVAR_PRI(hlac, ammo), autocvar_g_balance_hlac_reload_ammo);
+ 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));
+ 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)
+ if(!autocvar_g_norecoil)
{
- self.punchangle_x = random () - 0.5;
- self.punchangle_y = random () - 0.5;
+ self.punchangle_x = random() - 0.5;
+ self.punchangle_y = random() - 0.5;
}
- missile = spawn ();
+ missile = spawn();
missile.owner = missile.realowner = self;
missile.classname = "hlacbolt";
missile.bot_dodge = TRUE;
missile.movetype = MOVETYPE_FLY;
PROJECTILE_MAKETRIGGER(missile);
- setorigin (missile, w_shotorg);
+ setorigin(missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
- W_SetupProjectileVelocity(missile, WEP_CVAR_PRI(hlac, speed), spread);
- //missile.angles = vectoangles (missile.velocity); // csqc
+ 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;
other = missile; MUTATOR_CALLHOOK(EditProjectile);
}
-void W_HLAC_Attack2f (void)
+void W_HLAC_Attack2(void)
{
entity missile;
float 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));
+ 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 = spawn();
missile.owner = missile.realowner = self;
missile.classname = "hlacbolt";
missile.bot_dodge = TRUE;
missile.movetype = MOVETYPE_FLY;
PROJECTILE_MAKETRIGGER(missile);
- setorigin (missile, w_shotorg);
+ setorigin(missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
- W_SetupProjectileVelocity(missile, WEP_CVAR_SEC(hlac, speed), spread);
- //missile.angles = vectoangles (missile.velocity); // csqc
+ 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;
other = missile; MUTATOR_CALLHOOK(EditProjectile);
}
-void W_HLAC_Attack2 (void)
-{
- float i;
-
- W_DecreaseAmmo(ammo_cells, WEP_CVAR_SEC(hlac, ammo), autocvar_g_balance_hlac_reload_ammo);
-
- for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
- W_HLAC_Attack2f();
-
- if (!autocvar_g_norecoil)
- {
- self.punchangle_x = random () - 0.5;
- self.punchangle_y = random () - 0.5;
- }
-}
-
// weapon frames
-void HLAC_fire1_02()
+void W_HLAC_Attack_Frame(void)
{
if(self.weapon != self.switchweapon) // abort immediately if switching
{
return;
}
- if (self.BUTTON_ATCK)
+ if(self.BUTTON_ATCK)
{
- if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
+ if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(self, w_getbestweapon(self));
w_ready();
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), HLAC_fire1_02);
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
}
else
{
}
}
-float w_hlac(float req)
+void W_HLAC_Attack2_Frame(void)
+{
+ 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)
{
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)
+ else if(self.BUTTON_ATCK)
{
- if (weapon_prepareattack(0, WEP_CVAR_PRI(hlac, refire)))
+ 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), HLAC_fire1_02);
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
}
}
- else if (self.BUTTON_ATCK2 && WEP_CVAR(hlac, secondary))
+ else if(self.BUTTON_ATCK2 && WEP_CVAR(hlac, secondary))
{
- if (weapon_prepareattack(1, WEP_CVAR_SEC(hlac, refire)))
+ if(weapon_prepareattack(1, WEP_CVAR_SEC(hlac, refire)))
{
- W_HLAC_Attack2();
+ W_HLAC_Attack2_Frame();
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
}
}
}
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");
- WEP_SET_PROPS(HLAC_SETTINGS(hlac), WEP_HLAC)
- return TRUE;
- }
- case WR_SETUP:
- {
- self.current_ammo = ammo_cells;
+ 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.ammo_cells >= WEP_CVAR_PRI(hlac, ammo);
+ 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.ammo_cells >= WEP_CVAR_SEC(hlac, ammo);
+ 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:
{
- WEP_CONFIG_SETTINGS(HLAC_SETTINGS(hlac))
+ HLAC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
return TRUE;
}
case WR_RELOAD:
return WEAPON_HLAC_MURDER;
}
}
- return TRUE;
+ return FALSE;
}
#endif
#ifdef CSQC
-float w_hlac(float req)
+float W_HLAC(float req)
{
switch(req)
{
precache_sound("weapons/laserimpact.wav");
return TRUE;
}
+ case WR_ZOOMRETICLE:
+ {
+ // no weapon specific image for this weapon
+ return FALSE;
+ }
}
- return TRUE;
+ return FALSE;
}
#endif
#endif