5 void W_HLAC_Touch(entity this, entity toucher)
9 PROJECTILE_TOUCH(this, toucher);
11 this.event_damage = func_null;
13 isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY);
15 RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius),
16 NULL, NULL, WEP_CVAR_BOTH(hlac, isprimary, force), this.projectiledeathtype, this.weaponentity_fld, toucher);
21 void W_HLAC_Attack(Weapon thiswep, entity actor, .entity weaponentity)
26 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hlac, ammo), weaponentity);
28 spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * actor.(weaponentity).misc_bulletcounter);
29 spread = min(spread,WEP_CVAR_PRI(hlac, spread_max));
31 spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
33 W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage), thiswep.m_id);
34 W_MuzzleFlash(actor, weaponentity, EFFECT_BLASTER_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
35 if(!autocvar_g_norecoil)
37 actor.punchangle_x = random() - 0.5;
38 actor.punchangle_y = random() - 0.5;
41 missile = new(hlacbolt);
42 missile.owner = missile.realowner = actor;
43 missile.bot_dodge = true;
45 missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage);
47 set_movetype(missile, MOVETYPE_FLY);
48 PROJECTILE_MAKETRIGGER(missile);
50 setorigin(missile, w_shotorg);
51 setsize(missile, '0 0 0', '0 0 0');
53 W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(hlac, speed), spread);
54 //missile.angles = vectoangles(missile.velocity); // csqc
56 settouch(missile, W_HLAC_Touch);
57 setthink(missile, SUB_Remove);
59 missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime);
61 missile.flags = FL_PROJECTILE;
62 IL_PUSH(g_projectiles, missile);
63 IL_PUSH(g_bot_dodge, missile);
64 missile.projectiledeathtype = thiswep.m_id;
65 missile.weaponentity_fld = weaponentity;
67 CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
69 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
72 void W_HLAC_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
77 spread = WEP_CVAR_SEC(hlac, spread);
81 spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
83 W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage), thiswep.m_id | HITTYPE_SECONDARY);
84 W_MuzzleFlash(actor, weaponentity, EFFECT_BLASTER_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
86 missile = new(hlacbolt);
87 missile.owner = missile.realowner = actor;
88 missile.bot_dodge = true;
90 missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage);
92 set_movetype(missile, MOVETYPE_FLY);
93 PROJECTILE_MAKETRIGGER(missile);
95 setorigin(missile, w_shotorg);
96 setsize(missile, '0 0 0', '0 0 0');
98 W_SetupProjVelocity_Basic(missile, WEP_CVAR_SEC(hlac, speed), spread);
99 //missile.angles = vectoangles(missile.velocity); // csqc
101 settouch(missile, W_HLAC_Touch);
102 setthink(missile, SUB_Remove);
104 missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime);
106 missile.flags = FL_PROJECTILE;
107 IL_PUSH(g_projectiles, missile);
108 IL_PUSH(g_bot_dodge, missile);
109 missile.missile_flags = MIF_SPLASH;
110 missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
111 missile.weaponentity_fld = weaponentity;
113 CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
115 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
119 void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
121 if(actor.(weaponentity).m_weapon != actor.(weaponentity).m_switchweapon) // abort immediately if switching
123 w_ready(thiswep, actor, weaponentity, fire);
127 if(PHYS_INPUT_BUTTON_ATCK(actor))
129 if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
130 if(!(actor.items & IT_UNLIMITED_AMMO))
132 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
133 w_ready(thiswep, actor, weaponentity, fire);
137 ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(actor);
138 W_HLAC_Attack(thiswep, actor, weaponentity);
139 actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
140 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
144 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, animtime), w_ready);
148 void W_HLAC_Attack2_Frame(Weapon thiswep, entity actor, .entity weaponentity)
152 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hlac, ammo), weaponentity);
154 for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
155 W_HLAC_Attack2(thiswep, actor, weaponentity);
157 if(!autocvar_g_norecoil)
159 actor.punchangle_x = random() - 0.5;
160 actor.punchangle_y = random() - 0.5;
164 METHOD(HLAC, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
166 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
168 METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
170 if(autocvar_g_balance_hlac_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload
171 thiswep.wr_reload(thiswep, actor, weaponentity);
174 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire)))
176 actor.(weaponentity).misc_bulletcounter = 0;
177 W_HLAC_Attack(thiswep, actor, weaponentity);
178 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
182 else if((fire & 2) && WEP_CVAR(hlac, secondary))
184 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hlac, refire)))
186 W_HLAC_Attack2_Frame(thiswep, actor, weaponentity);
187 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
191 METHOD(HLAC, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
193 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(hlac, ammo);
194 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
197 METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
199 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hlac, ammo);
200 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
203 METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
205 W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND_RELOAD);
207 METHOD(HLAC, wr_suicidemessage, Notification(entity thiswep))
209 return WEAPON_HLAC_SUICIDE;
211 METHOD(HLAC, wr_killmessage, Notification(entity thiswep))
213 return WEAPON_HLAC_MURDER;
219 METHOD(HLAC, wr_impacteffect, void(entity thiswep, entity actor))
222 org2 = w_org + w_backoff * 6;
223 pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
225 sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM);