#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(HLAC, w_hlac, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hlac", "hlac", "Heavy Laser Assault Cannon");
+REGISTER_WEAPON(HLAC, w_hlac, IT_CELLS, 6, WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hlac", "hlac", _("Heavy Laser Assault Cannon"))
#else
#ifdef SVQC
-.float HLAC_bulletcounter;
-void W_HLAC_Touch (void)
-{
- PROJECTILE_TOUCH;
- self.event_damage = SUB_Null;
-
- RadiusDamage (self, self.owner, cvar("g_balance_hlac_primary_damage"), cvar("g_balance_hlac_primary_edgedamage"), cvar("g_balance_hlac_primary_radius"), world, cvar("g_balance_hlac_primary_force"), self.projectiledeathtype, other);
-
- remove (self);
-}
-
-void W_HLAC_Touch2 (void)
+void W_HLAC_Touch (void)
{
PROJECTILE_TOUCH;
self.event_damage = SUB_Null;
-
- RadiusDamage (self, self.owner, cvar("g_balance_hlac_secondary_damage"), cvar("g_balance_hlac_secondary_edgedamage"), cvar("g_balance_hlac_secondary_radius"), world, cvar("g_balance_hlac_secondary_force"), self.projectiledeathtype, other);
+
+ if(self.projectiledeathtype & HITTYPE_SECONDARY)
+ RadiusDamage (self, self.realowner, autocvar_g_balance_hlac_secondary_damage, autocvar_g_balance_hlac_secondary_edgedamage, autocvar_g_balance_hlac_secondary_radius, world, autocvar_g_balance_hlac_secondary_force, self.projectiledeathtype, other);
+ else
+ RadiusDamage (self, self.realowner, autocvar_g_balance_hlac_primary_damage, autocvar_g_balance_hlac_primary_edgedamage, autocvar_g_balance_hlac_primary_radius, world, autocvar_g_balance_hlac_primary_force, self.projectiledeathtype, other);
remove (self);
}
void W_HLAC_Attack (void)
{
- local entity missile;
+ entity missile;
float spread;
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- {
- self.ammo_cells = self.ammo_cells - cvar("g_balance_hlac_primary_ammo");
- }
+ W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_reload_ammo);
- spread = cvar("g_balance_hlac_primary_spread_min") + (cvar("g_balance_hlac_primary_spread_add") * self.HLAC_bulletcounter);
- spread = min(spread,cvar("g_balance_hlac_primary_spread_max"));
+ spread = autocvar_g_balance_hlac_primary_spread_min + (autocvar_g_balance_hlac_primary_spread_add * self.misc_bulletcounter);
+ spread = min(spread,autocvar_g_balance_hlac_primary_spread_max);
if(self.crouch)
- spread = spread * cvar("g_balance_hlac_primary_spread_crouchmod");
+ spread = spread * autocvar_g_balance_hlac_primary_spread_crouchmod;
- W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", cvar("g_balance_hlac_primary_damage"));
+ W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, autocvar_g_balance_hlac_primary_damage);
pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
if (!g_norecoil)
{
}
missile = spawn ();
- missile.owner = self;
+ missile.owner = missile.realowner = self;
missile.classname = "hlacbolt";
- // missile.dmg = issecondary;
missile.bot_dodge = TRUE;
- missile.bot_dodgerating = cvar("g_balance_hlac_primary_damage");
+ missile.bot_dodgerating = autocvar_g_balance_hlac_primary_damage;
missile.movetype = MOVETYPE_FLY;
PROJECTILE_MAKETRIGGER(missile);
setorigin (missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
- W_SetupProjectileVelocity(missile, cvar("g_balance_hlac_primary_speed"), spread);
- missile.angles = vectoangles (missile.velocity);
+ W_SetupProjectileVelocity(missile, autocvar_g_balance_hlac_primary_speed, spread);
+ //missile.angles = vectoangles (missile.velocity); // csqc
missile.touch = W_HLAC_Touch;
missile.think = SUB_Remove;
- missile.nextthink = time + cvar("g_balance_hlac_primary_lifetime");
+ missile.nextthink = time + autocvar_g_balance_hlac_primary_lifetime;
missile.flags = FL_PROJECTILE;
missile.projectiledeathtype = WEP_HLAC;
CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE);
+
+ other = missile; MUTATOR_CALLHOOK(EditProjectile);
}
void W_HLAC_Attack2f (void)
{
- local entity missile;
+ entity missile;
float spread;
- spread = cvar("g_balance_hlac_secondary_spread");
+ spread = autocvar_g_balance_hlac_secondary_spread;
if(self.crouch)
- spread = spread * cvar("g_balance_hlac_secondary_spread_crouchmod");
+ spread = spread * autocvar_g_balance_hlac_secondary_spread_crouchmod;
- W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", cvar("g_balance_hlac_secondary_damage"));
+ W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, autocvar_g_balance_hlac_secondary_damage);
pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile = spawn ();
- missile.owner = self;
+ missile.owner = missile.realowner = self;
missile.classname = "hlacbolt";
- // missile.dmg = issecondary;
missile.bot_dodge = TRUE;
- missile.bot_dodgerating = cvar("g_balance_hlac_secondary_damage");
+ missile.bot_dodgerating = autocvar_g_balance_hlac_secondary_damage;
missile.movetype = MOVETYPE_FLY;
PROJECTILE_MAKETRIGGER(missile);
setorigin (missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
- W_SetupProjectileVelocity(missile, cvar("g_balance_hlac_secondary_speed"), spread);
- missile.angles = vectoangles (missile.velocity);
+ W_SetupProjectileVelocity(missile, autocvar_g_balance_hlac_secondary_speed, spread);
+ //missile.angles = vectoangles (missile.velocity); // csqc
- missile.touch = W_HLAC_Touch2;
+ missile.touch = W_HLAC_Touch;
missile.think = SUB_Remove;
- missile.nextthink = time + cvar("g_balance_hlac_secondary_lifetime");
+ missile.nextthink = time + autocvar_g_balance_hlac_secondary_lifetime;
missile.flags = FL_PROJECTILE;
missile.projectiledeathtype = WEP_HLAC | HITTYPE_SECONDARY;
CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE);
+
+ other = missile; MUTATOR_CALLHOOK(EditProjectile);
}
void W_HLAC_Attack2 (void)
{
float i;
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- {
- self.ammo_cells = self.ammo_cells - cvar("g_balance_hlac_secondary_ammo");
- }
+ W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_secondary_ammo, autocvar_g_balance_hlac_reload_ammo);
- for(i=cvar("g_balance_hlac_secondary_shots");i>0;--i)
+ for(i=autocvar_g_balance_hlac_secondary_shots;i>0;--i)
W_HLAC_Attack2f();
if (!g_norecoil)
if (self.BUTTON_ATCK)
{
if (!weapon_action(self.weapon, WR_CHECKAMMO1))
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
W_SwitchWeapon_Force(self, w_getbestweapon(self));
w_ready();
return;
}
- ATTACK_FINISHED(self) = time + cvar("g_balance_hlac_primary_refire") * W_WeaponRateFactor();
+ ATTACK_FINISHED(self) = time + autocvar_g_balance_hlac_primary_refire * W_WeaponRateFactor();
W_HLAC_Attack();
- self.HLAC_bulletcounter = self.HLAC_bulletcounter + 1;
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hlac_primary_refire"), HLAC_fire1_02);
+ self.misc_bulletcounter = self.misc_bulletcounter + 1;
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
}
else
{
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hlac_primary_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_animtime, w_ready);
}
-};
+}
void spawnfunc_weapon_hlac (void)
{
float w_hlac(float req)
{
+ float ammo_amount;
if (req == WR_AIM)
- self.BUTTON_ATCK = bot_aim(cvar("g_balance_hlac_primary_speed"), 0, cvar("g_balance_hlac_primary_lifetime"), FALSE);
+ self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hlac_primary_speed, 0, autocvar_g_balance_hlac_primary_lifetime, FALSE);
else if (req == WR_THINK)
{
- if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, cvar("g_balance_hlac_primary_refire")))
+ if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo)) // forced reload
+ weapon_action(self.weapon, WR_RELOAD);
+ else if (self.BUTTON_ATCK)
{
- self.HLAC_bulletcounter = 0;
- W_HLAC_Attack();
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hlac_primary_refire"), HLAC_fire1_02);
+ if (weapon_prepareattack(0, autocvar_g_balance_hlac_primary_refire))
+ {
+ self.misc_bulletcounter = 0;
+ W_HLAC_Attack();
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
+ }
}
- if (self.BUTTON_ATCK2 && cvar("g_balance_hlac_secondary"))
- if (weapon_prepareattack(1, cvar("g_balance_hlac_secondary_refire")))
+ else if (self.BUTTON_ATCK2 && autocvar_g_balance_hlac_secondary)
{
- W_HLAC_Attack2();
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_hlac_secondary_animtime"), w_ready);
+ if (weapon_prepareattack(1, autocvar_g_balance_hlac_secondary_refire))
+ {
+ W_HLAC_Attack2();
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hlac_secondary_animtime, w_ready);
+ }
}
-
}
else if (req == WR_PRECACHE)
{
precache_model ("models/weapons/v_hlac.md3");
precache_model ("models/weapons/h_hlac.iqm");
precache_sound ("weapons/lasergun_fire.wav");
+ //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
}
else if (req == WR_SETUP)
+ {
weapon_setup(WEP_HLAC);
+ self.current_ammo = ammo_cells;
+ }
else if (req == WR_CHECKAMMO1)
- return self.ammo_cells >= cvar("g_balance_hlac_primary_ammo");
+ {
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_primary_ammo;
+ ammo_amount += self.(weapon_load[WEP_HLAC]) >= autocvar_g_balance_hlac_primary_ammo;
+ return ammo_amount;
+ }
else if (req == WR_CHECKAMMO2)
- return self.ammo_cells >= cvar("g_balance_hlac_secondary_ammo");
+ {
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_secondary_ammo;
+ ammo_amount += self.(weapon_load[WEP_HLAC]) >= autocvar_g_balance_hlac_secondary_ammo;
+ return ammo_amount;
+ }
+ else if (req == WR_RELOAD)
+ {
+ W_Reload(min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo), autocvar_g_balance_hlac_reload_ammo, autocvar_g_balance_hlac_reload_time, "weapons/reload.wav");
+ }
return TRUE;
-};
+}
#endif
#ifdef CSQC
float w_hlac(float req)
org2 = w_org + w_backoff * 6;
pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
if(!w_issilent)
- sound(self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
}
else if(req == WR_PRECACHE)
{
precache_sound("weapons/laserimpact.wav");
}
else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = "should have used a smaller gun";
+ w_deathtypestring = _("%s should have used a smaller gun");
else if (req == WR_KILLMESSAGE)
- w_deathtypestring = "was cut down by";
+ w_deathtypestring = _("%s was cut down with a HLAC by %s");
return TRUE;
}
#endif