3 /* WEP_##id */ BLASTER,
4 /* function */ W_Blaster,
5 /* ammotype */ ammo_none,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
9 /* color */ '1 0.5 0.5',
10 /* modelname */ "laser",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairlaser 0.5",
13 /* wepimg */ "weaponlaser",
14 /* refname */ "blaster",
15 /* wepname */ _("Blaster")
18 #define BLASTER_SETTINGS(w_cvar,w_prop) BLASTER_SETTINGS_LIST(w_cvar, w_prop, BLASTER, blaster)
19 #define BLASTER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20 w_cvar(id, sn, BOTH, animtime) \
21 w_cvar(id, sn, BOTH, damage) \
22 w_cvar(id, sn, BOTH, delay) \
23 w_cvar(id, sn, BOTH, edgedamage) \
24 w_cvar(id, sn, BOTH, force) \
25 w_cvar(id, sn, BOTH, force_zscale) \
26 w_cvar(id, sn, BOTH, lifetime) \
27 w_cvar(id, sn, BOTH, radius) \
28 w_cvar(id, sn, BOTH, refire) \
29 w_cvar(id, sn, BOTH, shotangle) \
30 w_cvar(id, sn, BOTH, speed) \
31 w_cvar(id, sn, BOTH, spread) \
32 w_cvar(id, sn, NONE, secondary) \
33 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
34 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
35 w_prop(id, sn, string, weaponreplace, weaponreplace) \
36 w_prop(id, sn, float, weaponstart, weaponstart) \
37 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
38 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
41 BLASTER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
42 .float blaster_damage;
43 .float blaster_edgedamage;
44 .float blaster_radius;
46 .float blaster_lifetime;
51 spawnfunc(weapon_blaster) { weapon_defaultspawnfunc(WEP_BLASTER.m_id); }
52 spawnfunc(weapon_laser) { spawnfunc_weapon_blaster(this); }
54 void W_Blaster_Touch(void)
58 self.event_damage = func_null;
64 self.blaster_edgedamage,
69 self.projectiledeathtype,
76 void W_Blaster_Think(void)
78 self.movetype = MOVETYPE_FLY;
79 self.think = SUB_Remove;
80 self.nextthink = time + self.blaster_lifetime;
81 CSQCProjectile(self, true, PROJECTILE_BLASTER, true);
84 void W_Blaster_Attack(
96 vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
98 W_SetupShot_Dir(self, s_forward, false, 3, W_Sound("lasergun_fire"), CH_WEAPON_B, atk_damage);
99 Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
101 entity missile = spawn();
102 missile.owner = missile.realowner = self;
103 missile.classname = "blasterbolt";
104 missile.bot_dodge = true;
105 missile.bot_dodgerating = atk_damage;
106 PROJECTILE_MAKETRIGGER(missile);
108 missile.blaster_damage = atk_damage;
109 missile.blaster_edgedamage = atk_edgedamage;
110 missile.blaster_radius = atk_radius;
111 missile.blaster_force = atk_force;
112 missile.blaster_lifetime = atk_lifetime;
114 setorigin(missile, w_shotorg);
115 setsize(missile, '0 0 0', '0 0 0');
117 W_SetupProjVelocity_Explicit(
128 missile.angles = vectoangles(missile.velocity);
130 //missile.glow_color = 250; // 244, 250
131 //missile.glow_size = 120;
133 missile.touch = W_Blaster_Touch;
134 missile.flags = FL_PROJECTILE;
135 missile.missile_flags = MIF_SPLASH;
136 missile.projectiledeathtype = atk_deathtype;
137 missile.think = W_Blaster_Think;
138 missile.nextthink = time + atk_delay;
140 MUTATOR_CALLHOOK(EditProjectile, self, missile);
142 if(time >= missile.nextthink)
144 WITH(entity, self, missile, missile.think());
147 bool W_Blaster(int request)
153 if(WEP_CVAR(blaster, secondary))
155 if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage))
156 { self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); }
158 { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
161 { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
170 if(weapon_prepareattack(0, WEP_CVAR_PRI(blaster, refire)))
174 WEP_CVAR_PRI(blaster, shotangle),
175 WEP_CVAR_PRI(blaster, damage),
176 WEP_CVAR_PRI(blaster, edgedamage),
177 WEP_CVAR_PRI(blaster, radius),
178 WEP_CVAR_PRI(blaster, force),
179 WEP_CVAR_PRI(blaster, speed),
180 WEP_CVAR_PRI(blaster, spread),
181 WEP_CVAR_PRI(blaster, delay),
182 WEP_CVAR_PRI(blaster, lifetime)
184 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
187 else if(self.BUTTON_ATCK2)
189 switch(WEP_CVAR(blaster, secondary))
191 case 0: // switch to last used weapon
193 if(self.switchweapon == WEP_BLASTER.m_id) // don't do this if already switching
198 case 1: // normal projectile secondary
200 if(weapon_prepareattack(1, WEP_CVAR_SEC(blaster, refire)))
203 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
204 WEP_CVAR_SEC(blaster, shotangle),
205 WEP_CVAR_SEC(blaster, damage),
206 WEP_CVAR_SEC(blaster, edgedamage),
207 WEP_CVAR_SEC(blaster, radius),
208 WEP_CVAR_SEC(blaster, force),
209 WEP_CVAR_SEC(blaster, speed),
210 WEP_CVAR_SEC(blaster, spread),
211 WEP_CVAR_SEC(blaster, delay),
212 WEP_CVAR_SEC(blaster, lifetime)
214 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
226 precache_sound(W_Sound("lasergun_fire"));
227 BLASTER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
233 self.ammo_field = ammo_none;
240 return true; // laser has infinite ammo
245 BLASTER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
249 case WR_SUICIDEMESSAGE:
251 return WEAPON_BLASTER_SUICIDE;
256 return WEAPON_BLASTER_MURDER;
263 bool W_Blaster(int request)
267 case WR_IMPACTEFFECT:
270 org2 = w_org + w_backoff * 6;
271 pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1);
272 if(!w_issilent) { sound(self, CH_SHOTS, W_Sound("laserimpact"), VOL_BASE, ATTN_NORM); }
278 precache_sound(W_Sound("laserimpact"));
283 // no weapon specific image for this weapon