/* crosshair */ ATTRIB(Vaporizer, w_crosshair_size, float, 0.6);
/* wepimg */ ATTRIB(Vaporizer, model2, string, "weaponminstanex");
/* refname */ ATTRIB(Vaporizer, netname, string, "vaporizer");
-/* wepname */ ATTRIB(Vaporizer, message, string, _("Vaporizer"));
+/* wepname */ ATTRIB(Vaporizer, m_name, string, _("Vaporizer"));
ENDCLASS(Vaporizer)
REGISTER_WEAPON(VAPORIZER, NEW(Vaporizer));
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_vaporizer(void) { weapon_defaultspawnfunc(WEP_VAPORIZER.m_id); }
-void spawnfunc_weapon_minstanex(void) { spawnfunc_weapon_vaporizer(); }
+spawnfunc(weapon_vaporizer) { weapon_defaultspawnfunc(this, WEP_VAPORIZER); }
+spawnfunc(weapon_minstanex) { spawnfunc_weapon_vaporizer(this); }
void W_RocketMinsta_Explosion(vector loc)
{SELFPARAM();
if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT)))
W_RocketMinsta_Explosion(trace_endpos);
- W_DecreaseAmmo(thiswep, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
+ W_DecreaseAmmo(thiswep, self, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
}
-void W_RocketMinsta_Laser_Explode (void)
+void W_RocketMinsta_Laser_Explode ()
{SELFPARAM();
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
remove(self);
}
-void W_RocketMinsta_Laser_Touch (void)
+void W_RocketMinsta_Laser_Touch ()
{SELFPARAM();
PROJECTILE_TOUCH;
//W_RocketMinsta_Laser_Explode ();
remove(self);
}
-void W_RocketMinsta_Attack2(void)
+void W_RocketMinsta_Attack2()
{SELFPARAM();
makevectors(self.v_angle);
while(counter < total)
{
- proj = spawn ();
- proj.classname = "plasma_prim";
+ proj = new(plasma_prim);
proj.owner = proj.realowner = self;
proj.bot_dodge = true;
proj.bot_dodgerating = autocvar_g_rm_laser_damage;
}
}
-void W_RocketMinsta_Attack3 (void)
+void W_RocketMinsta_Attack3 ()
{SELFPARAM();
makevectors(self.v_angle);
while(counter < total)
{
- proj = spawn ();
- proj.classname = "plasma_prim";
+ proj = new(plasma_prim);
proj.owner = proj.realowner = self;
proj.bot_dodge = true;
proj.bot_dodgerating = autocvar_g_rm_laser_damage;
else
self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
}
- METHOD(Vaporizer, wr_think, void(entity thiswep, bool fire1, bool fire2))
+ METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
// if the laser uses load, we also consider its ammo for reloading
- if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && self.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload
- Weapon w = get_weaponinfo(self.weapon);
+ if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload
+ Weapon w = get_weaponinfo(actor.weapon);
w.wr_reload(w);
- } else if(WEP_CVAR(vaporizer, reload_ammo) && self.clip_load < vaporizer_ammo) { // forced reload
- Weapon w = get_weaponinfo(self.weapon);
+ } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.clip_load < vaporizer_ammo) { // forced reload
+ Weapon w = get_weaponinfo(actor.weapon);
w.wr_reload(w);
}
- if(fire1 && (self.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(self))
+ if((fire & 1) && (actor.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(actor))
{
- if(weapon_prepareattack(false, WEP_CVAR_PRI(vaporizer, refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vaporizer, refire)))
{
W_Vaporizer_Attack(thiswep);
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
}
}
- if(fire2 || (fire1 && !self.ammo_cells && autocvar_g_rm))
+ if((fire & 2) || ((fire & 1) && !actor.ammo_cells && autocvar_g_rm))
{
if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2)
{
bool rapid = autocvar_g_rm_laser_rapid;
- if(self.jump_interval <= time && !self.held_down)
+ if(actor.jump_interval <= time && !actor.held_down)
{
if(rapid)
- self.held_down = true;
- self.jump_interval = time + autocvar_g_rm_laser_refire;
- self.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
+ actor.held_down = true;
+ actor.jump_interval = time + autocvar_g_rm_laser_refire;
+ actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
damage_goodhits = 0;
W_RocketMinsta_Attack2();
}
- else if(rapid && self.jump_interval2 <= time && self.held_down)
+ else if(rapid && actor.jump_interval2 <= time && actor.held_down)
{
- self.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
+ actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
damage_goodhits = 0;
W_RocketMinsta_Attack3();
- //weapon_thinkf(WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready);
+ //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready);
}
}
- else if (self.jump_interval <= time)
+ else if (actor.jump_interval <= time)
{
// 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();
+ actor.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor();
// decrease ammo for the laser?
if(WEP_CVAR_SEC(vaporizer, ammo))
- W_DecreaseAmmo(thiswep, WEP_CVAR_SEC(vaporizer, ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo));
// ugly instagib hack to reuse the fire mode of the laser
- makevectors(self.v_angle);
- int oldwep = self.weapon; // we can't avoid this hack
- self.weapon = WEP_BLASTER.m_id;
+ makevectors(actor.v_angle);
+ int oldwep = actor.weapon; // we can't avoid this hack
+ actor.weapon = WEP_BLASTER.m_id;
W_Blaster_Attack(
+ actor,
WEP_BLASTER.m_id | HITTYPE_SECONDARY,
WEP_CVAR_SEC(vaporizer, shotangle),
WEP_CVAR_SEC(vaporizer, damage),
WEP_CVAR_SEC(vaporizer, delay),
WEP_CVAR_SEC(vaporizer, lifetime)
);
- self.weapon = oldwep;
+ actor.weapon = oldwep;
// now do normal refire
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
}
}
else
- self.held_down = false;
+ actor.held_down = false;
}
METHOD(Vaporizer, wr_init, void(entity thiswep))
{
else
used_ammo = vaporizer_ammo;
- W_Reload(used_ammo, SND(RELOAD));
+ W_Reload(self, used_ammo, SND(RELOAD));
}
METHOD(Vaporizer, wr_suicidemessage, int(entity thiswep))
{
vector org2 = w_org + w_backoff * 6;
if(w_deathtype & HITTYPE_SECONDARY)
{
- pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1);
+ pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
}
else
{
- pointparticles(particleeffectnum(EFFECT_VORTEX_IMPACT), org2, '0 0 0', 1);
+ pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
if(!w_issilent) { sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); }
}
}