#ifdef REGISTER_WEAPON REGISTER_WEAPON(HLAC, w_hlac, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hlac", "hlac", _("Heavy Laser Assault Cannon")) #else #ifdef SVQC // weapon load persistence, for weapons that support reloading .float hlac_load; void W_HLAC_SetAmmoCounter() { // set clip_load to the weapon we have switched to, if the gun uses reloading if(!autocvar_g_balance_hlac_reload_ammo) self.clip_load = 0; // also keeps crosshair ammo from displaying else { self.clip_load = self.hlac_load; self.clip_size = autocvar_g_balance_hlac_reload_ammo; // for the crosshair ammo display } } void W_HLAC_ReloadedAndReady() { float t; // now do the ammo transfer self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading while(self.clip_load < autocvar_g_balance_hlac_reload_ammo && self.ammo_cells) // make sure we don't add more ammo than we have { self.clip_load += 1; self.ammo_cells -= 1; } self.hlac_load = self.clip_load; t = ATTACK_FINISHED(self) - autocvar_g_balance_hlac_reload_time - 1; ATTACK_FINISHED(self) = t; w_ready(); } void W_HLAC_Reload() { // return if reloading is disabled for this weapon if(!autocvar_g_balance_hlac_reload_ammo) return; if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo))) return; float t; sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM); t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_hlac_reload_time + 1; ATTACK_FINISHED(self) = t; weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_hlac_reload_time, W_HLAC_ReloadedAndReady); self.old_clip_load = self.clip_load; self.clip_load = -1; } void W_HLAC_Touch (void) { PROJECTILE_TOUCH; self.event_damage = SUB_Null; if(self.projectiledeathtype & HITTYPE_SECONDARY) RadiusDamage (self, self.owner, 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.owner, 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) { local entity missile; float spread; // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { if(autocvar_g_balance_hlac_reload_ammo) { self.clip_load -= autocvar_g_balance_hlac_primary_ammo; self.hlac_load = self.clip_load; } else self.ammo_cells -= autocvar_g_balance_hlac_primary_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", CHAN_WEAPON, autocvar_g_balance_hlac_primary_damage); pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); if (!g_norecoil) { self.punchangle_x = random () - 0.5; self.punchangle_y = random () - 0.5; } missile = spawn (); missile.owner = 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) { local 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", CHAN_WEAPON, autocvar_g_balance_hlac_secondary_damage); pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); missile = spawn (); missile.owner = 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.projectiledeathtype = WEP_HLAC | HITTYPE_SECONDARY; CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE); other = missile; MUTATOR_CALLHOOK(EditProjectile); } void W_HLAC_Attack2 (void) { float i; // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { if(autocvar_g_balance_hlac_reload_ammo) { self.clip_load -= autocvar_g_balance_hlac_secondary_ammo; self.hlac_load = self.clip_load; } else self.ammo_cells -= autocvar_g_balance_hlac_secondary_ammo; } for(i=autocvar_g_balance_hlac_secondary_shots;i>0;--i) W_HLAC_Attack2f(); if (!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)) { 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 W_HLAC_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"); } else if (req == WR_SETUP) { weapon_setup(WEP_HLAC); W_HLAC_SetAmmoCounter(); } else if (req == WR_CHECKAMMO1) { ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_primary_ammo; ammo_amount += (autocvar_g_balance_hlac_reload_ammo && self.hlac_load >= 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 += (autocvar_g_balance_hlac_reload_ammo && self.hlac_load >= autocvar_g_balance_hlac_secondary_ammo); return ammo_amount; } else if (req == WR_RESETPLAYER) { // all weapons must be fully loaded when we spawn self.hlac_load = autocvar_g_balance_hlac_reload_ammo; } else if (req == WR_RELOAD) { W_HLAC_Reload(); } 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, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); } else if(req == WR_PRECACHE) { precache_sound("weapons/laserimpact.wav"); } else if (req == WR_SUICIDEMESSAGE) w_deathtypestring = _("%s should have used a smaller gun"); else if (req == WR_KILLMESSAGE) w_deathtypestring = _("%s was cut down by %s"); return TRUE; } #endif #endif