5 /* ammotype */ ammo_cells,
7 /* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_MID,
11 /* crosshair */ "gfx/crosshairhlac 0.6",
13 /* wepname */ _("Heavy Laser Assault Cannon")
16 #define HLAC_SETTINGS(w_cvar,w_prop) HLAC_SETTINGS_LIST(w_cvar, w_prop, HLAC, hlac)
17 #define HLAC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
18 w_cvar(id, sn, BOTH, ammo) \
19 w_cvar(id, sn, BOTH, animtime) \
20 w_cvar(id, sn, BOTH, damage) \
21 w_cvar(id, sn, BOTH, edgedamage) \
22 w_cvar(id, sn, BOTH, force) \
23 w_cvar(id, sn, BOTH, lifetime) \
24 w_cvar(id, sn, BOTH, radius) \
25 w_cvar(id, sn, BOTH, refire) \
26 w_cvar(id, sn, BOTH, speed) \
27 w_cvar(id, sn, BOTH, spread_crouchmod) \
28 w_cvar(id, sn, PRI, spread_add) \
29 w_cvar(id, sn, PRI, spread_max) \
30 w_cvar(id, sn, PRI, spread_min) \
31 w_cvar(id, sn, NONE, secondary) \
32 w_cvar(id, sn, SEC, shots) \
33 w_cvar(id, sn, SEC, spread) \
34 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
35 w_prop(id, sn, float, reloading_time, reload_time) \
36 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
37 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
38 w_prop(id, sn, string, weaponreplace, weaponreplace) \
39 w_prop(id, sn, float, weaponstart, weaponstart) \
40 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
43 HLAC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
47 void spawnfunc_weapon_hlac() { weapon_defaultspawnfunc(WEP_HLAC); }
49 void W_HLAC_Touch (void)
55 self.event_damage = func_null;
57 isprimary = !(self.projectiledeathtype & HITTYPE_SECONDARY);
59 RadiusDamage(self, self.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), world, world, WEP_CVAR_BOTH(hlac, isprimary, force), self.projectiledeathtype, other);
64 void W_HLAC_Attack (void)
69 W_DecreaseAmmo(WEP_CVAR_PRI(hlac, ammo));
71 spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * self.misc_bulletcounter);
72 spread = min(spread,WEP_CVAR_PRI(hlac, spread_max));
74 spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
76 W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
77 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
78 if (!autocvar_g_norecoil)
80 self.punchangle_x = random () - 0.5;
81 self.punchangle_y = random () - 0.5;
85 missile.owner = missile.realowner = self;
86 missile.classname = "hlacbolt";
87 missile.bot_dodge = TRUE;
89 missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage);
91 missile.movetype = MOVETYPE_FLY;
92 PROJECTILE_MAKETRIGGER(missile);
94 setorigin (missile, w_shotorg);
95 setsize(missile, '0 0 0', '0 0 0');
97 W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(hlac, speed), spread);
98 //missile.angles = vectoangles (missile.velocity); // csqc
100 missile.touch = W_HLAC_Touch;
101 missile.think = SUB_Remove;
103 missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime);
105 missile.flags = FL_PROJECTILE;
106 missile.projectiledeathtype = WEP_HLAC;
108 CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE);
110 other = missile; MUTATOR_CALLHOOK(EditProjectile);
113 void W_HLAC_Attack2()
118 spread = WEP_CVAR_SEC(hlac, spread);
122 spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
124 W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
125 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
128 missile.owner = missile.realowner = self;
129 missile.classname = "hlacbolt";
130 missile.bot_dodge = TRUE;
132 missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage);
134 missile.movetype = MOVETYPE_FLY;
135 PROJECTILE_MAKETRIGGER(missile);
137 setorigin (missile, w_shotorg);
138 setsize(missile, '0 0 0', '0 0 0');
140 W_SetupProjVelocity_Basic(missile, WEP_CVAR_SEC(hlac, speed), spread);
141 //missile.angles = vectoangles (missile.velocity); // csqc
143 missile.touch = W_HLAC_Touch;
144 missile.think = SUB_Remove;
146 missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime);
148 missile.flags = FL_PROJECTILE;
149 missile.missile_flags = MIF_SPLASH;
150 missile.projectiledeathtype = WEP_HLAC | HITTYPE_SECONDARY;
152 CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE);
154 other = missile; MUTATOR_CALLHOOK(EditProjectile);
158 void W_HLAC_Attack_Frame()
160 if(self.weapon != self.switchweapon) // abort immediately if switching
166 if (self.BUTTON_ATCK)
168 if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
169 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
171 W_SwitchWeapon_Force(self, w_getbestweapon(self));
176 ATTACK_FINISHED(self) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor();
178 self.misc_bulletcounter = self.misc_bulletcounter + 1;
179 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
183 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, animtime), w_ready);
187 void W_HLAC_Attack2_Frame()
191 W_DecreaseAmmo(WEP_CVAR_SEC(hlac, ammo));
193 for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
196 if (!autocvar_g_norecoil)
198 self.punchangle_x = random () - 0.5;
199 self.punchangle_y = random () - 0.5;
203 float W_HLAC(float req)
210 self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), FALSE);
215 if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) // forced reload
216 WEP_ACTION(self.weapon, WR_RELOAD);
217 else if (self.BUTTON_ATCK)
219 if (weapon_prepareattack(0, WEP_CVAR_PRI(hlac, refire)))
221 self.misc_bulletcounter = 0;
223 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
227 else if (self.BUTTON_ATCK2 && WEP_CVAR(hlac, secondary))
229 if (weapon_prepareattack(1, WEP_CVAR_SEC(hlac, refire)))
231 W_HLAC_Attack2_Frame();
232 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
240 precache_model ("models/weapons/g_hlac.md3");
241 precache_model ("models/weapons/v_hlac.md3");
242 precache_model ("models/weapons/h_hlac.iqm");
243 precache_sound ("weapons/lasergun_fire.wav");
244 HLAC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
249 ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_PRI(hlac, ammo);
250 ammo_amount += self.(weapon_load[WEP_HLAC]) >= WEP_CVAR_PRI(hlac, ammo);
255 ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_SEC(hlac, ammo);
256 ammo_amount += self.(weapon_load[WEP_HLAC]) >= WEP_CVAR_SEC(hlac, ammo);
261 HLAC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
266 W_Reload(min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), "weapons/reload.wav");
269 case WR_SUICIDEMESSAGE:
271 return WEAPON_HLAC_SUICIDE;
275 return WEAPON_HLAC_MURDER;
282 float W_HLAC(float req)
286 case WR_IMPACTEFFECT:
289 org2 = w_org + w_backoff * 6;
290 pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
292 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
298 precache_sound("weapons/laserimpact.wav");
303 // no weapon specific image for this weapon