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Add weaponstartoverride property to weapons
[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 */ 0,
6 /* impulse  */ 1,
7 /* flags    */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating   */ 0,
9 /* model    */ "laser",
10 /* netname  */ "laser",
11 /* fullname */ _("Blaster")
12 );
13
14 #define BLASTER_SETTINGS(w_cvar,w_prop) \
15         w_cvar(WEP_BLASTER, blaster, MO_BOTH, animtime) \
16         w_cvar(WEP_BLASTER, blaster, MO_BOTH, damage) \
17         w_cvar(WEP_BLASTER, blaster, MO_BOTH, delay) \
18         w_cvar(WEP_BLASTER, blaster, MO_BOTH, edgedamage) \
19         w_cvar(WEP_BLASTER, blaster, MO_BOTH, force) \
20         w_cvar(WEP_BLASTER, blaster, MO_BOTH, lifetime) \
21         w_cvar(WEP_BLASTER, blaster, MO_BOTH, radius) \
22         w_cvar(WEP_BLASTER, blaster, MO_BOTH, refire) \
23         w_cvar(WEP_BLASTER, blaster, MO_BOTH, shotangle) \
24         w_cvar(WEP_BLASTER, blaster, MO_BOTH, speed) \
25         w_cvar(WEP_BLASTER, blaster, MO_BOTH, spread) \
26         w_cvar(WEP_BLASTER, blaster, MO_NONE, secondary) \
27         w_prop(WEP_BLASTER, blaster, float,  reloading_ammo, reload_ammo) \
28         w_prop(WEP_BLASTER, blaster, float,  reloading_time, reload_time) \
29         w_prop(WEP_BLASTER, blaster, float,  switchdelay_raise, switchdelay_raise) \
30         w_prop(WEP_BLASTER, blaster, float,  switchdelay_drop, switchdelay_drop) \
31         w_prop(WEP_BLASTER, blaster, string, weaponreplace, weaponreplace) \
32         w_prop(WEP_BLASTER, blaster, float,  weaponstart, weaponstart) \
33         w_prop(WEP_BLASTER, blaster, float,  weaponstartoverride, weaponstartoverride)
34
35 #ifdef SVQC
36 BLASTER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
37 .float blaster_damage;
38 .float blaster_edgedamage;
39 .float blaster_radius;
40 .float blaster_force;
41 .float blaster_lifetime;
42 #endif
43 #else
44 #ifdef SVQC
45 void spawnfunc_weapon_blaster() { weapon_defaultspawnfunc(WEP_BLASTER); }
46 void spawnfunc_weapon_laser() { spawnfunc_weapon_blaster(); }
47
48 void W_Blaster_Touch()
49 {
50         PROJECTILE_TOUCH;
51
52         self.event_damage = func_null;
53
54         RadiusDamage(
55                 self,
56                 self.realowner,
57                 self.blaster_damage,
58                 self.blaster_edgedamage,
59                 self.blaster_radius,
60                 world,
61                 world,
62                 self.blaster_force,
63                 self.projectiledeathtype,
64                 other
65         );
66         
67         remove(self);
68 }
69
70 void W_Blaster_Think()
71 {
72         self.movetype = MOVETYPE_FLY;
73         self.think = SUB_Remove;
74         self.nextthink = time + self.blaster_lifetime;
75         CSQCProjectile(self, TRUE, PROJECTILE_BLASTER, TRUE);
76 }
77
78 void W_Blaster_Attack(
79         float atk_shotangle,
80         float atk_damage,
81         float atk_edgedamage,
82         float atk_radius,
83         float atk_force,
84         float atk_speed,
85         float atk_spread,
86         float atk_delay,
87         float atk_lifetime)
88 {
89         vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
90
91         W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, atk_damage);
92         pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
93
94         entity missile = spawn();
95         missile.owner = missile.realowner = self;
96         missile.classname = "blasterbolt";
97         missile.bot_dodge = TRUE;
98         missile.bot_dodgerating = atk_damage;
99         PROJECTILE_MAKETRIGGER(missile);
100
101         missile.blaster_damage = atk_damage;
102         missile.blaster_edgedamage = atk_edgedamage;
103         missile.blaster_radius = atk_radius;
104         missile.blaster_force = atk_force;
105         missile.blaster_lifetime = atk_lifetime;
106
107         setorigin(missile, w_shotorg);
108         setsize(missile, '0 0 0', '0 0 0');
109         
110         W_SetupProjectileVelocityEx(
111                 missile,
112                 w_shotdir,
113                 v_up,
114                 atk_speed,
115                 0,
116                 0,
117                 atk_spread,
118                 FALSE
119         );
120         
121         missile.angles = vectoangles(missile.velocity);
122         
123         //missile.glow_color = 250; // 244, 250
124         //missile.glow_size = 120;
125
126         missile.touch = W_Blaster_Touch;
127         missile.flags = FL_PROJECTILE;
128         missile.missile_flags = MIF_SPLASH;
129         missile.projectiledeathtype = WEP_BLASTER; 
130         missile.think = W_Blaster_Think;
131         missile.nextthink = time + atk_delay;
132
133         other = missile; MUTATOR_CALLHOOK(EditProjectile);
134
135         if(time >= missile.nextthink)
136         {
137                 entity oldself;
138                 oldself = self;
139                 self = missile;
140                 self.think();
141                 self = oldself;
142         }
143 }
144 float W_Blaster(float request)
145 {
146         switch(request)
147         {
148                 case WR_AIM:
149                 {
150                         if(WEP_CVAR(blaster, secondary))
151                         {
152                                 if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage))
153                                         { self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), FALSE); }
154                                 else
155                                         { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), FALSE); }
156                         }
157                         else
158                                 { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), FALSE); }
159
160                         return TRUE;
161                 }
162                 
163                 case WR_THINK:
164                 {
165                         if(WEP_CVAR(blaster, reload_ammo) && self.clip_load < 1) // forced reload
166                         {
167                                 WEP_ACTION(self.weapon, WR_RELOAD);
168                         }
169                         else if(self.BUTTON_ATCK)
170                         {
171                                 if(weapon_prepareattack(0, WEP_CVAR_PRI(blaster, refire)))
172                                 {
173                                         W_DecreaseAmmo(ammo_none, 1, TRUE); // WEAPONTODO is this necessary?
174                                         W_Blaster_Attack(
175                                                 WEP_CVAR_PRI(blaster, shotangle),
176                                                 WEP_CVAR_PRI(blaster, damage),
177                                                 WEP_CVAR_PRI(blaster, edgedamage),
178                                                 WEP_CVAR_PRI(blaster, radius),
179                                                 WEP_CVAR_PRI(blaster, force),
180                                                 WEP_CVAR_PRI(blaster, speed),
181                                                 WEP_CVAR_PRI(blaster, spread),
182                                                 WEP_CVAR_PRI(blaster, delay),
183                                                 WEP_CVAR_PRI(blaster, lifetime)
184                                         );
185                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
186                                 }
187                         }
188                         else if(self.BUTTON_ATCK2)
189                         {
190                                 switch(WEP_CVAR(blaster, secondary))
191                                 {
192                                         case 0: // switch to last used weapon
193                                         {
194                                                 if(self.switchweapon == WEP_BLASTER) // don't do this if already switching
195                                                         W_LastWeapon();
196                                                 break;
197                                         }
198
199                                         case 1: // normal projectile secondary
200                                         {
201                                                 if(weapon_prepareattack(1, WEP_CVAR_SEC(blaster, refire)))
202                                                 {
203                                                         W_DecreaseAmmo(ammo_none, 1, TRUE);
204                                                         W_Blaster_Attack(
205                                                                 WEP_CVAR_SEC(blaster, shotangle),
206                                                                 WEP_CVAR_SEC(blaster, damage),
207                                                                 WEP_CVAR_SEC(blaster, edgedamage),
208                                                                 WEP_CVAR_SEC(blaster, radius),
209                                                                 WEP_CVAR_SEC(blaster, force),
210                                                                 WEP_CVAR_SEC(blaster, speed),
211                                                                 WEP_CVAR_SEC(blaster, spread),
212                                                                 WEP_CVAR_SEC(blaster, delay),
213                                                                 WEP_CVAR_SEC(blaster, lifetime)
214                                                         );
215                                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
216                                                 }
217
218                                                 break;
219                                         }
220                                 }
221                         }
222                         return TRUE;
223                 }
224                 
225                 case WR_INIT: 
226                 {
227                         precache_model("models/weapons/g_laser.md3");
228                         precache_model("models/weapons/v_laser.md3");
229                         precache_model("models/weapons/h_laser.iqm");
230                         precache_sound("weapons/lasergun_fire.wav");
231                         BLASTER_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
232                         return TRUE;
233                 }
234                 
235                 case WR_SETUP:
236                 {
237                         self.current_ammo = ammo_none;
238                         return TRUE;
239                 }
240                 
241                 case WR_CHECKAMMO1:
242                 case WR_CHECKAMMO2:
243                 {
244                         return TRUE; // laser has infinite ammo
245                 }
246                 
247                 case WR_CONFIG:
248                 {
249                         BLASTER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
250                         return TRUE;
251                 }
252                 
253                 case WR_RELOAD:
254                 {
255                         W_Reload(0, "weapons/reload.wav");
256                         return TRUE;
257                 }
258                 
259                 case WR_SUICIDEMESSAGE:
260                 {
261                         return WEAPON_LASER_SUICIDE;
262                 }
263                 
264                 case WR_KILLMESSAGE:
265                 {
266                         return WEAPON_LASER_MURDER;
267                 }
268         }
269         
270         return TRUE;
271 }
272 #endif
273 #ifdef CSQC
274 float W_Blaster(float request)
275 {
276         switch(request)
277         {
278                 case WR_IMPACTEFFECT:
279                 {
280                         vector org2;
281                         org2 = w_org + w_backoff * 6;
282                         pointparticles(particleeffectnum("new_laser_impact"), org2, w_backoff * 1000, 1);
283                         if(!w_issilent) { sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); }
284                         return TRUE;
285                 }
286                 
287                 case WR_INIT:
288                 {
289                         precache_sound("weapons/laserimpact.wav");
290                         return TRUE;
291                 }
292         }
293         
294         return TRUE;
295 }
296 #endif
297 #endif