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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(HLAC,             w_hlac,         IT_CELLS,         6,  1, 0, WEP_TYPE_SPLASH,  BOT_PICKUP_RATING_MID,  "hlac",         "hlac",            "Heavy Laser Assault Cannon");
3 #else
4 .float HLAC_bulletcounter;
5 void W_HLAC_Touch (void)
6 {
7         PROJECTILE_TOUCH;
8
9         self.event_damage = SUB_Null;
10
11     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);
12
13         remove (self);
14 }
15
16 void W_HLAC_Touch2 (void)
17 {
18         PROJECTILE_TOUCH;
19
20         self.event_damage = SUB_Null;
21
22     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);
23
24         remove (self);
25 }
26
27 void W_HLAC_Attack (void)
28 {
29         local entity missile;
30     float spread;
31
32     if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
33     {
34         self.ammo_cells = self.ammo_cells - cvar("g_balance_hlac_primary_ammo");
35     }
36
37     spread = cvar("g_balance_hlac_primary_spread_min") + (cvar("g_balance_hlac_primary_spread_add") * self.HLAC_bulletcounter);
38     spread = min(spread,cvar("g_balance_hlac_primary_spread_max"));
39     if(self.crouch)
40         spread = spread * cvar("g_balance_hlac_primary_spread_crouchmod");
41
42         W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", cvar("g_balance_hlac_primary_damage"));
43         pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
44         if (!g_norecoil)
45         {
46                 self.punchangle_x = random () - 0.5;
47                 self.punchangle_y = random () - 0.5;
48         }
49
50         missile = spawn ();
51         missile.owner = self;
52         missile.classname = "hlacbolt";
53         // missile.dmg = issecondary;
54         missile.bot_dodge = TRUE;
55
56     missile.bot_dodgerating = cvar("g_balance_hlac_primary_damage");
57
58         missile.movetype = MOVETYPE_FLY;
59         PROJECTILE_MAKETRIGGER(missile);
60
61         setorigin (missile, w_shotorg);
62         setsize(missile, '0 0 0', '0 0 0');
63
64         W_SetupProjectileVelocity(missile, cvar("g_balance_hlac_primary_speed"), spread);
65         missile.angles = vectoangles (missile.velocity);
66
67         missile.touch = W_HLAC_Touch;
68         missile.think = SUB_Remove;
69
70     missile.nextthink = time + cvar("g_balance_hlac_primary_lifetime");
71
72         missile.flags = FL_PROJECTILE;
73         missile.projectiledeathtype = WEP_HLAC;
74
75         CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE);
76 }
77
78 void W_HLAC_Attack2f (void)
79 {
80         local entity missile;
81     float spread;
82
83     spread = cvar("g_balance_hlac_secondary_spread");
84
85
86     if(self.crouch)
87         spread = spread * cvar("g_balance_hlac_secondary_spread_crouchmod");
88
89         W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", cvar("g_balance_hlac_secondary_damage"));
90         pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
91
92         missile = spawn ();
93         missile.owner = self;
94         missile.classname = "hlacbolt";
95         // missile.dmg = issecondary;
96         missile.bot_dodge = TRUE;
97
98     missile.bot_dodgerating = cvar("g_balance_hlac_secondary_damage");
99
100         missile.movetype = MOVETYPE_FLY;
101         PROJECTILE_MAKETRIGGER(missile);
102
103         setorigin (missile, w_shotorg);
104         setsize(missile, '0 0 0', '0 0 0');
105
106         W_SetupProjectileVelocity(missile, cvar("g_balance_hlac_secondary_speed"), spread);
107         missile.angles = vectoangles (missile.velocity);
108
109         missile.touch = W_HLAC_Touch2;
110         missile.think = SUB_Remove;
111
112     missile.nextthink = time + cvar("g_balance_hlac_secondary_lifetime");
113
114         missile.flags = FL_PROJECTILE;
115         missile.projectiledeathtype = WEP_HLAC | HITTYPE_SECONDARY;
116
117         CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE);
118 }
119
120 void W_HLAC_Attack2 (void)
121 {
122     float i;
123
124     if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
125     {
126         self.ammo_cells = self.ammo_cells - cvar("g_balance_hlac_secondary_ammo");
127     }
128
129     for(i=cvar("g_balance_hlac_secondary_shots");i>0;--i)
130         W_HLAC_Attack2f();
131
132         if (!g_norecoil)
133         {
134                 self.punchangle_x = random () - 0.5;
135                 self.punchangle_y = random () - 0.5;
136         }
137 }
138
139
140 // weapon frames
141 void HLAC_fire1_02()
142 {
143         if(self.weapon != self.switchweapon) // abort immediately if switching
144         {
145                 w_ready();
146                 return;
147         }
148
149         if (self.BUTTON_ATCK)
150         {
151                 if (!weapon_action(self.weapon, WR_CHECKAMMO1))
152                 {
153                         W_SwitchWeapon_Force(self, w_getbestweapon(self));
154                         w_ready();
155                         return;
156                 }
157
158                 ATTACK_FINISHED(self) = time + cvar("g_balance_hlac_primary_refire") * W_WeaponRateFactor();
159                 W_HLAC_Attack();
160                 self.HLAC_bulletcounter = self.HLAC_bulletcounter + 1;
161         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hlac_primary_refire"), HLAC_fire1_02);
162         }
163         else
164         {
165                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hlac_primary_animtime"), w_ready);
166         }
167 };
168
169 void spawnfunc_weapon_hlac (void)
170 {
171         weapon_defaultspawnfunc(WEP_HLAC);
172 }
173
174 float w_hlac(float req)
175 {
176         if (req == WR_AIM)
177         self.BUTTON_ATCK = bot_aim(cvar("g_balance_hlac_primary_speed"), 0, cvar("g_balance_hlac_primary_lifetime"), FALSE);
178         else if (req == WR_THINK)
179         {
180                 if (self.BUTTON_ATCK)
181                 if (weapon_prepareattack(0, cvar("g_balance_hlac_primary_refire")))
182                 {
183                         self.HLAC_bulletcounter = 0;
184                         W_HLAC_Attack();
185                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hlac_primary_refire"), HLAC_fire1_02);
186                 }
187
188                 if (self.BUTTON_ATCK2)
189                 if (weapon_prepareattack(1, cvar("g_balance_hlac_secondary_refire")))
190                 {
191                         W_HLAC_Attack2();
192                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_hlac_secondary_animtime"), w_ready);
193                 }
194
195         }
196         else if (req == WR_PRECACHE)
197         {
198         precache_model ("models/weapons/g_hlac.md3");
199                 precache_model ("models/weapons/v_hlac.md3");
200                 precache_model ("models/weapons/h_hlac.dpm");
201                 precache_sound ("weapons/lasergun_fire.wav");
202
203         }
204         else if (req == WR_SETUP)
205                 weapon_setup(WEP_HLAC);
206         else if (req == WR_CHECKAMMO1)
207                 return self.ammo_cells >= cvar("g_balance_hlac_primary_ammo");
208         else if (req == WR_CHECKAMMO2)
209                 return self.ammo_cells >= cvar("g_balance_hlac_secondary_ammo");
210         else if (req == WR_SUICIDEMESSAGE)
211                 w_deathtypestring = "should have used a smaller gun";
212         else if (req == WR_KILLMESSAGE)
213                 w_deathtypestring = "was cut down by";
214         return TRUE;
215 };
216 #endif