/* color */ '0.5 1 1',
/* modelname */ "minstanex",
/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairminstanex 0.4",
+/* crosshair */ "gfx/crosshairminstanex 0.6",
/* wepimg */ "weaponminstanex",
/* refname */ "vaporizer",
/* wepname */ _("Vaporizer")
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)
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
+ w_prop(id, sn, float, weaponthrowable, weaponthrowable)
#ifdef SVQC
VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
#endif
#else
#ifdef SVQC
-void spawnfunc_weapon_vaporizer (void) { weapon_defaultspawnfunc(WEP_VAPORIZER); }
-void spawnfunc_weapon_minstanex () { spawnfunc_weapon_vaporizer(); }
+void spawnfunc_weapon_vaporizer(void) { weapon_defaultspawnfunc(WEP_VAPORIZER); }
+void spawnfunc_weapon_minstanex(void) { spawnfunc_weapon_vaporizer(); }
-void W_Vaporizer_Attack (void)
+void W_Vaporizer_Attack(void)
{
float flying;
flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
- W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", CH_WEAPON_A, 10000);
+ W_SetupShot(self, true, 0, "", CH_WEAPON_A, 10000);
+ // handle sound separately so we can change the volume
+ // added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway)
+ sound (self, CH_WEAPON_A, "weapons/minstanexfire.wav", VOL_BASE * 0.8, ATTEN_NORM);
yoda = 0;
damage_goodhits = 0;
- FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_VAPORIZER);
+ FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_VAPORIZER);
if(yoda && flying)
Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
break;
}
-
- W_DecreaseAmmo(((g_minstagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
+
+ W_DecreaseAmmo(((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
}
float W_Vaporizer(float req)
float vaporizer_ammo;
// now multiple WR_s use this
- vaporizer_ammo = ((g_minstagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
+ vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
switch(req)
{
case WR_AIM:
{
if(self.WEP_AMMO(VAPORIZER) > 0)
- self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
+ self.BUTTON_ATCK = bot_aim(1000000, 0, 1, false);
else
- self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), FALSE); // WEAPONTODO: replace with proper vaporizer cvars
-
- return TRUE;
+ self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
+
+ return true;
}
case WR_THINK:
{
WEP_ACTION(self.weapon, WR_RELOAD);
else if(WEP_CVAR(vaporizer, reload_ammo) && self.clip_load < vaporizer_ammo) // forced reload
WEP_ACTION(self.weapon, WR_RELOAD);
- else if (self.BUTTON_ATCK)
+ else if(self.BUTTON_ATCK)
{
- if (weapon_prepareattack(0, WEP_CVAR_PRI(vaporizer, refire)))
+ if(weapon_prepareattack(0, WEP_CVAR_PRI(vaporizer, refire)))
{
W_Vaporizer_Attack();
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
}
}
- else if (self.BUTTON_ATCK2)
+ else if(self.BUTTON_ATCK2)
{
- if (self.jump_interval <= time)
- if (weapon_prepareattack(1, -1))
+ if(self.jump_interval <= time)
+ if(weapon_prepareattack(1, -1))
{
- // handle refire manually, so that primary and secondary can be fired without conflictions (important for minstagib)
+ // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
self.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor();
-
+
// decrease ammo for the laser?
if(WEP_CVAR_SEC(vaporizer, ammo))
W_DecreaseAmmo(WEP_CVAR_SEC(vaporizer, ammo));
- // ugly minstagib hack to reuse the fire mode of the laser
- float w;
- w = self.weapon;
- self.weapon = WEP_BLASTER;
+ // ugly instagib hack to reuse the fire mode of the laser
W_Blaster_Attack(
+ WEP_VAPORIZER | HITTYPE_SECONDARY,
WEP_CVAR_SEC(vaporizer, shotangle),
WEP_CVAR_SEC(vaporizer, damage),
WEP_CVAR_SEC(vaporizer, edgedamage),
WEP_CVAR_SEC(vaporizer, delay),
WEP_CVAR_SEC(vaporizer, lifetime)
);
- self.weapon = w;
-
+
// now do normal refire
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
}
}
-
- return TRUE;
+
+ return true;
}
case WR_INIT:
{
precache_sound("weapons/nexwhoosh2.wav");
precache_sound("weapons/nexwhoosh3.wav");
//W_Blaster(WR_INIT); // Samual: Is this really the proper thing to do? Didn't we already run this previously?
- VAPORIZER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
- return TRUE;
+ VAPORIZER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+ return true;
}
case WR_SETUP:
{
self.ammo_field = WEP_AMMO(VAPORIZER);
self.vaporizer_lasthit = 0;
- return TRUE;
+ return true;
}
case WR_CHECKAMMO1:
{
case WR_CHECKAMMO2:
{
if(!WEP_CVAR_SEC(vaporizer, ammo))
- return TRUE;
+ return true;
ammo_amount = self.WEP_AMMO(VAPORIZER) >= WEP_CVAR_SEC(vaporizer, ammo);
ammo_amount += self.(weapon_load[WEP_VAPORIZER]) >= WEP_CVAR_SEC(vaporizer, ammo);
return ammo_amount;
}
case WR_CONFIG:
{
- VAPORIZER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
- return TRUE;
+ VAPORIZER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+ return true;
}
case WR_RESETPLAYER:
{
self.vaporizer_lasthit = 0;
- return TRUE;
+ return true;
}
case WR_RELOAD:
{
used_ammo = vaporizer_ammo;
W_Reload(used_ammo, "weapons/reload.wav");
- return TRUE;
+ return true;
}
case WR_SUICIDEMESSAGE:
{
return WEAPON_VAPORIZER_MURDER;
}
}
- return TRUE;
+ return false;
}
#endif
#ifdef CSQC
{
vector org2;
org2 = w_org + w_backoff * 6;
- pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
-
- return TRUE;
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
+ if(!w_issilent) { sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); }
+ }
+ else
+ {
+ pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
+ if(!w_issilent) { sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM); }
+ }
+ return true;
}
case WR_INIT:
{
+ precache_sound("weapons/laserimpact.wav");
precache_sound("weapons/neximpact.wav");
if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
{
precache_pic("gfx/reticle_nex");
}
- return TRUE;
+ return true;
}
case WR_ZOOMRETICLE:
{
if(button_zoom || zoomscript_caught)
{
reticle_image = "gfx/reticle_nex";
- return TRUE;
+ return true;
}
else
{
// no weapon specific image for this weapon
- return FALSE;
+ return false;
}
}
}
- return TRUE;
+ return false;
}
#endif
#endif