#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
-/* WEP_##id */ LASER,
-/* function */ W_Laser,
-/* ammotype */ 0,
+/* WEP_##id */ BLASTER,
+/* function */ W_Blaster,
+/* ammotype */ ammo_none,
/* impulse */ 1,
-/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
+/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
/* rating */ 0,
-/* model */ "laser",
-/* shortname */ "laser",
-/* fullname */ _("Blaster")
+/* color */ '1 0.5 0.5',
+/* modelname */ "laser",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairlaser 0.4",
+/* wepimg */ "weaponlaser",
+/* refname */ "blaster",
+/* wepname */ _("Blaster")
);
+
+#define BLASTER_SETTINGS(w_cvar,w_prop) BLASTER_SETTINGS_LIST(w_cvar, w_prop, BLASTER, blaster)
+#define BLASTER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, BOTH, animtime) \
+ w_cvar(id, sn, BOTH, damage) \
+ w_cvar(id, sn, BOTH, delay) \
+ w_cvar(id, sn, BOTH, edgedamage) \
+ w_cvar(id, sn, BOTH, force) \
+ w_cvar(id, sn, BOTH, lifetime) \
+ w_cvar(id, sn, BOTH, radius) \
+ w_cvar(id, sn, BOTH, refire) \
+ w_cvar(id, sn, BOTH, shotangle) \
+ w_cvar(id, sn, BOTH, speed) \
+ w_cvar(id, sn, BOTH, spread) \
+ w_cvar(id, sn, NONE, secondary) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
+
+#ifdef SVQC
+BLASTER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+.float blaster_damage;
+.float blaster_edgedamage;
+.float blaster_radius;
+.float blaster_force;
+.float blaster_lifetime;
+#endif
#else
#ifdef SVQC
-void(float imp) W_SwitchWeapon;
-void() W_LastWeapon;
-.float swing_prev;
-.entity swing_alreadyhit;
-
-void SendCSQCShockwaveParticle(vector endpos)
-{
- //endpos = WarpZone_UnTransformOrigin(transform, endpos);
-
- WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
- WriteByte(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
- WriteCoord(MSG_BROADCAST, w_shotorg_x);
- WriteCoord(MSG_BROADCAST, w_shotorg_y);
- WriteCoord(MSG_BROADCAST, w_shotorg_z);
- WriteCoord(MSG_BROADCAST, endpos_x);
- WriteCoord(MSG_BROADCAST, endpos_y);
- WriteCoord(MSG_BROADCAST, endpos_z);
- WriteByte(MSG_BROADCAST, bound(0, autocvar_g_balance_laser_shockwave_spread_max, 255));
- WriteByte(MSG_BROADCAST, bound(0, autocvar_g_balance_laser_shockwave_spread_min, 255));
- WriteByte(MSG_BROADCAST, num_for_edict(self));
-}
+void spawnfunc_weapon_blaster() { weapon_defaultspawnfunc(WEP_BLASTER); }
+void spawnfunc_weapon_laser() { spawnfunc_weapon_blaster(); }
-void W_Laser_Touch()
+void W_Blaster_Touch()
{
PROJECTILE_TOUCH;
self.event_damage = func_null;
-
- if(self.dmg)
- RadiusDamage(self, self.realowner, autocvar_g_balance_laser_secondary_damage, autocvar_g_balance_laser_secondary_edgedamage, autocvar_g_balance_laser_secondary_radius, world, world, autocvar_g_balance_laser_secondary_force, self.projectiledeathtype, other);
- else
- RadiusDamage(self, self.realowner, autocvar_g_balance_laser_primary_damage, autocvar_g_balance_laser_primary_edgedamage, autocvar_g_balance_laser_primary_radius, world, world, autocvar_g_balance_laser_primary_force, self.projectiledeathtype, other);
+ RadiusDamage(
+ self,
+ self.realowner,
+ self.blaster_damage,
+ self.blaster_edgedamage,
+ self.blaster_radius,
+ world,
+ world,
+ self.blaster_force,
+ self.projectiledeathtype,
+ other
+ );
+
remove(self);
}
-void W_Laser_Think()
+void W_Blaster_Think()
{
self.movetype = MOVETYPE_FLY;
self.think = SUB_Remove;
-
- if(self.dmg)
- self.nextthink = time + autocvar_g_balance_laser_secondary_lifetime;
- else
- self.nextthink = time + autocvar_g_balance_laser_primary_lifetime;
-
- CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE);
-}
-
-
-float W_Laser_Shockwave_CheckSpread(vector targetorg, vector nearest_on_line, vector sw_shotorg, vector attack_endpos)
-{
- float spreadlimit;
- float distance_of_attack = vlen(sw_shotorg - attack_endpos);
- float distance_from_line = vlen(targetorg - nearest_on_line);
-
- spreadlimit = (distance_of_attack ? min(1, (vlen(sw_shotorg - nearest_on_line) / distance_of_attack)) : 1);
- spreadlimit = (autocvar_g_balance_laser_shockwave_spread_min * (1 - spreadlimit) + autocvar_g_balance_laser_shockwave_spread_max * spreadlimit);
-
- if(spreadlimit && (distance_from_line <= spreadlimit) && ((vlen(normalize(targetorg - sw_shotorg) - normalize(attack_endpos - sw_shotorg)) * RAD2DEG) <= 90))
- return bound(0, (distance_from_line / spreadlimit), 1);
- else
- return FALSE;
-}
-
-float W_Laser_Shockwave_IsVisible(entity head, vector nearest_on_line, vector sw_shotorg, vector attack_endpos)
-{
- vector nearest_to_attacker = head.WarpZone_findradius_nearest;
- vector center = (head.origin + (head.mins + head.maxs) * 0.5);
- vector corner;
- float i;
-
- // STEP ONE: Check if the nearest point is clear
- if(W_Laser_Shockwave_CheckSpread(nearest_to_attacker, nearest_on_line, sw_shotorg, attack_endpos))
- {
- WarpZone_TraceLine(sw_shotorg, nearest_to_attacker, MOVE_NOMONSTERS, self);
- if(trace_fraction == 1) { return TRUE; } // yes, the nearest point is clear and we can allow the damage
- }
-
- // STEP TWO: Check if shotorg to center point is clear
- if(W_Laser_Shockwave_CheckSpread(center, nearest_on_line, sw_shotorg, attack_endpos))
- {
- WarpZone_TraceLine(sw_shotorg, center, MOVE_NOMONSTERS, self);
- if(trace_fraction == 1) { return TRUE; } // yes, the center point is clear and we can allow the damage
- }
-
- // STEP THREE: Check each corner to see if they are clear
- for(i=1; i<=8; ++i)
- {
- corner = get_corner_position(head, i);
- if(W_Laser_Shockwave_CheckSpread(corner, nearest_on_line, sw_shotorg, attack_endpos))
- {
- WarpZone_TraceLine(sw_shotorg, corner, MOVE_NOMONSTERS, self);
- if(trace_fraction == 1) { return TRUE; } // yes, this corner is clear and we can allow the damage
- }
- }
-
- return FALSE;
-}
-
-#define PLAYER_CENTER(ent) (ent.origin + ((ent.classname == "player") ? ent.view_ofs : ((ent.mins + ent.maxs) * 0.5)))
-
-entity shockwave_hit[32];
-float shockwave_hit_damage[32];
-vector shockwave_hit_force[32];
-
-float W_Laser_Shockwave_CheckHit(float queue, entity head, vector final_force, float final_damage)
-{
- if not(head) { return FALSE; }
- float i;
-
- ++queue;
-
- for(i = 1; i <= queue; ++i)
- {
- if(shockwave_hit[i] == head)
- {
- if(vlen(final_force) > vlen(shockwave_hit_force[i])) { shockwave_hit_force[i] = final_force; }
- if(final_damage > shockwave_hit_damage[i]) { shockwave_hit_damage[i] = final_damage; }
- return FALSE;
- }
- }
-
- shockwave_hit[queue] = head;
- shockwave_hit_force[queue] = final_force;
- shockwave_hit_damage[queue] = final_damage;
- return TRUE;
+ self.nextthink = time + self.blaster_lifetime;
+ CSQCProjectile(self, TRUE, PROJECTILE_BLASTER, TRUE);
}
-void W_Laser_Shockwave()
+void W_Blaster_Attack(
+ float atk_shotangle,
+ float atk_damage,
+ float atk_edgedamage,
+ float atk_radius,
+ float atk_force,
+ float atk_speed,
+ float atk_spread,
+ float atk_delay,
+ float atk_lifetime)
{
- // declarations
- float multiplier, multiplier_from_accuracy, multiplier_from_distance;
- float final_damage; //, final_spread;
- vector final_force, center, vel;
- entity head, next;
-
- float i, queue = 0;
-
- // set up the shot direction
- W_SetupShot(self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_shockwave_damage);
- vector attack_endpos = (w_shotorg + (w_shotdir * autocvar_g_balance_laser_shockwave_distance));
- WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, self);
- vector attack_hitpos = trace_endpos;
- float distance_to_end = vlen(w_shotorg - attack_endpos);
- float distance_to_hit = vlen(w_shotorg - attack_hitpos);
- //entity transform = WarpZone_trace_transform;
-
- // do the firing effect now
- SendCSQCShockwaveParticle(attack_endpos);
- Damage_DamageInfo(attack_hitpos, autocvar_g_balance_laser_shockwave_splash_damage, autocvar_g_balance_laser_shockwave_splash_edgedamage, autocvar_g_balance_laser_shockwave_splash_radius, w_shotdir * autocvar_g_balance_laser_shockwave_splash_force, WEP_LASER, 0, self);
-
- // splash damage/jumping trace
- head = WarpZone_FindRadius(attack_hitpos, max(autocvar_g_balance_laser_shockwave_splash_radius, autocvar_g_balance_laser_shockwave_jump_radius), FALSE);
- while(head)
- {
- next = head.chain;
-
- if(head.takedamage)
- {
- // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
- center = PLAYER_CENTER(head);
-
- float distance_to_head = vlen(attack_hitpos - head.WarpZone_findradius_nearest);
-
- if((head == self) && (distance_to_head <= autocvar_g_balance_laser_shockwave_jump_radius))
- {
- multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / autocvar_g_balance_laser_shockwave_jump_radius)) : 0));
- multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 0));
- multiplier = max(autocvar_g_balance_laser_shockwave_jump_multiplier_min, ((multiplier_from_accuracy * autocvar_g_balance_laser_shockwave_jump_multiplier_accuracy) + (multiplier_from_distance * autocvar_g_balance_laser_shockwave_jump_multiplier_distance)));
-
- final_force = ((normalize(center - attack_hitpos) * autocvar_g_balance_laser_shockwave_jump_force) * multiplier);
- vel = head.velocity; vel_z = 0;
- vel = normalize(vel) * bound(0, vlen(vel) / autocvar_sv_maxspeed, 1) * autocvar_g_balance_laser_shockwave_jump_force_velocitybias;
- final_force = (vlen(final_force) * normalize(normalize(final_force) + vel));
- final_force_z *= autocvar_g_balance_laser_shockwave_jump_force_zscale;
- final_damage = (autocvar_g_balance_laser_shockwave_jump_damage * multiplier + autocvar_g_balance_laser_shockwave_jump_edgedamage * (1 - multiplier));
+ vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
- Damage(head, self, self, final_damage, WEP_LASER, head.origin, final_force);
- //print("SELF HIT: multiplier = ", ftos(multiplier), strcat(", damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force))),"... multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), ".\n");
- }
- else if (distance_to_head <= autocvar_g_balance_laser_shockwave_splash_radius)
- {
- multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / autocvar_g_balance_laser_shockwave_splash_radius)) : 0));
- multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 0));
- multiplier = max(autocvar_g_balance_laser_shockwave_splash_multiplier_min, ((multiplier_from_accuracy * autocvar_g_balance_laser_shockwave_splash_multiplier_accuracy) + (multiplier_from_distance * autocvar_g_balance_laser_shockwave_splash_multiplier_distance)));
-
- final_force = normalize(center - (attack_hitpos - (w_shotdir * autocvar_g_balance_laser_shockwave_splash_force_forwardbias)));
- //te_lightning2(world, attack_hitpos, (attack_hitpos + (final_force * 200)));
- final_force = ((final_force * autocvar_g_balance_laser_shockwave_splash_force) * multiplier);
- final_force_z *= autocvar_g_balance_laser_shockwave_force_zscale;
- final_damage = (autocvar_g_balance_laser_shockwave_splash_damage * multiplier + autocvar_g_balance_laser_shockwave_splash_edgedamage * (1 - multiplier));
-
- if(W_Laser_Shockwave_CheckHit(queue, head, final_force, final_damage)) { ++queue; }
- //print("SPLASH HIT: multiplier = ", ftos(multiplier), strcat(", damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force))),"... multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), ".\n");
- }
- }
- head = next;
- }
-
- // cone damage trace
- head = WarpZone_FindRadius(w_shotorg, autocvar_g_balance_laser_shockwave_distance, FALSE);
- while(head)
- {
- next = head.chain;
-
- if((head != self) && head.takedamage)
- {
- // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
- center = PLAYER_CENTER(head);
-
- // find the closest point on the enemy to the center of the attack
- float ang; // angle between shotdir and h
- float h; // hypotenuse, which is the distance between attacker to head
- float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
-
- h = vlen(center - self.origin);
- ang = acos(dotproduct(normalize(center - self.origin), w_shotdir));
- a = h * cos(ang);
-
- vector nearest_on_line = (w_shotorg + a * w_shotdir);
- vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
- float distance_to_target = vlen(w_shotorg - nearest_to_attacker); // todo: use the findradius function for this
-
- if((distance_to_target <= autocvar_g_balance_laser_shockwave_distance)
- && (W_Laser_Shockwave_IsVisible(head, nearest_on_line, w_shotorg, attack_endpos)))
- {
- multiplier_from_accuracy = (1 - W_Laser_Shockwave_CheckSpread(nearest_to_attacker, nearest_on_line, w_shotorg, attack_endpos));
- multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_target / distance_to_end)) : 0));
- multiplier = max(autocvar_g_balance_laser_shockwave_multiplier_min, ((multiplier_from_accuracy * autocvar_g_balance_laser_shockwave_multiplier_accuracy) + (multiplier_from_distance * autocvar_g_balance_laser_shockwave_multiplier_distance)));
-
- final_force = normalize(center - (nearest_on_line - (w_shotdir * autocvar_g_balance_laser_shockwave_force_forwardbias)));
- //te_lightning2(world, nearest_on_line, (attack_hitpos + (final_force * 200)));
- final_force = ((final_force * autocvar_g_balance_laser_shockwave_force) * multiplier);
- final_force_z *= autocvar_g_balance_laser_shockwave_force_zscale;
- final_damage = (autocvar_g_balance_laser_shockwave_damage * multiplier + autocvar_g_balance_laser_shockwave_edgedamage * (1 - multiplier));
-
- if(W_Laser_Shockwave_CheckHit(queue, head, final_force, final_damage)) { ++queue; }
- //print("CONE HIT: multiplier = ", ftos(multiplier), strcat(", damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force))),"... multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), ".\n");
- }
- }
- head = next;
- }
-
- for(i = 1; i <= queue; ++i)
- {
- head = shockwave_hit[i];
- final_force = shockwave_hit_force[i];
- final_damage = shockwave_hit_damage[i];
-
- Damage(head, self, self, final_damage, WEP_LASER, head.origin, final_force);
- print("SHOCKWAVE by ", self.netname, ": damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force)), ".\n");
-
- shockwave_hit[i] = world;
- shockwave_hit_force[i] = '0 0 0';
- shockwave_hit_damage[i] = 0;
- }
- //print("queue was ", ftos(queue), ".\n\n");
-}
-
-void W_Laser_Melee_Think()
-{
- // declarations
- float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
- entity target_victim;
- vector targpos;
-
- if(!self.cnt) // set start time of melee
- {
- self.cnt = time;
- W_PlayStrengthSound(self.realowner);
- }
-
- makevectors(self.realowner.v_angle); // update values for v_* vectors
-
- // calculate swing percentage based on time
- meleetime = autocvar_g_balance_laser_melee_time * W_WeaponRateFactor();
- swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
- f = ((1 - swing) * autocvar_g_balance_laser_melee_traces);
-
- // check to see if we can still continue, otherwise give up now
- if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_laser_melee_no_doubleslap)
- {
- remove(self);
- return;
- }
-
- // if okay, perform the traces needed for this frame
- for(i=self.swing_prev; i < f; ++i)
- {
- swing_factor = ((1 - (i / autocvar_g_balance_laser_melee_traces)) * 2 - 1);
-
- targpos = (self.realowner.origin + self.realowner.view_ofs
- + (v_forward * autocvar_g_balance_laser_melee_range)
- + (v_up * swing_factor * autocvar_g_balance_laser_melee_swing_up)
- + (v_right * swing_factor * autocvar_g_balance_laser_melee_swing_side));
-
- WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self.realowner, ANTILAG_LATENCY(self.realowner));
-
- // draw lightning beams for debugging
- te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
- te_customflash(targpos, 40, 2, '1 1 1');
-
- is_player = (trace_ent.classname == "player" || trace_ent.classname == "body");
-
- if((trace_fraction < 1) // if trace is good, apply the damage and remove self
- && (trace_ent.takedamage == DAMAGE_AIM)
- && (trace_ent != self.swing_alreadyhit)
- && (is_player || autocvar_g_balance_laser_melee_nonplayerdamage))
- {
- target_victim = trace_ent; // so it persists through other calls
-
- if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
- swing_damage = (autocvar_g_balance_laser_melee_damage * min(1, swing_factor + 1));
- else
- swing_damage = (autocvar_g_balance_laser_melee_nonplayerdamage * min(1, swing_factor + 1));
-
- //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
-
- Damage(target_victim, self.realowner, self.realowner,
- swing_damage, WEP_LASER | HITTYPE_SECONDARY,
- self.realowner.origin + self.realowner.view_ofs,
- v_forward * autocvar_g_balance_laser_melee_force);
-
- if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_LASER, 0, swing_damage); }
-
- if(autocvar_g_balance_laser_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
- {
- self.swing_alreadyhit = target_victim;
- continue; // move along to next trace
- }
- else
- {
- remove(self);
- return;
- }
- }
- }
-
- if(time >= self.cnt + meleetime)
- {
- // melee is finished
- remove(self);
- return;
- }
- else
- {
- // set up next frame
- self.swing_prev = i;
- self.nextthink = time;
- }
-}
-
-void W_Laser_Melee()
-{
- sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_melee_animtime, w_ready);
-
- entity meleetemp;
- meleetemp = spawn();
- meleetemp.owner = meleetemp.realowner = self;
- meleetemp.think = W_Laser_Melee_Think;
- meleetemp.nextthink = time + autocvar_g_balance_laser_melee_delay * W_WeaponRateFactor();
- W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_laser_melee_damage, autocvar_g_balance_laser_melee_range);
-}
-
-void W_Laser_Attack(float issecondary)
-{
- entity missile;
- vector s_forward;
- float a;
-
- a = autocvar_g_balance_laser_primary_shotangle;
- s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
-
- //if(nodamage)
- // W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, 0);
- /*else*/if(issecondary == 1)
- W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_secondary_damage);
- else
- W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
+ W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, atk_damage);
pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
- missile = spawn();
+ entity missile = spawn();
missile.owner = missile.realowner = self;
- missile.classname = "laserbolt";
- missile.dmg = 0;
+ missile.classname = "blasterbolt";
missile.bot_dodge = TRUE;
- missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
-
+ missile.bot_dodgerating = atk_damage;
PROJECTILE_MAKETRIGGER(missile);
- missile.projectiledeathtype = WEP_LASER;
+
+ missile.blaster_damage = atk_damage;
+ missile.blaster_edgedamage = atk_edgedamage;
+ missile.blaster_radius = atk_radius;
+ missile.blaster_force = atk_force;
+ missile.blaster_lifetime = atk_lifetime;
setorigin(missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
-
- W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
+
+ W_SetupProjVelocity_Explicit(
+ missile,
+ w_shotdir,
+ v_up,
+ atk_speed,
+ 0,
+ 0,
+ atk_spread,
+ FALSE
+ );
+
missile.angles = vectoangles(missile.velocity);
+
//missile.glow_color = 250; // 244, 250
//missile.glow_size = 120;
- missile.touch = W_Laser_Touch;
+ missile.touch = W_Blaster_Touch;
missile.flags = FL_PROJECTILE;
- missile.missile_flags = MIF_SPLASH;
-
- missile.think = W_Laser_Think;
- missile.nextthink = time + autocvar_g_balance_laser_primary_delay;
+ missile.missile_flags = MIF_SPLASH;
+ missile.projectiledeathtype = WEP_BLASTER;
+ missile.think = W_Blaster_Think;
+ missile.nextthink = time + atk_delay;
other = missile; MUTATOR_CALLHOOK(EditProjectile);
self = oldself;
}
}
-
-void spawnfunc_weapon_laser(void)
-{
- weapon_defaultspawnfunc(WEP_LASER);
-}
-
-float W_Laser(float request)
+float W_Blaster(float request)
{
switch(request)
{
case WR_AIM:
{
- if((autocvar_g_balance_laser_secondary == 2) && (vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_laser_melee_range))
- self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
+ if(WEP_CVAR(blaster, secondary))
+ {
+ if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage))
+ { self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), FALSE); }
+ else
+ { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), FALSE); }
+ }
else
- self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
+ { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), FALSE); }
+
return TRUE;
}
case WR_THINK:
{
- if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload
- weapon_action(self.weapon, WR_RELOAD);
- else if(self.BUTTON_ATCK)
+ if(self.BUTTON_ATCK)
{
- if(weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
+ if(weapon_prepareattack(0, WEP_CVAR_PRI(blaster, refire)))
{
- W_DecreaseAmmo(ammo_none, 1, TRUE);
-
- if not(autocvar_g_balance_laser_primary)
- W_Laser_Shockwave();
- else
- W_Laser_Attack(FALSE);
-
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
+ W_Blaster_Attack(
+ WEP_CVAR_PRI(blaster, shotangle),
+ WEP_CVAR_PRI(blaster, damage),
+ WEP_CVAR_PRI(blaster, edgedamage),
+ WEP_CVAR_PRI(blaster, radius),
+ WEP_CVAR_PRI(blaster, force),
+ WEP_CVAR_PRI(blaster, speed),
+ WEP_CVAR_PRI(blaster, spread),
+ WEP_CVAR_PRI(blaster, delay),
+ WEP_CVAR_PRI(blaster, lifetime)
+ );
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
}
}
else if(self.BUTTON_ATCK2)
{
- switch(autocvar_g_balance_laser_secondary)
+ switch(WEP_CVAR(blaster, secondary))
{
case 0: // switch to last used weapon
{
- if(self.switchweapon == WEP_LASER) // don't do this if already switching
+ if(self.switchweapon == WEP_BLASTER) // don't do this if already switching
W_LastWeapon();
-
break;
}
case 1: // normal projectile secondary
{
- if(weapon_prepareattack(1, autocvar_g_balance_laser_secondary_refire))
+ if(weapon_prepareattack(1, WEP_CVAR_SEC(blaster, refire)))
{
- W_DecreaseAmmo(ammo_none, 1, TRUE);
- W_Laser_Attack(TRUE);
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
+ W_Blaster_Attack(
+ WEP_CVAR_SEC(blaster, shotangle),
+ WEP_CVAR_SEC(blaster, damage),
+ WEP_CVAR_SEC(blaster, edgedamage),
+ WEP_CVAR_SEC(blaster, radius),
+ WEP_CVAR_SEC(blaster, force),
+ WEP_CVAR_SEC(blaster, speed),
+ WEP_CVAR_SEC(blaster, spread),
+ WEP_CVAR_SEC(blaster, delay),
+ WEP_CVAR_SEC(blaster, lifetime)
+ );
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
}
break;
}
-
- case 2: // melee attack secondary
- {
- if(!self.crouch) // we are not currently crouching; this fixes an exploit where your melee anim is not visible, and besides wouldn't make much sense
- if(weapon_prepareattack(1, autocvar_g_balance_laser_melee_refire))
- {
- // attempt forcing playback of the anim by switching to another anim (that we never play) here...
- W_Laser_Melee();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_melee_animtime, w_ready);
- }
- }
}
}
return TRUE;
}
- case WR_PRECACHE:
+ case WR_INIT:
{
precache_model("models/weapons/g_laser.md3");
precache_model("models/weapons/v_laser.md3");
precache_model("models/weapons/h_laser.iqm");
precache_sound("weapons/lasergun_fire.wav");
+ BLASTER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
case WR_SETUP:
{
- weapon_setup(WEP_LASER);
- self.current_ammo = ammo_none;
+ self.ammo_field = ammo_none;
return TRUE;
}
return TRUE; // laser has infinite ammo
}
- case WR_RELOAD:
+ case WR_CONFIG:
{
- W_Reload(0, autocvar_g_balance_laser_reload_ammo, autocvar_g_balance_laser_reload_time, "weapons/reload.wav");
+ BLASTER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
return TRUE;
}
case WR_SUICIDEMESSAGE:
{
- return WEAPON_LASER_SUICIDE;
+ return WEAPON_BLASTER_SUICIDE;
}
case WR_KILLMESSAGE:
{
- return WEAPON_LASER_MURDER;
+ return WEAPON_BLASTER_MURDER;
}
}
-
- return TRUE;
+ return FALSE;
}
#endif
#ifdef CSQC
-float W_Laser(float request)
+float W_Blaster(float request)
{
switch(request)
{
{
vector org2;
org2 = w_org + w_backoff * 6;
- pointparticles(particleeffectnum("new_laser_impact"), org2, w_backoff * 1000, 1);
+ pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
if(!w_issilent) { sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); }
return TRUE;
}
- case WR_PRECACHE:
+ case WR_INIT:
{
precache_sound("weapons/laserimpact.wav");
return TRUE;
}
+ case WR_ZOOMRETICLE:
+ {
+ // no weapon specific image for this weapon
+ return FALSE;
+ }
}
-
- return TRUE;
+ return FALSE;
}
#endif
#endif