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Merge branch 'master' into bones_was_here/q3compat
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hlac.qc
1 #include "hlac.qh"
2
3 #ifdef SVQC
4
5 void W_HLAC_Touch(entity this, entity toucher)
6 {
7         float isprimary;
8
9         PROJECTILE_TOUCH(this, toucher);
10
11         this.event_damage = func_null;
12
13         isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY);
14
15         RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius),
16                                                 NULL, NULL, WEP_CVAR_BOTH(hlac, isprimary, force), this.projectiledeathtype, this.weaponentity_fld, toucher);
17
18         delete(this);
19 }
20
21 void W_HLAC_Attack(Weapon thiswep, entity actor, .entity weaponentity)
22 {
23         entity missile;
24
25         W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hlac, ammo), weaponentity);
26
27         float spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * actor.(weaponentity).misc_bulletcounter);
28         spread = min(spread,WEP_CVAR_PRI(hlac, spread_max));
29         if(IS_DUCKED(actor))
30                 spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
31
32         W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage), thiswep.m_id);
33         W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
34         if(!autocvar_g_norecoil)
35         {
36                 actor.punchangle_x = random() - 0.5;
37                 actor.punchangle_y = random() - 0.5;
38         }
39
40         missile = new(hlacbolt);
41         missile.owner = missile.realowner = actor;
42         missile.bot_dodge = true;
43
44         missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage);
45
46         set_movetype(missile, MOVETYPE_FLY);
47         PROJECTILE_MAKETRIGGER(missile);
48
49         setorigin(missile, w_shotorg);
50         setsize(missile, '0 0 0', '0 0 0');
51
52         W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(hlac, speed), spread);
53         //missile.angles = vectoangles(missile.velocity); // csqc
54
55         settouch(missile, W_HLAC_Touch);
56         setthink(missile, SUB_Remove);
57
58         missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime);
59
60         missile.flags = FL_PROJECTILE;
61         IL_PUSH(g_projectiles, missile);
62         IL_PUSH(g_bot_dodge, missile);
63         missile.projectiledeathtype = thiswep.m_id;
64         missile.weaponentity_fld = weaponentity;
65
66         CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
67
68         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
69 }
70
71 void W_HLAC_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
72 {
73         entity missile;
74         float spread = WEP_CVAR_SEC(hlac, spread);
75
76         if(IS_DUCKED(actor))
77                 spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
78
79         W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage), thiswep.m_id | HITTYPE_SECONDARY);
80         W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
81
82         missile = new(hlacbolt);
83         missile.owner = missile.realowner = actor;
84         missile.bot_dodge = true;
85
86         missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage);
87
88         set_movetype(missile, MOVETYPE_FLY);
89         PROJECTILE_MAKETRIGGER(missile);
90
91         setorigin(missile, w_shotorg);
92         setsize(missile, '0 0 0', '0 0 0');
93
94         W_SetupProjVelocity_Basic(missile, WEP_CVAR_SEC(hlac, speed), spread);
95         //missile.angles = vectoangles(missile.velocity); // csqc
96
97         settouch(missile, W_HLAC_Touch);
98         setthink(missile, SUB_Remove);
99
100         missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime);
101
102         missile.flags = FL_PROJECTILE;
103         IL_PUSH(g_projectiles, missile);
104         IL_PUSH(g_bot_dodge, missile);
105         missile.missile_flags = MIF_SPLASH;
106         missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
107         missile.weaponentity_fld = weaponentity;
108
109         CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
110
111         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
112 }
113
114 // weapon frames
115 void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
116 {
117         if(actor.(weaponentity).m_weapon != actor.(weaponentity).m_switchweapon) // abort immediately if switching
118         {
119                 w_ready(thiswep, actor, weaponentity, fire);
120                 return;
121         }
122
123         if(PHYS_INPUT_BUTTON_ATCK(actor))
124         {
125                 if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
126                 if(!(actor.items & IT_UNLIMITED_AMMO))
127                 {
128                         W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
129                         w_ready(thiswep, actor, weaponentity, fire);
130                         return;
131                 }
132
133                 ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(actor);
134                 W_HLAC_Attack(thiswep, actor, weaponentity);
135                 actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
136                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
137         }
138         else
139         {
140                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, animtime), w_ready);
141         }
142 }
143
144 void W_HLAC_Attack2_Frame(Weapon thiswep, entity actor, .entity weaponentity)
145 {
146         W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hlac, ammo), weaponentity);
147
148         for(float i = WEP_CVAR_SEC(hlac, shots); i > 0; --i)
149                 W_HLAC_Attack2(thiswep, actor, weaponentity);
150
151         if(!autocvar_g_norecoil)
152         {
153                 actor.punchangle_x = random() - 0.5;
154                 actor.punchangle_y = random() - 0.5;
155         }
156 }
157
158 METHOD(HLAC, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
159 {
160     PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
161 }
162 METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
163 {
164     if(autocvar_g_balance_hlac_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload
165         thiswep.wr_reload(thiswep, actor, weaponentity);
166     } else if(fire & 1)
167     {
168         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire)))
169         {
170             actor.(weaponentity).misc_bulletcounter = 0;
171             W_HLAC_Attack(thiswep, actor, weaponentity);
172             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
173         }
174     }
175
176     else if((fire & 2) && WEP_CVAR(hlac, secondary))
177     {
178         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hlac, refire)))
179         {
180             W_HLAC_Attack2_Frame(thiswep, actor, weaponentity);
181             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
182         }
183     }
184 }
185 METHOD(HLAC, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
186 {
187     float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(hlac, ammo);
188     ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
189     return ammo_amount;
190 }
191 METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
192 {
193     float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hlac, ammo);
194     ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
195     return ammo_amount;
196 }
197 METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
198 {
199     W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND_RELOAD);
200 }
201 METHOD(HLAC, wr_suicidemessage, Notification(entity thiswep))
202 {
203     return WEAPON_HLAC_SUICIDE;
204 }
205 METHOD(HLAC, wr_killmessage, Notification(entity thiswep))
206 {
207     return WEAPON_HLAC_MURDER;
208 }
209
210 #endif
211 #ifdef CSQC
212
213 METHOD(HLAC, wr_impacteffect, void(entity thiswep, entity actor))
214 {
215     vector org2;
216     org2 = w_org + w_backoff * 6;
217     pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
218     if(!w_issilent)
219         sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM);
220 }
221
222 #endif