1 .float HLAC_bulletcounter;
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2 void W_HLAC_Touch (void)
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8 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
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14 if (other == self.owner)
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17 normal = trace_plane_normal;
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18 dir = normalize (self.owner.origin - self.origin);
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19 org2 = findbetterlocation (self.origin, 8);
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21 pointparticles(particleeffectnum("laser_impact"), org2, normal * 1000, 1);
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23 self.event_damage = SUB_Null;
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25 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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26 sound (self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
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31 void W_HLAC_Touch2 (void)
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37 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
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43 if (other == self.owner)
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46 normal = trace_plane_normal;
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47 dir = normalize (self.owner.origin - self.origin);
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48 org2 = findbetterlocation (self.origin, 8);
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50 pointparticles(particleeffectnum("laser_impact"), org2, normal * 1000, 1);
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52 //self.event_damage = SUB_Null;
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54 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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55 sound (self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
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60 void W_HLAC_Attack (void)
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62 local entity missile;
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65 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
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67 self.ammo_cells = self.ammo_cells - cvar("g_balance_hlac_primary_ammo");
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70 spread = cvar("g_balance_hlac_primary_spread_min") + (cvar("g_balance_hlac_primary_spread_add") * self.HLAC_bulletcounter);
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71 spread = min(spread,cvar("g_balance_hlac_primary_spread_max"));
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73 spread = spread * cvar("g_balance_hlac_primary_spread_crouchmod");
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75 W_SetupShot (self, '25 8 -8', FALSE, 3, "weapons/lasergun_fire.wav");
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76 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
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79 self.punchangle_x = random () - 0.5;
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80 self.punchangle_y = random () - 0.5;
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84 missile.owner = self;
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85 missile.classname = "hlacbolt";
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86 // missile.dmg = issecondary;
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87 missile.bot_dodge = TRUE;
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89 missile.bot_dodgerating = cvar("g_balance_hlac_primary_damage");
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91 missile.movetype = MOVETYPE_FLY;
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92 missile.solid = SOLID_BBOX;
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94 setmodel (missile, "models/laser.mdl"); // precision set below
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95 setsize (missile, '0 0 0', '0 0 0');
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96 setorigin (missile, w_shotorg);
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98 missile.velocity = (w_shotdir + randomvec() * spread) * cvar("g_balance_hlac_primary_speed");
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100 W_SetupProjectileVelocity(missile);
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101 missile.angles = vectoangles (missile.velocity);
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103 missile.touch = W_HLAC_Touch;
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104 missile.think = SUB_Remove;
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106 missile.nextthink = time + cvar("g_balance_hlac_primary_lifetime");
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108 missile.effects = EF_LOWPRECISION;
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109 missile.flags = FL_PROJECTILE;
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110 missile.projectiledeathtype = WEP_HLAC;
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113 void W_HLAC_Attack2f (void)
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115 local entity missile;
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118 spread = cvar("g_balance_hlac_secondary_spread");
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122 spread = spread * cvar("g_balance_hlac_secondary_spread_crouchmod");
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124 W_SetupShot (self, '25 8 -8', FALSE, 3, "weapons/lasergun_fire.wav");
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125 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
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127 missile = spawn ();
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128 missile.owner = self;
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129 missile.classname = "hlacbolt";
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130 // missile.dmg = issecondary;
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131 missile.bot_dodge = TRUE;
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133 missile.bot_dodgerating = cvar("g_balance_hlac_secondary_damage");
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135 missile.movetype = MOVETYPE_FLY;
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136 missile.solid = SOLID_BBOX;
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138 setmodel (missile, "models/laser.mdl"); // precision set below
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139 setsize (missile, '0 0 0', '0 0 0');
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140 setorigin (missile, w_shotorg);
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142 missile.velocity = (w_shotdir + randomvec() * spread) * cvar("g_balance_hlac_secondary_speed");
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144 W_SetupProjectileVelocity(missile);
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145 missile.angles = vectoangles (missile.velocity);
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147 missile.touch = W_HLAC_Touch2;
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148 missile.think = SUB_Remove;
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150 missile.nextthink = time + cvar("g_balance_hlac_secondary_lifetime");
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152 missile.effects = EF_LOWPRECISION;
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153 missile.flags = FL_PROJECTILE;
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154 missile.projectiledeathtype = WEP_HLAC | HITTYPE_SECONDARY;
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157 void W_HLAC_Attack2 (void)
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161 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
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163 self.ammo_cells = self.ammo_cells - cvar("g_balance_hlac_secondary_ammo");
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166 for(i=cvar("g_balance_hlac_secondary_shots");i>0;--i)
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171 self.punchangle_x = random () - 0.5;
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172 self.punchangle_y = random () - 0.5;
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175 // ATTACK_FINISHED(self) = time + cvar("g_balance_hlac_secondary_refire");
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180 void HLAC_fire1_02()
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182 if(self.weapon != self.switchweapon) // abort immediately if switching
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188 if (self.BUTTON_ATCK)
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190 if (!weapon_action(self.weapon, WR_CHECKAMMO1))
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192 W_SwitchWeapon_Force(self, w_getbestweapon(self));
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197 ATTACK_FINISHED(self) = time + cvar("g_balance_hlac_primary_refire");
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199 self.HLAC_bulletcounter = self.HLAC_bulletcounter + 1;
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200 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hlac_primary_refire"), HLAC_fire1_02);
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204 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hlac_primary_animtime"), w_ready);
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208 void spawnfunc_weapon_hlac (void)
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210 weapon_defaultspawnfunc(WEP_HLAC);
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213 float w_hlac(float req)
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216 self.BUTTON_ATCK = bot_aim(cvar("g_balance_hlac_primary_speed"), 0, cvar("g_balance_hlac_primary_lifetime"), FALSE);
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217 else if (req == WR_THINK)
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219 if (self.BUTTON_ATCK)
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220 if (weapon_prepareattack(0, cvar("g_balance_hlac_primary_refire")))
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222 self.HLAC_bulletcounter = 0;
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224 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hlac_primary_refire"), HLAC_fire1_02);
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227 if (self.BUTTON_ATCK2)
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228 if (weapon_prepareattack(1, cvar("g_balance_hlac_secondary_refire")))
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231 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_hlac_secondary_animtime"), w_ready);
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235 else if (req == WR_PRECACHE)
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237 precache_sound ("weapons/laserimpact.wav");
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238 precache_sound ("weapons/lasergun_fire.wav");
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240 precache_model ("models/weapons/g_hlac.md3");
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241 precache_model ("models/weapons/v_hlac.md3");
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242 precache_model ("models/weapons/w_hlac.zym");
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243 precache_sound ("weapons/lasergun_fire.wav");
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246 else if (req == WR_SETUP)
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247 weapon_setup(WEP_HLAC);
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248 else if (req == WR_CHECKAMMO1)
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249 return self.ammo_cells >= cvar("g_balance_hlac_primary_ammo");
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250 else if (req == WR_CHECKAMMO2)
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251 return self.ammo_cells >= cvar("g_balance_hlac_secondary_ammo");
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252 else if (req == WR_SUICIDEMESSAGE)
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253 w_deathtypestring = "should have used a smaller gun";
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254 else if (req == WR_KILLMESSAGE)
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255 w_deathtypestring = "was cut down by";
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