#define VAPORIZER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
w_cvar(id, sn, PRI, ammo) \
w_cvar(id, sn, PRI, animtime) \
+ w_cvar(id, sn, PRI, damage) \
w_cvar(id, sn, PRI, refire) \
w_cvar(id, sn, SEC, ammo) \
w_cvar(id, sn, SEC, animtime) \
VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.float vaporizer_lasthit;
.float jump_interval;
+.float jump_interval2;
+.bool held_down;
+.float rm_force;
+.float rm_damage;
+.float rm_edmg;
#endif
#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(WEP_VAPORIZER.m_id); }
+spawnfunc(weapon_minstanex) { spawnfunc_weapon_vaporizer(this); }
+
+void W_RocketMinsta_Explosion(vector loc)
+{SELFPARAM();
+ if(accuracy_canbegooddamage(self))
+ accuracy_add(self, WEP_DEVASTATOR.m_id, autocvar_g_rm_damage, 0);
+ entity dmgent = spawn();
+ dmgent.owner = dmgent.realowner = self;
+ setorigin(dmgent, loc);
+ RadiusDamage (dmgent, self, autocvar_g_rm_damage, autocvar_g_rm_edgedamage, autocvar_g_rm_radius, world, world, autocvar_g_rm_force, WEP_DEVASTATOR.m_id | HITTYPE_SPLASH, other);
+ remove(dmgent);
+}
void W_Vaporizer_Attack(void)
-{
- float flying;
- flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
+{SELFPARAM();
+ bool flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
+ float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000);
- W_SetupShot(self, true, 0, "", CH_WEAPON_A, 10000);
+ W_SetupShot(self, true, 0, "", CH_WEAPON_A, vaporizer_damage);
// 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, W_Sound("minstanexfire"), VOL_BASE * 0.8, ATTEN_NORM);
+ sound (self, CH_WEAPON_A, SND_MINSTANEXFIRE, 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.m_id);
+ FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
if(yoda && flying)
Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
Send_Effect(EFFECT_VORTEX_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
// teamcolor / hit beam effect
- vector v;
- v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
- switch(self.team)
- {
- case NUM_TEAM_1: // Red
- if(damage_goodhits)
- Send_Effect(EFFECT_VAPORIZER_RED_HIT, w_shotorg, v, 1);
- else
- Send_Effect(EFFECT_VAPORIZER_RED, w_shotorg, v, 1);
- break;
- case NUM_TEAM_2: // Blue
- if(damage_goodhits)
- Send_Effect(EFFECT_VAPORIZER_BLUE_HIT, w_shotorg, v, 1);
- else
- Send_Effect(EFFECT_VAPORIZER_BLUE, w_shotorg, v, 1);
- break;
- case NUM_TEAM_3: // Yellow
- if(damage_goodhits)
- Send_Effect(EFFECT_VAPORIZER_YELLOW_HIT, w_shotorg, v, 1);
- else
- Send_Effect(EFFECT_VAPORIZER_YELLOW, w_shotorg, v, 1);
- break;
- case NUM_TEAM_4: // Pink
- if(damage_goodhits)
- Send_Effect(EFFECT_VAPORIZER_PINK_HIT, w_shotorg, v, 1);
- else
- Send_Effect(EFFECT_VAPORIZER_PINK, w_shotorg, v, 1);
- break;
- default:
- if(damage_goodhits)
- Send_Effect_("TE_TEI_G3_HIT", w_shotorg, v, 1);
- else
- Send_Effect_("TE_TEI_G3", w_shotorg, v, 1);
- break;
- }
+ vector v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
+ Send_Effect((damage_goodhits ? EFFECT_VAPORIZER_HIT(self.team) : EFFECT_VAPORIZER(self.team)), w_shotorg, v, 1);
+
+ if(autocvar_g_rm)
+ if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT)))
+ W_RocketMinsta_Explosion(trace_endpos);
W_DecreaseAmmo(((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
}
+void W_RocketMinsta_Laser_Explode (void)
+{SELFPARAM();
+ if(other.takedamage == DAMAGE_AIM)
+ if(IS_PLAYER(other))
+ if(DIFF_TEAM(self.realowner, other))
+ if(other.deadflag == DEAD_NO)
+ if(IsFlying(other))
+ Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
+
+ self.event_damage = func_null;
+ self.takedamage = DAMAGE_NO;
+ RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other);
+ remove(self);
+}
+
+void W_RocketMinsta_Laser_Touch (void)
+{SELFPARAM();
+ PROJECTILE_TOUCH;
+ //W_RocketMinsta_Laser_Explode ();
+ RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other);
+ remove(self);
+}
+
+void W_RocketMinsta_Attack2(void)
+{SELFPARAM();
+ makevectors(self.v_angle);
+
+ entity proj;
+ float counter = 0;
+ float total = autocvar_g_rm_laser_count;
+ float spread = autocvar_g_rm_laser_spread;
+ float rndspread = autocvar_g_rm_laser_spread_random;
+
+ float w = self.weapon;
+ self.weapon = WEP_ELECTRO.m_id;
+ W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND(CRYLINK_FIRE), CH_WEAPON_A, autocvar_g_rm_laser_damage);
+ self.weapon = w;
+
+ Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+
+ while(counter < total)
+ {
+ proj = spawn ();
+ proj.classname = "plasma_prim";
+ proj.owner = proj.realowner = self;
+ proj.bot_dodge = true;
+ proj.bot_dodgerating = autocvar_g_rm_laser_damage;
+ proj.use = W_RocketMinsta_Laser_Explode;
+ proj.think = adaptor_think2use_hittype_splash;
+ proj.nextthink = time + autocvar_g_rm_laser_lifetime;
+ PROJECTILE_MAKETRIGGER(proj);
+ proj.projectiledeathtype = WEP_ELECTRO.m_id;
+ setorigin(proj, w_shotorg);
+
+ proj.rm_force = autocvar_g_rm_laser_force / total;
+ proj.rm_damage = autocvar_g_rm_laser_damage / total;
+ proj.rm_edmg = proj.rm_damage;
+
+ //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
+
+ proj.movetype = MOVETYPE_BOUNCEMISSILE;
+ //W_SETUPPROJECTILEVELOCITY(proj, g_balance_minstanex_laser);
+ proj.velocity = (w_shotdir + (((counter + 0.5) / total) * 2 - 1) * v_right * (spread * (rndspread ? random() : 1))) * cvar("g_rm_laser_speed");
+ proj.velocity_z = proj.velocity_z + cvar("g_rm_laser_zspread") * (random() - 0.5);
+ proj.velocity = W_CalculateProjectileVelocity(proj.realowner.velocity, proj.velocity, true);
+ proj.angles = vectoangles(proj.velocity);
+ proj.touch = W_RocketMinsta_Laser_Touch;
+ setsize(proj, '0 0 -3', '0 0 -3');
+ proj.flags = FL_PROJECTILE;
+ proj.missile_flags = MIF_SPLASH;
+
+ CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
+
+ MUTATOR_CALLHOOK(EditProjectile, self, proj);
+ counter++;
+ }
+}
+
+void W_RocketMinsta_Attack3 (void)
+{SELFPARAM();
+ makevectors(self.v_angle);
+
+ entity proj;
+ float counter = 0;
+ float total = 1;
+
+ int w = self.weapon;
+ self.weapon = WEP_ELECTRO.m_id;
+ W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND(ELECTRO_FIRE2), CH_WEAPON_A, autocvar_g_rm_laser_damage);
+ self.weapon = w;
+
+ Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+
+ while(counter < total)
+ {
+ proj = spawn ();
+ proj.classname = "plasma_prim";
+ proj.owner = proj.realowner = self;
+ proj.bot_dodge = true;
+ proj.bot_dodgerating = autocvar_g_rm_laser_damage;
+ proj.use = W_RocketMinsta_Laser_Explode;
+ proj.think = adaptor_think2use_hittype_splash;
+ proj.nextthink = time + autocvar_g_rm_laser_lifetime;
+ PROJECTILE_MAKETRIGGER(proj);
+ proj.projectiledeathtype = WEP_ELECTRO.m_id;
+ setorigin(proj, w_shotorg);
+
+ proj.rm_force = autocvar_g_rm_laser_force / total;
+ proj.rm_damage = autocvar_g_rm_laser_damage / total;
+ proj.rm_edmg = proj.rm_damage;
+
+ //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
+
+ proj.movetype = MOVETYPE_BOUNCEMISSILE;
+ proj.velocity = w_shotdir * autocvar_g_rm_laser_speed;
+ proj.velocity = W_CalculateProjectileVelocity(proj.realowner.velocity, proj.velocity, true);
+ proj.angles = vectoangles(proj.velocity);
+ proj.touch = W_RocketMinsta_Laser_Touch;
+ setsize(proj, '0 0 -3', '0 0 -3');
+ proj.flags = FL_PROJECTILE;
+ proj.missile_flags = MIF_SPLASH;
+
+ CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
+
+ MUTATOR_CALLHOOK(EditProjectile, self, proj);
+ counter++;
+ }
+}
+
float W_Vaporizer(float req)
-{
+{SELFPARAM();
float ammo_amount;
float vaporizer_ammo;
+ float rapid = autocvar_g_rm_laser_rapid;
// now multiple WR_s use this
vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
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)
+ if(self.BUTTON_ATCK && (self.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(self))
{
if(weapon_prepareattack(0, WEP_CVAR_PRI(vaporizer, refire)))
{
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
}
}
- else if(self.BUTTON_ATCK2)
+ if(self.BUTTON_ATCK2 || (self.BUTTON_ATCK && !self.ammo_cells && autocvar_g_rm))
{
- if(self.jump_interval <= time)
- if(weapon_prepareattack(1, -1))
+ if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2)
+ {
+ if(self.jump_interval <= time && !self.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;
+ damage_goodhits = 0;
+ W_RocketMinsta_Attack2();
+ }
+ else if(rapid && self.jump_interval2 <= time && self.held_down)
+ {
+ self.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);
+ }
+ }
+ else if (self.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();
W_DecreaseAmmo(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;
W_Blaster_Attack(
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
}
}
+ else
+ self.held_down = false;
return true;
}
case WR_INIT:
{
- precache_model("models/nexflash.md3");
- precache_model(W_Model("g_minstanex.md3"));
- precache_model(W_Model("v_minstanex.md3"));
- precache_model(W_Model("h_minstanex.iqm"));
- precache_sound(W_Sound("minstanexfire"));
- precache_sound(W_Sound("nexwhoosh1"));
- precache_sound(W_Sound("nexwhoosh2"));
- precache_sound(W_Sound("nexwhoosh3"));
//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;
else
used_ammo = vaporizer_ammo;
- W_Reload(used_ammo, W_Sound("reload"));
+ W_Reload(used_ammo, SND(RELOAD));
return true;
}
case WR_SUICIDEMESSAGE:
#endif
#ifdef CSQC
float W_Vaporizer(float req)
-{
+{SELFPARAM();
switch(req)
{
case WR_IMPACTEFFECT:
{
- vector org2;
- org2 = w_org + w_backoff * 6;
+ vector org2 = w_org + w_backoff * 6;
if(w_deathtype & HITTYPE_SECONDARY)
{
pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1);
- if(!w_issilent) { sound(self, CH_SHOTS, W_Sound("laserimpact"), VOL_BASE, ATTN_NORM); }
+ if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
}
else
{
pointparticles(particleeffectnum(EFFECT_VORTEX_IMPACT), org2, '0 0 0', 1);
- if(!w_issilent) { sound(self, CH_SHOTS, W_Sound("neximpact"), VOL_BASE, ATTN_NORM); }
+ if(!w_issilent) { sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); }
}
return true;
}
case WR_INIT:
{
- precache_sound(W_Sound("laserimpact"));
- precache_sound(W_Sound("neximpact"));
if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
{
precache_pic("gfx/reticle_nex");