void W_HLAC_Attack(Weapon thiswep, entity actor, .entity weaponentity)
{
entity missile;
- float spread;
W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hlac, ammo), weaponentity);
- spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * actor.(weaponentity).misc_bulletcounter);
- spread = min(spread,WEP_CVAR_PRI(hlac, spread_max));
- if(IS_DUCKED(actor))
- spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
+ float spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * actor.(weaponentity).misc_bulletcounter);
+ spread = min(spread,WEP_CVAR_PRI(hlac, spread_max));
+ if(IS_DUCKED(actor))
+ spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage), thiswep.m_id);
W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
missile.owner = missile.realowner = actor;
missile.bot_dodge = true;
- missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage);
+ missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage);
set_movetype(missile, MOVETYPE_FLY);
PROJECTILE_MAKETRIGGER(missile);
settouch(missile, W_HLAC_Touch);
setthink(missile, SUB_Remove);
- missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime);
+ missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime);
missile.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, missile);
void W_HLAC_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
{
entity missile;
- float spread;
+ float spread = WEP_CVAR_SEC(hlac, spread);
- spread = WEP_CVAR_SEC(hlac, spread);
+ if(IS_DUCKED(actor))
+ spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
-
- if(IS_DUCKED(actor))
- spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
-
- W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage), thiswep.m_id | HITTYPE_SECONDARY);
+ W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage) * WEP_CVAR_SEC(hlac, shots), thiswep.m_id | HITTYPE_SECONDARY);
W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hlac, ammo), weaponentity);
- missile = new(hlacbolt);
- missile.owner = missile.realowner = actor;
- missile.bot_dodge = true;
+ for(int j = WEP_CVAR_SEC(hlac, shots); j > 0; --j)
+ {
+ missile = new(hlacbolt);
+ missile.owner = missile.realowner = actor;
+ missile.bot_dodge = true;
- missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage);
+ missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage);
- set_movetype(missile, MOVETYPE_FLY);
- PROJECTILE_MAKETRIGGER(missile);
+ set_movetype(missile, MOVETYPE_FLY);
+ PROJECTILE_MAKETRIGGER(missile);
- setorigin(missile, w_shotorg);
- setsize(missile, '0 0 0', '0 0 0');
+ 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
+ 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);
+ settouch(missile, W_HLAC_Touch);
+ setthink(missile, SUB_Remove);
- missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime);
+ missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime);
- missile.flags = FL_PROJECTILE;
- IL_PUSH(g_projectiles, missile);
- IL_PUSH(g_bot_dodge, missile);
- missile.missile_flags = MIF_SPLASH;
- missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
- missile.weaponentity_fld = weaponentity;
+ missile.flags = FL_PROJECTILE;
+ IL_PUSH(g_projectiles, missile);
+ IL_PUSH(g_bot_dodge, missile);
+ missile.missile_flags = MIF_SPLASH;
+ missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
+ missile.weaponentity_fld = weaponentity;
- CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
+ CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
- MUTATOR_CALLHOOK(EditProjectile, actor, missile);
+ MUTATOR_CALLHOOK(EditProjectile, actor, missile);
+ }
+
+ if(!autocvar_g_norecoil)
+ {
+ actor.punchangle_x = random() - 0.5;
+ actor.punchangle_y = random() - 0.5;
+ }
}
// weapon frames
ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(actor);
W_HLAC_Attack(thiswep, actor, weaponentity);
actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
}
else
{
}
}
-void W_HLAC_Attack2_Frame(Weapon thiswep, entity actor, .entity weaponentity)
-{
- float i;
-
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hlac, ammo), weaponentity);
-
- for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
- W_HLAC_Attack2(thiswep, actor, weaponentity);
-
- 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, .entity weaponentity))
{
- PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false, true);
}
METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
{
if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hlac, refire)))
{
- W_HLAC_Attack2_Frame(thiswep, actor, weaponentity);
+ W_HLAC_Attack2(thiswep, actor, weaponentity);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
}
}
METHOD(HLAC, wr_impacteffect, void(entity thiswep, entity actor))
{
- vector org2;
- org2 = w_org + w_backoff * 6;
+ vector org2 = w_org + w_backoff * 2;
pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
if(!w_issilent)
sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM);