#include "hlac.qh"
-#ifndef IMPLEMENTATION
-CLASS(HLAC, Weapon)
-/* ammotype */ ATTRIB(HLAC, ammo_field, .int, ammo_cells);
-/* impulse */ ATTRIB(HLAC, impulse, int, 6);
-/* flags */ ATTRIB(HLAC, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
-/* rating */ ATTRIB(HLAC, bot_pickupbasevalue, float, 4000);
-/* color */ ATTRIB(HLAC, wpcolor, vector, '0 1 0');
-/* modelname */ ATTRIB(HLAC, mdl, string, "hlac");
-#ifdef GAMEQC
-/* model */ ATTRIB(HLAC, m_model, Model, MDL_HLAC_ITEM);
-#endif
-/* crosshair */ ATTRIB(HLAC, w_crosshair, string, "gfx/crosshairhlac");
-/* crosshair */ ATTRIB(HLAC, w_crosshair_size, float, 0.6);
-/* wepimg */ ATTRIB(HLAC, model2, string, "weaponhlac");
-/* refname */ ATTRIB(HLAC, netname, string, "hlac");
-/* wepname */ ATTRIB(HLAC, m_name, string, _("Heavy Laser Assault Cannon"));
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, ammo, float, BOTH) \
- P(class, prefix, animtime, float, BOTH) \
- P(class, prefix, damage, float, BOTH) \
- P(class, prefix, edgedamage, float, BOTH) \
- P(class, prefix, force, float, BOTH) \
- P(class, prefix, lifetime, float, BOTH) \
- P(class, prefix, radius, float, BOTH) \
- P(class, prefix, refire, float, BOTH) \
- P(class, prefix, reload_ammo, float, NONE) \
- P(class, prefix, reload_time, float, NONE) \
- P(class, prefix, secondary, float, NONE) \
- P(class, prefix, shots, float, SEC) \
- P(class, prefix, speed, float, BOTH) \
- P(class, prefix, spread, float, SEC) \
- P(class, prefix, spread_add, float, PRI) \
- P(class, prefix, spread_crouchmod, float, BOTH) \
- P(class, prefix, spread_max, float, PRI) \
- P(class, prefix, spread_min, float, PRI) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, weaponreplace, string,NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, HLAC, hlac)
-#undef X
-
-ENDCLASS(HLAC)
-REGISTER_WEAPON(HLAC, hlac, NEW(HLAC));
-
-#endif
-#ifdef IMPLEMENTATION
#ifdef SVQC
-spawnfunc(weapon_hlac) { weapon_defaultspawnfunc(this, WEP_HLAC); }
void W_HLAC_Touch(entity this, entity toucher)
{
isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY);
- RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), NULL, NULL, WEP_CVAR_BOTH(hlac, isprimary, force), this.projectiledeathtype, toucher);
+ RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius),
+ NULL, NULL, WEP_CVAR_BOTH(hlac, isprimary, force), this.projectiledeathtype, this.weaponentity_fld, toucher);
delete(this);
}
if(actor.crouch)
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));
+ W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage), thiswep.m_id);
Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
if(!autocvar_g_norecoil)
{
missile.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, missile);
IL_PUSH(g_bot_dodge, missile);
- missile.projectiledeathtype = WEP_HLAC.m_id;
+ missile.projectiledeathtype = thiswep.m_id;
+ missile.weaponentity_fld = weaponentity;
CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
MUTATOR_CALLHOOK(EditProjectile, actor, missile);
}
-void W_HLAC_Attack2(entity actor, .entity weaponentity)
+void W_HLAC_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
{
entity missile;
float spread;
if(actor.crouch)
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));
+ W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage), thiswep.m_id | HITTYPE_SECONDARY);
Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
missile = new(hlacbolt);
IL_PUSH(g_projectiles, missile);
IL_PUSH(g_bot_dodge, missile);
missile.missile_flags = MIF_SPLASH;
- missile.projectiledeathtype = WEP_HLAC.m_id | HITTYPE_SECONDARY;
+ missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
+ missile.weaponentity_fld = weaponentity;
CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
return;
}
- int slot = weaponslot(weaponentity);
- ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(actor);
- W_HLAC_Attack(WEP_HLAC, actor, weaponentity);
+ 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);
}
W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hlac, ammo), weaponentity);
for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
- W_HLAC_Attack2(actor, weaponentity);
+ W_HLAC_Attack2(thiswep, actor, weaponentity);
if(!autocvar_g_norecoil)
{
}
METHOD(HLAC, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
- float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hlac, ammo);
- ammo_amount += actor.(weaponentity).(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
+ float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(hlac, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
return ammo_amount;
}
METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
- float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hlac, ammo);
- ammo_amount += actor.(weaponentity).(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
+ float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hlac, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
return ammo_amount;
}
METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
}
#endif
-#endif