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)
25 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hlac, ammo), weaponentity);
27 float spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * actor.(weaponentity).misc_bulletcounter);
28 spread = min(spread,WEP_CVAR_PRI(hlac, spread_max));
30 spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
32 W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage), thiswep.m_id);
33 W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
34 if(!autocvar_g_norecoil)
36 actor.punchangle_x = random() - 0.5;
37 actor.punchangle_y = random() - 0.5;
40 missile = new(hlacbolt);
41 missile.owner = missile.realowner = actor;
42 missile.bot_dodge = true;
44 missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage);
46 set_movetype(missile, MOVETYPE_FLY);
47 PROJECTILE_MAKETRIGGER(missile);
48 missile.clipgroup = CLIPGROUP_UNHITTABLEPROJ;
50 setorigin(missile, w_shotorg);
51 setsize(missile, UNHITTABLEPROJ_MINS, UNHITTABLEPROJ_MAXS);
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)
75 float spread = WEP_CVAR_SEC(hlac, spread);
78 spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
80 W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage) * WEP_CVAR_SEC(hlac, shots), thiswep.m_id | HITTYPE_SECONDARY);
81 W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
82 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hlac, ammo), weaponentity);
84 for(int j = WEP_CVAR_SEC(hlac, shots); j > 0; --j)
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);
94 missile.clipgroup = CLIPGROUP_UNHITTABLEPROJ;
96 setorigin(missile, w_shotorg);
97 setsize(missile, UNHITTABLEPROJ_MINS, UNHITTABLEPROJ_MAXS);
99 W_SetupProjVelocity_Basic(missile, WEP_CVAR_SEC(hlac, speed), spread);
100 //missile.angles = vectoangles(missile.velocity); // csqc
102 settouch(missile, W_HLAC_Touch);
103 setthink(missile, SUB_Remove);
105 missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime);
107 missile.flags = FL_PROJECTILE;
108 IL_PUSH(g_projectiles, missile);
109 IL_PUSH(g_bot_dodge, missile);
110 missile.missile_flags = MIF_SPLASH;
111 missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
112 missile.weaponentity_fld = weaponentity;
114 CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
116 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
119 if(!autocvar_g_norecoil)
121 actor.punchangle_x = random() - 0.5;
122 actor.punchangle_y = random() - 0.5;
127 void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
129 if(actor.(weaponentity).m_weapon != actor.(weaponentity).m_switchweapon) // abort immediately if switching
131 w_ready(thiswep, actor, weaponentity, fire);
135 if(PHYS_INPUT_BUTTON_ATCK(actor))
137 if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
138 if(!(actor.items & IT_UNLIMITED_AMMO))
140 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
141 w_ready(thiswep, actor, weaponentity, fire);
145 ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(actor);
146 W_HLAC_Attack(thiswep, actor, weaponentity);
147 actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
148 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
152 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, animtime), w_ready);
156 METHOD(HLAC, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
158 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false, true);
160 METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
162 if(autocvar_g_balance_hlac_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload
163 thiswep.wr_reload(thiswep, actor, weaponentity);
166 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire)))
168 actor.(weaponentity).misc_bulletcounter = 0;
169 W_HLAC_Attack(thiswep, actor, weaponentity);
170 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
174 else if((fire & 2) && WEP_CVAR(hlac, secondary))
176 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hlac, refire)))
178 W_HLAC_Attack2(thiswep, actor, weaponentity);
179 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
183 METHOD(HLAC, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
185 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(hlac, ammo);
186 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
189 METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
191 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hlac, ammo);
192 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
195 METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
197 W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND_RELOAD);
199 METHOD(HLAC, wr_suicidemessage, Notification(entity thiswep))
201 return WEAPON_HLAC_SUICIDE;
203 METHOD(HLAC, wr_killmessage, Notification(entity thiswep))
205 return WEAPON_HLAC_MURDER;
211 METHOD(HLAC, wr_impacteffect, void(entity thiswep, entity actor))
213 vector org2 = w_org + w_backoff * 2;
214 pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
216 sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM);