if(self.crouch)
spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
- W_SetupShot(self, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
+ W_SetupShot(self, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
if(!autocvar_g_norecoil)
{
if(self.crouch)
spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
- W_SetupShot(self, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
+ W_SetupShot(self, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
missile = new(hlacbolt);
// weapon frames
void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
- if(actor.weapon != PS(actor).m_switchweapon.m_id) // abort immediately if switching
+ if(PS(actor).m_weapon != PS(actor).m_switchweapon) // abort immediately if switching
{
w_ready(thiswep, actor, weaponentity, fire);
return;
}
- if(actor.BUTTON_ATCK)
+ if(PHYS_INPUT_BUTTON_ATCK(actor))
{
if(!thiswep.wr_checkammo1(thiswep))
if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
}
}
- METHOD(HLAC, wr_aim, void(entity thiswep))
- {
- self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
- }
- METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- if(autocvar_g_balance_hlac_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload
- thiswep.wr_reload(thiswep);
- } else if(fire & 1)
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire)))
- {
- actor.misc_bulletcounter = 0;
- W_HLAC_Attack(thiswep);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
- }
- }
-
- else if((fire & 2) && WEP_CVAR(hlac, secondary))
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hlac, refire)))
- {
- W_HLAC_Attack2_Frame(thiswep);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
- }
- }
- }
- METHOD(HLAC, wr_checkammo1, bool(entity thiswep))
- {
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(hlac, ammo);
- ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
- return ammo_amount;
- }
- METHOD(HLAC, wr_checkammo2, bool(entity thiswep))
- {
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hlac, ammo);
- ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
- return ammo_amount;
- }
- METHOD(HLAC, wr_reload, void(entity thiswep))
- {
- W_Reload(self, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND(RELOAD));
- }
- METHOD(HLAC, wr_suicidemessage, int(entity thiswep))
- {
- return WEAPON_HLAC_SUICIDE;
- }
- METHOD(HLAC, wr_killmessage, int(entity thiswep))
- {
- return WEAPON_HLAC_MURDER;
- }
+METHOD(HLAC, wr_aim, void(entity thiswep))
+{
+ SELFPARAM();
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
+}
+METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if(autocvar_g_balance_hlac_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ } else if(fire & 1)
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire)))
+ {
+ actor.misc_bulletcounter = 0;
+ W_HLAC_Attack(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
+ }
+ }
+
+ else if((fire & 2) && WEP_CVAR(hlac, secondary))
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hlac, refire)))
+ {
+ W_HLAC_Attack2_Frame(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
+ }
+ }
+}
+METHOD(HLAC, wr_checkammo1, bool(entity thiswep))
+{
+ SELFPARAM();
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(hlac, ammo);
+ ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
+ return ammo_amount;
+}
+METHOD(HLAC, wr_checkammo2, bool(entity thiswep))
+{
+ SELFPARAM();
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hlac, ammo);
+ ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
+ return ammo_amount;
+}
+METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ SELFPARAM();
+ W_Reload(self, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND_RELOAD);
+}
+METHOD(HLAC, wr_suicidemessage, Notification(entity thiswep))
+{
+ return WEAPON_HLAC_SUICIDE;
+}
+METHOD(HLAC, wr_killmessage, Notification(entity thiswep))
+{
+ return WEAPON_HLAC_MURDER;
+}
#endif
#ifdef CSQC
- METHOD(HLAC, wr_impacteffect, void(entity thiswep))
- {
- vector org2;
- org2 = w_org + w_backoff * 6;
- pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM);
- }
+METHOD(HLAC, wr_impacteffect, void(entity thiswep))
+{
+ SELFPARAM();
+ vector org2;
+ org2 = w_org + w_backoff * 6;
+ pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM);
+}
#endif
#endif