1 .float HLAC_bulletcounter;
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2 void W_HLAC_Touch (void)
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6 self.event_damage = SUB_Null;
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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);
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13 void W_HLAC_Touch2 (void)
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17 self.event_damage = SUB_Null;
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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);
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24 void W_HLAC_Attack (void)
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26 local entity missile;
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29 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
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31 self.ammo_cells = self.ammo_cells - cvar("g_balance_hlac_primary_ammo");
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34 spread = cvar("g_balance_hlac_primary_spread_min") + (cvar("g_balance_hlac_primary_spread_add") * self.HLAC_bulletcounter);
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35 spread = min(spread,cvar("g_balance_hlac_primary_spread_max"));
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37 spread = spread * cvar("g_balance_hlac_primary_spread_crouchmod");
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39 W_SetupShot (self, '25 8 -8', FALSE, 3, "weapons/lasergun_fire.wav");
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40 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
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43 self.punchangle_x = random () - 0.5;
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44 self.punchangle_y = random () - 0.5;
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48 missile.owner = self;
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49 missile.classname = "hlacbolt";
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50 // missile.dmg = issecondary;
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51 missile.bot_dodge = TRUE;
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53 missile.bot_dodgerating = cvar("g_balance_hlac_primary_damage");
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55 missile.movetype = MOVETYPE_FLY;
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56 missile.solid = SOLID_BBOX;
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58 setmodel (missile, "models/hlac_bullet.md3"); // precision set below
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59 setsize (missile, '0 0 0', '0 0 0');
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60 setorigin (missile, w_shotorg);
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62 missile.velocity = (w_shotdir + randomvec() * spread) * cvar("g_balance_hlac_primary_speed");
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64 W_SetupProjectileVelocity(missile);
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65 missile.angles = vectoangles (missile.velocity);
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67 missile.touch = W_HLAC_Touch;
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68 missile.think = SUB_Remove;
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70 missile.nextthink = time + cvar("g_balance_hlac_primary_lifetime");
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72 missile.effects = EF_LOWPRECISION;
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73 missile.flags = FL_PROJECTILE;
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74 missile.projectiledeathtype = WEP_HLAC;
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76 CSQCProjectile(missile, TRUE, PROJECTILE_HLAC);
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79 void W_HLAC_Attack2f (void)
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81 local entity missile;
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84 spread = cvar("g_balance_hlac_secondary_spread");
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88 spread = spread * cvar("g_balance_hlac_secondary_spread_crouchmod");
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90 W_SetupShot (self, '25 8 -8', FALSE, 3, "weapons/lasergun_fire.wav");
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91 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
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94 missile.owner = self;
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95 missile.classname = "hlacbolt";
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96 // missile.dmg = issecondary;
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97 missile.bot_dodge = TRUE;
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99 missile.bot_dodgerating = cvar("g_balance_hlac_secondary_damage");
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101 missile.movetype = MOVETYPE_FLY;
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102 missile.solid = SOLID_BBOX;
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104 setmodel (missile, "models/hlac_bullet.md3"); // precision set below
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105 setsize (missile, '0 0 0', '0 0 0');
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106 setorigin (missile, w_shotorg);
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108 missile.velocity = (w_shotdir + randomvec() * spread) * cvar("g_balance_hlac_secondary_speed");
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110 W_SetupProjectileVelocity(missile);
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111 missile.angles = vectoangles (missile.velocity);
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113 missile.touch = W_HLAC_Touch2;
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114 missile.think = SUB_Remove;
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116 missile.nextthink = time + cvar("g_balance_hlac_secondary_lifetime");
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118 missile.effects = EF_LOWPRECISION;
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119 missile.flags = FL_PROJECTILE;
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120 missile.projectiledeathtype = WEP_HLAC | HITTYPE_SECONDARY;
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122 CSQCProjectile(missile, TRUE, PROJECTILE_HLAC);
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125 void W_HLAC_Attack2 (void)
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129 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
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131 self.ammo_cells = self.ammo_cells - cvar("g_balance_hlac_secondary_ammo");
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134 for(i=cvar("g_balance_hlac_secondary_shots");i>0;--i)
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139 self.punchangle_x = random () - 0.5;
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140 self.punchangle_y = random () - 0.5;
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143 // ATTACK_FINISHED(self) = time + cvar("g_balance_hlac_secondary_refire");
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148 void HLAC_fire1_02()
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150 if(self.weapon != self.switchweapon) // abort immediately if switching
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156 if (self.BUTTON_ATCK)
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158 if (!weapon_action(self.weapon, WR_CHECKAMMO1))
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160 W_SwitchWeapon_Force(self, w_getbestweapon(self));
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165 ATTACK_FINISHED(self) = time + cvar("g_balance_hlac_primary_refire");
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167 self.HLAC_bulletcounter = self.HLAC_bulletcounter + 1;
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168 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hlac_primary_refire"), HLAC_fire1_02);
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172 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hlac_primary_animtime"), w_ready);
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176 void spawnfunc_weapon_hlac (void)
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178 weapon_defaultspawnfunc(WEP_HLAC);
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181 float w_hlac(float req)
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184 self.BUTTON_ATCK = bot_aim(cvar("g_balance_hlac_primary_speed"), 0, cvar("g_balance_hlac_primary_lifetime"), FALSE);
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185 else if (req == WR_THINK)
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187 if (self.BUTTON_ATCK)
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188 if (weapon_prepareattack(0, cvar("g_balance_hlac_primary_refire")))
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190 self.HLAC_bulletcounter = 0;
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192 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hlac_primary_refire"), HLAC_fire1_02);
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195 if (self.BUTTON_ATCK2)
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196 if (weapon_prepareattack(1, cvar("g_balance_hlac_secondary_refire")))
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199 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_hlac_secondary_animtime"), w_ready);
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203 else if (req == WR_PRECACHE)
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205 precache_sound ("weapons/laserimpact.wav");
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206 precache_sound ("weapons/lasergun_fire.wav");
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208 precache_model ("models/weapons/g_hlac.md3");
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209 precache_model ("models/weapons/v_hlac.md3");
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210 precache_model ("models/weapons/w_hlac.zym");
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211 precache_sound ("weapons/lasergun_fire.wav");
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213 precache_model ("models/hlac_bullet.md3");
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216 else if (req == WR_SETUP)
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217 weapon_setup(WEP_HLAC);
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218 else if (req == WR_CHECKAMMO1)
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219 return self.ammo_cells >= cvar("g_balance_hlac_primary_ammo");
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220 else if (req == WR_CHECKAMMO2)
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221 return self.ammo_cells >= cvar("g_balance_hlac_secondary_ammo");
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222 else if (req == WR_SUICIDEMESSAGE)
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223 w_deathtypestring = "should have used a smaller gun";
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224 else if (req == WR_KILLMESSAGE)
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225 w_deathtypestring = "was cut down by";
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