]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/weapons/weapon/hlac.qc
Merge branch 'master' into TimePath/csqc_viewmodels
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hlac.qc
1 #ifndef IMPLEMENTATION
2 CLASS(HLAC, Weapon)
3 /* ammotype  */ ATTRIB(HLAC, ammo_field, .int, ammo_cells)
4 /* impulse   */ ATTRIB(HLAC, impulse, int, 6)
5 /* flags     */ ATTRIB(HLAC, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
6 /* rating    */ ATTRIB(HLAC, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
7 /* color     */ ATTRIB(HLAC, wpcolor, vector, '0 1 0');
8 /* modelname */ ATTRIB(HLAC, mdl, string, "hlac");
9 #ifndef MENUQC
10 /* model     */ ATTRIB(HLAC, m_model, Model, MDL_HLAC_ITEM);
11 #endif
12 /* crosshair */ ATTRIB(HLAC, w_crosshair, string, "gfx/crosshairhlac");
13 /* crosshair */ ATTRIB(HLAC, w_crosshair_size, float, 0.6);
14 /* wepimg    */ ATTRIB(HLAC, model2, string, "weaponhlac");
15 /* refname   */ ATTRIB(HLAC, netname, string, "hlac");
16 /* wepname   */ ATTRIB(HLAC, m_name, string, _("Heavy Laser Assault Cannon"));
17 ENDCLASS(HLAC)
18 REGISTER_WEAPON(HLAC, NEW(HLAC));
19
20 #define HLAC_SETTINGS(w_cvar,w_prop) HLAC_SETTINGS_LIST(w_cvar, w_prop, HLAC, hlac)
21 #define HLAC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
22         w_cvar(id, sn, BOTH, ammo) \
23         w_cvar(id, sn, BOTH, animtime) \
24         w_cvar(id, sn, BOTH, damage) \
25         w_cvar(id, sn, BOTH, edgedamage) \
26         w_cvar(id, sn, BOTH, force) \
27         w_cvar(id, sn, BOTH, lifetime) \
28         w_cvar(id, sn, BOTH, radius) \
29         w_cvar(id, sn, BOTH, refire) \
30         w_cvar(id, sn, BOTH, speed) \
31         w_cvar(id, sn, BOTH, spread_crouchmod) \
32         w_cvar(id, sn, PRI,  spread_add) \
33         w_cvar(id, sn, PRI,  spread_max) \
34         w_cvar(id, sn, PRI,  spread_min) \
35         w_cvar(id, sn, NONE, secondary) \
36         w_cvar(id, sn, SEC,  shots) \
37         w_cvar(id, sn, SEC,  spread) \
38         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
39         w_prop(id, sn, float,  reloading_time, reload_time) \
40         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
41         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
42         w_prop(id, sn, string, weaponreplace, weaponreplace) \
43         w_prop(id, sn, float,  weaponstart, weaponstart) \
44         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
45         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
46
47 #ifdef SVQC
48 HLAC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
49 #endif
50 #endif
51 #ifdef IMPLEMENTATION
52 #ifdef SVQC
53 spawnfunc(weapon_hlac) { weapon_defaultspawnfunc(this, WEP_HLAC); }
54
55 void W_HLAC_Touch()
56 {SELFPARAM();
57         float isprimary;
58
59         PROJECTILE_TOUCH;
60
61         self.event_damage = func_null;
62
63         isprimary = !(self.projectiledeathtype & HITTYPE_SECONDARY);
64
65         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);
66
67         remove(self);
68 }
69
70 void W_HLAC_Attack(Weapon thiswep)
71 {SELFPARAM();
72         entity missile;
73     float spread;
74
75         W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(hlac, ammo));
76
77     spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * self.misc_bulletcounter);
78     spread = min(spread,WEP_CVAR_PRI(hlac, spread_max));
79     if(self.crouch)
80         spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
81
82         W_SetupShot(self, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
83         Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
84         if(!autocvar_g_norecoil)
85         {
86                 self.punchangle_x = random() - 0.5;
87                 self.punchangle_y = random() - 0.5;
88         }
89
90         missile = new(hlacbolt);
91         missile.owner = missile.realowner = self;
92         missile.bot_dodge = true;
93
94     missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage);
95
96         missile.movetype = MOVETYPE_FLY;
97         PROJECTILE_MAKETRIGGER(missile);
98
99         setorigin(missile, w_shotorg);
100         setsize(missile, '0 0 0', '0 0 0');
101
102         W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(hlac, speed), spread);
103         //missile.angles = vectoangles(missile.velocity); // csqc
104
105         missile.touch = W_HLAC_Touch;
106         missile.think = SUB_Remove_self;
107
108     missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime);
109
110         missile.flags = FL_PROJECTILE;
111         missile.projectiledeathtype = WEP_HLAC.m_id;
112
113         CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
114
115         MUTATOR_CALLHOOK(EditProjectile, self, missile);
116 }
117
118 void W_HLAC_Attack2()
119 {SELFPARAM();
120         entity missile;
121     float spread;
122
123     spread = WEP_CVAR_SEC(hlac, spread);
124
125
126     if(self.crouch)
127         spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
128
129         W_SetupShot(self, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
130         Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
131
132         missile = new(hlacbolt);
133         missile.owner = missile.realowner = self;
134         missile.bot_dodge = true;
135
136     missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage);
137
138         missile.movetype = MOVETYPE_FLY;
139         PROJECTILE_MAKETRIGGER(missile);
140
141         setorigin(missile, w_shotorg);
142         setsize(missile, '0 0 0', '0 0 0');
143
144         W_SetupProjVelocity_Basic(missile, WEP_CVAR_SEC(hlac, speed), spread);
145         //missile.angles = vectoangles(missile.velocity); // csqc
146
147         missile.touch = W_HLAC_Touch;
148         missile.think = SUB_Remove_self;
149
150     missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime);
151
152         missile.flags = FL_PROJECTILE;
153         missile.missile_flags = MIF_SPLASH;
154         missile.projectiledeathtype = WEP_HLAC.m_id | HITTYPE_SECONDARY;
155
156         CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
157
158         MUTATOR_CALLHOOK(EditProjectile, self, missile);
159 }
160
161 // weapon frames
162 void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
163 {
164         if(actor.weapon != actor.switchweapon) // abort immediately if switching
165         {
166                 w_ready(thiswep, actor, weaponentity, fire);
167                 return;
168         }
169
170         if(actor.BUTTON_ATCK)
171         {
172                 Weapon w = get_weaponinfo(actor.weapon);
173                 if(!w.wr_checkammo1(w))
174                 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
175                 {
176                         W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
177                         w_ready(thiswep, actor, weaponentity, fire);
178                         return;
179                 }
180
181                 int slot = weaponslot(weaponentity);
182                 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor();
183                 W_HLAC_Attack(WEP_HLAC);
184                 actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
185         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
186         }
187         else
188         {
189                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, animtime), w_ready);
190         }
191 }
192
193 void W_HLAC_Attack2_Frame(Weapon thiswep)
194 {SELFPARAM();
195     float i;
196
197         W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hlac, ammo));
198
199     for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
200         W_HLAC_Attack2();
201
202         if(!autocvar_g_norecoil)
203         {
204                 self.punchangle_x = random() - 0.5;
205                 self.punchangle_y = random() - 0.5;
206         }
207 }
208
209                 METHOD(HLAC, wr_aim, void(entity thiswep))
210                 {
211                         self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
212                 }
213                 METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
214                 {
215                         if(autocvar_g_balance_hlac_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload
216                                 Weapon w = get_weaponinfo(actor.weapon);
217                                 w.wr_reload(w);
218                         } else if(fire & 1)
219                         {
220                                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire)))
221                                 {
222                                         actor.misc_bulletcounter = 0;
223                                         W_HLAC_Attack(thiswep);
224                                         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
225                                 }
226                         }
227
228                         else if((fire & 2) && WEP_CVAR(hlac, secondary))
229                         {
230                                 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hlac, refire)))
231                                 {
232                                         W_HLAC_Attack2_Frame(thiswep);
233                                         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
234                                 }
235                         }
236                 }
237                 METHOD(HLAC, wr_init, void(entity thiswep))
238                 {
239                         HLAC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
240                 }
241                 METHOD(HLAC, wr_checkammo1, bool(entity thiswep))
242                 {
243                         float ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_PRI(hlac, ammo);
244                         ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
245                         return ammo_amount;
246                 }
247                 METHOD(HLAC, wr_checkammo2, bool(entity thiswep))
248                 {
249                         float ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_SEC(hlac, ammo);
250                         ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
251                         return ammo_amount;
252                 }
253                 METHOD(HLAC, wr_config, void(entity thiswep))
254                 {
255                         HLAC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
256                 }
257                 METHOD(HLAC, wr_reload, void(entity thiswep))
258                 {
259                         W_Reload(self, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND(RELOAD));
260                 }
261                 METHOD(HLAC, wr_suicidemessage, int(entity thiswep))
262                 {
263                         return WEAPON_HLAC_SUICIDE;
264                 }
265                 METHOD(HLAC, wr_killmessage, int(entity thiswep))
266                 {
267                         return WEAPON_HLAC_MURDER;
268                 }
269
270 #endif
271 #ifdef CSQC
272
273                 METHOD(HLAC, wr_impacteffect, void(entity thiswep))
274                 {
275                         vector org2;
276                         org2 = w_org + w_backoff * 6;
277                         pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
278                         if(!w_issilent)
279                                 sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM);
280                 }
281
282 #endif
283 #endif