1 #include "vaporizer.qh"
3 CLASS(Vaporizer, Weapon)
4 /* ammotype */ ATTRIB(Vaporizer, ammo_field, .int, ammo_cells);
5 /* impulse */ ATTRIB(Vaporizer, impulse, int, 7);
6 /* flags */ ATTRIB(Vaporizer, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN);
7 /* rating */ ATTRIB(Vaporizer, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
8 /* color */ ATTRIB(Vaporizer, wpcolor, vector, '0.5 1 1');
9 /* modelname */ ATTRIB(Vaporizer, mdl, string, "minstanex");
11 /* model */ ATTRIB(Vaporizer, m_model, Model, MDL_VAPORIZER_ITEM);
13 /* crosshair */ ATTRIB(Vaporizer, w_crosshair, string, "gfx/crosshairminstanex");
14 /* crosshair */ ATTRIB(Vaporizer, w_crosshair_size, float, 0.6);
15 /* wepimg */ ATTRIB(Vaporizer, model2, string, "weaponminstanex");
16 /* refname */ ATTRIB(Vaporizer, netname, string, "vaporizer");
17 /* wepname */ ATTRIB(Vaporizer, m_name, string, _("Vaporizer"));
19 #define X(BEGIN, P, END, class, prefix) \
21 P(class, prefix, ammo, float, PRI) \
22 P(class, prefix, animtime, float, PRI) \
23 P(class, prefix, damage, float, PRI) \
24 P(class, prefix, refire, float, PRI) \
25 P(class, prefix, ammo, float, SEC) \
26 P(class, prefix, animtime, float, SEC) \
27 P(class, prefix, damage, float, SEC) \
28 P(class, prefix, delay, float, SEC) \
29 P(class, prefix, edgedamage, float, SEC) \
30 P(class, prefix, force, float, SEC) \
31 P(class, prefix, lifetime, float, SEC) \
32 P(class, prefix, radius, float, SEC) \
33 P(class, prefix, refire, float, SEC) \
34 P(class, prefix, shotangle, float, SEC) \
35 P(class, prefix, speed, float, SEC) \
36 P(class, prefix, spread, float, SEC) \
37 P(class, prefix, reload_ammo, float, NONE) \
38 P(class, prefix, reload_time, float, NONE) \
39 P(class, prefix, switchdelay_raise, float, NONE) \
40 P(class, prefix, switchdelay_drop, float, NONE) \
41 P(class, prefix, weaponreplace, string, NONE) \
42 P(class, prefix, weaponstart, float, NONE) \
43 P(class, prefix, weaponstartoverride, float, NONE) \
44 P(class, prefix, weaponthrowable, float, NONE) \
46 W_PROPS(X, Vaporizer, vaporizer)
50 REGISTER_WEAPON(VAPORIZER, vaporizer, NEW(Vaporizer));
54 .float vaporizer_lasthit;
56 .float jump_interval2;
65 REGISTER_NET_TEMP(TE_CSQC_VAPORBEAMPARTICLE)
68 void SendCSQCVaporizerBeamParticle(entity player, int hit) {
70 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
71 WriteHeader(MSG_BROADCAST, TE_CSQC_VAPORBEAMPARTICLE);
72 WriteCoord(MSG_BROADCAST, w_shotorg.x);
73 WriteCoord(MSG_BROADCAST, w_shotorg.y);
74 WriteCoord(MSG_BROADCAST, w_shotorg.z);
75 WriteCoord(MSG_BROADCAST, v.x);
76 WriteCoord(MSG_BROADCAST, v.y);
77 WriteCoord(MSG_BROADCAST, v.z);
78 WriteByte(MSG_BROADCAST, hit);
79 WriteByte(MSG_BROADCAST, etof(player));
80 WriteByte(MSG_BROADCAST, player.team);
83 bool autocvar_cl_vaporizerbeam_particle = false;
84 float autocvar_cl_vaporizerbeam_lifetime = 0.8;
85 float autocvar_cl_vaporizerbeam_colorboost = 0.7;
87 string Draw_VaporizerBeam_trace_callback_tex;
88 float Draw_VaporizerBeam_trace_callback_rnd;
89 vector Draw_VaporizerBeam_trace_callback_rgb;
90 float Draw_VaporizerBeam_trace_callback_a;
91 void Draw_VaporizerBeam_trace_callback(vector start, vector hit, vector end)
95 vorg = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
96 for(i = 0; i < Draw_VaporizerBeam_trace_callback_a; ++i)
97 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);
98 Draw_VaporizerBeam_trace_callback_rnd += 0.25 * vlen(hit - start) / 8;
101 .vector vorg1, vorg2;
103 void VaporizerBeam_Draw(entity this)
105 //draw either the old v2.3 beam or the new beam
106 particles_alphamin = particles_alphamax = particles_fade = 1;
108 string tex = "particles/lgbeam";
110 tex = "particles/gauntletbeam";
112 //entity e = CSQCModel_server2csqc(this.sv_entnum - 1);
115 rgb = colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true);
120 rgb *= (1 + autocvar_cl_vaporizerbeam_colorboost);
122 float fail = (this.nextthink - time);
124 Draw_VaporizerBeam_trace_callback_tex = tex;
125 Draw_VaporizerBeam_trace_callback_rnd = 0;
126 Draw_VaporizerBeam_trace_callback_rgb = rgb;
127 Draw_VaporizerBeam_trace_callback_a = bound(0, fail, 1);
128 WarpZone_TraceBox_ThroughZone(this.vorg1, '0 0 0', '0 0 0', this.vorg2, MOVE_NOTHING, NULL, NULL, Draw_VaporizerBeam_trace_callback);
129 Draw_VaporizerBeam_trace_callback_tex = string_null;
131 /*if(!MUTATOR_CALLHOOK(Particles_VaporizerBeam, this.vorg1, this.vorg2))
132 if(autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo()))
133 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
135 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);*/
138 NET_HANDLE(TE_CSQC_VAPORBEAMPARTICLE, bool isNew)
140 Net_Accept(vortex_beam);
141 setthink(this, SUB_Remove);
142 this.nextthink = time + bound(0, autocvar_cl_vaporizerbeam_lifetime, 10);
143 this.draw = VaporizerBeam_Draw;
144 if (isNew) IL_PUSH(g_drawables, this);
145 this.drawmask = MASK_NORMAL;
147 this.vorg1_x = ReadCoord(); this.vorg1_y = ReadCoord(); this.vorg1_z = ReadCoord();
148 this.vorg2_x = ReadCoord(); this.vorg2_y = ReadCoord(); this.vorg2_z = ReadCoord();
149 this.cnt = ReadByte();
150 int myowner = ReadByte();
151 this.owner = playerslots[myowner - 1];
152 this.sv_entnum = myowner;
153 this.team = ReadByte() - 1;
155 pointparticles(EFFECT_VORTEX_MUZZLEFLASH, this.vorg1, normalize(this.vorg2 - this.vorg1) * 1000, 1);
157 if(autocvar_cl_vaporizerbeam_particle)
159 WarpZone_TrailParticles(NULL, particleeffectnum(((this.cnt) ? EFFECT_VAPORIZER_HIT(this.team) : EFFECT_VAPORIZER(this.team))), this.vorg1, this.vorg2);
160 this.draw = func_null;
161 this.drawmask = MASK_NORMAL;
170 spawnfunc(weapon_vaporizer) { weapon_defaultspawnfunc(this, WEP_VAPORIZER); }
171 spawnfunc(weapon_minstanex) { spawnfunc_weapon_vaporizer(this); }
173 void W_RocketMinsta_Explosion(entity actor, vector loc)
175 if(accuracy_canbegooddamage(actor))
176 accuracy_add(actor, WEP_DEVASTATOR.m_id, autocvar_g_rm_damage, 0);
177 entity dmgent = spawn();
178 dmgent.owner = dmgent.realowner = actor;
179 setorigin(dmgent, loc);
180 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);
184 void W_Vaporizer_Attack(Weapon thiswep, entity actor, .entity weaponentity)
186 bool flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
187 float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000);
189 W_SetupShot(actor, weaponentity, true, 0, SND_Null, CH_WEAPON_A, vaporizer_damage);
190 // handle sound separately so we can change the volume
191 // added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway)
192 sound (actor, CH_WEAPON_A, SND_MINSTANEXFIRE, VOL_BASE * 0.8, ATTEN_NORM);
196 FireRailgunBullet(actor, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
198 // do this now, as goodhits is disabled below
199 SendCSQCVaporizerBeamParticle(actor, damage_goodhits);
202 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
203 if(damage_goodhits && actor.vaporizer_lasthit)
205 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
206 damage_goodhits = 0; // only every second time
209 actor.vaporizer_lasthit = damage_goodhits;
212 if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT)))
213 W_RocketMinsta_Explosion(actor, trace_endpos);
215 W_DecreaseAmmo(thiswep, actor, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
218 void W_RocketMinsta_Laser_Explode (entity this)
220 if(other.takedamage == DAMAGE_AIM)
222 if(DIFF_TEAM(this.realowner, other))
225 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
227 this.event_damage = func_null;
228 this.takedamage = DAMAGE_NO;
229 RadiusDamage (this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, other);
233 void W_RocketMinsta_Laser_Explode_use(entity this, entity actor, entity trigger)
235 W_RocketMinsta_Laser_Explode(this);
238 void W_RocketMinsta_Laser_Touch(entity this, entity toucher)
240 PROJECTILE_TOUCH(this, toucher);
241 //W_RocketMinsta_Laser_Explode ();
242 RadiusDamage(this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, toucher);
246 void W_RocketMinsta_Attack2(entity actor, .entity weaponentity)
248 makevectors(actor.v_angle);
252 float total = autocvar_g_rm_laser_count;
253 float spread = autocvar_g_rm_laser_spread;
254 float rndspread = autocvar_g_rm_laser_spread_random;
256 Weapon w = PS(actor).m_weapon;
257 PS(actor).m_weapon = WEP_ELECTRO;
258 W_SetupShot_ProjectileSize (actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, autocvar_g_rm_laser_damage);
259 PS(actor).m_weapon = w;
261 Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
263 while(counter < total)
265 proj = new(plasma_prim);
266 proj.owner = proj.realowner = actor;
267 proj.bot_dodge = true;
268 proj.bot_dodgerating = autocvar_g_rm_laser_damage;
269 proj.use = W_RocketMinsta_Laser_Explode_use;
270 setthink(proj, adaptor_think2use_hittype_splash);
271 proj.nextthink = time + autocvar_g_rm_laser_lifetime;
272 PROJECTILE_MAKETRIGGER(proj);
273 proj.projectiledeathtype = WEP_ELECTRO.m_id;
274 setorigin(proj, w_shotorg);
276 proj.rm_force = autocvar_g_rm_laser_force / total;
277 proj.rm_damage = autocvar_g_rm_laser_damage / total;
278 proj.rm_edmg = proj.rm_damage;
280 //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
282 set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
283 //W_SETUPPROJECTILEVELOCITY(proj, g_balance_minstanex_laser);
284 proj.velocity = (w_shotdir + (((counter + 0.5) / total) * 2 - 1) * v_right * (spread * (rndspread ? random() : 1))) * cvar("g_rm_laser_speed");
285 proj.velocity_z = proj.velocity_z + cvar("g_rm_laser_zspread") * (random() - 0.5);
286 proj.velocity = W_CalculateProjectileVelocity(actor, actor.velocity, proj.velocity, true);
287 proj.angles = vectoangles(proj.velocity);
288 settouch(proj, W_RocketMinsta_Laser_Touch);
289 setsize(proj, '0 0 -3', '0 0 -3');
290 proj.flags = FL_PROJECTILE;
291 IL_PUSH(g_projectiles, proj);
292 proj.missile_flags = MIF_SPLASH;
294 CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
296 MUTATOR_CALLHOOK(EditProjectile, actor, proj);
301 void W_RocketMinsta_Attack3 (entity actor, .entity weaponentity)
303 makevectors(actor.v_angle);
309 Weapon w = PS(actor).m_weapon;
310 PS(actor).m_weapon = WEP_ELECTRO;
311 W_SetupShot_ProjectileSize (actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, autocvar_g_rm_laser_damage);
312 PS(actor).m_weapon = w;
314 Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
316 while(counter < total)
318 proj = new(plasma_prim);
319 proj.owner = proj.realowner = actor;
320 proj.bot_dodge = true;
321 proj.bot_dodgerating = autocvar_g_rm_laser_damage;
322 proj.use = W_RocketMinsta_Laser_Explode_use;
323 setthink(proj, adaptor_think2use_hittype_splash);
324 proj.nextthink = time + autocvar_g_rm_laser_lifetime;
325 PROJECTILE_MAKETRIGGER(proj);
326 proj.projectiledeathtype = WEP_ELECTRO.m_id;
327 setorigin(proj, w_shotorg);
329 proj.rm_force = autocvar_g_rm_laser_force / total;
330 proj.rm_damage = autocvar_g_rm_laser_damage / total;
331 proj.rm_edmg = proj.rm_damage;
333 //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
335 set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
336 proj.velocity = w_shotdir * autocvar_g_rm_laser_speed;
337 proj.velocity = W_CalculateProjectileVelocity(actor, actor.velocity, proj.velocity, true);
338 proj.angles = vectoangles(proj.velocity);
339 settouch(proj, W_RocketMinsta_Laser_Touch);
340 setsize(proj, '0 0 -3', '0 0 -3');
341 proj.flags = FL_PROJECTILE;
342 IL_PUSH(g_projectiles, proj);
343 proj.missile_flags = MIF_SPLASH;
345 CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
347 MUTATOR_CALLHOOK(EditProjectile, actor, proj);
352 METHOD(Vaporizer, wr_aim, void(entity thiswep, entity actor))
354 if(actor.(thiswep.ammo_field) > 0)
355 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 1000000, 0, 1, false);
357 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
359 METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
361 float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
362 // if the laser uses load, we also consider its ammo for reloading
363 if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload
364 thiswep.wr_reload(thiswep, actor, weaponentity);
365 } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.clip_load < vaporizer_ammo) { // forced reload
366 thiswep.wr_reload(thiswep, actor, weaponentity);
368 if((fire & 1) && (actor.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(actor))
370 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vaporizer, refire)))
372 W_Vaporizer_Attack(thiswep, actor, weaponentity);
373 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
376 if((fire & 2) || ((fire & 1) && !actor.ammo_cells && autocvar_g_rm))
378 if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2)
380 bool rapid = autocvar_g_rm_laser_rapid;
381 if(actor.jump_interval <= time && !actor.held_down)
384 actor.held_down = true;
385 actor.jump_interval = time + autocvar_g_rm_laser_refire;
386 actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
388 W_RocketMinsta_Attack2(actor, weaponentity);
390 else if(rapid && actor.jump_interval2 <= time && actor.held_down)
392 actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
394 W_RocketMinsta_Attack3(actor, weaponentity);
395 //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready);
398 else if (actor.jump_interval <= time)
400 // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
401 actor.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor(actor);
403 // decrease ammo for the laser?
404 if(WEP_CVAR_SEC(vaporizer, ammo))
405 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo));
407 // ugly instagib hack to reuse the fire mode of the laser
408 makevectors(actor.v_angle);
409 Weapon oldwep = PS(actor).m_weapon; // we can't avoid this hack
410 PS(actor).m_weapon = WEP_BLASTER;
414 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
415 WEP_CVAR_SEC(vaporizer, shotangle),
416 WEP_CVAR_SEC(vaporizer, damage),
417 WEP_CVAR_SEC(vaporizer, edgedamage),
418 WEP_CVAR_SEC(vaporizer, radius),
419 WEP_CVAR_SEC(vaporizer, force),
420 WEP_CVAR_SEC(vaporizer, speed),
421 WEP_CVAR_SEC(vaporizer, spread),
422 WEP_CVAR_SEC(vaporizer, delay),
423 WEP_CVAR_SEC(vaporizer, lifetime)
425 PS(actor).m_weapon = oldwep;
427 // now do normal refire
428 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
432 actor.held_down = false;
434 METHOD(Vaporizer, wr_setup, void(entity thiswep, entity actor))
436 actor.ammo_field = (thiswep.ammo_field);
437 actor.vaporizer_lasthit = 0;
439 METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep, entity actor))
441 float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
442 float ammo_amount = actor.(thiswep.ammo_field) >= vaporizer_ammo;
443 ammo_amount += actor.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo;
446 METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep, entity actor))
448 if(!WEP_CVAR_SEC(vaporizer, ammo))
450 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(vaporizer, ammo);
451 ammo_amount += actor.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
454 METHOD(Vaporizer, wr_resetplayer, void(entity thiswep, entity actor))
456 actor.vaporizer_lasthit = 0;
458 METHOD(Vaporizer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
460 float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
462 if(WEP_CVAR_SEC(vaporizer, ammo))
463 used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo));
465 used_ammo = vaporizer_ammo;
467 W_Reload(actor, weaponentity, used_ammo, SND_RELOAD);
469 METHOD(Vaporizer, wr_suicidemessage, Notification(entity thiswep))
471 return WEAPON_THINKING_WITH_PORTALS;
473 METHOD(Vaporizer, wr_killmessage, Notification(entity thiswep))
475 return WEAPON_VAPORIZER_MURDER;
481 METHOD(Vaporizer, wr_impacteffect, void(entity thiswep, entity actor))
483 vector org2 = w_org + w_backoff * 6;
484 if(w_deathtype & HITTYPE_SECONDARY)
486 pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
487 if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
491 pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
492 if(!w_issilent) { sound(actor, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); }
495 METHOD(Vaporizer, wr_init, void(entity thiswep))
497 if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
499 precache_pic("gfx/reticle_nex");
502 METHOD(Vaporizer, wr_zoomreticle, bool(entity thiswep))
504 if(button_zoom || zoomscript_caught)
506 reticle_image = "gfx/reticle_nex";
511 // no weapon specific image for this weapon