]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/weapons/weapon/vaporizer.qc
8059f3272bcfddc8112579e22bc8ccd32f7de7fc
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / vaporizer.qc
1 #ifndef IMPLEMENTATION
2 CLASS(Vaporizer, Weapon)
3 /* ammotype  */ ATTRIB(Vaporizer, ammo_field, .int, ammo_cells)
4 /* impulse   */ ATTRIB(Vaporizer, impulse, int, 7)
5 /* flags     */ ATTRIB(Vaporizer, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN);
6 /* rating    */ ATTRIB(Vaporizer, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
7 /* color     */ ATTRIB(Vaporizer, wpcolor, vector, '0.5 1 1');
8 /* modelname */ ATTRIB(Vaporizer, mdl, string, "minstanex");
9 #ifndef MENUQC
10 /* model     */ ATTRIB(Vaporizer, m_model, Model, MDL_VAPORIZER_ITEM);
11 #endif
12 /* crosshair */ ATTRIB(Vaporizer, w_crosshair, string, "gfx/crosshairminstanex");
13 /* crosshair */ ATTRIB(Vaporizer, w_crosshair_size, float, 0.6);
14 /* wepimg    */ ATTRIB(Vaporizer, model2, string, "weaponminstanex");
15 /* refname   */ ATTRIB(Vaporizer, netname, string, "vaporizer");
16 /* wepname   */ ATTRIB(Vaporizer, m_name, string, _("Vaporizer"));
17 ENDCLASS(Vaporizer)
18 REGISTER_WEAPON(VAPORIZER, NEW(Vaporizer));
19
20 #define VAPORIZER_SETTINGS(w_cvar,w_prop) VAPORIZER_SETTINGS_LIST(w_cvar, w_prop, VAPORIZER, vaporizer)
21 #define VAPORIZER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
22         w_cvar(id, sn, PRI, ammo) \
23         w_cvar(id, sn, PRI, animtime) \
24         w_cvar(id, sn, PRI, damage) \
25         w_cvar(id, sn, PRI, refire) \
26         w_cvar(id, sn, SEC, ammo) \
27         w_cvar(id, sn, SEC, animtime) \
28         w_cvar(id, sn, SEC, damage) \
29         w_cvar(id, sn, SEC, delay) \
30         w_cvar(id, sn, SEC, edgedamage) \
31         w_cvar(id, sn, SEC, force) \
32         w_cvar(id, sn, SEC, lifetime) \
33         w_cvar(id, sn, SEC, radius) \
34         w_cvar(id, sn, SEC, refire) \
35         w_cvar(id, sn, SEC, shotangle) \
36         w_cvar(id, sn, SEC, speed) \
37         w_cvar(id, sn, SEC, spread) \
38         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
39         w_prop(id, sn, float,  reloading_time, reload_time) \
40         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
41         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
42         w_prop(id, sn, string, weaponreplace, weaponreplace) \
43         w_prop(id, sn, float,  weaponstart, weaponstart) \
44         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
45         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
46
47 #ifdef SVQC
48 VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
49 .float vaporizer_lasthit;
50 .float jump_interval;
51 .float jump_interval2;
52 .bool held_down;
53 .float rm_force;
54 .float rm_damage;
55 .float rm_edmg;
56 #endif
57 #endif
58 #ifdef IMPLEMENTATION
59
60 REGISTER_NET_TEMP(TE_CSQC_VAPORBEAMPARTICLE)
61
62 #if defined(SVQC)
63 void SendCSQCVaporizerBeamParticle(entity player, int hit) {
64         vector v;
65         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
66         WriteHeader(MSG_BROADCAST, TE_CSQC_VAPORBEAMPARTICLE);
67         WriteCoord(MSG_BROADCAST, w_shotorg.x);
68         WriteCoord(MSG_BROADCAST, w_shotorg.y);
69         WriteCoord(MSG_BROADCAST, w_shotorg.z);
70         WriteCoord(MSG_BROADCAST, v.x);
71         WriteCoord(MSG_BROADCAST, v.y);
72         WriteCoord(MSG_BROADCAST, v.z);
73         WriteByte(MSG_BROADCAST, hit);
74         WriteShort(MSG_BROADCAST, num_for_edict(player));
75         WriteByte(MSG_BROADCAST, player.team);
76 }
77 #elif defined(CSQC)
78 bool autocvar_cl_vaporizerbeam_particle = false;
79 float autocvar_cl_vaporizerbeam_lifetime = 0.8;
80 float autocvar_cl_vaporizerbeam_colorboost = 0.7;
81
82 string Draw_VaporizerBeam_trace_callback_tex;
83 float Draw_VaporizerBeam_trace_callback_rnd;
84 vector Draw_VaporizerBeam_trace_callback_rgb;
85 float Draw_VaporizerBeam_trace_callback_a;
86 void Draw_VaporizerBeam_trace_callback(vector start, vector hit, vector end)
87 {
88         float i;
89         vector vorg;
90         vorg = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
91         for(i = 0; i < Draw_VaporizerBeam_trace_callback_a; ++i)
92                 Draw_CylindricLine(hit, start, 8, Draw_VaporizerBeam_trace_callback_tex, 0.25, Draw_VaporizerBeam_trace_callback_rnd, Draw_VaporizerBeam_trace_callback_rgb, min(1, Draw_VaporizerBeam_trace_callback_a - i), DRAWFLAG_NORMAL, vorg);
93         Draw_VaporizerBeam_trace_callback_rnd += 0.25 * vlen(hit - start) / 8;
94 }
95
96 .vector vorg1, vorg2;
97 .float spawn_time;
98 void VaporizerBeam_Draw(entity this)
99 {
100         //draw either the old v2.3 beam or the new beam
101         particles_alphamin = particles_alphamax = particles_fade = 1;
102
103         string tex = "particles/lgbeam";
104         if(this.cnt)
105                 tex = "particles/gauntletbeam";
106         vector rgb = getcsqcplayercolor(this.sv_entnum);
107         rgb *= (1 + autocvar_cl_vaporizerbeam_colorboost);
108
109         float fail = (self.nextthink - time);
110
111         Draw_VaporizerBeam_trace_callback_tex = tex;
112         Draw_VaporizerBeam_trace_callback_rnd = 0;
113         Draw_VaporizerBeam_trace_callback_rgb = rgb;
114         Draw_VaporizerBeam_trace_callback_a = bound(0, fail, 1);
115         WarpZone_TraceBox_ThroughZone(this.vorg1, '0 0 0', '0 0 0', this.vorg2, MOVE_NOTHING, world, world, Draw_VaporizerBeam_trace_callback);
116         Draw_VaporizerBeam_trace_callback_tex = string_null;
117
118         /*if(!MUTATOR_CALLHOOK(Particles_VaporizerBeam, this.vorg1, this.vorg2))
119         if(autocvar_cl_particles_oldvortexbeam && (getstati(STAT_ALLOW_OLDVORTEXBEAM) || isdemo()))
120                 WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
121         else
122                 WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);*/
123 }
124
125 NET_HANDLE(TE_CSQC_VAPORBEAMPARTICLE, bool isNew)
126 {
127         Net_Accept(vortex_beam);
128         this.think = SUB_Remove_self;
129         this.nextthink = time + bound(0, autocvar_cl_vaporizerbeam_lifetime, 10);
130         this.draw = VaporizerBeam_Draw;
131         this.drawmask = MASK_NORMAL;
132
133         this.vorg1_x = ReadCoord(); this.vorg1_y = ReadCoord(); this.vorg1_z = ReadCoord();
134         this.vorg2_x = ReadCoord(); this.vorg2_y = ReadCoord(); this.vorg2_z = ReadCoord();
135         this.cnt = ReadByte();
136         this.sv_entnum = ReadShort();
137         this.team = ReadByte() - 1;
138
139         if(autocvar_cl_vaporizerbeam_particle)
140         {
141                 WarpZone_TrailParticles(world, particleeffectnum(((this.cnt) ? EFFECT_VAPORIZER_HIT(this.team) : EFFECT_VAPORIZER(this.team))), this.vorg1, this.vorg2);
142                 this.draw = func_null;
143                 this.drawmask = MASK_NORMAL;
144                 remove(this);
145         }
146
147         pointparticles(EFFECT_VORTEX_MUZZLEFLASH, this.vorg1, normalize(this.vorg2 - this.vorg1) * 1000, 1);
148         return true;
149 }
150 #endif
151
152 #ifdef SVQC
153 spawnfunc(weapon_vaporizer) { weapon_defaultspawnfunc(this, WEP_VAPORIZER); }
154 spawnfunc(weapon_minstanex) { spawnfunc_weapon_vaporizer(this); }
155
156 void W_RocketMinsta_Explosion(vector loc)
157 {SELFPARAM();
158         if(accuracy_canbegooddamage(self))
159                 accuracy_add(self, WEP_DEVASTATOR.m_id, autocvar_g_rm_damage, 0);
160         entity dmgent = spawn();
161         dmgent.owner = dmgent.realowner = self;
162         setorigin(dmgent, loc);
163         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);
164         remove(dmgent);
165 }
166
167 void W_Vaporizer_Attack(Weapon thiswep)
168 {SELFPARAM();
169         bool flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
170         float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000);
171
172         W_SetupShot(self, true, 0, "", CH_WEAPON_A, vaporizer_damage);
173         // handle sound separately so we can change the volume
174         // added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway)
175         sound (self, CH_WEAPON_A, SND_MINSTANEXFIRE, VOL_BASE * 0.8, ATTEN_NORM);
176
177         yoda = 0;
178         damage_goodhits = 0;
179         FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
180
181         // do this now, as goodhits is disabled below
182         SendCSQCVaporizerBeamParticle(self, damage_goodhits);
183
184         if(yoda && flying)
185                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
186         if(damage_goodhits && self.vaporizer_lasthit)
187         {
188                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
189                 damage_goodhits = 0; // only every second time
190         }
191
192         self.vaporizer_lasthit = damage_goodhits;
193
194         if(autocvar_g_rm)
195         if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT)))
196                 W_RocketMinsta_Explosion(trace_endpos);
197
198         W_DecreaseAmmo(thiswep, self, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
199 }
200
201 void W_RocketMinsta_Laser_Explode ()
202 {SELFPARAM();
203         if(other.takedamage == DAMAGE_AIM)
204                 if(IS_PLAYER(other))
205                         if(DIFF_TEAM(self.realowner, other))
206                                 if(other.deadflag == DEAD_NO)
207                                         if(IsFlying(other))
208                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
209
210         self.event_damage = func_null;
211         self.takedamage = DAMAGE_NO;
212         RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other);
213         remove(self);
214 }
215
216 void W_RocketMinsta_Laser_Touch ()
217 {SELFPARAM();
218         PROJECTILE_TOUCH;
219         //W_RocketMinsta_Laser_Explode ();
220         RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other);
221         remove(self);
222 }
223
224 void W_RocketMinsta_Attack2()
225 {SELFPARAM();
226         makevectors(self.v_angle);
227
228         entity proj;
229         float counter = 0;
230         float total = autocvar_g_rm_laser_count;
231         float spread = autocvar_g_rm_laser_spread;
232         float rndspread = autocvar_g_rm_laser_spread_random;
233
234         float w = self.weapon;
235         self.weapon = WEP_ELECTRO.m_id;
236         W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND(CRYLINK_FIRE), CH_WEAPON_A, autocvar_g_rm_laser_damage);
237         self.weapon = w;
238
239         Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
240
241     while(counter < total)
242         {
243         proj = new(plasma_prim);
244         proj.owner = proj.realowner = self;
245         proj.bot_dodge = true;
246         proj.bot_dodgerating = autocvar_g_rm_laser_damage;
247         proj.use = W_RocketMinsta_Laser_Explode;
248         proj.think = adaptor_think2use_hittype_splash;
249         proj.nextthink = time + autocvar_g_rm_laser_lifetime;
250         PROJECTILE_MAKETRIGGER(proj);
251         proj.projectiledeathtype = WEP_ELECTRO.m_id;
252         setorigin(proj, w_shotorg);
253
254                 proj.rm_force = autocvar_g_rm_laser_force / total;
255                 proj.rm_damage = autocvar_g_rm_laser_damage / total;
256                 proj.rm_edmg = proj.rm_damage;
257
258         //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
259
260         proj.movetype = MOVETYPE_BOUNCEMISSILE;
261         //W_SETUPPROJECTILEVELOCITY(proj, g_balance_minstanex_laser);
262                 proj.velocity = (w_shotdir + (((counter + 0.5) / total) * 2 - 1) * v_right * (spread * (rndspread ? random() : 1))) * cvar("g_rm_laser_speed");
263                 proj.velocity_z = proj.velocity_z + cvar("g_rm_laser_zspread") * (random() - 0.5);
264                 proj.velocity = W_CalculateProjectileVelocity(proj.realowner.velocity, proj.velocity, true);
265         proj.angles = vectoangles(proj.velocity);
266         proj.touch = W_RocketMinsta_Laser_Touch;
267         setsize(proj, '0 0 -3', '0 0 -3');
268         proj.flags = FL_PROJECTILE;
269         proj.missile_flags = MIF_SPLASH;
270
271         CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
272
273         MUTATOR_CALLHOOK(EditProjectile, self, proj);
274         counter++;
275     }
276 }
277
278 void W_RocketMinsta_Attack3 ()
279 {SELFPARAM();
280         makevectors(self.v_angle);
281
282         entity proj;
283         float counter = 0;
284         float total = 1;
285
286         int w = self.weapon;
287         self.weapon = WEP_ELECTRO.m_id;
288         W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND(ELECTRO_FIRE2), CH_WEAPON_A, autocvar_g_rm_laser_damage);
289         self.weapon = w;
290
291         Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
292
293     while(counter < total)
294         {
295         proj = new(plasma_prim);
296         proj.owner = proj.realowner = self;
297         proj.bot_dodge = true;
298         proj.bot_dodgerating = autocvar_g_rm_laser_damage;
299         proj.use = W_RocketMinsta_Laser_Explode;
300         proj.think = adaptor_think2use_hittype_splash;
301         proj.nextthink = time + autocvar_g_rm_laser_lifetime;
302         PROJECTILE_MAKETRIGGER(proj);
303         proj.projectiledeathtype = WEP_ELECTRO.m_id;
304         setorigin(proj, w_shotorg);
305
306                 proj.rm_force = autocvar_g_rm_laser_force / total;
307                 proj.rm_damage = autocvar_g_rm_laser_damage / total;
308                 proj.rm_edmg = proj.rm_damage;
309
310         //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
311
312         proj.movetype = MOVETYPE_BOUNCEMISSILE;
313                 proj.velocity = w_shotdir * autocvar_g_rm_laser_speed;
314                 proj.velocity = W_CalculateProjectileVelocity(proj.realowner.velocity, proj.velocity, true);
315         proj.angles = vectoangles(proj.velocity);
316         proj.touch = W_RocketMinsta_Laser_Touch;
317         setsize(proj, '0 0 -3', '0 0 -3');
318         proj.flags = FL_PROJECTILE;
319         proj.missile_flags = MIF_SPLASH;
320
321         CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
322
323         MUTATOR_CALLHOOK(EditProjectile, self, proj);
324         counter++;
325     }
326 }
327
328                 METHOD(Vaporizer, wr_aim, void(entity thiswep))
329                 {
330                         if(self.WEP_AMMO(VAPORIZER) > 0)
331                                 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, false);
332                         else
333                                 self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
334                 }
335                 METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
336                 {
337                         float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
338                         // if the laser uses load, we also consider its ammo for reloading
339                         if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload
340                                 Weapon w = get_weaponinfo(actor.weapon);
341                                 w.wr_reload(w);
342                         } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.clip_load < vaporizer_ammo) { // forced reload
343                                 Weapon w = get_weaponinfo(actor.weapon);
344                                 w.wr_reload(w);
345                         }
346                         if((fire & 1) && (actor.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(actor))
347                         {
348                                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vaporizer, refire)))
349                                 {
350                                         W_Vaporizer_Attack(thiswep);
351                                         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
352                                 }
353                         }
354                         if((fire & 2) || ((fire & 1) && !actor.ammo_cells && autocvar_g_rm))
355                         {
356                                 if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2)
357                                 {
358                                         bool rapid = autocvar_g_rm_laser_rapid;
359                                         if(actor.jump_interval <= time && !actor.held_down)
360                                         {
361                                                 if(rapid)
362                                                         actor.held_down = true;
363                                                 actor.jump_interval = time + autocvar_g_rm_laser_refire;
364                                                 actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
365                                                 damage_goodhits = 0;
366                                                 W_RocketMinsta_Attack2();
367                                         }
368                                         else if(rapid && actor.jump_interval2 <= time && actor.held_down)
369                                         {
370                                                 actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
371                                                 damage_goodhits = 0;
372                                                 W_RocketMinsta_Attack3();
373                                                 //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready);
374                                         }
375                                 }
376                                 else if (actor.jump_interval <= time)
377                                 {
378                                         // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
379                                         actor.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor();
380
381                                         // decrease ammo for the laser?
382                                         if(WEP_CVAR_SEC(vaporizer, ammo))
383                                                 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo));
384
385                                         // ugly instagib hack to reuse the fire mode of the laser
386                                         makevectors(actor.v_angle);
387                                         int oldwep = actor.weapon; // we can't avoid this hack
388                                         actor.weapon = WEP_BLASTER.m_id;
389                                         W_Blaster_Attack(
390                                                 actor,
391                                                 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
392                                                 WEP_CVAR_SEC(vaporizer, shotangle),
393                                                 WEP_CVAR_SEC(vaporizer, damage),
394                                                 WEP_CVAR_SEC(vaporizer, edgedamage),
395                                                 WEP_CVAR_SEC(vaporizer, radius),
396                                                 WEP_CVAR_SEC(vaporizer, force),
397                                                 WEP_CVAR_SEC(vaporizer, speed),
398                                                 WEP_CVAR_SEC(vaporizer, spread),
399                                                 WEP_CVAR_SEC(vaporizer, delay),
400                                                 WEP_CVAR_SEC(vaporizer, lifetime)
401                                         );
402                                         actor.weapon = oldwep;
403
404                                         // now do normal refire
405                                         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
406                                 }
407                         }
408                         else
409                                 actor.held_down = false;
410                 }
411                 METHOD(Vaporizer, wr_init, void(entity thiswep))
412                 {
413                         //W_Blaster(WR_INIT); // Samual: Is this really the proper thing to do? Didn't we already run this previously?
414                         VAPORIZER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
415                 }
416                 METHOD(Vaporizer, wr_setup, void(entity thiswep))
417                 {
418                         self.ammo_field = WEP_AMMO(VAPORIZER);
419                         self.vaporizer_lasthit = 0;
420                 }
421                 METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep))
422                 {
423                         float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
424                         float ammo_amount = self.WEP_AMMO(VAPORIZER) >= vaporizer_ammo;
425                         ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo;
426                         return ammo_amount;
427                 }
428                 METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep))
429                 {
430                         if(!WEP_CVAR_SEC(vaporizer, ammo))
431                                 return true;
432                         float ammo_amount = self.WEP_AMMO(VAPORIZER) >= WEP_CVAR_SEC(vaporizer, ammo);
433                         ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
434                         return ammo_amount;
435                 }
436                 METHOD(Vaporizer, wr_config, void(entity thiswep))
437                 {
438                         VAPORIZER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
439                 }
440                 METHOD(Vaporizer, wr_resetplayer, void(entity thiswep))
441                 {
442                         self.vaporizer_lasthit = 0;
443                 }
444                 METHOD(Vaporizer, wr_reload, void(entity thiswep))
445                 {
446                         float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
447                         float used_ammo;
448                         if(WEP_CVAR_SEC(vaporizer, ammo))
449                                 used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo));
450                         else
451                                 used_ammo = vaporizer_ammo;
452
453                         W_Reload(self, used_ammo, SND(RELOAD));
454                 }
455                 METHOD(Vaporizer, wr_suicidemessage, int(entity thiswep))
456                 {
457                         return WEAPON_THINKING_WITH_PORTALS;
458                 }
459                 METHOD(Vaporizer, wr_killmessage, int(entity thiswep))
460                 {
461                         return WEAPON_VAPORIZER_MURDER;
462                 }
463
464 #endif
465 #ifdef CSQC
466
467                 METHOD(Vaporizer, wr_impacteffect, void(entity thiswep))
468                 {
469                         vector org2 = w_org + w_backoff * 6;
470                         if(w_deathtype & HITTYPE_SECONDARY)
471                         {
472                                 pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
473                                 if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
474                         }
475                         else
476                         {
477                                 pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
478                                 if(!w_issilent) { sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); }
479                         }
480                 }
481                 METHOD(Vaporizer, wr_init, void(entity thiswep))
482                 {
483                         if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
484                         {
485                                 precache_pic("gfx/reticle_nex");
486                         }
487                 }
488                 METHOD(Vaporizer, wr_zoomreticle, bool(entity thiswep))
489                 {
490                         if(button_zoom || zoomscript_caught)
491                         {
492                                 reticle_image = "gfx/reticle_nex";
493                                 return true;
494                         }
495                         else
496                         {
497                                 // no weapon specific image for this weapon
498                                 return false;
499                         }
500                 }
501
502 #endif
503 #endif