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);
49 setorigin(missile, w_shotorg);
50 setsize(missile, '0 0 0', '0 0 0');
52 W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(hlac, speed), spread);
53 //missile.angles = vectoangles(missile.velocity); // csqc
55 settouch(missile, W_HLAC_Touch);
56 setthink(missile, SUB_Remove);
58 missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime);
60 missile.flags = FL_PROJECTILE;
61 IL_PUSH(g_projectiles, missile);
62 IL_PUSH(g_bot_dodge, missile);
63 missile.projectiledeathtype = thiswep.m_id;
64 missile.weaponentity_fld = weaponentity;
66 CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
68 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
71 void W_HLAC_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
74 float spread = WEP_CVAR_SEC(hlac, spread);
77 spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
79 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);
80 W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
81 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hlac, ammo), weaponentity);
83 for(int j = WEP_CVAR_SEC(hlac, shots); j > 0; --j)
85 missile = new(hlacbolt);
86 missile.owner = missile.realowner = actor;
87 missile.bot_dodge = true;
89 missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage);
91 set_movetype(missile, MOVETYPE_FLY);
92 PROJECTILE_MAKETRIGGER(missile);
94 setorigin(missile, w_shotorg);
95 setsize(missile, '0 0 0', '0 0 0');
97 W_SetupProjVelocity_Basic(missile, WEP_CVAR_SEC(hlac, speed), spread);
98 //missile.angles = vectoangles(missile.velocity); // csqc
100 settouch(missile, W_HLAC_Touch);
101 setthink(missile, SUB_Remove);
103 missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime);
105 missile.flags = FL_PROJECTILE;
106 IL_PUSH(g_projectiles, missile);
107 IL_PUSH(g_bot_dodge, missile);
108 missile.missile_flags = MIF_SPLASH;
109 missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
110 missile.weaponentity_fld = weaponentity;
112 CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
114 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
117 if(!autocvar_g_norecoil)
119 actor.punchangle_x = random() - 0.5;
120 actor.punchangle_y = random() - 0.5;
125 void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
127 if(actor.(weaponentity).m_weapon != actor.(weaponentity).m_switchweapon) // abort immediately if switching
129 w_ready(thiswep, actor, weaponentity, fire);
133 if(PHYS_INPUT_BUTTON_ATCK(actor))
135 if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
136 if(!(actor.items & IT_UNLIMITED_AMMO))
138 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
139 w_ready(thiswep, actor, weaponentity, fire);
143 ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(actor);
144 W_HLAC_Attack(thiswep, actor, weaponentity);
145 actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
146 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
150 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, animtime), w_ready);
154 METHOD(HLAC, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
156 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false, true);
158 METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
160 if(autocvar_g_balance_hlac_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload
161 thiswep.wr_reload(thiswep, actor, weaponentity);
164 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire)))
166 actor.(weaponentity).misc_bulletcounter = 0;
167 W_HLAC_Attack(thiswep, actor, weaponentity);
168 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
172 else if((fire & 2) && WEP_CVAR(hlac, secondary))
174 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hlac, refire)))
176 W_HLAC_Attack2(thiswep, actor, weaponentity);
177 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
181 METHOD(HLAC, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
183 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(hlac, ammo);
184 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
187 METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
189 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hlac, ammo);
190 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
193 METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
195 W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND_RELOAD);
197 METHOD(HLAC, wr_suicidemessage, Notification(entity thiswep))
199 return WEAPON_HLAC_SUICIDE;
201 METHOD(HLAC, wr_killmessage, Notification(entity thiswep))
203 return WEAPON_HLAC_MURDER;
209 METHOD(HLAC, wr_impacteffect, void(entity thiswep, entity actor))
212 org2 = w_org + w_backoff * 6;
213 pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
215 sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM);