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Add multiplier for compat
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_vaporizer.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id */ VAPORIZER,
4 /* function */ W_Vaporizer,
5 /* ammotype */ ammo_cells,
6 /* impulse  */ 7,
7 /* flags    */ WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN,
8 /* rating   */ BOT_PICKUP_RATING_HIGH,
9 /* color        */ '0.5 1 1',
10 /* model    */ "minstanex",
11 /* crosshair */ "gfx/crosshairminstanex 0.4",
12 /* netname  */ "minstanex",
13 /* fullname */ _("Vaporizer")
14 );
15
16 #define VAPORIZER_SETTINGS(w_cvar,w_prop) VAPORIZER_SETTINGS_LIST(w_cvar, w_prop, VAPORIZER, vaporizer)
17 #define VAPORIZER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
18         w_cvar(id, sn, PRI, ammo) \
19         w_cvar(id, sn, PRI, animtime) \
20         w_cvar(id, sn, PRI, refire) \
21         w_cvar(id, sn, SEC, ammo) \
22         w_cvar(id, sn, SEC, animtime) \
23         w_cvar(id, sn, SEC, damage) \
24         w_cvar(id, sn, SEC, delay) \
25         w_cvar(id, sn, SEC, edgedamage) \
26         w_cvar(id, sn, SEC, force) \
27         w_cvar(id, sn, SEC, lifetime) \
28         w_cvar(id, sn, SEC, radius) \
29         w_cvar(id, sn, SEC, refire) \
30         w_cvar(id, sn, SEC, shotangle) \
31         w_cvar(id, sn, SEC, speed) \
32         w_cvar(id, sn, SEC, spread) \
33         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
34         w_prop(id, sn, float,  reloading_time, reload_time) \
35         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
36         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
37         w_prop(id, sn, string, weaponreplace, weaponreplace) \
38         w_prop(id, sn, float,  weaponstart, weaponstart) \
39         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
40
41 #ifdef SVQC
42 VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
43 .float vaporizer_lasthit;
44 .float jump_interval;
45 #endif
46 #else
47 #ifdef SVQC
48 void spawnfunc_weapon_vaporizer (void) { weapon_defaultspawnfunc(WEP_VAPORIZER); }
49 void spawnfunc_weapon_minstanex () { spawnfunc_weapon_vaporizer(); }
50
51 void W_Vaporizer_Attack (void)
52 {
53         float flying;
54         flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
55
56         W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", CH_WEAPON_A, 10000);
57
58         yoda = 0;
59         damage_goodhits = 0;
60         FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_VAPORIZER);
61
62         if(yoda && flying)
63                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
64         if(damage_goodhits && self.vaporizer_lasthit)
65         {
66                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
67                 damage_goodhits = 0; // only every second time
68         }
69
70         self.vaporizer_lasthit = damage_goodhits;
71
72         pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
73
74         // teamcolor / hit beam effect
75         vector v;
76         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
77         switch(self.team)
78         {
79                 case NUM_TEAM_1:   // Red
80                         if(damage_goodhits)
81                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
82                         else
83                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
84                         break;
85                 case NUM_TEAM_2:   // Blue
86                         if(damage_goodhits)
87                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
88                         else
89                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
90                         break;
91                 case NUM_TEAM_3:   // Yellow
92                         if(damage_goodhits)
93                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
94                         else
95                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
96                         break;
97                 case NUM_TEAM_4:   // Pink
98                         if(damage_goodhits)
99                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
100                         else
101                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
102                         break;
103                 default:
104                         if(damage_goodhits)
105                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3_HIT"), w_shotorg, v);
106                         else
107                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
108                         break;
109         }
110         
111         W_DecreaseAmmo(((g_minstagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
112 }
113
114 float W_Vaporizer(float req)
115 {
116         float ammo_amount;
117         float vaporizer_ammo;
118
119         // now multiple WR_s use this
120         vaporizer_ammo = ((g_minstagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
121
122         switch(req)
123         {
124                 case WR_AIM:
125                 {
126                         if(self.WEP_AMMO(VAPORIZER) > 0)
127                                 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
128                         else
129                                 self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), FALSE); // WEAPONTODO: replace with proper vaporizer cvars
130                                 
131                         return TRUE;
132                 }
133                 case WR_THINK:
134                 {
135                         // if the laser uses load, we also consider its ammo for reloading
136                         if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && self.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) // forced reload
137                                 WEP_ACTION(self.weapon, WR_RELOAD);
138                         else if(WEP_CVAR(vaporizer, reload_ammo) && self.clip_load < vaporizer_ammo) // forced reload
139                                 WEP_ACTION(self.weapon, WR_RELOAD);
140                         else if (self.BUTTON_ATCK)
141                         {
142                                 if (weapon_prepareattack(0, WEP_CVAR_PRI(vaporizer, refire)))
143                                 {
144                                         W_Vaporizer_Attack();
145                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
146                                 }
147                         }
148                         else if (self.BUTTON_ATCK2)
149                         {
150                                 if (self.jump_interval <= time)
151                                 if (weapon_prepareattack(1, -1))
152                                 {
153                                         // handle refire manually, so that primary and secondary can be fired without conflictions (important for minstagib)
154                                         self.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor();
155                                         
156                                         // decrease ammo for the laser?
157                                         if(WEP_CVAR_SEC(vaporizer, ammo))
158                                                 W_DecreaseAmmo(WEP_CVAR_SEC(vaporizer, ammo));
159
160                                         // ugly minstagib hack to reuse the fire mode of the laser
161                                         float w;
162                                         w = self.weapon;
163                                         self.weapon = WEP_BLASTER;
164                                         W_Blaster_Attack(
165                                                 WEP_CVAR_SEC(vaporizer, shotangle),
166                                                 WEP_CVAR_SEC(vaporizer, damage),
167                                                 WEP_CVAR_SEC(vaporizer, edgedamage),
168                                                 WEP_CVAR_SEC(vaporizer, radius),
169                                                 WEP_CVAR_SEC(vaporizer, force),
170                                                 WEP_CVAR_SEC(vaporizer, speed),
171                                                 WEP_CVAR_SEC(vaporizer, spread),
172                                                 WEP_CVAR_SEC(vaporizer, delay),
173                                                 WEP_CVAR_SEC(vaporizer, lifetime)
174                                         );
175                                         self.weapon = w;
176                                         
177                                         // now do normal refire
178                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
179                                 }
180                         }
181                         
182                         return TRUE;
183                 }
184                 case WR_INIT:
185                 {
186                         precache_model("models/nexflash.md3");
187                         precache_model("models/weapons/g_minstanex.md3");
188                         precache_model("models/weapons/v_minstanex.md3");
189                         precache_model("models/weapons/h_minstanex.iqm");
190                         precache_sound("weapons/minstanexfire.wav");
191                         precache_sound("weapons/nexwhoosh1.wav");
192                         precache_sound("weapons/nexwhoosh2.wav");
193                         precache_sound("weapons/nexwhoosh3.wav");
194                         //W_Blaster(WR_INIT); // Samual: Is this really the proper thing to do? Didn't we already run this previously?
195                         VAPORIZER_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
196                         return TRUE;
197                 }
198                 case WR_SETUP:
199                 {
200                         self.ammo_field = WEP_AMMO(VAPORIZER);
201                         self.vaporizer_lasthit = 0;
202                         return TRUE;
203                 }
204                 case WR_CHECKAMMO1:
205                 {
206                         ammo_amount = self.WEP_AMMO(VAPORIZER) >= vaporizer_ammo;
207                         ammo_amount += self.(weapon_load[WEP_VAPORIZER]) >= vaporizer_ammo;
208                         return ammo_amount;
209                 }
210                 case WR_CHECKAMMO2:
211                 {
212                         if(!WEP_CVAR_SEC(vaporizer, ammo))
213                                 return TRUE;
214                         ammo_amount = self.WEP_AMMO(VAPORIZER) >= WEP_CVAR_SEC(vaporizer, ammo);
215                         ammo_amount += self.(weapon_load[WEP_VAPORIZER]) >= WEP_CVAR_SEC(vaporizer, ammo);
216                         return ammo_amount;
217                 }
218                 case WR_CONFIG:
219                 {
220                         VAPORIZER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
221                         return TRUE;
222                 }
223                 case WR_RESETPLAYER:
224                 {
225                         self.vaporizer_lasthit = 0;
226                         return TRUE;
227                 }
228                 case WR_RELOAD:
229                 {
230                         float used_ammo;
231                         if(WEP_CVAR_SEC(vaporizer, ammo))
232                                 used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo));
233                         else
234                                 used_ammo = vaporizer_ammo;
235
236                         W_Reload(used_ammo, "weapons/reload.wav");
237                         return TRUE;
238                 }
239                 case WR_SUICIDEMESSAGE:
240                 {
241                         return WEAPON_THINKING_WITH_PORTALS;
242                 }
243                 case WR_KILLMESSAGE:
244                 {
245                         return WEAPON_VAPORIZER_MURDER;
246                 }
247         }
248         return TRUE;
249 }
250 #endif
251 #ifdef CSQC
252 float W_Vaporizer(float req)
253 {
254         switch(req)
255         {
256                 case WR_IMPACTEFFECT:
257                 {
258                         vector org2;
259                         org2 = w_org + w_backoff * 6;
260                         pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
261                         if(!w_issilent)
262                                 sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
263                                 
264                         return TRUE;
265                 }
266                 case WR_INIT:
267                 {
268                         precache_sound("weapons/neximpact.wav");
269                         if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
270                         {
271                                 precache_pic("gfx/reticle_nex");
272                         }
273                         return TRUE;
274                 }
275                 case WR_ZOOMRETICLE:
276                 {
277                         if(button_zoom || zoomscript_caught)
278                         {
279                                 reticle_image = "gfx/reticle_nex";
280                                 return TRUE;
281                         }
282                         else
283                         {
284                                 // no weapon specific image for this weapon
285                                 return FALSE;
286                         }
287                 }
288         }
289         return TRUE;
290 }
291 #endif
292 #endif