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Update vaporizer function names
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_vaporizer.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id */ VAPORIZER,
4 /* function */ W_Vaporizer,
5 /* ammotype */ ammo_cells,
6 /* impulse  */ 7,
7 /* flags    */ WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN,
8 /* rating   */ BOT_PICKUP_RATING_HIGH,
9 /* color        */ '0.5 1 1',
10 /* model    */ "minstanex",
11 /* netname  */ "minstanex",
12 /* fullname */ _("Vaporizer")
13 );
14
15 #define VAPORIZER_SETTINGS(w_cvar,w_prop) VAPORIZER_SETTINGS_LIST(w_cvar, w_prop, VAPORIZER, vaporizer)
16 #define VAPORIZER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
17         w_cvar(id, sn, PRI, ammo) \
18         w_cvar(id, sn, PRI, animtime) \
19         w_cvar(id, sn, PRI, refire) \
20         w_cvar(id, sn, SEC, ammo) \
21         w_cvar(id, sn, SEC, animtime) \
22         w_cvar(id, sn, SEC, damage) \
23         w_cvar(id, sn, SEC, delay) \
24         w_cvar(id, sn, SEC, edgedamage) \
25         w_cvar(id, sn, SEC, force) \
26         w_cvar(id, sn, SEC, lifetime) \
27         w_cvar(id, sn, SEC, radius) \
28         w_cvar(id, sn, SEC, refire) \
29         w_cvar(id, sn, SEC, shotangle) \
30         w_cvar(id, sn, SEC, speed) \
31         w_cvar(id, sn, SEC, spread) \
32         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
33         w_prop(id, sn, float,  reloading_time, reload_time) \
34         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
35         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
36         w_prop(id, sn, string, weaponreplace, weaponreplace) \
37         w_prop(id, sn, float,  weaponstart, weaponstart) \
38         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
39
40 #ifdef SVQC
41 VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
42 .float vaporizer_lasthit;
43 .float jump_interval;
44 #endif
45 #else
46 #ifdef SVQC
47 void spawnfunc_weapon_vaporizer (void) { weapon_defaultspawnfunc(WEP_VAPORIZER); }
48 void spawnfunc_weapon_minstanex () { spawnfunc_weapon_vaporizer(); }
49
50 void W_Vaporizer_Attack (void)
51 {
52         float flying;
53         flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
54
55         W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", CH_WEAPON_A, 10000);
56
57         yoda = 0;
58         damage_goodhits = 0;
59         FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_VAPORIZER);
60
61         if(yoda && flying)
62                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
63         if(damage_goodhits && self.vaporizer_lasthit)
64         {
65                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
66                 damage_goodhits = 0; // only every second time
67         }
68
69         self.vaporizer_lasthit = damage_goodhits;
70
71         pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
72
73         // teamcolor / hit beam effect
74         vector v;
75         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
76         switch(self.team)
77         {
78                 case NUM_TEAM_1:   // Red
79                         if(damage_goodhits)
80                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
81                         else
82                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
83                         break;
84                 case NUM_TEAM_2:   // Blue
85                         if(damage_goodhits)
86                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
87                         else
88                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
89                         break;
90                 case NUM_TEAM_3:   // Yellow
91                         if(damage_goodhits)
92                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
93                         else
94                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
95                         break;
96                 case NUM_TEAM_4:   // Pink
97                         if(damage_goodhits)
98                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
99                         else
100                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
101                         break;
102                 default:
103                         if(damage_goodhits)
104                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3_HIT"), w_shotorg, v);
105                         else
106                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
107                         break;
108         }
109         
110         W_DecreaseAmmo(((g_minstagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
111 }
112
113 float W_Vaporizer(float req)
114 {
115         float ammo_amount;
116         float vaporizer_ammo;
117
118         // now multiple WR_s use this
119         vaporizer_ammo = ((g_minstagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
120
121         switch(req)
122         {
123                 case WR_AIM:
124                 {
125                         if(self.AMMO_VAL(WEP_VAPORIZER) > 0)
126                                 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
127                         else
128                                 self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), FALSE); // WEAPONTODO: replace with proper vaporizer cvars
129                                 
130                         return TRUE;
131                 }
132                 case WR_THINK:
133                 {
134                         // if the laser uses load, we also consider its ammo for reloading
135                         if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && self.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) // forced reload
136                                 WEP_ACTION(self.weapon, WR_RELOAD);
137                         else if(WEP_CVAR(vaporizer, reload_ammo) && self.clip_load < vaporizer_ammo) // forced reload
138                                 WEP_ACTION(self.weapon, WR_RELOAD);
139                         else if (self.BUTTON_ATCK)
140                         {
141                                 if (weapon_prepareattack(0, WEP_CVAR_PRI(vaporizer, refire)))
142                                 {
143                                         W_Vaporizer_Attack();
144                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
145                                 }
146                         }
147                         else if (self.BUTTON_ATCK2)
148                         {
149                                 if (self.jump_interval <= time)
150                                 if (weapon_prepareattack(1, -1))
151                                 {
152                                         // handle refire manually, so that primary and secondary can be fired without conflictions (important for minstagib)
153                                         self.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor();
154                                         
155                                         // decrease ammo for the laser?
156                                         if(WEP_CVAR_SEC(vaporizer, ammo))
157                                                 W_DecreaseAmmo(WEP_CVAR_SEC(vaporizer, ammo));
158
159                                         // ugly minstagib hack to reuse the fire mode of the laser
160                                         float w;
161                                         w = self.weapon;
162                                         self.weapon = WEP_BLASTER;
163                                         W_Blaster_Attack(
164                                                 WEP_CVAR_SEC(vaporizer, shotangle),
165                                                 WEP_CVAR_SEC(vaporizer, damage),
166                                                 WEP_CVAR_SEC(vaporizer, edgedamage),
167                                                 WEP_CVAR_SEC(vaporizer, radius),
168                                                 WEP_CVAR_SEC(vaporizer, force),
169                                                 WEP_CVAR_SEC(vaporizer, speed),
170                                                 WEP_CVAR_SEC(vaporizer, spread),
171                                                 WEP_CVAR_SEC(vaporizer, delay),
172                                                 WEP_CVAR_SEC(vaporizer, lifetime)
173                                         );
174                                         self.weapon = w;
175                                         
176                                         // now do normal refire
177                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
178                                 }
179                         }
180                         
181                         return TRUE;
182                 }
183                 case WR_INIT:
184                 {
185                         precache_model("models/nexflash.md3");
186                         precache_model("models/weapons/g_minstanex.md3");
187                         precache_model("models/weapons/v_minstanex.md3");
188                         precache_model("models/weapons/h_minstanex.iqm");
189                         precache_sound("weapons/minstanexfire.wav");
190                         precache_sound("weapons/nexwhoosh1.wav");
191                         precache_sound("weapons/nexwhoosh2.wav");
192                         precache_sound("weapons/nexwhoosh3.wav");
193                         //W_Blaster(WR_INIT); // Samual: Is this really the proper thing to do? Didn't we already run this previously?
194                         VAPORIZER_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
195                         return TRUE;
196                 }
197                 case WR_SETUP:
198                 {
199                         self.current_ammo = AMMO_VAL(WEP_VAPORIZER);
200                         self.vaporizer_lasthit = 0;
201                         return TRUE;
202                 }
203                 case WR_CHECKAMMO1:
204                 {
205                         ammo_amount = self.AMMO_VAL(WEP_VAPORIZER) >= vaporizer_ammo;
206                         ammo_amount += self.(weapon_load[WEP_VAPORIZER]) >= vaporizer_ammo;
207                         return ammo_amount;
208                 }
209                 case WR_CHECKAMMO2:
210                 {
211                         if(!WEP_CVAR_SEC(vaporizer, ammo))
212                                 return TRUE;
213                         ammo_amount = self.AMMO_VAL(WEP_VAPORIZER) >= WEP_CVAR_SEC(vaporizer, ammo);
214                         ammo_amount += self.(weapon_load[WEP_VAPORIZER]) >= WEP_CVAR_SEC(vaporizer, ammo);
215                         return ammo_amount;
216                 }
217                 case WR_CONFIG:
218                 {
219                         VAPORIZER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
220                         return TRUE;
221                 }
222                 case WR_RESETPLAYER:
223                 {
224                         self.vaporizer_lasthit = 0;
225                         return TRUE;
226                 }
227                 case WR_RELOAD:
228                 {
229                         float used_ammo;
230                         if(WEP_CVAR_SEC(vaporizer, ammo))
231                                 used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo));
232                         else
233                                 used_ammo = vaporizer_ammo;
234
235                         W_Reload(used_ammo, "weapons/reload.wav");
236                         return TRUE;
237                 }
238                 case WR_SUICIDEMESSAGE:
239                 {
240                         return WEAPON_THINKING_WITH_PORTALS;
241                 }
242                 case WR_KILLMESSAGE:
243                 {
244                         return WEAPON_VAPORIZER_MURDER;
245                 }
246         }
247         return TRUE;
248 }
249 #endif
250 #ifdef CSQC
251 float W_Vaporizer(float req)
252 {
253         switch(req)
254         {
255                 case WR_IMPACTEFFECT:
256                 {
257                         vector org2;
258                         org2 = w_org + w_backoff * 6;
259                         pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
260                         if(!w_issilent)
261                                 sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
262                                 
263                         return TRUE;
264                 }
265                 case WR_INIT:
266                 {
267                         precache_sound("weapons/neximpact.wav");
268                         return TRUE;
269                 }
270         }
271         return TRUE;
272 }
273 #endif
274 #endif