5 /* ammotype */ ammo_cells,
7 /* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_MID,
10 /* modelname */ "hlac",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairhlac 0.6",
13 /* wepimg */ "weaponhlac",
15 /* wepname */ _("Heavy Laser Assault Cannon")
18 #define HLAC_SETTINGS(w_cvar,w_prop) HLAC_SETTINGS_LIST(w_cvar, w_prop, HLAC, hlac)
19 #define HLAC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20 w_cvar(id, sn, BOTH, ammo) \
21 w_cvar(id, sn, BOTH, animtime) \
22 w_cvar(id, sn, BOTH, damage) \
23 w_cvar(id, sn, BOTH, edgedamage) \
24 w_cvar(id, sn, BOTH, force) \
25 w_cvar(id, sn, BOTH, lifetime) \
26 w_cvar(id, sn, BOTH, radius) \
27 w_cvar(id, sn, BOTH, refire) \
28 w_cvar(id, sn, BOTH, speed) \
29 w_cvar(id, sn, BOTH, spread_crouchmod) \
30 w_cvar(id, sn, PRI, spread_add) \
31 w_cvar(id, sn, PRI, spread_max) \
32 w_cvar(id, sn, PRI, spread_min) \
33 w_cvar(id, sn, NONE, secondary) \
34 w_cvar(id, sn, SEC, shots) \
35 w_cvar(id, sn, SEC, spread) \
36 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
37 w_prop(id, sn, float, reloading_time, reload_time) \
38 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
39 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
40 w_prop(id, sn, string, weaponreplace, weaponreplace) \
41 w_prop(id, sn, float, weaponstart, weaponstart) \
42 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
43 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
46 HLAC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
50 void spawnfunc_weapon_hlac(void) { weapon_defaultspawnfunc(WEP_HLAC); }
52 void W_HLAC_Touch(void)
58 self.event_damage = func_null;
60 isprimary = !(self.projectiledeathtype & HITTYPE_SECONDARY);
62 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);
67 void W_HLAC_Attack(void)
72 W_DecreaseAmmo(WEP_CVAR_PRI(hlac, ammo));
74 spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * self.misc_bulletcounter);
75 spread = min(spread,WEP_CVAR_PRI(hlac, spread_max));
77 spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
79 W_SetupShot(self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
80 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
81 if(!autocvar_g_norecoil)
83 self.punchangle_x = random() - 0.5;
84 self.punchangle_y = random() - 0.5;
88 missile.owner = missile.realowner = self;
89 missile.classname = "hlacbolt";
90 missile.bot_dodge = TRUE;
92 missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage);
94 missile.movetype = MOVETYPE_FLY;
95 PROJECTILE_MAKETRIGGER(missile);
97 setorigin(missile, w_shotorg);
98 setsize(missile, '0 0 0', '0 0 0');
100 W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(hlac, speed), spread);
101 //missile.angles = vectoangles(missile.velocity); // csqc
103 missile.touch = W_HLAC_Touch;
104 missile.think = SUB_Remove;
106 missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime);
108 missile.flags = FL_PROJECTILE;
109 missile.projectiledeathtype = WEP_HLAC;
111 CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE);
113 other = missile; MUTATOR_CALLHOOK(EditProjectile);
116 void W_HLAC_Attack2(void)
121 spread = WEP_CVAR_SEC(hlac, spread);
125 spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
127 W_SetupShot(self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
128 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
131 missile.owner = missile.realowner = self;
132 missile.classname = "hlacbolt";
133 missile.bot_dodge = TRUE;
135 missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage);
137 missile.movetype = MOVETYPE_FLY;
138 PROJECTILE_MAKETRIGGER(missile);
140 setorigin(missile, w_shotorg);
141 setsize(missile, '0 0 0', '0 0 0');
143 W_SetupProjVelocity_Basic(missile, WEP_CVAR_SEC(hlac, speed), spread);
144 //missile.angles = vectoangles(missile.velocity); // csqc
146 missile.touch = W_HLAC_Touch;
147 missile.think = SUB_Remove;
149 missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime);
151 missile.flags = FL_PROJECTILE;
152 missile.missile_flags = MIF_SPLASH;
153 missile.projectiledeathtype = WEP_HLAC | HITTYPE_SECONDARY;
155 CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE);
157 other = missile; MUTATOR_CALLHOOK(EditProjectile);
161 void W_HLAC_Attack_Frame(void)
163 if(self.weapon != self.switchweapon) // abort immediately if switching
171 if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
172 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
174 W_SwitchWeapon_Force(self, w_getbestweapon(self));
179 ATTACK_FINISHED(self) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor();
181 self.misc_bulletcounter = self.misc_bulletcounter + 1;
182 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
186 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, animtime), w_ready);
190 void W_HLAC_Attack2_Frame(void)
194 W_DecreaseAmmo(WEP_CVAR_SEC(hlac, ammo));
196 for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
199 if(!autocvar_g_norecoil)
201 self.punchangle_x = random() - 0.5;
202 self.punchangle_y = random() - 0.5;
206 float W_HLAC(float req)
213 self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), FALSE);
218 if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) // forced reload
219 WEP_ACTION(self.weapon, WR_RELOAD);
220 else if(self.BUTTON_ATCK)
222 if(weapon_prepareattack(0, WEP_CVAR_PRI(hlac, refire)))
224 self.misc_bulletcounter = 0;
226 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
230 else if(self.BUTTON_ATCK2 && WEP_CVAR(hlac, secondary))
232 if(weapon_prepareattack(1, WEP_CVAR_SEC(hlac, refire)))
234 W_HLAC_Attack2_Frame();
235 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
243 precache_model("models/weapons/g_hlac.md3");
244 precache_model("models/weapons/v_hlac.md3");
245 precache_model("models/weapons/h_hlac.iqm");
246 precache_sound("weapons/lasergun_fire.wav");
247 HLAC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
252 ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_PRI(hlac, ammo);
253 ammo_amount += self.(weapon_load[WEP_HLAC]) >= WEP_CVAR_PRI(hlac, ammo);
258 ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_SEC(hlac, ammo);
259 ammo_amount += self.(weapon_load[WEP_HLAC]) >= WEP_CVAR_SEC(hlac, ammo);
264 HLAC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
269 W_Reload(min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), "weapons/reload.wav");
272 case WR_SUICIDEMESSAGE:
274 return WEAPON_HLAC_SUICIDE;
278 return WEAPON_HLAC_MURDER;
285 float W_HLAC(float req)
289 case WR_IMPACTEFFECT:
292 org2 = w_org + w_backoff * 6;
293 pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
295 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
301 precache_sound("weapons/laserimpact.wav");
306 // no weapon specific image for this weapon