3 /* WEP_##id */ BLASTER,
4 /* function */ W_Blaster,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
10 /* netname */ "laser",
11 /* fullname */ _("Blaster")
14 #define BLASTER_SETTINGS(w_cvar,w_prop) \
15 w_cvar(WEP_BLASTER, blaster, MO_BOTH, animtime) \
16 w_cvar(WEP_BLASTER, blaster, MO_BOTH, damage) \
17 w_cvar(WEP_BLASTER, blaster, MO_BOTH, delay) \
18 w_cvar(WEP_BLASTER, blaster, MO_BOTH, edgedamage) \
19 w_cvar(WEP_BLASTER, blaster, MO_BOTH, force) \
20 w_cvar(WEP_BLASTER, blaster, MO_BOTH, lifetime) \
21 w_cvar(WEP_BLASTER, blaster, MO_BOTH, radius) \
22 w_cvar(WEP_BLASTER, blaster, MO_BOTH, refire) \
23 w_cvar(WEP_BLASTER, blaster, MO_BOTH, shotangle) \
24 w_cvar(WEP_BLASTER, blaster, MO_BOTH, speed) \
25 w_cvar(WEP_BLASTER, blaster, MO_BOTH, spread) \
26 w_cvar(WEP_BLASTER, blaster, MO_NONE, secondary) \
27 w_prop(WEP_BLASTER, blaster, float, reloading_ammo, reload_ammo) \
28 w_prop(WEP_BLASTER, blaster, float, reloading_time, reload_time) \
29 w_prop(WEP_BLASTER, blaster, float, switchdelay_raise, switchdelay_raise) \
30 w_prop(WEP_BLASTER, blaster, float, switchdelay_drop, switchdelay_drop)
33 BLASTER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
34 .float blaster_damage;
35 .float blaster_edgedamage;
36 .float blaster_radius;
38 .float blaster_lifetime;
42 void spawnfunc_weapon_blaster() { weapon_defaultspawnfunc(WEP_BLASTER); }
43 void spawnfunc_weapon_laser() { spawnfunc_weapon_blaster(); }
45 void W_Blaster_Touch()
49 self.event_damage = func_null;
55 self.blaster_edgedamage,
60 self.projectiledeathtype,
67 void W_Blaster_Think()
69 self.movetype = MOVETYPE_FLY;
70 self.think = SUB_Remove;
71 self.nextthink = time + self.blaster_lifetime;
72 CSQCProjectile(self, TRUE, PROJECTILE_BLASTER, TRUE);
75 void W_Blaster_Attack(
86 vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
88 W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, atk_damage);
89 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
91 entity missile = spawn();
92 missile.owner = missile.realowner = self;
93 missile.classname = "blasterbolt";
94 missile.bot_dodge = TRUE;
95 missile.bot_dodgerating = atk_damage;
96 PROJECTILE_MAKETRIGGER(missile);
98 missile.blaster_damage = atk_damage;
99 missile.blaster_edgedamage = atk_edgedamage;
100 missile.blaster_radius = atk_radius;
101 missile.blaster_force = atk_force;
102 missile.blaster_lifetime = atk_lifetime;
104 setorigin(missile, w_shotorg);
105 setsize(missile, '0 0 0', '0 0 0');
107 W_SetupProjectileVelocityEx(
118 missile.angles = vectoangles(missile.velocity);
120 //missile.glow_color = 250; // 244, 250
121 //missile.glow_size = 120;
123 missile.touch = W_Blaster_Touch;
124 missile.flags = FL_PROJECTILE;
125 missile.missile_flags = MIF_SPLASH;
126 missile.projectiledeathtype = WEP_BLASTER;
127 missile.think = W_Blaster_Think;
128 missile.nextthink = time + atk_delay;
130 other = missile; MUTATOR_CALLHOOK(EditProjectile);
132 if(time >= missile.nextthink)
141 float W_Blaster(float request)
147 if(WEP_CVAR(blaster, secondary))
149 if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage))
150 { self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), FALSE); }
152 { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), FALSE); }
155 { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), FALSE); }
162 if(WEP_CVAR(blaster, reload_ammo) && self.clip_load < 1) // forced reload
164 WEP_ACTION(self.weapon, WR_RELOAD);
166 else if(self.BUTTON_ATCK)
168 if(weapon_prepareattack(0, WEP_CVAR_PRI(blaster, refire)))
170 W_DecreaseAmmo(ammo_none, 1, TRUE); // WEAPONTODO is this necessary?
172 WEP_CVAR_PRI(blaster, shotangle),
173 WEP_CVAR_PRI(blaster, damage),
174 WEP_CVAR_PRI(blaster, edgedamage),
175 WEP_CVAR_PRI(blaster, radius),
176 WEP_CVAR_PRI(blaster, force),
177 WEP_CVAR_PRI(blaster, speed),
178 WEP_CVAR_PRI(blaster, spread),
179 WEP_CVAR_PRI(blaster, delay),
180 WEP_CVAR_PRI(blaster, lifetime)
182 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
185 else if(self.BUTTON_ATCK2)
187 switch(WEP_CVAR(blaster, secondary))
189 case 0: // switch to last used weapon
191 if(self.switchweapon == WEP_BLASTER) // don't do this if already switching
196 case 1: // normal projectile secondary
198 if(weapon_prepareattack(1, WEP_CVAR_SEC(blaster, refire)))
200 W_DecreaseAmmo(ammo_none, 1, TRUE);
202 WEP_CVAR_SEC(blaster, shotangle),
203 WEP_CVAR_SEC(blaster, damage),
204 WEP_CVAR_SEC(blaster, edgedamage),
205 WEP_CVAR_SEC(blaster, radius),
206 WEP_CVAR_SEC(blaster, force),
207 WEP_CVAR_SEC(blaster, speed),
208 WEP_CVAR_SEC(blaster, spread),
209 WEP_CVAR_SEC(blaster, delay),
210 WEP_CVAR_SEC(blaster, lifetime)
212 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
224 precache_model("models/weapons/g_laser.md3");
225 precache_model("models/weapons/v_laser.md3");
226 precache_model("models/weapons/h_laser.iqm");
227 precache_sound("weapons/lasergun_fire.wav");
228 BLASTER_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
234 self.current_ammo = ammo_none;
241 return TRUE; // laser has infinite ammo
246 BLASTER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
252 W_Reload(0, "weapons/reload.wav");
256 case WR_SUICIDEMESSAGE:
258 return WEAPON_LASER_SUICIDE;
263 return WEAPON_LASER_MURDER;
271 float W_Blaster(float request)
275 case WR_IMPACTEFFECT:
278 org2 = w_org + w_backoff * 6;
279 pointparticles(particleeffectnum("new_laser_impact"), org2, w_backoff * 1000, 1);
280 if(!w_issilent) { sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); }
286 precache_sound("weapons/laserimpact.wav");