+++ /dev/null
-#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",
-/* shortname */ "hlac",
-/* fullname */ _("Heavy Laser Assault Cannon")
-);
-#else
-#ifdef SVQC
-
-void W_HLAC_Touch (void)
-{
- PROJECTILE_TOUCH;
-
- self.event_damage = func_null;
-
- if(self.projectiledeathtype & HITTYPE_SECONDARY)
- RadiusDamage (self, self.realowner, autocvar_g_balance_hlac_secondary_damage, autocvar_g_balance_hlac_secondary_edgedamage, autocvar_g_balance_hlac_secondary_radius, world, autocvar_g_balance_hlac_secondary_force, self.projectiledeathtype, other);
- else
- RadiusDamage (self, self.realowner, autocvar_g_balance_hlac_primary_damage, autocvar_g_balance_hlac_primary_edgedamage, autocvar_g_balance_hlac_primary_radius, world, autocvar_g_balance_hlac_primary_force, self.projectiledeathtype, other);
-
- remove (self);
-}
-
-void W_HLAC_Attack (void)
-{
- entity missile;
- float spread;
-
- W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_reload_ammo);
-
- spread = autocvar_g_balance_hlac_primary_spread_min + (autocvar_g_balance_hlac_primary_spread_add * self.misc_bulletcounter);
- spread = min(spread,autocvar_g_balance_hlac_primary_spread_max);
- if(self.crouch)
- spread = spread * autocvar_g_balance_hlac_primary_spread_crouchmod;
-
- W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, autocvar_g_balance_hlac_primary_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 = autocvar_g_balance_hlac_primary_damage;
-
- missile.movetype = MOVETYPE_FLY;
- PROJECTILE_MAKETRIGGER(missile);
-
- setorigin (missile, w_shotorg);
- setsize(missile, '0 0 0', '0 0 0');
-
- W_SetupProjectileVelocity(missile, autocvar_g_balance_hlac_primary_speed, spread);
- //missile.angles = vectoangles (missile.velocity); // csqc
-
- missile.touch = W_HLAC_Touch;
- missile.think = SUB_Remove;
-
- missile.nextthink = time + autocvar_g_balance_hlac_primary_lifetime;
-
- missile.flags = FL_PROJECTILE;
- missile.projectiledeathtype = WEP_HLAC;
-
- CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE);
-
- other = missile; MUTATOR_CALLHOOK(EditProjectile);
-}
-
-void W_HLAC_Attack2f (void)
-{
- entity missile;
- float spread;
-
- spread = autocvar_g_balance_hlac_secondary_spread;
-
-
- if(self.crouch)
- spread = spread * autocvar_g_balance_hlac_secondary_spread_crouchmod;
-
- W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, autocvar_g_balance_hlac_secondary_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 = autocvar_g_balance_hlac_secondary_damage;
-
- missile.movetype = MOVETYPE_FLY;
- PROJECTILE_MAKETRIGGER(missile);
-
- setorigin (missile, w_shotorg);
- setsize(missile, '0 0 0', '0 0 0');
-
- W_SetupProjectileVelocity(missile, autocvar_g_balance_hlac_secondary_speed, spread);
- //missile.angles = vectoangles (missile.velocity); // csqc
-
- missile.touch = W_HLAC_Touch;
- missile.think = SUB_Remove;
-
- missile.nextthink = time + autocvar_g_balance_hlac_secondary_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);
-}
-
-void W_HLAC_Attack2 (void)
-{
- float i;
-
- W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_secondary_ammo, autocvar_g_balance_hlac_reload_ammo);
-
- for(i=autocvar_g_balance_hlac_secondary_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()
-{
- if(self.weapon != self.switchweapon) // abort immediately if switching
- {
- w_ready();
- return;
- }
-
- if (self.BUTTON_ATCK)
- {
- if (!weapon_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 + autocvar_g_balance_hlac_primary_refire * W_WeaponRateFactor();
- W_HLAC_Attack();
- self.misc_bulletcounter = self.misc_bulletcounter + 1;
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
- }
- else
- {
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_animtime, w_ready);
- }
-}
-
-void spawnfunc_weapon_hlac (void)
-{
- weapon_defaultspawnfunc(WEP_HLAC);
-}
-
-float w_hlac(float req)
-{
- float ammo_amount;
- if (req == WR_AIM)
- self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hlac_primary_speed, 0, autocvar_g_balance_hlac_primary_lifetime, FALSE);
- else if (req == WR_THINK)
- {
- if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo)) // forced reload
- weapon_action(self.weapon, WR_RELOAD);
- else if (self.BUTTON_ATCK)
- {
- if (weapon_prepareattack(0, autocvar_g_balance_hlac_primary_refire))
- {
- self.misc_bulletcounter = 0;
- W_HLAC_Attack();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
- }
- }
-
- else if (self.BUTTON_ATCK2 && autocvar_g_balance_hlac_secondary)
- {
- if (weapon_prepareattack(1, autocvar_g_balance_hlac_secondary_refire))
- {
- W_HLAC_Attack2();
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hlac_secondary_animtime, w_ready);
- }
- }
- }
- else if (req == WR_PRECACHE)
- {
- 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_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
-
- }
- else if (req == WR_SETUP)
- {
- weapon_setup(WEP_HLAC);
- self.current_ammo = ammo_cells;
- }
- else if (req == WR_CHECKAMMO1)
- {
- ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_primary_ammo;
- ammo_amount += self.(weapon_load[WEP_HLAC]) >= autocvar_g_balance_hlac_primary_ammo;
- return ammo_amount;
- }
- else if (req == WR_CHECKAMMO2)
- {
- ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_secondary_ammo;
- ammo_amount += self.(weapon_load[WEP_HLAC]) >= autocvar_g_balance_hlac_secondary_ammo;
- return ammo_amount;
- }
- else if (req == WR_RELOAD)
- {
- W_Reload(min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo), autocvar_g_balance_hlac_reload_ammo, autocvar_g_balance_hlac_reload_time, "weapons/reload.wav");
- }
- else if (req == WR_SUICIDEMESSAGE)
- {
- return WEAPON_HLAC_SUICIDE;
- }
- else if (req == WR_KILLMESSAGE)
- {
- return WEAPON_HLAC_MURDER;
- }
- return TRUE;
-}
-#endif
-#ifdef CSQC
-float w_hlac(float req)
-{
- if(req == 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, ATTEN_NORM);
- }
- else if(req == WR_PRECACHE)
- {
- precache_sound("weapons/laserimpact.wav");
- }
- return TRUE;
-}
-#endif
-#endif