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Fix some issues with effects
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_blaster.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id  */ BLASTER,
4 /* function  */ W_Blaster,
5 /* ammotype  */ ammo_none,
6 /* impulse   */ 1,
7 /* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating    */ 0,
9 /* color     */ '1 0.5 0.5',
10 /* modelname */ "laser",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairlaser 0.4",
13 /* wepimg    */ "weaponlaser",
14 /* refname   */ "blaster",
15 /* wepname   */ _("Blaster")
16 );
17
18 #define BLASTER_SETTINGS(w_cvar,w_prop) BLASTER_SETTINGS_LIST(w_cvar, w_prop, BLASTER, blaster)
19 #define BLASTER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20         w_cvar(id, sn, BOTH, animtime) \
21         w_cvar(id, sn, BOTH, damage) \
22         w_cvar(id, sn, BOTH, delay) \
23         w_cvar(id, sn, BOTH, edgedamage) \
24         w_cvar(id, sn, BOTH, force) \
25         w_cvar(id, sn, BOTH, lifetime) \
26         w_cvar(id, sn, BOTH, radius) \
27         w_cvar(id, sn, BOTH, refire) \
28         w_cvar(id, sn, BOTH, shotangle) \
29         w_cvar(id, sn, BOTH, speed) \
30         w_cvar(id, sn, BOTH, spread) \
31         w_cvar(id, sn, NONE, secondary) \
32         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
33         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
34         w_prop(id, sn, string, weaponreplace, weaponreplace) \
35         w_prop(id, sn, float,  weaponstart, weaponstart) \
36         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
37
38 #ifdef SVQC
39 BLASTER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
40 .float blaster_damage;
41 .float blaster_edgedamage;
42 .float blaster_radius;
43 .float blaster_force;
44 .float blaster_lifetime;
45 #endif
46 #else
47 #ifdef SVQC
48 void spawnfunc_weapon_blaster() { weapon_defaultspawnfunc(WEP_BLASTER); }
49 void spawnfunc_weapon_laser() { spawnfunc_weapon_blaster(); }
50
51 void W_Blaster_Touch()
52 {
53         PROJECTILE_TOUCH;
54
55         self.event_damage = func_null;
56
57         RadiusDamage(
58                 self,
59                 self.realowner,
60                 self.blaster_damage,
61                 self.blaster_edgedamage,
62                 self.blaster_radius,
63                 world,
64                 world,
65                 self.blaster_force,
66                 self.projectiledeathtype,
67                 other
68         );
69         
70         remove(self);
71 }
72
73 void W_Blaster_Think()
74 {
75         self.movetype = MOVETYPE_FLY;
76         self.think = SUB_Remove;
77         self.nextthink = time + self.blaster_lifetime;
78         CSQCProjectile(self, TRUE, PROJECTILE_BLASTER, TRUE);
79 }
80
81 void W_Blaster_Attack(
82         float atk_shotangle,
83         float atk_damage,
84         float atk_edgedamage,
85         float atk_radius,
86         float atk_force,
87         float atk_speed,
88         float atk_spread,
89         float atk_delay,
90         float atk_lifetime)
91 {
92         vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
93
94         W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, atk_damage);
95         pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
96
97         entity missile = spawn();
98         missile.owner = missile.realowner = self;
99         missile.classname = "blasterbolt";
100         missile.bot_dodge = TRUE;
101         missile.bot_dodgerating = atk_damage;
102         PROJECTILE_MAKETRIGGER(missile);
103
104         missile.blaster_damage = atk_damage;
105         missile.blaster_edgedamage = atk_edgedamage;
106         missile.blaster_radius = atk_radius;
107         missile.blaster_force = atk_force;
108         missile.blaster_lifetime = atk_lifetime;
109
110         setorigin(missile, w_shotorg);
111         setsize(missile, '0 0 0', '0 0 0');
112         
113         W_SetupProjVelocity_Explicit(
114                 missile,
115                 w_shotdir,
116                 v_up,
117                 atk_speed,
118                 0,
119                 0,
120                 atk_spread,
121                 FALSE
122         );
123         
124         missile.angles = vectoangles(missile.velocity);
125         
126         //missile.glow_color = 250; // 244, 250
127         //missile.glow_size = 120;
128
129         missile.touch = W_Blaster_Touch;
130         missile.flags = FL_PROJECTILE;
131         missile.missile_flags = MIF_SPLASH;
132         missile.projectiledeathtype = WEP_BLASTER; 
133         missile.think = W_Blaster_Think;
134         missile.nextthink = time + atk_delay;
135
136         other = missile; MUTATOR_CALLHOOK(EditProjectile);
137
138         if(time >= missile.nextthink)
139         {
140                 entity oldself;
141                 oldself = self;
142                 self = missile;
143                 self.think();
144                 self = oldself;
145         }
146 }
147 float W_Blaster(float request)
148 {
149         switch(request)
150         {
151                 case WR_AIM:
152                 {
153                         if(WEP_CVAR(blaster, secondary))
154                         {
155                                 if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage))
156                                         { self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), FALSE); }
157                                 else
158                                         { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), FALSE); }
159                         }
160                         else
161                                 { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), FALSE); }
162
163                         return TRUE;
164                 }
165                 
166                 case WR_THINK:
167                 {
168                         if(self.BUTTON_ATCK)
169                         {
170                                 if(weapon_prepareattack(0, WEP_CVAR_PRI(blaster, refire)))
171                                 {
172                                         W_Blaster_Attack(
173                                                 WEP_CVAR_PRI(blaster, shotangle),
174                                                 WEP_CVAR_PRI(blaster, damage),
175                                                 WEP_CVAR_PRI(blaster, edgedamage),
176                                                 WEP_CVAR_PRI(blaster, radius),
177                                                 WEP_CVAR_PRI(blaster, force),
178                                                 WEP_CVAR_PRI(blaster, speed),
179                                                 WEP_CVAR_PRI(blaster, spread),
180                                                 WEP_CVAR_PRI(blaster, delay),
181                                                 WEP_CVAR_PRI(blaster, lifetime)
182                                         );
183                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
184                                 }
185                         }
186                         else if(self.BUTTON_ATCK2)
187                         {
188                                 switch(WEP_CVAR(blaster, secondary))
189                                 {
190                                         case 0: // switch to last used weapon
191                                         {
192                                                 if(self.switchweapon == WEP_BLASTER) // don't do this if already switching
193                                                         W_LastWeapon();
194                                                 break;
195                                         }
196
197                                         case 1: // normal projectile secondary
198                                         {
199                                                 if(weapon_prepareattack(1, WEP_CVAR_SEC(blaster, refire)))
200                                                 {
201                                                         W_Blaster_Attack(
202                                                                 WEP_CVAR_SEC(blaster, shotangle),
203                                                                 WEP_CVAR_SEC(blaster, damage),
204                                                                 WEP_CVAR_SEC(blaster, edgedamage),
205                                                                 WEP_CVAR_SEC(blaster, radius),
206                                                                 WEP_CVAR_SEC(blaster, force),
207                                                                 WEP_CVAR_SEC(blaster, speed),
208                                                                 WEP_CVAR_SEC(blaster, spread),
209                                                                 WEP_CVAR_SEC(blaster, delay),
210                                                                 WEP_CVAR_SEC(blaster, lifetime)
211                                                         );
212                                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
213                                                 }
214
215                                                 break;
216                                         }
217                                 }
218                         }
219                         return TRUE;
220                 }
221                 
222                 case WR_INIT: 
223                 {
224                         precache_model("models/weapons/g_laser.md3");
225                         precache_model("models/weapons/v_laser.md3");
226                         precache_model("models/weapons/h_laser.iqm");
227                         precache_sound("weapons/lasergun_fire.wav");
228                         BLASTER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
229                         return TRUE;
230                 }
231                 
232                 case WR_SETUP:
233                 {
234                         self.ammo_field = ammo_none;
235                         return TRUE;
236                 }
237                 
238                 case WR_CHECKAMMO1:
239                 case WR_CHECKAMMO2:
240                 {
241                         return TRUE; // laser has infinite ammo
242                 }
243                 
244                 case WR_CONFIG:
245                 {
246                         BLASTER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
247                         return TRUE;
248                 }
249                 
250                 case WR_SUICIDEMESSAGE:
251                 {
252                         return WEAPON_BLASTER_SUICIDE;
253                 }
254                 
255                 case WR_KILLMESSAGE:
256                 {
257                         return WEAPON_BLASTER_MURDER;
258                 }
259         }
260         
261         return TRUE;
262 }
263 #endif
264 #ifdef CSQC
265 float W_Blaster(float request)
266 {
267         switch(request)
268         {
269                 case WR_IMPACTEFFECT:
270                 {
271                         vector org2;
272                         org2 = w_org + w_backoff * 6;
273                         pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
274                         if(!w_issilent) { sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); }
275                         return TRUE;
276                 }
277                 
278                 case WR_INIT:
279                 {
280                         precache_sound("weapons/laserimpact.wav");
281                         return TRUE;
282                 }
283                 case WR_ZOOMRETICLE:
284                 {
285                         // no weapon specific image for this weapon
286                         return FALSE;
287                 }
288         }
289         
290         return TRUE;
291 }
292 #endif
293 #endif