5 /* ammotype */ IT_CELLS,
7 /* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_MID,
11 /* fullname */ _("Heavy Laser Assault Cannon")
15 void spawnfunc_weapon_hlac() { weapon_defaultspawnfunc(WEP_HLAC); }
17 void W_HLAC_Touch (void)
21 self.event_damage = func_null;
23 if(self.projectiledeathtype & HITTYPE_SECONDARY)
24 RadiusDamage (self, self.realowner, autocvar_g_balance_hlac_secondary_damage, autocvar_g_balance_hlac_secondary_edgedamage, autocvar_g_balance_hlac_secondary_radius, world, world, autocvar_g_balance_hlac_secondary_force, self.projectiledeathtype, other);
26 RadiusDamage (self, self.realowner, autocvar_g_balance_hlac_primary_damage, autocvar_g_balance_hlac_primary_edgedamage, autocvar_g_balance_hlac_primary_radius, world, world, autocvar_g_balance_hlac_primary_force, self.projectiledeathtype, other);
31 void W_HLAC_Attack (void)
36 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_reload_ammo);
38 spread = autocvar_g_balance_hlac_primary_spread_min + (autocvar_g_balance_hlac_primary_spread_add * self.misc_bulletcounter);
39 spread = min(spread,autocvar_g_balance_hlac_primary_spread_max);
41 spread = spread * autocvar_g_balance_hlac_primary_spread_crouchmod;
43 W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, autocvar_g_balance_hlac_primary_damage);
44 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
47 self.punchangle_x = random () - 0.5;
48 self.punchangle_y = random () - 0.5;
52 missile.owner = missile.realowner = self;
53 missile.classname = "hlacbolt";
54 missile.bot_dodge = TRUE;
56 missile.bot_dodgerating = autocvar_g_balance_hlac_primary_damage;
58 missile.movetype = MOVETYPE_FLY;
59 PROJECTILE_MAKETRIGGER(missile);
61 setorigin (missile, w_shotorg);
62 setsize(missile, '0 0 0', '0 0 0');
64 W_SetupProjectileVelocity(missile, autocvar_g_balance_hlac_primary_speed, spread);
65 //missile.angles = vectoangles (missile.velocity); // csqc
67 missile.touch = W_HLAC_Touch;
68 missile.think = SUB_Remove;
70 missile.nextthink = time + autocvar_g_balance_hlac_primary_lifetime;
72 missile.flags = FL_PROJECTILE;
73 missile.projectiledeathtype = WEP_HLAC;
75 CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE);
77 other = missile; MUTATOR_CALLHOOK(EditProjectile);
80 void W_HLAC_Attack2f (void)
85 spread = autocvar_g_balance_hlac_secondary_spread;
89 spread = spread * autocvar_g_balance_hlac_secondary_spread_crouchmod;
91 W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, autocvar_g_balance_hlac_secondary_damage);
92 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
95 missile.owner = missile.realowner = self;
96 missile.classname = "hlacbolt";
97 missile.bot_dodge = TRUE;
99 missile.bot_dodgerating = autocvar_g_balance_hlac_secondary_damage;
101 missile.movetype = MOVETYPE_FLY;
102 PROJECTILE_MAKETRIGGER(missile);
104 setorigin (missile, w_shotorg);
105 setsize(missile, '0 0 0', '0 0 0');
107 W_SetupProjectileVelocity(missile, autocvar_g_balance_hlac_secondary_speed, spread);
108 //missile.angles = vectoangles (missile.velocity); // csqc
110 missile.touch = W_HLAC_Touch;
111 missile.think = SUB_Remove;
113 missile.nextthink = time + autocvar_g_balance_hlac_secondary_lifetime;
115 missile.flags = FL_PROJECTILE;
116 missile.missile_flags = MIF_SPLASH;
117 missile.projectiledeathtype = WEP_HLAC | HITTYPE_SECONDARY;
119 CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE);
121 other = missile; MUTATOR_CALLHOOK(EditProjectile);
124 void W_HLAC_Attack2 (void)
128 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_secondary_ammo, autocvar_g_balance_hlac_reload_ammo);
130 for(i=autocvar_g_balance_hlac_secondary_shots;i>0;--i)
135 self.punchangle_x = random () - 0.5;
136 self.punchangle_y = random () - 0.5;
143 if(self.weapon != self.switchweapon) // abort immediately if switching
149 if (self.BUTTON_ATCK)
151 if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
152 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
154 W_SwitchWeapon_Force(self, w_getbestweapon(self));
159 ATTACK_FINISHED(self) = time + autocvar_g_balance_hlac_primary_refire * W_WeaponRateFactor();
161 self.misc_bulletcounter = self.misc_bulletcounter + 1;
162 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
166 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_animtime, w_ready);
170 float w_hlac(float req)
177 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hlac_primary_speed, 0, autocvar_g_balance_hlac_primary_lifetime, FALSE);
182 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
183 WEP_ACTION(self.weapon, WR_RELOAD);
184 else if (self.BUTTON_ATCK)
186 if (weapon_prepareattack(0, autocvar_g_balance_hlac_primary_refire))
188 self.misc_bulletcounter = 0;
190 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
194 else if (self.BUTTON_ATCK2 && autocvar_g_balance_hlac_secondary)
196 if (weapon_prepareattack(1, autocvar_g_balance_hlac_secondary_refire))
199 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hlac_secondary_animtime, w_ready);
207 precache_model ("models/weapons/g_hlac.md3");
208 precache_model ("models/weapons/v_hlac.md3");
209 precache_model ("models/weapons/h_hlac.iqm");
210 precache_sound ("weapons/lasergun_fire.wav");
215 weapon_setup(WEP_HLAC);
216 self.current_ammo = ammo_cells;
221 ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_primary_ammo;
222 ammo_amount += self.(weapon_load[WEP_HLAC]) >= autocvar_g_balance_hlac_primary_ammo;
227 ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_secondary_ammo;
228 ammo_amount += self.(weapon_load[WEP_HLAC]) >= autocvar_g_balance_hlac_secondary_ammo;
233 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");
236 case WR_SUICIDEMESSAGE:
238 return WEAPON_HLAC_SUICIDE;
242 return WEAPON_HLAC_MURDER;
249 float w_hlac(float req)
253 case WR_IMPACTEFFECT:
256 org2 = w_org + w_backoff * 6;
257 pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
259 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
265 precache_sound("weapons/laserimpact.wav");