#include "hlac.qh" #ifdef SVQC void W_HLAC_Touch(entity this, entity toucher) { float isprimary; PROJECTILE_TOUCH(this, toucher); this.event_damage = func_null; isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY); RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(WEP_HLAC, isprimary, damage), WEP_CVAR_BOTH(WEP_HLAC, isprimary, edgedamage), WEP_CVAR_BOTH(WEP_HLAC, isprimary, radius), NULL, NULL, WEP_CVAR_BOTH(WEP_HLAC, isprimary, force), this.projectiledeathtype, this.weaponentity_fld, toucher); delete(this); } void W_HLAC_Attack(Weapon thiswep, entity actor, .entity weaponentity) { entity missile; W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(WEP_HLAC, ammo), weaponentity); float spread = WEP_CVAR_PRI(WEP_HLAC, spread_min) + (WEP_CVAR_PRI(WEP_HLAC, spread_add) * actor.(weaponentity).misc_bulletcounter); spread = min(spread,WEP_CVAR_PRI(WEP_HLAC, spread_max)); if(IS_DUCKED(actor)) spread = spread * WEP_CVAR_PRI(WEP_HLAC, spread_crouchmod); W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(WEP_HLAC, damage), thiswep.m_id); W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir); if(!autocvar_g_norecoil) { actor.punchangle_x = random() - 0.5; actor.punchangle_y = random() - 0.5; } missile = new(hlacbolt); missile.owner = missile.realowner = actor; missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR_PRI(WEP_HLAC, damage); set_movetype(missile, MOVETYPE_FLY); PROJECTILE_MAKETRIGGER(missile); setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(WEP_HLAC, speed), spread); //missile.angles = vectoangles(missile.velocity); // csqc settouch(missile, W_HLAC_Touch); setthink(missile, SUB_Remove); missile.nextthink = time + WEP_CVAR_PRI(WEP_HLAC, lifetime); missile.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, missile); IL_PUSH(g_bot_dodge, missile); missile.projectiledeathtype = thiswep.m_id; missile.weaponentity_fld = weaponentity; CSQCProjectile(missile, true, PROJECTILE_HLAC, true); MUTATOR_CALLHOOK(EditProjectile, actor, missile); } void W_HLAC_Attack2(Weapon thiswep, entity actor, .entity weaponentity) { entity missile; float spread = WEP_CVAR_SEC(WEP_HLAC, spread); if(IS_DUCKED(actor)) spread = spread * WEP_CVAR_SEC(WEP_HLAC, spread_crouchmod); W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(WEP_HLAC, damage) * WEP_CVAR_SEC(WEP_HLAC, shots), thiswep.m_id | HITTYPE_SECONDARY); W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir); W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(WEP_HLAC, ammo), weaponentity); for(int j = WEP_CVAR_SEC(WEP_HLAC, shots); j > 0; --j) { missile = new(hlacbolt); missile.owner = missile.realowner = actor; missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR_SEC(WEP_HLAC, damage); set_movetype(missile, MOVETYPE_FLY); PROJECTILE_MAKETRIGGER(missile); setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); W_SetupProjVelocity_Basic(missile, WEP_CVAR_SEC(WEP_HLAC, speed), spread); //missile.angles = vectoangles(missile.velocity); // csqc settouch(missile, W_HLAC_Touch); setthink(missile, SUB_Remove); missile.nextthink = time + WEP_CVAR_SEC(WEP_HLAC, lifetime); missile.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, missile); IL_PUSH(g_bot_dodge, missile); missile.missile_flags = MIF_SPLASH; missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY; missile.weaponentity_fld = weaponentity; CSQCProjectile(missile, true, PROJECTILE_HLAC, true); MUTATOR_CALLHOOK(EditProjectile, actor, missile); } if(!autocvar_g_norecoil) { actor.punchangle_x = random() - 0.5; actor.punchangle_y = random() - 0.5; } } // weapon frames void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire) { if(actor.(weaponentity).m_weapon != actor.(weaponentity).m_switchweapon) // abort immediately if switching { w_ready(thiswep, actor, weaponentity, fire); return; } if(PHYS_INPUT_BUTTON_ATCK(actor)) { if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity)) if(!(actor.items & IT_UNLIMITED_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); w_ready(thiswep, actor, weaponentity, fire); return; } ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(WEP_HLAC, refire) * W_WeaponRateFactor(actor); W_HLAC_Attack(thiswep, actor, weaponentity); actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1; weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(WEP_HLAC, refire), W_HLAC_Attack_Frame); } else { weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(WEP_HLAC, animtime), w_ready); } } METHOD(HLAC, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(WEP_HLAC, speed), 0, WEP_CVAR_PRI(WEP_HLAC, lifetime), false, true); } METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { if(autocvar_g_balance_hlac_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(WEP_HLAC, ammo), WEP_CVAR_SEC(WEP_HLAC, ammo))) { // forced reload thiswep.wr_reload(thiswep, actor, weaponentity); } else if(fire & 1) { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(WEP_HLAC, refire))) { actor.(weaponentity).misc_bulletcounter = 0; W_HLAC_Attack(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(WEP_HLAC, refire), W_HLAC_Attack_Frame); } } else if((fire & 2) && WEP_CVAR(WEP_HLAC, secondary)) { if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(WEP_HLAC, refire))) { W_HLAC_Attack2(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(WEP_HLAC, animtime), w_ready); } } } METHOD(HLAC, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(WEP_HLAC, ammo); ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(WEP_HLAC, ammo); return ammo_amount; } METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(WEP_HLAC, ammo); ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(WEP_HLAC, ammo); return ammo_amount; } METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(WEP_HLAC, ammo), WEP_CVAR_SEC(WEP_HLAC, ammo)), SND_RELOAD); } METHOD(HLAC, wr_suicidemessage, Notification(entity thiswep)) { return WEAPON_HLAC_SUICIDE; } METHOD(HLAC, wr_killmessage, Notification(entity thiswep)) { return WEAPON_HLAC_MURDER; } #endif #ifdef CSQC METHOD(HLAC, wr_impacteffect, void(entity thiswep, entity actor)) { vector org2 = w_org + w_backoff * 2; pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1); if(!w_issilent) sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); } #endif