/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
/* rating */ BOT_PICKUP_RATING_MID,
/* color */ '0 1 0',
-/* firstpmdl */ "models/weapons/h_hlac.iqm",
-/* thirdpmdl */ "models/weapons/v_hlac.md3",
-/* pickupmdl */ "models/weapons/g_hlac.md3",
+/* modelname */ "hlac",
/* simplemdl */ "foobar",
/* crosshair */ "gfx/crosshairhlac 0.6",
+/* wepimg */ "weaponhlac",
/* refname */ "hlac",
/* wepname */ _("Heavy Laser Assault Cannon")
);
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, weaponstartoverride, weaponstartoverride) \
+ w_prop(id, sn, float, weaponthrowable, weaponthrowable)
#ifdef SVQC
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;
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_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(hlac, speed), spread);
- //missile.angles = vectoangles (missile.velocity); // csqc
+ //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 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_SetupProjVelocity_Basic(missile, WEP_CVAR_SEC(hlac, speed), spread);
- //missile.angles = vectoangles (missile.velocity); // csqc
+ //missile.angles = vectoangles(missile.velocity); // csqc
missile.touch = W_HLAC_Touch;
missile.think = SUB_Remove;
}
// weapon frames
-void W_HLAC_Attack_Frame()
+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(!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(self, w_getbestweapon(self));
}
}
-void W_HLAC_Attack2_Frame()
+void W_HLAC_Attack2_Frame(void)
{
float i;
for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
W_HLAC_Attack2();
- 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;
}
}
{
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();
}
}
- 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_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");
+ 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;
}
return WEAPON_HLAC_MURDER;
}
}
- return TRUE;
+ return FALSE;
}
#endif
#ifdef CSQC
return FALSE;
}
}
- return TRUE;
+ return FALSE;
}
#endif
#endif