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new cvar: allow grenade speed_up to only affect z-axis speed
[divverent/nexuiz.git] / data / qcsrc / server / w_hlac.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(HLAC, w_hlac, IT_CELLS, 6, WEP_FLAG_NORMAL | 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 // experimental lightning gun
140 void W_HLAC_Attack3 (void)
141 {
142        if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
143                self.ammo_cells = self.ammo_cells - cvar("g_balance_hlac_primary_ammo");
144        W_SetupShot (self, TRUE, 0, "weapons/crylink_fire2.wav", cvar("g_balance_hlac_primary_damage"));
145
146        traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_hlac_primary_radius"), FALSE, self, ANTILAG_LATENCY(self));
147
148        te_lightning1(self, w_shotorg, trace_endpos);
149
150        if (trace_fraction < 1)
151                Damage(trace_ent, self, self, cvar("g_balance_hlac_primary_damage"), WEP_HLAC | HITTYPE_SECONDARY, trace_endpos, cvar("g_balance_hlac_primary_force") * w_shotdir);
152 }
153
154 // weapon frames
155 void HLAC_fire1_02()
156 {
157         if(self.weapon != self.switchweapon) // abort immediately if switching
158         {
159                 w_ready();
160                 return;
161         }
162
163         if (self.BUTTON_ATCK)
164         {
165                 if (!weapon_action(self.weapon, WR_CHECKAMMO1))
166                 {
167                         W_SwitchWeapon_Force(self, w_getbestweapon(self));
168                         w_ready();
169                         return;
170                 }
171
172                 ATTACK_FINISHED(self) = time + cvar("g_balance_hlac_primary_refire") * W_WeaponRateFactor();
173                 W_HLAC_Attack();
174                 self.HLAC_bulletcounter = self.HLAC_bulletcounter + 1;
175         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hlac_primary_refire"), HLAC_fire1_02);
176         }
177         else
178         {
179                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hlac_primary_animtime"), w_ready);
180         }
181 };
182
183 void spawnfunc_weapon_hlac (void)
184 {
185         weapon_defaultspawnfunc(WEP_HLAC);
186 }
187
188 float w_hlac(float req)
189 {
190         if (req == WR_AIM)
191         self.BUTTON_ATCK = bot_aim(cvar("g_balance_hlac_primary_speed"), 0, cvar("g_balance_hlac_primary_lifetime"), FALSE);
192         else if (req == WR_THINK)
193         {
194                 if (self.BUTTON_ATCK)
195                 if (weapon_prepareattack(0, cvar("g_balance_hlac_primary_refire")))
196                 {
197                         self.HLAC_bulletcounter = 0;
198                         if(cvar("g_balance_hlac_primary_lightning"))
199                                 W_HLAC_Attack3();
200                         else
201                                 W_HLAC_Attack();
202                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hlac_primary_refire"), HLAC_fire1_02);
203                 }
204
205                 if (self.BUTTON_ATCK2 && cvar("g_balance_hlac_secondary"))
206                 if (weapon_prepareattack(1, cvar("g_balance_hlac_secondary_refire")))
207                 {
208                         W_HLAC_Attack2();
209                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_hlac_secondary_animtime"), w_ready);
210                 }
211
212         }
213         else if (req == WR_PRECACHE)
214         {
215         precache_model ("models/weapons/g_hlac.md3");
216                 precache_model ("models/weapons/v_hlac.md3");
217                 precache_model ("models/weapons/h_hlac.dpm");
218                 precache_sound ("weapons/lasergun_fire.wav");
219
220         }
221         else if (req == WR_SETUP)
222                 weapon_setup(WEP_HLAC);
223         else if (req == WR_CHECKAMMO1)
224                 return self.ammo_cells >= cvar("g_balance_hlac_primary_ammo");
225         else if (req == WR_CHECKAMMO2)
226                 return self.ammo_cells >= cvar("g_balance_hlac_secondary_ammo");
227         else if (req == WR_SUICIDEMESSAGE)
228                 w_deathtypestring = "should have used a smaller gun";
229         else if (req == WR_KILLMESSAGE)
230                 w_deathtypestring = "was cut down by";
231         return TRUE;
232 };
233 #endif