1 .float HLAC_bulletcounter;
2 void W_HLAC_Touch (void)
6 self.event_damage = SUB_Null;
8 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);
13 void W_HLAC_Touch2 (void)
17 self.event_damage = SUB_Null;
19 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);
24 void W_HLAC_Attack (void)
29 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
31 self.ammo_cells = self.ammo_cells - cvar("g_balance_hlac_primary_ammo");
34 spread = cvar("g_balance_hlac_primary_spread_min") + (cvar("g_balance_hlac_primary_spread_add") * self.HLAC_bulletcounter);
35 spread = min(spread,cvar("g_balance_hlac_primary_spread_max"));
37 spread = spread * cvar("g_balance_hlac_primary_spread_crouchmod");
39 W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", cvar("g_balance_hlac_primary_damage"));
40 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
43 self.punchangle_x = random () - 0.5;
44 self.punchangle_y = random () - 0.5;
49 missile.classname = "hlacbolt";
50 // missile.dmg = issecondary;
51 missile.bot_dodge = TRUE;
53 missile.bot_dodgerating = cvar("g_balance_hlac_primary_damage");
55 missile.movetype = MOVETYPE_FLY;
56 PROJECTILE_MAKETRIGGER(missile);
58 setorigin (missile, w_shotorg);
59 setsize(missile, '0 0 0', '0 0 0');
61 W_SetupProjectileVelocity(missile, cvar("g_balance_hlac_primary_speed"), spread);
62 missile.angles = vectoangles (missile.velocity);
64 missile.touch = W_HLAC_Touch;
65 missile.think = SUB_Remove;
67 missile.nextthink = time + cvar("g_balance_hlac_primary_lifetime");
69 missile.flags = FL_PROJECTILE;
70 missile.projectiledeathtype = WEP_HLAC;
72 CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE);
75 void W_HLAC_Attack2f (void)
80 spread = cvar("g_balance_hlac_secondary_spread");
84 spread = spread * cvar("g_balance_hlac_secondary_spread_crouchmod");
86 W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", cvar("g_balance_hlac_secondary_damage"));
87 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
91 missile.classname = "hlacbolt";
92 // missile.dmg = issecondary;
93 missile.bot_dodge = TRUE;
95 missile.bot_dodgerating = cvar("g_balance_hlac_secondary_damage");
97 missile.movetype = MOVETYPE_FLY;
98 PROJECTILE_MAKETRIGGER(missile);
100 setorigin (missile, w_shotorg);
101 setsize(missile, '0 0 0', '0 0 0');
103 W_SetupProjectileVelocity(missile, cvar("g_balance_hlac_secondary_speed"), spread);
104 missile.angles = vectoangles (missile.velocity);
106 missile.touch = W_HLAC_Touch2;
107 missile.think = SUB_Remove;
109 missile.nextthink = time + cvar("g_balance_hlac_secondary_lifetime");
111 missile.flags = FL_PROJECTILE;
112 missile.projectiledeathtype = WEP_HLAC | HITTYPE_SECONDARY;
114 CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE);
117 void W_HLAC_Attack2 (void)
121 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
123 self.ammo_cells = self.ammo_cells - cvar("g_balance_hlac_secondary_ammo");
126 for(i=cvar("g_balance_hlac_secondary_shots");i>0;--i)
131 self.punchangle_x = random () - 0.5;
132 self.punchangle_y = random () - 0.5;
140 if(self.weapon != self.switchweapon) // abort immediately if switching
146 if (self.BUTTON_ATCK)
148 if (!weapon_action(self.weapon, WR_CHECKAMMO1))
150 W_SwitchWeapon_Force(self, w_getbestweapon(self));
155 ATTACK_FINISHED(self) = time + cvar("g_balance_hlac_primary_refire") * W_WeaponRateFactor();
157 self.HLAC_bulletcounter = self.HLAC_bulletcounter + 1;
158 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hlac_primary_refire"), HLAC_fire1_02);
162 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hlac_primary_animtime"), w_ready);
166 void spawnfunc_weapon_hlac (void)
168 weapon_defaultspawnfunc(WEP_HLAC);
171 float w_hlac(float req)
174 self.BUTTON_ATCK = bot_aim(cvar("g_balance_hlac_primary_speed"), 0, cvar("g_balance_hlac_primary_lifetime"), FALSE);
175 else if (req == WR_THINK)
177 if (self.BUTTON_ATCK)
178 if (weapon_prepareattack(0, cvar("g_balance_hlac_primary_refire")))
180 self.HLAC_bulletcounter = 0;
182 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hlac_primary_refire"), HLAC_fire1_02);
185 if (self.BUTTON_ATCK2)
186 if (weapon_prepareattack(1, cvar("g_balance_hlac_secondary_refire")))
189 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_hlac_secondary_animtime"), w_ready);
193 else if (req == WR_PRECACHE)
195 precache_model ("models/weapons/g_hlac.md3");
196 precache_model ("models/weapons/v_hlac.md3");
197 precache_model ("models/weapons/h_hlac.dpm");
198 precache_sound ("weapons/lasergun_fire.wav");
201 else if (req == WR_SETUP)
202 weapon_setup(WEP_HLAC);
203 else if (req == WR_CHECKAMMO1)
204 return self.ammo_cells >= cvar("g_balance_hlac_primary_ammo");
205 else if (req == WR_CHECKAMMO2)
206 return self.ammo_cells >= cvar("g_balance_hlac_secondary_ammo");
207 else if (req == WR_SUICIDEMESSAGE)
208 w_deathtypestring = "should have used a smaller gun";
209 else if (req == WR_KILLMESSAGE)
210 w_deathtypestring = "was cut down by";