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Merge branch 'master' into mirceakitsune/universal_reload_system
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_hlac.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(HLAC, w_hlac, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hlac", "hlac", _("Heavy Laser Assault Cannon"))
3 #else
4 #ifdef SVQC
5
6 void W_HLAC_Touch (void)
7 {
8         PROJECTILE_TOUCH;
9
10         self.event_damage = SUB_Null;
11         
12         if(self.projectiledeathtype & HITTYPE_SECONDARY)
13                 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);
14         else
15                 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);
16
17         remove (self);
18 }
19
20 void W_HLAC_Attack (void)
21 {
22         local entity missile;
23     float spread;
24
25         W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_reload_ammo);
26
27     spread = autocvar_g_balance_hlac_primary_spread_min + (autocvar_g_balance_hlac_primary_spread_add * self.misc_bulletcounter);
28     spread = min(spread,autocvar_g_balance_hlac_primary_spread_max);
29     if(self.crouch)
30         spread = spread * autocvar_g_balance_hlac_primary_spread_crouchmod;
31
32         W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON, autocvar_g_balance_hlac_primary_damage);
33         pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
34         if (!g_norecoil)
35         {
36                 self.punchangle_x = random () - 0.5;
37                 self.punchangle_y = random () - 0.5;
38         }
39
40         missile = spawn ();
41         missile.owner = self;
42         missile.classname = "hlacbolt";
43         missile.bot_dodge = TRUE;
44
45     missile.bot_dodgerating = autocvar_g_balance_hlac_primary_damage;
46
47         missile.movetype = MOVETYPE_FLY;
48         PROJECTILE_MAKETRIGGER(missile);
49
50         setorigin (missile, w_shotorg);
51         setsize(missile, '0 0 0', '0 0 0');
52
53         W_SetupProjectileVelocity(missile, autocvar_g_balance_hlac_primary_speed, spread);
54         //missile.angles = vectoangles (missile.velocity); // csqc
55
56         missile.touch = W_HLAC_Touch;
57         missile.think = SUB_Remove;
58
59     missile.nextthink = time + autocvar_g_balance_hlac_primary_lifetime;
60
61         missile.flags = FL_PROJECTILE;
62         missile.projectiledeathtype = WEP_HLAC;
63
64         CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE);
65
66         other = missile; MUTATOR_CALLHOOK(EditProjectile);
67 }
68
69 void W_HLAC_Attack2f (void)
70 {
71         local entity missile;
72     float spread;
73
74     spread = autocvar_g_balance_hlac_secondary_spread;
75
76
77     if(self.crouch)
78         spread = spread * autocvar_g_balance_hlac_secondary_spread_crouchmod;
79
80         W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON, autocvar_g_balance_hlac_secondary_damage);
81         pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
82
83         missile = spawn ();
84         missile.owner = self;
85         missile.classname = "hlacbolt";
86         missile.bot_dodge = TRUE;
87
88     missile.bot_dodgerating = autocvar_g_balance_hlac_secondary_damage;
89
90         missile.movetype = MOVETYPE_FLY;
91         PROJECTILE_MAKETRIGGER(missile);
92
93         setorigin (missile, w_shotorg);
94         setsize(missile, '0 0 0', '0 0 0');
95
96         W_SetupProjectileVelocity(missile, autocvar_g_balance_hlac_secondary_speed, spread);
97         //missile.angles = vectoangles (missile.velocity); // csqc
98
99         missile.touch = W_HLAC_Touch;
100         missile.think = SUB_Remove;
101
102     missile.nextthink = time + autocvar_g_balance_hlac_secondary_lifetime;
103
104         missile.flags = FL_PROJECTILE;
105         missile.projectiledeathtype = WEP_HLAC | HITTYPE_SECONDARY;
106
107         CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE);
108
109         other = missile; MUTATOR_CALLHOOK(EditProjectile);
110 }
111
112 void W_HLAC_Attack2 (void)
113 {
114     float i;
115
116         W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_secondary_ammo, autocvar_g_balance_hlac_reload_ammo);
117
118     for(i=autocvar_g_balance_hlac_secondary_shots;i>0;--i)
119         W_HLAC_Attack2f();
120
121         if (!g_norecoil)
122         {
123                 self.punchangle_x = random () - 0.5;
124                 self.punchangle_y = random () - 0.5;
125         }
126 }
127
128 // weapon frames
129 void HLAC_fire1_02()
130 {
131         if(self.weapon != self.switchweapon) // abort immediately if switching
132         {
133                 w_ready();
134                 return;
135         }
136
137         if (self.BUTTON_ATCK)
138         {
139                 if (!weapon_action(self.weapon, WR_CHECKAMMO1))
140                 {
141                         W_SwitchWeapon_Force(self, w_getbestweapon(self));
142                         w_ready();
143                         return;
144                 }
145
146                 ATTACK_FINISHED(self) = time + autocvar_g_balance_hlac_primary_refire * W_WeaponRateFactor();
147                 W_HLAC_Attack();
148                 self.misc_bulletcounter = self.misc_bulletcounter + 1;
149         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
150         }
151         else
152         {
153                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_animtime, w_ready);
154         }
155 };
156
157 void spawnfunc_weapon_hlac (void)
158 {
159         weapon_defaultspawnfunc(WEP_HLAC);
160 }
161
162 float w_hlac(float req)
163 {
164         float ammo_amount;
165         if (req == WR_AIM)
166         self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hlac_primary_speed, 0, autocvar_g_balance_hlac_primary_lifetime, FALSE);
167         else if (req == WR_THINK)
168         {
169                 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
170                         weapon_action(self.weapon, WR_RELOAD);
171                 else if (self.BUTTON_ATCK)
172                 {
173                         if (weapon_prepareattack(0, autocvar_g_balance_hlac_primary_refire))
174                         {
175                                 self.misc_bulletcounter = 0;
176                                 W_HLAC_Attack();
177                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
178                         }
179                 }
180
181                 else if (self.BUTTON_ATCK2 && autocvar_g_balance_hlac_secondary)
182                 {
183                         if (weapon_prepareattack(1, autocvar_g_balance_hlac_secondary_refire))
184                         {
185                                 W_HLAC_Attack2();
186                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hlac_secondary_animtime, w_ready);
187                         }
188                 }
189         }
190         else if (req == WR_PRECACHE)
191         {
192         precache_model ("models/weapons/g_hlac.md3");
193                 precache_model ("models/weapons/v_hlac.md3");
194                 precache_model ("models/weapons/h_hlac.iqm");
195                 precache_sound ("weapons/lasergun_fire.wav");
196                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
197
198         }
199         else if (req == WR_SETUP)
200         {
201                 weapon_setup(WEP_HLAC);
202                 self.current_ammo = ammo_cells;
203         }
204         else if (req == WR_CHECKAMMO1)
205         {
206                 ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_primary_ammo;
207                 ammo_amount += self.weapon_load[WEP_HLAC] >= autocvar_g_balance_hlac_primary_ammo;
208                 return ammo_amount;
209         }
210         else if (req == WR_CHECKAMMO2)
211         {
212                 ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_secondary_ammo;
213                 ammo_amount += self.weapon_load[WEP_HLAC] >= autocvar_g_balance_hlac_secondary_ammo;
214                 return ammo_amount;
215         }
216         else if (req == WR_RELOAD)
217         {
218                 W_Reload(min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo), autocvar_g_balance_hlac_reload_ammo, autocvar_g_balance_hlac_reload_time, "weapons/reload.wav");
219         }
220         return TRUE;
221 };
222 #endif
223 #ifdef CSQC
224 float w_hlac(float req)
225 {
226         if(req == WR_IMPACTEFFECT)
227         {
228                 vector org2;
229                 org2 = w_org + w_backoff * 6;
230                 pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
231                 if(!w_issilent)
232                         sound(self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
233         }
234         else if(req == WR_PRECACHE)
235         {
236                 precache_sound("weapons/laserimpact.wav");
237         }
238         else if (req == WR_SUICIDEMESSAGE)
239                 w_deathtypestring = _("%s should have used a smaller gun");
240         else if (req == WR_KILLMESSAGE)
241                 w_deathtypestring = _("%s was cut down by %s");
242         return TRUE;
243 }
244 #endif
245 #endif