2 CLASS(Vaporizer, Weapon)
3 /* ammotype */ ATTRIB(Vaporizer, ammo_field, .int, ammo_cells)
4 /* impulse */ ATTRIB(Vaporizer, impulse, int, 7)
5 /* flags */ ATTRIB(Vaporizer, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN);
6 /* rating */ ATTRIB(Vaporizer, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
7 /* color */ ATTRIB(Vaporizer, wpcolor, vector, '0.5 1 1');
8 /* modelname */ ATTRIB(Vaporizer, mdl, string, "minstanex");
10 /* model */ ATTRIB(Vaporizer, m_model, Model, MDL_VAPORIZER_ITEM);
12 /* crosshair */ ATTRIB(Vaporizer, w_crosshair, string, "gfx/crosshairminstanex");
13 /* crosshair */ ATTRIB(Vaporizer, w_crosshair_size, float, 0.6);
14 /* wepimg */ ATTRIB(Vaporizer, model2, string, "weaponminstanex");
15 /* refname */ ATTRIB(Vaporizer, netname, string, "vaporizer");
16 /* wepname */ ATTRIB(Vaporizer, m_name, string, _("Vaporizer"));
18 #define X(BEGIN, P, END, class, prefix) \
20 P(class, prefix, ammo, float, PRI) \
21 P(class, prefix, animtime, float, PRI) \
22 P(class, prefix, damage, float, PRI) \
23 P(class, prefix, refire, float, PRI) \
24 P(class, prefix, ammo, float, SEC) \
25 P(class, prefix, animtime, float, SEC) \
26 P(class, prefix, damage, float, SEC) \
27 P(class, prefix, delay, float, SEC) \
28 P(class, prefix, edgedamage, float, SEC) \
29 P(class, prefix, force, float, SEC) \
30 P(class, prefix, lifetime, float, SEC) \
31 P(class, prefix, radius, float, SEC) \
32 P(class, prefix, refire, float, SEC) \
33 P(class, prefix, shotangle, float, SEC) \
34 P(class, prefix, speed, float, SEC) \
35 P(class, prefix, spread, float, SEC) \
36 P(class, prefix, reload_ammo, float, NONE) \
37 P(class, prefix, reload_time, float, NONE) \
38 P(class, prefix, switchdelay_raise, float, NONE) \
39 P(class, prefix, switchdelay_drop, float, NONE) \
40 P(class, prefix, weaponreplace, string, NONE) \
41 P(class, prefix, weaponstart, float, NONE) \
42 P(class, prefix, weaponstartoverride, float, NONE) \
43 P(class, prefix, weaponthrowable, float, NONE) \
45 W_PROPS(X, Vaporizer, vaporizer)
49 REGISTER_WEAPON(VAPORIZER, vaporizer, NEW(Vaporizer));
53 .float vaporizer_lasthit;
55 .float jump_interval2;
64 REGISTER_NET_TEMP(TE_CSQC_VAPORBEAMPARTICLE)
67 void SendCSQCVaporizerBeamParticle(entity player, int hit) {
69 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
70 WriteHeader(MSG_BROADCAST, TE_CSQC_VAPORBEAMPARTICLE);
71 WriteCoord(MSG_BROADCAST, w_shotorg.x);
72 WriteCoord(MSG_BROADCAST, w_shotorg.y);
73 WriteCoord(MSG_BROADCAST, w_shotorg.z);
74 WriteCoord(MSG_BROADCAST, v.x);
75 WriteCoord(MSG_BROADCAST, v.y);
76 WriteCoord(MSG_BROADCAST, v.z);
77 WriteByte(MSG_BROADCAST, hit);
78 WriteByte(MSG_BROADCAST, etof(player));
79 WriteByte(MSG_BROADCAST, player.team);
82 bool autocvar_cl_vaporizerbeam_particle = false;
83 float autocvar_cl_vaporizerbeam_lifetime = 0.8;
84 float autocvar_cl_vaporizerbeam_colorboost = 0.7;
86 string Draw_VaporizerBeam_trace_callback_tex;
87 float Draw_VaporizerBeam_trace_callback_rnd;
88 vector Draw_VaporizerBeam_trace_callback_rgb;
89 float Draw_VaporizerBeam_trace_callback_a;
90 void Draw_VaporizerBeam_trace_callback(vector start, vector hit, vector end)
94 vorg = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
95 for(i = 0; i < Draw_VaporizerBeam_trace_callback_a; ++i)
96 Draw_CylindricLine(hit, start, 8, Draw_VaporizerBeam_trace_callback_tex, 0.25, Draw_VaporizerBeam_trace_callback_rnd, Draw_VaporizerBeam_trace_callback_rgb, min(1, Draw_VaporizerBeam_trace_callback_a - i), DRAWFLAG_NORMAL, vorg);
97 Draw_VaporizerBeam_trace_callback_rnd += 0.25 * vlen(hit - start) / 8;
100 .vector vorg1, vorg2;
102 void VaporizerBeam_Draw(entity this)
104 //draw either the old v2.3 beam or the new beam
105 particles_alphamin = particles_alphamax = particles_fade = 1;
107 string tex = "particles/lgbeam";
109 tex = "particles/gauntletbeam";
111 //entity e = CSQCModel_server2csqc(this.sv_entnum - 1);
114 rgb = colormapPaletteColor(stof(getplayerkeyvalue(this.sv_entnum - 1, "colors")) & 0x0F, true);
119 rgb *= (1 + autocvar_cl_vaporizerbeam_colorboost);
121 float fail = (this.nextthink - time);
123 Draw_VaporizerBeam_trace_callback_tex = tex;
124 Draw_VaporizerBeam_trace_callback_rnd = 0;
125 Draw_VaporizerBeam_trace_callback_rgb = rgb;
126 Draw_VaporizerBeam_trace_callback_a = bound(0, fail, 1);
127 WarpZone_TraceBox_ThroughZone(this.vorg1, '0 0 0', '0 0 0', this.vorg2, MOVE_NOTHING, NULL, NULL, Draw_VaporizerBeam_trace_callback);
128 Draw_VaporizerBeam_trace_callback_tex = string_null;
130 /*if(!MUTATOR_CALLHOOK(Particles_VaporizerBeam, this.vorg1, this.vorg2))
131 if(autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo()))
132 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
134 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);*/
137 NET_HANDLE(TE_CSQC_VAPORBEAMPARTICLE, bool isNew)
139 Net_Accept(vortex_beam);
140 setthink(this, SUB_Remove);
141 this.nextthink = time + bound(0, autocvar_cl_vaporizerbeam_lifetime, 10);
142 this.draw = VaporizerBeam_Draw;
143 if (isNew) IL_PUSH(g_drawables, this);
144 this.drawmask = MASK_NORMAL;
146 this.vorg1_x = ReadCoord(); this.vorg1_y = ReadCoord(); this.vorg1_z = ReadCoord();
147 this.vorg2_x = ReadCoord(); this.vorg2_y = ReadCoord(); this.vorg2_z = ReadCoord();
148 this.cnt = ReadByte();
149 int myowner = ReadByte();
150 this.owner = playerslots[myowner - 1];
151 this.sv_entnum = myowner;
152 this.team = ReadByte() - 1;
154 pointparticles(EFFECT_VORTEX_MUZZLEFLASH, this.vorg1, normalize(this.vorg2 - this.vorg1) * 1000, 1);
156 if(autocvar_cl_vaporizerbeam_particle)
158 WarpZone_TrailParticles(NULL, particleeffectnum(((this.cnt) ? EFFECT_VAPORIZER_HIT(this.team) : EFFECT_VAPORIZER(this.team))), this.vorg1, this.vorg2);
159 this.draw = func_null;
160 this.drawmask = MASK_NORMAL;
169 spawnfunc(weapon_vaporizer) { weapon_defaultspawnfunc(this, WEP_VAPORIZER); }
170 spawnfunc(weapon_minstanex) { spawnfunc_weapon_vaporizer(this); }
172 void W_RocketMinsta_Explosion(entity actor, vector loc)
174 if(accuracy_canbegooddamage(actor))
175 accuracy_add(actor, WEP_DEVASTATOR.m_id, autocvar_g_rm_damage, 0);
176 entity dmgent = spawn();
177 dmgent.owner = dmgent.realowner = actor;
178 setorigin(dmgent, loc);
179 RadiusDamage (dmgent, actor, autocvar_g_rm_damage, autocvar_g_rm_edgedamage, autocvar_g_rm_radius, NULL, NULL, autocvar_g_rm_force, WEP_DEVASTATOR.m_id | HITTYPE_SPLASH, other);
183 void W_Vaporizer_Attack(Weapon thiswep, entity actor)
185 bool flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
186 float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000);
188 W_SetupShot(actor, true, 0, SND_Null, CH_WEAPON_A, vaporizer_damage);
189 // handle sound separately so we can change the volume
190 // added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway)
191 sound (actor, CH_WEAPON_A, SND_MINSTANEXFIRE, VOL_BASE * 0.8, ATTEN_NORM);
195 FireRailgunBullet(actor, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
197 // do this now, as goodhits is disabled below
198 SendCSQCVaporizerBeamParticle(actor, damage_goodhits);
201 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
202 if(damage_goodhits && actor.vaporizer_lasthit)
204 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
205 damage_goodhits = 0; // only every second time
208 actor.vaporizer_lasthit = damage_goodhits;
211 if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT)))
212 W_RocketMinsta_Explosion(actor, trace_endpos);
214 W_DecreaseAmmo(thiswep, actor, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
217 void W_RocketMinsta_Laser_Explode (entity this)
219 if(other.takedamage == DAMAGE_AIM)
221 if(DIFF_TEAM(this.realowner, other))
224 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
226 this.event_damage = func_null;
227 this.takedamage = DAMAGE_NO;
228 RadiusDamage (this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, other);
232 void W_RocketMinsta_Laser_Explode_use(entity this, entity actor, entity trigger)
234 W_RocketMinsta_Laser_Explode(this);
237 void W_RocketMinsta_Laser_Touch(entity this, entity toucher)
239 PROJECTILE_TOUCH(this, toucher);
240 //W_RocketMinsta_Laser_Explode ();
241 RadiusDamage(this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, toucher);
245 void W_RocketMinsta_Attack2(entity actor)
247 makevectors(actor.v_angle);
251 float total = autocvar_g_rm_laser_count;
252 float spread = autocvar_g_rm_laser_spread;
253 float rndspread = autocvar_g_rm_laser_spread_random;
255 Weapon w = PS(actor).m_weapon;
256 PS(actor).m_weapon = WEP_ELECTRO;
257 W_SetupShot_ProjectileSize (actor, '0 0 -3', '0 0 -3', false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, autocvar_g_rm_laser_damage);
258 PS(actor).m_weapon = w;
260 Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
262 while(counter < total)
264 proj = new(plasma_prim);
265 proj.owner = proj.realowner = actor;
266 proj.bot_dodge = true;
267 proj.bot_dodgerating = autocvar_g_rm_laser_damage;
268 proj.use = W_RocketMinsta_Laser_Explode_use;
269 setthink(proj, adaptor_think2use_hittype_splash);
270 proj.nextthink = time + autocvar_g_rm_laser_lifetime;
271 PROJECTILE_MAKETRIGGER(proj);
272 proj.projectiledeathtype = WEP_ELECTRO.m_id;
273 setorigin(proj, w_shotorg);
275 proj.rm_force = autocvar_g_rm_laser_force / total;
276 proj.rm_damage = autocvar_g_rm_laser_damage / total;
277 proj.rm_edmg = proj.rm_damage;
279 //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
281 set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
282 //W_SETUPPROJECTILEVELOCITY(proj, g_balance_minstanex_laser);
283 proj.velocity = (w_shotdir + (((counter + 0.5) / total) * 2 - 1) * v_right * (spread * (rndspread ? random() : 1))) * cvar("g_rm_laser_speed");
284 proj.velocity_z = proj.velocity_z + cvar("g_rm_laser_zspread") * (random() - 0.5);
285 proj.velocity = W_CalculateProjectileVelocity(actor, actor.velocity, proj.velocity, true);
286 proj.angles = vectoangles(proj.velocity);
287 settouch(proj, W_RocketMinsta_Laser_Touch);
288 setsize(proj, '0 0 -3', '0 0 -3');
289 proj.flags = FL_PROJECTILE;
290 IL_PUSH(g_projectiles, proj);
291 proj.missile_flags = MIF_SPLASH;
293 CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
295 MUTATOR_CALLHOOK(EditProjectile, actor, proj);
300 void W_RocketMinsta_Attack3 (entity actor)
302 makevectors(actor.v_angle);
308 Weapon w = PS(actor).m_weapon;
309 PS(actor).m_weapon = WEP_ELECTRO;
310 W_SetupShot_ProjectileSize (actor, '0 0 -3', '0 0 -3', false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, autocvar_g_rm_laser_damage);
311 PS(actor).m_weapon = w;
313 Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
315 while(counter < total)
317 proj = new(plasma_prim);
318 proj.owner = proj.realowner = actor;
319 proj.bot_dodge = true;
320 proj.bot_dodgerating = autocvar_g_rm_laser_damage;
321 proj.use = W_RocketMinsta_Laser_Explode_use;
322 setthink(proj, adaptor_think2use_hittype_splash);
323 proj.nextthink = time + autocvar_g_rm_laser_lifetime;
324 PROJECTILE_MAKETRIGGER(proj);
325 proj.projectiledeathtype = WEP_ELECTRO.m_id;
326 setorigin(proj, w_shotorg);
328 proj.rm_force = autocvar_g_rm_laser_force / total;
329 proj.rm_damage = autocvar_g_rm_laser_damage / total;
330 proj.rm_edmg = proj.rm_damage;
332 //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
334 set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
335 proj.velocity = w_shotdir * autocvar_g_rm_laser_speed;
336 proj.velocity = W_CalculateProjectileVelocity(actor, actor.velocity, proj.velocity, true);
337 proj.angles = vectoangles(proj.velocity);
338 settouch(proj, W_RocketMinsta_Laser_Touch);
339 setsize(proj, '0 0 -3', '0 0 -3');
340 proj.flags = FL_PROJECTILE;
341 IL_PUSH(g_projectiles, proj);
342 proj.missile_flags = MIF_SPLASH;
344 CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
346 MUTATOR_CALLHOOK(EditProjectile, actor, proj);
351 METHOD(Vaporizer, wr_aim, void(entity thiswep, entity actor))
353 if(actor.(thiswep.ammo_field) > 0)
354 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 1000000, 0, 1, false);
356 PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
358 METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
360 float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
361 // if the laser uses load, we also consider its ammo for reloading
362 if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload
363 thiswep.wr_reload(thiswep, actor, weaponentity);
364 } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.clip_load < vaporizer_ammo) { // forced reload
365 thiswep.wr_reload(thiswep, actor, weaponentity);
367 if((fire & 1) && (actor.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(actor))
369 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vaporizer, refire)))
371 W_Vaporizer_Attack(thiswep, actor);
372 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
375 if((fire & 2) || ((fire & 1) && !actor.ammo_cells && autocvar_g_rm))
377 if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2)
379 bool rapid = autocvar_g_rm_laser_rapid;
380 if(actor.jump_interval <= time && !actor.held_down)
383 actor.held_down = true;
384 actor.jump_interval = time + autocvar_g_rm_laser_refire;
385 actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
387 W_RocketMinsta_Attack2(actor);
389 else if(rapid && actor.jump_interval2 <= time && actor.held_down)
391 actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
393 W_RocketMinsta_Attack3(actor);
394 //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready);
397 else if (actor.jump_interval <= time)
399 // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
400 actor.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor(actor);
402 // decrease ammo for the laser?
403 if(WEP_CVAR_SEC(vaporizer, ammo))
404 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo));
406 // ugly instagib hack to reuse the fire mode of the laser
407 makevectors(actor.v_angle);
408 Weapon oldwep = PS(actor).m_weapon; // we can't avoid this hack
409 PS(actor).m_weapon = WEP_BLASTER;
412 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
413 WEP_CVAR_SEC(vaporizer, shotangle),
414 WEP_CVAR_SEC(vaporizer, damage),
415 WEP_CVAR_SEC(vaporizer, edgedamage),
416 WEP_CVAR_SEC(vaporizer, radius),
417 WEP_CVAR_SEC(vaporizer, force),
418 WEP_CVAR_SEC(vaporizer, speed),
419 WEP_CVAR_SEC(vaporizer, spread),
420 WEP_CVAR_SEC(vaporizer, delay),
421 WEP_CVAR_SEC(vaporizer, lifetime)
423 PS(actor).m_weapon = oldwep;
425 // now do normal refire
426 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
430 actor.held_down = false;
432 METHOD(Vaporizer, wr_setup, void(entity thiswep, entity actor))
434 actor.ammo_field = (thiswep.ammo_field);
435 actor.vaporizer_lasthit = 0;
437 METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep, entity actor))
439 float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
440 float ammo_amount = actor.(thiswep.ammo_field) >= vaporizer_ammo;
441 ammo_amount += actor.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo;
444 METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep, entity actor))
446 if(!WEP_CVAR_SEC(vaporizer, ammo))
448 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(vaporizer, ammo);
449 ammo_amount += actor.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
452 METHOD(Vaporizer, wr_resetplayer, void(entity thiswep, entity actor))
454 actor.vaporizer_lasthit = 0;
456 METHOD(Vaporizer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
458 float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
460 if(WEP_CVAR_SEC(vaporizer, ammo))
461 used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo));
463 used_ammo = vaporizer_ammo;
465 W_Reload(actor, used_ammo, SND_RELOAD);
467 METHOD(Vaporizer, wr_suicidemessage, Notification(entity thiswep))
469 return WEAPON_THINKING_WITH_PORTALS;
471 METHOD(Vaporizer, wr_killmessage, Notification(entity thiswep))
473 return WEAPON_VAPORIZER_MURDER;
479 METHOD(Vaporizer, wr_impacteffect, void(entity thiswep, entity actor))
481 vector org2 = w_org + w_backoff * 6;
482 if(w_deathtype & HITTYPE_SECONDARY)
484 pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
485 if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
489 pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
490 if(!w_issilent) { sound(actor, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); }
493 METHOD(Vaporizer, wr_init, void(entity thiswep))
495 if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
497 precache_pic("gfx/reticle_nex");
500 METHOD(Vaporizer, wr_zoomreticle, bool(entity thiswep))
502 if(button_zoom || zoomscript_caught)
504 reticle_image = "gfx/reticle_nex";
509 // no weapon specific image for this weapon